Escort (5e Class)

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Escort

An elven man walks through the inns common area on the arm of a strong warrior. The two make their way up to the warriors room.

The halfling woman comforts the injured wizard as the rest of the party sets up camp for the night.

The human escort with the party facing off against a group of drow. Through the battle the escort flirts with the drow and Party Members. This flirting throws off the drow while boosting the party's morale.

Escort with a Golden Heart

An escort can be many things, someone who has worked in a brothel as a slave, someone who sold their body to get the money to eat, or someone who was kept by a rich noble as a plaything, and so on. No matter what your background is, now you have been thrust into the role of an adventurer, be it by choice or by fate. You have to embrace your past and use it to aid your party anyway you can.

While an escort brings up images of sex and selling one's body to strangers, this class does not have to be that way. The escort does not have to jump from bedroll to bedroll of the party during rest, or take the stranger's money at the inn the party is staying in. This class is about party support and aid. While they may do this in a more flirty and erotic way, sex and nudity should never be required. On the flip side an escort could be sex crazed and/or fully okay with nudity. It’s really up to the characters' and party's comfort level both in and out of the game.

Creating a Escort

Now think about who makes up your character, what is their background? How did they end up as an escort? Were they forced into it by a slaver or a pimp? Was it something they chose to do as a thrill and a fun way to make money. Do they regret or feel shame for their past choices now? Do they look fondly at that time in their life? Do they speak openly about their past or are they guarded about their feelings?

What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.

It can be hard to find good backgrounds for an escort. Entertainer will be the most widely applicable background. Guild artisan may be chosen if such work is legal and organized in your setting. Harborfolk may be a good choice, where an escort found work from men long at sea. A noble background could be chosen for high class woman fallen from her standing, forced to turned escort to survive.

Creativity will be your best guide for your background. You were hired/enslaved to be a comfort girl in the mines allowing the earthspur miner background. Your body and charm were the lure for wanted men in a bounty hunting group, allowing the background of urban bounty hunter. There are mythical stories in real life about escorts being the heroes such as Shamhat, who tamed the wild man, Enkidu. So keep these things in mind while choosing your character's background.

Quick Build

You can make an escort quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity and Constitution. Choose the entertainer background. Choose Persuasion, Deception, Insight, and Acrobatics as your skills. Choose a whip and explorer's pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Escort you gain the following class features.

Hit Points

Hit Dice: 1d8 per Escort level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Escort level after 1st

Proficiencies

Armor: light armor
Weapons: Simple weapons, whip
Tools: Herbalism kit, healer's kit
Saving Throws: Charisma, Dexterity
Skills: Choose four from Athletics, Acrobatics, Deception, Insight, Performance, Persuasion, Animal Handling, and Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a whip
  • one simple weapon
  • leather armor
  • (a) an entertainer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Escort

LevelProficiency
Bonus
FeaturesEscort's Encouragement Dice
1st+2Escort's Encouragement4
2nd+2Whip Enthusiast, Sexy Armor4
3rd+2Path of Pleasure, Distracting Figure4
4th+2Ability Score Improvement4
5th+3Lay With Me5
6th+3Sweet Nothings, Path feature5
7th+3Next to You, Escort's Encouragement improvement5
8th+3Ability Score Improvement5
9th+4A Roll in the Hay5
10th+4Scorn, No Glove No Love6
11th+4Flashing, Path feature6
12th+4Ability Score Improvement6
13th+5Escorts Encouragement improvement6
14th+5One-Night Stand6
15th+5Path feature, Arousal7
16th+5Ability Score Improvement7
17th+6Whip it Out7
18th+6Flashing improvement, Sexy as Fuck7
19th+6Ability Score Improvement7
20th+6Erotica8

Escort's Encouragement

At 1st level, you can inspire others through soft words and/or touch. To do so, you use a bonus action on your turn to choose one creature other than yourself within 30 feet of you who can hear you or you can touch. That creature gains the effects of Escort's Encouragement.

