Gypsy

To the alluring half-elf it was ironic justice. She danced away in the center of the bandit camp around the roaring bonfire with flowing veils, ornate tassels, and rythmic tambourine. The bandits may have recently plundered a merchant caravan but they are leaving none the less richer than before the robbery. Her honeyed words & deft fingers left her marks much lighter in the coin purses that evening as the night drew on.

The nomadic old half-orc woman rode from place to place in her simple donkey pulled fortune-teller cart. Her grizzled demeanor and sun leathered skin mark her as someone who spent a lifetime under the sun & stars. Nevertheless, the recovering ranger who initially guided the adventurers, swears that old half-orc woman knows the shortest way back to town through the Misty Mountains in less than half the time it normally takes. Time was short. Winter storms darkened the horizon and threatened to engulf & trap the party in an inescapable mountain blizzard.

What is surprising is that the gypsy caravan accepted him easily when they found him as a mewling orphan on the side of the road. Gypsies already garner from certain people distrustful if not openly hostile reactions from settlements but having a tiefling in their midst don't endear them any further. They refuse to chase him out, because of his ability -enchanting charms. These magick trinkets serve to provide useful protections, distractions, or sources of income for the caravan. The tiefling stays not only because of camraderie & family but the gypsy lore the elders learned along 'the Way' are not just myths and superstitions. 'The Way' contains power primordial and he intends to see where 'the Way' leads.

Nomad soul

Gypsies are natural travelers, native only to the caravans they live in. The reasons that gypsies travel has long been lost to history. Some say they are exiles, searching for a new home, while others say they are a culture birthed purely among merchants and explorers. When a gypsy is asked, the question is often met with a shrug and a hearty laugh.

Life on the Move

Gypsies have plenty of reasons to adventure between the experiences to be had, treasures to be found, and stories to be woven. Most gypsies find themselves right at home or even leading an adventuring party simply because, in a way, a party is just a small caravan. When making a gypsy, think of the caravan(s) you grew up with. What did they teach you? Did you leave on good terms?

Quick Build:

You can make a gypsy quickly by following these suggestions. First, Wisdom and Charisma should be your highest scores, with your choice between which of the two should be more important. Second, choose the Guild Artisan (Merchant variant) background.


The Gypsy
Level Proficiency Bonus Features Traditions
1st +2 Hidden Tradition, Day-Job, Weaselly Fighter 1
2nd +2 Treasure Found 1
3rd +2 Caravan Lifestyle 2
4th +2 Ability Score Improvement 2
5th +3 Extra Day-Job 3
6th +3 Survivalist 3
7th +3 Lifestyle Feature 4
8th +3 Ability Score Improvement 4
9th +4 Evasion, Treasure Found 5
10th +4 Lifestyle Feature 5
11th +4 Keen of Mind 5
12th +4 Ability Score Improvement 5
13th +5 Primordial Lullaby 6
14th +5 Realized Destiny 6
15th +5 Lifestyle Feature 6
16th +5 Ability Score Improvement 7
17th +6 Scary Adaptable 7
18th +6 Lifestyle Feature 8
19th +6 Ability Score Improvement 8
20th +6 Horizon Crosser 8

1

PART 1 | INTRODUCTION

Class Features

As a Gypsy you gain the following class features.

Hit Points

Hit Dice: 1d6 per Gypsy level

Hit Points at 1st Level: 1d6 + Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Gypsy level after 1st

Proficiencies

  • Armor: Light armor & Shields
  • Weapons: Improvised & Simple weapons
  • Tools: Vehicles (land) and 1 tool proficiency out of cook's utensils, painter's supplies, any musical instrument, potter's tools, weaver's tools, tinker's tools, or woodcarver's tools
  • Saving Throws: Wisdom and Charisma
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an entertainer's pack or (b) an explorer's pack
  • (a) 20 throwing knives & leather armor or (b) shield & studded leather armor
  • any simple weapon

Hidden Tradition

In your travels, you have learned many varied and esoteric practices from other travelers, ancient writings, or simply through trial and error.

Choose one of the Hidden Traditions to learn, which are detailed at the end of the class description. When you gain certain Gypsy levels, you learn new Traditions from the list. In addition, when you gain a level in this class you may replace any Tradition you currently know with another Tradition from the list.

Traditions that require a saving throw use a DC of 8 + your proficiency bonus + your Wisdom or Charisma modifier (chosen once).

Day-Job

Nothing in this world is free, even when you live out of your backpack. Choose a Day-Job that you have a skill or tool proficiency in. At level 5, choose an additional Day-Job to gain the listed tool and proficiency in it and the skill. In addition, your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies.

Job Type Job Tool Received Bonus Skill
Apothecary Alchemist Supplies Medicine
Cook Cook's Utensils Survival
Painter Painter's Supplies Perception
Performer Any Musical Instrument Performance
Potter Potter's Tools History
Tailor Weaver's Tools Persuasion
Tinker Tinker's Tools Investigation
Woodcarver Woodcarver's Tools Sleight of Hand

Weaselly Fighter

Combat isn't about honor, it's about who lives and who dies. You know this well, and your fighting style reflects it. When you make a melee attack against a target, you may use a bonus action to Disengage.

Treasure Found

At 2nd level, you have uncovered a treasure that you will never part with. Choose one of the treasures detailed at the end of the class description. You may choose new treasures at levels 9, 12, 16, 17, and 19.

Caravan Lifestyle

At 3rd level, you have your choice of three different Caravan Lifestyles: the Beguiler, the Wanderer, and the Occultist. Each of these are described at the end of the class description. Your choice grants you additional features at 7th, 10th, 15th, and 18th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Survivalist

By level 6 your insight begins to pay off, and you are better prepared for dangers before they strike. When you must make a saving throw, you gain a bonus equal to your Wisdom modifier (with a minimum of +1). In addition, you may spend ten minutes with up to six allies to give them this benefit (using your Wisdom modifier) for an hour.

Evasion

At level 8, you have learned how to move like a reed in the wind. When you are subjected to an effect that allows 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.

Keen of Mind

Starting at level 11, you can use your action to end one effect on yourself that is causing you to be charmed.

2

PART 2 | CLASS FEATURES

Primordial Lullaby

Starting at level 13, your experience with many creatures and their habits has unveiled hidden links to you. Elements of songs found not only in every nation, but in every creature. You have combined these elements to create the link between lives, a primordial lullaby. For 1 minute, you may hum this simple, peaceful melody. All living creatures native to the Material Plane will automatically recognize the tune and allied creatures resting with you may accompany in any way they can.

All who participate may treat this song as a short rest without taking any time. Once you use this feature, the song loses its resting property until you spend at least 24 hours in downtime (see the "Downtime" section of the PHB).

Realized Destiny

At level 14, you have realized that you have a part in guiding the beast of civilization to greener pastures. Choose one of the following paths to your destiny.

The Crier. You make a design representing you. So long as you have this design is within visual range, you may spend an action to cause each creature within a 10 foot radius of you to make a Wisdom saving throw against your Tradition save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) for an hour. Once you use this feature, you can not use it again until you take a short or long rest.

The Shepherd. You gain a simple mask. While wearing the mask, you are under the effects of nondetection. In addition, creatures with an intelligence below 4 will not outright attack you.


Scary Adaptable

Starting at level 17 you have learned how to imitate your more powerful peers. At the end of each long rest, you may choose one of the following abilities. You lose the ability as soon as you begin a new long rest.

  • The Warrior: you gain proficiency in one Martial weapon, and have a +1 bonus to Attack and Damage rolls made with that weapon.
  • The Explorer: you gain a bonus to Stealth and Sleight of Hand checks equal to your proficiency bonus.
  • The Scholar: you learn any two spells up to level 3 that you can cast as rituals. You may cast those spells as rituals in half of the time usually needed.

Horizon Crosser

At level 20, you have become the paragon traveler, capable of uniting all of civilization during your travels. This gives you the following benefits:

  • You understand and are understood by all creatures that speak a language.
  • You are free from the effects of hunger, thirst, disease, exhaustion, and aging during the first season you spend in a city-sized area.
  • You know the Primordial Lullaby of every plane. These lullabies do not affect resting, but are still recognized by creatures from that plane.
  • If you are the Crier, your Charisma increases by 2, and your maximum for Charisma is 22.
  • If you are the Shepherd, your Wisdom increases by 2, and your maximum for Wisdom is 22.

    3

    PART 3 | CLASS FEATURES CONTINUED

Hidden Traditions

Above Common Mistakes When you roll a 1 on the d20 for a skill check you have a positive modifier of two or more, you can reroll the die and must use the new roll.

Anchor Down. Choose a home town that you have a home in. You have advantage on Persuasion and Deception checks in that town. You may change hometowns after 6 months of living in a different home town.

Antiquarian. You gain one additional treasure of your choice from the Gypsy's Treasures list.

Arcane Sense. You can cast detect magic as a ritual, without requiring any materials or spellcasting.

Bodily Efficiency. You gain the same benefits from 8 hours of sleep in 4 hours. In addition, you are considered semi-conscious those four hours & may still dream.

Cat's Eyes. You gain Darkvision up to 60 feet, if you already have Darkvision increase to 120ft.

Creation Studies. You gain proficiency in the Religion skill, if you already have proficiency in it, you can double your proficiency bonus.

Domestic Empathy. You can communicate and understand basic ideas and concepts with domesticated and city-dwelling animals.

Find Ally. You gain a faithful dog or cat companion. Your companion has stats as the base animal, but increases its Intelligence score to 4 and can understand (but not speak) one language that you speak. Should your companion die, you can find a new one as a stray after one hour of searching in any town or city.

Fleetfooted. Your base land speed increases by 10 feet, and standing from prone only takes 5 feet of movement.

Helpful. When you take the Help action, you may Help a separate target as a bonus action.

Historical Studies. Gain proficiency in History skill, if you already have it, double your proficiency bonus.

Liquid Courage. As an action you may take a swig of hard liquor and gain 1d4+4 temporary hit points. These hit points go away if they are not spent after one hour.

Master of Disguise. You can cast disguise self as a ritual, without requiring any materials or spellcasting.

Natural Sciences. You gain proficiency in the Nature skill, if you already have proficiency in it, you can double your proficiency bonus.

Song of the Open Road. When you travel a road, your party's travel speed increases by half, and carrying capacity doubles. Effect does not stack.

Tinker. As the Rock Gnome's tinker ability.

Torch-bearer. Mundane light sources you hold illuminate through magical darkness up to half of normal range, and allies within your light gain advantage against fright.

Treasures Found

Trinkets of all shapes and sizes with slight magical properties.

Amulet of Silence. Nothing with six inches of this plain, silver amulet can make any noise.

Boris' Lucky Coin. While wearing this featureless copper circle, you have a 1% (rolling 00 on a d100) chance of negating any damage you take.

Engraving Quill. This pewter quill with a dark brown feather engraves wood, stone, and similar materials as easily as it were writing on paper. The tip only goes up to a centimeter into the surface at any time.

Ether Flute. When this flute is played all undead within 30 feet must pass a Wisdom saving throw versus your Tradition save DC or their movements and actions are stopped until the music stops or they are damaged. Undead who are fighting when the playing starts have advantage to save.

Faerie Lantern. This iron lantern is always cool to the touch, and appears to be completely empty. Inside is an invisible spriteling. The sprite can make no noise or affect the lantern around it. What it can do is glow any visible color with an intensity of a candle to a campfire as well as understand Common, Elven, and Sylvan. The sprite is friendly to you, but may change its attitude as the situation permits.

Fisherman's Blanket. This thick woolen blanket will become perfectly dry with a single shake, regardless of how wet it is, and is always pleasantly warm.

Goblin Jaw. This bleached-white goblin jawbone is etched with runes of necromancy. The jaw allows you to cast speak with dead with no material components when pressed into place of a dead humanoid. The jaw regains use of this feature at sunrise.

Howling Horn. This horn makes a very convincing wolf's howl. Sounding it loudly will call all wolves within earshot to your location. They are not charmed by you, and might very well eat you when they show up.

Juggler's Batons. These weighted sticks painted bright red will always make their way back to the thrower's hand before hitting the ground.

Map of the Consciousness. When this map is read, while that person is trying to remember something that happened in the last 10 days, will remember every detail of the event as if it had just happened. This process takes up to ten minutes of searching the map.

Money Belt. This thin, leather belt has a spot for one coin purse to be tied to. When the power word is spoken, up to 10 copper and silver coins are converted into gold coins.

Moon Rock. This yellow-grey rock emits an enormous magical presence of an unknown school of magic. Divination spells, such as scry, perceive heavily warped and muddied information within a radius of ten feet of the rock, and anyone who uses detect magic within 30 feet of the rock can detect nothing but the rock's overwhelming presence.

Reverse Torch. This rune-carved, gray-wood torch has a replaceable head. When lit, the torch emits darkness out to 15 feet that overpowers candlelight and is overpowered by lantern and campfire-light. When meeting a torch's light, the light and darkness blend into each other between the two sources.

Smuggler's Purse. A simple coin purse, with an eye drawn onto the bottom. It holds up to the normal volume of a coin purse, but will always look and feel empty.

Spoon of the Bat. If this thin metal spoon is tapped against something hard, it rings out a loud, sharp tone. This gives the wielder blindsight out to thirty feet as long as the wielder has a free hand to hold to spoon and can hear the tone clearly.

4

PART 4 | HIDDEN TRADITIONS

Caravan Lifestyles

The Beguiler

Those with a quick wit and a quicker tongue go on to become Beguilers: masters of trickery and deceit.

Dialect

Upon joining the ranks of Beguilers, you have learned to utilize your unique accent and mannerisms to greater effect. While speaking, you may choose to embrace your unique dialect and behaviors, giving all who are not gypsies or bards disadvantage to Insight checks against you.

