Homebrew

The Vagrant

Wandering for so long now. How long till then? How long has it been? You've seen so many faces, been so many faces. How many do you even remember? Are you even who you remember? The only time you've stopped wandering is when you've been interrupted by the growling of your stomach. You're journey has worn all your belongings but the cloak on your back and the dagger in your hand to dust. The voice has slowly become harder and harder to hear.

What was once a somber now, is now but garbled noise to your ears. Doubt has crossed your mind from time to time, but what awaits you when you decide to stop and turn back? Your deep thought is then rudely interrupted by a snare.

Lifted from the grown towards the treetops. * thump * * thump * * snap * * crunch *

Hmm. When was the last time since you've heard footsteps aside from your own?

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 + your Constitution modifier per level after 1st
armor proficiencies: None
weapon proficiencies:
tools: Dark shell Dagger
saving throws: Constitution
skills: Choose two from Survival, Animal Handling, Nature
starting equipment:

  • Dark shell dagger
  • Vagrant's Cloak
  • Hunter's toolkit
  • Shapeless Steel and Shapeless Silver weapon (Great Axe)
  • (A) Sewing kit / (B) Whetstone
  • (A) An agonizing memory / (B) A savage memory
  • (A) A velvet memory / (B) An empty memory


spellcasting:

Your amorphous nature allows you to shift your form to a divine beast who's flesh you have consumed. You draw upon your very Constitution in order to assume the shape or to utilize the powers gained from the divine beasts.

class features:

Shifting

At 2nd level, you may shift your form to divine beasts. When you shift to a new form, you gain that form's hit points, hit dice, special senses and abilities. When reverting back to your normal form, you return to the number of hit points you had before shifting. Dropping to 0 hit points forcibly reverts you back to your normal form, any excess damage you take from getting forcibly reverted carries over to your normal form.

Beast's Health

When a beast loses all hit points, you can no longer shift into it. Beast's must regain hit points during rests the same way your normal form does. Healing while shifted only applies to the current form's hit points.

Vagrant's Cloak

You are incapable or utilizing any protective armor or clothing. However, your cloak provides a flexible and light defense, perfect for someone of your nature. You maintain the AC rating of your cloak for your shifted forms. You may tailor your cloak to provide more defense and capabilities.

Hunter's Toolkit

You always carry with you, your trusty toolkit, fitted with everything that you'll need to cobble together all your tools, traps, and gizmos.


Leveling Feats

Class Specialization

At level 3, Choose between the paths to take as a Vagrant. At levels 7, 11, and 15, you are granted feats of your chosen path.

Ability Score Improvement

At levels 4, 8, 12, 16, and 19, you may increase one ability score by 2, or increase two ability scores by 1. You can not increase a score by 20 using this feature.

Shifting Improvement

At levels 4, 8 and 12, you gain improvements to your shifting ability. At 4th level, shifting is now a bonus action. At 8th level, you may now shift as a free action once per turn. At 12th level you may now perform somatic, verbal, and material requirements when in a beast form.

Resilient Body

At 3rd level, you become resistant to poison damage and advantage on saving throws to resist diseases.

Extra Attack

At 5th level, you may now attack twice instead of once when taking the attack action at the start of your turn.

Quick Shift

At 6th level, when rolling for initiative, you may shift into another form.

Formless Physique

At 9th level, you may alter your form to better defend against danger.

As a reaction, you may add your CON modifier to your AC against a single attack.

When making a saving throw, you may add your CON modifier to your roll.

You may perform this a number of times equal to your proficiency bonus per day

Cleansing Shift

At 10th level, when shifting from a divine beast to another, cleanse a normal condition.

Beast's Sense

At 13th level, your normal form now adopts any senses that your divine beasts have, such as dark vision, scent and hearing.

Partial Shift

At 14th level, You may cast a beast's spell while in your normal form, casting spells this way consumes both your normal form's and the beast's spell slot.

Hardened Physique

At 17th level, when taking excess damage from being forcefully reverted from your shifted form, gain temporary hit points equal to the damage, until the end of your next turn.

You may only use this feature once a day.

Wyrd Anatomy

At 18 level, become immune to poison damage and any diseases. You now no longer suffer the effects of starvation.

Wyrd Metamorphosis

You've been wandering for how long now? You've reached your destination. All that is left is to see the cycle completed. By then it is clear what your true shape is, at 20th level.

subclass options:

The Artificer

A subclass of the Vagrant that specializes in using tools.

"I cast pipe bomb!"

Shape Crafting

At 3rd level, you may expend a bonus action to craft a tool during combat, as long as you have the resources required. You may now also craft your tools without a workbench.

Refined Tools

At 7th level, your tools now deal increased damage equal to your intelligence modifier.

Wyrd Transmutation

At 11th level, during a rest you may expend and roll a hit die in order to create Shapeless Steel equal to the amount you rolled. Shapeless Steel can be used as a substitute for scrap metal.

Wyrd Shape

At 15th level, you now gain "Wyrd Shape" charges equal to your proficiency modifier. expending a Wyrd Shape charge allows your Shape Craft to create tools without expending any resources as long as you have the required resources beforehand. You regain one Wyrd Shape charge after a short rest and regain all after a long rest.

Master Tinkerer

At 15th level, become a master tinkerer, gain access to crafting complex tools and equipment. Gain advantage on checks related to machines, equipment and complex tools.


The Shaman

A subclass of the Vagrant that specializes in making use of the power from divine beasts.

"Step back! I'm gonna morb!"

Lesser Shift

At 3rd level, when shifting from a beast with a higher spell slot cost to a lower one, the spell slot is not expended. Only once per battle

Wyrd Reconstruction

At 7th level, heal 2 (+ Con modifier) hit points whenever you willingly shift back to your normal form during combat. Hit points healed, increases by +2 at 6th level, +3 at 11th level, and +4 at 16th level. You cannot heal when your normal form is at or below 1 hit points.

Free Form

At 11th level, you may cast spells from your normal form when shifted.

One With The Beasts

At 15th level, become one with the beasts. You are no longer forcefully reverted to your normal form when your shape's form drops to 0 hit points. You may now also shift to beasts that have lost all hit points. Beast's at 0 hit points can not be healed outside of rests.

The Beast

At 15th level, you've gained a deep connection with the divine beasts. This has now allowed you to adopt a special form.

level

Abilities

1

Spell casting, Tool making

2

Shift Form

3

Class Specialization, Resilient Body

4

Ability Score Improvement, Shifting Improvement

5

Extra Attack

6

Quick Shift

7

Class Specialization

8

Ability Score Improvement, Shifting Improvement

9

Formless Physique

10

Cleansing Shift

11

Class Specialization

12

Ability Score Improvement, Shifting Improvement

13

Beast's Sense

14

Partial Shift

15

Class Specialization

16

Ability Score Improvement

17

Hardened Physique

18

Wyrd Anatomy

19

Ability Score Improvement

20

Wyrd Metamorphosis


Created by

Carkimine.

Statblock Type

Class Features

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