Gentleman (5e Class)

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Gentleman

Respectful to all creatures. The gentlemen often use their guile and charm to gain the respect of the other individuals. While otherwise kind-hearted and gentle, a gentleman may chastise those that disrespect the vulnerable, weak or innocent. Those that bring harm to them are infinitely worse.

Gentleman Knight

Creating a Gentlemen

You can make a gentleman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Noble background. Third, choose a diplomats pack.

Class Features

As a Gentlemen you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple Weapons and Rapier
Tools: Choose one type of artisan’s tools and one musical instrument
Saving Throws: Strength and Charisma
Skills: Choose any two

Equipment

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

  • Any simple weapon
  • (a) A diplomat’s pack or or (b) An entertainer's pack
  • A monocle, and a pocket watch
  • Leather armor

Table: The Gentlemen

LevelProficiency
Bonus
FeaturesFisticuffs Bonus
1st+2 Oath of Chivalry, Fisticuffs, Unarmored Defense, Archetype1d6
2nd+2 On My Honor, My Lady Would Like To Have A Word1d6
3rd+2 Jack of All Trades, Man of Many Hats1d6
4th+2Ability Score Improvement, After You1d6
5th+3 Extra Attack, Anger of The Gentlemen1d8
6th+3 Challenge, Archetype Feature1d8
7th+3 Man of Many Hats1d8
8th+3Ability Score Improvement1d8
9th+4Roll Up the Sleeves1d8
10th+4Dashing Rogue1d8
11th+4Extra Attack1d10
12th+4Ability Score Improvement1d10
13th+5 The Ol’ One, Two, Man of Many Hats1d10
14th+5 Man of Many Hats, Looks That Kill, Archetype Feature1d10
15th+5Hat Trick1d10
16th+5Ability Score Improvement1d10
17th+6 Cleaning House1d12
18th+6 Man of Many Hats1d12
19th+6Ability Score Improvement1d12
20th+6 Man of Many Hats, Looks That Kill Improvement, Handsome Devil1d12

Oath of Chivalry

You are always able to determine if a creature is weaker than you. Without spending an action, you can tell the CR of any non-hostile creature.

As a Gentlemen, you vow to uphold and protect the weak. If you willingly strike a non-hostile creature with a CR lower than yours without cause, you may not use any of your class features until you have formally, and graciously apologized to the creature that you wronged.

Fisticuffs

As a gentlemen you are obligated to use your bare fists to solve disputes. Due to using them extensively you, as a gentlemen are adept at using your Fisticuffs.

At 1st level, your unarmed strikes are more effective than the average Joe's.

You gain the following benefits while you are unarmed and you aren’t wearing medium or heavy armor or wielding a shield:

  • You can choose Strength or Dexterity for your attack and damage rolls.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain gentlemen levels, as shown in the fisticuffs bonus column of the gentlemen table.
  • When you make a bonus attack, you may use your unarmed strike.

Unarmored Defense

Starting at 1st level when you are not wearing any armor or using a shield your AC is equal to 10 + your Strength modifier + your Charisma modifier.

Archetype

Starting at 1st level, you can choose a gentlemen archetype. Choose between the Noble and the Rustic. Your choice grants you features at 1st level, and again at 6th and 14th levels.

On my Honor

At 2nd level and on, when you or one creature within 60 feet of you who can hear you, makes a skill check or save, you can use your reaction to let that creature add your fisticuffs bonus die to it. You must decide to use this ability before the roll is made.

You can use this feature a number of times equal to your proficiency bonus, and regain all your uses after finishing a short or a long rest.

My Lady Would Like To Have A Word

At 2nd level, as an action, while you are within 30 feet of a friendly creature you may have her use her reaction to make an attack action and move up to her speed.

Jack of All Trades

At 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Man of Many Hats

Starting at 3rd level as a gentlemen you have many roles to fill in the world you live in.

At 3rd level, you gain your first hat. You choose one from the following Hats: The Holy Man, The Duelist, The Minstrel, The Hunter, or The Adept. Your choice grants you features at 3rd level and again at 7th, 13th, 18th, and 20th level.

You gain an additional hat at 10th level, and another at level 18th level. You can benefit from only one of your hats at the same time, and you can exchange between your hats whenever you finish a short or a long rest.

