[Class] Vigilante

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The Vigilante

Vigilante

A masked tiefling in black leather armour with a sleek metal staff lurks atop a small building in a crumbling city, watching as a group of thugs unload a cache of weapons for transport. The tiefling smiles before leaping down into the shadows, ready to take them out one by one.

A dwarf raises an arm as the Cultist leader flees through the temple corridor, a long tube like device mounted to their wrist fires a heavy looking crossbow bolt. The bolt splits into two halves, joined by a thick metal wire and wraps around their target’s legs, sending them tumbling to the ground.

A halfling woman in a bejewelled domino mask and black breastplate pounces onto the fallen ally of a group of orc mercenaries. Driving her serrated knife into his back, she cackles as she tears the blade free and showers several of the warriors in blood, sending a chill down their spines.

Individual vigilantes may approach their calling differently, but all of them are driven by the pursuit of personal justice against those who have wronged them or others. A vigilante is defined by the brutal, stylised or extreme methods they may go to in order to deal with the individuals they feel are responsible or complicit in whatever it is the vigilante opposes. They pursue their targets with a determination and savagery that some would likely find distasteful.

Some may follow a personal code of honour, or act within the letter of the law, but others may simply be doing whatever they must to achieve their own personal vengeance. At their best a vigilante is a shadowy hero with a strong moral code, trying to make the world a better place even if they must use brutal methods to do so. At their worst, a vigilante is a villain hiding behind a mask pursuing their own personal goal with a twisted lack of empathy.

Blade in the Dark

A vigilante may not have the formal training of a soldier, but they learn to use a wider range of weapons and armour than a typical street thug or sword for hire.

They train their bodies to fight, to endure pain and to pursue their targets with a dogged determination whilst also refining their mind to outsmart their foes. They learn to track, to hunt and to keep hidden from their victims until the perfect time to strike. As they develop their skills a vigilante may choose to rely more on tactics to instil fear into their quarry, or they might use their intellect to develop a range of gadgets to help them disorient or incapacitate their enemies.

Vigilantes also thrive in urban environments, the close streets and cloaking shadows of alleyways offering cover from the eyes of their enemies, the city watch, or the common folk. But that is not to say that the countryside does not get its share of such individuals, highway robbers and bandits who use terrifying tactics to raid travellers or travelling bounty hunters tracking down criminals on the run, would all suit the vigilante class.

A Hero we Deserve

To many a vigilante might just be another criminal in a mask, but a true vigilante pursues a very specific goal and a personal code. This code may not follow the laws of a kingdom, or the ideals of good and evil, but instead represents a personal dedication to go to extreme lengths to do what they feel they must.

Vigilantes do not shy away from intimidation, stealth or brutal violence to accomplish their goals. Once they mark a target as a quarry, they track them relentlessly and those who get in their way usually do not fare well.

Many vigilantes choose to assume a personae, a mask or a costume that represents more than just one person’s actions. This symbol is a reflection of the personal justice they are seeking, it might be a vengeful spirit to punish the wicked, or a fey-creature to take action against the hubris of civilisation. Many vigilantes gain a degree of fame or infamy as they develop their skills, they become figures spoken of in fearful whispers by those who might be considered their quarry.

The Vigilante
Level Proficiency Bonus Features Sleuth Sense
1st +2 Mark of Vengeance, Symbol of Justice
2nd +2 Signature Weapons, Sleuth Senses 2
3rd +2 Vigilante Method 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Method Feature 3
7th +3 Brutal Strikes (2d8), Honed Experience 3
8th +3 Ability Score Improvement 3
9th +4 Remarkable Intellect 3
10th +4 Method Feature, Brutal Strikes (3d8) 4
11th +4 Improved Signature Weapons 4
12th +4 Ability Score Improvement 4
13th +5 Focused Mind 4
14th +5 Method Feature, Brutal Strikes (4d8) 5
15th +5 Unending Vengeance 5
16th +5 Ability Score Improvement 5
17th +6 Eyes of Hatred 5
18th +6 Master of Arms, Brutal Strikes (5d8) 6
19th +6 Ability Score Improvement 6
20th +6 Fury of the Shadows 6

Creating a Vigilante

When creating a vigilante character, think about what has sparked their desire to see a personal wrong set “right”. Think about where your vigilante may be from, where they learnt their skills. Were they a member of a thieves guild that was betrayed? A young orphan left alone in the world after a brutal murder? Or a bitter soldier who feels their country has been corrupted? Also consider if your vigilante has a personal code of ethics or honour that they follow, do they wish to be better than the criminals they stop and so vow not to kill anyone? Do they brand everyone they leave alive as a warning to others?

What has led you to join up with fellow adventurers? Are you pursuing a dangerous target that may put all your skills to the test? Have you been hired by a third party to work with adventurers to get close to a particular enemy?

Quick Build

You can make a vigilante quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be your Intelligence, which affects many of your other abilities and skills. Finally, choose the Folk Hero background.

Class Features

As a vigilante, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per vigilante level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per vigilante level after 1st.

Proficiencies


  • Armor: Light armour, medium armour
  • Weapons: Simple weapons, longswords, rapiers, scimitars, shortswords, tridents, whips, hand crossbows, longbows, and nets.
  • Tools: Disguise Kit

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Insight, INvestigation, Intimidation, Perception, Stealth, Survival, and one Intelligence-based skill of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armour
  • (a) a rapier, (b) a longsword, or (c) a whip
  • (a) a light crossbow and 20 bolts, (b) a longbow with 20 arrows, or (c) a simple melee weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • two daggers

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Vigilante Abilities

Many of your vigilante abilities depend upon your cleverness or cunning, whether it’s being skilled with intricate devices and their use, or knowing just the right way to read a foe and make them unravel. Some of your vigilante features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:


  • Vigilante save DC = 8 + your proficiency bonus + your Intelligence modifier

Mark of Vengeance

Beginning at 1st level, you gain the ability to physically, or mentally, mark a creature as the target of your hatred and justice. When you hit a creature with a weapon attack you may mark them as the target of your vengeance.

Whilst marked in this way, the first time you hit the creature with a weapon attack or a vigilante class ability during your turn, you may choose to either; reduce the marked creatures movement speed by 20 feet until the end of their next turn or deal psychic damage equal to your Intelligence modifier.

A mark of vengeance lasts for 1 minute, until the target reaches 0 hit points, or you are incapacitated. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Symbol of Justice

Also at 1st level, you embody a personal code or belief that drives you to seek your foes. This embodiment can take the form of a mask, or costume, that you wear to send a clear message to your enemies. You gain the use of a costume or mask that helps hide your true identity.

You can change this persona and your mask or costume at any time, but doing so requires 25 gp and seven days to create the physical elements and spread word of your new identity to the local area.

Signature Weapons

At 2nd level, you can choose one melee weapon and one ranged weapon which you are proficient with. You have become especially adapt with these weapons and your use of them has become a part of your reputation. When you roll a 1 or 2 on a weapon damage die for an attack you make with either of your signature weapons, you can reroll that die and must use the new roll, even if the new roll is also a 1.

A weapon with the thrown property - such as a dagger or a handaxe - counts as either a melee or ranged weapon for the purposes of choosing weapons using this feature, but you may only reroll low damage rolls if you use your weapon in the chosen fashion (such as, you cannot reroll a melee damage roll with a handaxe if you chose it as your ranged weapon).

You can change one of your signature weapons by training with another weapon with which you are proficient 8 hours a day for 1 week. You must exchange a melee weapon for another melee weapon, or a ranged weapon for another ranged weapon.

Sleuth Senses

Also at 2nd level, you have adept senses trained for specific tasks that you can deploy to suss out solutions to your problems. Choose two of the following sleuth senses. You can expend a use of your Mark of Vengeance at any time to engage one of your known sleuth senses, the effects of which last for 1 hour. You cannot have more than one sleuth sense active at once, and using another causes any other active sleuth senses to cease to function.

Danger Pulse. You gain advantage on initiative checks.

Ear for the Truth. You gain advantage on Wisdom (Insight) checks to discern if a creature is lying to you.

Eye for the Arcane. You gain advantage on Intelligence checks to determine the magical nature of objects, spells, creatures or effects, and to discern illusions from the truth.

Grand Distraction. You gain advantage on Charisma (Performance) checks to create or maintain a distraction or make a scene.

Hollow Hunter. You gain advantage on Intelligence (Investigation) checks to discover secret passageways, levers, doors, chests, or otherwise.

Mask Intentions. You gain advantage on Charisma (Deception) checks made to hide your intentions, or to make it seem as though your intentions align with those of another creature.

