Harlot (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search

Harlot[edit]

The Harlot is a person of particularly promiscuous desires. Harlots seek to control all the minds of others and use them for their own purposes, be it to fight for them, please them, or perform other, simpler, tasks. The ultimate goal for any harlot is to be able to control nations.

Making a Harlot[edit]

A harlot uses her powers to take over the minds of the weak willed and uses them to fight her enemies.

Abilities: The harlot uses Charisma cast her spells and for her skills. Because of her low hit die, she also needs Constitution, and Dexterity to escape tricky situations.

Races: Out of all the races, Humans tend to be the most likely to become harlots due to their promiscuous nature. However, due to the nature of lust, harlots can be found in every corner of the world and are a part of every race.

Alignment: Any non-Lawful.

Starting Gold: 6d4×10 gp (140 gp).

Starting Age: Simple.

Table: The Harlot

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Streetwalker, Secret Knowledge 3
2nd +1 +0 +0 +3 4
3rd +1 +1 +1 +3 5
4th +2 +1 +1 +4 Art of Seduction 6 3
5th +2 +1 +1 +4 6 4
6th +3 +2 +2 +5 Focused Mind 6 5 3
7th +3 +2 +2 +5 6 6 4
8th +4 +2 +2 +6 Art of Seduction 6 6 5 3
9th +4 +3 +3 +6 6 6 6 4
10th +5 +3 +3 +7 Lady Killer/Black Widow (+2) 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 4
12th +6/+1 +4 +4 +8 Art of Seduction 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Focused Mind 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Art of Seduction 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Art of Seduction, Lady Killer/Black Widow (+4) 6 6 6 6 6 6 6 6 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentrate (Con), Bluff (Cha), Craft (any, taken individually) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Hide (Dex), Knowledge (local) (Int), Knowledge (geography) (Int), Move Silently (Dex), Perform (Cha), Profession (Int), Search (Cha), Sense Motive (Int), Sleight of Hand (Dex), Spellcraft (Int)

Class Features[edit]

All of the following are class features of the harlot.

Weapon and Armor Proficiency: Harlots are proficient with no armors and simple weapons.

Spells: A harlot casts arcane spells, which are drawn from the harlot's spell list (see below). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a harlot gains access to a new level of spells, she automatically knows all the spells for that level given on the harlot's spell list. Harlot also have the option of adding to their existing spell list through their art of seduction ability as they increase in level (see below).

To cast a spell, a harlot must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a harlot's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a harlot can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Charisma score (see Table 1—1 on page 8 of the Player's Handbook).

1st— Alibi, Charm Person, Clairaudience/Clairvoyance, Color Spray, Command, Detect Magic, Disguise Self, Power Word Fatigue, Power Word Pain, Stupor, Undetectable Alignment, Whelm

2nd— Alter Self, Black Karma Curse, Calm Emotions, Denounce, Hold Person, Masochism, Power Word Sicken, Rage, Sadism, Stay the Hand, Touch of Idiocy, Whelming Blast

3rd— Awaken Sin, Bestow Curse, Detect Thoughts, Dispel Magic, Hesitate, Heroism, Inevitable Defeat, Power Word Deafen, Rage, Suggestion

4th— Blinding Beauty, Break Enchantment, Charm Monster, Confusion, Crushing Despair, Geas (Lesser), Modify Memory, Power Word Distract, Scrying, Whelm (Mass)

5th— Advice, Charm Person (Mass), Command (Greater), Dominate Person, Hold Monster, Power Word Disable

6th— Dispel Magic (Greater), Geas/Quest, Heroism (Greater), Overwhelm, Power Word Nauseate, Probe Thoughts, Remorseless Charm, Suggestion (Mass)

7th— Bestow Curse (Greater) Hold Person (Mass), Insanity, Power Word Blind, Scrying (Greater), Solipsism

8th— Antipathy, Charm Monster (Mass), Compel, Demand, Power Word Stun, Sympathy, True Domination

9th— Dominate Monster, Hold Monster (Mass), Mindrape, Monstrous Thrall, Power Word Kill, Programmed Amnesia


Streetwalker: The harlot is a master of using her body to accumulate wealth in Cities. Whenever a harlot spends 1 night in a small city, large city or metropolis, the harlot gains 1gp per class level. This bonus doubles at level 10 to 2gp per class level and goes up to 5gp per character level at level 18th.

Secret Knowledge: A harlot may make a special secret knowledge check with a bonus equal to her harlot level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the harlot has 5 or more ranks in Knowledge (local), she gains a +2 bonus on this check.)

A successful secret knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A harlot may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority; common legends of the local population.
20 Uncommon but available, known by only a few people.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Art of Seduction: At 4th level, a harlot can add a new spell to her list, representing the result of her promiscuous lifestyle. The spell must be a cleric or wizard spell of the enchantment school, and of a level no higher than that of the highest-level spell the harlot already knows. Once a new spell is selected, it is added to that harlot's spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a harlot. A harlot gains an additional new spell at 8th, 12th, 16th, and 20th level.

Spell Focus (Enchantment): At 6th level, the harlot gains Spell Focus (Enchantment) as a bonus feat.

Lady Killer/Black Widow: At 10th level, a harlot becomes a master of the opposite sex. Whenever the harlot encounters someone of the same race but the opposite sex, she gains +2 on all skill check, ability checks, attack rolls, damage rolls, and saving throws and additionally her spell DC against the opposite sex increases by 2. This bonus increases to +4 on all skill check, ability checks, attack rolls, damage rolls, and saving throws and additionally her spell DC against the opposite sex increases by 4 at 20th level.

Greater Spell Focus (Enchantment): At 14th level, the harlot gains Spell Focus (Enchantment) as a bonus feat.


Back to Main Page3.5e HomebrewClassesBase Classes