Once within the next 10 minutes, the target can choose to use your Escort's Encouragement to add your Charisma modifier to one ability check, attack roll, or saving throw they make. The target can wait to use the Escorts Encouragement effect until after the roll, but before the DM determines the outcome. Once your Escort's Encouragement is used, the effect is lost. A creature can have only one Escort's Encouragement effect active at a time.

You can use this feature four times. You regain any spent uses when you finish a long rest. This limit increases to five at 5th level, six at 10th level, seven at 15th level, and eight at 20th level.

Your Escort's Encouragement strength increases as your experience as an escort grows. The value becomes your Charisma modifier + 1d4 at 7th level, and your Charisma modifier + 1d6 at 13th level. The die is rolled when the target consumes the effect.

At 5th level, you may regain use of Escort's Encouragement when you finish a short or long rest.

Sexy Armor

At 2nd level, your wonderful body becomes a defense of it's own. Your AC becomes 10 + your Dexterity modifier + your Charisma modifier when you aren't wearing armor.

Whip Enthusiast

At 2nd level, when you take the Attack action with a whip, you may use your bonus action to attempt to grapple the creature. All standard grappling conditions apply to make this attempt. On a successful grapple, the target is restrained and you may not attack with the whip again until the grapple ends.

Path of Pleasure

Beginning at 3rd level, you choose a subclass that emphasizes your way of gaining pleasure between: The Way of the Kiss, The Way of the Leather, The Way of the Silk or The Way of the Beast, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 6th, 11th, and 15th.

Distracting Figure

At 3rd level, you can use your body to distract, confuse, and otherwise sap the concentration and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll 1d6 and subtract the result creature’s roll. You must choose to use this feature after the creature makes its roll, but before the GM determines the outcome.

The creature is immune if it can’t see you or if it’s immune to being charmed. This can be done by flirting, dancing suggestively, flashing, or putting on other erotic displays.

You may use this feature a number of times equal to your Charisma modifier(minimum of one) and you regain all uses of this feature at the end of a long rest.

Lay With Me

At 5th level, you gain the power to heal. With skin to skin contact you can heal wounds. You have a pool of healing power that replenishes when you finish a long rest. With that pool, you can restore a total number of hit points equal to your escort level x 5.

As an action, you press your body to the body of the wounded creature holding and soothing it. By drawing power from the pool, you may to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This can be a very intimate moment but doesn't need to be sexual.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay With Me, expending hit points separately for each one. This feature has no effect on undead and constructs.

Sweet Nothings

At 6th level, your allure can be used to make a creature act against their best interests. As an action, you can infatuate a target you have grappled to obey your command. The target must succeed a Wisdom saving throw against your DC of 8 +your proficiency bonus +your Charisma or be charmed for one round. Creatures that cannot be charmed or cannot understand you automatically succeed this save. A charmed target spends the duration of the effect trying to carry out the command issued.

Simple commands might be to attack an ally, throw aside a weapon, or move to a specific location.

A target cannot be compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction. After taking damage from any source, it can make another Wisdom saving throw to try to end the effect early.

Next to You

At 7th level, your friends and allies have started to look to you for support. At the start of your turn, you may choose a friendly creature within 10 feet of you. They gain a bonus to saving throws equal to your Charisma modifier (minimum of one) as long as they stay within this range. In addition, you and all allies in this area have advantage on saving throws against charm effects. The range of this ability increases to 20ft at 12th level, and 30ft at 17th level. You must be conscious to grant this bonus.

A Roll in the Hay

At 9th level, you are experienced in getting nice and close. You may use Acrobatics instead of Athletics when attempting to grapple a creature.

Scorn

At 10th level, your words have damaging power over those infatuated with you. As an action, you may end the charmed effect cast by you on a creature within 60 feet of you, making the target take 3d6 + Charisma psychic damage. Once a creature has taken damage from this feature, they are immune to this effect for 24 hours.

No Glove No Love

At 10th level, your ability to stay healthy where others would get sick is extraordinary. You become immune to diseases and poisons.