Secret Seeker. You gain advantage on Charisma (Persuasion) checks made to convince a creature to give up information.

Sense Interlopers. You gain advantage on Wisdom (Perception) checks made to detect a hidden creature.

Streetsweeper. You gain advantage on Wisdom (Survival) checks to navigate a city without getting lost.

Tracksight. You gain advantage on Wisdom (Survival) checks to track a creature you choose that you are familiar with, or have seen within the last week.

Trapmaster. You gain advantage on Intelligence (Investigation) checks to discover hidden traps.

Wildwalker. You gain advantage on Wisdom (Survival) checks to navigate a natural environment without getting lost.

You learn additional sleuth senses as you gain vigilante levels, as shown in the Sleuth Senses Known column on the Vigilante class table.

Vigilante Method

When you reach 3rd level, your martial skill and tactical aptitude begins to take on a specific style that defines how you take down your pursued foes. Choose a Vigilante Method, either Technological Might or Nightmare Tactics, both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Upon reaching 5th level, when you take the Attack action, you can attack twice instead of once.

Brutal Strikes

Beginning at 7th level you learn how to capitalize on a weakened or disoriented foe in order to put the maximum amount of force behind your weapon strikes. Once per turn, you can deal an extra 2d8 damage to one creature you hit with a weapon attack that is blinded, frightened, paralysed, poisoned, prone, restrained, stunned, or has had their movement reduced by your Mark of Vengeance feature. This bonus damage is the same type as the type of the weapon used.

When you reach higher levels in this class, you become more efficient at putting extra power or finesse behind these blows, making them more deadly. At 15th level, the bonus damage is increased to 3d8.

Honed Experience

Upon reaching 7th level, through constant use of the skills you rely on to perform your work you have become adept at turning bad luck to your advantage. Choose two skills you are proficient in. Whenever you make an ability check for these skills, you may choose to reroll one d20 roll of 9 or lower. If you do, you must use the second result. You may make this choice after the ability check is rolled, but before the DM tells you the result.

Remarkable Intellect

Beginning at 9th level, you have learned to use your intellect to anticipate your enemies and gain the upper hand. When you roll Initiative you may add your Intelligence modifier to the result. In addition, if you spend at least 1 minute observing or interacting with another creature outside of combat, you gain advantage on the next attack roll or ability check made against that creature in the next 24 hours.

Improved Signature Weapons

Upon reaching 11th level, you have become more proficient with your signature weapons and added others to your repertoire. Choose two more weapon types you are proficient in: one melee and one ranged weapon type. These become signature weapons for you in addition to any others you have. weapons for you in addition to any others you have.

In addition you can roll one additional weapon damage die when determining the extra damage for a critical hit with any of your signature weapons.

Focused Mind

At 13th level, your mind and body have become hardened. When you fail a saving throw against being charmed, frightened, paralysed or stunned you can reroll that saving throw. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.

Unending Vengeance

When you reach 15th level, your drive for justice has become relentless. If you roll initiative and have no uses of Mark of Vengeance remaining, you regain one use of it.

Eyes of Hatred

At 17th level, your thirst for vengeance and justice gives you a near supernatural accuracy that helps you seek your target. If you would be at disadvantage on an attack against your mark of vengeance target, you gain advantage on that attack roll. In addition, you ignore half cover and three-quarters cover when attacking your mark of vengeance target.

Master of Arms

At 18th level, your mastery of you own arms has coalesced into a brilliant display of skill. You always succeed on checks or saving throws to avoid having your signature weapon disarmed, and if you roll a critical failure on an attack roll, you can choose to reroll your attack, taking the new result. You can reroll natural 1s a number of times equal to your Strength or Dexterity modifier (whichever is higher), regaining all uses after you complete a long rest.

Fury of the Shadows

At 20th level, you become a relentless and terrifying agent of your own justice. With a burst of adrenaline, utilising all of your skill and fury, you can use an action to move up to your speed and make a number of weapon attacks equal to 1 + your Intelligence modifier against creatures you can see within range.

You can attack each creature once and each of these attacks deals additional Brutal Strikes damage, regardless of your targets condition. You may freely switch between either of your signature weapons between attacks and you do not provoke attacks of opportunity for moving away from a creature during this movement, or suffer penalties for using a ranged weapon within 5ft of the target. Once you use this ability, you cannot use it again until you complete a long rest.

Vigilante Method

As a vigilante trains their body and mind to take suitable vengeance against their enemies, they begin to develop a variety of methods in which to give themselves advantages over others. As many vigilantes do not possess the gift of magic, the formal training of a fighter, or a divine blessing, they instead gain their advantages using their unbridled violence and intimidating presence or their honed mind and a variety of wondrous devices. Your choice of Archetype is not just a choice in your skills and training, but also may involve how your vigilante chooses to style or represent themselves, influencing the persona they choose to create.

Nightmare Tactics

You know fear. You know the blood-chilling grip that can cause the mightiest to crumble and the meek to stand valiantly. Fear is a weapon in your arsenal, and one you happen to wield with a considerable proficiency. You can unsettle your opponents with deliberating attacks, viscreal strikes or just a snarl. Once they are afraid of you, you can use your merciless tactics finish them off. How you choose to instill such fear might be a part of your vigilante persona, a haunting otherworldly figure or through sheer, uncaring, violence.

Terrifying Blows

When you choose this method at 3rd level, you gain the ability to strike a blow with such ferocity, accuracy or primal violence that your foes are left trembling. When you hit a creature with a weapon attack, you can force another creature that can see or hear you within 15 feet to make a Wisdom saving throw against your save DC. A creature that fails becomes frightened of you and takes half your vigilante level in psychic damage (rounded down). A frightened creature may repeat the saving throw at the end of their turn.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and you regain all expended uses when you finish a long rest.

Bloodcurdling Order

Starting at 6th level, you can use a bonus action to issue a commanding shout to a creature that can see and hear you within 30 feet. The creature must succeed on a Wisdom saving throw or follow a simple command contained in your shout to the best of its ability on its next turn.

Orders such as “Drop your weapon!”, “Get lost!” or “Don’t move!” are all examples of suitable commands. Your shout has no effect if the target hostile creature does not understand you, if it is immune to being frightened, or if the order would be directly harmful to it.

You regain the use of this feature when you finish a short rest.

Poisoned Weapons

By 10th level, you have delved into the ways in which poisons can terrorise and debilitate your foes and have devised methods, expensive though they be, to quickly prepare a few different types of short-lasting but potently disabling concoctions. You gain proficiency with the poisoner’s kit, and the cost to create poisons using it is halved for you.

Additionally, you know how to scrounge together ingredients to make weaker, but still effective poisons on the fly. You can spend an hour gathering ingredients and crafting a number of simple poisons equal to your Intelligence modifier from common ingredients. These poisons can be coated onto a melee weapon or three pieces of ammunition that deals piercing or slashing damage as a bonus action. Each piece of ammunition can deliver its dose of poison once, whilst a melee weapon can deliver it three times.

These poisons deal 1d6 poison damage, plus an additional 1d6 against creatures with the frightened condition.

The base damage of the poisons increases to 2d6 when you reach 18th level.

Merchant of Menace

By 14th level, your reputation is so fearsome that few foes are willing to stand up to you when you display your savagery. Whenever you use your Terrifying Blows feature, you may target a number of creatures equal to your Intelligence modifier. In addition, any creatures that become Frightened of you when you use your Terrifying Blows feature take half your vigilante level in psychic damage (rounded down) at the start of their turn as long as they remain frightened.

Technological Might

You have turned your intellect towards the world of invention and technology. Looking for ways to combat your foes who might wield magic, or may be unusual creatures themselves. You spend your time developing unique devices and weapons that can give you the advantages you need to overcome such threats to your pursuits.

Experimental Weapons

When you choose this method at 3rd level, you gain proficiency in tinkers tools and can create unique devices that can help you take down your targets. When you gain this feature at 3rd level, you can create and maintain two of the Simple Devices listed below.

As your vigilante level increases, you devise additional and more complex devices, up to an eventual arsenal of four Simple Devices and two Complex Devices. Each time you gain a new Simple or Complex Device, select one which you do not already possess from the lists below. You may not take the same device more than once.

Additionally, with you DM's permission, you may create your own Simple and Complex Devices instead of the ones listed here.

Simple Devices

Simple Devices are one-use items that need to be reset or replenished during a long rest. At the start of a long rest, decide which of the Simple Devices you know that you wish to create, you may create any number of an individual device you know but cannot have more than your maximum number of Simple Devices at any one time, any unused devices are assumed to be broken down for parts or re-used.


