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Vigilante

Master Detective

Often a Vigilante’s best work is done from the shadows. A Master Detective is adept at solving crime and exposing corruption. They connect clues and study their adversaries in order to win using their wits. They employ a variety of combat styles to keep enemies on their toes as they know that tactics and surprise are powerful allies.

Level Spells
3Illusory Script
5Magic Mouth
9Intellect Fortress
13Confusion
17Mislead

Subclass Features

Lv 3

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.

Fighting Techniques

You know that sometimes a weapon cannot be procured on demand. You learn the Unarmed Fighting Style or the Tavern Brawler Feat.

Well Versed

You master a variety of skills to aid your pursuits. You gain one of the following Feats: Actor, Observant, or Keen Mind.

Lv 7

Take in the Room

You can use an action to memorize the contents of a room including even details that may have escaped your notice. Having captured the room in your mind, you can perform Investigation checks on it until you use this feature again. If you were to fight in this room you gain the benefits of Blindsight 30 ft as you know every detail of the room.

Lv 11

Recreate the Scene

You can determine what has happened in a given area. You can attempt an Investigation check DC 10 + the number of hours you want as far back as you want. On a success you know exactly what occurred in that area as far back as the hours you thought through. On a failure you learn the most recent scene that occurred regardless of its relevance.

Once you use this feature in a given area you cannot use it for 24 hours for that area. You can use this feature times per long rest equal to your INT modifier (Minimum 1).

Practice Makes Perfect

You further master your Fighting Technique. If you have the Tavern Brawler Feat your unarmed hit die becomes 1D6. If you have the Unarmed Fighting Style you can deal 1D6 damage to a creature Grappled by you.

Lv 15

Predict the Outcome

You can reasonably predict the courses of many events. You add your INT modifier (Minimum 1) to CHA based skill checks. You add half your CHA modifier (Minimum 1) rounded down to hit.

Lv 17

Get Inside Your Head

After interacting with a creature for one minute or longer you can think like them and anticipate their actions. You learn their Alignment, Ideals, Bonds, and Flaws. You can tell if they tell a lie. You can be inside the head of creatures equal to half your INT modifier (Minimum 1) rounded down at a time. If you analyze a new creature the oldest one is forgotten.

You can use a bonus action to actively predict their moves for up to one minute. During this time you attack them with advantage and if they try to escape their Disengage action still provokes an attack of opportunity from you. If you land a critical hit at this time on a target whose mind you’re inside, you deal additional Psychic damage equal to half your Vigilante level rounded down as they realize that you have infiltrated the most intimate spaces in their mind.