Combat Butler (5e Class)
From D&D Wiki
Combat Butler
A Butler is one who serves. A Butler is one who dedicates himself. A Butler is a Formal Guardian who supports the days of their masters. Combat Butlers have a more intimidating side of them that shows when their masters and or traveling companions they are close to are in danger. But once the battle is over they go back to serving people as they have been.
Bodyguard in Disguse
A combat Butler is Person who has been trained in more in honing Their Combat techniques but can still perform their butler skills to serve their masters and or companions. Unlike the other Butlers, The combat ones are more versatile in battle. Their skills as a combat butler come from their high intellect and vitality. Also being able to devise or persuade people due to their high charisma.
Creating A Combat Butler
- Quick Build
You can make a Combat Butler quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the butler background. Third, choose any weapon able to be thrown
Class Features
As a Combat Butler you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Combat Butler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Combat Butler level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple weapons
Tools: Cook's utensils
Saving Throws: Dexterity, Intelligence.
Skills: choose two between Acrobatics, Athletics, History, Insight, Investigation, Perception, Performance.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- a light crossbow and 20 bolts
- Leather armor, two daggers, and Cook's utensils
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Butler Academy, Efficient Servant |
2nd | +2 | House Doctor, Butler Academy Feature |
3rd | +2 | Always Prepared |
4th | +2 | Ability Score Improvement |
5th | +3 | Combat Ready |
6th | +3 | Butler Academy Feature |
7th | +3 | Efficient Servant Improvement |
8th | +3 | Ability Score Improvement |
9th | +4 | House Doctor Improvement |
10th | +4 | Refined Behavior |
11th | +4 | Butler Academy Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Always Prepared Improvement |
14th | +5 | Butler Academy Feature |
15th | +5 | Highly Educated |
16th | +5 | Ability Score Improvement |
17th | +6 | Butler Academy Feature |
18th | +6 | Efficient Servant Improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Majordomo |
Butler Academy
Your butler academy defines what kind of specialized training did you receive in order to better serve your master. You can choose between Academy of Blades, Academy of Etiquette, and Academy of Authority. your butler academy gives you access to unique features and characteristics at 1st level, and again at 2nd, 6th, 11th, 14th and 17th level.
Efficient Servant
Starting at 1st level, you can obey commands with diligence and effectiveness. An allied creature within 60 feet of you can use a bonus action to give you a command. This command can be to make a single attack or take the Help action which you can make using your bonus action on your turn.
Starting at 7th level, you can take the actions Attack, Cast a Spell, Dash, Dodge or Hide as a bonus action.
At 18th level, you can obey the command as a reaction.
Once you use this feature, you can't do it again until you finish a short or a long rest.
House Doctor
One of the first things a butler learns is how to help a wounded master. At 2nd level, you can add your Dexterity modifier to your Wisdom (Medicine) checks, and you can make this check using a bonus action.
In addition, when you finish a short or a long rest, you can designate one creature to serve. As a reaction when the chosen creature takes damage, you to run towards it and restore a number of hit points to that creature equal to your Dexterity modifier + your level in this class. Alternatively, you can spend one use of this feature to instantly heal a poison or a disease affecting the chosen creature.
You can use this feature once, being unable to do it again until you complete a short or a long rest. You can use this feature twice between rests at 9th level.
Always Prepared
Beginning at 3rd level, you can anticipate the desires and needs, being prepared to serve when the moment comes. When you finish a long rest, you can roll a d20 and write the number rolled, and choose one allied creature. Once, until you finish your next long rest, you can use your reaction to either replace the number rolled by your designated ally on an ability check, attack roll or saving throw by the number rolled, or to replace the number rolled on an attack roll against the designated creature by the number rolled.
Once you use this feature, you can use it again until you finish a long rest. Starting at 13th level, you can use this feature once, being able to do it again after you finish a short or a long rest.
Ability Score Improvement
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.
Combat Ready
Starting at 5th level, you can fight as one with your master, protecting him during combat. When an allied creature within 30 feet hits an enemy with an attack, you can make one opportunity attack against the same enemy using your reaction.
