The Vigilante Class

by BurlyWizard

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The Vigilante (v1.0)

Vigilante

The common folk fawn over a half-orc as she battles a cambion in the streets. She is confident she can slay the fiend, but the crowd continues to grow, and they are starting to get in the way of the violence. She tells them to run, but they remain enthralled, proud of their local hero.

A hooded figure moves through a crowded marketplace, their target just ahead; a merchant involved in the black market slave trade. Guards are called as the people cry murder, but the figure is already gone as the merchant lies dead with his throat slit.

An elven figure in dark leathers glides from treetop to treetop, their quarry sprinting across the ground, trying to escape his hunter and be free from their wroth. The lithe form drops down from the treetops, cornering the evildoer who searches frantically for an escape, but he already know that it is too late.

Whether they are a dagger-wielding infiltrator or a sparkling scion of heroism, all vigilantes are protectors; bastions of justice in an increasingly violent and chaotic world. The laws they abide may be those that govern the people of the land, but more likely they are fighting for something much deeper.

The Power of Conviction

Vigilantes possess some degree of magical ability, combining the innate with the learned. However, unlike arcanists who have gained their abilities through study for its own sake, vigilantes draw their ability to cast spells from the strength of their convictions. Vigilantes understand that the world is built on a much grander struggle, that of the forces between good and evil; a devotion to this struggle endows them with power.

A vigilante's reliance on the power of ideas helps to maintain their crusade, allowing them to pursue justice while ensuring the continuation of their struggle long after they have shuffled off the mortal coil.

An Ordained Path

Pockets of darkness and villainy are spread across the worlds of Dungeons & Dragons, as are those of light and good. From one of these two places, vigilantes are likely to emerge, as theirs is a path guided by the hand of another, be it a set of principles, the hand of a teacher, or a drive for vengeance.

No vigilante was created in an artificial environment. Instead, they were forced into their position by a set of circumstances; circumstances wholly unique to the individual.

Though a vigilante may work with allies towards a shared goal, that goal will more often than not align with the vigilante's greater towards justice, and bringing some form of light to the darkest parts of the world. Working with either the morally reprehensible or a group of self-righteous heroes does not matter, as long as the crusade remains unaffected.

The Vigilante
Level Proficiency Bonus Justice Dice Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 1d4 Cantrips, Justice Dice 2
2nd +2 1d4 Spellcasting, Fighting Style 2 3 2
3rd +2 1d4 Vigilant Vow 2 3 3
4th +2 1d4 Ability Score Improvement 2 4 3
5th +3 1d6 Extra Attack 2 4 4
6th +3 1d6 Villain Mark 2 6 4 1
7th +3 1d6 Vigilante Strike 3 6 4 2
8th +3 1d6 Ability Score Improvement 3 7 4 2
9th +4 1d6 Vigilant Vow Feature 3 7 4 3
10th +4 1d6 3 9 4 3 1
11th +4 1d8 Villain Mark and Vigilante Strike Improvements 3 9 4 3 2
12th +4 1d8 Ability Score Improvement 3 10 4 3 2
13th +5 1d8 Vigilant Vow Feature 3 10 4 3 3
14th +5 1d8 Extra Attack (2) 3 12 4 3 3 1
15th +5 1d8 Every Hero Needs One 4 12 4 3 3 1
16th +5 1d8 Ability Score Improvement 4 13 4 3 3 2
17th +6 1d10 Vigilant Vow Feature 4 13 4 3 3 2
18th +6 1d10 Vigilante Strike Improvement 4 15 4 3 3 3
19th +6 1d10 Ability Score Improvement 4 15 4 3 3 3
20th +6 1d10 Ever-Vigilant 4 15 4 3 3 3

Creating a Vigilante

As you create a vigilante character, think about the methods they employ to carry out their crusade. Do they brutalise and terrify, forcing their enemies to submit? Do they rely on their own righteousness, hoping to convince evildoers of their wrongs?

