Dirty Money | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dirty Money - 9000 AXP

TIER THREE FEATURE: Dirty Money

    • AXP: 9000
    • Pre-Requisites: Wealth score of at least 16 or access granted by selecting Hustler as base class
    • Grants Access To: None

You know how to handle money well, and how to utillize dirty money. Your Wealth score increases by 4 once when you take this feature. Additionally, you gain the following abilities:

Haggler

You perfect the art of haggling. You now have advantage on persuasion checks when attempting to buy items for lower than their marked price.

Dirty Money

You are able to taint the cash that touches your hands. For a certain cunning die cost, you are able to cause a number of effects on a single targeted creature within fifteen feet of you. The target must succeed on a DC (8 + Proficiency Bonus + Charisma Modifier) Constitution saving throw or be inflicted with one of the chosen conditions below, using up the listed gp either way:

  • 1 Cunning Die - Sleep, until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
  • 2 Cunning Dice - Charmed for 1 hour or until you or your companions do anything harmful to it.
  • 2 Cunning Dice - Frightened of you for 1 minute.
  • 3 Cunning Dice - Poisoned for its next 2 turns.

Fraudulent Claim

You gain expertise in the Deception skill. Lying about deals to anyone with under 12 wisdom is an instant success.

Mugger

When making a successful melee attack, make a Sleight of Hand check, If the result is 19 or higher, you steal your choice of any single item the enemy has that is not in their hands.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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