Style Points

Your hat grants you a number of points called style points. You can spend your style points to activate some of your hat features. You have a number of style points equal to your level in this class. Once you spend as style point, is unavailable until you finish a short or a long rest.

After You

At 4th level, after Initiative is rolled you may swap initiative with another friendly creature as long as they rolled lower than you.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level.

Anger of the Gentlemen

Starting at 5th level, while in combat, whenever an allied creature within 5 feet takes damage, it forces a gentlemen into a state of which all wise men fear. When a friendly creature takes damage, you can use your reaction to make an attack at that creature, if within reach, using your fisticuffs.

Challenge

At 6th level as a bonus action you may challenge a creature within 10 feet of you that can either see or hear you. The target must make a Wisdom saving throw against your Gentlemen spell save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Roll Up The Sleeves

At 9th level you gain the ability to roll up your sleeves to use your hands more effectively. While your sleeves are rolled up your Dexterity Score is equal to your Charisma Score. You may only have your sleeves rolled for a maximum of 1 minute before you become annoyed and uncomfortable and roll them back down. Once you use this feature, you can't do it again until you finish a short or a long rest.

Dashing Rogue

At 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

In addition, you can use your Anger of the Gentlemen feature against creatures in a 10 feet radius around you. You can also move 10 feet before making the attack granted by that feature.

The Ol’ One, Two

At 13th level, while your sleeves are rolled up, your first successful attack with your fisticuffs, you can roll the fisticuffs die one additional time on the damage roll.

Looks That Kill

At 14th as a Gentlemen you can use your killer looks to impose a threat on your target. Your fisticuffs attacks score a critical hit on a roll of 19 or 20 while you under the effect of your Roll up the Sleeves feature.

At 20th level your attacks score a critical hit on a roll of 18-20.

Hat Trick

At 15th level, as an action, you may switch hats. Once you swap your hats in that manner, you can't do it again until you finish a long rest.

Cleaning House

At 17th level, when you score a critical hit you may roll an additional damage die. Additionally on your turn, if you score a critical hit and reduce a creature to 0 hit points, you may attack another creature within range with your fisticuffs.

Handsome Devil

At 20th level, your charm raises to supernatural levels. Add 4 to your Charisma score up to a maximum of 24.

The Noble Gentlemen

Noble Gentlemen are members of the high society, and learned how to act properly in any context. They learned that the position of status must be used in defense of those who cannot do it alone.

A Gentlemen's Duty

At 1st level, while in combat you may use your Charisma modifier for your melee attack rolls and damage bonuses rather than your Strength or Dexterity.

Etiquette

Starting at 1st level, you have advantage on all your Charisma checks made to interact against creatures that aren't hostile towards you for the first time. In addition, you gain proficiency in Persuasion skill, and add twice your proficiency bonus on checks made with this proficiency if you already are proficient in this skill.

Charming Footwork

At 6th level, you can fight with elegance and refinement, without losing your deadliness. You add your Charisma modifier to your initiative rolls.

Also, you can add your Charisma instead of your Dexterity to your AC while wearing light or medium armor.

Irresistible Look

Also at 6th level, you can charm those around you by merely gazing upon them, as an action. When you take this action, all creatures within 30 feet of you must succeed on a Wisdom saving throw against a DC equal 8 + proficiency bonus + your Charisma modifier, or be charmed by you until the end of your turn.

In addition, you can make Charisma ability checks with skills you are proficient with as a bonus action, instead of an action, on your turn.

Beguiling Attack

At 14th level, you can use your charms to aid you in combat. Whenever a creature is charmed by you, you gain advantage on your attack rolls against it. Also, whenever the charmed creature makes an attack against an allied within 30 feet, you can use your reaction to give disadvantage to that attack.

In addition, you can replace one of your attacks as part of your Attack action on your turn to use the Irresistible Look, once in each turn.

The Rustic Gentlemen

Rustic Gentlemen are simple individuals, who usually enjoy a life without luxury or ostentation, but who have strong core values. They are laborious and disciplined, and prefer to let their actions speak for themselves.

Hard Worker

Starting at 1st level, you count as one sizer larger for the purpose of carrying, lifting or dragging weights.

Strong Protector

At 1st level, you learn how to use your size and physical prowess to reassure other people, giving them a sense of protection. You can add your Strength modifier to your Persuasion checks made against any creature with the Strength score lower than yours.

In addition, you can use your Strength, instead of your Charisma, when making Intimidation checks.

Brutal Defender

Starting at 6th level, whenever you hit a creature with an attack granted by your Anger of the Gentleman feature, you deal additional damage equal to 1d4, and the creature is pushed 5 feet back.

Gentleman's Shield

At 14th level, you can choose to protect creatures within 10 feet of you from harm. When you do so, whenever those creatures need to make a Saving throw, you can make a Strength saving throw instead, and those creatures must use the result of your saving throw.

In addition, you gain proficiency in Constitution saving throws.

The Haberdashery

Below is a list of hats and what they do.

The Adept

Wearing this pointed hat allows your good looks to manifest as elemental powers. You gain the following class features while wearing the Adept's Hat.

Adept Spells

You gain the following spells while you are wearing this hat. You can use your style points to cast the Adept Hat spells. The cost of the spells depend on the spell level: 2 points (1st-level), 3 points (2nd-level), 5 points (3rd level), 6 points (4th level) or 7 points (5th-level).

You can cast each spell only once. When you cast a spell, it is unavailable to you until you finish a long rest.

In addition, you gain cantrips, that can be cast at will. Whenever you finish a short or a long rest, choose two cantrips from the list bellow, that can be cast until your next rest.

Charisma is your spellcasting ability. Whenever you need to make an spell attack or a creature needs to make a saving throw to avoid the effects of the spell, you calculate the bonus and DC as follows:

Spell Attack Bonus: your proficiency bonus + your Charisma modifier.

Spell Save DC: 8 + your proficiency bonus + your Charisma modifier

Cantrips. produce flames, gust, mold earth, shape water.

3rd level. chromatic orb, burning hands, earth tremor, feather fall and create or destroy water.

7th level. dragon's breath, dust devil, gust of wind, pyrotechnics and snilloc's snowball swarm.

13th level. protection from energy, sleet storm, fireball, water breathing, fly and meld into stone.

18th level. elemental bane, watery sphere, stoneskin, fire shield, freedom of movement.

20th level. conjure elemental, immolation, wall of stone, control winds, maelstrom.

3rd-level. Magical Fisticuffs

You can make magical elemental attacks at long ranges. Whenever you take the Attack action, you can choose to hurl balls of elemental energy against your opponents. Make a ranged spell attack against an opponent within 30 feet. You deal damage equal to your fisticuffs die to that creature + your Charisma modifier. You can choose one of the following damage types at 3rd level: acid, cold, fire, lightning or thunder. You gain one additional type at 7th, 13th, 18th and 20th levels.

7th-level. Elemental Curse

You can spend one use of your On My Honor feature to temporarily reduce the resistances of a creature within 60 feet, as a bonus action. That creature must roll your fisticuffs die and subtract the result from the next saving throw it makes against your Adept spells until the end of this turn.

13th-level.

Once a day when you finish a short rest, you can recover the ability to cast any spell you have already used once more.

18th-level. Elemental Protection

Whenever a creature within 60 feet of you take damage from acid, cold, fire, lightning or thunder, you can spend up to 6 style points to reduce the damage taken by that creature by an amount equal to one fisticuffs dice per style point spent.

20th-level. Master Arcanum

Whenever you finish a short or a long rest, you can choose one of your Adept spells of 2nd-level or lower. You can cast that spell at will, without spending spell slots, until your next rest.

The Duelist

The Hat Most Gentlemen are known for, The Top Hat. Putting this hat on your head allows for more versatile combat techniques. You gain the following class features while wearing the Duelist's Hat.

3rd-level. Duelist Prowess

When you hit a creature with a melee weapon attack or a unarmed strike, you can spend 1 style point and add your fisticuffs dice to the damage of that strike.

3rd-level. Second Chance

On your turn, you can use a bonus action and spend 1 style point to regain a number of hit points equal to one roll of your fisticuffs damage dice.

7th-level. Surge

You can spend 1 style point to take one additional action as a bonus action on your turn.

18th-level. Resilient

Whenever you fail a saving throw, you can spend 1 style point to re-roll the saving throw. In addition, you can spend 1 additional style point to add your fisticuffs die to that roll.

