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Vagabond

A homebrew class for 13th Age 2E

Overview

You’re a wanderer and a wayfarer, out to make your own luck.
The vagabond class doesn’t have its own talents, powers or spells. Instead, vagabonds pick up their knowledge on the road, from friends they make, from events they witness and stories they hear.

Backgrounds

Axis street rabble; Iron Sea pirate; escaped forsaken of the Crusader’s troops; happy-go-lucky wanderer

Ability Scores

Vagabonds come in all shapes and sizes. Because most of your abilities are a hodge-podge mix of other classes, any ability score might be useful to you.

Gear

Depending on your chosen style (see class features), you might be using full-on martial weapons or something light and easy to use.
As someone constantly on the road, most of your possessions will be selected for light weight, ease of use and durability.
As every character in 2nd edition, you start with a healing potion, likely some herbal brew you concocted from herbs you found by the roadside.

Weapons and Armor

Armor Types

Armor Type Base AC Attack Penalty
Heavy Armor 13 -2
Light Armor 12 -
Unarmored 10 -
Shield +1 -1

Melee Weapons

One-Handed Two-Handed
Simple d4 dagger, club d6 spear
Light d6 shortsword, handaxe d8 greatsword, greataxe
Heavy d8 longsword, warhammer (-1) d10 dire flail (-1)

Ranged Weapons

Thrown Crossbow Bow
Simple d4 dagger d4 hand crossbow -
Light d6 javelin, handaxe d6 hand crossbow d6 shortbow
Martial - d8 heavy crossbow (-1) d8 longbow (-1)

Level Advancement

Level Total HP Recovery Dice Total Feats Talents Powers / Spells Level-up Benefit
1 (7 + Con) x 3 1d8 + Con 1 adventurer 3 3 -
2 (7 + Con) x 4 2d8 + Con 2 adventurer 3 3 -
3 (7 + Con) x 5 3d8 + Con 3 adventurer 3 3 -
4 (7 + Con) x 6 4d8 + Con 4 adventurer 3 4 +1 to 3 abilities
5 (7 + Con) x 8 5d8 + Con x2 4 adventurer + 1 champion 4 4 -
6 (7 + Con) x 10 6d8 + Con x2 4 adventurer + 2 champion 4 5 -
7 (7 + Con) x 12 7d8 + Con x2 4 adventurer + 3 champion 4 5 +1 to 4 abilities
8 (7 + Con) x 16 8d8 + Con x4 + 5 4 adventurer + 3 champion + 1 epic 4 6 -
9 (7 + Con) x 20 9d8 + Con x4 + 10 4 adventurer + 3 champion + 2 epic 4 6 -
10 (7 + Con) x 24 10d8 + Con x4 + 15 4 adventurer + 3 champion + 3 epic 4 6 +1 to 5 abilities

Class Stats

Stat Value
Ability Scores Any. You are what you were born with.
Hit Points (7 + Con modifier) x Level multiplier (see Level Advancement table)
Recoveries 8
Recovery Dice Level d8 + Con modifier (Con x2 at 5th level, Con x4 at 8th level)
Armor Class 12 + middle modifier of Con/Dex/Wis (heavy armor)
Physical Defense 11 + middle modifier of Str/Con/Dex (+2 bonus in Despair state)
Mental Defense 10 + middle modifier of Int/Wis/Cha (+2 bonus in Hope state)
Initiative Dex modifier + Level
Attack Bonus Strength modifier + Level
Background Points 8
Icon Relationship Points 3

Adventurer Basic Attacks

Melee Basic Attack

Melee attack

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

8th/9th/10th: +5/+10/+15 damage

Miss: Damage equal to your level

Ranged Basic Attack

Ranged attack

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Level damage

8th/9th/10th: +5/+10/+15 damage

Miss: —

Vagabond Class Features

Multi-Talented

At first level, you start with three talents, and you gain fourth talent at fifth level.
However, unlike other classes, the adventurer does not have their own talent list. Instead, you choose your talents from any other class. Each talent has to come from a different class.
The chosen talents are class talents for you. You can replace mentions of the original class with “adventurer”.
You can spend feats on these talents as usual.
For how to resolve issues with specific talents, see “Edge cases and special rules” below.