Perhaps you have embraced some measure of darkness, relying on your wits and violent impulses to burn away that which you hope to never become?

Further, ponder why your vigilante chose to become a bastion of justice. Were they raised to be kinder and better than those around them, feeling they had a responsibility to do good in the world? Were they raised and indoctrinated into an organisation that taught them of the existence of a greater conflict? Or perhaps they experienced injustice themselves, and their entire life has been built around this pursuit of retribution.

Finally, and perhaps most importantly, why do they continue? You are not suffused with divine power and righteousness like a paladin, but aware of the evils of the world.

What is stopping your vigilante from finally submitting, and becoming that which they loathe most?

Quick Build

You can make a vigilante quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma (Some vigilantes who focus on great-weapon fighting or two-weapon fighting make strength higher than dexterity).

Second, choose the folk hero or noble background. Choose the cantrips guidance and message.

Class Features

As a vigilante, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per vigilante level
  • Hit Points at 1st Level: 8 + your constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons, martial weapons
  • Tools: Alchemist's Supplies, Tinkerer's Tools, or Thieve’s Tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from acrobatics, athletics, deception, insight, intimidation, investigation, stealth, perception, persuasion

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a longsword, battleaxe, or warhammer and a shortsword or (b) a longbow and a quiver with 20 arrows
  • (a) three daggers or (b) 10 darts
  • (a) a burglar's pack or (b) a dungeoneer's pack,
  • A set of thieves tools, a hood with a cloak, and a mask,

Cantrips

As a student of all breeds of magic that aid you in your pursuit of justice, you have learned a number of spells you can cast innately. At 1st level, you learn two cantrips of your choice from the Vigilante spell list.

You learn additional cantrips as you gain levels in this class, as shown in the cantrips known column of the class table, as well as the bonus spell list of your class Vow.

See the ‘spellcasting’ section of of the class description for the vigilante spellcasting rules.

Justice Dice

Beginning at 1st level, you know how to strike swiftly and exploit a situation for your and your allies benefit. You gain a pool of dice, which are d4s, equal to your charisma modifier + half your proficiency bonus (rounded down) (minimum 2).

You can expend these dice one at a time on various maneuvers, as outlined below. These dice increase in size as you gain levels in this class, as outlined in the Justice Dice column on the class table. You regain all of your justice dice at the end of a long rest.

At 1st level, you know two justice maneuvers, which are detailed under "Maneuvers" below. You learn an additional maneuver of your choice at 6th level, and again at 10th, 14th and 18th level. When you learn a new maneuver in this way, you can replace one maneuver you know with a different one.

Some of the maneuvers below can affect the outcome of certain ability checks and saving throws. You may use the maneuver, expending the die as normal, before or after making the check or saving throw, but before any effect is applied.

Maneuvers

Brutal As a bonus action on your turn, you focus your mind on hostile creature within range of one weapon you are wielding. The next attack you hit it with before the start of your next turn deals additional damage equal to your justice die. Starting at 10th level, you can expend two dice instead of one.

Fear of Justice When you make an intimidation (charisma) check to either conceal or extort the truth from one creature that can understand you, you can expend one justice die and add it to the roll.

Reveal Truth When you make an insight (wisdom) or intelligence (investigation) check to reveal the truth or uncover hidden objects, you can expend one justice die and add it to the roll.

Free-Runner When you make an acrobatics (dexterity) or athletics (strength) check to climb, jump or traverse short gaps, you can expend one die and add it to the roll.

Down But Not Out As an action on your turn, you attempt to stave off the death of an ally. Make a medicine check on one unconscious creature adjacent to you, where the DC equals 10 or half the total damage that reduced that creature to 0hp. If you succeed, expend a justice dice. That creature regains hit points equal to your justice die result + your wisdom modifier. Starting at 10th level, you can expend two dice instead of one.

