Underworld Syndicate

Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you’re especially good at what you do, you’ll leave everyone thinking someone else was responsible   Officer Titles
  • Enforcement- You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you. 
  • Narcotics- You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to 1d8 + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level. 
  • Negotiations- You gain proficiency in the Per- suasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest. Additionally, you can cast the disguise self and suggestion spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest. 
  • Operations- As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked prone.
  • Records- You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher you can cast the following spells using Intelligence as your spellcasting ability: At will: detect magic, mage hand, minor illusion 3/day each: comprehend languages, disguise self, faerie fire 1/day each: invisibility, locate object

Specializations

 
Assassin’s College
  Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.    
Skill Bonus Defense Bonus
Espionage: +1 Resources: +1
 
  • Assassin’s Strike- When you hit with a weapon attack, take all the power dice from your domain’s pool. The target of your attack must make a Con- stitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice.
  • Looks Like We Need a New Boss- As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain’s Resolve. On a success, the opposed domain makes the Operations test with disadvantage.
  • The Best There Is- If your domain’s Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value.
 
Spy Network
  As part of a covert team of spies, you gather intel- ligence and engage in clandestine activities for a government, a specific organization—or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.    
Skill Bonus Defense Bonus
Diplomacy: +1 Espionage: +1
 
  • Traitor- As an action, select a creature that is not another domain’s leader that you can see within 30 feet of you, and take all the power dice from your domain’s pool. If the target’s current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service.
  • Create Vulnerability - Once per intrigue, if your domain’s Communications level is 2 or higher, you can choose one opposed domain’s lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant.
  • False Orders- As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, you can move one of the opposed domain’s Tier I artillery or infantry units to any space on your side of the field. You can use this fea- ture multiple times to affect additional units in the same battle
 
Thieves Guild
  Your organization is a second-story crew, focusing on getting into where you don’t belong, taking what isn’t yours, and earning your well-deserved rewards. You’re not much for politics, spying, and information brokering—except when it helps you cut deals with the law.    
Skill Bonus Defense Bonus
Espionage: +1 Operations: +1
 
  • Poisonous Weapons- As a bonus action, take a power die from your domain’s pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die.
  • Stolen Supplies- Once per intrigue as a domain action, you can make an Operations test against an opposed domain’s Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle.
  • They’re Going to Have a Hard Time Making Payroll This Week .- As a domain action, make an Espionage test against an opposed domain’s Resources. On a success, your domain’s Resources level increases by by 1, and at the start of the next battle, one of the opposed domain’s Tier I units of your choice must decrement its casualty die.
Skills Defenses
Diplomacy: 0 Communications: 12
Espionage: 2 Resolve: 10
Lore: -1 Resources: 11
Operations: 1
Domain Power Find Weekness- As a bonus action, take a power die from your domain’s pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn.     Domain Features Plans within Plans- Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain’s Communications. On a success, you raise your domain’s Communications level by 1 and decrease the opposed domain’s Communications level by 1. The Crew- As a domain action, make a DC 13 Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons.
Type
Illicit, Syndicate

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