Failed Experiment
You were the subject of an experiment to fuse you with a Construct to augment your powers and serve the community and secret agency that made you. The Experiment failed, leaving you partially fused as both a Humanoid and partially a Construct. The partial fusion left you with a remnant of the Construct’s mind that drives you to pursue justice.
The Three Directives:
Your Construct’s mental remnant has left you with three immutable directives.
First Directive: Maintain the public’s trust. You are to clearly announce your intentions before initiating combat and minimize collateral damage.
Second Directive: Protect the innocent. You are to protect noncombatants and strive to deescalate dangerous situations before moving to combat.
Third Directive: Uphold the law. You are a de facto member of law enforcement wherever you go and respect the laws in place of the land and the stations of law officials as long as they do not conflict with the First or Second Directive.
| Level | Spells |
|---|---|
| 3 | Detect Evil and Good |
| 5 | Pyrotechnics |
| 9 | Tongues |
| 13 | Locate Creature |
| 17 | Wall of Force |
Subclass Features
Vigilante Cause Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Partial Construct
Through the fusion you gain several benefits from your Construct half.
You have an unarmed AC of 12 + your DEX modifier (Minimum 1) + your STR modifier (Minimum 1).
You have Resistance to the Charmed and Frightened conditions.
You can subsist on one ration every 3 days.
Integrated Weapons
You are equipped with a Hand Crossbow (Or Pistol depending on campaign context), Heavy Crossbow (Or Musket depending on campaign context), and a launcher that flings a Net. The aforementioned weapons are incorporated into one arm and can be used one handed but keep the Loading property, your arm storing 10 bolts/bullets for each and two nets at full capacity.
Ramset
You discover a new feature of your fused body. You can use a reaction to fire bolts from your boots into the ground that prevent you from being moved by effects such as Thunderwave (But not from being magically moved or teleported) and from being knocked Prone. You can use a free action to withdraw the bolts.
Headset
Your Construct remnant mind assists you in the form of a visor that drops and aids your vision. You gain the following features.
You can see objects normally from 120 ft away.
You have advantage on Survival checks to track.
You have 10 minutes per long rest of inferred vision that detects heat and can see living Invisible creatures.
Flight Pack/Charging Station
You have assimilated enough parts to construct a blueprint that was imprinted in your Construct mind. You have a flight speed of 60 ft that you can use to hover and can maintain for 3 hours per long rest. You can expend sections of flight time to regain 10 hit points for every 30 minutes expended as an action.
Dataspike
You have located a hidden spike in your other arm that is not integrated with weapons. The spike has 1D4 charges. You can use it to make a melee attack that deals 1D10 Piercing damage. When you attack a Construct you can use a bonus action to expend one charge to cast Command, or two charges to cast Charm Monster or three charges to cast Hold Monster on the target. The DC for the saving throws is equal to your spell save DC. You regain all charges after a long rest.
Attack/Sentry Mode
You have forged a bond that allows you to tap in the latent power of your Construct mind. You start each day in Attack or Sentry Mode and can switch between the two using a bonus action.
Attack Mode: While in Attack Mode you can designate a target as a bonus action within 60 ft of you, you have advantage on attacks on them and have an increased critical hit range of one (19-20) on them as your Construct mind analyzes their attack patterns. When the target drops to zero hit points you can use a free action to change the target or you use a bonus action to change the target at any time.
Sentry Mode: While in Sentry Mode you have Expertise in Perception, Investigation, or Insight. You can spend one minute to switch between those three skills as you analyze your surroundings. You can log individuals up to ten times your INT modifier (Minimum 1) in your Construct mind. You can instantly pick the logged individuals out of a crowd as long as they are within sight. You must have had at least 30 seconds of contact with them to log them. You can change your log during the course of a long or short rest.