Point-Blank Shooter (prerequisite: 10th level) While you are wielding a ranged weapon, you can use your bonus action to take aim at a creature within 5 feet of you. Until the start of your next turn, your attack roles against that creature made with a ranged weapon do not suffer disadvantage, and your attacks deal extra damage equal to your justice die lowered by one step. This effect ends early if the creature is no longer within 5 feet of you.

Eye for Weakness (prerequisite: 10th level) While you are wielding a single melee weapon, you can focus your wrath on a creature within range. As a bonus action on your turn, make an insight check against that creature’s deception (charisma) check. On a success, you gain advantage on weapon attack rolls against that creature until the start of your next turn, and you gain a bonus to the damage roll equal to your justice die lowered by one step.

Occult Resistance (prerequisite: 10th level) Whenever you are subjected to a spell or other magical effect that would subject you to a strength, dexterity or constitution saving throw to avoid damage, you can use your reaction to gain a bonus to the roll equal to your justice die.

Stalwart Mind (prerequisite: 14th level) Whenever you are subjected to a spell or other magical effect that would influence your mind or subject you to a status effect or psychic damage as a result of failing an intelligence, wisdom, or charisma saving throw, you can gain a bonus to the roll equal to your justice die.

Superior Concentration (prerequisite: 14th level) When you are subjected to an effect that would force you to make a constitution saving throw to avoid losing concentration on a spell, you can use your reaction to gain a bonus to the roll equal to your justice die.

Spellcasting

When you reach 2nd level, you have learned to channel vengeful magics fueled by your quest to stamp out injustice, allowing you to cast vigilante spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and this document for the avenger spell list.

Spell Slots

The Vigilante table shows how many spell slots you have to cast your spells. To cast one of your vigilante spells of 1st level or higher, 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the vigilante spell list.

The Spells Known column of the Vigilante table shows when you learn more vigilante spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the vigilante spells you know and replace it with another spell from the vigilante spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for vigilante spells. Your spells are fueled by the strength of you convictions in your crusade for justice. You use your Charisma whenever a vigilante spell refers to your spellcasting ability.

In addition, you use your charisma modifier when setting the saving throw DC for a vigilante spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast a vigilante spell as a ritual if that spell has the ritual tag and you have learned the spell.

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your vigilante spells.

Fighting Style

You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 30 feet of you. Finally, you have a +1 bonus to ranged attack rolls against targets within 30 feet of you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Versatile Fighter

For you, weapons that have the versatile property also have the finesse property. Additionally, you can don and doff a shield as a bonus action.

Vigilante's Vow

At 3rd level, you choose a Vow: the Vow of Wrath, the Vow of Valiance, or the Vow of Contradiction. Your choice grants you features at 3rd level, and again at 9th, 13th and 17th level.

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 14th level in this class.

Villain Mark

By 6th level, you have learned how to undercut a single enemy’s effectiveness in battle. As a bonus action, you may mark a creature within 30 feet of you.

For the next 8 hours, until you fall unconcious, or choose to end your mark prematurely, you gain a bonus to any check made to track this creature equal to your charisma modifier, and advantage on any charisma-based ability check made to gather information about that creature. You have two uses of this ability, which you regain over a long rest. You gain an additional use of this ability at 11th level and again at 18th level.

At 11th level, the range of this ability increases to 60 feet. Also starting at 11th level, if you enter combat against that creature, you have advantage on your initiative roll and the first attack roll you make against that creature before the end of your first turn.

Vigilante Strike

Starting at 7th level, you have learned to channel your fury into a single, destructive strike. As an action, you target one creature within 30 feet of you. As a part of this action, which counts as an attack, you expend one spell-slot of your choice. That creature must succeed on a dexterity saving throw against your spell save DC, or fall prone and suffer damage equal to the weapon’s regular damage plus 2d4, plus 1d4 for each spell slot level higher than 1st, to a maximum of 5d6. On a successful save, the creature suffers only half damage and is not knocked prone. You can use this ability once, regaining the ability to do so after a short rest. You gain an additional use of this ability at 14th level.

