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 Level | Spells |
|---|---|
| 3rd | Jump |
| 5th | Enhance Ability |
| 9th | Fly |
| 13th | Mordenkainen's Private Sanctum |
| 17th | Passwall |
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.
| d8 | Costume |
|---|---|
| 1 | Domino Mask |
| 2 | Animal Gimmick |
| 3 | Embarassingly tight Spandex |
| 4 | An accessory, such as a pair of spectacles, which doesn't adequately conceal your face |
| 5 | Pots and pans, which make you look like an iron golem |
| 6 | Nothing, sans one article of clothing fvor modesty |
| 7 | Normal clothing in bright hues |
| 8 | Dramatic 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 Level | Unarmed Strike Damage |
|---|---|
| 3rd | 1d6 |
| 5th | 1d8 |
| 11th | 1d10 |
| 17th | 1d12 |
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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