Base Class: Rogue
A masked tiefling in black leather armour and a sleek metal staff lurks atop a small building in a crumbling
city, watching as a group of thugs unload a cache of weapons for transport. The tiefling smiles before leaping
down into the shadows, ready to take them out one by one.
A dwarf raises an arm as the Cultist leader flees through the temple corridor, a long tube like device mounted
to their wrist fires a heavy looking crossbow bolt. The bolt splits into two halves, joined by a thick metal wire
and wraps around the target’s legs, sending them tumbling to the ground.
A halfling woman in a bejewelled domino mask and black breastplate pounces onto the fallen ally of a group
of orc mercenaries. Driving her serrated knife into his back, she cackles as she tears the blade free and showers
several of the warriors in blood, sending a chill down their spines.
Individual vigilantes may approach their calling differently, but all of them are driven by the pursuit of
personal justice against those who have wronged them or others. A vigilante is defined by the brutal, stylised
or extreme methods they may go to in order to deal with the individuals they feel
are responsible or complicit in whatever it is the vigilante opposes. They pursue
their targets with a determination and savagery that some would likely find
distasteful.
Some may follow a personal code of honour, or act within the letter of
the law, but others may simply be doing whatever they must to achieve
the own personal vengeance. At their best a vigilante is a shadowy hero
with a strong moral code, trying to make the world a better place even
if they must use brutal methods to do so. At their worst, a vigilante
is a villain hiding behind a mask pursuing their own personal goal
with a twisted lack of empathy.
A vigilante may not have the formal training of a soldier, but
they learn to use a wider range of weapons and armour than
just an average street thug or back-alley thief.
They train their bodies to fight, to endure pain and to
pursue their targets with a dogged determination whilst
also refining their mind to outsmart their foes. They learn
to track, to hunt and to keep hidden from their victims
until the perfect time to strike. As they develop
their skills a vigilante may choose to rely more
on tactics to instil fear into their quarry, or they
might explore their more creative thinking and
develop a range of gadgets to help them
disorient or incapacitate their enemies.
Vigilantes also thrive in urban environments,
the close streets and cloaking shadows of alleyways
offering cover from the eyes of their enemies, the city
watch, or the common folk. But that is not to say that the
countryside does not get its share of such individuals,
infamous highway robbers with particular flair or menacing
travelling bounty hunters who hunt down criminals on the
run, would all suit the vigilante class.
Mark of Vengeance
Beginning at 3de level, you gain the ability to
physically, or mentally, mark a creature as the target
of your hatred and justice. When you hit a creature
with a weapon attack you may mark them as the
target of your vengeance. Whilst marked in this way,
the first time you hit the creature with a weapon
attack during your turn, you
may choose to either; reduce the marked creatures
movement speed by 20 feet until the end of their
next turn or deal psychic damage equal to your
Intelligence modifier
A mark of vengeance lasts for 1 minute, until the
target is dead, or you are incapacitated. Once you use
this ability you must complete a short or long rest
before you can use it again.
Symbol of Justice
Also at 3de level, you embody a personal code or
belief that drives you to seek your foes. This
embodiment can take the form of a mask, or
costume, that you wear to send a clear message to
your enemies. You gain proficiency in Disguise Kits if
you don’t already have it, and the use of a costume or
mask that helps hide your true identity.
You can change this persona and your mask or
costume at any time, but doing so requires 25 gp
and seven days to create the physical elements and
spread word of your new identity to the local area
Strike Fear
You gain the ability to strike a blow with such ferocity,
accuracy or primal violence that your foes are left
trembling. When you hit a creature with a weapon
attack, you can force another creature within 30 feet
to make a Wisdom saving throw against your save
DC ( INT ). A creature that fails becomes frightened of you
for 1 minute and takes half your Rogue level in
psychic damage (rounded up). A frightened creature
may repeat the saving throw at the end of their turn.
You can use this feature a number of times equal to
your Intelligence modifier (a minimum of once) and
you regain all expended uses when you finish a long
rest.
Remarkable Insight
Beginning at 13th level, you have learned to use your
intellect to anticipate your enemies and gain the
upper hand. When you roll Initiative you may add
your Intelligence modifier to the result.
In addition, if you spend at least 1 minute observing or interacting
with another creature outside of combat, you gain
advantage on attack rolls made against that creature for the next 24 hours.
Eyes of Hatred
At 17th level, your thirst for vengeance and justice
gives you a near supernatural accuracy that helps you
seek your target. If you would be at disadvantage on
an attack against your mark of vengeance target, you
gain advantage on that attack roll. In addition, you
ignore half cover and three-quarters cover when
attacking your mark of vengeance target.
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