In addition, whenever you take the Dodge action, you can choose one creature within 5 feet to receive the benefits of the action too.
Refined Behavior
By 10th level, you know how to behave on the upper circles of society. You have advantage on all Charisma (Performance) and (Persuasion) checks you make when you interact with members of nobility of royalty.
In addition, you have advantage on Intelligence (History) checks to recall information about members of the upper class or norms of etiquette.
Highly Educated
At 15th level, you can add half your proficiency bonus in all Intelligence, Wisdom and Charisma checks you aren't already proficient with.
Majordomo
When you reach 20th level, if you roll initiative and have no uses of your Efficient Servant feature, you gain one use.
In addition, you can designate one creature to serve after finishing a rest. Doing so allow you to Dash towards that creature on each of your turns by using your reaction. You must end your movement closer to that creature than you started. Also, you can use the Help action towards that creature as a bonus action.
Butler Academies
Academy of Blades
Butlers trained in the academy of blades are bodyguards in disguise, concealing their combat abilities by acting as mere servants, but striking with deadly precision when the life of their masters are in danger.
- Combat Arts
You have been trained in fighting with blades and with your own body. You gain the following benefits:
- While not wearing armor or shield, your AC equal 10 + your Dexterity modifier + your Wisdom modifier.
- Whenever you make one attack using your unarmed strikes, you deal damage equal to 1d4, instead of the normal damage for unarmed strikes, or 1d6, if you strike with both fists. You can use your Dexterity instead of your Strength for these attack and damage rolls.
- You gain proficiency with rapier, shortsword, longsword, whip, hand crossbow and scimitar.
- Whenever you make an attack with one weapon from your combat arts, unarmed strike or dagger, you can use your bonus action to make one additional attack with a combat art weapon, unarmed strike or a dagger.
- Steely Conviction
At 2nd level, your conviction helps you to fight trough pain and suffering in order to protect your master. Whenever you finish a long rest, you gain a number of temporary hit points equal to twice your level in this class.
- Extra Attack
Starting 6th level, you may make two attacks instead of one whenever you take the Attack action.
- Hardened Combatant
At 11th level, you can add your proficiency bonus to the damage of your combat arts additional attack. Also, you can use a reaction to reduce the damage taken by an ally within 5 feet by an amount equal to 1d6 + your Dexterity modifier.
- Protect and Retaliate
At 14th level, you can use your combat abilities to protect one creature within 5 feet of you. When a friendly creature take damage, you can use your reaction and reduce the damage taken by 1d6 + your Dexterity modifier and immediately make an attack roll against the attacker. On a hit, you can Shove the creature as part of the same action.
You can use this feature three times, regaining your uses after completing a short or a long rest.
- Accomplished Defender
Starting at 17th level, you can use your reaction to force any creature that succeeds an attack roll against you or a friendly creature within 5 feet to roll again the die.
Academy of Etiquette
Academy of etiquette combat butlers focus on the refinement and charisma to carry on the more social aspects of serving a master. Hosting parties and events, making guests and allies of the employee feel comfortable and keeping a facade of harmlessness, all are tools employed by these combat butlers.
- Social Tact
Starting at 1st level when you choose this academy, you gain proficiency in three of the following skills: Deception, Insight, Intimidation, Performance and Persuasion. If you are already proficient in the chosen skill, you can add twice your proficiency bonus in checks with it.
In addition, you can add your Wisdom modifier to any Charisma check you are proficient with.
- Diplomatic Solution
At 1st level, when you take the Attack action, you can choose to instead force a creature that can hear you within 30 feet to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target can't make an attack against you until the end of your next turn.
- Etiquette Lessons
At 2nd level, you can recall your lessons to try to avoid conflict. You can use your bonus action to choose a hostile creature within 30 feet. The target must be able to hear you, in which case it must succeed on a saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature becomes indifferent towards you and your allies until any of you take a harmful action towards him or his allies.