Pull a Fast One

Starting at level 7, every time you successfully perform a Charisma check against a single target, that target gains one Momentum. You add a target's Momentum as a bonus to all Charisma checks you make against them. This effect lasts for 1 minute starting from your first Charisma check against a single target

Speed of Hand, Speed of Mind

Starting at level 10, your body has begun to match the speed of your wit. You gain proficiency in Stealth and Sleight of Hand, if you are already proficient in it, your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies. In addition, you can not be surprised while you are conscious.

Finely Crafted

At level 15, you have learned what makes items worth more to the right buyers. Make a DC 15 tinkering check right before you finish a non-magical item. Upon failing, you tarnish the item making it worth 25% less. If you succeed, the item is worth (double DC you rolled -20)% more than what it is originally worth. You may not use Finely Crafted on an item more than once

Pied Piper

At level 18, your trickery has reached new heights; you may use Pull a Fast One against as many targets as your Charisma score at a time. In addition, you may use Finely Crafted against any previously made item after 4 hours of working with it. Doing this increases the tinkering check DC by 5.


The Wanderer

The world is a wondrous place, and Wanderers have their hearts set on experience as much of it as possible.

Far and Wide

Upon accepting Wanderlust into your heart, you glean the ways that the land is formed. When you make a roll to find where you are in relation to civilization, you gain your proficiency as a bonus to the check. In addition, when you are given a route towards a location, you may reveal a separate route that is as faster but more treacherous.

Resourcefulness

Starting at level 7, your time spent in dangerous terrain has strengthened your resolve to live. While in wildnerness you can scrounge up to four rations or two uses of a Healer's kit after an hour of work, assuming that the surrounding terrain offers water, game, and plant-life. In addition, attacks with improvised weapons add your Wisdom modifier to attack and damage rolls.

Foreboding Dreams

Starting at level 10, your dreams have begun to speak to you in strange voices. During a long rest you may dream to cast scrying once with no material components.

Acolyte of the Ancients

While others may recognize the Primordial song, it resonates deep in your heart. At level 15, your Primordial Lullaby feature is refilled after a normal long rest, instead of after a day of rest. In addition, your dreams have become vivid and comforting; you are immune to Enchantment and Illusion magic while unconscious.

Alarming Resourcefulness

At level 18, you have become the ultimate problem-solver, capable of handling nearly anything thrown at you with enough planning and strategy. During a long rest you may plan and train for the trials ahead. This gives you one Tradition from the Gypsy's Hidden Traditions list. Any time you plan and train during a long rest you may change this Tradition.

4

PART 4 | CARAVAN LIFESTYLE

The Occultist

The world is a mysterious place, with even the simplest happenings hinting at the magical energies behind everything. You have begun your journey down the rabbit hole of magic.

Spellcasting

Upon uncovering the secret energy that flows through all things, you have learned to channel energies to change and control the physical world. Choose the Bard or Druid spell list. Your spellcasting ability matches that of the class you have chosen.

Cantrips

You learn three cantrips from the chosen spell list. You learn an additional cantrip of your choice at 7th and 11th level.

Spell Slots

The Occultist table shows how many spell slots you have, as well as what level those spell slots are; all of your spell slots are the same level. You regain all spent spell slots upon completing a long rest.

Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice, both of which must be from the transmutation or divination spells in your spell list. The Spells Known column of the Occultist table shows when you learn new spells of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Each of these spells must be a transmutation or divination spell.

Occultist Spellcasting
Gypsy Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 3 1 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 5 2 2nd
9th 5 2 2nd
10th 6 2 2nd
11th 7 2 2nd
12th 7 2 2nd
13th 8 2 3rd
14th 9 3 3rd
15th 9 3 3rd
16th 10 3 3rd
17th 10 3 3rd
18th 10 3 3rd
19th 11 3 4th
20th 12 4 4th

Spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Ritual Casting.

You can cast a spell you know as a Ritual if it has the Ritual tag.

Esoteric Trinkets

Starting at level 7 you can imbue your magic into items of your choice. During a ten minute ritual you may choose one mundane item and one spell with a casting time no longer than an action that you know. The target item can now be used by you to cast the target spell at the level of your spell slots as a standard action. Once the spell is discharged or after an hour the item loses its magic.

At level 7 you can only have one trinket enchanted in this way at a time. At levels 10, 15, and 18, the number of trinkets you can have enchanted at a time goes up by one.

Multiclassing

Before gaining levels in Gypsy a character must first abandon whatever place they most consider to be "home".

Prerequisites. To qualify for multiclassing into the Gypsy class, you must meet these prerequisites:

Minimum of 13 in Wisdom and Charisma.

Proficiencies. When you multiclass into the Gypsy class, you gain the following proficiencies:

Improvised weapons and one skill of your choice.

6

PART 6 | THE OCCULTIST