Gentleman, 2nd Variant (5e Class)

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Gentleman[edit]

Being a gentleman is based on a man’s values, morality and honor. It means that a man will devote his life to a superior standard of conduct. This does not mean that they feel as if they are better than anyone else; it just means that they hold themselves to a high set of standards.

Men who are polite, calm, and considerate are the cornerstone for defining what it means to be a gentleman.

A Gentleman with magic pocket watch, By amirceaSource
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Creating a Gentlemen[edit]

When you Create a Gentlemen you have some things to consider.

What is the reason why that you devote your life to become a man of higher standards? Do you want to be a gentleman who solves things with his charisma or his guts? Where you born into this role or did you choose this path?

Quick build[edit]

You can make a gentleman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity.

Class Features

As a Gentlemen you gain the following class features.

Hit Points

Hit Dice: 1d12 per Gentlemen level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + 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 or Dexterity 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, A set of Fine Clothes, and a non-magical pocket watch
  • Leather armor

Table: The Gentlemen

Level Proficiency
Bonus
Features Fisticuffs Bonus
1st +2 The Morals of The Gentlemen, Oath of Gentleman, Fisticuffs, Unarmored Defense 1d2
2nd +2 On My Honor 1d2
3rd +2 Jack of All Trades, Man of Many Times 1d2
4th +2 Ability Score Improvement, After You 1d2
5th +3 A Man's Duty, The Ol’ One, Two, Looks That Kill 1d4
6th +3 Challenge, Man of Many Times 1d4
7th +3 Roll Up the Sleeves 1d4
8th +3 Ability Score Improvement 1d4
9th +4 1d4
10th +4 Dashing Rogue, Man of Many Times 1d4
11th +4 2d4
12th +4 Ability Score Improvement 2d4
13th +5 Serious Roll Up 2d4
14th +5 Man of Many Times 2d4
15th +5 Handsome Devil 2d4
16th +5 Ability Score Improvement 2d4
17th +6 Cleaning House 2d6
18th +6 Man of Many Times 2d6
19th +6 Ability Score Improvement, I Would Like To Have A Word 2d6
20th +6 Stoping the clock 2d6

Oath of a Gentlemen[edit]

You value your morality and honor above everything else. Your word should be worth your life. You vow to be polite, and calm. And may only anger in the extremest of situations.

The Morals of The Gentlemen[edit]

While in combat, whenever an ally with a hit dice lower than a d8 takes damage it displeases a gentleman to see someone pry on the weak.

When a friendly civilian or an ally with a hit dice lower than a d8 takes damage you may use your reaction to make an attack at a creature within reach using your fisticuffs.

Fisticuffs[edit]

As a gentleman, 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 d2 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[edit]

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

On My Honor[edit]

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 may add your Fisticuffs bonus die to it. You must decide to use this ability before the roll is made. You must take a short or long rest to use it again.

Jack of All Trades[edit]

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 Times[edit]

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

At level 3 you gain your first Magical Pocket Watch, you choose one from the following Watches: The Divine Watch, The Dueling Watch, The Minstrel's Watch or The Adept Watch. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

You gain an additional Watch at level 10, and another at level 18. Treat these Watches like your normal level

Spellcasting Ability[edit]

Some Class features allow you to cast spells.

Charisma is your spellcasting ability for your Gentlemen Spells since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a Gentlemen spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier


Ability Score Increase[edit]

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.

After You[edit]

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

A Man's Duty[edit]

At level 5 while in combat you may use your charisma modifier for your melee attack rolls and damage bonuses rather than your strength or dexterity. At level 15 while in combat, you can add your charisma modifier with your strength (Or dexterity if using a Finesse Weapon.) to your attack and damage rolls.

Looks That Kill[edit]

At level 5 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 15th level, your attacks score a critical hit on a roll of 18-20.

The Ol’ One, Two[edit]

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

Challenge[edit]

At level 6 as a bonus action, you may challenge a creature within 10ft 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 for as many rounds equal to your charisma modifier. You can do this once per combat encounter

Roll Up The Sleeves[edit]

At level 7 you gain the ability to roll up your sleeves to use your hands more effectively. While your sleeves are rolled up your Dexterity Score or your Strength will be equal to your Charisma Score. You may only have your sleeves rolled for a maximum of thirty minutes before you become annoyed and uncomfortable and have to and roll them back down. After a short or long rest, you may roll up your sleeves again.

Dashing Rogue[edit]

At level 10 choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Your movement speed is also increased by 10 feet.

Watch Trick[edit]

At level 10 as an action, you may switch Watches. When you switch Watches you may not use class features granted by that Watch until your next long rest. You can only have 1 watch active at any time.

Serious Roll Up[edit]

At level 13 When you use Roll up the Sleeves you can add half rounded down (minimum of 1) of your Strength or your Dexterity modifier on top of your Charisma modifier.

Handsome Devil[edit]

At Level 15 your charm raises to supernatural levels. Add 4 to your Charisma score up to a maximum of 24.

Cleaning House[edit]

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.

I Would Like To Have A Word[edit]

At 19th 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.

Stoping the clock[edit]

Starting at 20th level, you can delay the grasp of death. If you are about to take damage that would bring you to 0 hit points, you can use your reaction to destroy your watch. Which makes you briefly stop the flow of time for everyone but yourself. No time passes for other creatures, and you can immediately take an extra turn, during which you can use actions and move as normal. Anyone stopped in time for the 6 seconds, is unable to be moved by any force. Velocity from anyone stopped in time is halted while in Stopped time, and any forces exerted, damage dealt, and spells cast on anyone while in this state are applied instantaneously when time continues.

Destroying the watch makes it unusable. You do not have any of your Man of Many times features until you have finished at least three long rest.


The Horologist[edit]

You know your time. here is a list of Watches and what they do.

A feature of all these watches have in common. is that they need to be Wound. for any of their features to work. If they are fully unwound all your Man of Many Times features cease to work.

All of the watches have a time limit of 24 that goes in when you use any of the activatable classes features or when you cast any spells.

The use of features and spells accelerate the unwinding prosses and are calculated by this formula.

  • Spells cost 1 + The spell's level = the number of hours lost.
  • Activatable Features costs 2 hours.
  • Cantrips are free and do not need to activate the watch.

You can wind the watch and deactivate it on both short and long rests.

Long rests reset the watch to a full 24 hours.

Short rest wind the watch for the time spent resting in hours * quarter your classes level rounded down (with a minimum of 1).

The Adept's Watch[edit]

Using this Magical Crystal Watch allows you to access elemental powers. You gain the following class features while using The Adept Watch. You gain the following spells while you are Using this Watch. You can cast each spell (except Cantrips) only once before having to wait for the next wind.

Spells Known at Gentlemen Level 3

  • Cantrip: Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp
  • Level 1: Burning Hands, Detect Magic, Frost Fingers, Chromatic Orb
  • Level 1: Earth Tremor, Frost Fingers

Spells Known at Gentlemen Level 6

  • Cantrip: Chill Touch
  • Level 2: Gust of Wind, Scorching Ray
  • Level 2: Wristpocket

Spells Known at Gentlemen Level 10

  • Cantrip: Gust
  • Level 2: Ice Storm, Stoneskin, Wall of Fire
  • Level 2: Continual Flame

Spells Known at Gentlemen Level 14

  • Cantrip: Sacred Flame
  • Level 3: Fireball, Lightning Bolt, Life Transference
  • Level 3: Melf's Minute Meteors, Wall of Water, Wind Wall

Spells Known at Gentlemen Level 18

  • Level 4: Fire Shield, Ice Storm, Storm Sphere
  • Level 4: Wall of Fire, Widogast's Web of Fire

Level 3: Gentlemans Element: You choose one elemental type from the following: Fire, Cold, Thunder or Lightning. All spells that deal damage of the chosen element gain extra damage equal to your charisma modifier. You can change the element on a long rest.


Level 6: Elemental Control: As long as you're not wearing armor, you gain a Damage Resistance to the element you have chosen for the Gentlemans Element.


Level 10: Elemental protection: As an action, you can give 1 ally your current Damage Resistance from your elemental Control ability, for 1 hour


Level 14: Elemental Help: as an action, you send traces of Elemental magic into the edge of a weapon and cause its physical properties to be changed in some way. Upon doing this, you can change the damage type of a weapon based upon your chosen Element.

  • Flame Element: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.
  • Cold Element: The weapon frosts over, and becomes ice-cold to the touch. The damage type of the weapon is now Cold damage.
  • Shocking Element: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.
  • Air Element: The weapon vibrates with a low hum. The damage type of the weapon is now Thunder damage.

Regardless of what Element has been cast the weapon now counts as magical for the sake of overcoming resistances, and the weapon's damage die will increase by one step. ex: If the spell was cast on a target's short sword, the damage die will increase from 1d6 to 1d8. The effect lasts 1 hour.


