Boss Man | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Boss Man - 27050 AXP

TIER FIVE FEATURE: Boss Man

    • AXP: 27050
    • Pre-Requisites: Charisma ability score of at least 16 or access granted by the Sweet Talker feature
    • Grants Access To: None

Commanding rings of illicit activities and acting as architects of great criminal plans, some criminals of your caliber become mentors, and the masterminds behind criminal organizations, gangs and bands. These are the mobsters, pirate captains and crime lords, spreading their webs trough the criminal underworld.

Bonus Proficiencies

You gain proficiency in the Intimidation, Deception and Persuasion skills. If you are already proficienct, double it. If it is already doubled, triple it.

Crime Boss

As a bonus action, you can take the Help action to help a creature within 30 feet of you. In addition, whenever you take the Help action, you can spend one cunning die to allow the creature you are helping to use the result of your cunning die as a bonus.

Tactical Ploy

You can take another bonus action on your turn, or another reaction. You can use this feature a number of times equal to your Charisma modifier, and regain your uses of it after finishing a long rest.

Organized Crime

Any creature within 10 feet add your Intelligence modifier as a bonus to their Dexterity (Stealth), (Sleight of Hand), and to checks with the thieve's tools.

The range of this feature increases to 30 feet at 8th tier.

Crime Lord

When you reach Tier 8, when an allied creature approaches an area within 30 feet or end its turn there, you can use your reaction to allow that creature to take the Dash, Disengage or to make one Attack as a reaction.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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