Base Class: Rogue
A vigilante rogue believes that for justice to be served properly they need to do it themselves. They target those they believe to be in the wrong and attempt stop they're wrongdoings with disregard for the law and political input. How a vigilante rogue goes about this can vary greatly, they might simply gather evidence others cannot in order to reveal their targets crimes, they might attempt to hunt down and capture those evading the law or they might decide that death is the only suitable way to halt those they deem to be criminal enough. Whatever code a vigilante rogue follows they all have trained extensively in order to find, fight and bring down their enemies by whatever means necessary.
Information Gathering
At 3rd level you gain the knowledge to effectively gather information on your targets. While in a populated area (eg: city, town or village) you can spend 8 hours gathering information either on a specific target or a known group/organisation. Before doing this make an investigation roll and refer to the table below to determine the outcome of your information gathering (the DM can choose to implement their own outcome based on the target and/or specific actions your character chooses to take).
20+: You learn where your target is currently, their likely schedule for the next week, who they keep about them, the location and time they'll be most alone in the next week and a secret vulnerability they have that can be exploited (eg: a secret that would turn others against them or a literal weakness their physical selves or defensive capabilities have)
17-19: You learn where your target is currently, their likely schedule for the next week, who they keep about them, and the location and time they'll be most alone in the next week.
13-16: You learn where your target is currently, their likely schedule for the next day, and who they keep about them.
10-12: You learn the area where your target is likely to be currently.
6-9: You learn if you target is likely to currently be in the same populated area as the one you are gathering information in.
2-5: You fail to learn anything useful about your target
1: You learn nothing about your target and your target hears that you are searching for them and is informed of your current movements and locations for the previous two days.
Vigilante Type
Starting at level 3 you choose what type of vigilante you want to be and how you want to bring people to justice. Choose one of the three options below:
Brawler:
You choose to take criminals on head first and beat them down with your own two fists. You can roll a d4 in place of the normal damage of your unarmed strikes and you can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes. In addition to this when you attack with an unarmed strike, if you choose to make an off-hand attack with your bonus action that is also an unarmed strike, then you can add your ability modifier to the damage of both attacks.
The damage of your unarmed strikes increases to a d6 at level 5, a d8 at level 11 and a d10 at level 17.
Killer:
You choose to bring the ultimate justice down upon criminals by silencing them forever. Once per long rest when you hit a creature with a weapon attack you can choose to maximise the values of all the damage die rolled for that attack (including sneak attack damage).
Blackmailer:
You choose to manipulate and deceive criminals into submission rather than physically stopping them. When attempting to deceive or intimidate someone outside of combat you can roll with advantage on related ability checks. In addition to this when using the information gathering feature granted by this class you can learn a secret/vulnerability that you can use to blackmail your target on a score of 17+ (at the DM's discretion).
Night Crawler
Starting at 3rd level you've honed your skills at stealthy hunting targets at night. During the night or in areas of dim light or darkness you gain advantage on stealth checks when moving or hiding yourself. This effect cannot be used if any part of your movement takes you into a lit area.
Vigilante Equipment
By 13th level, you've gathered a selection of tools that help you with your vigilantism. Pick 3 of the options below to become your vigilante tools, you then gain those three items. If any of these items are lost or destroyed you can spend 8 hours (per item) in a town or city to source out replacements.
Vigilante Tool Options:
Cantrip ring:
You rely on magic very little usually, but find it to be occasionally helpful in certain situations. You've therefore acquired a ring that allows you to cast the cantrip stored within, which you can choose from the wizard spell class. When you select this option you can choose whether the cantrip uses your intelligence or charisma modifier for it's spell casting ability (if applicable to the cantrip).
Skeleton Key:
You gain a skeleton key to help you pick locks. When picking a lock that is not magical with the skeleton key you always succeed.
Climbing gloves/shoes:
You gain a set of gloves and shoes that can stick to flat surface. When wearing them climbing costs no extra movement and you can climb completely smooth surfaces with ease and even climb upside down along horizontal surfaces (such as ceilings). In addition to this these clothing items make zero sound no matter how hard they impact on a solid surface, giving you a +1 to stealth checks made to move while wearing them.
Favoured Weapon:
You gain a simple or martial weapon of your choice that becomes your favoured weapon, you then gain this weapon and have a +1 bonus to attack and damage rolls made with it, this represents your practice and proficiency with the weapon. Alternatively when picking this option you can choose a weapon you already posses to be your favoured weapon. If you wish to change your favoured weapon you must spend 8 hours practicing with a new weapon which then becomes your favoured weapon (you can only ever have one favoured weapon at a time).
Night crawler googles:
You gain a set of googles that allow you to hunt/survey your targets from a distance more efficiently. While wearing these googles you gain dark vision out to 60ft if you didn't already have it. Along side this you can see anything up to a mile away with ease, able to discern details as though looking at something no more than 100ft away from you.
Heat vision googles:
You gain a set of heat vision googles. While wearing these googles you can choose to activate them to gain heat vision that allows you to see the world and creatures around you in shades of red and blue depending on their varying heat levels. This allows you to see creatures through walls (no thicker than 2m of wood or 1m of stone) and see in pitch darkness either natural or magical.
Listening ring:
You gain a magic listening ring. While wearing the ring you can press any part of it up against a solid surface or object and have it create an invisible listening rune. At any point after the rune has been created you can choose to hear any sound you would be hearing if you were in the location of that rune (as long as you are on the same plane of existence). If you create a new rune the old rune fades and runes can be detected with the detect magic spell or true sight, but otherwise are completely invisible. You can also place a rune on an object someone is wearing as long as you make proper contact between it and the ring.
Favoured disguise:
You gain a favoured disguise which you always have prepared and can don whenever you want by changing into it. This disguise can be of any form you like and can consist of normal clothes or any light armour (although you cannot disguise the fact that you are wearing armour). When wearing this disguise creatures have disadvantage to see through it as a disguise.
Sleep darts:
You gain a small magical dart gun which fires a small invisible magical dart. As a bonus action it can be used to fire at a creature, make a ranged attack roll, if you hit the creature it takes 1 damage. If the creature you hit was unaware of your presence and not in combat then they must make a DC 20 constitution save, if they fail then they immediately fall asleep. This cannot be used on undead, constructs or any creature with higher hitpoints than you.
Silent Takedown
When you reach 17th level, you have become adept silently disposing of your enemies before they know what's hit them. When you attack and hit a creature that is surprised and not currently aware of your presence, when you calculate the damage that attack does you can ask the DM if double the damage would reduce the target to 0 hit points. If it would, then you can immediately reduce the target to 0 hit points and it is considered a silent takedown that does not alert any creature not in direct line of sight with you or your target. If double the damage would not reduce the target to 0 then the attack carries out as normal.
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