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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.   Multiclassing
Multiclassing with the Gentlemen is Prohibited. Being a Gentlemen is a full life's work and must be seen to its end.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per gentleman 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 2nd level, you can choose a gentlemen archetype. Choose between the Noble and the Rustic. Your choice grants you features at 2nd level, and again at 6th and 14th levels.  

My Lady Would Like To Have A Word

At 2nd level, as an action, while you are within 30 feet of a friendly female creature you may have her use her reaction to move up to her speed and make an attack action. You can use this feature up to your proficiency bonus before needing a long rest.  

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.  

Looks That Kill

At level 3 as a Gentlemen you can use your killer looks to impose a threat on your target. Your attacks score a critical hit on a roll of 19 or 20. At 18th level your attacks score a critical hit on a roll of 18-20.  

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.  

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.  

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.  

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 save DC (8 + proficiency bonus + Charisma modifier). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.  

After You

At 7th level, after initiative is rolled you may swap initiative with another friendly creature as long as they rolled lower than you.  

Touch Her Not

At 7th level, if a friendly female creature is about to take damage and the source of the damage is within 5 feet of you. You can use your reaction to contest the roll. Roll an attack roll against the creature. If your roll is higher then the creatures it fails its attack roll.  

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 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. At 17th level you can roll them up for 2 minutes before rolling them back down.  

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 5 feet before making the attack granted by that feature.  

The Ol’ One, Two

At level 13, Once while your sleeves are rolled up after you deal damage using your fisticuffs, you may choose to inflict more damage to the same creature. When you choose to give them "The Ol' One Two", the creature you attacked receives additional damage equal to twice your Fisticuffs Bonus.  

My Resolve Knows No Bounds

At 15th level, whenever a female creature gets attacked, affected by a status ailment, or any sort of detrimental feature/effect within a 30ft radius, you gain one additional unarmed attack to a creature within range. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  

I Would Like To Have A Word

At 18th level, While you are within 30 feet of a friendly creature and it's being attacked, you can use your reaction move up to its speed and make an attack action.  

Handsome Devil

At 20th level, your charm raises to supernatural levels. Add 4 to your Charisma score up to a maximum of 24.
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. This feature is only useable if the first interaction is doing something gentlemanly. 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. You can use this feature a number of times equal to your proficiency bonus.
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.  

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.
LevelProficiency BonusFeaturesFisticuffs Bonus
1st+2Oath of Chivalry, Fisticuffs, Unarmored Defense, Archetype1d6
2nd+2My Lady Would Like To Have A Word1d6
3rd+2Jack of All Trades, Looks That Kill1d6
4th+2Ability Score Improvement1d6
5th+3Extra Attack, Anger of The Gentlemen1d8
6th+3Challenge, Archetype Feature1d8
7th+3Touch Her Not, After You1d8
8th+3Ability Score Improvement1d8
9th+4Roll Up the Sleeves1d8
10th+4Dashing Rogue1d8
11th+4Extra Attack1d10
12th+4Ability Score Improvement1d10
13th+5The Ol’ One Two1d10
14th+5Archetype Feature1d10
15th+5My Resolve Knows No Bounds1d10
16th+5Ability Score Improvement1d10
17th+6-1d12
18th+6I Would Like To Have A Word1d12
19th+6Ability Score Improvement1d12
20th+6Handsome Devil1d12

Created by

Hill815.

Statblock Type

Class Features

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