20th-level. Improved Extra Attack

You can make one additional attack as part of your attack action on your turn.

The Minstril

Wearing this Feathered hat allows your singing merit to take a form giving you the insight into odd things and songs to go with them! You gain the following class features and spells while wearing the Minstril's Hat depending on your Gentlemen level.

Ministril Spells

You gain the following spells while you are wearing this hat. You can use your style points to cast the Ministril Hat spells. The cost of the spells depend on the spell level: 2 points (1st-level), 3 points (2nd-level), 5 points (3rd level), 6 points (4th level) or 7 points (5th-level).

In addition, you gain the vicious mockery cantrip, that can be cast at will.

Charisma is your spellcasting ability. Whenever you need to make an spell attack or a creature needs to make a saving throw to avoid the effects of the spell, you calculate the bonus and DC as follows:

Spell Attack Bonus: your proficiency bonus + your Charisma modifier.

Spell Save DC: 8 + your proficiency bonus + your Charisma modifier

Cantrips. vicious mockery.

3rd level. charm person

7th level. suggestion

13th level. bestow curse

18th level. charm monster

20th level. dominate person

3rd-level. Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra hit points equal to your Fisticuffs bonus.

7th-level. Song of Honor

You can spend one use of your On my Honor feature to give one honor dice to a creature equal to your fisticuffs die. Whenever that creature makes an attack roll, skill check or saving throw, the creature can choose to add the die to the roll.

13th-level. Words of Wisdom

You can add one spell from the Adept hat or Holy Man hat spells list to your minstril spells list. You must meet the level requirement to choose the spell.

18th-level. Ballad of Honor

Whenever you roll initiative and have no uses of your On my Honor feature, you gain one additional use.

20th-level. Song of Wisdom

Choose one spell from any spell list, of 6th-level or lower. You can cast this spell once, without spending spell slots or style points. Once you cast this spell, you can't do it again until you finish a short or a long rest.

The Holy Man

This hat bears the markings of a holy symbol. Allowing your good willing heart to provide divine aid. You gain the following class features and spells while wearing the Holy Man's Hat.

Holy Man Spells

You gain the following spells while you are wearing this hat. You can use your style points to cast the Holy Man Hat spells. The cost of the spells depend on the spell level: 2 points (1st-level), 3 points (2nd-level), 5 points (3rd level), 6 points (4th level) or 7 points (5th-level).

Whenever you finish a short or a long rest, you must choose one spell from each level you are able to cast as your prepared spell. You can have only one prepared spell for each spell level. For example, at 7th level you have two prepared spells, a 1st-level and a 2nd-level spell.

In addition, you gain cantrips, that can be cast at will. Whenever you finish a short or a long rest, choose one cantrip from the list bellow, that can be cast until your next rest.

Charisma is your spellcasting ability. Whenever you need to make an spell attack or a creature needs to make a saving throw to avoid the effects of the spell, you calculate the bonus and DC as follows:

Spell Attack Bonus: your proficiency bonus + your Charisma modifier.

Spell Save DC: 8 + your proficiency bonus + your Charisma modifier

Cantrips. sacred flame, guidance, spare the dying

3rd level. cure wounds, sanctuary, protection from good and evil

7th level. aid, prayer of healing, warding bond

13th level. life transference, revivify, mass healing word

18th level. guardian of faith, death ward, locate creature

20th level. holy weapon, mass cure wounds, greater restoration

3rd-level. Turn Undead

As an action, you can speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

When you use Turn Undead you must then finish a long Rest to use it again.

7th-level. Hands of Life

When you restore hit points to a creature using a touch spell~, you add your fisticuffs damage dice to the amount healed.

13th-level. Co-Operative Healing

Whenever you cast a spell that restores hit points on a creature, you can choose one additional creature of your choice within the spell's range to also benefit from the healing.

18th-level.

You can use your Turn Undead one more time between rests. When you finish a short or Long Rest, you regain your expended uses.

20th-level. Divine Fists

You gain the ability to infuse your Fisticuffs with divine energy. Once on each of your turns when you hit a creature with a Fisticuffs attack, you can cause the attack to deal an extra 2d8 radiant damage to the target.

Multiclassing


Multiclassing with the Gentlemen is Prohibited. Being a Gentlemen is a full life's work and must be seen to its end.


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