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.
Creating a Gentlemen
Quick Build
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.
hit dice:
1d10
hit points at 1st level:
10+ Constitution modifier
hit points at higher levels:
1d10 (or 6) + Constitution modifier per Shaman level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
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
starting 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
spellcasting:
class features:
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.
Coat of Arms
Being a Gentleman you have your own Coat of Arms. Your radius of these features are 5 times your charisma modifier (minimum of 1) centered on you measured in feet.
You gain the following features:
- At 3rd level, you get proficiency in the skill history. If you already have proficiency in the skill history you gain expertise in it.
- At 7th level, you can, as an action, say your motto. Each friendly creature that can hear within your radius get a fisticuffs dice to use whenever they pleas. You can use this feature once per short or long rest.
- At 13th level, you can choose a creature you can see within range and mystically mark it as your quarry. For 1 minute, you deal an extra 1d6 damage to the target whenever you hit it with a fisticuffs attack.
- At 15th level, you can, as a bonus action summon a creature of you Coat of Arms with a CR of 1/2 or lower to help you in combat for 1 minute. You can command it as a free action. This creature goes right after you in combat.
- At 18th level, you can, as an action give all friendly allies within your radius gets a +2 to AC as long as they stay within range.
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.
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.
Multiclassing
Multiclassing with the Gentlemen is Prohibited. Being a Gentlemen is a full life's work and must be seen to its end.
subclass options:
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.
Level | Proficiency Bonus | XP | Features | Fisticuffs Bonus |
---|
1st | +2 | 0 | Oath of Chivalry, Fisticuffs, Unarmored Defense, Archetype | 1d6 |
2nd | +2 | 300 | On My Honor, My Lady Would Like To Have A Word | 1d6 |
3rd | +2 | 900 | Jack of All Trades, Coat of Arms | 1d6 |
4th | +2 | 2700 | Ability Score Improvement, After You | 1d6 |
5th | +3 | 6500 | Extra Attack, Anger of The Gentlemen | 1d8 |
6th | +3 | 14000 | Challenge, Archetype Feature | 1d8 |
7th | +3 | 23000 | Coat of Arms | 1d8 |
8th | +3 | 34000 | Ability Score Improvement | 1d8 |
9th | +4 | 48000 | Roll Up the Sleeves | 1d8 |
10th | +4 | 64000 | Dashing Rogue | 1d8 |
11th | +4 | 85000 | Extra Attack | 1d10 |
12th | +4 | 100000 | Ability Score Improvement | 1d10 |
13th | +5 | 120000 | The Ol’ One, Two, Coat of Arms | 1d10 |
14th | +5 | 140000 | Looks That Kill, Archetype Feature | 1d10 |
15th | +5 | 165000 | Coat of Arms | 1d10 |
16th | +5 | 195000 | Ability Score Improvement | 1d10 |
17th | +6 | 225000 | Cleaning House | 1d12 |
18th | +6 | 265000 | Coat of Arms | 1d12 |
19th | +6 | 305000 | Ability Score Improvement | 1d12 |
20th | +6 | 355000 | Looks That Kill Improvement, Handsome Devil | 1d12 |