Lethal Protector
A Lethal Protector has lost faith in the justice system as they see criminal after criminal escape the weight of the law. They know that the only way to prevent crime is to remove the lawbreaker from society. Reformation is a joke and worrying about false conviction is too low a likelihood to concern yourself with. The only way to make change is to kill criminals and those that aid them.
| Level | Spells |
|---|---|
| 3 | Inflict Wounds |
| 5 | Pass Without Trace |
| 9 | Haste |
| 13 | Phantasmal Killer |
| 17 | Steel Wind Strike |
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.
Espionage
You know that criminals and their conspirators hide. You have to find them to remove them. You have proficiency with Stealth or Expertise if you are already proficient. You have a Climbing speed equal to your movement speed.
The List
You have an arcane list of targets to remove that can appear on an everchanging tattoo on your body or a magical notebook or similar medium. You can have a total number of names on your list up to your CHA modifier (Minimum 1). In order for a name to be put on your list you need to have reasonable confirmation that they are a criminal. You can change the names on your list during the course of a long or short rest.
You add your CHA modifier (Minimum 1) to attack rolls to hit your targets.
Remove Evil to the Roots
When you reduce a creature to less than half hit points you can force them to make a WIS saving throw and on a failure the creature divulges if the existence of any further allies or benefactors including numbers and the presence in other cities or countries. They are not compelled to reveal any other information. A creature that succeeds the saving throw is Immune to its effect for 24 hours.
You can use this feature times per long rest equal to your CHA modifier or you can regain the use of this feature by expending a first level or higher spell slot (No action required).
Lethal Criticals
You put extra force to erase evil from society. When you land a critical hit you deal additional damage equal to your Vigilante level.
Deadly Force
When you reduce a creature to zero hit points your drive for justice kicks in. You can move up to your movement speed without provoking an attack of opportunity and make an attack as a reaction. An attack made this way has an increased critical hit range of 2 (18-20).
Root Out Evil
You smoke evil out of hiding so that you can remove them. You can cast the following spells once per long rest each without expending a spell slot: Fog Cloud, Stinking Cloud, and Cloudkill.
Cleaning Up Society
You gain a boost of energy from your continued efforts. You can use a bonus action to regain hit points equal to the number of names you have crossed off on your list (Maximum amount equal to your Vigilante level). You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Back to the Wall
You perform best when in defense of the innocent. You gain plus one to your AC for each ally within 30 ft of you (Maximum 6).
When you drop to zero hit points you remain at hit points equal to your Vigilante level + your CHA modifier (Minimum 1). You can use this feature once per long rest.