Vagabond
In Inazria, Vagabonds are professionals of cunning: scouts, hunters, sailors, cutpurses, and hired tricksters who solve problems that require bending the rules. They live by timing, positioning, and a belt of practical (if not a bit unsavory) tricks up their sleeves. The Vagabond opens locked doors, talks past the guards, or ends fights with a single well-placed strike. As with all classes in Inazria, your context supplies some of your identity and mechanics; the base class provides the core engine.
Hit Points
- Hit Dice: 1d8 per vagabond level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vagabond level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves’ tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Class Rules
- Ongoing Features and Concentration. If a feature creates a lasting zone, form, or summoned ally, you concentrate on it as if concentrating on a spell, unless the feature says otherwise.
- Once on Each of Your Turns. When a feature could trigger multiple times in a round, it can do so no more than once on each of your turns unless the feature says otherwise.
- Limited Uses. If a feature has a limited number of uses and doesn’t specify a recharge, you can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Multiclassing. You may take levels in as many civil classes and contexts as you wish, up to 20 total character levels. You may have only one primal class and one primal context, ever. Features from different classes stack unless they say otherwise, but overlapping resources do not replace one another. Sneak Attack dice, trick points, and Guile scale with your vagabond levels only. Sneak Attack still applies only once per turn, even if another feature would let you attack more than once.
Core Class Features
| Level | Proficiency Bonus | Sneak Attack | Features |
|---|---|---|---|
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Guile, Tricks, Vagabond Signs, Context |
| 2nd | +2 | 1d6 | Cunning Action |
| 3rd | +2 | 2d6 | Context feature |
| 4th | +2 | 2d6 | Ability Score Improvement |
| 5th | +3 | 3d6 | Uncanny Dodge |
| 6th | +3 | 3d6 | Expertise |
| 7th | +3 | 4d6 | Evasion |
| 8th | +3 | 4d6 | Ability Score Improvement |
| 9th | +4 | 5d6 | Context feature |
| 10th | +4 | 5d6 | Ability Score Improvement |
| 11th | +4 | 6d6 | Reliable Talent |
| 12th | +4 | 6d6 | Ability Score Improvement |
| 13th | +5 | 7d6 | Context feature |
| 14th | +5 | 7d6 | Blindsense |
| 15th | +5 | 8d6 | Slippery Mind |
| 16th | +5 | 8d6 | Ability Score Improvement |
| 17th | +6 | 9d6 | Context feature |
| 18th | +6 | 9d6 | Elusive |
| 19th | +6 | 10d6 | Ability Score Improvement |
| 20th | +6 | 10d6 | Lucky Strike |
-
Expertise (1st Level). Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, choose two more of your skill or thieves’ tools proficiencies to gain this benefit.
-
Sneak Attack (1st Level). Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The extra damage is 1d6 at 1st level, and it increases as shown in the Sneak Attack column of the Vagabond table. Context features may add riders when you deal this damage.
-
Guile (1st Level). You have a pool of Guile equal to your proficiency bonus. You regain all expended Guile when you finish a short or long rest. You spend Guile to improvise untrained tricks and to fuel certain features and tricks that say so.
-
Tricks (1st Level). You learn the catalog of Vagabond tricks (see Vagabond Tricks). You gain 2 trick points at 1st vagabond level, and 1 additional trick point each time you gain a vagabond level thereafter. Invest points to raise a trick’s rank:
Rank Points invested Effect Untrained 0 You may attempt the trick by spending 1 Guile; apply Improvised Use. Familiar 1 The trick works as written. You do not spend Guile to use it. Practiced 3 You gain the Familiar effect and the trick’s Practiced benefit. Mastered 6 You gain the Familiar and Practiced effects and the trick’s Mastered benefit. - Improvised Use. When you use a trick untrained, you must spend 1 Guile, and the trick suffers all of the following that apply: attack rolls beyond a normal weapon attack have disadvantage; targets have advantage on saving throws; extra damage, temporary hit points, or damage reduction are halved (round down); advantage or disadvantage riders fail.
