Vigilante Remastered

Crime is a hard thing to pin down in your average medieval fantasy setting, and that goes triple for the average rogue. Usually, if the guards aren’t around, you do whatever you want. Not so of the Vigilante. A rogue devoted to crime-fighting under cover of darkness, you will pursue the cause of JUSTICE no matter the cost, no matter how many other rogues you need to club like thieving seals, and no matter how many times your clown nemesis escapes the asylum.

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Vigilante

Rogues are no strangers to the criminal underbelly of the world, though not all of them are petty thieves or assassins. Some rogues actively oppose the abuse of the innocent by selfish scoundrels, and as such they have developed a unique set of skills specialized in teaching these criminals a painful lesson.

Vigilantes are usually principled agents pursuing justice or vengeance outside of the formal structures of the law. They fall in very easily with the career of adventuring, especially if they need to slip away from any powerful enemies they've made in a particular area. Others travel seeking new causes to fight for (and new criminals to bludgeon).

Hand of Justice

3rd-level Vigilante feature

You’re an expert at catching and immobilizing your enemies. When you make a grapple check, you can do so with a Dexterity (Sleight of Hand) check. You can make a grapple check as a bonus action, and when you hit a creature you are grappling with a finesse weapon, you can apply your Sneak Attack.

Less Than Lethal

3rd-level Vigilante feature

You have mastered methods of using weapons meant to disable, not kill, and have honed your combat prowess into a unique fighting style. When you attack with a simple weapon that deals bludgeoning damage or unarmed strike, you can treat them as though they had the finesse property, and your ranged weapon attacks can deal non-lethal damage.

In addition, when you hit with a simple weapon that deals bludgeoning damage or an unarmed strike, you can roll a d6 in place of the normal damage. 

Master Climber

3rd-level Vigilante feature

Your crime-chasing has led you to adopt unorthodox styles of travel. You gain a climbing speed equal to your walking speed, and when you Dash on your turn, you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks to climb and maintain your balance until the end of your turn.

Fearsome Detective

9th-level Vigilante feature

Your pursuit of criminals and scoundrels is thorough and relentless. You have advantage on Intelligence (Investigation) checks at the site of a crime or combat that occurred within the last 24 hours.

In addition, if you talk with a creature for at least 1 minute, you can make an Intimidation (Charisma) check contested by the target’s Insight (Wisdom). If you win, the creature is frightened of you for 1 hour. While a creature is afraid of you in this way, you always know if it is lying. A creature that wins this contest is immune to this feature for 24 hours.

Disappearing Act

13th-level Vigilante feature

You have trained yourself to exploit small gaps in your enemies attention to escape danger. When you use your Uncanny Dodge, you can move up to half your speed and Hide as part of the same reaction.

Against the Odds

17th-Level Vigilante feature

You are more than used to being outnumbered, and are a master of turning long odds to your advantage. When you hit a creature with a finesse weapon attack, if you are the only creature within 5 feet of that creature that is hostile to it, you can deal an additional 3d6 damage to that target. You can deal this extra damage only once on a turn.

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Galactic Enigma Remastered