Vectors study the paths that force takes through the world. Through rigorous movement drills and sharp observation, they learn to turn a missed blow into an opening, a charge into a stumble, and a narrow gap into an escape route. A vector is a mobile martial combatant who controls positioning and protects allies by redirecting momentum rather than relying on spells.
Mobile martial controller and frontline ally-protector.
VVector
At a glance
Level
1
Proficiency
+2
bonus at this level
Momentum points
Hit die d10
PrimaryDexterityConstitution
Features
21, levels 1 to 20
1Level 1, reached
Motion Reader
You gain proficiency with simple and martial weapons, light armor, medium armor, and shields. You learn to read motion and build a reserve of Momentum, which fuels your class features.
Redirecting Strike
You have a number of Momentum points equal to your Proficiency Bonus, and you regain all expended points when you finish a Short or Long Rest. Once on each of your turns when you hit a creature with a weapon attack, you can spend 1 point to deal an extra 1d6 damage and move the target 5 feet horizontally if it is no more than one size larger than you.
2Level 2
Flowing Step
As a Bonus Action, you can move up to 10 feet without provoking Opportunity Attacks. You can use this feature only if you have moved at least 10 feet on your turn, and you can use it a number of times equal to your Proficiency Bonus per Long Rest.
3Level 3
Vector Discipline
Choose a subclass that reflects how you apply your study of motion. Your subclass grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Greater Redirection
When you use Redirecting Strike, the extra damage becomes 1d8. You can also move the target up to 10 feet instead of 5 feet.
7Level 7
Slip the Line
When you make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure. You can't use this feature while Incapacitated.
8Level 8
Ability Score Improvement
9Level 9
Ready Momentum
When you roll Initiative and have no Momentum points remaining, you regain 1 point.
10Level 10
Crossing Motion
When you use Redirecting Strike, you can choose to move yourself up to 10 feet instead of moving the target. This movement does not provoke Opportunity Attacks.
11Level 11
Efficient Force
Once on each of your turns when you hit a creature with a weapon attack, you can use Redirecting Strike without spending a Momentum point. You still add its extra damage and apply its movement effect.
12Level 12
Ability Score Improvement
13Level 13
Masterful Redirection
Your Redirecting Strike extra damage becomes 1d10. When you spend a Momentum point on it, you can move the target up to 15 feet instead of 10 feet.
14Level 14
Discipline Feature
You gain a feature from your Vector Discipline.
15Level 15
Unbroken Pace
When you roll Initiative, you regain all expended uses of Flowing Step.
16Level 16
Ability Score Improvement
17Level 17
Surging Reserve
When you roll Initiative and have fewer than 2 Momentum points, your current points become 2.
18Level 18
Perfected Redirection
When you use Redirecting Strike, its extra damage becomes 1d12. The target can be up to two sizes larger than you for its movement effect.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
World in Motion
Once on each of your turns when you use Redirecting Strike, you can apply its effect to two different creatures you hit with weapon attacks that turn, spending a Momentum point for each use that requires one. You can move each target separately.
Core traits
Hit die
d10
Primary
DexterityConstitution
Saves
DexterityConstitution
Hit points per Vector level; 10 + your Constitution modifier at 1st level, and (or 6) + your Constitution modifier for each Vector level after 1st.
DefensesVectors rely on agility and stamina to evade danger and maintain their footing.
ArmorLight armor, medium armor, shields.
WeaponsSimple and martial weapons.
ToolsNone. Choose two skills from Acrobatics, Athletics, Insight, Perception, Stealth, and Survival.
ResourceMomentum points: a pool equal to your Proficiency Bonus, restored on a Short or Long Rest. They power your level 1 Redirecting Strike and later features.
MulticlassingPrerequisite: Dexterity 13 or Strength 13. When you multiclass into Vector, you gain proficiency with light armor, medium armor, shields, and simple weapons. You gain no additional saving throw proficiencies.
Subclasses
3
Bastion Path
Turn every approach into a guarded threshold.