- Once per Turn. Unless a Mastered benefit says otherwise, you can use each trick at most once per turn.
- Context Tricks. Tricks granted by your context are added to your list and use the same ranks.
-
Vagabond Signs (1st Level). You know a set of short marks and signals used by travelers of the road and undercroft. You can leave or read a sign that conveys one simple message of a few words (safe house, danger, law nearby, loot here, follow this way, etc.). Only creatures that know Vagabond Signs or the Cusgarn tongue understand these marks. This is not a spoken cant.
-
Context (1st Level). Choose one Vagabond context: Slayer, Cusgarn, Silakar, or Purple Mage. Your choice grants features at the levels listed in that context.
-
Cunning Action (2nd Level). You can take a bonus action on each of your turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action, unless a feature expands it.
-
Ability Score Improvement (4th, 8th, 10th, 12th, 16th, 19th Levels). Increase one ability score by 2, or two ability scores by 1 (to a maximum of 20).
-
Uncanny Dodge (5th Level). When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
-
Evasion (7th Level). When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can’t use this feature if you are incapacitated.
-
Reliable Talent (11th Level). Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
-
Blindsense (14th Level). If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
-
Slippery Mind (15th Level). You gain proficiency in Wisdom saving throws.
-
Elusive (18th Level). No attack roll has advantage against you while you aren’t incapacitated.
-
Lucky Strike (20th Level). If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a long rest.
Vagabond Tricks
Martial save DC for tricks that force Strength or Dexterity saves: 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice when you gain the trick).
Skirmish
| Trick | Trigger | Familiar (1 pt) | Practiced (3 pts) | Mastered (6 pts) |
|---|---|---|---|---|
| Feint | Bonus action on your turn | Choose one creature within 5 feet. The next attack roll you make against it before the end of your turn has advantage. | You can use this trick as part of the Attack action instead of a bonus action. | If the advantaged attack hits, the target can’t take reactions until the start of your next turn. |
| Hamstring | When you hit with a Sneak Attack | The target’s speed is reduced by 10 feet until the start of your next turn. | The speed reduction is 15 feet, and the target can’t take the Dash action until the start of your next turn. | The target must also succeed on a Strength saving throw or fall prone. |
| Blindside | When you hit with a Sneak Attack while hidden or invisible | The target has disadvantage on the next attack roll it makes before the end of its next turn. | The target also can’t see you until the end of your next turn unless it has blindsight or similar. | You can move up to 10 feet without provoking opportunity attacks immediately after the hit. |
| Opportunist’s Cut | Reaction, when a creature within 5 feet of you is hit by an ally’s attack | Make one melee weapon attack against that creature. This attack can’t apply Sneak Attack. | The attack can apply Sneak Attack if you otherwise qualify. | After the attack, you can move up to half your speed without provoking opportunity attacks from that creature. |
Infiltration
| Trick | Trigger | Familiar (1 pt) | Practiced (3 pts) | Mastered (6 pts) |
|---|---|---|---|---|
| Soft Step | When you make a Dexterity (Stealth) check | You can move at full speed without imposing disadvantage on the check from movement alone. | Creatures have disadvantage on Wisdom (Perception) checks to hear you while you move. | Once per short rest, you can reroll the Stealth check and must use the new roll. |
| Nimble Fingers | When you make a Dexterity (Sleight of Hand) check or a thieves’ tools check | You have advantage on the check if you spent at least 1 minute preparing. | You ignore disadvantage on the check caused by wearing armor or being lightly obscured. | On a success against a lock or trap, you learn one additional fact about what it protects or triggers. |
| Vanish Step | Bonus action, when you are lightly or heavily obscured | Take the Hide action. | After you Hide, you can move up to 10 feet without revealing your position if you end the move still obscured. | Spend 1 Guile to use this even when not obscured, becoming lightly obscured by dust or distraction until the start of your next turn. |
