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**[Hub](Hub.md) / [Verum](Verum.md) / [Corvanis](Corvanis.md) / [Corvanis Classes](Corvanis%20Classes.md) / [Prestige Classes](Prestige%20Classes.md)**
# Drifting Vagabond <font size="-1">( Prerequisite: [Wanderer (C)](Wanderer%20(C).md) Role)</font>
_Grants [Wanderer (C)](Wanderer%20(C).md) Progression_
_A wandering adventurer that helps those in need_
**Hit Dice:** 1d10
### 6th Level
- [Subrole: Adept](Adept.md) (Any [Skill](Corvanis%20Skills.md))
- [A Helping Hand](A%20Helping%20Hand.md)
- [Parkour! Parkour!](Parkour!%20Parkour!.md)
### 7th Level
- [Foe or Friend?](Foe%20or%20Friend.md)
### 8th Level
- [Look Out!](Look%20Out!.md)
### 9th Level
- [Blooded Bond](Blooded%20Bond.md)
### 10th Level
- [Like the Wind!](Like%20the%20Wind!.md)
>[!info|clean sban no-i]- # Expanded Features
>### 6th Level
>- [Subrole: Adept](Adept.md) (Any [Skill](Corvanis%20Skills.md)):
>>- [Best of the Best](Best%20of%20the%20Best.md): You gain proficiency with a [Skill](Corvanis%20Skills.md), if you have proficiency, gain that [Skill Focus](Skill%20Focus.md) if you have that, gain that [Skill Mastery](Skill%20Mastery.md), if you have that you have advantage on rolls with that [Skill](Corvanis%20Skills.md).
>>- [Surge of Success](Surge%20of%20Success.md): Whenever you would succeed at a [Skill](Corvanis%20Skills.md) check, the next d20 you roll is rolled at advantage.
>- [A Helping Hand](A%20Helping%20Hand.md): You can use the aid another action as a bonus action.
>- [Parkour! Parkour!](Parkour!%20Parkour!.md): You gain a climb speed equal to your movement speed and your jump distance is tripled.
>### 7th Level
>- [Foe or Friend?](Foe%20or%20Friend.md): You gain advantage to [Persuasion (C)](Persuasion%20(C).md), [Deception (C)](Deception%20(C).md), [Intimidation (C)](Intimidation%20(C).md) and [Insight (C)](Insight%20(C).md) checks vs. creatures selected by your [Favored Foe](Favored%20Foe.md) class feature. You gain an additional [Favored Foe](Favored%20Foe.md) selection.
>### 8th Level
>- [Look Out!](Look%20Out!.md): When you use the aid action you can grant advantage on the next saving throw of the target instead of the other effects. In addition, if your aid causes an ally to succeed or an enemy to fail, one ally that benefited is healed for an amount of hit points equal to your proficiency modifier.
>### 9th Level
>- [Blooded Bond](Blooded%20Bond.md): Whenever an adjacent ally would be critically hit, you can as a reaction take that critical hit instead, if you do, you may roll an [Athletics (C)](Athletics%20(C).md) or [Acrobatics (C)](Acrobatics%20(C).md) check to negate the damage equal to an amount you rolled on the skill check. This is calculated before [AR](Armor%20Rating.md) or other defenses. If this negates all damage, it counts as a successful skill check for other game effects. If an adjacent ally fails a death saving throw, if you have [Grit](Grit.md), you may spend it for the ally to pass that saving throw and treat it as if a 20 was rolled.
>### 10th Level
>- [Like the Wind!](Like%20the%20Wind!.md): You gain temporary itemized [AR](Armor%20Rating.md) equal to the amount of movement you have moved on your turn divided by 10. This lasts until the beginning of your next turn.