The damage dice of this feature increase in size as you gain levels in this class, as shown in the justice dice column of the class table.

Additionally, at 18th level, the range of this ability increases to 60 feet, and if your target is under the effects of your Villain Mark ability, they have disadvantage on the initial saving throw.

Every Hero needs one

At 15th level, your heroic persona has transcended your use of the title. Over the course of a short rest, you can designate one creature friendly to you as your sidekick. Until one of you dies, or 7 days passes, the two of you gain the following bonuses:

  • You are considered proficient in any skill the other is proficient in,
  • While within 30 feet of each other, if the two of you target the same creature with an attack role, the creature that deals damage from an attack second in the same turn gains a bonus to the damage roll equal to the other’s proficiency bonus,
  • If one of you drops to 0hp while within 60ft of each other, they can choose to drop to 1hp instead, regaining the ability to do so after a long rest,
  • The two of you roughly know where the other is while the two of you are on the same plane of existence,
  • If the sidekick dies while the creature that possesses this ability is on the same plane of existence as them, the latter can choose to switch places with the sidekick,

You cannot designate more than one creature with this feature at once. Once a creature has been affected by this ability, they cannot benefit from it again until 30 days have passed.

Ever-Vigilant

At 20th level, if you roll initiative and have no jusice dice remaining, you regain two justice dice.

Vigilant Vows

Different vigilantes choose different approaches to fighting evil and meting out justice. The Vow you make reflects your method of pursuing justice.

The Vow of Wrath

Vigilantes who make the Vow of Wrath have suffered a great injustice in their lives, and have made a promise to punish those who have performed a great evil. When agents of villainy use their power to slaughter the innocent, betray the good or wrong the masses, a vengeful vigor may grow within a vigilante.

To these vigilantes, the crusade is everything, as they themselves become suffused with the power of their moral code, remaining unwavering even in the face of certain defeat. They see it as their duty to punish the evil and dole out justice on their own terms.

The Vow

Though the specific words may vary depending on the specifics of the injustice they aim to correct, Vigilantes who make the Vow of Wrath share some beliefs,

A Code I vow to remain faithful to my morality, and to be unconvinced of any folly in my crusade.

Break before Bending I am iron, as is my mission. None can dissuade me from my pursuit of justice, and I will never be pulled from the righteous path.

Because it is Hard It would be easy to commit the same vile acts in the name of justice. I am better, and I will not become those whom I punish.

Vow Spells

You gain vow spells at the Vigilante levels listed. These do not count against your number of spells and cantrips known.

Vigilante Level Spell
3 Minor Illusion
3 Cause Fear, Hex
6 Shadow Blade, Darkness
10 Conjure Barrage, Fear
14 Staggering Smite, Phantasmal Killer

Gothic Observer

Your pursuit of justice takes you into treetops and to the tops of towers so you may observe the lands you protect, knowing you must detach yourself from those you protect so you can properly carry out your crusade. When you take this vow at 3rd level, you gain proficiency in your choice of either the acrobatics or perception skills if you don’t already have it, and you gain a climbing speed equal to your walking speed.

Source of Terror

In your crusade against evil, you have become adept at terrifying those you fight against. At 3rd level, you gain proficiency in the intimidation skill if you don’t already have it, and your proficiency bonus is doubled for any ability check you make that uses that skill.

Additionally, you learn the following justice maneuver.

Terrifying Presence As an action on your turn, you expel your fury and anger at all creatures within a 30 ft radius of you. Those creatures must succeed on a wisdom saving throw, where the DC equals 8 + your proficiency bonus + your charisma modifier. On a failure, a creature is frightened of you for one minute. Creatures that fail this saving throw can make the saving throw again at the end of their turn, ending the effect on a success. When you use this maneuver, roll your justice die. A number of creatures of your choice equal to the justice die result make their initial saving throw with either advantage or disadvantage (you decide before you use this maneuver).