| Read the Room | Bonus action | You learn whether any creatures in a 30-foot radius are hostile toward you (yes/no per creature you can see). | You also learn which of those creatures is the most alert. | Until the end of your next turn, you have advantage on the first Charisma check you make against one of those creatures. |
Survival
| Trick | Trigger | Familiar (1 pt) | Practiced (3 pts) | Mastered (6 pts) |
|---|---|---|---|---|
| Tumble | When you move | Difficult terrain doesn’t cost you extra movement during this movement (up to your speed). | Opportunity attacks against you during this movement have disadvantage. | You can stand up from prone as part of this movement without spending half your speed. |
| Pocket Dust | Action | Throw grit in a 5-foot cube within 10 feet. Creatures in the cube must succeed on a Dexterity saving throw or be blinded until the end of your next turn. | Creatures that fail also have their speed reduced by 10 feet until the end of your next turn. | You can use this as a bonus action by spending 1 Guile. |
| Steady Nerve | When you fail a saving throw against being frightened | Reroll the save. You must use the new roll. Once per short rest. | You also end the frightened condition on yourself if the reroll succeeds. | You can use this when you fail a save against being charmed as well. |
| Scout’s Cache | 10 minutes of work | Hide one object no larger than a shortsword so that it requires a successful Intelligence (Investigation) check against your trick DC to find. | The cache lasts until you create another, or for 7 days. | Creatures that don’t have Expertise in Investigation have disadvantage on the check. |
Contexts
Slayer
Slayers hunt great threats that ordinary blades cannot drop. Great predators of the Veldt, drakes of the Marram, and other such dangers fall to the Slayer’s careful study, deadly poisons and snares, and a finishing strike. The first Slayers learned their craft in the deep Veldt, where Barithani orcs hunted to survive on the forest floor. Common folk may call a Slayer who focuses on beasts a Hunter with respect. Those who sell murder as a trade are sometimes called Assassins, though that path is rare and poorly regarded.
Slayer save DC = 8 + your proficiency bonus + your Intelligence modifier.
- Hunter’s Tools (1st Level). You gain proficiency with the poisoner’s kit and with one type of artisan’s tools useful for traps (tinker’s tools or woodcarver’s tools). You also learn the Hamstring trick at Familiar rank without spending trick points (you may still invest to raise its rank).
- Quarry (1st Level). When you finish a long rest, choose one of the following as your quarry: a creature type (such as beasts, dragons, or humanoids), a specific kind within a type (such as trolls or wolves), or one named creature you have studied for at least 1 hour. You have advantage on Wisdom (Survival) checks to track your quarry and on Intelligence checks to recall habits, preferred bait, and weak points useful for killing it. When you deal Sneak Attack damage to your quarry, you can force it to make a Constitution saving throw. On a failed save, it has disadvantage on the next attack roll it makes before the end of its next turn. You can change quarry when you finish a long rest. During a short rest, you can change quarry by succeeding on an Intelligence (Investigation or Nature) check DC 15 after studying tracks, a trophy, or reliable testimony.
- Poison Craft (2nd Level). During a short or long rest, you can create one dose of hunter’s oil (apply to a weapon; first hit within 1 minute deals extra poison damage equal to your Sneak Attack dice, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn) or one snare kit (1 minute to set; first creature of your quarry that enters a 5-foot square you choose must succeed on a Dexterity saving throw or be restrained until it escapes, DC equal to your Slayer save DC, Athletics or Acrobatics). Unused oil or snares spoil when you finish your next long rest.
- Ambush Sense (3rd Level). You have advantage on initiative rolls if you are hidden from all enemies when you roll. Against your quarry, you can apply Sneak Attack even if you don’t have advantage and no enemy of the target is within 5 feet of it, provided you don’t have disadvantage and you have studied that quarry for at least 1 minute since your last long rest (tracking or observing counts).
