Vigilante, Variant (5e Class)
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Vigilante[edit]
<!-Introduction Leader->[edit]
Creating a Vigilante[edit]
A lone mercenary sits in a bar, feet kicked up on the table. Several men approach him as the mercenary's reputation for success proceeds him. A man sits in his secret laboratory studying the supernatural of the world. His arm suddenly is covered in hair and claws grow from it becoming a deadly weapon. He howls in success. Knights attack a nearby town of peasants. One throws on a mask and teaches them to never attack their city again. Vigilantes come from all walks of life with one similar purpose: taking matters into their own hands. While vigilantes may lack formal training of a wizard or fighting, they can use their charismatic charms, unique fighting styles, and powerful heroic feats to fight enemies, and assist their friends to do the impossible. Because of their many walks of life, Vigilantes come in all sorts of sizes, and can fill many different roles to some degree making them a powerful and versatile class and ally to have with you.
- Quick Build
You can make a vigilante quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vigilante level after 1st
- Proficiencies
Armor: Light, and medium armor
Weapons: Simple, Martial weapons and Shields
Tools: Choose 1 of any type.
Saving Throws: Dexterity and Charisma
Skills: Choose any two.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Favored Weapon, Deep Breath |
2nd | +2 | Well Traveled, Well Traveled, Fighting Style |
3rd | +2 | Heroic Feat, Vigilante Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Vigilante Archetype Feature |
7th | +3 | Gumption |
8th | +3 | Ability Score Improvement |
9th | +4 | Against the Odds |
10th | +4 | Vigilante Archetype Feature |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | Against the Odds Improvement |
14th | +5 | Vigilante Archetype Feature |
15th | +5 | Don the Cape |
16th | +5 | Ability Score Improvement |
17th | +6 | Against the Odds Improvement |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Renown Hero, Vigilante Archetype Feature |
Favored Weapon[edit]
At 1 level, Choose a simple or martial weapon of your choice. You may select a different favored weapon each time you level up in this class, but may only have 1 favored weapon at a time. When using your Favored Weapon, gain the following benefits:
- You have advantage on saving throws against being frightened, and on the first turn of combat, you have advantage on attack rolls against creatures who have not acted yet.
Deep Breath[edit]
At 1 level, The Vigilante draws on their reserves to push on in the fight just a little further. As a bonus action you may expend and roll a hit die. You then gain hit points equal to the result of the roll + your Vigilante level. You may use this ability once per short or long rest.
Well Traveled[edit]
At 2 level, Gain proficiency in a skill of your choice or double your proficiency bonus in a skill you are proficient in. You gain the benefits of this again at level 7 and 11.
Unlikely Hero[edit]
At 2 level, Your name is fame. Outside of combat, roll a D100. If the result is equal to or less than your level, a humanoid recognizes your heroic feats. Depending on your disposition with the individual, Unlikely Hero will have different effects. If the creature is neutral or favorably disposed to you, they are completely enamored by you. You may give this person orders, ask them for favors, small or large, so long as it does not include harming themselves and they will unquestioningly listen. If they have a negative disposition, they are frightened by you for the duration of the effect. This effect lasts hours equal to your level. You may use this feature once per long rest. Once you successfully use Unlikely Hero it cannot be used again for 7 days.
Fighting Style[edit]
At 2 level, Choose a fighting style from one below:
- Dueling
- Archery
- Defense
- Great Weapon Fighting
- Two-Weapon Fighting
- Mariner
- Protection
- Close Quarters Shooter
- Blind Fighting
- Interception
- Thrown Weapon Fighting
- Unarmed Fighting (Taking this style will also allow you to use your fists as your favored weapon)
Heroic Feat[edit]
At 3 level, Reminiscent of the Channel Divinity feature, the Vigilante invokes a powerful martial maneuver to assist them in some capacity dictated by their heroic archetype. This feature can be used once per short or long rest, twice at level 6, and three times at level 18.
Vigilante Archetype[edit]
At 3rd level, you chose a archetype. Choose between Dark Watcher, Bounty Hunter, Two-Faced Guardian all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 20th levels.
Ability Score Improvement[edit]
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[edit]
At 5th level, When you take the attack action you attack twice.
Gumption[edit]
At 7th level, Ever vigilant and ready to fight, you add your Charisma modifier (minimum of 1) to any initiative rolls you make.
Against the Odds[edit]
At 9th level, If you fail a skill check you may choose to reroll and use the new result. You may use this ability once per long rest. At Level 13 you may use this twice per long rest and at level 17, you may use this feature three times per long rest.
Don the Cape[edit]
At 15th level, Whenever you expend a use of your Heroic Feat feature, you may gain temporary hit points equal to your level + Charisma modifier. This temporary hit points lasts one minute. You may use this feature once per short or long rest.
Renown Hero[edit]
At 20th level, Your Unlikely Hero feat now will work 100% of the time.
Dark Watcher[edit]
A monster hunter, destroyer of the supernatural. To fight the unnatural is to become it. Dark Watchers study the school of transmutation, specifically how to master the ability to polymorph. Dark Watchers become experts against the creatures they fight, learning their origins and abilities to use them for their own. This has allowed them to both replicate aspects of the monsters they fight. In addition, their time around occult mysteries has granted them the ability to replicate and use magic, similarly to their ability to manifest monster abilities, but they do not gain an understanding of how magic works. That said, the Dark Watcher walks a path of heresy. Despite their typical well natured intentions of destroying vicious monsters, few look highly on the path of the Dark Watcher due to its study of unholy abominations for the sole purpose of harnessing their powers. The true struggle for a Dark Watcher is to walk the fine line between embracing and becoming the darkness.
- Heroic Feat
Become the Beast: At level 3, True power is to embrace those you fight. As an action, gain one of the following benefits:
- Harpies Fury: Wing’s sprout from your back allowing you to fly. Gain a flying speed equal to your movement for 10 minutes or until you lose concentration of the effect. Your speed increases by 10 when flying with this ability at level 18.
- Savage Swipe: You must have a free hand to use Savage Swipe. You grow vicious claws that you can rake at enemies with. As a bonus action, you may make an unarmed attack. You may add your proficiency bonus and Strength to the attack roll and the attack deals 2d6 + Strength magical slashing damage. This effect lasts 10 minutes or until you lose concentration of the effect. The damage of this ability increases to 3D6 at level 18.
- Eyes of the Illithid: You have truesight out to a range of 30 feet for 10 minutes or until you lose concentration of the effect. The range of this ability increases to 60 feet at level 18.
- Hide of the Barbed Devil: Your skin becomes rigid and covered in spiky barbs. When you use this ability gain resistance to non magical bludgeoning, slashing, and piercing damage, and if a creature touches or hits you with a melee weapon attack they take 2d6 magical piercing damage. Gain this benefit for 10 minutes or until you lose concentration of the effect. The damage of this ability increases to 3D6 at level 18.
- Accursed Caster
At level 3, Choose 2 cantrips from the wizard spell list. You may cast these spells with Charisma as your casting modifier. You learn one additional cantrip at level 10 and another at level 14.
- Occult Spellcasting
At level 3, Due to your time studying occult mysteries, you have developed the ability to cast spells. At the beginning of each day you may mediate on a portion of your unholy energy to cast spells that day. Each spell must be selected from the wizard spell list. You gain additional spells equal to the chart below. Charisma is your spellcasting modifier for these spells.
You know three 1st-level wizard spells of your choice, two of which you must choose from the Transmutation and Evocation spells on the wizard spell list. The Spells Known column of the Dark Watcher Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Transmutation or Evocation spell of your choice, and 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.
The spells you learn at 3rd, 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a Transmutation or Evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Lastly, you may use your Favored Weapon as your spellcasting focus.
Vigilante 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 |
- Abyssal Strike
At level 6, When you take the attack action, you may replace one of your attacks with a cantrip, leveled spell or a Become the Beast transformation. You may use Abyssal Strike times equal to your proficiency bonus per long rest. You regain one use of this ability on a short rest.
- Embrace Madness
At level 10, You have become so attuned to the aspects you have studied allowing you to upkeep your transformations with no issue. Due to this, you no longer need to make concentration checks to upkeep any of the effects for Become the Beast.
- Triple Attack
At level 14, When you take the attack action, attack three times instead.
- Amalgamation of Foes
At level 20, You have learned to master the power you draw from the unholy abominations you fight. Whenever you use your Become the Beast ability, gain any number of the benefits from Become the Beast.
