August 5, 2016

Vigilante

Ranger Archetype
Comments from the Finger: I am darkness! I am the night! I am a high-level ranger!

Vigilante

Walking the line of the vigilante means taking the law into your own hands, and following your own code. Inevitably, you will become a lawbreaker in your own right, despised by lawmen and feared by criminals, but such a sacrifice is necessary for the greater good. Vigilantes strike first, and strike mightily against their foes, standing against the tide of any villain that stands in their way.

Punish the Guilty
Starting when you choose this archetype at 3rd level, when you attack a creature with all its hit points, you can make one additional attack against it. If you deal damage to this creature, it has disadvantage on attack rolls it makes during its next turn.

Swift Escape
Starting at 7th level, you can add your proficiency bonus to initiative rolls. Additionally, you can take the Dash action as a bonus action on your turn.

Strike First
By 11th level, you are expert in quickly ending fights. Once on each of your turns when you enter a hostile creature's reach, you can make an attack against it.

Mettle
At 15th level, your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution 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.



Changelog: 8/5/16: Strike First: Reworded for mechanical clarity
8/6/16: Punish the Guilty: Target gets disadvantage on attack roll
Swift Escape: Allows you to add your proficiency bonus to initiative rolls

19 comments:

  1. So, with Strike First, it allows you to make an attack when any creature moves up to you on your turn, it seems. Is that the intention?

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    1. Actually, the intent is to allow you to attack a creature one additional time when you arrive at it for the first time on your turn. This also works if the creature moves up to you, but how often does that happen on your turn?

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    2. As written now it actually states nowhere that this ability can only be used "on your turn" it just says "once per turn" this is massively overpowered either as off-turn attack grinding mechanic.

      I see you point and if used like thematically intended it could very well make for a unique stylish character, but tge wording could use some polishing I think.

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    3. The language is pretty vague on Strike First. I think it would be more reasonable to allow the character to add one melee weapon attack when they take the Attack action on their turn.

      "When you move to within 5 ft. of a hostile creature that you were more than 5 ft. away from at the beginning of your turn and use the Attack action, you may attack this creature once with a melee weapon attack in addition to any other attacks that you would have been able to make on this turn."

      Either that or it should consume their reaction for an extra attack.


      I also don't like the Punish the Guilty feature. I understand that because it is against full-health enemies you want it to deal more damage than Colossus Slayer's +1d8. Unfortunately I think that Assassin (Rogue) accomplishes the same thing in a much more satisfying way.

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    4. I agree with both of you that Strike First needs some rewording -- I'll be doing that promptly. Punish the Guilty is necessary doing things a little differently than the assassin because it more closely follows ranger archetype precedent, and because it's intended that you can use it more than once each combat. It might be less satisfying in some ways, but I'm happy with how simple it is.

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    5. I think that punish the guilty and strike first are way too powerful in conjunction, stacking up to 4 attacks (5 dual wielding) against a fighter's 3 or 4 with dual wielding. (though 6/7 potential action surge.) Perhaps if strike first gave a reaction to use a single attack against a creature? Just a thought.

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    6. Conventionally, the 11th level ranger feature is extra attacks. Look at the Hunter archetype in the PHB: there's two or three examples of ways to gain multiple attacks there, so I'd say Strike first is pretty close to the mark.

      Punish the Guilty is a little powerful for a ranger feature of its level, but since it only works against a creature with all its hit points, I'd argue the trade is okay.

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    7. Ah, I had honestly forgotten that caveat, my mistake!

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  2. I don't see how the flavor and mechanics are connected.

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    1. In this case, I designed the vigilante to be able to swing down and fell a foe before they knew what hit them. When fighting crime, it pays to be able to win fights quickly, lest you get overwhelmed by criminals or lawmen seeking to stop you.

      Think Arkham Knight fighting -- very fast, very decisive.

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  3. Still doesn't make ranger a choice that gets laughed out of a table

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    1. Well we can't /fix/ the base class retroactively, but we can continue to support it, so that it's players have richer and more varied choices.

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    2. I mean you could make your own fix for the class, and I mean come on WOTC is fixing it retroactively

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    3. I mean, I've thought about doing a Ranger-like class, but it would need to be substantially different. I don't like wasting my time on stuff that's duplicate material to official WoTC stuff, because DMs simply won't trust it as much as core stuff, and it won't see much table time.

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  4. I feel like punish the guilty needs more oomph. I think the vigilante needs a bonus to initiative so he can make sure he strikes before his comrades so he can gain the bonus. I would also like to see it give disadvantage to the target on his attack rolls or saving throws or something for a round or something as more punishment.

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    1. Those are both really good ideas! I'll make some changes right away.

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  5. Neat class, though I expected it to be a bit more Batman-y.

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