Slave (5e Class)
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Slave[edit]
The gnome played his lute and danced around, trying to both make pleasing music and perform a good dance. His human master smiled as he did, her face relaxed as she enjoyed her slaves antics. With a word, she had the gnome on the ground, barking like a dog to amuse her guests.
The human called out an opening, directing her dagger at a chink in the massive bug's armor. As her allies focused on the chink, she slipped out a bottle, poured the contents onto another dagger, one her master knew nothing about, and, while her master was focused on the bug, stabbed him in the back. She removed the dagger and began to claim it had been thrown at him.
The dragonborn fell back, unable to stop the ax descending towards his head, when his vision was suddenly obscured by something red, the change followed by a thunk of something hitting wood. Blinking, his eyes were soon drawn to the red tail of his tiefling slave as it lashed past his face. The tiefling stabbed at the bandit with his shortsword, attempting to drive them back. Leaping to his feet, the dragonborn beheaded the bandit and nodded to his faithful slave, before charging back into the fray, his personal bodyguard/slave following behind.
Slaves are living, thinking creatures who are nothing but the property of another. By law, they have no rights and are forced to suffer anything their masters want them to. They have no choice or control. While some masters are kind and generous, others are mean and cruel. Slaves are insignificant and beneath notice. After all, it's not like they should be treated like people, because, as long as they are slaves, they are not. To most, slaves are nothing more than another's property.
Creating a Slave[edit]
When creating your character, answer these questions: How did you become a slave? Were you born one, captured, or a prisoner of war? How has your life been? Is your owner kind or cruel? Why is he/she letting you go on this adventure? Who is your owner?
Quick Build: First, make Dexterity your highest score. Second, Charisma should be your second highest. Third, take the Slave or Criminal background.
Equipment: You can't start with starting equipment. Instead, your master has given you 3d4 × 10 gp to spend on items that are beneficial to both you and them...mostly them. You may only buy weapons starting at level 8.
Class Features
As a Slave you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Slave level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Slave level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: Three Artisan's tools of your choice
Saving Throws: Dexterity and Charisma
Skills: Choose two from the following: Athletics, Deception, Perception, Persuasion, Sleight of Hand, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) none or (b) none
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Slave, Unarmored Defense, Unarmed Damage, Mind Set, Worker |
2nd | +2 | Sprint |
3rd | +2 | Forsaken Eye, Mind Set |
4th | +2 | Ability Score Improvement, Ability Score Increase |
5th | +3 | Master's Decree |
6th | +3 | Mind Set |
7th | +3 | For Master |
8th | +3 | Ability Score Improvement, On The Side, Mind Set |
9th | +4 | Sprint |
10th | +4 | Unarmored Defense, Unarmed damage |
11th | +4 | A Harder Push |
12th | +4 | Ability Score Improvement |
13th | +5 | Mind Set |
14th | +5 | Master's Choice |
15th | +5 | Master's Choice |
16th | +5 | Ability Score Improvement |
17th | +6 | Used To It |
18th | +6 | Mind Set |
19th | +6 | Ability Score Improvement |
20th | +6 | Experienced Servant |
Slavery[edit]
At 1st level, if you chose to be a Slave upon character creation, you cannot multiclass unless you are freed by your owner. You may multiclass as normal once you reach level 10 or if you multiclassed into the Slave class. Once you have at least one level into the Slave class, you may always take more, even if you are free.
As a slave, you have an owner. That is, you are property and are owned by someone. This person may be another player or you may belong to an NPC (work with DM, your owner doesn't necessarily have to be in the party). You must obey your owner or risk punishment (if an NPC, DM's choice on what happens). Anything you do, you do as a representative of that person's interests. Of course, since you are their property, your owner can demand you give them anything you possess, since "your" possessions also belong to your owner. Your owner may choose to free you at any time, whenever they please for whatever reason (if NPC, DM must decide why you are being freed).
Unarmored Defense[edit]
While you are not wearing any armor, your armor class equals 12 + your Dexterity modifier. At level 10, it increases to 14 + your Dexterity modifier.
Unarmed Damage[edit]
While you are not using any weapons, your unarmed damage equals 1d4 + your Dexterity modifier. At level 10, it increases to 1d8 + your Dexterity modifier
Mind Set[edit]
At 1st level, choose a mind set. You may have been Cowed by your life as a slave, giving in to basically everything your owner wants. You may be Vindictive, angry at your owner and constantly rebelling. Or you are Blissful, you basically have no concept of slavery and see yourself as your owner's companion or unpayed servant.
Worker[edit]
At 1st level, you have been trained to be a hard worker. Whenever you make an ability check, increase your roll by 1. You may do this a number of times equal to you Constitution modifier (minimum of 1). You regain all uses upon completion of a long rest.
Sprint[edit]
At 2nd level, sometimes your owner wants something done NOW! So you've learned to be quick. Increase your movement speed by 5ft. You may use the Dash action as a bonus action.
At 9th level, increase your movement speed by an additional 5ft. When you take the Dash action, you may add your movement speed twice when determining how far you can move this turn. If you do, you gain 1 level of exhaustion at the end of your turn. (If you have a movement speed of 40ft, you may move 120ft instead of 80ft if you Dash and use this feature)
Forsaken Eye[edit]
At 3rd level, you often are not permitted to look at people. Thus you look at things and you become good at it. You gain proficiency in Perception. You have advantage in Wisdom (Perception) checks to find locations where treasure may be hidden (DM may give you false locations because they look like they may conceal treasure).
Ability Score Increase[edit]
When you reach 4th level, and again at 8th level, 12th level, 16th level, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1, As normal, you can't increase an ability score above 20 using this feature.
Master's Decree[edit]
At 5th level, your master gives orders and you obey. Whenever your owner or someone your owner has permitted to give you orders tell you to do something that involves a roll, you may add your proficiency bonus to the roll if you haven't already. You may do this a number of times equal to your Dexterity modifier (minimum of 1). If you do not have a owner (you've been set free), you may gain advantage on one roll. You regain all use(s) after completing a long rest.
For Master[edit]
At 7th level, you are your master's slave and you are useless to them (and yourself) dead. Whenever a creature successfully hits you, but before they roll for damage and if you have less than half your hit points, you may make a Dexterity save with a DC equal to their attack roll. If you succeed, you take no damage. If you fail, you take damage as normal.
On The Side[edit]
At 8th level, your master sometimes gives you a chance to do things on your own, and you've taken advantage of that. Depending on your mind set, you gain the following proficiencies:
Cowed: Clubs, Battleaxes, Light armor, one musical instrument of your choice, and Performance.
Vindictive: Daggers, Darts, Hand Axes, Poisoner's kits, and Stealth.
Blissful: Shortswords, Rapiers, Shields, Herbalism kits, and Acrobatics.
A Harder Push[edit]
Your master has either violently forced you or gently pushed you to work and strive harder. At 11th level, you gain expertise in 2 skills of your choice. You can now attack twice with weapon attacks.
Master's Choice[edit]
At the 14th Level, your Master has decided what feat they will force you to learn that benefits them. This feat is to be chosen from any race but must be a level 5 or lower or increase one of your current feats by +1. