Maid (5e Subclass)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: This subclass seems to possibly edge out official battlemaster?


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Maid[edit]

Fighter subclass

Those that are loyal to their masters and have the utmost respect for them are able to channel their feelings of love and devotion into raw strength in order to protect their master. The maids are taught; the etiquette of the dining room when serving, the precision of folding towels and dusting the master's manor and they have the knowledge of the master's libraries, which allows them to learn and understand different battle tactics in order to protect the one that they care for deeply. The maid's knowledge, lifestyle and loyalty has been taught and passed down through generations, dating all the way back to the great Rem Chan.

A Maid's Duties.

When you choose this archetype at 3rd level, you learn duties that are fueled by special dice called Loyalty dice.

Duties. You learn three Duties of your choice, which are detailed under “Duties” below. Many duties enhance your power to protect your master in some way. You can use only one duty per attack. You learn two additional duties of your choice at 7th, 10th, and 15th level. Each time you learn new duty, you can also replace one duty you know with a different one.

Loyalty Dice. You have four Loyalty dice, which are d8s. A loyalty die is expended when you use it. You regain all of your expended loyalty dice when you finish a short or long rest. You gain another loyalty die at 7th level and one more at 15th level.

Saving Throws. Some of your duties require your target to make a saving throw to resist the duties effects. The saving throw DC is calculated as follows: Duty save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Combat Skirt

Your maid outfit has been altered to be Combat ready. At 3rd level when you pick this archetype you gain an unarmored defense. Your AC equals 10 + your Dexterity modifier + your Constitution modifier.

On the Clock

At 7th level, due to your proficiency with meal preparation you are able to prepare a fine meal complete with tea for those in the party (Provided you have the ingredients). Those who ate your meal during the short rest regain 2d8 + 4 hit points. This healing increases by 1d8 at the 10th level and the 15th level.

Improved Loyalty

At 10th level, your loyalty dice turn into d10s. At 18th level, they turn into d12s.

Endless Love

Starting at 15th level, when you roll initiative and have no loyalty dice remaining, you regain 1 loyalty die.

Duties

The duties are all in alphabetical order:

A Maiden's Plea. When you hit a creature with a weapon attack, you can expend one loyalty die to move one of your comrades into a more advantageous position. You add the loyalty die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

A Maiden's Wrath. When you hit a creature with a weapon attack, you can expend one loyalty die to attempt to drive the target back. You add the loyalty die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Disarming Slap. When you hit a creature with a weapon attack, you can expend one loyalty die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the loyalty die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Aura. When you hit a creature with a weapon attack, you can expend one loyalty die to distract the creature, giving your allies an opening. You add the loyalty die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Dusting. When you make a weapon attack roll against a creature, you can expend one loyalty die to add it to the roll. You can use this duty before or after making the attack roll, but before any effects of the attack are applied.

Feinting Attack. You can expend one loyalty die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the loyalty die to the attack’s damage roll.

Friendly Support. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one loyalty die. That creature can immediately use its reaction to make one weapon attack, adding the loyalty die to the attack’s damage roll.

Master's Defense. When you hit a creature with a weapon attack, you can expend one loyalty die to attempt to goad the target into attacking you. You add the loyalty die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Missed a Spot. When you hit a creature with a weapon attack, you can expend one loyalty die to attempt to frighten the target. You add the loyalty die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Notice Me. On your turn, you can use a bonus action and expend one loyalty die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the loyalty die roll + your Charisma modifier.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one loyalty die to reduce the damage by the number you roll on your loyalty die + your Dexterity modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one loyalty die to make a melee weapon attack against the creature. If you hit, you add the loyalty die to the attack's damage roll.

Sweeping. When you hit a creature with a melee weapon attack, you can expend one loyalty die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your loyalty die. The damage is of the same type dealt by the original attack.

Sweeping the Floors. When you move, you can expend one loyalty die, rolling the die and adding the number rolled to your AC until you stop moving.

Sweep Under the Rug. When you hit a creature with a weapon attack, you can expend one loyalty die to attempt to knock the target down. You add the loyalty die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

They Hurt the Master? When you make a melee weapon attack on your turn, you can expend one loyalty die to increase your reach for that attack by 5 feet. If you hit, you add the loyalty die to the attack’s damage roll.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: