Gangster (5e Subclass)
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- Rogue Subclass
Gangsters are well-dressed rogues that operate both in and out of the shadows. Typically involved in organized crime, employed as bodyguards, or working as town guards, they sit outside the scope of most traditional enforcement. These men and women live bound by honor and traditions, which often puts them at odds with other criminals, and can lead to large scale conflicts. Despite this, individuals that have earned a gangster's trust find themselves to possess the most loyal of comrades.
Starting at 3rd level when you choose this archetype, your experiences fighting in back alleys have granted you the following abilities:
Brawler. Your unarmed strikes count as a finesse weapon, and you can roll a d4 in place of their normal damage. Additionally, when you take the Attack action on your turn while you have at least one free hand, you can make one unarmed strike as a bonus action. You don’t add your ability modifier to the damage of this bonus attack, unless that modifier is negative.
Meathead. You can exchange your proficiency in Intelligence saving throws for Strength saving throws. At your DM's discretion, you may exchange your proficiency in thieves' tools for proficiency in Strength ability checks you make that do not involve a skill.
Additionally, you may choose one of the following weapon specialties. This choice should reflect your character's disposition.
- Crude. You can spend 1 hour , which can be done as part of a short rest, to craft a weapon out of everyday materials. Each of the weapons below is considered a simple melee weapon, and counts a a finesse weapon in your hands. To make a weapon, you must have the tools and materials on hand at the time of crafting. You can also work with your DM to come up with other ideas for makeshift weapons.
Weapon Damage Weight Properties Materials Required Morning Special 1d6 piercing 3 lb. Versatile (1d8) a pickhandle (2 sp), a hammer or glue, materials to use as spikes Sap 1d4 bludgeoning 2 lb. Finesse, light a pouch, a rock or other weight, a needle and thread Shiv 1d4 piercing 1/2 lb. Finesse, light an object that can be sharpened into a durable blade, a whetstone or file, material to wrap around the base as a handle Slungshot 1d6 bludgeoning 2 lb. Thrown (range 20/60) chain or rope, a sturdy object such as a padlock or head of a hammer
- Haughty. You gain proficiency in scimitars, and longswords count as finesse weapons in your hands.
- Simple. Clubs, maces, quarterstaves, and spears count as finesse weapons in your hands.
Starting at 3rd level, your intensity in battle can shield you and help you pummel your foes. When you use the Attack action, you can make one melee weapon attack as a bonus action. When you do so, you also gain a number of temporary hit points equal to your rogue level.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
At 9th level, you learn how to ignite the fighting spirit in your allies, allowing them to battle through their injuries.
When you use your Moxie feature, you can choose up to three creatures within 60 feet of you that are allied with you and can see or hear you. Each one gains temporary hit points equal to your rogue level.
Beginning at 13th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Tough as Nails
At the 18th level, your fighting spirit makes you indomitable and is available whenever battle starts. Whenever you use your Moxie feature, you also gain advantage on all saving throws until the start of your next turn. Additionally, if you roll initiative and have no uses of Moxie remaining, you regain one use of it.