The Vigilante Class v1.0

Fight evil with your fists and Fancy Gadgets as any good vigilante would!

Credit to Artists

Venom-Rules-all

Crazymic

Michael Golden

AzraelLaVolpe

Babisu Kourtis

Ryan De Mita

Romain Kurdi

Class Made by u/RedFrickingX

Some class shit made by Wizards of the Coast, otherwise it's my stuff

Class: The Vigilante

Watching from the window, the half orc loads his musket. He waits for his target to get into a clear line of sight, holds his breath for a moment, then fires. Not even a second after that the window breaks, and the half orc runs and jumps out with a blunderbuss, rolling on the landing, then blasts the bodyguards. Dropping the weapon, he picks up the scrolls on the target. He follows the trail till he reaches the person responsible for it all.


As the genasi wizard lines up his magical spells, a group of goblins rush towards him. Arrows fly in their direction, one of them growing a huge amount of vicius gel that immobilizes two goblins. Running in between them, an Elf stands with his fists raised, and a bow on his back. The Goblins pile on and lay several strikes on him, he counters and drops a few of them, before they leave him wounded and kneeling on the ground. The wizard fumbles for a moment, trying to keep his concentration as an arrow flies into him. Just before the goblins can finish the wizard, the Elf gets back up, kicks a goblin away and smashes the head of the last one.


The human stands within the diplomatic meeting, undercover. He watches as a group of dwarfs start to approach, weapons draw. In a flash, smoke rises and completely fills the area. As it draws away, both of the diplomatic leaders are missing. The dwarves look around confused, as two flying projectiles hit one of them, shocking him and bringing him to the ground. As the dwarves look at their fallen comrade, another round projectile rolls in front of them and blows up, blinding them. A lone dwarf finds himself coming back to vision, to see his ally on the floor. He tries to run away, but as he does, a flying piece of string and lead fly and wrap around his ankles bringing him to the ground. The human looks down from his vantage point with triumph.


Vigilantes use their expert intelligence and hardened training to fight battles they are destined to lose. Through sheer will power or powerful gadgets, the Vigilante can use their enemies and abilities to their advantage. Turning the tides into their favour with their gadgets and finishing them of with their weapon training, the vigilante thrives in a magic world using technology to their aid.


Gadget Mastery

A good vigilante knows when they can throw it down, if necessary. A great vigilante plans out the situation, or has prepared some sort of device that will help them in battle. Even with their superior strength and battle styles, a vigilante knows his tools are the reason for his success. Each vigilante specializes in some form of gadgetry, be it a variety of different tools, specialized arrows to help with enemies, or firearms to deal the most righteous form of justice.

Misguided Intentions

Due to their reliance on gadgets and their weapons, vigilantes end up on the wrong side of the law most of the time. However, they are happier on that side, and know that working in the dark is something that the law cannot do sometimes, and somebody has to do the dirty work. A vigilante always seek justice, but their means of justice may not be the most lawful ways of obtaining it.

Building a Vigilante

The most defining trait of a vigilante is how they dish out their justice, and their reasons for doing so, seemingly above the law. What type of fighting style do you employ when you are fighting evil? What sort of origin story motivated you to fight the good fight? How have you gained your martial abilities as well as your intellect?


Consider Also the driving forces that keep you on the side of the good. A vigilante is known for teetering the edge of the law, and even more so balancing good and evil. What forces or motivations keep your Vigilante to their code? What was your interaction that gave you the technology that you use now? Did you have a partner, mentor, or sidekick that was a part of your team, but that is no longer present? If so, what happened to them?


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 or ranged. Make Intelligence your next highest if you plan to increase the potency of your gadgets. Then, select the urchin, soldier or criminal background.

The Vigilante
Level Proficiency Bonus Features Gadget Points Gadgetry Known
1st +2 Martial Prowess, Fighting Style, Walk it off - -
2nd +2 Counter Strike, Gadgetry Genius 2 2
3rd +2 Vigilante Archetypes 3 2
4th +2 Ability Score Improvement 4 2
5th +3 Extra Attack 5 4
6th +3 Meta Strength 6 4
7th +3 Vigilante Feature 7 4
8th +3 Ability Score Improvement 8 6
9th +4 Evening The Odds 9 6
10th +4 Grappling Line Launcher 10 6
11th +4 Vigilante Feature 11 8
12th +4 Fighting Style, Ability Score Improvement 12 8
13th +5 Innocuous Escape 13 8
14th +5 Arcane Sequencer 14 10
15th +5 Vigilante Feature 15 10
16th +5 Ability Score Improvement 16 10
17th +6 True Strike 17 12
18th +6 Vigilante Feature 18 12
19th +6 Ability Score Improvement 19 12
20th +6 Learn the Name 20 12


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 5) + your Constitution modifier per vigilante level after 1st

Proficiencies


  • Armor: Light armor, medium armour
  • Weapons: Simple weapons, longbows, hand crossbows, light crossbows, shortswords, rapiers, longswords, scimitars
  • Tools: Thieves Tools, Disguise Kit, Tinker's Tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Survival, Sleight of Hand, and Stealth.

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) leather armour or (b) a chain shirt,
  • (a) a longbow and 20 arrows or (b) 20 throwing knives or (c) a hand crossbow and 20 bolts,
  • (a) Two daggers or (b) two simple weapons or (c) a longsword
  • (a) a dungeoneer's pack or (b) an explorer's pack,
  • Thieves tools, Tinker’s Tools.

Martial Prowess

At 1st level, through Street fighting, martial arts training, formal fighting training or any other means, you have mastered the art of using your fists in combat. You now deal 1d4+Strength or Dexterity Modifier with your unarmed strikes. This damage is increased to 1d6 at level 6, 1d8 at level 12, and 1d10 at level 17.

Additionally, when you take the Attack action with a melee weapon you are proficient with or unarmed fists, you can use your bonus action to make one more unarmed strike.


Fighting Style

Also at 1st level, you adopt a fighting style that is suited to you. 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. At 12th level you can pick another option.

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

Blind Fighting: Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

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

Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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

Walk it Off

Beginning at 1st level, you have the ability to take great amounts of pain and still stay up. When knocked to 0HP, your relentless fighting spirit allows you to get back up. Roll a concentration check, on a pass, you come back to life with HP equal to 1 Hit Dice. On a fail, you gain one failed death saving throw. You can use this ability as many times as you have hit dice.


Counter Strike

When enemies strike you, your battle sense allows you to return the blow, if you counter precisely. At 2nd Level, When an enemy attacks you, you can use your reaction to roll (Martial Prowess Dice+DEX or STR modifier+proficiency bonus) to soften the damage of the attack. If the roll exceeds the damage done, then you can make your counter strike. You can use this feature a number of times equal to your vigilante level. You regain uses of Counter Strike after a short or long rest.


Gadgetry Genius

Upon reaching 2nd level, you have unlocked the gadgets that allow you to succeed as a vigilante. Choose 2 gadgets from the vigilante Gadget Arsenal list, which is shown at the end of the class features. As you gain more levels in this class, more gadgets are known, as shown by the gadgetry known slot in the Class Level Table. These gadgets use gadget points to function or be modified.


Gadget Points: You start with 2 gadget points, and as you level up you gain more gadget points. Some gadgets require the creature to make a save,


Gadget Save: 8+Proficiency Bonus+Intelligence Modifier


Your gadget points reset every short rest or long rest.


Vigilante Archetypes

At 3rd level, You gain access to your special gadgets. Choose from Techspert, Archery Specialist, Killer and Drone Handler. These archetypes are listed at the end of the Class Features.


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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you can use one of your gadgets in place of one of the attacks.

Meta Strength

By 6th level, You've spent so much time using your body to overcome your enemies, you have gained almost inhumane like Athleticism. Your gain expertise in Athletics. If you did not have proficiency in Athletics, you do now. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.


Evening The Odds

When the going gets tough, the tough tries again. At 9th Level, When you take damage from enemy attacks, you can use your action to strike the enemy once, hard and fast. After taking damage, at the start of your turn, you can make a melee attack that deals damage equal to the amount you took in the previous round.

You can use this feature as many times as half your intelligence modifier. Using this feature more than once in two turns results in a level of exhaustion. This exhaustion can stack until 6th level exhaustion: death. This feature is regained after a short or long rest.

Once you reach level 15, you can use this ability as many times as your intelligence modifier.


Grappling Line Launcher

Your cunning knows no bounds, and no area is 'off-limits'. 10th level grants access to a grappling line launcher. With a base range of 100ft, the line launcher can be used to create a horizontal rope between two walls. The rope can hold up to 500 pounds, and the range can be increased by 20ft per gadget point.


Innocuous Escape

Your survival skills are honed in, you find clever ways to escape the pursuit of enemies. Beginning at 13th level, You cannot be surprised whilst conscious, and when an enemy attacks you, you can use any gadget as a reaction.


Arcane Sequencer

By 14th level, you have learned enough about the workings of magic and technology alike. You gain access to an arcane sequencer, that can cast Identify, Detect Magic, Knock, and Scrying. The sequencer uses 1 gadget point per spell.


True Strike

At 17th level your strikes always seem to find the weak spots of your enemies. You now roll criticals on 18,19 and 20s.


Learn the Name

20th level grants you mastery over your vigilantism. When you start combat with no gadget points, you regain 4. Additionally, you can use two gadgets in one action, using the necessary gadget points, a number of times equal to your intelligence modifier.

Gadget Arsenal

Shock-enhanced Melee

The world of magic and technology require constant adaptation. This adaption has lead to eletric enhancements to your gauntlets or melee weapons. Using a gadget point, you can make a weapon electrically charged, allowing it to do an additional 1d6 lightning damage. This effect lasts for 1 hour.

Clockwork Drone

It pays to always be prepared. Using a tiny sized mechanical flying beetle/animal from Mechanus and a pair of matching viewing goggles, you can scout out the battle field or enemy territory and get a lay of the land. The drone has 1 hit point, 18 AC, Vision of 30ft, a flying speed of 30ft and a working range of 150ft within the goggles. Using an action, you can put on the goggles and control the drone, viewing the world from it's eyes. When looking through the goggles, perception checks are made with your wisdom (perception) skill.

The drone can be summoned and dismissed freely, and can also be modified by using gadget points. If the drone is destroyed, it loses all it's modifications and you must use tinker's tools in a short rest to repair it.

To make modifications, you must have 1 minute of uninterrupted work, and use 1 gadget point. When you get the clockwork drone at 2nd level, you can add 1 modification to the drone. At 7th level, you can begin to add two modifications.

Eagle Eyes: Increases the vision of the drone to 60ft.

Night Owl: Grants the drone darkvision in shades of blue.

Conqueror's Glare: Allows the drone to use Truesight for 1 minute. Can be activated as a bonus action.

Watchdrone: Turns the drone into an alarm. The drone will idly float for 4 x (gadget points) hours. In this time, if any creature is detected moving, the goggles will instantly recieve a soft, but audible click alarm.

Clockwork Earpiece

In a world full of so many different humanoids and creatures, it is difficult to be able to converse and integrate with all of them: unless you are a vigilante. Upon taking this tiny gadget that fits in your ear, you can tap the gadget, expending 1 gadget point, in order to cast comprehend languages.

In addition, you can use 1 gadget point in order to record any audible conversation within 20ft of you. The recording can last a maximum of 5 minutes, and can be played back repeatedly after the recording is finished.

Cypher Decoder

Just as the world is difficult to understand verbally, there are several non-verbal ways in which vigilantes find out their information. Using a gadget point, you can activate the Cypher decoder, which when hovered over a text that is not understood to you, lowers the DC required to understand the information.

If that is not possible from the text, up to the DMs descretion, the cypher decoder instead provides a hint as to the origins, or source, of the text.

Tracer Stone

Fashioned as a very small smooth pebble with runic carvings on it, it has a matching pebble that goes along with it, much like sending stones. However, when the tracer stone is placed on a place or object, the tracker stone will rotate it's teardrop body to point towards the tracer stone. The closer the target is, the faster the tracer stone will spin vertically.

You can increase the amount of tracer stones that you have by using 1 gadget point per extra tracer stone. Each other tracer stone has a different runic carving which attunes to whatever command name you give it when you ask for the tracker stone to find the tracer for the first time. To track a different stone, simply say the command name of the other tracer target.

Gadget Goggles

In a world where you might not be the most magically adept, you have keener eyes than most would assume, thanks to your Gadget Goggles. Using these goggles, you can use 1 gadget point to

-Scan and see through up to 3 layers of 1 inch thick layers,

-See through darkness, magical or nonmagical, up to 60ft.

The goggles can only have one modification at a time, and to change the modification requires 1 minute of uninterrupted work and 1 gadget point.

Jetpack

The use of arcane technology to gain flight is something that is uncommon to most. However, some vigilantes just need to get there as quick as possible with as little effort as possible, so you have harnessed the ability to ride a mechanical backpack that propels you into the air. However, it lacks the ability to keep you in the air, and hence small and quick bursts are generally used.

Using 1 gadget point and a bonus action, you can use the jetpacks propulsion to assist a jump of 30ft. This jump can be vertically or horizontally.

Furthermore, you can use 1 gadget point as a reaction in order to slow your descent to the ground to 60 feet per round for 1 minute.

Additionally, you can use 1 gadget point as a bonus action to boost yourself on the ground, travelling 20ft forward (does not count towards movement used), and strike an enemy for extra damage equal to your vigilante level.

Eldritch Boomerang

By using eldritch energy for enhancement and technology to stablize a boomerang, you can now send a hurling force of nature towards opponents. Activating the boomerang requires 1 gadget point. When you throw the boomerang for a ranged attack, if it has atleast 10ft of space to travel, it speeds up to incredible speeds and becomes eldritch energy until it hit's its target. The energy deals 1d6 force damage, and the boomerang deals 1d4+DEX modifier piercing damage.

If the attack misses, the energy travels back towards you and turns into a boomerang 10ft before reaching you.

Grappling Gun

Scaling the walls quietly and quickly has never been easier with a grappling gun. Used primarily to launch yourself in a specific direction, you can make a ranged attack with the grappling gun (you have proficiency in using it) at a range of 75/150ft. If the surface you hit is connected to something that is heavier than you, you can use your bonus action and 1 gadget point to bring yourself towards the grapple point.

If you hit an enemy with the grapple, the enemy is pulled towards you by 5ft. For every 1 extra gadget point used, the enemy is pulled by an additional 5ft.

Essential Camouflage

Intrigue and mystery run in your veins. In order to get closer to the truth, a vigilante must sometimes pose as someone other than himself. You have unlocked a disguise kit in which you can pose as anyone that you have previously seen before. The more information you have, the higher quality the disguise will be. (Determined by the DM)

Using 1 gadget point, you can disguise yourself as an individual. This disguise lasts for 24 hours. In order to identify you, they must succeed an intelligence (investigation) check. For every additional gadget point used, the DC for the investigation check is increased by 3.

Smoke Bombs

The art of disappearing has been mastered by you. Not by conventional means, but by using powerful smoke bombs that heavily obscure vision. As an action, using 1 gadget point, you can drop a smoke bomb at your feet or make a ranged attack to throw it at an area. The smoke bomb goes off instanteously, and fills a 20ft radius with thick smoke for 2 rounds. A strong wind or gust can get rid of the smoke.

Gliding Boots

The requirement of most Vigilantes is to be versatile. With these especially swift boots, You can use 1 gadget point to disengage, dash, or hide as a bonus action.

Arcane Manacles

The hands of justice know the slippery fingers of fate. You get access to arcane manacles, that have arcane lock cast on them at all times. The DC is set by your gadget save, with a +10 due to the spell. You have the key to the handcuffs, and can put them on or remove them with an action and 1 gadget point.

Rebreather

Even if you spend your entire life on land, there's no escaping the water of the world. With this fact known, you carry around a rebreather, a small cylindrical device that can be used to breath through water as if normally. The rebreather has a default duration of 10 minutes of breathing, but for every gadget point used, another 10 minutes of breathing is added.

Cryo Grenade

What is the best way to preserve information? recording it. What is the best way to preserve life? freezing it. Using 2 gadget point, you can make a ranged attack (20/60ft) and throw the cryogenic grenade. Upon impact, the grenade will explode and freeze up a 5ft cubic area. Any creature hit by the grenade will freeze and must make a constitution saving throw. On a failed saving throw, the target takes 3d8 cold damage, or half as much on a successful save.

If the target reaches 0 hit points after this attack, it is frozen in the area and unconcious until the ice thaws. Any creature frozen like this suffers no death saving throws.

Adamantine Claws

The strongest materials in the world are used for varying different purposes. You add to these purposes, as you have access to adamantine claws. The claws deal the same damage as your Martial Prowess dice, however they deal double damage to objects or structures.

Additionally, when you score a critical hit with these claws, you can use 1 gadget point to choose to maximize the damage of dice.

Favoured Weapon

Some vigilantes use signature weapons in order to show their enemies that they have been there. You now gain proficiency in martial weapons, and can choose a favoured weapon.

The favoured weapon you choose automatically has a tracker and tracer stone inbuilt, so you know the location of this weapon at all times. You can use 1 gadget point to make this a +1 weapon. Additional gadget points can be used, making the weapon a maximum of +3. This bonus resets every long rest.

Metallic Force Gauntlet

Take off the armour, and what are you? Still extremely capable. You gain access to a force gauntlet, which allows you to make room for yourself. Using a bonus action and 1 gadget point, you can force blast one target to make a strength saving throw. On a fail, the target is pushed back 15ft and knocked prone. On a success, the target is pushed back 5ft. If the target is pushed against a wall due to the blast, they take damage equal to your intelligence modifier.

Upgraded Flexmail Armour

The best vigilantes are the ones that are quick on their feet, but still extremely hard to hit and cut. You get access to flexmail armour, which is light armour that you can tinker with using 1 gadget point, to add metallic plates to increase the protection power. You gain +1AC while you are concious. When knocked unconcious, the upgrade breaks and the bonus is lost.

Arcane Rerouter

Dealing with magic can be tricky sometimes. The best way is through the Arcane rerouter. You get access to this gadget, and using 1 gadget point and your reaction, when a creature makes a ranged spell attack at you, roll a d20. If the number is less than your gadget save, you can redirect the spell to a 5ft space within 15ft of you. Alternatively, if you are subject to a saving throw, you can use 1 gadget point to grant advantage on that saving throw.

Time Dial

The walks of time are a difficult path to follow. Taking from the plane of Mechanus, the Time Dial is a watch that can be fitted on the wrist or a buckler. On the face of the watch is a sundial, which when turned, allows you to change time slightly in your favor. Using 1 gadget point, you can move yourself higher or lower within the iniative order by 1 space. For every gadget point used, you can move yourself 1 more space.

Bladed Tonfas

requires Killer archetype

You get access to tonfas, wooden weapons that come in pairs. They deal 1d6 bludgeoning damage, and have the finesse and light properties. You can use 1 gadget point and your bonus action to activate blades that come out of the top of the handles. These blades deal an extra 1d4 piercing damage, and can be used to climb up surfacing, giving you a climbing speed of 30ft. This bonus lasts until your next short or long rest.

Spell-jamming Arcane Rerouter

requires 5th level and Techspert archetype

You get access to the Spell-Jammer, a gadget that can nullify a magical effect very quickly. Using 1 gadget point and a reaction, the Spell-Jammer can be used to counterspell a magical effect, using the same limitations as stated for counterspell.

Overcharged Steelwing Core

requires 7th level and Drone Handler archetype

Steelwings speed is increased to 80ft and gets access to a new mode: Spear Mode.

Spear Mode: If Steelwing has travelled at least 30ft in a direction, it can use it's speed to charge into an enemy and deal 3d6 piercing damage. Steelwing does not trigger opportunity attacks in this mode.

Compound Bow

requires 7th level and Archery Specialist archetype

You get access to a small, compact bow (considered a longbow) that can be activated and deactivated with a bonus action. The compound bow allows you to fire a normal arrow in addition when you use a gadget arrow. Conversely, you can use 1 gadget point to gain advantage on the attack instead.

Linguistic Earpiece

requires Clockwork Earpiece and 5th level

The Clockwork earpiece can now be used to gain the effects Tongues on you, for 1 gadget point and an action.

Clockwork Drone Upgrade

requires Clockwork Drone and 6th Level

Grants 3 more modes that the clockwork drone can access.

Distracting Tune: Plays a small audible tune that repeats every minute.

Firefly: Provides bright light in a 10ft radius and dim light for an additional 10ft.

Invisiblity: Grants the Clockwork Drone with the ability to turn invisible for 1 hour.

Inquisitive Vision

Requires Techspert archetype and Gadget Goggles

The Gadget Goggles are tweaked to now grant vision that can be used to scan through and quickly identify key evidence. You now have expertise on Insight, Perception and Investigation checks whilst wearing the goggles.

Electric Sharpshooter

requires 7th level and Killer archetype

By using an addition gadget point when using the sharpshooter to attack, the pellet fired can be infused with electric essence. The target must make a consitution save, on a fail, they take 2d8 lightning damage and cannot move or take reactions until the start of your next turn. On a success, they only take half damage.

Quick-Acting Gloves

Requires Archery Specialist archetype

These gloves grants proficiency in sleight of hand checks. if you are already proficient, it grants expertise. In addition, these gloves allow you to ignore the loading property for weapons.

Vigilante Archetypes


Techspert

One cannot always be the strongest, or the fastest. But, one can always be the most prepared. Following this philsophy, you have a gadget for as many situations, and the gadgets you do possess are versatile in their nature.


When you choose this archetype at level 3, you gain access to three Techspert Gadgets.

Sleeping Bombs: There is a time for fighting, and there is a time for non-violence. Using 1 gadget point, you can use your action to drop the sleeping bomb immediately at your feet. Noxious sleeping gas will be released in a 20ft radius, and any creature that breathes in the sleeping gas must make a constitution saving throw. On a fail, the target falls asleep for 1 round.

