Vigilante | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vigilante

Ability Score Increase
STR +1, DEX +2, INT +1
Wealth, Reputation and Supply
WEA +1, SUP +2
Speed Modifier
+10
Skill Proficiencies
Deception, Sleight of Hand, Perception, and your choice of Intimidation or Persuasion
Weapon & Armor Proficiencies
Choose four categories out of Archaic Simple Weapons, Archaic Martial Weapons, Archaic Heavy Weapons, Personal Melee Weapons, Personal Handguns, Personal Shotguns, Personal Riffles, Personal Submachine Guns Explosive Weapons, Armor, Martial Arts, Improvised Weapons
Tool Proficiencies
Civilian Land Vehicles, Choose one between, Civilian Naval Vehicles, Civilian Air Vehicles, Archaic Air Vehicles
Languages
4 of your choice
Equipment
A musical instrument, a trinket revealing chaos from the past, a set of well-worn clothes. An armored costume, use Medium Bullet Proof Vest stats with the exception that is covers the whole body. And your Favored Weapon.

FEAT: Symbol of Justice

You embody a personal code or belief that drives you to seek your foes. This embodiment can take the form of a mask, or costume, that you wear to send a clear message to your enemies. You gain the use of a costume or mask that helps hide your true identity.

You can change this persona and your mask or costume at any time, but doing so requires 1 WEA and seven days to create the physical elements and spread word of your new identity to the local area.

You can choose one melee weapon and one ranged weapon which you are proficient with to become your Favored Weapons. You have become especially adapt with these weapons and your use of them has become a part of your reputation. Double your proficiency bonus when rolling to hit, and add your proficiency bonus to the attack damage. Additionally, When you roll a 1 or 2 on a weapon damage die for an attack you make with either of your signature weapons, you can reroll that die and must use the new roll, even if the new roll is also a 1.

FEAT: Sleuth Senses

You have adept senses trained for specific tasks that you can deploy to suss out solutions to your problems. Choose two of the following sleuth senses. You can expend a use of this skill a number of times equal to your proficiency modifier as an action at any time to engage one of your known sleuth senses, the effects of which last for 1 hour. You cannot have more than one sleuth sense active at once, and using another causes any other active sleuth senses to cease to function.

  • Danger Pulse. You gain advantage on initiative checks.
  • Ear for the Truth. You gain advantage on Wisdom (Insight) checks to discern if a creature is lying to you.
  • Eye for the Technical. You gain advantage on Intelligence checks to determine the nature of objects, machines, creatures or other technical effects, and to discern illusions from the truth.
  • Grand Distraction. You gain advantage on Charisma (Performance) checks to create or maintain a distraction or make a scene.
  • Hollow Hunter. You gain advantage on Intelligence (Investigation) checks to discover secret passageways, levers, doors, chests, or otherwise.
  • Mask Intentions. You gain advantage on Charisma (Deception) checks made to hide your intentions, or to make it seem as though your intentions align with those of another creature.
  • Secret Seeker. You gain advantage on Charisma (Persuasion) checks made to convince a creature to give up information.
  • Sense Interlopers. You gain advantage on Wisdom (Perception) checks made to detect a hidden creature.
  • Streetsweeper. You gain advantage on Wisdom (Survival) checks to navigate a city without getting lost.
  • Tracksight. You gain advantage on Wisdom (Survival) checks to track a creature you choose that you are familiar with, or have seen within the last week.
  • Trapmaster. You gain advantage on Intelligence (Investigation) checks to discover hidden traps.
  • Wildwalker. You gain advantage on Wisdom (Survival) checks to navigate a natural environment without getting lost.

You learn additional sleuth senses as you gain Tiers, gaining access to one new sense at Tier 3, 5, 7, 9, and 10

FEAT: Vigilante Method

Choose 10 Personality Archetypes you believe to be morally unworthy. Your attacks score a critical hit on a 17-20 for any creature with these Archetypes. Additionally, Your mind and body have become hardened. When you fail a saving throw against being charmed, frightened, paralyzed or stunned you can reroll that saving throw. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.


Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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