Bounty Hunter[edit]
Bounty Hunters are powerful warriors who travel the land hunting marks. They specialize in disabling their foes and taking apart their defenses leaving them brutally defenseless to the Bounty Hunters assault. Their Death Warrant offers them both some offensive and defensive protection against powerful foes allowing them more time to target a foe's weak points and systematically take them down.
- Heroic Feat
Death Warrant: At level 3, When you use Death Warrant, choose one:
- As a bonus action on your turn, mark a target for death who is within 60 feet of you. You gain the following benefits against a marked target: a 19 or 20 will act as a critical hit, and you have advantage on any saving throws you must make against the target. This effect lasts up to 10 minutes. You may have one target marked for death at a time.
- As a bonus action, for the next 10 minutes gain advantage on any Investigation or Intimidation checks you make.
- Takedown Type
Choose 1 of 3 at Level 3: In addition to a Hunter Style, select a Takedown Type. These are methods the Bounty Hunter uses to disable and defeat their enemies. You may use Takedown Types times equal to your proficiency modifier per short rest.
- Head Bash: As a bonus action, strike a target within 5 feet of you with brutal force. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) and on a failure they are stunned until the end of your next turn.
- Dirty Fighting: As a bonus action, throw sand, rubble, anything you can get your hands on into your foes face. They must make a Constitution saving throw (DC = 8 + proficiency bonus + your Dexterity modifier). On a failure the enemy is blinded until the end of your next turn. The enemy must be within 10 feet of you.
- Wrangle: As a bonus action, throw your trusty lasso at a target within 20 feet of you. The target may be up to one size category above you in size. The target must then make a Dexterity saving throw (8 + Dexterity or Strength + your proficiency bonus = DC). On a failure they pulled up to 10 feet closer and knocked prone.
- Brutish
At level 3, you gain the following:
- Gain proficiency in Intimidation. If you already have proficiency in Intimidation double your proficiency bonus in this skill.
- You gain proficiency with heavy armor.
- Gain advantage on initiative rolls.
- Axe to Grind
At level 6, You gain the following benefits:
- If a creature you hit with a weapon attack is affected by a condition, deal 1D6 damage to the enemy when making the attack roll.
- You may use the Use an Object action as a bonus action.
- If you make an attack roll against a creature who hasn’t acted yet in this combat, deal an additional 2d6 with the first weapon attack you hit the creature with. You may apply this extra damage once per combat.
- Adrenaline Rush
At level 6, You may use a Takedown Type or Deep Breath without expending a use of the ability this turn. Using Deep Breath however will still consume a hit dice. You may use Adrenaline Rush times equal to half your proficiency bonus per long rest.
- Seasoned Hunter
At level 10, If a creature would force you to make a saving throw, you may as a reaction expend a use of Death Warrant to mark the creature before making the saving throw. In addition, when you use your Death Warrant feature on your turn, the target must make a Wisdom saving throw (8 + your Charisma modifier + your proficiency bonus = DC). On a failure, the target is frightened by you for the next minute. That creature then makes a Wisdom saving throw at the end of each of their turns and on a success ends the effect. Whenever a target successfully saves against this effect, they cannot be frightened by you in this way for the next 24 hours.
- Triple Attack
At level 14, When you take the attack action, attack three times instead.
- Ol’ Betsy
At level 20, You gain the following benefit when using your favored weapon:
- A 19 or 20 will act as a critical hit. If the target is under your Death Warrant feature, an 18, 19 or 20 will act as a critical hit.
Two-Faced Guardian[edit]
Born with supernatural strength and abilities, the two faced guardian is a vigilante who wishes to hide their identity pretending both to be a commoner, who is secretly a powerful adventurer. Two Faced Guardians, like any superhero, can protect and redirect danger from their friends by manifesting their spirit into a heroic aspect. They can also unleash powerful techniques in place of their regular attacks throwing people back several feet with punches, teleporting, exploding their aspect among other things. Versatile, flashy and over the top would be words that best describe this archetype.