Shock Boomerang: Styled like a sharp boomerang, you can use 1 gadget points as a bonus action to make a ranged attack against an enemy. Upon a hit, the projectile does 1d4+DEX damage, and shocks the target for 1d8 lightning damage. The range is (20/60ft), If the boomerang misses, it flies back towards you after one turn, in the position you had thrown it.

Bolas: Enemies are either running towards you or from you. Either way, it pays to have them drop to the ground. Using 1 gadget point, As a bonus action you can make a ranged attack and throw Bolas at the enemies feet. On a hit, the enemies leg is restrained and they are prone until they take an action to remove the Bolas.


Upgraded Arsenal

By Level 7 you have enough know how to use three more Techspert Gadgets.

Stun Grenade: A good fighter knows when enemies are faster than him. Using 1 gadget point, you can use an action to throw a stun grenade up to 30ft. The grenade will blow up in an radius of 10ft, and any creatures in that radius must make a constitution saving throw or be stunned for one round.

Thermite Grenade: Escape? Damage? Tomfoolery? The thermite grenade does it all. Using 2 gadget points, you can make a ranged attack (20/60ft) that deals 4d6 fire damage in a 15ft line for 1 round. The fire is also burning hot, and will burn through any objects that it touches.

Cluster Mines: A smart vigilante has a Plan B. and C. and D. all the way up to plan E; blow everything up. As a bonus action you can place a mine in an area. You have 5 mines at your disposal, and placing them does not use a gadget point. Activating the cluster mines can all be done at once, or selectively. To activate a mine requires 1 gadget point. Activation can be done as an action, bonus action, or reaction. Each mine does 2d6 force damage, and has an 10ft radius of a sphere.


Utlity Belt who?

Level 11 grants you access to three new Techspert Gadgets.

Blasting Jelly Gun: Thermite is sometimes too ugly for the job, and more precision is required. Through arcane technology and vicious refinement, you have been able to store blasting jelly in small amounts in a gun. You can release blasting jelly up to a 5ft space (requires an action), and activating it requires 3 gadget points. Upon activation (bonus action), the blasting jelly destroys stone, wood, and other material in the area and deals 3d8 force damage.

Grappling Disarm: A modified, smaller, grappling gun that can be used in combat for precision. As an action, you can use 2 gadget points to make a range attack against an enemy holding a weapon. Upon success, you yank the weapon and it falls to the ground 15ft in front of the target.

Dispel Magic Boomerang: A vigilante is prepared for multiple situations. In the world filled with magic, it is always good to level the playing field. Your boomerang can now be thrown as a ranged attack, and using 3 gadget points, can dispel magic on whatever it hits. The projectile deals 1d4+DEX damage.


Ready for it All

By 15th Level, you have access to the final 3 Techspert Gadgets.

Identical Illusion: Using an arcane illusion Tech ball, you create an identical illusion to yourself, Using 2 gadget points and a bonus action.The illusion acts on your initiative, and can make actions and bonus actions independently of you. It cannot use any of your gadgets. To identify which is real, a creature must make an intelligence saving throw.

Magic Disruptor: A true technological vigilante never leaves home without his handy magic disruptor machine. The Magic Disruptor is used to temporarily allow for the field to be simplifed to it's most basic components, vigilante included. Using 3 gadget points, for 10 minutes, the disruptor casts antimagic field around you, and emits a low humming sound.

Parry Gauntlets: Being locked in hand to hand combat does not worry you. As a reaction, you can add +5 to your AC when an enemy makes an attack against you. This uses 4 gadget points.


Technological Savant

At 18th level, you can use gadget points to increase the potency of the tech being handled. You can increase the effectiveness of a gadget (damage dice, a bonus it provides or duration) by using an appropriate amount of gadget points. For example, you can use 2 gadget points to make your Shock Boomerang deal 2d4+Dex piercing +2d8 lightning damage, or 4 gadget points to create 2 identical illusions.




Archery Specialist

Some vigilantes learn to fight with their hands as a last resort. The best way to deal with the enemy is the shoot them with a good arrow. Sometimes it only takes one, other times, it takes more; either way the Archery Specialist has an arrow for the occasion.


When you choose this archetype at 3rd Level, you gain access to your special array of arrows. To use a special arrow, you expend Gadget points depending on the arrow used, and make a ranged attack.

Immobilizing Arrow (2 Gadget Points): This arrow contains an adhesive form of blast jelly that is inert. It grows at a rapid rate rather than blow up, and upon impact the jelly grows and covers the target. The Target must make a strength saving throw or be restrained for a minute. The target can attempt to break free at the start of it's turn.