Starting at 13th level, you have advantage on weapon attack rolls against creatures that are afraid of you as a result of using this ability.

Crenellated Defender

By 9th level, your experience with heights has made you experienced with high falls and moving among high locations. You gain a gliding speed equal to half your walking speed as long as you are not encumbered or wearing heavy armor, and you have advantage on any perception check made to find a creature that is at least 30 feet below you. See the end of the class description for the rules for gliding.

Additionally, you have advantage on any stealth check you make to avoid detection from a creature you are tracking in this way.

Gliding Speed

A creature with the ability to glide can move equal to their gliding speed for every five feet they fall, and falls at a rate of 30 feet per round. Additionally, a gliding creature must succeed on a DC 15 dexterity saving throw when they reach the ground, or fall prone and suffer 1d6 damage for every 30 feet they have fallen. A gliding creature take no damage on a successful save and does not fall prone.

Dikephobia

At 13th level, your ability to terrify criminals and agents of injustice is made more potent. When you cast a spell that forces creatures to make a saving throw against becoming afraid of you, a number of creatures equal to 1 + the spell's level make this saving throw with disadvantage.

Additionally, your allies can no longer become afraid of you.

Master of Fear

By 17th level, your desire for vengeance makes those that fear you more vulnerable to your wrath. If you have used your action to make a creature afraid of you, you can use your bonus action to make a weapon attack against a creature that is afraid of you.

Additionally, any creature that is afraid of you suffers additional psychic damage at the start of each of their turns equal to your charisma modifier (minimum 1).

The Vow of Valiance

Vigilantes who make the vow of valiance have acknowledged that those who are superior in mind and body have a responsibility to the world around them, regardless of the fear and hate they may be subjected to for possessing those same advantages.

Despite their power, these sentinels of righteousness use their strength and determination only as a last resort, using their abilities for the benefit of all, not merely the victims they protect. Through their paladin-like abilities, those who make the vow of valiance hold close the knowledge that there is good within us all.

The Vow

Whether large or small, aged or young, all vigilantes who take the vow of valiance share a few common beliefs.

A Higher Responsibility Those who are strongest in both heart and body have a responsibility to the world around them, and must help those who cannot help themselves.

Hope Remains Even when the night is darkest and I am surrounded by enemies, I carry the knowledge that good will always triumph over evil.

Redemption for All Be they tyrant or villain, however vile and black their soul, all carry within them a spark of good. I will nurse that spark into a roaring flame.

Vow Spells

You gain vow spells at the Vigilante levels listed. These do not count against your number of spells and cantrips known.

Vigilante Level Spell
3 Word of Radiance
3 Sanctuary, Bless
6 Calm Emotions, Lesser Restoration
10 Aura of Vitality, Crusader's Mantle
14 Death Ward, Otiluke's Resilient Sphere

Sentinel of Justice

When you make this vow at 3rd level, you have learned that the people you protect need to see great deeds and devastating defeats of villains to be inspired to perform their own deeds of good. You gain proficiency in medium armor and shields.

The Power of Words

In your pursuit of justice, you acknowledge the power of words to inspire others, while also feeding off the inspiration they give you. At 3rd level, you gain proficiency in either the persuasion or performance skill if you don’t already have it, and your proficiency bonus is doubled for any ability check you make that uses your chosen skill.

Additionally, you learn the following justice maneuver.

Soaring Speeches As an action, you attempt to inspire the people, as you describe how you are inspired by the common people, and how you may inspire them. Make a charisma (persuasion) or charisma (performance) check against a creature or creatures' insight check that are all within 30 ft. of you and can understand you.

On a success, in addition to gaining new allies (DM’s discretion) expend one justice die; each of those creatures gains temporary hit points equal to the result on the die + your charisma modifier. Whether you succeed or fail, a creature cannot benefit from this effect again until the end of their next long rest.

Starting at 13th level, you can expend up to two dice when you use this ability, and a justice die is only expended if you succeed on the first charisma (persuasion) or charisma (performance) check.

Heroic Persona

By 9th level, your righteousness and the strength of your beliefs have begun to suffuse your attacks. Once per turn, when you hit a target with a melee attack, you can choose to deal additional radiant damage equal to your justice die + your charisma modifier.

If a creature is reduced to 0hp as a result of this attack, you have advantage on the next charisma (persuasion) or charisma (intimidation) check you make against a creature that saw that creature's defeat.

Scion of Heroism

Starting at 13th level, your pursuit of redemption for evildoers as well as you iron-fisted grip on hope fills you with the power of good. If you did not take the attack action of your previous turn, the next creature that attempts to attack you must succeed on a wisdom saving throw against your spell save DC. On a failure, that creature fails to attack you, and must choose to either lose the attack or target another creature within range. On a success, you have resistance to the damage dealt by the attack if it hits you, and the creature that hits you suffers radiant damage equal to your vigilante level + your charisma modifier.

When a creature bypasses this effect and hits you, this effect is broken until you do not take the attack action again.

Guardian of Hope

Even in the face of imminent defeat, you know that the fight is not over, and that you and your allies will succeed. As an action once you reach 17th level, you choose a number of creatures within range equal to 2 + your charisma modifier (minimum 3). These creatures each regain a number of hit points equal to your vigilante level + your charisma modifier.

You and these allies then have advantage on the first attack roll, ability check, or saving throw they make before the end of your next turn. You can use this ability twice, regaining all uses when you finish a long rest.

The Vow of Contradiction

Vigilantes that choose the vow of contradictions are much more aware of the evil they fight: their struggle is against a much greater injustice, something far more obscure than the mortals that they protect are aware of. In spite of, or perhaps because of, the risk to the individual, these vigilantes are usually ostracised and pursued by do-gooders all their own.

These individuals are not self-righteous or morally superior, but pragmatic. They believe that a tireless commitment to any cause must come with a few caveats, chief among them being that to truly make a difference, one must be willing to take a life. Their's is an understanding that there is always a greater threat.

The Vow

Whether they are a part of an influential organisation that has worked behind the scenes of history, or made a promise to themselves first to do whatever is necessary, all vigilantes who make the vow of contradiction possess some similarities.

Peace through Violence Though I may bring death and suffering to the deserving, I fight for peace first; peace within myself and peace in my world.

Architect of Fate It is likely I will not live to see the boons my actions have wrought. I accept that I may never be seen as worthy of my heroism.

Pragmatism, Never Fury Though the opportunity to kill evildoers in droves may present itself, I will remain wise to my actions and their consequences, and will always think of the cause first, and myself second.

Vow Spells

You gain vow spells at the Vigilante levels listed. These do not count against your number of spells and cantrips known.

Vigilante Level Spell
3 Friends
3 Disguise Self, Find Familiar
6 Cloud of Daggers, Mind Spike
10 Nondetection, Dispel Magic
14 Shadow of Moil, Greater Invisibility

Heroic Infiltration

Starting at 3rd level, you have become adept at penetrating well guarded and cut-off places. You gain proficiency in two of the following skills or tools; deception, stealth, and thieves tools. Your proficiency bonus is doubled for any ability check you make that uses your two chosen skills or tools.

Metropolitan Stealth

When you choose this vow at 3rd level, you have learned to use your abilities to deceive and obscure yourself in plain sight. If you are within 15 ft. of at least 2 other creatures, you gain a bonus to any dexterity (stealth) check equal to your charisma modifier (minimum 1).

Further, if a creature detects you as a result of beating your dexterity (stealth) check with their wisdom (perception) or intelligence (investigation) check, you can immediately use your reaction to either make a weapon attack roll against that creature, or make an additional dexterity (stealth) check.

