Kinggangster (5e Class)
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Kinggangster[edit]
Money, power, ambition, things that they don't teach you to obtain in any school, things that you can only learn on the street through deception, not everyone is born with this ability, the ability to make gold whatever it is with the mere fact of Just touching something as if it were a philosopher's stone and those naive people who believe they have this ability do not manage to advance enough and most of the time if not they almost always end up paying for it in blood.
Creating a Kinggangster[edit]
His abilities truly know no limits. A Kinggangster uses this and their many connections or knows how to capitalize on the powers of more advanced technologies through the black market and sometimes they may simply have to get their hands dirty.
So ask yourself, what would you be able to do to obtain power, wealth or even the world at your disposal? Remember that power is not made for those who want it, but for those who would do anything to obtain it.
- Quick build
You can create a Kinggangster quickly by following these tips. First of all, Charisma, Intelligence should be your highest ability score.
Class Features
As a Kinggangster you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Kinggangster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Kinggangster level after 1st
- Proficiencies
Armor: All Armor, Shields
Weapons: Simple weapons, martial weapons and Firearms
Tools: Choose 1 type of Artisan's Tools or Musical Instrument
Saving Throws: Intelligence, Charisma
Skills: Choose three from Persuasion, Investigation, Insight, Perception, and Athletics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) a longbow and 20 arrows
- (a) a Shield or (b) or Simple Weapon
- (a) a scholar's pack or (b) an explorer's pack
- leather armor, chain mail, any simple weapon, and 1 type of artisan's tools or musical instrument
Level | Proficiency Bonus |
Features | Cantrips Known | Favorable Treatment (%) | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | Monetary Influence, Favorable Treatment | 2 | 10% | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Unarmored Defense | 2 | 10% | 2 | 2 | — | — | — | — |
3rd | +2 | [[#|]], [[#|]] | 2 | 10% | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 10% | 3 | 3 | — | — | — | — |
5th | +3 | [[#|]] Feature | 3 | 10% | 4 | 4 | 2 | — | — | — |
6th | +3 | [[#|]] Improvement | 3 | 15% | 4 | 4 | 2 | — | — | — |
7th | +3 | [[#|]] | 3 | 15% | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 15% | 5 | 4 | 3 | — | — | — |
9th | +4 | [[#|]] Feature | 4 | 15% | 6 | 4 | 3 | 2 | — | — |
10th | +4 | — | 4 | 20% | 6 | 4 | 3 | 2 | — | — |
11th | +4 | [[#|]] | 4 | 20% | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 20% | 7 | 4 | 3 | 3 | — | — |
13th | +5 | [[#|]] Feature | 4 | 20% | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | [[#|]] | 5 | 25% | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | [[#|]] | 5 | 25% | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 5 | 25% | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | [[#|]] | 5 | 25% | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | [[#|]] | 5 | 30% | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, [[#|]] | 6 | 30% | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | [[#|]] Feature | 6 | 35% | 11 | 4 | 3 | 3 | 3 | 2 |
Monetary Influence[edit]
You gain advantage on checks and saving throws that require negotiation. You can use your reaction to reroll a failed Charisma check or saving throw. You must use the new result.
Favorable Treatment[edit]
You get a higher percentage of income and discounts as shown in the Favorable Treatment table for purchases and sales.
The percentage doubles for purchases or sales on the black market which is detailed later at the end of the class, you also have the ability to convert a creature's DNA into liquidX a liquid that is used to create all types of technologies which It is extracted from the blood or any part of the body of a creature which in turn you can sell on the black market or create your own technologies with the liquiX in the liquidx workshop as detailed in the list at the end of the class
Spellcasting[edit]
Coming from your inner power of being able to store and re-summon items, the Kinggangster can learn any Conjuration or Abjuration spell. You are considered to have prepared all the spells you know. The Kinggangster Magician gains two 1st level spells upon reaching 2nd level.
You share your Spell casting Table with the Paladin and Sorcerer class (if you choose sorcerer refer to the Dnd 5e table)
- Cantrips
You know any two cantrips from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown on the Cantrips Known column of theKinggangster Magician table.
- Spells Known of 1st Level and Higher
The Spells Known column of the Kinggangster magician table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from any class spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + you Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Ritual Casting
You can cast a Kinggangster magician spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a weapon as an arcane focus (found in chapter 5 of the P.H.B.) as a spellcasting focus for your wizard or Kinggangster magician spells.
Foolproof Negotiation[edit]
at level 3 You have access to a network of spies and messengers. You can send and receive messages through this network, allowing you to obtain crucial information. You have contacts in high places. You can ask an influential person for a favor once a week.
extra attack[edit]
at level 5, You can attack twice, instead of once, as long as you take the Attack action on your turn.
right hand[edit]
At level 6, the mafia has its eye on you, which means that you acquire a companion (of any class, at the DM's discretion) who will always be there to protect you and make sure you are not a traitor. Your companion is one level lower. that yours and this companion obey your orders permanently unless said order attacks the black market mafia. If your companion dies you must wait a month to use this ability again.
negotiator[edit]
at level 10, Your reputation as the best businessman is already noticeable everywhere, granting you the following benefits:
- When you make a Charisma (Persuasion) roll, you can consider a roll of 20.
- You can spend 10 minutes talking to a creature to change its attitude toward you (similar to a Charm Person, but without a magical component).
- You can purchase exotic and rare goods from anywhere in the world without a price penalty.
intimidating[edit]
at level 14 as an action in a radius equal to your intelligence modifier multiplied by your charisma, all creatures with a cr lower than your level will automatically obey any order you give them unless that order threatens their lives, in the same way those creatures They cannot make any attempt on your life either and they will try to see you with your head bowed whenever they are going to speak to you.
You can use this ability a number of times equal to your Charisma mod.
soulless cowboy[edit]
master shooter[edit]
at level 3, You gain ranged weapon proficiency and a +2 bonus on any ranged weapon attack roll you make, if you already have ranged weapon proficiency you gain experience, add your charisma modifier to your attack and damage modifier for ranged weapon attacks .
Hawk Eye[edit]
at level 7, Your effective vision range and range with ranged weapons is doubled. Additionally, you have advantage on Perception checks that involve sight.
Stealth Murder[edit]
at level 11, If you attack a creature that hasn't detected you, the attack is a critical hit.
Perfect shot[edit]
at level 16, Once per long rest, you can declare a ranged attack as a perfect shot. If the attack hits, the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your attack modifier) or die instantly.
True Shot[edit]
at level 20, You can use your action to fire a shot that automatically hits if the target is in sight and no further than your normal range. You can use this ability once per short or long rest.
List of liquidx[edit]
liquidx factory: you have a workshop for the exclusive use of liquidx manufacturing, you can locate this workshop anywhere (at the discretion of the DM) this workshop allows you to make liquidx from the remains of other living beings, distilling liquidx is a risky task so which every time you go to make liquid you must roll an intelligence saving throw with a CR that varies depending on the type of liquid to be made.
types of liquidox:
green liquid
The green liquid is one of the easiest to make and obtain since it does not pose such a high risk of manufacturing, the manufacturing DC is the CR level of the creature +3, you obtain a number of gallons equal to the CR of the creature .
yellow liquid
Yellow liquid is fairly easy to make and obtain, it represents a moderate crafting risk, the crafting DC is equal to the creature's CR level +6 only, so make yellow liquid from creatures with a CR of 5 or more , you will obtain a number of Gallons equivalent to half the creature's cr.
red liquid
Red liquid is extremely difficult to make and obtain, it represents a high crafting risk, the crafting DC is the creature's CR level +11 only, so make red liquid from creatures with a CR of 10 or more, you will get a number of gallons equal to the creature's cr divided by 3
purple liquid
Purple liquid is almost impossible to make and obtain, it represents an almost impossible risk to craft, the crafting DC is the creature's CR level +16 only to make purple liquid from creatures with a CR of 15 or more, you get a number of equivalent Gallons equal to the creature's cr divided by 4
black liquid
Black liquid is impossible to craft and obtain by non-influential people in the underworld, they pose an almost impossible risk to craft, the crafting DC is the creature's CR level +21 only to make black liquid from creatures with a CR of 20 or more, you get a number of gallons equal to the creature's cr divided by 5
Multiclassing[edit]
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:
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