Counterspell Arrow (5 Gadget Points): This arrow is fused with arcane clockwork technology, and releases a counterspell 3rd level. that is cast within 30ft of the arrow. For every additional gadget point, the counterspell is released at a higher level.

Explosive Arrow (4 Gadget Points): This arrow explodes around a 20ft radius. Creatures around the area must make a Dexterity saving throw, or take 3d10 force damage on a failed save.

Slow-Gas Arrow (3 Gadget Points): This arrow ensures that you are the fastest combatant. The creature must make a consitution saving throw, or have it's speed halved and it can only take an action or bonus action, but not both. This effect lasts 1 minute, and the creature can make another save at the end of it's turn to break free of this effect.

Poison Arrow (2 Gadget Points): The creature hit by this arrow must make a constitution save equal to your Gadget DC. On a failed save, the target takes 2d6 poison damage, or half as much on a success.

Shocking Arrow (1 Gadget Points): The creature hit by this arrow takes 1d8 lightning damage and cannot use reactions until their next turn.

Flare Arrow (1 Gadget Point): Creatures within a 30ft radius that are looking within the direction of this arrow must make a wisdom saving throw, or be blinded for 1 round.

Blink Arrow (4 Gadget Points): A creature affected by this arrow is subject to the Blink spell, and cannot dismiss it.

Firestarter Arrow (1 Gadget Point): You can apply a burning flame to a person or an area. The arrow deals 1d10 fire damage.

Teleporting Arrow (5 Gadget Points): You can teleport to where you shoot your arrow.


Power Quiver

7th level allows arrows and specialized arrows to now count as magical for the purpose of overcoming resistance.


Ricochet

By 11th level, You can ricochet arrows between enemies. The number of enemies is determined by half your intelligence modifier, rounded down. As the arrow ricochets, roll a ranged attack for each target it ricochets to. You can only ricochet an arrow once a turn.


Pressing Movement

At Level 15, As a bonus action, you can gain advantage on your next acrobatics or athletics check.

Deadeye

At 18th Level, you don't really miss shots. When you miss a shot, you can now choose for it to be a ricochet shot instead. This ability uses a gadget point.




Killer

Some vigilantes use their tools to stop the bad guys. Most of the time, the Vigilante believes his work is done when the bad guys are not harassing the population. Killers have a different philosophy: there are always bad people in the world, and they must be killed. Killers have no real remorse, and use firearms to blow through their targets and enemies.


When you pick this archetype at 3rd Level, you gain access to a specialized Sharpshooter and Blunderbuss, and you can modify weapons on the fly. Additionally, you gain proficiency in firearms and improvised weapons.


Sharpshooter: An extravagantly crafted Musket, tinkered to perfection. This weapon does not have the loading property. To fire a shot from the Musket, you must expend one gadget point. Make a ranged weapon attack, The damage done is 6d4+Dexterity Modifier piercing damage. For every additional gadget point used, the damage is increased by 2d4. The range of the weapon is 150/300ft.

You can additionally opt to use a revolver instead, dealing 3d4+Dexterity Modifier piercing damage, and the number of targets can be increased for 1 gadget point per extra target. The range of the pistol is 60/80ft.


Blunderbuss: This blunderbuss has a cone range of 15ft. You can make an ranged attack with the blunderbuss, forcing all creatures in the area to make a dexterity saving throw, or take 2d12 piercing damage, and half as much on a successful save. To make an attack, you must use 1 gadget point.


Jury Rigging: You can take an improvised weapon and improve it even more. Using Gadget points you can modify the weapon to a stronger state. You choose to boost your weapon by 1d6xGadget Points, to a maximum of 5 gadget points. This bonus lasts for 1 minute, or when the weapon breaks. If the weapon breaks, it needs to be repaired before it can regain this bonus.


Tools of the Trade

When you reach 7th level, your specialized weapons recieve upgrades. Your specialized firearms also count as magical, for the purpose of overcoming resistance.


Sharpshooter: You can steady your aim as a bonus action, granting advantage on the next attack.


Blunderbuss: Using 1 Gadget point, you can force the targets you hit with your blunderbuss to succeed a strength save, or be pushed back 5ft. You can use additional gadget points to push the target back further.


Jury Rigging: You can now apply your crude weapon modification to simple weapons.


Brutality

By 11th Level, your lethality knows no bounds. You gain an additional Attack action.


Arms Master

15th Level grants you mastery over your weapons, granting additional upgrades.


