Vigilante This Started out as an attempt to convert the pathfinder vigilante class to 5e, however I sooned felt that a lot of what the vigilante class in pathfinder was about didn't mesh with both 5e rules and philosophys. Instead I took what I could use and created a class that I feel matches the theme of the a vigilante, a robin hood meets daredevil, or a zoro meets batman sort of feel and added a level of customisation that makes for a fun class to play. The image used in this on pg.3 is property of Paizo.INC The Vigilante Level Proficiency Bonus Features Talent Known 1st +2 Vigilante Talents, Dual Identity 2 2nd +2 Vigilante Specialisation, Thieve's Cant 2 3rd +2 Expertise, Second-Story Work 3 4th +2 Ability Score Improvement 3 5th +3 Extra Attack 4 6th +3 Vigilante Specialisation Feature 4 7th +3 Evasion 5 8th +3 Ability Score Improvement 5 9th +4 Vigilence 6 10th +4 Vigilante Specialisation Feature, Expertise 6 11th +4 Unnearving Presence 7 12th +4 Ability Score Improvement 7 13th +5 Fight Another Day 8 14th +5 Vigilante Specialisation Feature 8 15th +5 Interigator 9 16th +5 Ability Score Improvement 9 17th +6 Unshakable 10 18th +6 Detective 10 19th +6 Ability Score Improvement 11 20th +6 Avenger 11 Quick Build You can make a vigilante quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or archery (or finesse weapons) Your next-highest ability score should be Constitution, or Inteligence if you plan on taking the any vigilante talents that allow you to cast spells. Second, Choose the criminal background. Class Features As a Vigilante, you gain the following class features Hit Points Hit Dice: 1d8 per vigilante level

1d8 per vigilante level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vigilante level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, Hand Crossbow, Rapier, Short Sword, Whip, Net

Simple weapons, Hand Crossbow, Rapier, Short Sword, Whip, Net Tools: Disguise Kit, Thieves' Tools. Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a short sword or (c) any simple melee weapon

(a) a whip or (b) a short sword or (c) any simple melee weapon

(a) a burglar's pack or (b) an explorer's pack

10 darts, a costume, leather armour and thieves' tools Vigilante Talents whether from martial training, the studdy of occult lore or other well practiced arts you have honed your vigilante talents. At 1st level, you gain 2 vigilante talents of your choice. Your talent options are detailed at the end of the class description. When you gain certain vigilante levels, you gain additional talents of your choice, as shown in the vigilante talents colomn of the vigilante table. Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level. Dual Identity At 1st level, through sheer will you have achieved a truely inigmatic heir of mystery around you. You are able to hide your true identity, allowing you to move about social circles and nobility without carrying the stigma of your ruthless actions. In effect, the you have two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, you usually carry two names: your true name, used in polite company, and your vigilante name, used to strike fear in the hearts of those who oppose you. Changing from one identity to another takes 1 minute providing you have the costume and equipment of your alterego on your person, the time spend changing can be reduced when using spells or items such as but not limited to diguise self or hat of disguise; if your transformation in this manner the magic isn't detectable by dectect magic spells and cannot be dispelled. 1

This transformation must be done out of sight from creatures whom do not already know your alternate identidy preserve the its secrecy. Spells, Magical items, and skill checks used to discover information, or ones that would inadvertantly discover information about one identity does not reaveal any information about the other, unless one of the following were met. true identity is revealed to world at large

the person using the spell, magical item or skill check already knows the identity of your alterego

A creature other than you who knows your secret identiy is the target of a sucessful spell, magical item effect or skill check.

