Vigilante

Clad in a homespun cloak and dark leathers, a half-elf nocks an arrow without a sound. His breaths are even; his body, still. He takes aim at poachers that have intruded upon the domain of a local lord. The crime will be their last.

As the riotous throngs of a foreign city swirl around her, the halfling barely quickens her steps. Her mark darts through the crowd, driven by adrenaline and ragged breaths, but it is only a matter of time. Vengeance is implacable and unstoppable.

Armed with a loaded crossbow in either hand, a hard-faced human slinks into a dimly lit cave. His quarry looks up, one last breath escaping as twin bolts sprout from his chest. The human's face shows no mercy, no pity: there is only the bounty.

Powerfully intelligent and dogged in their pursuit, vigilantes come to their lot in life from many paths. Some follow their hearts, and others, the siren call of coin. Their unique form of justice often transcends questions of right or wrong and sometimes flouts the rules and regulations upon which society is built. Whether in the deep woods or the dingy streets, the vigilante is a deadly enforcer of natural law.

The Most Dangerous Game

Vigilantes are ever drawn toward the capture or the kill. They are highly skilled in the pursuit of their enemies and bringing them down from afar. Whether called by a sworn oath, inner need, or merely a wealthy employer, vigilantes hunt down sentient prey with brutal efficiency. What distinguishes these merchants of death is their incredible mastery of tactics necessary to adapt to nearly any foe. This flexibility is born of need and forged in the fire of grimmest strife.

Vigilantes might devote themselves to brutal regimens of physical training. They might build their minds into formidable weapons, or enhance their natural athletic prowess with enhancive magics. Rarely do vigilantes pursue these martial arts for their own sake. Every effort and any gain is made in service to becoming a more perfect predator.

Relentless Sentinels

Not every hiresword is a vigilante. Members of the class come from all walks of life and have a variety of motivations: profit, revenge, and righteous desire among them, but what defines them is adherence to a strict code of personal ethics, even if those ethics are in direct counter to local laws or social mores.

A vigilante's life is often a solitary one, their isolation broken by bouts of cooperation when a bounty or mark is too strong to take on alone. It is the lot of a vigilante to feel alone even in a roaring crowd, separated from others by their blood-streaked past.

The nature of a vigilante's work often finds them swept up in far-ranging adventures. While excelling at working alone, their unparalleled knowledge of combat tactics makes a vigilante a potent combatant and superlative ally.

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The Vigilante
Level Proficiency Bonus Features Spells Known Spell Slots Slot Level
1st +2 Expose Weakness, Spellcasting 2 2 1st
2nd +2 Fighting Style, Tactical Prowess (d4) 3 2 1st
3rd +2 Vigilante Desideratum, Attention to Detail 4 3 2nd
4th +2 Ability Score Improvement 5 3 2nd
5th +3 Extra Attack 5 4 3rd
6th +3 Tempered Mind 6 4 3rd
7th +3 Desideratum feature, Tactical Prowess (d6) 6 4 4th
8th +3 Strategic Preeminence, Ability Score Improvement 7 4 4th
9th +4 7 5 5th
10th +4 Iron Discipline, Expose Weakness improvement 7 5 5th
11th +4 Vigilante Desideratum feature 8 5 5th
12th +4 Ability Score Improvement 8 5 5th
13th +5 8 5 5th
14th +5 Tempered Mind improvement, Tactical Prowess (d8) 9 5 5th
15th +5 Vigilante Desideratum feature 9 5 5th
16th +5 Ability Score Improvement, Expose Weakness improvement 9 5 5th
17th +6 10 6 5th
18th +6 Cutting Mind 10 6 5th
19th +6 Ability Score Improvement 10 6 5th
20th +6 Cutting Mind 10 6 5th

Creating a Vigilante

When building a vigilante character, consider the choices that might have pushed you into such a merciless line of work. Perhaps you see dealing death as a moral obligation ─ a desire for vengeance is a powerful motivator.

The satisfaction of bringing a dangerous criminal to justice might satisfy urges vengeful or altruistic. Perhaps you are an emotionless mercenary, drifting from job to bloody job? Some vigilantes ground themselves in a deep-seated sense of right and wrong, but many are attracted by the lucrative reward of a bounty claimed.

Set on such a lonesome path, what paths led onto the road of adventure? You may welcome the chance to travel with allies, or maybe you see them as necessary stepping stones on the way to your goal. At the heart of every vigilante is a strong need for structure. It is up to you to decide whether that need arises from a well-ordered mind, or a desperate desire for something to cling to in a world beyond your control.

Quick Build

You can make a vigilante quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose the urban bounty hunter background.

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 per vigilante level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Stealth, Investigation, Insight, Perception, Intimidation, and Persuasion

Equipment

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

  • (a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a quiver of 20 bolts
  • leather armor
  • (a) a shortsword or (b) a simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

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Expose Weakness

Starting at 1st level, you can focus on spotting common flaws in the defenses of one foe, causing its defenses to become less effective. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. Its Armor Class against your attacks is reduced by 1d4 for 1 minute.

The effect ends if you can no longer see your target, if it moves more than 60 feet away from you, or if you use Expose Weakness on another creature. You can use this feature a number of times equal to half your Intelligence modifier, rounded up (minimum of once), and you regain all expended uses of it when you finish a long rest.

At 10th level, the Armor Class reduction increases to 1d6. At 16th level, all friendly creatures can benefit from your Expose Weakness target's Armor Class reduction.

Enhancive Magic

Your careful research into arcana used to enhance personal performance has given you facility with spells. See chapter 10 of the Players' Handbook for the general rules of spellcasting and the section after vigilante desiderata for the vigilante spell list.

Arcane Augmentation

Vigilantes learn magic not for its own sake, but to further the cause of maintaining superiority over their quarry. When you expend a spell slot to cast a spell, you cannot cast it on targets other than yourself.

Spell Slots

The Vigilante table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your vigilante spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell absorb elements, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 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 of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new vigilante spell, which can be 1st, 2nd, or 3rd 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

Intelligence is your spellcasting ability for your vigilante spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use this ability's 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 Intelligence modifier


Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Tempered Mind

At 6th level, your mental acuity has been tempered by exposure to combat to the point that you can better maintain your concentration on enhancive spells. You gain advantage on Constitution saving throws made to maintain your concentration, so long you are the sole target of the spell.

At 13th level, you are able to maintain two concentration spells, as long as you are the sole target of both. Failing a saving throw made to maintain your concentration terminates both spells.

Fighting Style

At 2nd level, 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.

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.

Defense

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

Two-Weapon Fighting

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

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Tactical Prowess

When you reach 2nd level, your in-depth knowledge of combat tactics allows you to direct the flow of battle. You gain a number of tactical dice equal to your Intelligence modifier (minimum 1), which are d4.

When you or a friendly creature makes a weapon attack or is targeted by a weapon attack, you may use your reaction to roll one tactical die and add or subtract the result from the attack roll. You can wait until after the attacker rolls the d20 before deciding to use the tactical die, but you must decide before the DM says whether the roll succeeds or fails. Once a tactical die is rolled, it is lost. You regain any expended dice when you finish a long rest.

Your tactical dice change when you reach certain levels in this class. The die become a d6 at 7th level and a d8 at 13th level.

Vigilante Desideratum

At 3rd level, you focus yourself on techniques aligned with your desideratum ─ the driving force that defines your vigilantism. Select from the following: the Desideratum of Avarice, Desideratum of Order, or Desideratum of Spite, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Attention to Detail

By 3rd level, your careful attention to your senses is honed to the point that you spot things missed by the keenest of eyes. You gain proficiency in the Investigation skill if you do not already have it, and your proficiency bonus is doubled for any ability check you make that uses that skill. You may use Investigation in place of Perception or Insight for all skill checks involving humanoids.

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 by 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.

Strategic Preeminence

By 8th level, the breadth of your experience with foes grants you clarity of thought when preparing for battle. You can add your Intelligence modifier to initiative rolls. If you have higher initiative than any hostile creatures and are not surprised, you can take an additional action on your first turn. You may use this ability once per long rest.

Iron Discipline

Starting at 10th level, you may add your Intelligence modifier to Wisdom saving throws.

Cutting Mind

Beginning at 18th level, you are able to use the sharpness of your wits to guide your blows to brutal effect. Once on each of your turns when you hit with a weapon attack, you can make an Intelligence saving throw against your opponent's Armor Class. On a success, use the highest number possible for one damage die of your choice.

Master Tactician

At 20th level, when you roll for initiative and have no tactical dice, you regain 2 tactical dice.

Vigilante Desiderata

A desideratum is more than a mere motivation for vigilantes. It is an overriding need, informed by aspects of their personality, that defines their unique code of ethics. The following paths are available to vigilantes: the Desideratum of Avarice, Desideratum of Order, and Desideratum of Spite.

Desideratum of Avarice

Those driven by avarice are some of the most dangerous and cunning vigilantes. Lofty goals and promised loyalties vanish with the clink of good coin, making it difficult to determine where such a vigilante stands. With no master beyond their own greed, they are willing to do anything to see the mission done.

Such vigilantes most often concern themselves with the refuse of society ─ thieves and petty hoodlums ─ and adopt tactics to match their chosen prey.

Bonus Proficiencies

When you devote yourself to the Desideratum of Avarice at 3rd level, you gain proficiency in two of the following skills: Acrobatics, Sleight of Hand, Stealth, Intimidation, Persuasion, Deception. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make that uses that skill. You also gain proficency with Thieves' Cant, speaking and understanding it as well as a rogue.

Appraise

Also at 3rd level, you can use an action to immediately determine vital information about a creature that you can see within 60 feet, including its strongest ability score and its resistances and vulnerabilities. You have advantage on your next weapon attack against this creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Hit and Run

By 7th level, you can use the Disengage action as a bonus action on your turn. You may move an additional 10 feet when Disengage is used in this fashion.

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Mug

At 11th level, you have learned the tricks of the thief's trade and incorporate them into your own fighting style. When you hit a creature with a weapon attack and have a free hand, you can spend one tactical die to attempt to steal one item that the target is holding or wearing. You add the tactical die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, you steal the object that you chose.

Exploit Weakness

At 15th level, when you roll a 1 or 2 on a damage die for a weapon attack made against a creature affected by your Expose Weakness, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Desideratum of Order

Some vigilantes are driven by an ardent desire to see right triumph over wrong. Those driven by the Desideratum of Order are not motivated by rewards or even righteous fury, but the hope of building a better world, one blood-soaked brick at a time.

Bonus Proficiencies

When you commit to the Desideratum of Order at 3rd level, you gain proficiency in medium armor.

Selfless Distraction

At 3rd level, you can use your keen knowledge to taunt a foe into a self-destructive course of action. As a bonus action, you may attempt to distract a creature with cutting words. Your target must roll a Wisdom saving throw against your spell save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

No Escape

By 7th level, you can tell when foes are attempting to flee. You gain advantage on melee opportunity attacks and may make a ranged opportunity attack when a hostile target within 30 feet that you can see provokes a friendly creature's opportunity attack.

Counterstroke

Starting at 11th level, if a creature you can see makes a weapon attack against you, you may spend a tactical die to make an opportunity attack against that creature with a melee or ranged weapon as appropriate. Add the tactical die to your attack roll. If it hits, the creature's weapon attack roll receives a penalty equal to your damage roll.

Adaptive Defenses

Beginning at 15th level, your experiences with varied foes allow you to better prepare yourself for future injuries. As a bonus action, select a damage type. You become resistant to this type of damage for one hour. Once you have used this ability, you may not do so again until you have completed a short or long rest. You may only use this feature to gain resistance to one damage type at a time.


Desideratum of Spite

Blackcest hatred fuels the efforts of vigilantes who succumb to the Desideratum of Spite. Some are motivated by personal torment; others, by obsessive fury at the wrongs visited against others. They routinely cross the lines separating right from wrong in their headlong pursuit of revenge.

Deadly Reach

At 3rd level, your movement speed increases by 10 feet. If a creature you attacked this round moves, you can move up to half your move speed immediately without provoking opportunity attacks.

Grim Countenance

Beginning at 7th level, when you score a critical hit with a weapon attack or reduce a creature to 0 hit points, hostile creatures within 30 feet who can see you must make a Wisdom saving throw against your spell save DC. On a failed save, a creature becomes Frightened of you for 1 minute. The creature can repeat the saving throw at the beginning of every turn. On a success, the effect ends.

Unremitting Fury

At 11th level, you can channel your wrath against those who have wronged you. As a bonus action, you can expend a tactical die to enter a state of unremitting fury for 1 minute. While in this state, you have advantage on weapon attack rolls against creatures that attack you.

Eliminate Weakness

At 15th level, when you make a weapon attack against a creature affected by your Expose Weakness, you can roll a d4 and add it to your attack roll.

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Spell List

1st Level
  • Absorb Elements
  • Armor of Agathys
  • Comprehend Languages
  • Cure Wounds
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Jump
  • Protection from Evil and Good
  • Shield
  • Zephyr Strike
2nd Level
  • Alter Self
  • Augury
  • Barkskin
  • Blur
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade
  • Lesser Restoration
  • Levitate
  • Mirror Image
  • Misty Step
  • Nystul's Magical Aura
  • Protection from Poison
  • Shadow Blade
3rd Level
  • Aura of Vitality
  • Blink
  • Crusader's Mantle
  • Gaseous Form
  • Haste
  • Nondetection
  • Protection from Ballistics
  • Protection from Energy
4th Level
  • Death Ward
  • Dimension Door
  • Fire Shield
  • Polymorph
  • Stoneskin
5th Level
  • Antilife Shell
  • Far Step
  • Greater Restoration
  • Legend Lore
  • Scrying
  • Skill Empowerment

Credits
  • The Vigilante Class by Shadowling (Reddit: u/anastus)
  • "Character Concepts" artwork by Peter-Ortiz - deviantart
  • "Dungeons and Dragons Forest" artwork by Ned Rogers - ArtStation

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