Protective reactions that help nearby allies avoid harm
Techniques for holding a line and discouraging enemy movement
A defensive stance that improves resilience
Pursuit Path
Close distance before danger can settle.
Extra mobility and improved access to distant targets
Techniques for harrying enemies and creating openings
A sudden repositioning maneuver for allies
Counterflow Path
Let an enemy's commitment become their undoing.
Careful battlefield observation and tactical disruption
Ways to redirect threats away from vulnerable creatures
A broad, decisive shift in the flow of a fight
Playing one
What it is
Vectors study the paths that force takes through the world.
Through rigorous movement drills and sharp observation, they learn to turn a missed blow into an opening, a charge into a stumble, and a narrow gap into an escape route. A vector is a mobile martial combatant who controls positioning and protects allies by redirecting momentum rather than relying on spells.
How to play one
You are a mobile weapon combatant who shapes the edges of a fight.
Look for opportunities to move into useful positions, spend Momentum to reposition dangerous enemies, and use Flowing Step to escape pressure or reach an ally. Your control is measured and conditional: Redirecting Strike affects one target at a time, requires a hit, and cannot move a creature that is too large.
Make one
Personality
I watch people's feet and hands before I listen to their explanations.
Ideal
Balance: Force should be met with the least force needed to keep others safe.
Bond
I owe my life to the mentor who taught me to turn a fall into a step.
Flaw
I have trouble staying still, even when patience would be wiser.
Quirk
Tests the balance of a chair before sitting.
Personality
I watch people's feet and hands before I listen to their explanations.
I prefer a quiet, carefully chosen step to a dramatic entrance.
I make room for others automatically, even in a crowded room.
I explain complicated problems using paths, angles, and moving objects.
Ideals
Balance: Force should be met with the least force needed to keep others safe.
Freedom: No one should be trapped by another person's power.
Practice: A reliable skill is built through repetition, not grand promises.
Bonds
I owe my life to the mentor who taught me to turn a fall into a step.
I carry a broken weapon from the company I failed to protect.
I have sworn to keep a dangerous road open for the people who depend on it.
Flaws
I have trouble staying still, even when patience would be wiser.
I treat every disagreement as a problem to maneuver around.
I can become overconfident when I think I have read a situation correctly.
Quirks
Tests the balance of a chair before sitting.
Steps around cracks and loose stones without looking down.
Moves objects to clear paths through a room.
Tilts their head as if measuring the angle of a conversation.
In the world
Training
Vectors usually begin as guards, athletes, couriers, or laborers whose work demands precise movement.
A mentor teaches them to observe how weight shifts, practice controlled falls and pivots, and redirect force safely; formal initiation is uncommon, though many schools require a public test of composure under pressure.
How others see them
Most people see vectors as agile guards, couriers, or duelists.
Their knack for turning a charge aside can seem uncanny, but their methods are understood as disciplined physical training rather than magic.
Famous practitioners
VectorTamsin ReedstepA legendary caravan guard said to have guided an entire train through a charging stampede without losing a wagon.
VectorOrvo KettA patient duelist whose opponents often find themselves facing the wrong direction before the first real strike lands.
Factions
The Open Road Compact
A loose network of road wardens who teach defensive movement to travelers and caravan guards.
The Turning Hall
A competitive school that trains bodyguards and duelists in precise footwork and controlled displacement.
The Measurekeepers
A practical association of rescuers who specialize in evacuations, crowd movement, and disaster response.
Regions
The Switchback Cantons
The winding mountain passes make footwork and controlled falls essential survival skills.
The Tidelock Coast
Port cities teach vectors among dock crews, bodyguards, and those who keep crowds moving safely.
The Longgrass Marches
Open grassland communities value vectors as outriders and defenders against fast-moving threats.
Character hooks
A bridge guard who discovered an uncanny talent for redirecting charging beasts.
A caravan outrider who learned to read danger in the way dust and grass move.
A former arena fighter who turned showy footwork into a practical discipline.
A courier searching for the person who taught them a movement technique no one else recognizes.
A village defender whose improvised battlefield tricks became a local tradition.
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