Rogue Crime Boss

by MalElemental

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Roguish Archetype: Crime Boss

Crime bosses rule the underworld. You find them in all cities and cultures - they provide the organisation behind the crime. They range from seedy backalley gangsters running illicit gambling rings, to criminal kingpins heading international smuggling operations. Some crime bosses grow so large they become kings in their domains.

A crime boss rules using fear and intimidation rather than brute strength. They exploit their ruthlessness and cunning, preferring to leave the distasteful violence to the dumb thugs under their command.

Skills of the Mob

3rd level Crime Boss feature

You gain proficiency in your choice of either the Deception or the Intimidation skill.

Show 'Em How It's Done

3rd level Crime Boss feature

You don't like getting your own hands dirty, but you do know how to give orders to the muscle.

When you use the Help action to aid an ally attacking a creature, they can then add your Sneak Attack damage to the damage of their first successful attack. They must have advantage on the attack to apply this damage.

Only one creature (yourself included) can use your Sneak Attack per round of combat.

Art of the Deal

3rd level Crime Boss feature

You read people; you learn how to lever them. If you spend one minute observing or interacting with a creature outside of combat, then the DM tells you two of the following pieces of information:

  • The creature's goals or ambitions,
  • Whom or what the creature is loyal towards,
  • How much money it would take to bribe the creature to obey a specific instruction.

At the end of this period, you gain advantage on Charisma (Persuasion or Intimidation) checks towards the creature.

Offer They Can't Refuse

9th level Crime Boss feature

Extortion is your business. When a creature is being grappled by yourself or by an ally, you can use a bonus action to threaten them. That creature must make a Wisdom (Insight) check contested by your Charisma (Intimidation). On a failure, it becomes Frightened of you while it is being grappled, and for an additional round of combat afterwards.

In addition, you turn fear into compliance. Any creature that is Frightened of you is also has the effects of being Charmed.

Wiseguy

13th level Crime Boss feature

You have mastered the art of lying, even under oath. No magic spell or effect (such as Zone of Truth) is capable of detecting your lies. You cannot be compelled to speak the truth by any means.

In addition, all creatures have disadvantage on Wisdom (Insight) checks made to discern whether you are being honest.

The Godfather

17th level Crime Boss feature

Your imposing presence unnerves opponents. When a creature you can see within 60 feet of you makes an ability check or a saving throw, you can use your reaction to intervene and subtract your Charisma modifier from their roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines success or failure. If the creature succeeds on their roll even despite your intervention, then it doesn't expend a usage for you.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long or short rest.

Art Credit: OnHolyServiceBound, Conrad Gomorrah, the Goblin Mob Boss.
Created using GMBinder.

 

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