Vigilante (5e Subclass)
Vigilante[edit]
Ranger Archetype
Not all rangers hunt dangerous wild beasts in the untouched corners of civilization. Some of them opt for a more insidious kind of monster, one that hide in plain sight, lurking in the shadowy alleys and social clubs of urban environments. These are the Vigilantes, warriors that fight against crime and injustice, bringing punishment to those who escape the grasp of law, and protecting those who have been abandoned to their own luck for the structures of power that should protect them.
- Vigilante Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vigilante Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | gift of alacrity |
5th | pass without trace |
9th | sending |
13th | private sanctum |
17th | mislead |
- Bonus Proficiencies
When you choose this archetype at 3rd level, you become proficient in the Investigation skill and with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.
- Street Smarts
Starting from when you choose this archetype at 3rd level, urban environments are considered favored terrain for the purposes of your Natural Explorer class feature.
Additionally, whenever you make a Charisma check, you may add your Wisdom modifier to the roll.
- Back-Alley Fighting
Also starting from 3rd level, you become adept at ambushing your foes. When you attack a creature that is surprised, and for 1 minute afterward, each of your attacks deal additional damage. To determine this additional damage, roll a number of d6's equal to half your ranger level rounded up. You can deal this additional damage only once per turn.
- Urban Acrobat
Starting at 7th level, you become more skilled at navigating the 3rd dimension. You gain the following benefits:
- Climbing no longer costs extra movement.
- When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- You have resistance to falling damage.
- Superior Back-Alley Fighting
Starting at 11th level, when you deal the additional damage from your Back-Alley Fighting feature, during the next attack on your turn, you can deal that additional damage again if you attack a creature that did not take damage from Back-Alley Fighting this turn.
Additionally, when you attack a creature using Back-Alley Fighting and miss, you can turn that miss into a hit. When you do so, your attack deals only half the damage it normally would. Once you use this section of this feature, you can't use it again until you next roll initiative.
- Active Defense
Starting at 15th level, when a hostile creature makes a melee attack against you, you can attempt to parry or dodge the attack as a reaction, gaining a bonus to your Armor Class equal to your proficiency bonus. This bonus lasts until the end of the turn. If any attack against you misses during that turn, you can then move up to your speed as part of the same reaction. This movement doesn't provoke opportunity attacks.
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