The consecutive Three Tyrannies have left the City in a state of Turmoil. The Law’s enforcement agency: The Sanction, deals only with specific offenses (i.e. murder, burglary, etc.). Meanwhile, the violence in the streets  have been steadily growing, with turf wars ever more frequent and intense. In such a state of affairs, it’s no wonder that individuals (and often whole groups of vigilantes) have taken justice in their own hands.

Ranger (hunter archetype): reskin


Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons (1)

Tools: none

Saving throws: Strength, Dexterity

Skills: Choose three from Athletics, Factions, Insight, Investigation, Perception, Stealth and Streetwise.

Favored enemy (adapting for SiT): you defend your neighborhood against gangsters

  • choose a gang, levels as favored enemy
  • advantage on factions and streetwise skills check whenever it concerns  the enemy gang

Hunter’s features

Hunter’s prey (PHB: cosmetic only)

  • Colossus slayer>>>Thug beater
  • Giant killer>>>Gang leader nemesis
  • Horde breaker>>>Hoodlum slugger

Primeval awareness>>>Sleepless nights

Land’s stride (have to be replaced)

  • I propose to take magical ambush (from the arcane trickster (PHB)) instead


Spell list

I had in mind a lone vigilante with a taste for hit-and-run tactics for this selection of spells (the ranger list being inadequate, for obvious reasons).

Level 1: alarm, bane, color spray, compelled duel, disguise self, expeditious retreat, feather fall, hunter’s mark, jump, longstride, searing smite, shield, wrathful smite

Level 2: arcane lock, blur, cloud of daggers, cordon of arrows, darkness, enthrall, levitate, invisibility, mirror image, misty step, protection from posion, silence, spider climb

Level 3: blink, clairvoyance, conjure barrage, dispel magic, fear, feign death, glyph of warding, lightning arrow, meld into stone, nondetection, slow

Level 4: arcane eye, dimension doors, greater invisibility, locate creature, stoneskin

Level 5: conjure volley, mislead, passwall, swift quiver

  1. martial weapons are mostly illegals, but many vigilantes are beyond caring.



On ruthless streets, on by-ways sad with sin,
(Half-hated by the blinded ones you guard)
Guard well, lest crime unheeded enter in!
The dark is cruel and the vigil hard.
The hours of guilt begin.
To all, alert and faithful in the night,
May there be Light!

Night sentries, poem (part of) from George Sterling


There’s not much lighting at night in the city except for a few fortunate areas. The night is dark for almost everybody and it’s at that time that the vilest of both criminals and creatures are lurking (1).


The oath of security

The  lantern bearing paladin is not a crime fighter per se, but he can and does intervene (if he happens to stumble on a mugging, for example). However, its first duty is to repel or exterminate the creeping horrors that are hidden in the dark corners of the city. Such creatures may have been summoned by a mad warlock, or have crept from the catacombs under the city or may have entered surreptitiously by some unprotected and hidden entrance that smugglers use or any other means. What’s important is that they mustn’t be allowed their rampages.

Streets in Turmoil

Nowadays, the nights are more dangerous than ever. The Order of Securitas is too understaffed to be everywhere. Worst, many gangs don’t take kindly to letting someone roam their streets, even if it’s for hunting lurking horrors. These conditions take their tolls and many watchmen are sleep-deprived and emotionally unstable, if not worst.

Paladin: oath of security

More of a monster hunter, less an exemplary leader, so charisma is out (see below).


Armor: light and medium. (2)

Weapons: Simple Weapons, Martial Weapons (3)

Tools: None

Saving Throws: Wisdom, Intelligence

Skills: Choose from Arcana, Athletics, Insight, Medicine, Religion and Streetwise


ability modifier is wisdom instead of charisma.

Oath of security (oath of devotion, variant)

Turn the unholy ability replaced by Turn creatures of the dark, whoever or whatever have darkvision (that is active) may be affected by it.

New spell list

Cantrip: Light (must have a lantern (spellcasting focus) to cast it, doesn’t need fuel)

Level 1: Alarm, Bless, Command, Compelled Duel, Detect Evil, Detect Poison and Disease, Divine Favor, Faerie Fire, Guiding Bolt, Healing Word, Heroism, Hunter’s Mark, Sanctuary, Shield of Faith

Level 2: Aid, Branding Smite, Gentle Repose, Lesser Restoration, Magic Weapons, Moonbeam, Prayer of Healing, Warding Bond

Level 3: Aura of Vitality, Beacon of Hope, Blinding Smite, Counterspell, Crusader’s Mantle, Daylight, Magic Circle, Remove Curse, Revivify, Spirit Guardians

Level 4: Arcane Eye, Aura of Life, Aura of Purity, Banishment, Freedom of Movement, Locate Creature

Level 5: Banishing Smite, Destructive Wave, Dispel Evil, Greater Restoration, Hallow, Hold Monster

  1. Dwarves and elves do not have darkvision in this setting nor any other PCs races, nobody that is « normal » has it. Only dark arts practitioners and lurking things may have it.
  2. Note on armor: normally all classes in Legacy are limited to leather armors (no need to have plate armor against a slapjack), but the paladins, because they hunt creatures, regularly wear heavier protection.
  3. because of their sacred mission, they can use martial weapons (otherwise restricted) but only at night.