- Heroic Feat
Alter Ego: Lv. 3 As an action, you may assume your alter ego (choose a costume you believe matches your character) which you change into disguising your character's base identity. This identity is completely separate from your base identity. You may assume your Alter Ego for up to 8 hours, but dismiss the disguise as a free action. When assuming your Alter Ego, you in addition may spawn an aspect of yourself (choose an aspect you believe matches your character) anywhere within 30 feet of you. The size of this aspect is medium or smaller. You may change the appearance and size of this aspect when you level up.
When you spawn it, you may as a bonus action control it, giving your aspect both an action and the ability to move up to 20 feet. Your aspect cannot attack but can attempt to grapple a creature you can see. The target must make a Wisdom saving throw against your Charisma spell saving throw DC and on a failure is grappled. The grappled target may use their action to make another Wisdom saving throw to attempt to break free from your aspect.
In addition, your aspect has 5 times Vigilante level hit points with an AC of 14 + your proficiency bonus, and is immune to poison damage. In addition, it shares your mental saves (Charisma, Wisdom, and Intelligence) but makes a flat roll for Strength, Dexterity and Constitution saving throws.
Your aspect is an illusion; it is considered magical and can be passed through, or be in the same tile as another creature sharing traits of an illusion cast from the Minor Illusion spell, yet cannot make sound. Any creature can make a Wisdom save against your DC to determine if your aspect is an illusion.
You may recast your aspect as an action which will consume a use of Heroic Feat. In or outside of combat, you may banish your aspect to a pocket dimension where it heals 1D8 each hour it is there. You may recast the aspect as an action from this dimension which will not consume a use of Heroic Feat. Your aspect cannot be further than 60 feet from you, or it will immediately dissipate and be destroyed. In addition your aspect and Alter Ego lasts up to 8 hours.
- Known Hero
At level 3, You may roll twice when rolling for your Unlikely Hero feature and take either result when under the effects of Alter Ego.
- Techniques
- Choose 5 of the 12 Techniques below: (Choose 3 at Level 3, another 1 at Level 6, one a final at level 10) You must be in your Alter Ego to use Techniques:
Techniques are powerful abilities the Two Faced Guardian use to defeat foes in combat and alter their attacks with. Techniques may be used a number of times equal to your proficiency bonus per short rest. Techniques are considered magical but require no verbal, physical or somatic components to be cast. In addition, you may only use one Technique a turn. Whenever you level up you may replace one technique you know to learn a different technique from this list.
Echoing Fist (Technique): In place of an attack once per turn, you may make a melee spell attack against an enemy. If it hits, deal 1D8 + Charisma thunder damage, and 1D8 + Charisma thunder damage to an enemy within 5 feet of the first target. The damage of your first attack increases to 2D8 at level 5, 3D8 at level 11, and 4D8 at level 18.
Water Whip (Technique): In place of an attack once per turn you may throw a lasso of ice cold water at a foe within 10 feet of you. That enemy must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure the target is pulled up to 10 feet closer to you, and takes 1D8 + Charisma cold damage. The damage of this ability increases to 2D8 at level 5, 3D8 at level 11, and 4D8 at level 18.
Force Punch (Technique): In place of an attack, once per turn, you may make a melee spell attack against an enemy. If it hits, deal 1D6 + Charisma force damage, and if the enemy is larger size or smaller, the enemy is knocked back 15 feet. If the enemy collides with an object, they take 1D6 for each additional 5 feet they would have been pushed. This ability pushes enemies back 5 feet further at level 5, an additional 5 feet at level 11, and an additional 5 feet at level 18. For each size above large this ability pushes the target back an additional 10 less feet.
Vampiric Grasp (Technique): As a bonus action, your aspect can attempt to siphon a grappled target's energy healing you. As an action, your aspect forces the grappled target to make a Constitution saving throw against your spell save DC. On a failure, they take 1D6 + Charisma necrotic damage, and you heal hit points equal to half the damage dealt this way. The damage is increased to 2D6 at level 5, 3D6 at level 11 and 4D6 at level 18.
Heat Ray (Technique): In place of an attack, once per turn, a stream of fire is exuded from your eyes at a distant target up to 30 feet away. Make a ranged spell attack roll against the target. If the attack would hit, deal 1D10 + Charismafire damage. The damage of this ability increases to 2D10 at level 5, 3D10 at level 11, and 4D10 at level 18.
Dagger Storm (Technique): In place of an attack, once per turn, throw a hail of magical daggers at foes up to 20 feet from you. Throw two daggers. Each dagger hits a creature of your choice in range that you can see. Each dagger deals 1D4 force damage. You may add your Charisma modifier to one of the attacks. At level 5, throw three daggers, at level 11, throw four daggers, and at level 18, throw five daggers.
Lightning Jab (Technique): In place of an attack once per turn a burst of lighting forms on your hand allowing you to touch a creature with it shocking them. Make a melee spell attack. You have advantage on the attack roll if the target is wearing metal armor. The target takes 1D8 + Charisma lightning damage and cannot use reactions until their next turn. The damage of this ability increases to 2D8 at level 5, 3D8 at level 11 and 4D8 at level 18.
Ice Blast (Technique): In place of an attack once per turn a chilling cold fires from your hand at a nearby foe who is within 30 feet of you. Make a ranged spell attack against the target. If it hits, the target takes 1D8 + Charisma cold damage and has their movement reduced by 15 on their next turn. The damage of this ability increases to 2D8 at level 5, 3D8 at level 11 and 4D8 at level 18.
Sucker Punch (Technique): In place of an attack once per turn, you may teleport up to 30 feet and then make a weapon attack. At 6th level, when using the Switcheroo feature you may expend a use of this technique to make a weapon attack with the ability instead.
Soothing Touch (Technique): In place of an attack once per turn, you may touch a creature within 5 feet of you to heal 1D4 + Charisma hit points to the target. The healing of this ability increases to 2D4 at level 5, 3D4 at level 11, and 4D4 at level 18.
Spontaneous Combustion (Technique): As a bonus action you may move your aspect up to 40 feet, and have it explode destroying itself. Each creature within 5 feet of it must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma) and on a failure takes 1D10 + Charisma force damage or half that on a save. The damage of this ability increases to 2D10 at level 5, 3D10 at level 11, and 4D10 at level 18.
Mirror Shield (Technique): As a reaction to getting attacked, you may expend a use of your Technique to create a reflective ward which lasts until the start of your next turn. Gain +1 AC, as well as resistance to slashing, bludgeoning, and piercing damage. At level 5, this ability grants you +2 AC. At level 11, this ability grants you +3 AC. At level 18, this ability grants you +4 AC.
- Split Path
Level 3: Choose one of the following:
Path of the Show Stopper: Gain the following benefits:
- Gain proficiency in Performance. If you already have proficiency in Performance double your proficiency bonus in this skill.
- You gain advantage on initiative rolls.
- Light the Stage: On your first turn of combat, you may cast and control your aspect as a bonus action. In addition, you gain the minor illusion cantrip and may cast disguise self at first level with no material components once per day. Charisma is your casting modifier for these spells.
Path of the Guardian:
- Gain proficiency in Persuasion. If you already have proficiency in Persuasion double your proficiency bonus in this skill.
- You gain advantage on initiative rolls.
- Protector’s Will: Whenever a friendly creature including yourself who is within 30 feet of your aspect would take damage, you may spend your reaction to move your aspect within 5 feet of them, and take the damage instead. If your aspect is grappling a target, it leaves the target in the initial square it started in.
- Master of Disaster
At level 6, You gain the following benefits:
- Catch: Your aspect as its action may throw a grappled target up to 15 feet. The thrown target must then make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) and on a failure is knocked prone.
- Switcheroo: You may use your bonus action to switch places with your aspect if your aspect is within 30 feet of you. If your aspect is grappling a creature, that creature moves with your aspect as well. Once you use this ability you cannot do so again until a short or long rest. You may expend a use of your technique to use this ability again.
- Trickster’s Barrage
At level 10, When you use your bonus action to control your aspect, you may use a technique as part of the bonus action.
- Double Trouble
At level 14, When you make an attack roll, if your aspect is grappling the target of the attack, you gain advantage on the attack roll. In addition, your aspect now resists non magical slashing, bludgeoning, and piercing damage.
- Become the Mask
At level 20, You may stay in your Alter Ego indefinitely. Once per short or long rest you may use any number of techniques this turn when you use this ability. Techniques used this turn do not expend uses of the ability.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Vigilante class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the Vigilante class, you gain the following proficiencies:
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