Mobster (5e Subclass)

From D&D Wiki

Revision as of 22:31, 13 January 2021 by Ref3rence (talk | contribs)
Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete, intro sounds plagiarized.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Mobster

The American Mafia,[3][4][5] commonly referred to in North America as "the Mafia" or sometimes "the Mob" or the Italian-American Mafia,[3][4][5] is a highly organized Italian-American criminal society and criminal organization. The organization is often referred to by its members as Cosa Nostra (Italian pronunciation: [ˈkɔːza ˈnɔstra, ˈkɔːsa -], "our thing") and by the government as La Cosa Nostra (LCN). The organization's name is derived from the original Mafia or Cosa nostra, the Sicilian Mafia, with "American Mafia" originally referring simply to Mafia (or Cosa Nostra) groups from Sicily operating in America, as the organization originally emerged as an offshoot of the Sicilian Mafia. However, the organization gradually evolved into a separate entity partially independent of the original Mafia, and it eventually encompassed or absorbed other Italian-American gangsters and Italian crime groups (such as the American Camorra) living in the United States and Canada that were not of Sicilian origin. It is often colloquially referred to as the Italian Mafia or Italian Mob, though these terms may also apply to the separate yet related Sicilian Mafia or other organized crime groups in Italy.

The Mafia in the United States emerged in impoverished Italian immigrant neighborhoods or ghettos in New York's East Harlem (or Italian Harlem), the Lower East Side, and Brooklyn. It also emerged in other areas of the East Coast of the United States and several other major metropolitan areas (such as New Orleans[6] and Chicago) during the late 19th century and early 20th century, following waves of Italian immigration especially from Sicily and other regions of Southern Italy. It has its roots in the Sicilian Mafia but is a separate organization in the United States. Neapolitan, Calabrian and other Italian criminal groups in the U.S., as well as independent Italian-American criminals, eventually merged with Sicilian Mafiosi to create the modern pan-Italian Mafia in North America. Today, the American Mafia cooperates in various criminal activities with Italian organized crime groups, such as the Sicilian Mafia, the Camorra of Naples and the 'Ndrangheta of Calabria. The most important unit of the American Mafia is that of a "family," as the various criminal organizations that make up the Mafia are known. Despite the name of "family" to describe the various units, they are not familial groupings.[7]

Creating a Mobster

al-capone.jpg?
A stereotypical mobster.

How did you get involved in organized crime? Are you a hardened criminal through and through, or do you feel remorse for your actions and wish to repent your sins? What crime did you commit to become a made man/woman, did you go the classic route of commiting a murder, or was it something else?

Quick Build

You can make a Mobster quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the criminal background.

Class Features

As a Mobster you gain the following class features.

Hit Points

Hit Dice: 1d12 per Mobster level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Mobster level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, martial weapons
Tools: Thieve's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers and a mace or (b) two daggers and a shortsword
  • (a) a tommy gun or (b) a shotgun
  • a revolver, 50 bullets, thieves' tools, and a concealable bulletproof vest (AC 13 + Dexterity modifier)

Table: The Mobster

Level Proficiency
Bonus
Features Dirty Fighting
1st +2 Double Consciousness, Dirty Fighting, Tough Skin d6
2nd +2 Free Runner d6
3rd +2 Specialization d6
4th +2 Ability Score Improvement, Vendetta d8
5th +3 Capo, Extra Attack d8
6th +3 Free Runner Improvement d8
7th +3 Specialization Feature d8
8th +3 Ability Score Improvement d10
9th +4 Fury (1/rest) d10
10th +4 Underboss, Free Runner Improvement d10
11th +4 Extra Attack (2) d10
12th +4 Ability Score Improvement d12
13th +5 Fury (2/rest) d12
14th +5 d12
15th +5 Boss, Specialization Feature d12
16th +5 Ability Score Improvement 2d6
17th +6 Fury (3/rest) 2d6
18th +6 Specialization Feature 2d6
19th +6 Ability Score Improvement 2d6
20th +6 Big Boss, Extra Attack (3) 2d8

Dirty Fighting

Your practice of dirty fighting and knowledge of people's weaknesses gives you mastery of combat styles that use unarmed strikes and light blades.

You gain the following benefits while you are attacking with an unarmed strike or a light blade (for example a dagger):

-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and light blade attacks. -You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Mobster levels, as shown in the Dirty Fighting column of the Mobster table. -When you use the Attack action with an unarmed strike or a light blade on your turn, you can make one unarmed strike or light blade attack as a bonus action.

Double Consciousness

A mobster hides his or her true nature, allowing him or her to live a double life: One as a polite member of society, and one as a ruthless criminal. As your identity is divided into multiple facets, you in effect have two sets of alignments, personality traits, ideals, bonds, and flaws. While you are posing as a polite member of society, you have advantage on checks to "act innocent" and checks made to suspect you as anyone or anything besides what you appear to be are made at disadvantage. If you reveal your rutheless side to an unsuspecting creature, it must make a Wisdom save (DC = 10 + your prof bonus + your Charisma modifier) or be frightened of you.

Free Runner

To survive in the mean city streets, you have to be aware of your surroundings and quick on your feet. Your speed increases by 10 feet, you gain the ability to move on vertical surfaces on your turn without falling during the move, and every 1 foot of distance that you climb uses 1 foot of movement instead of 2.

At 6th level your speed increases by another 10 feet and you only take half damage from falling a long distance.

At 10th level your speed increases by another 10 feet and you only take 1/4 damage from falling a long distance.

Specialization

At 3rd level, you chose whether you prefer getting mad and hitting things as a Muscle, shooting efficiently and accurately as a Gunner, becoming one with the darkness as a Shadow, or becoming an unstoppable force of personality as a Face. Your choice grants you features at 3rd level and again at the 7th, 10th, 15th, and 18th level.

Vendetta

You declare a vendetta against a creature that is familiar with you. You can continually non-magically sense the direction to your vendetta's location, as long as it is within 1,000 feet of you. If it is moving, you know the direction of its movement. You have a +3 bonus to attack and damage rolls against your Vendetta, and a +3 increase to the save DC of abilities you use against your Vendetta. Once you have declared a vendetta, it lasts for 24 hours or until the target is dead, whichever comes first. You can do this once per week, and you can't use it again while a vendetta is already active.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Exactly what it says on the tin. You can make one extra attack, increasing to two extra attacks at 11th level and three extra attacks at 20th level.

Fury

You lash out with your fists or blade in a desparate frenzy. All creatures within 10 feet of you must make a Dexterity save (DC 10 + your Strength or Dexterity modifier + your prof bonus), taking 10d8 damage on a failed save, or half as much damage on a successful one. The damage of this feature increases by 1d8 every 2 levels after 9th to a max of 15d8 at 19th level. The saving throw is made at disadvantage if you are at 50% health or less. You can do this once per short rest.

Capo

You gain command of three gangsters who will join you on your quests. If they are lost or killed, you can send for reinforcements to arrive in 1d6+1 days. Gangster stats: AC 10+your Dexterity+your prof bonus, 30 health, speed 30 ft., STR 15 (+2), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 11 (+0), CHA 11 (+0), and the following equipment: a tommy gun or shotgun, and a knife.

Underboss

You now command four gangsters, each of which gains an upgrade:

Boss

You now command five gangsters, each of which gains an upgrade:

Big Boss

You now command six gangsters, each of which gains an upgrade:

Face

Muscle

Gunner

Shadow

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: