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## Way of the Vagabond


#### Do 'Em Dirty
Starting when you chose this path at 3rd level, you learn to fight dirty in order to get one up on your opponent. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- **Jab the eye:** It must make a Dexterity saving throw. If it fails, it has disadvantage on its next attack roll or until the end of its next turn.
- **Bash the ears:** It must succeed a Constitution saving throw or be deafened until the end of its next turn.
- **Strike the knees:** It must make a Strength saving throw. If it fails, its movement speed is decreased by 10 feet and cannot take reactions until the end of its next turn.

#### Planar Sensitivity
Also at 3rd level, you gain a sensitivity to planar anomalies such as portals. You can spend 1 minute of uninterrupted concentration to detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a long rest. 

#### This World and the Next
Starting at 6th level, you gain the ability to duplicate certain spell effects using Ki. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

At 6th level, you gain the ability to spend 2 Ki points to cast *protection from evil and good*,  and 3 Ki points to cast *blink*.

Once you reach 11th level, you gain the ability to spend 5 Ki points to cast *freedom of movement*.

Once you reach 17th level, you gain the ability to cast two more spells: 7 Ki points for *etherealness*, and 8 Ki points for *plane shift*.


#### Here and There
By 11th level, you can transition between the planes with ease. As a bonus action, you can teleport to an unoccupied space within 30 feet you can see. You then have advantage on the first melee attack you make before the end of the turn. 

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#### Out of This World
At 17th level, you can try and knock a creature into another plane of existence. Whenever you hit a creature with one of the attacks granted by Flurry of Blows, you may choose to send that creature to another plane. That creature disappears and teleports to another plane.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest occupied space. Choose a damage type represented by the plane you sent the creature to: Fire, Cold, Thunder, Lightning, Acid, or Psychic. The creature takes 10d10 points of the chosen damage type as it returns to the material plane.

Once you use this feature, you can't use it again until you finish a long rest.

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> ##### Credits
> * Written by **/u/DaveyCricket**
> * Homebrewery style rules from **/u/SwordMeow**