Rogue Type: Vagabond
These rogues have left the confines of the city and to spend more time in the natural world; they've learned from nature's tricksters the raccoon and possum and cat. as comfortable in a hammock or a sleeping bag on the ground as they are in any inner city tavern they hunt the most elusive prey for their riches and baubles like a magpie. A surprising kind of caster that seem almost like they have a little innate magic of their own.
Born to the Road
You gain proficiency in Survival or Nature and proficiency in Vehicles (Land) and Animal Handling. When traveling you gain the following benefits if you are on a road or trail:
Difficult terrain doesn't slow your group's travel. You can traverse bad roads.
Your group can't become lost except by magical means. You don’t need a map.
Even when you are engaged in another activity (such as steering, navigating, or singing), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
When you are traveling, you can read the road and learn about vehicles and creatures, you learn their exact number, their sizes, how long ago they passed through the area, etc
Another kind of mark
You gain hunter’s mark as a bonus spell. It doesn't count toward your total spells known as a vagabond. When you cast Hunter's Mark you can use it to apply the 1d6 bonus to a (dexterity) Sleight of Hand check against a creature. You gain advantage when you follow that person or creature, or hide from them using Stealth or use Deception against them.
You gain spells from the ranger spell list.
You know two ranger spells, and one druid cantrip of your choice. Wisdom is your spell-casting ability for these spells.
You learn a new ranger spell of a level you can cast every third level. You may exchange a ranger spell known for another ranger spell each time you level up. You also gain bonus spells as listed in the Spells Known table.
Table: Vagabond Spells Known
Font of Nature
Instead of spell slots you have a number of sorcery points. These points come to you each day when you finish either a short or long rest. You have a number of points equal to your level. It costs the following number of points to cast a spell at each certain level.
You gain proficiency in an artisan’s toolkit of your choice. Each time you gain a level, or spend a week of training you may exchange proficiency in this toolkit for another.
You learn a 1st level bard spell.
You learn a 1st level druid spell.
You may cast third level spells.
You learn another druid or a bard cantrip.
You learn a metamagic from this list:
When you take the carousing action during downtime, or if you spend one hour socializing with other travelers in a port, crossroads or encampment, you may gain one of the following benefits each day, if you travel in the next week. You may also use this ability when you first arrive in a town if you spend an hour hanging out at the docks, gates or camps among workers and common people:
notice of where guards and patrols are most active in town or on the road
knowledge of creatures in the area causing harm or danger
it takes 1d4+Wis days for anyone to know you have left
no one knows what road you have taken or where you are going
your description, including your vehicle and companions is completely different than reality
you learn who prominent or powerful NPCs are in the area, or your destination, or the land traveling across
Free as the wind
You gain lands stride per ranger and druid.
You learn freedom of movement as an additional spell it costs half as much as normal to cast (4pts).
You may cast fourth level spells.
You gain a metamagic from this list
Distant, Extended, Quickened, Subtle
At home in the wild
You learn tiny hut as a bonus spell.
You may cast a fifth level spell once. You regain this ability after a long rest.
You learn commune with nature as a bonus spell.
You learn two 5th level spells that are both on the druid spell list and the bard spell list.
Wondrous item, uncommon
While wearing this earring and attuned to it, you may understand the spoken language of a creature for up to 1 minute. You may use this ability a number of minutes equal to your charisma or wisdom bonus, whichever is higher. You regain all uses after a long rest.
Wondrous item, rare
This knife has a hidden compartment in it that holds a set of fishing tackle, a woodcarvers toolkit as part of the blade, 2 rations and can hold thieves tools, a map or piece of paper and a small piece of chalk or charcoal. By performing a 1 minute ritual, a sigil glows on the pommel that points north.
(+1 to hit, 1d4+1 magic slashing damage.)
Notes, Justification, Discussion
Images from “dallas vintage shop dot com”.