User Tools

Site Tools


zeitgeist:rules:vagabond

This is an old revision of the document!


Bard—vagabond

Founded by wastrels and castaways, the College of Vagabonds has no formalized campus. Instead, its members roam the land and sea, gathering stories and recruiting outsiders and miscreants to be apprentices for a time before foisting them off on some other vaga- bond whose path they cross. Vagabonds trade tales of odd nations and earn their keep with stories of grand misadventures in realms few will ever see. Many a vagabond bard starts as an outcast from a country they feel unwel- come in, or are tempest-tossed arrivals from other worlds, stranded in Lanjyr after a storm deposited them on an alien shore. Many feel a responsibility to take runaways and orphans under their wing, and feel a spiteful pride in defying borders. Vagabond bards are often welcome on ships, but they cluster in Flint, home of the inspiration of the college: Rock Rackus, a legend- ary musician who rose to fame for braggadocious songs about his travels to the moon, where he cuckolded the fey king and had his pistol turned to diamond-encrusted gold by the fey queen. Full of unearned swagger and fearless in the face of the bizarre, Rackus is said to have saved Risur’s Unseen Court during the Great Eclipse, then ventured into the stars, and loved a woman so passionately he brought her back from the dead. Then he ditched her on a beach and kept on wandering. Members of the college learn to channel the very essence of their ceaseless travel into brief bursts of teleportation, which they share with their allies to get them into or out of exciting trouble. The true mark of a vagabond is one who can earn enough coin from his sto- ries to buy a diamond-encrusted gold weapon or piece of jewelry, though they never wear gold rings, because they don’t want their travel to be impeded.

Into the Unknown

When you join the College of Vagabonds at 3rd level, you gain pro- ficiency in navigator’s tools, vehicles (water), and three languages. You can easily make forged documents like passports to satisfy port and border authorities, and you know or can find a fellow vagabond to tell you about good paths to evade patrols on borders or along shores. Additionally, since the walking staff capped with gold is a symbol of the college, you become proficient in the quarterstaff. In your hands, a quarterstaff deals 1d8 damage, and is versatile (1d10). You can use a staff you’re holding as a spellcasting focus.

Wayfaring Stranger

Also at 3rd level, you learn to use your performances to literally transport people. You add misty step to your spells known. A creature you have granted inspiration to can use a bonus action to expend that inspiration and teleport 30 feet as if they had cast misty step. This distance changes when you reach certain levels in this class: it increases to 50 feet at 5th level, 100 feet at 11th level, and 500 feet at 17th level. This also increases the distance traveled if you cast misty step using a spell slot.

Travel On

At 6th level, you feel at home in any environment. You gain a climb speed and swim speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceil- ings, while leaving your hands free. You also can hold your breath ten times as long as normal.

Ever, Ever On

At 14th level, no obstacle can hinder your travel, not even gravity itself. You gain a fly speed equal to your walking speed. Addition- ally, you can spend an action to burrow or teleport a distance equal to your walking speed.

zeitgeist/rules/vagabond.1649723574.txt.gz · Last modified: 2025/05/21 21:07 (external edit)