- Snare Strike (5th Level). When a creature triggers your snare kit, you can use your reaction to make one weapon attack against it if it is within your weapon’s range. If the attack hits, you can apply Sneak Attack even if you would not normally qualify.
- Weak Point (7th Level). As a bonus action, choose one creature you can see within 30 feet that is your quarry or that you have observed for at least 1 minute. Until the end of your next turn, your weapon attacks against it ignore resistance to nonmagical bludgeoning, piercing, and slashing damage, and your Sneak Attack against it deals extra damage equal to your Intelligence modifier (minimum 1). You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.
- Hunter’s Focus (9th Level). When you hit your quarry with Sneak Attack, you can spend 1 Guile to impose one of the following until the end of your next turn: the target can’t take reactions; the target’s flying speed is halved; or the target has disadvantage on Constitution saving throws.
- Preferred Ground (11th Level). You ignore difficult terrain caused by natural undergrowth, rubble, or uneven wilderness. When you hit your quarry while you are hidden, lightly obscured, or in difficult terrain, you deal extra damage equal to your proficiency bonus once per turn.
- Master Snare (13th Level). Your snare kits can fill a 10-foot square. Creatures restrained by your snare have disadvantage on checks to escape. When you finish a long rest, you can create two doses of hunter’s oil or two snare kits (or one of each).
- Deadly Study (15th Level). When you use Weak Point, the benefit lasts for 1 minute. Once per long rest when you reduce your quarry to 0 hit points, you regain 1 expended use of Weak Point and 1 Guile.
- King of the Hunt (17th Level). Once per long rest when you hit your quarry with Sneak Attack, the target must succeed on a Constitution saving throw against your Slayer save DC or be stunned until the end of your next turn. On a successful save, its speed becomes 0 until the end of your next turn.
- Trophy of the Deep (18th Level). When you finish a long rest, if you have a trophy from a quarry you personally reduced to 0 hit points (hide, tooth, brand, or similar), you can bind that trophy. While you wear it, you have advantage on saving throws against being frightened, and once per short rest you can treat one weapon attack against a creature of that quarry’s type or kind as if it had advantage for the purpose of Sneak Attack.
Cusgarn
Cusgarn are urban specialists of entry, theft, and quick answers. In Wendric, Cusgarn roughly translates to “one without a shadow.” The name rose among Thilidan’s lower streets when Wendric became the tongue of smugglers and Kerangala crews. Their Cusgarn tongue is not a separate language. It is ordinary Wendric worn as a mask: honest words for forager, messenger, or shepherd can mean pickpocket, lookout, or law. The cant shifts city by city to stay ahead of those who hunt its speakers.
- Street Craft (1st Level). You gain proficiency in one of Deception, Sleight of Hand, or Stealth (your choice), or expertise in one of those skills if you are already proficient. You also learn the Nimble Fingers trick at Familiar rank without spending trick points.
- Cusgarn Tongue (1st Level). You can hide messages in ordinary Wendric (Uncommon). A creature understands the hidden meaning only if it also knows the Cusgarn tongue. It takes four times longer to convey a hidden message than to speak plainly. A creature that understands Wendric but not the cant can attempt a Wisdom (Insight) check contested by your Charisma (Deception) check when it hears a hidden message. On a success, it realizes a coded meaning was present, though not what it means. Dialect shifts between cities. After 7 days in a new city, you have advantage on checks to catch local cant, and creatures using an unfamiliar city’s cant have disadvantage against your Insight for 7 days.
- Fast Hands (2nd Level). You can use the bonus action from Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to pick a lock or disarm a trap, or take the Use an Object action.
- Second-Story Work (3rd Level). Climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- Lift and Cut (5th Level). When you deal Sneak Attack damage to a creature, you can steal one unsecured object the creature is wearing or carrying that weighs no more than 3 pounds and isn’t armor or a weapon held in two hands, or you can attempt to disarm a held one-handed weapon (contested Athletics or Acrobatics against your Sleight of Hand). Once you use this feature, you can’t use it again until the start of your next turn.