Flashing

At 11th level, you can expose yourself in ways that can make even foes loose their wits. As a bonus action you can expose yourself in whatever way to choose to one humanoid creature within a 30ft range. They must succeed a DC 8 + your Charisma modifier + your proficiency bonus, Wisdom saving throw or become charmed by you until the end of your next turn. The target makes their Wisdom save with disadvantage if this would prolong a charmed effect already cast by you. Creatures that cannot be charmed or cannot see you automatically succeed this save. The range of this ability increases to 60ft at 18th level.

One-Night Stand

At 14th level, your foes are reluctant to escape your contact. When a creature attempts to break your grapple, they must also make a DC 8 + your Charisma modifier + your proficiency bonus Wisdom saving throw or the target becomes reluctant to escape, making them automatically fail the check to break the grapple.

Arousal

At 15th level, your body is a work of art, got all the right stuff in all the right places. Your body is so perfect it hurts to look away. When a creature charmed by you has the effect broken before its duration expires, the target suffers 6d6 + your Charisma modifier psychic damage.

Whip it Out

At 17th level, you master your tool of the trade, the whip. When choosing the Attack action with a whip, you may add half your Charisma modifier rounded down to your attack rolls with whips, which now deal 2d4 slashing damage.

Sexy as Fuck

At 18th level, you're beautiful and charming on a level that many can’t reach normally. You gain proficiency in the Charisma saving throws, and if you already have proficiency in it, you can double your proficiency bonus.

Erotica

At 20th level, you have mastered the skill of distracting creatures unfriendly to you while boosting friendly creatures. As an action, you may choose to put on an erotic display of your own imagining clearly visible to all creatures of your choice within a 30ft radius. The affected creatures must subtract your Charisma modifier (rounded up) from their attack rolls. All friendly creatures within range may add your Charisma modifier to their attack rolls. Creatures who cannot see you are unaffected by this effect, which lasts for 10 minutes. You may use this once per short or long rest.

The Way of the Kiss

Escorts normally do not kiss, but you do and you weaponize it. Thanks to formulas you come up with, you now can make lipsticks that have magical effects.

Extra Kit

At 3rd level, when you take this archetype you gain proficiency with the Alchemist’s supplies kit.

Flexible Embrace

At 3rd level, gain proficiency in the Athletics and Acrobatics skills. If you are already proficient in one or both of these skills, treat skill as an expertise skill, doubling your proficiency bonus.

Charming Kiss

At 3rd level, thanks to your ability to make magical lipstick you now can charm people. You may apply the lipstick as a bonus action. You may kiss a target as an action to charm them for one minute (same effects of charm person) if target is unwilling to get kissed you must first grapple them. The lipstick can be easily wiped off your lips as a bonus action.

Suggestive Kiss

At 6th level, thanks to your ability to make magical lipstick you now can make others open to suggestions. You may apply the lipstick as a bonus action. When you kiss a target as an action, you can cast the spell suggestion on them, with the same rules apply when it comes to kissing them as Charming Kiss. If the target is unwilling to get kissed you must grapple them. The lipstick can be easily wiped off your lips after as a bonus action.

Deadly Kiss

At 11th level, thanks to your ability to make magical lipstick you now can hurt people. You may apply the lipstick as a bonus action. When you kiss a target you deal 3d10 + Charisma modifier poison damage. This damage increases when you reach 13th level(4d10) and 18th level(5d10). If the target is unwilling to get kissed you must grapple them. The lipstick can be easily wiped off your lips after as a bonus action.

Lively Kiss

At 15th level, thanks to your ability to make magical lipstick you now can bring people back to life. You may apply the lipstick as a bonus action. When you kiss a body that has been dead for no longer then 10 minutes, you can bring the body back to life (same effects of raise dead). The lipstick can be easily wiped off your lips after as a bonus action. You may use this feature once, and you regain use of this feature after you finish a long rest.

The Way of the Leather

Whips, chains, leather, and a little pain, those are things you enjoy. You focus on the whip and how to use it.

Leather Lifestyle

At 3rd level, when you are wearing light armor, you may add your Charisma modifier to your AC instead of your Dexterity modifier.

