Base Class: Ranger
While rangers are usually the barriers that protect settlements from the dangers of the wilds, vigilantes instead protects the populaces from themselves by hunting troublemakers in the streets.
Back-alley Fighting
The streets of the cities and settlements you’ve been through has changed your fighting style to be more effective in close quarters, enhancing your capabilities.
Knock Out
Once per round, when you make a weapon attack on a creature that does not see you, they need to succeed on a DC {{savedc:str}} Strength saving throw or be knocked prone.
No Running
Once per round, when you hit a creature, you can half their movement until the end of your next turn
To the Mat
You are used to the unrefined brawls and tussles of the city, and you know how to take advantage of the thug's fighting styles. When you have a creature grappled, you can use a Shove attack on it as a bonus action.
Urban Terrain Mastery
You use the urban environment to its full potential, taking advantage of its verticality, its small alleys and dense population.
- You can use one of your attunement slots during a long rest to attune to a city or settlement, temporarily transferring your favored terrain benefits to urban, as well as these benefits:
- You ignore difficult terrain in the city, even magically created ones
- You add your Wisdom modifier to your initiative rolls
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted
- If you travel alone in the settlement, you can move stealthily at a normal pace.
- When tracking other creatures in a settlement, you also learn an approximation of their number, their sizes as well as how long ago they passed through the area
- You gain +2 to damage rolls against your favored enemy. This bonus grows to +4 at 14th level
Drop on 'em
At 7th level, you learn to skulk your targets from up high without difficulty, getting the drop on the city's scum :
- You gain a climbing speed of 30 feet when scaling buildings and walls, halved when wearing medium armor
- You have resistance to falling damage
- You can perform a Special attack when you drop from a high elevation and unto a creature. When you do so, make a weapon attack against the creature. If it hits, the target takes the damage of the attack as well as ALL the damage one would incur from falling from the height you jumped from, up to a maximum of 3d6 bludgeoning damage (30 feet). This maximum damage increases to 4d6 (40 feet) at 13th level and 5d6 (50 feet) at 17th level. This attack is made with disadvantage if the targeted creature sees you.
- Creatures have disadvantage on Wisdom (Perception) checks to find you when you are perched high on a wall or building
Frightening Presence
At 11th level, when you hit a creature with your "Drop on 'em" Special attack, creature within 15 feet of the target must succeed on a DC {{savedc:wis}} wisdom saving throw or become Frightened of you for 1 minute. When a creature succeeds on this saving throw, they cannot be Frightened by this ability for 24 hours.
Superior Defense
At 15th level, the Vigilante gains an evasive feature.
Meat Shield
When you have a creature grappled, you gain the benefit of half-cover. If you are forced to make a DEX saving throw, the grappled creature must make one as well, even if it normally wouldn`t be affected.
Slip by
You can use the disengage action as a bonus action
Uncanny Dodge
When you are targeted by an effect that forces you to make a DEX saving throw, you can use your reaction to receive half damage on a failure and no damage on a success.
Previous Versions
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1/16/2019 3:16:44 PM
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6
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Coming Soon
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