LIFE IS A HIGHWAY, I’M GOING MY WAY: The Vagabond

You’ve tried your hand at a lot of things, some more successful than others. You’ve lived in a lot of different places, some longer than others. But in your heart of hearts, you’re a nomad, a wanderer, and wherever you lay your head is home.

You have hit dice, saving throws, and XP progression as a thief.

CODE OF THE ROAD
You’re fluent in a system of marks and symbols that vagabonds use to pass on information amongst themselves.

PRIZED POSSESSION
You like to travel light, but you always keep this item around for sentimental reasons.

Roll 1d6:
1 – Antique Weapon: The blade has a few notches, but it keeps a fine edge. You gain a bonus to rolls to attack with this weapon equal to your vagabond level.
2 – Secondhand Musical Instrument: Playing a tune helps you unwind after a long day on the road. Anyone listening to your music while resting recovers as if they had rested under ideal conditions.
3 – Rugged Boots: Well worn footwear that fit just right. You have Advantage on all rolls to keep your balance.
4 – Lucky Charm: A shiny trinket that caught your eye from the side of the road. Once per day, you can make any one roll with Advantage or force another character or creature make a roll with Disadvantage.
5 – Cookware: A cast iron stew-pot or skillet. A character who eats a meal cooked in it gains Advantage on their next roll to resist poison, disease, or any other physically debilitating condition.
6 – Book: A journal of your travels and experiences. You can consult it to attempt any knowledge-based check with a bonus equal to your vagabond level.

If you are subject to an attack or effect that would kill you, you can sacrifice your prized possession to stay alive. You cannot acquire a new prized possession until you gain another experience level in vagabond.

ADVANCING AS A VAGABOND
At first level and whenever you gain a level, roll twice on the following table. If you have sacrificed your prized possession to save your life, only roll once.

Roll 1d30:
1 – Ain’t Got Time to Bleed: Once per day, you can ‘defer’ one instance of hit point loss from any source for one minute. Every time you roll this again, you gain another use of this ability per day.
2 – Another Mouth to Feed: You’ve picked up a travelling companion equivalent to a 0-level hireling. Every time you roll this again, you can gain another companion or one already accompanying you gains a level in vagabond.
3 – Bloody Knuckles: Your two most reliable allies are your left and right hands. You gain a +1 bonus to attack and damage rolls with unarmed strikes.
4 – But It’s a Dry Heat: You gain a +2 bonus to rolls related to resisting the effects of non-magical adverse weather conditions.
5 – Butcher, Baker, Candlestick Maker: Every now and then, you’ve had to pick up and odd job to make ends meet. You gain a +2 bonus to rolls related to a craft or trade of your choice.
6 – By the Pricking of My Thumbs: You’ve learned that danger can lurk behind any curve in the road. Once per day, you can automatically detect an ambush or hidden trap. Every time you roll this again, you gain another use of this ability per day.
7 – Call Me What You Will: You brush aside petty insults and threatening looks. You gain a +2 bonus to rolls to resist intimidation and coercion.
8 – Conjuror of Cheap Tricks: Your hands are so quick, some might consider it magic. You gain a +2 bonus to rolls related to juggling, palming, and sleight of hand.
9 – Folk Medicine: You’ve cobbled together some rudimentary healing skills from home remedies and old wives’ tales. You gain a +2 bonus to rolls related to diagnosing and treating injuries and illnesses.
10 – Friends in Low Places: Name an inhabited area; you have a relatively loyal contact living there who provides you with information and advice. You can also call in a favor from them, after which they will no longer be your contact.
11 – Gotta Have Faith: Pick a religion; you know enough about its doctrine and traditions to convincingly pass as an adherent. Every time you roll this again, you can pick another religion or gain a +2 bonus to rolls related to one you already know of.
12 – Hardy: You gain an extra hit die’s worth of hit points.
13 – I Walk the Ley Line: You’ve developed a sensitivity to the web of magical power the envelopes the world. You can detect their presence with a successful Wisdom/Perception roll. Every time you roll this again, you gain a +2 bonus to the detection roll.
14 – In the Pale Moonlight: You know an occult ritual to summon an otherworldly being. The ritual can only be performed at a crossroads at night. Roll 2d6, modified by your Intelligence; on a result of 10 or more, the ritual succeeds. On a 7-9, you summon something, but not what you intended. A roll of 6 or less indicates failure. Every time you roll this result again, you gain a +2 bonus to rolls related to interacting with the being you summoned.
15 – Intestinal Fortitude: You gain a +2 bonus to rolls to resist poison, intoxication, and food- and water-born diseases.
16 – It’s All in the Reflexes: You gain a +1 bonus to your Armor Class when not wearing armor.
17 – King of the Road: You gain a +2 bonus to rolls related to wagons, carriages, and other wheeled vehicles.
18 – Know When to Hold ‘Em, Know When to Fold ‘Em: You gain a +2 bonus to rolls related to gambling and games of chance.
19 – Let’s Make a Deal: You gain a +2 bonus to rolls related to bargaining, haggling, and negotiating.
20 – Mysterious Ways: The first time you roll this, you no longer leave a trail or tracks unless you wish. The second time you roll this, you can move at full speed with incurring a penalty to rolls related moving stealthily. The third time you roll this result, you can attempt to hide while being observed. The fourth, and every subsequent, time you roll this, you gain a +2 bonus to rolls related to sneaking and stealthy movement.
21 – Polyglot: You become fluent in a language of your choice. (If you roll this result twice, you can elect to know one secret language – like thieves’ cant – instead of two common languages.)
22 – Sing for Your Supper: You gain a +2 bonus to rolls related to a visual or performing art of your choice.
23 – Stowaway: You are adept at getting into and hiding in cramped spaces. You can squeeze through openings as if your were one size category smaller. Every time you roll this again, you gain a +2 bonus to rolls related to hiding.
24 – Survival Instincts: You gain a +2 bonus to rolls related to finding food, water, and shelter in the wilderness.
25 – Sweat the Technique: You gain a +2 bonus to rolls related to a combat trick (strike to disarm, strike to stun, trip, etc.) of your choice. Every time you roll this, you can pick an additional trick or gain an additional +2 bonus to one you already chose.
26 – Tongue Twister: You have a talent for tying people into rhetorical knots. You gain a +2 bonus to rolls to deceive others.
27 – Traveling Without Moving: You know a ritual to induce an out-of-body experience. An Intelligence/Arcana roll determines how many minutes your consciousness can safely exist outside your body. While out of your body, you are intangible and invisible, and you can fly at twice your normal speed. During the experience, your body appears to be asleep and is completely helpless. Every time you roll this again, you gain a +2 bonus to the ritual roll.
28 – Unnerving Stare: As you action, you can stare down an adversary that meets your gaze. Make an opposed Charisma/Personality roll; if you succeed, you can make one demand of the creature you’ve unnerved. If you fail, the creature becomes hostile towards you. Every time you re-roll this result, you gain a +2 bonus to the opposed roll.
29 – Wild at Heart: You gain a +2 bonus to rolls related handling and interacting with animals.
30 – You Can Never Have Too Many Knives: No matter what you’re carrying or how thoroughly you’re searched, you can always reveal a hidden dagger. Every time you roll this again, you can produce another, different, mundane item of similar size – a candle, a length of wire, a deck of cards, etc.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s