Base Class: Rogue
An eye in the night, a shadow in the dark, and a heavy hand of justice. Vigilantes often operate behind the law, going where guards cannot and doing what many refuse to. They root out corruption, take down organizations, and protect those who need protecting. No one knows their face, but all in their community know them as either their protector or their predator.
A Vigilante tracks down and deals with criminals and villains, whatever form that may take. They are incredibly mobile and hard-hitting, striking best from the shadows like any rogue. What sets them apart however, is their versatility and are able to use various techniques and gadgets to get a leg up on their quarry.
Weapon of Choice
Upon choosing this archetype at 3rd level, you may choose one weapon type to gain proficiency with. When using a weapon within this typing, you may sneak attack with it. All properties of the weapon remain the same however. You may swap this proficiency to another weapon type upon completing a long rest. If your DM allows it, this can include unarmed strikes, improvised weapons, or shields.
Grappling Hook
Upon choosing this archetype at 3rd level, you obtain a grappling hook. This can be a deployable one (much like Batman’s) or a simple rope with a grapple at the end of it. Ultimately they operate the same. Flavor is free.
All DC’s for this item are 8 + DEX + Proficiency
Add DEX + Proficiency to attack rolls with this item
As a bonus action, you may aim your grappling hook at a point 60 feet away. If the point is a structure of some kind, you may move to the selected point without expending movement. If the point is a creature makes an attack roll with different effects on a hit depending on the size category of the creature.
|
Size Category Compared to Yourself |
Effects |
|
Smaller |
The creature makes a DEX Save, getting pulled in front of you on a fail. |
|
Same |
The creature makes a DEX Save, getting pulled halfway. You also get pulled halfway, meeting the creature in the middle. |
|
Larger |
You get pulled to the target |
You may use this feature a number of times equal to your Intelligence modifier, refreshing after finishing a Short or Long Rest.
Vigilante Fighting Style
At 9th level, you may take a fighting style from the list below. Upon choosing a fighting style, you also gain an added bonus on top of the additions the fighting style provides. You may swap this fighting style out for another when you finish a long rest.
Archery - You may change the damage type of your projectiles to one of your choice, other than Psychic. Additionally, the number required to land a critical hit with ranged weapon attacks is reduced by one.
Blind Fighting - Should an unseen creature enter your Blindsight radius, you may use your reaction to move to them and perform an attack of opportunity.
Dueling - If you successfully land a Sneak Attack, you may use your reaction to make a second attack. If you land a critical hit with this second attack, you may add your Sneak Attack dice to the damage.
Thrown Weapon Fighting - You gain proficiency with Shields. As a bonus action you may throw the shield at a target creature. On a hit, the creature takes 1d4 + DEX Bludgeoning damage and must make a DC (8 + DEX + Proficiency) Constitution Saving Throw or be stunned until the end of their turn. You may then make another attack roll on another creature within 20 feet of the initial target. You may do this a number of times equal to your Dexterity modifier. The shield returns to you at the beginning of your next turn.
Two Weapon Fighting - If you successfully land a Sneak Attack this turn, you may add half of your sneak attack die (rounded up) to your second attack.
Unarmed Fighting - If you grapple a target that was either unaware of your presence or eligible for a Sneak Attack, you may add half of your sneak attack dice (rounded up) to the grapple damage at the start of your turns. Additionally, the target is Silenced for the duration of the grapple.
Intense Pursuit
At 13th Level, those you target may find it hard to escape. As a Bonus action you may mark a target creature. For one hour, you always know where that creature is, even if they leave your line of sight. When moving directly towards that creature you gain a movement speed bonus equal to your movement speed. You may use this feature a number of times equal to your Dexterity modifier, though you can only have one instance of this effect active at a time.
Go-To Gadget
Starting at 17th level, you become a truly inescapable menace to your enemies. You may now use your Grappling Hook feature once per turn with no limits per rest. Additionally, all saving throws associated with the feature apply your Dexterity Modifier twice. Lastly, upon successfully affecting your target with the Grappling Hook feature, you may make an attack as part of the bonus action. You may apply your Sneak Attack to this attack even if you have already used it this turn, however you cannot use the Sneak Attack feature on the same creature twice in the same turn in this way.
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Posted Jul 23, 2024Here's the link to the Google Document as well!