- Uncanny Solution (7th Level). When you fail an ability check using thieves’ tools, Investigation, or Sleight of Hand, you can spend 1 Guile to reroll the check. You must use the new roll. You can also spend 1 Guile and 1 minute to attempt to read a short passage in an unfamiliar language well enough to grasp the gist of it.
- Supreme Sneak (9th Level). You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
- Getaway Mark (11th Level). When you deal Sneak Attack damage, you can mark the target until the end of your next turn. While marked, you don’t provoke opportunity attacks from that creature, and you can take the Disengage or Hide action as part of your Cunning Action without using the bonus action’s only option (you still use your bonus action).
- Use Magic Device (13th Level). You ignore all class, race, and level requirements on the use of magic items.
- Ghost of Thilidan (15th Level). While you are in dim light or darkness, you can take the Hide action as part of your Cunning Action movement when you move at least 10 feet. You have advantage on Charisma (Deception) checks made to pass yourself as someone of lower station or as a harmless bystander.
- Thief’s Reflexes (17th Level). You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
- No Shadow Left (18th Level). Once per long rest when you would be seen by a creature within 30 feet, you can force that creature to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma or Intelligence modifier, your choice). On a failed save, the creature forgets noticing you for 1 minute, and you can immediately move up to half your speed without provoking opportunity attacks. Creatures that can’t be charmed automatically succeed. Magical memory wards may foil this at the GM’s discretion.
Silakar
Silakars are Vagabonds of the open seas. In Common they are called corsairs or pirates. They learn ships, weather, and extensive knowledge of crafts of any kind (particularly when it comes to assessing an item’s value). They fight on open decks and in cramped holds alike, but their fearsome reputations cause lesser foes to simply flee. Dwarves, Humans and Kelanari who live by sailing the open seas often find this calling.
Silakar save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice when you gain this context).
- Sea Legs (1st Level). You gain a swimming speed equal to your walking speed, and you can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 2 minutes). You gain proficiency with water vehicles. You also learn the Tumble trick at Familiar rank without spending trick points.
- Prize Sense (1st Level). As a bonus action, choose one creature or object you can see within 30 feet. You learn the market value of worn or carried nonmagical gear of note, whether any visible item is magical (yes or no), and the armor category worn (light, medium, heavy, or none). This does not reveal creature resistances, immunities, or vulnerabilities. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Boarding Footing (2nd Level). You ignore difficult terrain caused by a ship’s motion, loose planks, rope, sand, or debris. When you or your target is in difficult terrain, on a narrow surface (no more than 5 feet wide), or in a space no more than 5 feet high, you can apply Sneak Attack against that target even if you don’t have advantage and no enemy of the target is within 5 feet of it, provided you don’t have disadvantage.
- Dread Reputation (3rd Level). You gain proficiency in Intimidation if you don’t already have it. When you hit a creature with Sneak Attack, you can force it to make a Wisdom saving throw against your Silakar save DC. On a failed save, the creature is frightened of you until the end of your next turn. A creature that succeeds is immune to your Dread Reputation for 24 hours. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.
- Cut Free (5th Level). When you deal Sneak Attack damage, you can forgo one of your Sneak Attack damage dice to force the target to drop one held object of your choice that isn’t two-handed, or to end the grappled or restrained condition on yourself or on one ally within 5 feet of the target (your choice).
- Jury Rig (7th Level). During a short rest, you can repair a vehicle, door, or simple mechanism so that it functions until it takes significant damage again. You have advantage on ability checks made to sail, navigate coastal waters, or operate water vehicles. When you fail a Strength (Athletics) check to climb or to stay aboard a moving vessel, you can spend 1 Guile to reroll it.
- Read the Prize (9th Level). When you use Prize Sense on a creature, you can also learn one property of one magical item it carries (a word or short phrase, such as “flaming” or “requires attunement”). When you hit that creature with a weapon attack before the end of your next turn, you can impose disadvantage on its next attack roll with a weapon you have read this way.
- Cramped Quarters (11th Level). While you are within 5 feet of at least two solid surfaces (such as walls, a ship’s gunwale and deck, or a tight corridor), you have a +1 bonus to AC, and opportunity attacks against you have disadvantage.
- Black Flag (13th Level). As a bonus action, you brandish your reputation. Until the start of your next turn, hostile creatures of your choice within 10 feet of you that can see you have disadvantage on attack rolls against creatures other than you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Storm Boarder (15th Level). You have advantage on saving throws against being knocked prone or moved against your will while on a vessel or in difficult terrain. When a creature fails its save against your Dread Reputation, you can move up to 15 feet closer to it without provoking opportunity attacks.
- Cut the Prize Free (17th Level). Once per long rest when you hit a creature with Sneak Attack, you can choose up to three creatures within 10 feet of the target (including the target). Each chosen creature must succeed on a Strength saving throw against your Silakar save DC or drop one held weapon or object of your choice and be pushed 10 feet away from you.
- Terror of the Violet Sea (18th Level). Once per long rest as a bonus action, you raise your colors for 1 minute. A 30-foot aura moves with you. The aura is difficult terrain for hostile creatures. You and your allies ignore that difficult terrain. When a hostile creature starts its turn in the aura and can see you, it must succeed on a Wisdom saving throw against your Silakar save DC or be frightened of you for the duration. While frightened this way, the creature can’t willingly move closer to you. Once on each of your turns when you hit a creature frightened by this feature with a weapon attack, you can apply Sneak Attack even if you don’t have advantage and no enemy of the target is within 5 feet of it, provided you don’t have disadvantage. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened automatically succeed.
Purple Mage
Purple Mages belong to a secret society of rogues-for-hire who developed their own magic of illusion and trickery. Magi schools rejected the ‘purple’ arts long ago, considering such magic unsavory and an improper use of the arcane. The Purple Mages are feared even by other criminal crews - most do not trust backstabbing spellcasters, since they themselves might be the victim of one of their illusions. They tend to let a lie or easily manipulated sucker do the work that a lockpick or a blade would otherwise do. They spin their own falsehoods, then strike when the falsehood is believed.
Purple Mage Spellcasting
| Vagabond Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 2 | — | — | — |
| 2nd | 2 | 2 | 2 | — | — | — |
| 3rd | 2 | 3 | 3 | — | — | — |
| 4th | 2 | 3 | 3 | — | — | — |
| 5th | 2 | 4 | 4 | 2 | — | — |
| 6th | 2 | 4 | 4 | 2 | — | — |
| 7th | 2 | 5 | 4 | 3 | — | — |
| 8th | 2 | 5 | 4 | 3 | — | — |
| 9th | 2 | 6 | 4 | 3 | 2 | — |
| 10th | 3 | 6 | 4 | 3 | 2 | — |
| 11th | 3 | 7 | 4 | 3 | 3 | — |
| 12th | 3 | 7 | 4 | 3 | 3 | — |
| 13th | 3 | 8 | 4 | 3 | 3 | 1 |
| 14th | 3 | 8 | 4 | 3 | 3 | 1 |
| 15th | 3 | 9 | 4 | 3 | 3 | 2 |
| 16th | 3 | 9 | 4 | 3 | 3 | 2 |
| 17th | 3 | 10 | 4 | 3 | 3 | 3 |
| 18th | 3 | 10 | 4 | 3 | 3 | 3 |
| 19th | 3 | 11 | 4 | 3 | 3 | 3 |
| 20th | 3 | 11 | 4 | 3 | 3 | 3 |
- Spellcasting (1st Level). You cast Purple Mage spells. Intelligence is your spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier. You prepare no list. You know cantrips and spells from the Purple Mage spell list as shown on the table. You regain all expended spell slots when you finish a long rest. Whenever you gain a vagabond level, you can replace one known Purple Mage spell with another from the list of a level you can cast.