  • Brightlight Explosive. As an action, choose a point you can see within 20 feet. Each creature within a 5 foot radius of that location must make a Dexterity saving throw against your DC. Any creature that fails is blinded until the end of their next turn.
  • Flame Projector. As an action, all creatures within a 15-foot cone originating from you must make a Dexterity saving throw against your DC. On a failure a creature takes 2d6 fire damage, or half as much on a success. Any flammable objects in the area are also set alight. This device's damage increases to 3d6 at 5th level, 5d6 at 9th level and 7d6 at 13th level.
  • Frenzy Elixir. As an action, you drink this thick red elixir and gain temporary hit points equal to 1d8 + your vigilante level. In addition your speed increases by 20 feet until the end of your next turn.
  • Scatter Powder. As an action, all creatures within a 20 foot cube originating from you must make a Dexterity saving throw against your Vigilante Ability DC. On a failure, a creature can't benefit from being invisible and has disadvantage on Dexterity (Stealth) checks to hide.
  • Snare Launcher. As an action make a ranged weapon attack, which you are proficient in, against a creature within 120 feet. If the attack hits, the target is restrained until they use an action on their turn to make a Strength or Dexterity ability check against your DC.
Complex Devices

Complex Devices are more intricate inventions that provide you with additional tactical maneuvers in battle. A Complex Device don't need to be replenished like Simple Devices, but can often only be used a few times before they need to be reset or their power replenished.


  • Elemental Proofing. As a reaction, when you are the target of an attack that deals fire, cold, acid, lightning, or poison damage you gain resistance to that damage type for a number of rounds equal to your Intelligence modifier. You regain the use of this feature when you finish a short or long rest.
  • Grapple Launcher. As a bonus action, choose a location you can see within 30 feet of you and move to that location without provoking attacks of opportunity. This movement can be in any direction, but you must end it on a solid surface. You can use this feature a number of times equal to your Intelligence modifier and it regains all expended uses when you finish a short or long rest.
  • Gust Engines. As a reaction, when you are the target of an attack that would hit you or when you are forced to make a Dexterity saving throw, you can add your Intelligence modifier to your AC or your Dexterity saving throws until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier and it regains all expended uses when you finish a short or long rest.
  • Mental Disruptor. As a bonus action you can activate a device that emits a subsonic noise that makes it extremely difficult to concentrate on spells or other features around you. Any creature within 10 feet of you that is concentrating on a spell at the start of their turn must make a Concentration check against your DC. If they fail they lose concentration of the spell. This effect lasts for 1 minute. You regain the use of this feature when you finish a short or long rest.
  • Lightning Crystal. As a bonus action, choose one of your signature weapons. The next time you hit a creature with that weapon they must make a Constitution saving throw against your DC or become stunned until the end of their next turn. You regain the use of this feature when you finish a short or long rest.

Advanced Schematics

When you reach 6th level, you have completed research and experimentation on a device more complex and unique than your previous inventions. You gain your choice of one of the Complex Devices listed above.

Expanded Arsenal

At 10th level, you have continued to build a personal arsenal of simple devices to help you take down your targets. You learn one more Simple Devices and your maximum number of Simple Devices increases by one.

Technological Superiority

At 14th you have further expanded your arsenal of devices and developed them to be even more effective.

You learn one more Simple Device and your maximum number of Simple Devices increases by one. You also gain one more Complex Device of your choice.

Enchanted Gifts Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 2 2
4th 3 3 3
5th 3 3 3
6th 3 3 3
7th 3 4 4 2
8th 3 5 4 2
9th 3 5 4 2
10th 4 6 4 3
11th 4 7 4 3
12th 4 7 4 3
13th 4 8 4 3 2
14th 4 9 4 3 2
15th 4 9 4 3 2
16th 4 10 4 3 2
17th 4 10 4 3 3
18th 4 10 4 3 3
19th 4 11 4 3 3 1
20th 4 12 4 3 3 1

Enchanted Gifts

Some vigilantes are gifted with great arcane power, and take it upon themselves to use that power for a great responsibility. These powers may have come at a great cost, or may have manifested at a time of great grief or terror in the vigilante's life, long before they took up the vigilante lifestyle, or perhaps during it. Did your power's manifest to avenge a fallen family member, or to defend yourself against a charging beast? Regardless of how they came about, great strength is sure to come to a vigilante with the arcane at his fingertips.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots. The Enchanted Gifts Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level sorcerer spells of your choice.

