Base Class: Rogue
A vigilante can be a a classic superhero, fighting crime and keeping the peace. Alternatively, he may simply be a greedy predator, preying on those that society deems unworthy of lawful protection. Whatever their motivation, vigilantes battle seedy underground elements, using their familiarity of the city to their advantage and leading a double life as an average citizen.
Bonus Proficiencies
Starting at 3rd level when you select the vigilante subclass, you gain proficiency with disguise kits and intimidation.
Dual Identity
Starting at 3rd level when you choose this subclass, you gain the uncanny ability to hide your true identity by wearing a mask and/or other armor and accessories. One minute is required to change from your social identity to your vigilante identity and vice versa. Should someone suspect that the two identities are in fact the same person, the vigilante has advantage on all disguise checks to appear as his current identity.
Against the Odds
Starting at 9th level, the vigilante can no longer be flanked as long as he is not incapacitated, paralyzed, or stunned. Also, the vigilante has advantage on wisdom saving throws made against intimidation and fear effects.
Feat of Heroism
At 13th level, the vigilante learns to react quickly to protect an ally. As a reaction when an ally is hit with an attack or a spell that only targets a single creature, you may move up to half your speed and, if this movement places you within five feet of the ally, you take half of the damage, while your ally takes no damage. You may use this ability twice per short rest.
Striking Appearance
Starting at 17th level, whenever the vigilante deals damage, the target must succeed a wisdom saving throw or become frightened. The DC for this saving throw equals 8 + the vigilante's proficiency bonus + the vigilante's charisma modifier. If the vigilante deals sneak attack damage, the target has disadvantage on the saving throw and it becomes stunned on a failed save, rather than frightened. At the end of each of the target's turns, the creature may attempt another wisdom saving throw stop being frightened or stunned. This ability cannot be used on the same creature twice in a 24 hour period.
Comments