Vigilante

When evildoers run rampant and the city calls out for justice, vigilantes rise to the occasion. Clad in larger-than-life personas, capped off with capes, masks, pairs of tights, or some combination thereof, vigilantes embark on a crusade against villainy in all its forms. Many vigilantes are beacons of hope, dispatching foes with fighting prowess and dramatic flair, while others paint themselves as brooding antiheroes, out for themselves and seeking some kind of vengeance against the criminal underworld.

 

Level 3: Heroic Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Heroic Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

 
Heroic Spells
Ranger LevelSpells
3rdJump
5thEnhance Ability
9thFly
13thMordenkainen's Private Sanctum
17thPasswall
 

Level 3: Masked Persona

You assume a costumed alter ego to conceal your identity as a crime fighter. While wearing a mask or costume, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.

 
d8Costume
1Domino Mask
2Animal Gimmick
3Embarassingly tight Spandex
4An accessory, such as a pair of spectacles, which doesn't adequately conceal your face
5Pots and pans, which make you look like an iron golem
6Nothing, sans one article of clothing fvor modesty
7Normal clothing in bright hues
8Dramatic cape and cowl
 

Level 3: Hand-To-Hand

You have learned to fight using nothing but your bare hands and an array of “Pows” and “Blams.” You gain the following benefits while you are unarmored or wearing only light armor:

 
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • Your unarmed strikes deal improved damage, and further improve as you gain levels in this class, as shown on the Unarmed Damage table below.
  • When you hit a creature with an unarmed strike, you can use your bonus action to add an extra unarmed strike damage die to the damage roll.
 
Ranger LevelUnarmed Strike Damage
3rd1d6
5th1d8
11th1d10
17th1d12
 

Starting at 7th level, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Level 7: Flashbang

You carry a number of flashpaper bombs for quick escapes and dramatic entrances. As a bonus action, you throw a concussive bomb at your feet, disorienting and distracting nearby foes. Each creature within 5 feet of you can’t take reactions until the start of its next turn.

 

Level 11: Biff! Bam! Pow!

You can unleash a barrage of punches in the name of justice! Whenever you make an unarmed strike on your turn, you can choose to make two unarmed strikes with disadvantage. These attacks always have disadvantage, regardless of circumstance.

 

Level 15: Catchphrase

Your personal catchphrase has gained supernatural levels of cultural cache. You can utter your catchphrase whenever you hit a creature with an attack roll, beat a creature in an opposed Strength, Dexterity, or Constitution check, or when you succeed on a saving throw. Until the start of your next turn, you have resistance to all damage and can add your Wisdom modifier to damage rolls.

Once you use this ability, you can’t use it again until you score a critical hit or finish a short or long rest.


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