The Spells Known column of the Enchanted Gifts Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your sorcerer spells, since you access your arcane power through intense study of the self, and inner self-reflection. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


  • Spell Save DC= 8 + your proficiency bonus + your Intelligence modifier
  • Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Gift Source

Also at 3rd level, you can choose from where you gain your arcane gift, much like a sorcerer does. Choose from the list below your choices, and perhaps read about said origin on the sorcerer's page. Picking a Gift Source grants you a Source Spell. This spell is of 1st level, and relates to your Gift Source, it also does not count against your number of spells known.

Additionally, your Gift Spells and Enchanted Gifts cantrips count as your signature weapons.

At your DM's discretion, you can create your own Gift Source, that grants its own spell that the DM can decide.

Choose from below:

Draconic Bloodline. You know the spell absorb elements.

Dreamworld. You know the spell sleep.

Earthshaped. You know the spell earth tremor.

Entwined. You know the spell æther ray.

Frigid Core. You know the spell ice knife.

Giant Soul. You know one of the following spells of your choosing: armour of Agathys, burning hands, enrage, fog cloud, shocking grasp, or stone bolt

Imperial Ancestry. You know the spell command.

Ocean Heart. You know the spell ice knife.

Orchard. You know the spell entangle.

Phoenix Soul. You know the spell burning hands.

Shadowborn. You know the spell aura of shade.

Star Touched. You know the spell guiding bolt.

Stormherald. You know the spell thunderwave.

Trickster Spirit. You know the spell animal friendship.

Wild Magic. You know the spell chaos bolt.

Phase Shield

At 6th level, your magic allows you to briefly shift through space to avoid other powerful magic. When you make a saving throw against a spell or other magical effect, you can expend a spell slot as a reaction to gain a bonus to the saving throw equal to the expended spell slot's level + 1. You must use this feature before the DM says whether you succeeded or failed the save.

Alternatively, when a creature makes a spell attack roll against you, you can expend a spell slot as a reaction to gain a bonus to your AC equal to the expended spell slot's level + 1.

Improved Gift Source

Upon reaching 10th level, your greater link to the source of your magic grants access to new Source Spells based on your Gift Source, all of 2nd level.

Draconic Bloodline. You know the spell dragon breath.

Dreamworld. You know the spell phantasmal force.

Earthshaped. You know the spell stalagmite.

Entwined. You know the spell silence.

Frigid Core. You know the spell Snilloc's snowball storm.

Giant Soul. You know one of the following spells of your choosing: enlarge/reduce, gust of wind, heat metal, hold person, invisibility, or Maximilian's earthen grasp

Imperial Ancestry. You know the spell discover weakness.

Ocean Heart. You know the spell chargebolt.

Orchard. You know the spell protection from poison.

Phoenix Soul. You know the spell flame spiral.

Shadowborn. You know the spell invisibility.

Star Touched. You know the spell darkness.

Stormherald. You know the spell gust of wind.

Trickster Spirit. You know the spell detect thoughts.

Wild Magic. You know the spell blur.

Arcana Surge

When you reach 14th level, your arcane gifts strengthen to allow even some of your stronger abilities to be mastered at will. You can cast your 1st level Source Spell without using a spell slot. When you cast your Source Spell in this way, you cannot do so again until you complete a short or long rest.

Alternatively, you can cast your 2nd level Source Spell, which ceases your ability to use this feature until you complete a long rest.

Unarmed Fury

Some vigilantes take up the most elegant form of battle, martial arts, to fight their fight. Some train for years at monasteries, whilst others master it in the heat of their vigilante lifestyle. Those that master the method of the unarmed fury are not to be reckoned with, for they are capable of a great many devastating attacks.

Martial Blows

When you take up this method at 3rd level, you gain proficiency in unarmed strikes, and they count as signature weapons for you. Your unarmed strikes deal 1d4 bludgeoning damage, whilst also counting as finesse weapons.

You can also use your unarmed strikes to engage in two-weapon fighting as if they were light weapons, as long as the target is that of your Mark of Vengeance target.

Brawler's Techniques

At 6th level, you can perform brawler's techniques to confound your enemies. When you take the Attack action and use only unarmed strikes, you can have one of your attacks gain a bonus effect, choosing from the list below.

Gut Punch. You roll an additional 1d4 of damage, adding it to the damage of the attack. The creature's stomach, or other soft tissue must be within reach for you to perform this technique.