A creature who knows both of your identities has the true sight ability. Any attempts to scry or otherwise locate you work only if you are currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or ability has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. Vigilante Specialisation At 2st level, you chose a vigilante specialisation, a philosophy that informs the way you use your vigilante abilities: The Stalker or Tthe Paragon. Both of which are detailed at the end of the class description. You choice grants you features at 2nd level and again at 6th, 10th and 14th level. Thieve's Cant At 2st level, you've become adept at sticking your hear to the ground and understanding societies criminal underbelly. You know Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Second-Story Work At 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Vigilence At 9th level, you are always prepared to spring into action. You add your proficiency bonus to you innitiative checks. Once you reach level 18 in this class, you add your proficiency bonus twice. Intimidating Striker At 11th level you gain proficiency in Charisma saving throws, in addition when you successfully attack and deal damage to a creature, any creature of your choice within 60 feet who could either see or hear the attack must make a wisdom saving throw, or be frightened until the end of their next turn. The DC equals 10 or half the damage dealt to the target of the attack, whichever number is higher. Once you use this feature, you can't use it again until you finish a short or a long rest. Fight Another day Beginning at 13th level, you have advantage on death saving throws and If you successfully stabalise, you become consious and regain 1 hit point Interrigator At 15th level, When a creature is frightened of you, you have advantage on wisdom (insight) checks made to determine whether it is lying about it innocence and it has disadvantage on charisma (deception) checks against you to appear innocent. In addition, when you make a successful wisdom (insight) check to discern a creature is lying, you also deiscern their motive for lying. Unshakable At 17th level you have an unyeilding iron will, you are immune to the frightened and charmed condition. 2

Detective Starting at 18th level, You gain proficiency in Inteligence saving throws. In addition, you have advantage on Inteligence (Investigation) checks to descither coded secret messages, search for clues in a crime scene and to accurately recall anything you have seen or heard within the past month. Avenger Starting at 20th level, If a creature has dealt damage to you or an another creature within the last 24 hours, and you would make an attack against that creature, you can instead of rolling a d20; treat the attack roll as a natural 20. Once you use this feature you cannot use it again until you finish a long or short rest. Vigilante Specialisation A vigilante adopts a different kind of specialisation to best reflect their code of ethics, Thier personal goals and their method of achieving them. Stalker Whether motivated by justice or vengence, A stalker is a being that has become an agent of the night; one who utalises the shadows to best strike fear into the hearts of their prey. Shadow Skulker Starting at 2nd level when you select this archtype, you gain darkvision up to 60 feet and can take the hide action as a bonus action. Also while in darkness you are invisible to any creature that relies on darkvision to see you in that darkness. Hidden Strike starting at 6th level, When you are hidden in dim light or darkness and make either a weapon attack or an unarmed strike, the attack doesn't reveal your position to anyone you were hidden from except the target of the attack on a successful hit, and only on a successful hit. If this attack was a melee attack and if it reduces the target to 0 hitpoints, you can as part of the attack drag them into a place of darkness within 10 feet; it is considered invisible to any creature that relies on darkvision to see it in that darkness. Shadow step starting at 10th level, you have learned to become one with the shadows. when you are in an area of dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. you have advantage on the first melee attack you make before the end of the turn. Shrowd of shadows by 14th level, you have learnt to become one with the shadows. when you are in an area of dim light or darkness, attack rolls against you are made with disadvantage. Also when you are in dimlight or in darkness, and make a melee attack against a target who you are considered hidden from, the target is stunned until the end of its next turn. Paragon Paragon's are those that aspire to be more than a mere mortal but a symbol, A symbol of hope to the downtrodden, A symbol of justice to victims and a symbol of aspiration for anyone who would would do good in the world. They rely on Fighting the good fight while supporting those in need, nether forgetting what it is they're fighting for. Paragon's Inspiration Starting at 2nd level when you select this archtype, When a creature other than yourself within 60 feet of you who can hear you makes an abilility check, attack roll or saving throw, you can as a reaction grant the creature advantage on the roll. You can use this ability once, and regain the ability to so during a long or short rest. You gain an aditional uses of this ability at 6th, 10th and 14th level. Coordination Attack Starting at 6th level, When a creature within within your reach is the target of an attack from someone other than you, you can make an oppotunity attack against that creature. Rescue Cry Starting at 10th level, When a creature within 60 feet of you other than you is reduced to 0 hit points, you can as a reaction you can call out to that creature. The creature regains 1 hit point and a number of temperary hit points equal to your vigilante level. Once you use this ability you cant use it again until you finish a long or short rest. Refelx Reaction By 14th level, the burden of choicing to attack or aid other's as a reaction is illiviated. You now can make opportunity attacks without using your reaction 3

Vigilante Talent If an vigilante talent has Prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its Prerequisites. A level prerequisite refers to your level in this class. Alchemist’s Satchel You have crafted an Alchemist’s Satchel, a bag of reagents that you use to create a an alchemical concoction. When you take this talent you select one of the options below. Once per turn you are able to draw your chosen alchemical concoction from the satchel. Once you have removed the alchemical concoction from the bag, if you do not use the concoction by the end of the current turn, its contents becomes innert and cease to function. Because you are so adept at This bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula option, described below. Only you can use the alchemist's satcehl and if the alchemists sachel should become lost, you gan spend 100gp worth of materials to craft a new one over the course of an hour. Some of these alchemical concoction's require a saving throw, the DC = 8 + your intelligence modifeir + your proficiency. Also, other alchemical concoction's require you to make an attack roll treating them as improvised weapons, for the purpose of these attacks you care considered proficient with improvised weapons. Alchemist Fire This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Acid As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon On a hit, the target takes 2d6 acid damage. Smoke Stick As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. Tanglefoot Bag As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you. The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. Thunderstone As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. You may select this Talent more than once, each time you must select a different alchemical concoction. Blindsence Prerequisite Level 15 If you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you. Critical Adept Prerequisite 3rd level, Iconic Weapon Vigilante Talent Your melee weapon attacks made with your iconic weapon score a critical hit on roll of 19 or 20. Critical Savant Prerequisite 15th level, Iconic Weapon Vigilante Talent Your melee weapon attacks made with your iconic weapon score a critical hit on roll of 18-20. Crusader Prerequisite 9th level, Paragon Vigilante Specialisation You can cast the Crusader's Mantle spell without expending a spell slot, when you do so it is cast at the lowest possible level. Once you use this ability you can't do so again until you finish a short or long rest. Dynamic Strike When you make a melee attack against a target immedietly after leaping from a hight at least 10 feet higher than the target, you make the attack with advantage. Also, on a successful hit, if the target is larged sized or smaller then it must make a strengh saving throw and fall prone on a failed save. The DC equals 10 or half the damage dealt to the target, whichever number is higher. Eldritch Sword Prerequisite 7th level, Iconic Weapon Vigilante Talent, The ability to cast at least one cantrip When you use your action to cast a cantrip, you can make one weapon attack with your iconic weapon as a bonus action. 4

Elemental Ammunition Prerequisite The ability to cast at least one spell You have the ability to imbue your ammunition with a minor enchantment. Select one of the following options. Whenever you make a ranged attack with a dart or a weapon with the ammunition property you can apply the chosen effects. A target can only suffer the effects of one of these options once per turn, and only once that turn. Cold On a successful hit, the targets movement speed is reduced by 10 until the end of their next turn. Fire On a successful hit, at the begining of the targets next turn, they take fire damage equal to the weapons damage die. Lightning On a successful hit, the target cannot take reactions until the end of its next turn. These weapon attacks count as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage. You can select this talent multiple times, each time you select this talent you must select a different option. Empowered Strikes Prerequisite 7th level, Martial Arts Your unarmed strikes count as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage. Fighting Style You gain one of the following fighting styles. Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. If you have at least 10 levels in the vigilante class, you may select this Talent again but when you do you must select a different fighting style. Heroes Aid Prerequisite 5th level, Paragon Vigilante Specialisation You can cast the Aid spell without expending a spell slot, when you do so it is cast at the lowest possible level. Once you use this ability you can't do so again until you finish a short or long rest. Iconic Weapon Prerequisite 3rd level Chose one type of weapon to be your Iconic Weapon. This weapon can be any simple or martial weapon that lacks the heavy and special properties. The Longbow is also a valid choice. You gain proficiency with this weapon if you don't already have it. Your iconic weapon counts as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage. When you take the attack action and make an attack with your iconic weapon, you can make an additional attack with your iconic weapon as a bonus action. If you have the Martial Arts Talent this weapon is considered a monk weapon for you. If you have at least 10 levels in the vigilante class, you may select this Talent again. Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. • You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons. • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. the die becomes a d6 at 5th level, a d8 at 11th level and a d10 at 17th level. • When you use the attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. for example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. 5