Vigilante
What makes a hero? What is justice? There are answers and opinions but Vigilantes make their own definitions and decisions. Each Vigilante takes up a cause of justice to right wrongs that no one else will. They develop fighting skills, amass resources, even split their identities for the cause. They become a symbol to bring change where hope has faded.
Vigilantes are smart, charismatic, and resourceful. They go through hard situations and make hard choices that lead them to great power they use for the sake of justice. A Vigilante trains exhaustively to turn their body into a weapon. They plan and develop ways to overcome opponents while keeping their identity a secret to protect the ones they love.
To be a Vigilante is to be an adventurer. While a Vigilante may defend a specific area or city, they often must chase nerdowells in order to further the cause of justice. Adventure may mean a long journey to cut off a source of crime, or covert work in a neighboring town owned by a mob boss. Whenever adventure calls, a Vigilante will answer that they may protect their cause.
Quick Build
You can make a Vigilante quickly by following these suggestions. First, make DEX your highest ability score, followed by CHA. Second, choose the Urban Bounty Hunter Background.
Class Features
Hit Points
Hit Dice: 1D10 per Vigilante level
At 1st level: 10 + Your CON Modifier
At higher levels: 1D10 or 6 if lower than 6, + CON Modifier
Proficiencies
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- Simple Weapons, All Crossbows, Longswords, Rapiers, Shortswords
- Tools
- Forgery Kit, Disguise Kit
- Saving Throws
- DEX, CHA
- Skills
- Any three
- Spellcasting
- CHA
Starting Equipment
- 1. (a) rapier and leather armor or (b) a longsword and breastplate
- 2. (a) light crossbow and 20 bolts or (b) two daggers
- 3. (a) forgery kit or (b) disguise kit
- 4. burglar’s pack
Vigilante Table
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | 2 | — | |||
| 2nd | 3 | — | |||
| 3rd | 4 | 2 | — | ||
| 4th | 4 | 3 | — | ||
| 5th | 4 | 3 | 2 | — | |
| 6th | 4 | 3 | — | ||
| 7th | 4 | 3 | 1 | — | |
| 8th | 4 | 3 | 2 | — | |
| 9th | 4 | 3 | 1 | ||
| 10th | 4 | 3 | 2 | ||
| 11th | 4 | 3 | 2 | ||
| 12th | 4 | 3 | 2 | ||
| 13th | 4 | 3 | 2 | ||
| 14th | 4 | 3 | 2 | ||
| 15th | 4 | 3 | 2 | ||
| 16th | 4 | 3 | 2 | ||
| 17th | 4 | 3 | 2 | ||
| 18th | 4 | 3 | |||
| 19th | 4 | 3 | |||
| 20th | 4 | 3 |
Class Features
Spellcasting
CHA is your spellcasting ability for your Vigilante spells. Your magic comes from channeling the essence of nature. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Vigilante spell you cast and when making an attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your CHA modifier
Spell attack modifier = your Proficiency Bonus + your CHA modifier
Choose a number of Vigilante spells equal to your CHA modifier (Minimum 1) + half your Vigilante level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.
When you gain a level in this class, you can choose one of the Vigilante spells you know and replace it with another spell from the Vigilante spell list, which also must be of a level for which you have spell slots.
Ever Vigilant
You can take Sentry's Rests equal to your CON modifier (Minimum 1). When you take a long rest, you may spend at least six hours in an inactive, motionless state, rather than sleeping. In this state you can see and hear as normal.
Alternate Identity
You have resources to build a second identity and the skills to maintain it. You permanently gain the following features
You have advantage on Deception and Performance Checks to maintain your identity
The identity can go as far as changing subtle racial features such as human to elf, but not human to dragonborn.
It takes 1 hour to assume the identity and 30 minutes to doff it fully if changing racial features, if not it takes an action.
You can gain proficiency in two skills or one skill and one language to assume the identity.
If your second identity is compromised you must spend 50 GP to create another
Fighting Style
You adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you later get to choose again.
Vigilante Speciality
You develop your own brand of going about Vigilante work whether self taught or from the teachings of an old master that took you under their wing. Choose from among the following options, you cannot change this feature later. You can use your Vigilante Speciality a number of times per long rest equal to your Proficiency Bonus.
Tactical Brawler: You know how to take a hit and dish it out as well. When you are hit by an attack you can use your reaction to gain advantage on your next hit on the attacker.
Silent Worker: You know how to use darkness as your ally. When you are in Darkness you have Expertise on Stealth checks. If you attack a Surprised creature in Darkness you can use your reaction to Hide. You can Hide at any time while in Darkness with this feature.
Menace: You know how to strike fear into those you fight. You have proficiency with Intimidation or a different skill if you are already proficient. When you hit a creature with full hit points or a Surprised creature you deal additional Psychic damage equal to your CHA modifier (Minimum 1) + your Proficiency Bonus as you imbue the strike with mental malice.
Smooth Operator: You know how to manipulate others and get the answers you need. You have proficiency with Persuasion or Insight checks or a different skill if you are proficient with both. You can use your reaction to reroll a Persuasion, Investigation, or Sleight of Hand check and must take the new result.
Vigilante Cause
You further refine the cause for which you stand outside the law. Your choice grants you features at levels 3, 7, 11, 15, and 17.
Accidental Awakening
Burnished Justice
Failed Experiment
Flame of Penance
Holy Crusader
Lethal Justice
→ Choose your subclass belowGrappler Savant
You can turn a sticky situation to your advantage. You have advantage on escaping and initiating Grapples. If you are Grappled and you escape the Grapple you can choose to instead Grapple them as part of the saving throw.
Ability Score Increase
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.
Extra Attack
You can attack twice when you take the attack action from your hard training and diligence with your weapons.
Evasive
You are agile and can think quickly in dangerous situations. If an attack or spell would cause you to make a DEX saving throw you take half damage rounded down on a fail and none on a success.
Ability Score Increase
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.
Vanish
Secrecy and mystique are part of your life and a means to protect your identity as well as fight for your cause. You can use the Hide action as a bonus action and you can no longer be tracked by non magical means
If you use this feature in a social situation any insight check that fails a DC equal to your spell save DC will not be suspicious.
Ability Score Increase
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.
Meticulous Planner
You always have a plan or five on hand. If you have at least 1 hour before an upcoming combat or a situation you designate (such as breaking into a specific building, or traveling along a specific route you can reasonably predict) your preparation gives you an advantage. During the predicted combat or situation, you can use your reaction to gain advantage on a D20 test for up to 1 hour. You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Ability Score Increase
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.
Army of One
When you are not within 5 ft of an ally and flanked by at least 2 enemies you have advantage on attacks. If an enemy rolls more than 5 below your AC you can use your reaction to direct the attack to an enemy within 5 ft of you, using the attack’s “to hit” roll on the new target.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Master of Ingenuity
You are a quick planner and highly resourceful. Having put in the time and effort to plan for every situation you can prepare in unexpected ways. You gain the following features
You ignore Class requirements for magical items.
Once per long rest you can gain proficiency in any skill or expertise in a skill you are proficient in for one hour (No action required).
Once per long rest, if a spell is cast on you, you can make a CHA check against their spell save DC and on a success roll 1D4 to determine the outcome of the spell
1- The spell fizzles and the spell slot is consumed.
2- The spell is cast on a random target within the casting range of the spell that is not you.
3- The spell backfires on the caster dealing XD10 Force damage where X is the spell's level.
4- The spell rebounds on the caster, they must repeat any pertinent saving throws against their own spell save DC.
Vigilante Cause
Vigilante Subclasses (11)
Choose your subclass at the level indicated in the class table above.