Corrupt

Corrupt

A crime boss or leader of organized and illicit activities. Corrupt's often buy the loyalty of those they cannot intimidate or inspire, and are as cunning and deadly as the mercenaries they hire.

Inspire Fear:

Beginning at 3rd level, when you choose this legacy, you can use your bonus action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom Saving Throw (DC equal to 8 + Your Proficiency Bonus + Your Charisma Modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Minion: Thug

At 3rd level, you are assigned a thug for your protection. A thug use the statistics found at the end of this packet. A thug can often be paid off by enemies, but particularly intimidating or wealthy corrupts may have more loyal hirelings. At 7th level, you receive a better thug under your command, at 11th level, you receive a even better thug under your command.. Use the template below, and give them a bonus to their maximum hit points equal to your Noble Level, and a bonus to their attack and damage rolls equal to your Proficiency bonus.

Take the Hit: 

Starting at 6th level, when standing adjacent to an ally or one of your Servants, loyal to you, you can use your reaction to interpose them between you and an attacker. You and the willing ally take half of the damage from the attack, splitting it between yourself and it. You can attempt to command an unwitting ally into taking the hit, forcing them to make a Charisma save against a DC of 8 + your proficiency bonus + your Charisma modifier. If you spend 1 Leadership point when using the feature, the ally still takes half damage but you suffer no damage. Once you use this feature, you must take a short or long rest to use it again.

Notorious: 

Beginning at 14th level, your infamy and reputation are such that any opponent whose character level or challenge rating is equal to or less than your Noble level suffer disadvantage on attack rolls and opposed ability checks made against you. You also have advantage against any Force powers they may use against you. This is a mind-affecting fear effect, as such, if the character or creature is immune to the Frightened Condition, he is immune to this feature.

Minion Stats

Thug Rank 1

Medium Humanoid
Armor Class 16 (Armored Skin Suit)
Hit Points 26 (4d8+4)
 STR       DEX      CON       INT         WIS       CHA
13 (+1)    14 (+2)    12 (+1)    10 (+0)    10 (+0)    12 (+1)

Senses: Passive Percetion 10
Profiecincies: Simple, Pistols, Energy Shields, Light, Medium, Heavy armor
Laguages: Basic
Challenge 1
Weapon Focus: Melee
Follow Through: When you reduce an enemy to 0 hit points you can move an additional 30ft.

Vibroknife. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit 5 (1d6+2) piercing damage.

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit 6 (1d8+2) energy damage.

Thug Rank 2

Medium Humanoid
Armor Class 16 (Armored Skin Suit)
Hit Points 39 (6d8+12)
STR         DEX       CON       INT        WIS       CHA
15 (+2)    14 (+2)    14 (+2)    12 (+1)    10 (+0)    14 (+2)

Senses: Passive Percetion 10
Profiecincies: Simple, Pistols, Energy Shields, Light, Medium armor
Laguages: Basic
Challenge 3
Weapon Focus: Melee
Weapon Specialization: Melee
Follow Through: When you reduce an enemy to 0 hit points you can move an additional 30ft.

Multiattack. The bodyhuard makes two melee or ranged weapon attacks.

Vibroknife. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit 7 (1d6+4) piercing damage.

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit 6 (1d8+2) energy damage.

Bodyguard Rank 3

Medium Humanoid
Armor Class 16 (Armored Skin Suit)
Hit Points 97 (13d8+39)
STR         DEX       CON       INT        WIS       CHA
16 (+3)    14 (+2)    16 (+3)    14 (+2)    11 (+0)    15 (+2)

Saving Throw Prof: Int, Wis, Cha
Senses: Passive Percetion 10
Profiecincies: Simple, Pistols, Energy Shields, Light, Medium armor
Laguages: Basic
Challenge 5
Weapon Focus: Melee
Weapon Specialization: Melee
Follow Through: When you reduce an enemy to 0 hit points you can move an additional 30ft.
Knife Trick: If you have a concealed knife or blade, you threaten as though armed with a melee weapon. When you can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person and make a single attack against the target, you gain a +10 to damage to the attack.

Multiattack. The bodyhuard makes two melee or ranged weapon attacks.

Vibroknife. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 7 (1d6+4) piercing damage.

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit 6 (1d8+2) energy damage.