Skilled Tongue

At 3rd level, gain proficiency in the Deception and Sleight of Hand skills. If you are already proficient in one or both of these skills, treat skill as an expertise skill, doubling your proficiency bonus.

Whip it Good

At 6th level, when using a whip you can add your Charisma modifier to your damage rolls as bonus damage.

Spell Like Abilities

At 11th level, the escort has gained some magic like abilities. All spells can be only used twice. You regain use of these spells after you finish a long rest.

List of Spells
Double the Whip Cream

At 15th level, there's nothing like a good whip in your hand, so why not two? You now can dual wield whips. When you do you, you may add your Charisma modifier to the damage roll of the off hand whip.

The Way of the Silk

Some people like the feel of leather and the sting of a whip, and then some don’t. You are one of those people, instead of pain you want to make people feel good.

Touch of Silk

At 3rd level, you'd rather not be weighed down by heavy armors so you go without. When you are not wearing medium or heavy armor, your base movement speed increases by 10 feet.

Insightful Words

At 3rd level, gain proficiency in the Insight and Persuasion skills. If you are already proficient in one or both of these skills, treat skill as an expertise skill, doubling your proficiency bonus.

Mercy

At 6th level, you feel close to your party as such you want to keep them safe and healthy. As an action, you can target up to six creatures of your choice that you can see within 30 feet, and each creature regains hit points equal to 2d8 + Charisma modifier. This has no effect on undead or constructs. You can use this feature twice, and you regain all uses of this feature after you finish a long rest.

Caduceus Effect

At 11th level, A wave of healing energy flows out from your body. As an action, you can choose up to six creatures in a 30-foot-radius sphere centered on you. Each target regains hit points equal to 6d8 + Charisma modifier, and acts as if the lesser restoration spell was cast on them. This feature has no effect on undead or constructs. You can use this feature twice, and you regain all uses of this feature after you finish a long rest.

The Power of Silk

At 15th level, you can utter soft words, imbued with power . Choose any number of creatures you can see within 30ft. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

50 hit points or fewer: deafened until the end of its next turn.

40 hit points or fewer: deafened and blinded until the end of its next turn..

30 hit points or fewer: deafened and blinded for 1 minute and stunned until the end of its next turn.

20 hit points or fewer: Knocked unconscious for 1 hour.

You can use this feature two times, and you regain all uses of this feature after you finish a long rest.

The Way of the Beast

While most times escorts normally work alone, but not you, you have gain an animal partner. You and the partner are close and have a strong bond. Normally this animal is a snake, dog, horse, or donkey but other animals of CR 1/2 or below work as well. At 6th level, you may bond with animals of a CR equal to your Escort level divided by 3. This animal will find you when you take this subclass, and if you happen to lose your animal you must spend 30 hours over the next week bonding to a new one.

Understanding

At 3rd level, You and your animal companion have bonded in ways others have not, this allows you and the animal to be in each others heads. You gain the ability to mentally communicate with your animal companion. There is no maximum range on this, however the animal can only send the basic communication it would normally be able to send to any creature who could understand it.

Pleasing Nature

At 3rd level, gain proficiency in the Performance and Animal Handling skills. If you are already proficient in one or both of these skills, treat skill as an expertise skill, doubling your proficiency bonus.

Still Feel You

At 6th level, When you are close to your animal companion you feel a link between you and it. Whenever you're in 10 feet of the animal companion, you have a +1 bonus to your AC and your animal companion's attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks.

Extra Attack

At 11th level, your animal companion may attack twice, instead of once, whenever you take the Attack action on your turn. You and your animal must be within 10 feet of each other to gain the extra attack.

Animal Senses

At 15th level, you gain animal like senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. These senses only work when you are in 10 feet of your animal companion.

Multiclassing

Prerequisites. To qualify for multiclassing into the escort class, you must meet these prerequisites: 13 Charisma.

Proficiencies. When you multiclass into the escort class, you gain the following proficiencies: one escort skill of your choice, light armor, whip.



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