From D&D Wiki

Jump to: navigation, search


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.


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


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


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

Table: The Criminal

Level Proficiency
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.


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.


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


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.


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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For archetypes, paths, etc. Introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and addtional spells based on your archetype.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


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:

Home of user-generated,
homebrew pages!