Base Class: Fighter
The Vagabond is a wandering warrior, a master of survivability. They're good at reading their opponents and planning around their abilities. Most importantly, a good Vagabond but be brave. A Vagabond has seen death, and heard it's calls, they know that any attack and any missed chance could result in their death. This may shake them at first, but slowly they will get better at reading cues, better at dodging, and better at avoiding deaths grasp.
Stamina Points
When you choose this archetype at 3rd level, you gain access to a number of Stamina Points equal to your Dexterity Modifier, plus your Proficiency bonus. These points can be used to activate abilities gained from this class. Whenever you spend a Stamina Point, it is unavailable until you finish a short or long rest, spending 30 minutes by a bonfire to regain your Stamina Points. Running out of Stamina Points gives you a level of exhaustion, but the level disappears when you get at least one back.
You can spend one Stamina Point to use your limited Fighter class features, even after you have already expended their limited uses. Action Surge costs 6 Stamina Points, however.
Dodge Roll
Starting at 3rd level, you learn to combine mobility with defense. As a reaction, when an attack roll hits you, you can spend a Stamina Point to attempt to perform a dodge roll. You add your Dexterity modifier to your Armor Class for that attack. If you are no longer hit when using this, you can move up to 10 feet without provoking attacks of opportunity. If you are still hit, you may only move 5 feet instead of 10.
Great Talisman
Starting at 7th level, you have collected blessings in the form of Great Talisman which guide your being. When you finish a long rest, you can select a Great Talisman to benefit you until your next rest. You may only pick one Talisman. Your Talisman options, and their effects, are listed below;
Draconic Horn. When you down an enemy, you replenish 1 stamina point.
Meteoric Bracelet. You gain a +5 bonus to armor class, if you have all of your hit points. Losing temporary hit points does not effect this Talisman.
Crimson Mask. Pick two skills which you are not proficient in, you gain proficiency in both.
Moon Circlet. When you down an enemy, you gain a number of temporary hit points equal to the amount of health they had remaining.
Scarab's Amulet. Whenever you make an ability check, attack roll, or saving throw, you can increase your number rolled at the cost of hp equal to your proficiency bonus per +1 increment, to a maximum increase equal to your proficiency bonus.
Healing Flask
Starting at 10th level, you learn to use tinctures and flasks to improve your healing during combat. Your Second Wind feature is replaced by this Healing Flask feature.
When used, you gain a number of hit points equal to 2d10 + your Fighter level + your Dexterity modifier. You can use this feature 3 times, before you have to take a short or long rest to use again. You can also spend 1 stamina point to use this feature again, even after expending all your uses.
Deaths Friend
Starting at 15th level, you have become comfortable with coming close to the brink of death. When you fall unconscious and are stabilized from healing magic or other means, you gain a number of benefits when you get up.
- You gain advantage on your next attack roll
- You gain a Stamina Point
- Your movement speed increases by 5 feet, until the end of your turn
You also no longer need to spend half of your movement speed to get up from prone.
Keep Death Waiting
Starting at 18th level, your body and soul have grown accustomed with the deadly world around you. When you drop to 0 hit points and fully die, you can immediately resuscitate and come back to life activating your Deaths Friend feature. However, if you do not learn your lesson and die again within 24 hours of using this ability, you cannot be revived with anything short of a wish spell.
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