User:Quincy/Criminal
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Criminal[edit]
The life of a criminal is that of secrecy, deception, and riches. Many of the people who follow this path have short, explosive lives that normally end abruptly and brutally.
There are also many flavors and motives of the common criminal, but one thing must be shared.
Greed.
The main drive of the criminal is to seek their own pleasures with little to no regard for anyone else's safety, well-being or state of mind.
Creating a Criminal[edit]
Class Features
As a Criminal you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Criminal level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Criminal level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Simple
Tools: Disguise kit, thieves' tools.
Saving Throws: Dexterity, Strength
Skills: Choose three skills from: Acrobatics, Athletics, Deception, Intimidation, Persuasion, Sleight of hand, And Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) a mace
- (a) Leather armor or (b) Hide Armor
- (a) Disguise kit or (b) Thieves tools
- (a) A trinket from your first heist or (b) A trinket from your first kill
Level | Proficiency Bonus |
Features | Flurry |
---|---|---|---|
1st | +2 | Preferred Method, Running Numbers | 2d4 1x |
2nd | +2 | Alter Ego | 3d4 1x |
3rd | +2 | Dearth | 3d4 2x |
4th | +2 | Ability Score Improvement | 4d4 2x |
5th | +3 | Accessorize!, Extra attack | 4d4 3x |
6th | +3 | Dearth Feature | 5d4 3x |
7th | +3 | — | 5d4 3x |
8th | +3 | Ability Score Improvement, Sn0wman | 5d4 4x |
9th | +4 | Dearth Feature | 6d4 4x |
10th | +4 | Extra Attack(2) | 6d4 5x |
11th | +4 | — | 6d4 5x |
12th | +4 | Ability Score Improvement, Accessorize! | 7d4 5x |
13th | +5 | Dearth Feature | 7d4 6x |
14th | +5 | — | 8d4 6x |
15th | +5 | — | 8d4 7x |
16th | +5 | Ability Score Improvement, Sn0wman(2) | 8d4 7x |
17th | +6 | Dearth Feature | 9d4 7x |
18th | +6 | — | 9d4 8x |
19th | +6 | Ability Score Improvement, Accessorize! | 10d4 9x |
20th | +6 | Dearth Feature | 10d4 10x |
Preferred Methods[edit]
Everyone has a specific way they like to act and handle things. Criminals are no different.
- Kingpin
A Kingpin encompasses everything a surly mob leader represents. They want their name attributed to the crimes they commit and demand respect based on those actions. Anyone unfortunate enough to cross them often finds themselves six feet under, see?
With their previous knowledge of "dealing with people" they know exactly where to strike. Weapon attacks and flurries score a critical hit on a roll of 19 or 20.
- Tough Talker
The Tough Talker is your every day "Big son of a gun". Their specialties are lifting, hitting things, and being angry.
Once per Long rest, A Heart may fly into a rage and gain advantage on any Athletics or Intimidation checks for one minute.
- Mouse
The Mouse is the kind of person who you wouldn't want to leave your coin purse with. Wherever there is any gold to be made, you can bet that they're finding ways to break in and get it.
Due to their quick fingers and cautious nature, they have advantage on Sleight of Hand rolls against non-hostile creatures.
Running Numbers[edit]
In the cold city streets you constantly have to keep up a facade to make sure nobody knows your true self.
Once per long rest, you may call upon this ability to randomly shuffle your ability modifiers for one minute. To do this, simply roll a 4d6. Put anything less than two as zero, then place the numbers in order from str to cha
Flurry[edit]
No self respecting criminal doesn't know how to use a blade. While having a dagger equipped you may use a Flurry in place of an attack action once per short rest. As you gain levels in this class, the amount of damage flurry deals and its uses increase, as shown in the Flurry column of the Criminal table.
Alter Ego[edit]
Starting at second level, you may reveal your alter ego to a creature of your choice.
The creature must pass a dc(10+proficiency bonus) wisdom saving throw or become frightened for one minute.
Dearth[edit]
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
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Spell List[edit]
You know all of the spells on the basic spell list and addtional spells based on your archetype.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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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: