Vigilante Ranger Archetype

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Vigilante

Not all ranger that roam the lands are most comfortable in the wilds. In the era of sprawling cities and busy villages, emerges a need for individuals that wander the streets and alleys of such establishments, often proving themselves as either watchful guards or opportunistic mercenaries. Vigilantes come from different walks of life and although they often seek shelter in various guilds and factions, most of them still deem their individual interests as those of greatest concern. While all Vigilantes are capable of holding their own in the untamed landscapes of the wilds, most of them prefer the chaotic but familiar environment of the urban variety.

Vigilante Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vigilante Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Vigilante Spells
Ranger level Spells
3rd Disguise self
5th Mirror image
9th Clairvoyance
13th Greater invisibility
17th Commune with city *

City Dweller

You are quick to adapt to any city you currently find yourself in, while all cultures are different, most streets do breath in a similar fashion.

Starting at 3rd level, you may consider any urban environment, ranging from a small village to a vast city, as your favored terrain. Instead of finding double the amount of food when foraging, the price for any meal and accommodations you negotiate is halved in these environments.

Furthermore, you learn one language and gain proficiency in one game set of your choice. Your proficiency bonus is doubled for any checks you make using this game set.

Back Alley Fighting

Taking advantage of cramped quarters and the chaos of battle, you strike a foe with a mighty blow he thought was aiming for a different target.

Beginning at 3rd level, once per turn when you hit with a weapon attack, you can choose to deal an extra 1d8 damage if the target is adjacent to at least one creature, bar yourself.

Additionally, whenever you are attacking a creature that is adjacent to at least two solid structures or objects such as walls, trees or similar, you have advantage on the attack roll.

Street Smart

You know better than to mistake civilization as a guarantee for safety, maintaining a watchful presence and analyzing every situation you currently find yourself in.

Starting at 7th level, you have advantage on all Dexterity (Initiative) checks and gain proficiency in Intelligence saving throws. Furthermore, you and allies within 30 feet of you may act normally while suffering from the surprised condition.

Underhand Tactics

As your opponent dodges your blade at the last second, you suddenly find a gap in his defenses which wasn't there just a moment ago.

Beginning at 11th level, whenever you miss with a weapon attack, your next attack roll before the end of your next turn has advantage, as long as it targets the same creature you just missed.

Eye for an Eye

Just as you feel warm blood pour from a fresh wound upon your body and see your opponents smile as he prepares to twist the blade, you find the opportunity to strike him down with a swift blow no one saw coming.

Starting at at 15th level, whenever a creature hits you with an attack, you may immediately use a reaction to make one weapon attack against that enemy.

Artwork credit goes to Matt Forsyth: https://mattforsyth.artstation.com/projects/NAqvq
 

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