Headlock. You attempt to grapple the creature, if you win the contest, a creature begins to suffocate as you grapple them.

Kick-Off. You jump of the creature's body, leaping 5 feet back, without provoking attacks of opportunity. The creature must succeed on a Strength saving throw or be pushed back 5 feet away from you.

Leg Sweep. The target must succeed on a Dexterity saving throw or fall prone. The creature's legs must be within reach for you to perform this technique.

Throat Strike. You receive a -5 penalty to your attack roll, but your damage die changes to a d10 should you still succeed on the attack. You must declare the use of this technique before you make your attack roll. The creature's throat must be within reach for you to perform this technique.

Thunderclap. The target must succeed on a Constitution saving throw or become stunned until the start of their next turn. A creature stunned in this way is also deafened. Both of the target's ears must be within reach for you to perform this technique.


You can use your techniques a number of times equal to your Strength or Dexterity modifier (whichever is higher, minimum of 1), regaining all expended uses after you complete a short or long rest.

Beatdown

When you reach 10th level, you strike with such speed and ferocity that your foes are sent reeling by your flurry of attacks. When an enemy marked with your Mark of Vengeance moves away from you, you can make two unarmed strikes instead of one weapon attack against that enemy as a part of your reaction to use the benefit of your Mark of Vengeance to move towards the creature.

Martial Foresight

Once you reach 14th level, you can enter a heightened state of concentration to predict your enemy's every move. As a reaction at any time, you can spend 3 uses of your Brawling Techniques to enter foresight. Until the start of your next turn, you add your Intelligence modifier to your AC, and any time an enemy creature misses you with a weapon attack, you can make an unarmed strike against a creature within range, with advantage if the attack is made against your attacker.

Guerrilla Combat

You turned to speed, reflex and knowledge of the body's weak points to strike your enemies down. You have trained yourself in the art of guerrilla combat, and can safely dart in and out of an enemies defences with ease. Hiding in trees to get the drop on enemies, or simply rushing them down before disappearing into the shadows. Either makes the guerrilla combatant a deadly force.

Hit and Run

When you first choose this vigilante method at 3rd level, you know how to successfully dart in and out of an enemies defences, striking its weak points with ease. Once per turn, when you hit a creature with a weapon attack whilst within 20 feet of that creature, you can choose to create a 30-foot radius hit and run ring centered on the target creature.

If you then leave that hit and run ring before the start of your next turn, your next attack against the target creature that you make within the next 10 minutes deals an additional 1d8 damage of the weapon's type. You may only deal this additional damage if you are within 20 feet of the target creature.

Targets with a hit and run ring around them suffer disadvantage on attacks of opportunity against you.

This damage increases as you gain vigilante levels. increasing to 2d8 at 6th level, 3d8 at 10th level, and 4d6 at 14th level.

Blur Unseen

Also at 3rd level, you move with silence, and finesse. You gain proficiency in Dexterity (Stealth) checks, and are considered to have left a hit and run ring if you become hidden from the creature from which it emanates.

Thrill of the Chase

Upon reaching 6th level, you can dart and dash at brilliant speeds, catching any prey. You can take the Dash or Hide actions as a bonus action on your turn, and nonmagical difficult terrain does not impair your movement.

Skirmish

When you reach 10th level, you can escape from any danger with naught but a scratch. When you take the Dash action, and a hostile creature is within 20 feet of you, you can move an additional 10 feet as a part of that Dash action.

Additionally, all opportunity attacks made against you are made at disadvantage.

Endless Flurry

By the time you reach 14th level, your movement is but a storm of blades, unseen and deadly. When you reduce a creature to 0 hit points using your hit and run feature, you can take another turn immediately after this one.

Once you have used this feature, you cannot do so again until you complete a long rest.

Multiclassing

Ability Score Minimum. Strength 13 or Dexterity 13, Intelligence 13
Proficiencies Gained. Light armour, medium armour, one Intelligence skill

Jack Weighill's

Homebrew

Compendium

Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.

Created by High Rollers DM and creator of Tabletop Weekly, Mark "Sherlock" Hulmes, the Vigilante is a class inspired by a class of the same name from pathfinder, with his own unique twist and features.

Having read through the class and loving its features, I decided to add it to the collection with a few edits, including some new vigilante methods.

 

This document was lovingly created using GM Binder.


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