Sharpshooter: Upon scoring a critical hit, the target is slowed and has a -2 to its AC for 1 minute.


Blunderbuss: The damage of your blunderbuss is now increased to 5d12. Using 4 gadget points, you can increase the range of the blast to a 30ft cone radius.


Jury Rigging: You are now proficient in martial weapons, and can upgrade them with your crude weapon modification.


One Batch, Two Batch, Copper and Gold

The Gods alone have the strength to stop your onslaught. At 18th Level, when you are below a quarter of your hit points, you start to decimate the battlefield. You can use your Evening the Odds ability without gaining exhaustion levels, and your unarmed strikes now deal 1d12 damage. Additionally, you gain advantage on your first attack on every turn until you either are incapacitated or above the health margin. For the duration of this ability, you also gain resistance to bludgeoning, slashing and piercing damage.

Drone Handler

There are those vigilantes who suffer from lingering wounds, or who simply do not wish to suffer as much harm in the battlefield. These sorts of vigilantes use their Steelwing, a clockwork raven, that is equipped with several different modes of handling situations. Steelwing also comes with a mechanical gauntlet in which you can control it with.

When you pick this archetype at 3rd level, you get access to Steelwing, a mechanical raven that obeys your commands. It comes equipped with 3 different modes, and using 1 gadget point, can be alternated from each mode. Steelwing has stats as shown, and acts on your turn. If steelwing hits 0 hit points, it turns off and requires 1 gadget point and tinker's tools to repair it. Steelwing's default mode is set by the Drone Handler, and at the end of a long rest will reset to its default mode. 1 minute of uninterrupted work can be done to change the default mode of Steelwing.

Sentry Mode: When Steelwing is in sentry mode, it hovers a little less than 10ft off the ground, and starts to rotate and watch a 15ft radius around you. If an enemy comes within this radius, it will fire two eldritch shots. Steelwing makes two ranged attacks, as shown in the Actions section. This attack functions like a held attack, and if the creature stays in the radius, it will fire again at the end of the creatures turn. Steelwing can only target one creature at a time.

Attack Mode: Steelwing goes into full attack, and can move on your turn. Steelwing gets access to a sonic blast, which can be used as a bonus action.

Stealth Mode: Steelwing flips its mechanical feathers over, and instead of the normal polished brass, a dark tinted blue is revealed. This allows Steelwing to travel far stealthier. Steelwing gets advantage to stealth (dexterity) and perception (wisdom) checks and is unable to fire its weapons systems.

Mechanical Fortitude

Steelwing can take on much more damage than before. Starting at 7th level, Steelwing's hit points are now doubled to 30 hit points.

Bonus Package

Steelwing has started to drop a bomb in the midst of combat. Beginning at 11th level, Steelwing can now drop a cryo grenade (as listed in the Gadget Arsenal) using one gadget point and your bonus action. This expends Steelwings action.

Hardy Exterior

By 15th level, Steelwing has been upgraded enough that it can take more of a beating in combat. Steelwing's hit points are now increased, bringing it to a maximum of 45.

Lightning Emitter

Steelwing has now become equipped with powerful shock emitter. At 18th level, you can use 4 gadget points to activate the lightning emitter as a bonus action. Steelwing has an aura of 10ft where any creature in the area must make a dexterity saving throw, or suffer 4d6 lightning damage. If a creature starts or ends it's turn in this area, it must make the save. This feature lasts for 1 minute, and can be stopped earlier with a bonus action.


Steelwing

Tiny beast, neutral


  • Armor Class 15
  • Hit Points 15(3d8)
  • Speed 10ft., fly 50ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 15 (+2) 14 (+2) 10 (+0) 6 (-3)

  • Saves DEX +4, CON +5
  • Skills Investigation +4, Perception +2
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisioned
  • Senses passive Perception 14, Darkvision 60ft
  • Languages Understands the languages you speak
  • Challenge 0 (10XP)

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: Steelwing's skill and saving throw bonuses (above), the bonuses to hit and damage of its eldritch shot.

Steelwing In combat, Steelwing shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

1 gadget point can be used to mend 2d6 hitpoints. If it has died within the last hour, you can use tinker's tools as an action to revive it, provided you are within 5 feet of it. Steelwing returns to life after a minute with all its hit points restored.

Actions

Eldritch Shot (requires Sentry Mode) Ranged Weapon Attack: +5 to hit, reach 15ft., one target. Hit 7 (1d6 + 2)

Sonic Blast (requires Attack Mode) Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit 1d12+(vigilante INT modifer) thunder damage.