Level 18: Elemental Wrist: When you cast the wrist pocket spell as a bonus action you can store a spell in your wrist pocket. You can now dismiss the wrist pocket as a reaction. When you do so all 1 action spells activate immediately the same for all reaction spells. spells that require more casting time will just start casting normally. You can only have 1 spell stored at any time. If the 1 hour time is up the spell will be cast at your feet.

The Duelist's Watch[edit]

The Watch Most Gentlemen use. The Golden Pocket watch. While Activating this watch with you gain confidence and that allows for more versatile combat techniques. You gain the following class features while Activating the Duelist's Watch.


Level 3: Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

If you have no weapons in both of your hands you gain a +1 bonus to Damage Rolls with Your Fisticuffs.


The Long Haul: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + half your Gentlemen level. Once you use this feature, you must finish a short or Long Rest before you can use it again.


Level 6: Dashing Surge: You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again.


Level 10: Prestigious Parry: When another creature damages you with a melee attack, you can use your reaction to reduce the incoming damage by your fisticuffs die + your Dexterity or Strength modifier. Use can do this again after a short or long rest.

Level 14: Indomitable Intellectual: You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.


Advanced Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

If you have no weapons in both of your hands you gain a +1 bonus to Damage Rolls with Your Fisticuffs. This stacks with the class feature Dueling.


Level 18: Dapper Duelist You can use the class features Dashing Surge and Indomitable Intellectual twice before a rest, but only once on the same turn.

The Minstrel's Watch[edit]

Activating this leather clothed pocket watch 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 Activating this Watch depending on your Gentlemen level. You can cast each spell (except Cantrips) only once before having to wait for the next wind.

Spells Known at Gentlemen Level 3

  • Cantrip: Prestidigitation, Light, Message
  • Level 1: Heroism, Sleep
  • Level 1: Command

Spells Known at Gentlemen Level 6

  • Cantrip: Minor Illusion
  • Level 2: Hold Person
  • Level 2: Cloud of Daggers

Spells Known at Gentlemen Level 10

  • Cantrip: Mending
  • Level 2: Enlarge/Reduce
  • Level 2: Mirror Image

Spells Known at Gentlemen Level 14

  • Cantrip: Thunderclap
  • Level 3: Fear
  • Level 3: Tongues
  • Level 3: Motivational Speech

Spells Known at Gentlemen Level 18

  • Cantrip: Mage Hand
  • Level 4: Dimension Door
  • Level 4: Locate Creature

Level 3: 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.


Level 6: Song of Honor: You may use the On My Honor class feature two additional times between rests.


Level 10: Words of Wisdom: You may add 1 spell from the Adept or Holy Watch Spells Known List to the Minstrel Spells Known list. They keep their level requirements and spell level.


Level 14: Ballad of Honor: You may use the On My Honor class feature two additional times between rests. This stacks with the class feature Song of Honor


Level 18: Many Words of Wisdom: You may add 1 more spell from the Adept or Holy Watch Spells Known List to the Minstrel Spells Known list. They keep their level requirements and spell level.

The Holy Watch[edit]

This Silver Watch 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 Activating this watch. You can cast each spell (except Cantrips) only once before having to wait for the next wind.

Spells Known at Gentlemen Level 3

  • Cantrip: Spare the Dying, Word of Radiance
  • Level 1: Cure Wounds, Healing Word, Compelled Duel
  • Level 1: Ceremony, Detect Evil and Good, Detect Magic

Spells Known at Gentlemen Level 6

  • Cantrip: Guidance
  • Level 2: Prayer of Healing
  • Level 2: Gentle Repose

Spells Known at Gentlemen Level 10

  • Cantrip: Virtue
  • Level 2: Lesser Restoration
  • Level 2: Zone of Truth

Spells Known at Gentlemen Level 14

  • Cantrip: Resistance
  • Level 3: Aura of Vitality
  • Level 3: Revivify
  • Level 3: Dispel Magic

Spells Known at Gentlemen Level 18

  • Cantrip: Hand of Radiance
  • Level 4: Death Ward
  • Level 4: Banishment

Level 3: 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.


Level 6: Hands of Life: When you restore hit points to a creature using a touch spell you add your Fisticuffs bonus to the amount healed.


Level 10: Co-Operative Healing: The Healing Spells you cast on others heal one additional creature of your choice within the spell's range.


Level 14: 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.


Level 18: Coffin Closer You can use your Turn Undead one more time between rests. When you finish a short or Long Rest, you regain your expended uses.

Multiclassing[edit]

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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