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Vigilante

Most Vigilantes are investigators, bounty hunters, and local heroes. They work to punish crime and they value justice above practically anything else. Most vigilantes are villains and criminals in the eyes of those who prefer law over justice. It is common for a vigilante to work with people who share the same perspective about justice as they do, and it is also common for a vigilante to act as a judge, a jury, and an executioner all at once.

Vigilant

Starting at 3rd level, you are always aware of your surroundings. You gain a +5 bonus to your passive Perception and you gain proficiency in the Perception skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Criminal Investigator

When you choose this archetype at 3rd level, you gain proficiency in the Insight or Investigation skills if you are not already proficient. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Vigilant Moves

Also, at 3rd level when you choose this archetype, you can make use of a variety of vigilant moves. You learn two moves at this level. You learn one additional move of your choice when you reach 10th, 14th, and 18th level. You can choose from the styles below:

Adrenaline Rush. You enter a state of exhilaration. For 1 minute, your carrying capacity is doubled and having 0 hit points doesn’t knock you unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

Once you use this feature, you must finish a long rest to use it again.

Bleeding Cut. After making a successful Sneak Attack against a creature, you can choose to leave the weapon that you used to attack inside the creature. The creature has -1d4 penalty on its next Strength, Dexterity, or Constitution saving throw (the first one it makes). When it makes the saving throw, the weapon falls to ground out of the creature, ending the effect. The creature can also take the weapon out of its wound as an action, ending the effect by doing so.

Crisis Negotiation. You can rescue a grappled creature by striking the grappler. If you successfully hit a grappler with a Sneak Attack, it must succeed on a Constitution saving throw (DC is equal to 8 + your Dexterity modifier + your proficiency bonus), or be forced to release its hold and thus the grapple ends.

Innocuous Strike. When you make a successful Sneak Attack against a creature, you can choose to deal no damage to the creature and to reduce its speed by 10 feet for 1 minute instead. Consecutive uses of this effect do not stack.

Pinning Strike. During an encounter, when you make your first Sneak Attack against a creature, the creature’s speed becomes 0 until the end of its next turn.

Symbol of Fear. As an action, you make a ranged weapon attack that requires no roll to an unoccupied space right next to a creature. The creature must succeed on a Wisdom saving throw (DC is equal to 8 + your Charisma modifier + your proficiency bonus), or be frightened for 1 minute. While frightened by this feature, the source of the creature’s fear is you, or the thrown weapon or ammunition if the creature can’t see you.

Taking Initiative. As an action, you can change a willing ally’s initiative and make it equal to one less than your own.

Denying the Unjust

At 9th level, you learn how to deny the unrighteous advantage. If a creature that you are aware of is making an attack with advantage, you can make one weapon attack against that creature as a reaction before it attacks. If your attack hits, the target makes its attack without advantage.

Cautious Steps

Starting at 13th level, you can adjust your movement considering the actions of others. When a creature within 60 feet of you that you are aware of takes an action, you can immediately move up to 10 feet using your speed without using your reaction before the creature’s action ends. This extra movement does not provoke opportunity attacks. You can use this feature once per turn.

Verdict

At 17th level, you can study a creature as a bonus action. When you do so, the Sneak Attack damage you deal to that creature increases by 2d6 for 1 minute.

Also, you gain the ability to enforce your judgment over the guilty. As an action, you speak of the crimes of a creature within 30 feet of you, also stating its punishment. As a vigilante, you are responsible for giving a just punishment and can discuss what that entails with the GM. Even if the creature can’t understand or hear you, it knows that it is being accused if it is aware of you in any way. If the creature isn’t aware of you or didn’t commit any crimes that you know of, this ability has no effect. Otherwise, the creature has two options:

Plead Guilty. The creature surrenders and chooses not to take any hostile actions against you and your allies. It accepts the punishment of the vigilante.

Refusing the Verdict. The creature refuses to comply. It must succeed on a Wisdom saving throw (DC is equal to 8 + your Charisma modifier + your proficiency bonus) or is overwhelmed with the need to clear its name. The creature can’t retreat from a fight with you until you retreat or fall unconscious. The creature can repeat its saving throw once it drops below 50 hit points and repeat it again with advantage once it drops below 25 hit points. This effect ends if the creature ends its turn 300 feet away from you.

All creatures that are aware of your verdict have advantage on attack rolls against the accused creature.

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