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 You gain advantage on saving throws and ability checks that involve negotiation. You can use your reaction to reroll a failed Charisma check or saving throw. You must use the new result.
Favorable Treatment You receive 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 used to create all kinds of technology. It is extracted from the blood or any part of the creature's body, which you can sell on the black market or use to create your own technologies in the LiquidX workshop, as detailed in the list at the end of the class.
Spellcasting Thanks to 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 spellcasting table with the Paladin and Sorcerer classes (if you choose sorcerer, refer to the D&D 5e table).
Cantrips You know two cantrips from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Kinggangster 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 example, 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 + your 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 PHB) as a spellcasting focus for your wizard or Kinggangster Magician spells.
Foolproof Negotiation At 3rd level, you gain 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 per week.
Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Right Hand At 6th level, the mafia has its eye on you, meaning you acquire a companion (of any class, at the DM’s discretion) who will always be there to protect you and ensure you are not a traitor. Your companion is one level lower than yours and follows your orders permanently, unless such an order would attack the black market mafia. If your companion dies, you must wait a month to use this ability again.
Negotiator At 10th level, your reputation as the best businessman is widely recognized, granting you the following benefits:
When you make a Charisma (Persuasion) roll, you can treat a roll of 20 as a success. You can spend 10 minutes talking to a creature to change its attitude toward you (similar to Charm Person, but without the magical component). You can purchase exotic and rare goods from anywhere in the world without a price penalty. Intimidating At 14th level, 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. Additionally, these creatures cannot make any attempt on your life and will try to address you with their heads bowed whenever they speak to you. You can use this ability a number of times equal to your Charisma modifier
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