The Vigilante (5e Subclass)

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The Vigilante[edit]

Fighter Subclass

The Vigilante has many different possibilities for an origin - some grow up scarred by a crime committed against them in their youth, while others are attempting to atone for their own time spent on the wrong side. But all Vigilantes have one similar goal at the end of the day: to solve crimes and bring criminals to justice.

The vigilante combines magical and mundane investigative techniques to assess a crime scene. Once on the trail, he relentlessly tails, apprehends, and interrogates a suspect until the truth comes out. Many vigilantes work for the local ruler or the city guard; others are independent detectives-for-hire. Some even take to the streets by night to stop crimes in progress—or to keep would-be criminals from striking in the first places.

Vigilant Training

When you take this archetype at the 3rd level, you learn the skills necessary to find and eliminate evil, whether this means skulking in the shadows or blending in with the crowd. You gain proficiency in two of the following skills: Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth or Survival. You also gain proficiency with your choice of either one gaming set or musical instrument, along with two additional tools from the following list: Disguise Kit, Forgery Kit, Thieves' Tools or any additional gaming sets or musical instruments.

Furthermore, your training in catching criminals has made you exceptional with the net weapon. When you use a net as a weapon, the effective range is doubled and the DC to escape the net is equal to your Spell Save DC for this class.

Sense Motive

Also at the 3rd level, you have developed the ability to magically see into the hearts of others to determine their true intensions. As an action, you can touch another creature and force them to make a Charisma Saving throw against your spell save DC. A creature can willing fail this save, and any creature that is protected from or immune to Divination magic automatically succeeds on this save. On a success, a creature is immune to this feature for 24 hours. On a failure, you learn the creature's alignment, and can sense any immediate thoughts on their mind.

Once you reach 10th level in this class, a creature that fails its saving throw against this feature is incapable of telling lies for the next 10 minutes, as if it were under the zone of truth spell. A creature is aware of this effect.

Spellcasting
Vigilante Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Lastly at the 3rd level, you have begun to augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Bard and Paladin spell lists.

  • Cantrips. You learn two cantrips of your choice from the Bard spell list. You learn an additional Bard cantrip of your choice at 10th level.
  • Spell Slots. The Vigilante Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
  • Spells Known of 1st-Level and Higher. You know the hunter's mark spell, plus two additional 1st-level spells of your choice from the Bard and Paladin spells lists.
The Spells Known column of the Vigilante Spellcasting table shows when you learn more spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Bard or Paladin spell lists. You cannot replace the hunter's mark spell in this way. The new spell must be of a level for which you have spell slots.
  • Spellcasting Ability. Charisma is your spellcasting ability for your Vigilante spells, since you harness your divine magic through a powerful sense of justice. You use your Charisma whenever a 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
Vigilant Expertise

Upon reaching the 7th level, you have better mastered the skills needed to take down your enemies. Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Furthermore, you have learned to perform certain skills with incredible speed. You now use a bonus action to do any of the following on your turn: take the Dash or Hide actions; make any Perception or Investigation skill check; or, make a single weapon attack using the Net.

Speak for the Dead

Once you reach 10th level in this class, you have learned to use your magic to better understand the truth for victims of a crime. You can now cast the speak with dead spell at will, without needing to expend a spell slot. Any creature you bring back under this effect is immediately considered to have failed the save against your Sense Motive feature.

Unbreakable Will

By the time you have reached the 15th level, your will has become hardened and difficult to break. You gain proficiency with Wisdom and Charisma Saving Throws. If you already have proficiency with these Saving Throws, you may choose to gain proficiency with any other Saving Throw in place of each one you already have.

Dimensional Anchor

When you reach the 18th level, you have mastered a way to keep your targets from escaping your grasp. While a creature is under the effects of your hunter's mark spell, it's movement speed is halved and it must succeed on a Charisma saving throw anytime it attempts to teleport in any way. If the creature is attempting to leave the current plane, such as with the plane shift spell, it makes this save with disadvantage.

On a successful save, the creature can teleport. On a failure, the creature cannot teleport and wastes the use of the spell or feature, as applicable.

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