Tricks of the Trade

Together with the talents, you learn a bit of the tricks of that class. You can’t do them as reliably and often, but you can pull them off from time to time.
For each talent you choose, gain access to a class feature from that class as below. If you swap out a talent later, your access to these class features also changes.
Barbarian: Rage 1 turn / arc. You can use Raging Strike or Raging Throw that turn.
Bard: Gain a 1/arc use of Social Skills and a 1/arc use of Ghost Sound
Cleric: Heal 1/arc
Fighter: Gain Momentum 1/arc (you gain it at the end of that turn and keep it until you are hit by an attack or you are reduced to 0 hp)
Paladin: Smite 1/arc OR Lay on Hands 1/arc (choose when you take the talent)
Ranger: Lethal Hunter 1/arc (regardless of whether you choose a Hunter talent or not)
Rogue: Sneak Attack 1/arc OR Rush Attack 1/arc (choose when you take the talent)
Sorcerer: Gather Power 1/arc
Wizard: Cast utility spell 1/arc (in addition to your other spells and powers) OR learn three cantrips (choose when you take the talent)

Well-Traveled

You gain extra background points equal to your Intelligence modifier. However, you tend to move on before really mastering anything, and tbe maximum background points you can have in any background is 3.

Happy Go Lucky

1/arc per point of Charisma modifier, reroll one d20 roll and take the second result.

Fighting Style

Adventurers are a varied bunch, and so is their approach to combat. Choose one of the fighting styles below, each giving different benefits.

Martial Style

You don’t have an attack penalty with martial weapons (d8 one handed, d10 two-handed, and d8 ranged weapons). You can also use shields without taking an attack penalty.

Adventurer Feat: You suffer no attack penalty in heavy armor.
Adventurer Feat: Two weapon fighting

Individualist Style

You replace Strength with your highest ability score for attack and damage with melee basic attacks.

Magical Trickster

Choose three at-will attack spells or at-will attack powers. Instead of at-will, you can use these powers 1/battle each. The one per class rule does not apply to these picks.

Powers & Spells

Similar to talents, adventurers don’t have their own spell or power list either. Instead, you also choose your spells and powers from other classes, and each spell or power must come from a different class. (You can have both a talent and a spell / power from the same class, but only one each.)
The chosen spell or power must be from the regular spell / power list, not from a talent or class feature. For example, the cleric’s Cure Wounds is eligible, while Heal is not.
You can spend feats on these as usual.

You can spend feats normally.

You can use any implement you can get your hands on for spells. (Maybe you don’t understand the difference.)

Class Feats

As a vagabond, you have access to the class feats of other classes, but as with everything else, you can only choose one from each class.

Edge cases and special rules

A class that can pick from anywhere runs into a number of edge cases, so here is a FAQ to smooth things out.

You can take a champion-tier talent with your 5th-level talent slot (from classes that have them). It still counts against the one talent per class limit.

Barbarian

Bard

Chaos Mage

Cleric

Commander

Druid

Since you can only take one druid talent, you can only be an initiate in any of the druid talents. You get the same benefits a druid gets by becoming an initiate in that talent. Any spell slots are granted by the druid talent and separate from your adventurer class spell / power slots.
(You don’t get additional class features.)

Necromancer

Occultist

If you take an Occultist spell, you get the ability to Gather Focus at-will, but it doesn’t really do anything except enable your occultist spell. You probably want to take a spell with a reasonably common trigger, otherwise you’ll end up having wasted a whole turn.

Paladin

Ranger

Rogue

Sorcerer

This content is under 13th Age Community License.

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