Combat Opportunist

At 9th level, you have learned how to strike quickly, removing your targets with dizzying efficiency. When a creature that is hostile to you attacks you or ends its turn within 5 feet of you, you can immediately use your reaction to take the dash, dodge, or disengage action. You can also use this reaction to make a single weapon attack against that creature.

Additionally, you can take 1 one additional reaction each round. This increases to two reactions at 13th level and three at 17th level.

Deceiver’s Justice

Beginning at 13th level, your abilities to perceive and create falsehoods have become much stronger. You can disseminate lies or unearth a long-held or deeply believed falsehood in a community or settlement.

To do so, make a charisma (deception) or wisdom (insight) check. The DC starts at 20, and is lowered by 1 for every day you spend in that location, to a minimum DC of 13.

This DC may increase at the DM's discretion

Additionally, you have trained your keen eye to be prepared for incoming attacks, and pouncing on the opportunities missed attacks can create. If a creature misses you with an attack roll, you can use your ability granted by your combat opportunist feature to make a weapon attack against that creature.

DM’s Discretion

A number of the class abilities in this supplement rely on having a Dungeon Master who is willing to work with you when you are using these abilities. Talk with your DM before you play this class, even if they are okay with it, to make sure they are willing to “play ball” when it comes to the social interaction-based abilities.

Master of Fate

At 17th level, you have held congress with the cosmos, as you learn that it is rife with contradictions. Whenever you fail an attack roll, ability check, or saving throw, you can can choose to succeed instead. You can use this ability after you have failed, but before any of the effects of the failure are applied.

You have two uses of this ability, regaining both at the end of your next long rest.

Once you use this feature, you can't use it again until you finish a short or long rest.

Multiclassing

If your DM allows, you may choose to multiclass into the Vigilante class. If you do, you must meet the following prerequisites.

Class Ability Score Minimum
Vigilante Strength or Dexterity 13, Charisma 13

You also gain the following proficiencies if you multiclass into the Vigilante class.

Class Proficiencies Gained
Vigilante Simple weapons, one martial weapon, one skill or tool of your choice from the vigilante skill list

Spells

This section of the supplement lists the spells that you have access to as a vigilante, which use your vigilante spellcasting ability and spell save DC (see the spellcasting section in the class description above). The spells are listed alphabetically and by level, with spells from all Fifth Edition official content published by Wizards of the Coast.

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Green Flame Blade
  • Guidance
  • Mage Hand
  • Mending
  • Prestidigitation
  • Resistance
  • Shocking Grasp
  • Thaumaturgy
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Beast Bond
  • Catapult
  • Color Spray
  • Command
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Entangle
  • Expeditious Retreat
  • Faerie Fire
  • Featherfall
  • Fog Cloud
  • Grease
  • Hunter's Mark
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Prey (new spell)
  • Ray of Sickness
  • Shield of Faith
  • Silent Image
  • Sleep
  • Snare
  • Tenser's Floating Disk
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Cloud of Daggers
  • Cordon of Arrows
  • Crown of Daggers
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enthrall
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Pass Without Trace
  • Phantasmal Force
  • Prayer of Healing
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Silence
  • Spider Climb
  • Web
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Lightning Arrow
  • Magic Circle
  • Major Image
  • Meld Into Stone
  • Melf's Minute Meteors
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tongues
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Grasping Vine
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Sickening Radiance
  • Stoneskin

Artist Credits

Gothic Skyline by Jonas de Ro, https://jonasdero.artstation.com/projects/Pwzo3

The Messenger by Nefellim, https://www.deviantart.com/nefillim/art/The-Messenger-479126906

Bellatrix's Dagger Barry Wilkinson, Props Master for Warner Bros. Studios London

Falconer by Cristi-B, DeviantArt https://www.deviantart.com/cristi-b/art/Falconer-349601676

Holy Symbol of Ravenkind by Wizards of the Coast, LLC

The Stranger by TomEdwardsConcepts, DeviantArt https://www.deviantart.com/tomedwardsconcepts/art/The-Stranger-334851059

 

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