Vigilante – Fighter Subclass
For some, war is a battle between nations. To others, it is a quest for justice, something fought in the alleys and the wilds. As a Vigilante you have a driving purpose, a battle you feel that only you can win. You may work to battle crime or expose corruption. You may be on the trail of a hidden cult manipulating the fate of nations. What defines the Vigilante is your absolute conviction—a willingness to give your all, burning your vital energy to sharpen your senses and push past any obstacle. You’ll get the job done…even if it kills you.
Level 3: Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Investigation, or Perception. If you already have proficiency in these skills, choose one to gain expertise with.
Level 3: Tough As Nails
When you choose this archetype at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your proficiency bonus. You can use a shield and still gain this benefit. Additionally, your hit point maximum increases by 3 and increases by 1 each time you take a level in this class.
Level 3: Vital Pursuits
Also at 3rd level, you can push beyond your physical and mental limits with sheer determination, enhancing your deductive and martial abilities for a short time at the cost of your own personal wellness. As a bonus action on your turn, you can enter a state of heightened awareness. While you concentrate (as if casting a spell), you gain the following benefits:
- You gain a bonus to Wisdom, Intelligence, and Charisma ability checks and saving throws equal to your Constitution modifier.
- You gain a bonus to the damage you deal with your weapon attacks equal to your proficiency bonus.
- Whenever a creature makes a Wisdom, Intelligence or Charisma ability check against you to uncover your presence or determine your purpose, you can use your reaction to impose disadvantage on it.
These effects last for 10 minutes, and ends early if you lose your concentration, become incapacitated, or you die. You have two uses of this feature, and you regain all expended uses of it when you finish a long rest.
Level 7: Prepared For Anything
At 7th level, you can no longer be surprised and you gain a bonus to initiative rolls equal to your proficiency bonus.
Level 10: Vigilant Heart
At 10th level, you have advantage on Constitution saving throws that you make to maintain your concentration when you take damage.
Level 15: Tireless Pursuits
Starting at 15th level, your sharpened senses are available whenever battle starts. If you roll initiative and have no uses of Vital Pursuits remaining, you regain one use of it.
Level 18: Vigilant Opportunist
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Source: Morgrave Miscellany, pg. 40
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