Base Class: Monk
The Vigilante fights for justice, they fight the fight they do because they must. They fight for their own moral reasons and they spare the lives of their enemies, for the only thing that separates them from the scum they battle is their code of morals.
Hands wrapped in bloodied bandages, The Vigilante makes their way across the rooftops of the city. Their eyes watch out for the signs of corruption, a violent guardian over the streets they have claimed as their hunting grounds. Not one of their targets is safe in the vigilante's territory, as the alleyways are their friends. They fight using fear, tactics and clever uses of smoke to hide their movements, pulling their blows just enough to leave their victims unconscious to be tied up and left for justice - or whatever form justice takes for the Vigilante.
Tactical Beatdown
Starting when you choose this tradition at 3rd level, you can strategically attack and tactically take advantage of your enemy's weaknesses. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Wisdom saving throw or be rendered frightened.
- It must make a Strength saving throw. If it fails, you can disarm the creature and throw the weapon to the ground.
- Automatically Disengage.
Vows of Violence
You have taken a vow, a spiritual binding to fight the true fight.
You deal full damage when fighting unarmed and non-lethally, You have a positive to hit non lethally equal to your wisdom modifier (this cannot be used as a negative if you have a low wisdom, if your WIS mod is lower than +1 use +1 as your positive).
When you hit lethally, you do not have this bonus and must roll a d6 and subtract that from your roll.
Relentless
At 6th level, you gain the ability to cover your attacks with a strong unarmed defence and swift dodging movements. As an action, you can temporarily increase your AC by your DEX modifier for a number of turns equal to you dex modifier minus 1, you can increase this duration by 1 for 1 ki point. You must finish a long rest before you can use this feature again.
Mentor
Beginning at 11th level, you can begin to instil your fighting techniques in those around you. Your party can now fight non lethally with your Wisdom Modifier as a bonus. You cannot use this to disadvantage your group, if you Wisdom Modifier is less than +1 you will use +1 for the party's bonus.
You can spend a Ki point in order to grant one of your companions a bonus on their unarmed strikes. For the duration of their turn, their unarmed strikes deal 1d4 + their strength modifier.
Shroud of Justice
At 17th level, you gain the ability to set up a persona that strikes fear into the spirits of your enemies. You can spend 3 ki points and summon a 40 foot cube of smoke around yourself. Whilst any creatures other than yourself are in this smoke, they cannot see unless they can see in magical darkness or magical light is cast. If magical light is cast, you can still act as if the smoke is active, but the creatures inside will be able to see. Whilst in this smoke, you can move anywhere in the cloud without triggering Attacks of Opportunity. When any creatures other than you enter this cube, they must make a wisdom save or take 4d10 + your Dex Modifier non lethal psychic damage. On a success they take half damage.
The smoke lasts for a number of hours equal to your monk level, or until you dismiss the cloud. Whilst in the smoke, one of the following roleplay effects applies to your character:
Eyes of Justice
Your eyes begin to glow a colour of your choice and shine through the smoke.
Form of the Vigilante
Your enemies mistake you as a terrifying creature of your choice. The creature must be humanoid and no bigger or smaller than your size.
Voice of Vigilance
Your voice becomes deeper and more disguised.
Comments