Office Worker (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 00:13, 2 November 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Office Worker[edit]

Office Workers are by no means traditional dungeoneering adventurers, but their skills learned from countless hours navigating office politics can prove useful (if often annoying) to allies.

Creating a Office Worker[edit]

Office Workers tend to be lawful. Good and evil can be found in equal measure.

Quick Build

You can make an Office Worker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Sage background.

Class Features

As a Office Worker you gain the following class features.

Hit Points

Hit Dice: 1d6 per Office Worker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Office Worker level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: calligrapher's supplies, cartographer's tools
Saving Throws: Intelligence and Charisma
Skills: Choose 4 from History, Investigation, Deception, Intimidation, Performance, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Backpack
  • Clothes, fine
  • 1 oz bottle of Ink, Ink pen
  • Paper (500 sheets)
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The Office Worker

Level Proficiency
Bonus
Features Meetings Employees
1st +2 Gossip 0 0
2nd +2 Deflect Responsibility 0 0
3rd +2 Motivate 0 0
4th +2 Ability Score Improvement 0 0
5th +3 Have a Meeting 1 0
6th +3 Out of Office 1 0
7th +3 Management 1 2
8th +3 Ability Score Improvement 1 3
9th +4 Performance Review 2 3
10th +4 Delegate 2 3
11th +4 Pencil Whip 2 4
12th +4 Ability Score Improvement 2 4
13th +5 Steal Credit 3 4
14th +5 3 6
15th +5 Found a Company 3 8
16th +5 Ability Score Improvement 3 10
17th +6 4 12
18th +6 4 20
19th +6 Ability Score Improvement 4 30
20th +6 4 50

Ability Score Improvement[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.

Gossip[edit]

At 1st level, you are already well versed in obtaining interesting nuggets of knowledge - especially ones that probably shouldn't be shared. Once per long rest, you may Gossip. Your target must be capable of speech and willing to talk. The target must succeed at a Wisdom saving throw or provide you with a useful piece of information you didn't already know (DM discretion).

Office Worker save DC = 8 + proficiency bonus + Intelligence modifier + Charisma modifier

Deflect Responsibility[edit]

At 2nd level, you master the art of making another seem like a better candidate for a task. There's an almost supernatural quality to the way you pawn off problems originally directed at you. You may use a charge to avoid rolling a save or skill check and have an ally of your choice roll it in your place (your character will still benefit/suffer from the consequences of the save or skill check).

You have access to a pool of charges equal to your proficiency bonus + Intelligence modifier + Charisma modifier. This pool refreshes after a long rest.

Motivate[edit]

At 3rd level, you find yourself able to encourage others to greater heights of achievement. You may expend a charge to give a willing character who can hear you advantage on their next attack roll, save, or skill check.

Have a Meeting[edit]

At 5th level, you have the clout to call a team meeting. During this short rest, you point out areas of improvement for your coworkers and realign your goals. You may award an inspiration point to a teammate.

Out of Office[edit]

At 6th level, you have developed an instinctive ability to avoid high-stress environments. Once per month, you may immediately disappear for up to a week. During this time, you are in a protected alternate dimension where you can observe your fellow teammates. You are incapable of communicating with or interacting with the physical world until you return to where you disappeared from or to within 10 feet of a teammate.

Management[edit]

At 7th level, people actually start to listen to you. You gain a number of 1st level commoner employees equal to the number shown on the table above. These employees will work with you, travel with you, and fight for you as long as you pay them 1 sp a day.

Performance Review[edit]

At 9th level, you can start calling out your team for underachievement. Once per day, if someone has failed any roll, you can spend a short rest reviewing their shortcomings. This doesn't necessarily help them much as they probably weren't slacking, but it certainly helps justify your existence. You can regain all spent charges.

Delegate[edit]

At 10th level, you realize your time is far too valuable to waste on trivial tasks that come your way. There are plenty of others better suited for such things. You may expend a charge to allow a willing teammate to take a turn in place of your own.

Pencil Whip[edit]

At 11th level, you've discovered how to assess the validity of pounds of paperwork and hundreds of billable hours with a mere glance at the cover letter. You may expend a charge to gain critical knowledge from a book, scroll, or other extensive source of information in a mere second.

Steal Credit[edit]

At 13th level, you've decided to start calling people out for claiming that they were the ones to actually do something. Without your constant attention and guidance, there is no chance they could succeed. Once per day, a target able to hear you must make an Intelligence saving throw or give you something that they would normally have given to someone else.

Found a Company[edit]

At 15th level, you've decided to take profits into your own hands. You gain a profit of 2 + your Intelligence modifier sp per employee per day and no longer have to pay their upkeep.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: 13 Intelligence and Charisma

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Performance and Persuasion

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: