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Vigilante

Thief Royalty

Blessed with funds and status, you have learned of great corruption and seek to take justice into your own hands. Like all royalty they do not operate under other powers well, their origin usually begins with the deaths of those that were above them before they took up the cause. They use their wealth and power to fight the fights that others will not.

Level Spells
3Silvery Barbs
5Calm Emotions
9Incite Greed
13Greater Invisibility
17Seeming
1D4 Source
1Inheritance
2Secret Cache
3Funds from a legitimate business front
4Hidden benefactor
Level Magical Item
3Rope of Climbing, Weapon of Warning, Wand of Magic Detection, or Pipes of Haunting.
7Gloves of Thievery, Sentinel Shield, Boots of Elvenkind, or Goggles of the Night.
11Robe of Eyes, Wand of Binding, Cloak of Displacement, or Glamoured Studded Armor.
15Oathbow, Cloak of Arachnida, Rod of Alertness, or Figurine of Wondrous Power: Ebony Steed.
17Plate Armor of Etherealness, Defender, Holy Avenger (Attunement for Vigilantes), or Ring of Invisibility.

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.

Secret Funds

You have assets that provide the means to your vigilantism choose one from the following

Fund Source

Your funds can manifest in terms of magic items, gold pieces, or favors. You can change which you receive at levels 7, 11, 15, and 17.

Magical Items: Choose One From the following items.

Gold Pieces: D6 x 10 GPs equal to your Vigilante level, you may roll with advantage by rolling with disadvantage at the next level to gain a burst of wealth, you must select Gold Pieces the next instance if you roll with advantage.

Favors: Determined by the DM in a similar way that Divine Intervention works for Clerics. Favors reset at each level increase. You can use your impressive assets to intervene; Such as using an action you can cast any Vigilante spell level 5 or lower that does not have a casting time of a reaction and cast it without expending a spell slot or using material components.

You can use one favor per 1D4 long rests.

Lv 7

Skills of High Society

You are born to walk through high society and your skills are unflappable. You gain Expertise in Persuasion, Deception, or Insight. If you would roll less than 10 before modifiers the result becomes 10 for a skill check involving your chosen Expertise.

Ingenuity Dice

You are quick thinking and always planning. You have Ingenuity Dice equal to your Proficiency Bonus that can be used to add to your D20 tests (No action required. Your dice are D4s.

Lv 11

Ingenuity Dice

With study and practice you increase your ability to change a situation to your advantage. Your Ingenuity Dice increases to 1D6.

Influential Figure

You become a leading figure from your Background and those in the same Background act differentially to you and will perform simple tasks and favors for you in deference to your achievements acting as if they were under the effects of the spell Fast Friends.

Lv 15

Ingenuity Dice

You work hard and think fast to keep things from going poorly for you. Your Ingenuity Dice increases to 1D8.

Trump Card

In desperate events you can reveal the secret you keep locked up to throw off an enemy. As an action you can convincingly reveal your true identity or vigilante persona to one who knows of both, they must succeed a WIS saving throw equal to your spell save DC or be Stunned until the end of your next turn, failure or success the creature is Immune to this feature indefinitely.

You have advantage on Persuasion and Intimidation checks to those who know both your identity and persona.

Lv 17

Master of the Heist

Using a week of preparation, and 250 GPs you and up to 5 other allies do background work and drills to plan a Heist. You and those you selected gain advantage on Investigation, Perception, Sleight of Hand, and Stealth Checks for the 24 hours after initiating the heist with a special action that can be used outside of combat only.

During your preparation you find all meaningful information such as building plans, secret rooms, number of guards and their schedules, and any magical or monstrous guardians or traps. In addition you find a piece of information that can be used to blackmail an influential figure connected to the location of the Heist.

Ingenuity Dice

You are a mastery of ingenuity, allowing your wits and skills to guide all that you do. Your Ingenuity Dice increases to 1D10.