- Mage Hand Legerdemain (1st Level). You know the mage hand cantrip. It doesn’t count against your number of cantrips known. When you cast it, you can make the spectral hand invisible, and you can stow or retrieve an object, use thieves’ tools, or pickpocket using the hand. You can perform one of those tasks as part of casting the cantrip on your turn.
- Purple Seal (1st Level). You receive a small purple seal or mark known to your secret society. A creature that knows the Purple Mage network recognizes the seal on a successful Intelligence (Investigation) check DC 15 if the seal is visible. You can identify another Purple Mage’s seal on sight. You also learn the Feint trick at Familiar rank without spending trick points.
- Tricky Strike (2nd Level). You can apply Sneak Attack when you hit a creature that is affected by an illusion or enchantment spell you cast, or that has failed a saving throw against a Purple Mage spell you cast since the start of your last turn, even if you don’t have advantage and no enemy of the target is within 5 feet of it, provided you don’t have disadvantage.
- Useful Lie (3rd Level). You learn disguise self and silent image if you don’t already know them. They don’t count against your spells known. You can cast one of them without a spell slot once per short or long rest.
- Veil Step (5th Level). When you cast an illusion spell of 1st level or higher, you can move up to 10 feet as part of the casting without provoking opportunity attacks.
- Misdirection (7th Level). As a reaction when a creature you can see within 30 feet targets you with an attack, you can impose disadvantage on the roll, and you can choose one willing ally within 5 feet of you to become the target instead if the attack can reach them. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.
- Shared Trick (9th Level). When you cast invisibility or a similar spell that hides a creature, you can target one additional willing creature within 5 feet of the first target. When you have a spell slot of 2nd level or higher, you always know invisibility.
- Phantom Lockpick (11th Level). You can cast knock without a spell slot a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest. When you use thieves’ tools while mage hand is active, you have expertise on the check if you don’t already.
- Persistent Illusion (13th Level). When you cast an illusion spell that requires concentration, you can spend 1 Guile to maintain concentration on it even if you cast another Purple Mage cantrip or a 1st-level Purple Mage spell with a casting time of 1 action. If you cast a second concentration spell of 2nd level or higher, the first ends as normal.
- Friend of the Purple (15th Level). During a long rest in a settlement, you can contact the Purple Mage network. The GM provides one of the following: safe lodging for the night, a set of forged papers good for one inspection, the layout of one ordinary public building, or a courier who delivers a short message within the settlement before dawn. You can use this feature once per long rest.
- Grand Misdirection (17th Level). Once per long rest as an action, you weave a lie over a 30-foot radius centered on a point you can see within 60 feet. Until the end of your next turn, creatures of your choice in the area treat you and one ally you name as heavily obscured, and attack rolls against those two targets have disadvantage. Hostile creatures that rely only on sight must succeed on an Intelligence saving throw against your spell save DC when they start their turn in the area or waste their action looking for threats that aren’t where they expect.
- Forgotten Entrance (18th Level). Once per long rest when you finish casting an illusion spell of 2nd level or higher, you and willing allies within 10 feet of you become invisible until the end of your next turn or until a beneficiary attacks or casts a spell. Creatures that saw you cast the spell must succeed on a Wisdom saving throw against your spell save DC or forget the casting for 1 minute (they still perceive later consequences).
Purple Mage Spell List
Cantrips: Cusgarn Mind Trick, mage hand, message, minor illusion, prestidigitation
1st Level: charm person, color spray, detect magic, disguise self, fog cloud, illusory script, silent image, sleep, hideous laughter
2nd Level: arcanist’s magic aura, blur, darkness, invisibility, knock, mirror image, suggestion, Vessari’s Certainty
3rd Level: clairvoyance, fear, hypnotic pattern, major image, nondetection, tongues
4th Level: confusion, greater invisibility, hallucinatory terrain, phantasmal killer
Spell lists and descriptions live in Spells. The full Purple Mage list also appears in Class Spell Lists.