Base Class: Rogue
Life can be unfair. Think of the starving peasants forced to toil for the local baron or the common labourers tasked with building the king’s newest palace for a mere handful of copper pieces each week. There are those who see these injustices and do nothing. There are those who are willing to reap the rewards obtained through the suffering of others. Then there are those who see inequality and find themselves driven to take action, outside the law if necessary. These vigilantes operate in plain sight, hiding behind respectable personas by day, but donning alternate guises by night to right the wrongs they see all around them.
Not all vigilantes are out to make the world a better place. Some criminals hide behind the pretense of being ordinary folk, only to become terrors in the shadows, stealing and killing to fulfil some dark agenda. In either case, the vigilante is a character of two natures—the face that everyone knows and the mask that inspires fear.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields and martial weapons.
Dual Identity
The vigilante can start each day in either of their identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve your secret. Despite being a single person, your dual nature allows you to have two alignments, one for each of your identities. Your two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If you are the target of an effect that would change your alignment, it changes both of your alignments to the new alignment.
Should anyone suspect you of being anything other than what you appear to be while either in your social or vigilante identity, you can attempt a Charisma (Deception) check with a +1 bonus to appear as your current identity, and not as your other identity.
A vigilante must also choose to be either an avenger or a stalker. An avenger's proficiency bonus is doubled for any attack rolls you make. A stalker upgrades your sneak attack damage from a d6 to a d8.
Startling Appearance
Starting at 9th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. You add your Rogue level to the DC of any attempts to Intimidate you.
Whenever you attempt to attack a foe that is completely unaware of your presence, the foe has disadvantage on attacks against you until the start of your next turn.
Frightening Appearance
At 13th level, whenever a vigilante makes an attack against a foe that is unaware of the vigilante’s presence, the vigilante can use a free action to attempt an Intimidate check to demoralize the target and any enemies within 10 feet who can see the attack. This check is attempted before the attack. You only roll one Intimidate check and apply the result to all targets. On a success, each creature must succeed on a Wisdom saving throw or become frightened for 1 round.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightening Appearance for the next 24 hours.
Save DC = 10 + 1/2 Rogue level + your Charisma modifier
Vengeance Strike
At 17th level, a vigilante can leave his foes unable to respond when he appears. Whenever a vigilante makes a successful attack against a foe unaware of the vigilante’s presence, the foe must make a successful Wisdom saving throw or be stunned until the end of the vigilante’s next turn. If the creature has more HD than you, it receives a +1 bonus on this save. This ability is in addition to the effects of startling appearance and frightening appearance. Once a creature has been the target of this ability (regardless of whether or not the saving throw is successful), it is immune to your stunning appearance for 24 hours.
Save DC = 10 + 1/2 Rogue level + your Charisma modifier
You can spend up to 5 standard actions, which all must be in consecutive rounds. On the following round, you can make a vengeance strike against the studied creature. The target must remain unaware of your presence, or not see you as a threat until the attack. For each round spent studying the target, you gain one of the following benefits on your vengeance strike:
- +1 bonus on the attack roll
- +3d6 damage on a hit
- Treat attack roll as if it were +2 higher, to maximum of 20.
Each round of study can be spent in a different way or the same way (they stack with each other), but each round of study must be allocated before the attack roll is made. An avenger vigilante hits become critical hits from your vengeance strike. A stalker vigilante can add two special effects to your vengeance strike.
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