Base Class: Fighter
A vigilante is a humble citizen by day, and a hero, or protector of his neighborhood by night.
Secret Identity
Starting at 3rd level you gain proficiency with the Disguise Kit, and can use it to develop a Secret Identity.
You can spend one hour, as part of a short rest to develop your secret identity. If your secret identity is discovered to be you, you can develop a new secret identity.
You can spend 1 minute, while not being observed to assume your Secret Identity. While assuming your Secret Identity you gain the following benefits.
- You have advantage on Charisma (Intimidation) checks.
- You have advantage on ability checks to maintain your secret identity.
You do not gain these benefits against a creature who has observed you assume your Secret Identity, or who knows your true identity. A creature can use it's action to attempt to discern your identity. Ability checks to discern your identity are made with disadvantage, unless the creature has met you before and has observed you for at least one hour, while not assuming your Secret Identity.
Hero Points
Starting at 3rd level, you learn to perform feats of heroism. You gain a number of Hero Points equal to your Charisma Modifier. Hero points recharge when you finish a short or long rest. You can expend a hero point to perform one of the following techniques.
Heroic Strike When you take the attack action, you can use a bonus action, to expend a Hero Point to move up to 10 feet and make a single weapon attack. This movement does not provoke opportunity attacks, and ignores difficult terrain.
Heroic Rescue When an ally within 15 feet of you takes damage, you can use your reaction to expend a Hero Point to push them aside to safety. When you do this, you move into the space that they were occupying, and they are moved to an unoccupied space within 10 feet of thier original position, and you take the damage instead, unless you've already taken damage from the triggering effect.
Vigilante Reflexes You can expend a Hero Point to take the Hide or Search action as a Bonus Action. When you do, roll a 1d4 and add it to the result.
Streetwise
When you reach 7th level you gain advantage on Charisma checks when gathering information on a person, location, or event.
Mettle
Starting at 10th level when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Once you use this feature you cannot use it again until you finish a short rest.
Heroic Leap
Starting at 15th level, you've learned to leap and bound extraordinary distances, the movement granted by your Heroic Strike, and the range of your Heroic Rescue is doubled.
Additionally you can spend a bonus action to expend a Hero Point to gain a flying speed equal to your movement speed until the end of your turn. This movement must end on a solid surface, or you will fall to the ground.
Additionally the movement granted by your Heroic Strike, and the range of your Heroic Rescue is doubled.
With Great Power
Starting at 18th level, when an ally within 30 feet of you is hit by a melee attack, you can use your reaction to move up to your speed towards the attacker and make a single melee attack, if you end your movement within range of the attacker.
Previous Versions
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Coming Soon
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