Using this on a indifferent creature can make it friendly. If you target a friendly creature with this feature, you gain advantage on your next Charisma check against it.
You can use this feature twice, regaining your uses after completing a short or a long rest. You gain one additional use between rests at 14th level.
- Impeccable Charm
Starting at 6th level, you can add half your proficiency bonus to any Charisma checks that don't already add your proficiency bonus.
In addition, when a creature is affected by your Diplomatic Solution, you can choose to impose the charmed condition on it, lasting for 1 minute. Alternatively, you can use your Diplomatic Solution to end the Charmed or Frightened condition in any creature within 60 feet (including you). You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Deescalate Conflict
Starting at 11th level, you can use your politeness and social awareness to defuse a conflict. As an action, choose one creature you can see and that can hear you within 30 feet. The creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier.
The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t take the Attack, take the Cast a Spell action or deal damage in any form for 1 minute. This effect ends earlier if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.
- Loveliness
At 14th level, you can use your Diplomatic Solution as a bonus action on your turn. In addition, until you make an attack roll or deal damage on your turn, you are ignored by any hostile creatures during combat, as if you were hidden.
- Diplomatic Immunity
At 17th level, you can confer a protection against the escalation of conflict to yourself and your allies. You can cast the spell sanctuary, at will, without the need for any components.
You can't have this spell active in more than one creature at the same time, and while the spell is active, any harmful action you take ends the spell, even if you have cast this spell on another creature.
Academy of Command
Butlers trained in the academy of command learn how to be the heads of the house staff, managing its underlings to carry out the duties of the employee with great care and precision.
- House Master
Starting at 1st level, you gain the service of a member of the staff to who carries out your duties and follow your orders. Following an 8-hour initiation period, you select a commoner. You can have only one staff member at a time.
If your staff member is ever slain, you can raise them from the dead by the usual methods, such as the raise dead spell, or you can spend 8 hours initiating a new staff member. If you do so, your previous one loses all abilities granted by your training.
- Staff Training
The staff member you gain at 2nd level obeys your commands as best it can. You gain the service of a humanoid creature with a CR of 1/4 or lower. If the creature has access to multiattack, it loses it as your staff member.
Your staff member takes its turn immediately before or after your turn (your choice), and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your staff member has abilities and game statistics determined in part by your combat butler level. Your staff member uses your proficiency bonus rather than its own.
Your staff member can use any of your combat butler features, by spending your uses of the feature.
Your staff member gains proficiency in skills listed in its statistics. It also gains proficiency with simple weapons, martial weapons, light, medium, or heavy armor if its statistics contain weapons or armor from that category. For each combat butler level you gain after 2nd, your staff member gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your staff member abilities also improve. Your staff member can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your staff member alignment is within one step of you own, and has a personality trait and flaw determined by the GM. Its bond is always, “I will carry on my duties with diligence and precision, and working with my master is the greatest honor i have.”
Your staff member is always considered to be in range of your combat butler features and abilities.
- Trained Staff
Starting at 6th level, you can develop the hidden skills on your employees. You can now choose a humanoid with a CR of 1 or lower as your staff member.
- Coordinated Attack
Starting at 11th level, whenever you attack a creature that your staff member hit with a weapon attack on its last turn, the hit is a critical.
- Improved Training
Starting 14th level, you can develop the hidden skills on your employees. You can now choose a humanoid with a CR of 2 or lower as your staff member. In addition, your staff member can also use your Efficient Servant feature. This doesn't count against your uses of this feature.
- Commanding Voice
Starting at 17th level, your voice exudes power and control, and your command is respected by your allies. You can use your action on your turn to allow any friendly creature that can hear you within 60 feet to take an action that isn't the Attack or Cast a Spell action.
You must choose only one action that can be taken for all creatures affected by this feature. A creature can choose to take the action chosen by you by spending their reaction.
Multiclassing
Prerequisites. To qualify for multiclassing into the combat butler class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom
Proficiencies. When you multiclass into the combat butler class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes