Crime Lord | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Crime Lord

Criminal

Your reputation has continually grown within the criminal underworld, and the further you rise as an adventurer, the more thieves and cut-throats come looking to you for the next big score. You have advantage on Charisma (Deception) and Charisma (Intimidation) checks made to influence criminals.   In addition, when you access the network of criminals you are ingratiated with you may choose to hire underlings. Once hired, these underlings arrive at the time and place of your choice. The time must be within the next 48 hours and the place must be within a city your criminal network is in. These underlings follow your orders but will not perform any actions that would obviously harm themselves, and they are likely to abandon you or possibly even turn on you if the situation grows especially dire. The underlings continue following your orders for up to 24 hours before dispersing back to their criminal underground.   Once you use this feature within a city you may not use it there again for 7 days. The underlings must be paid upfront through a mutual contact and can be hired at the following costs: up to 6 Bandits (10gp each) or 4 Thugs (30gp each) or 2 Spys (50gp each).


Created by

Cooledcross.

Statblock Type

Feat

Link/Embed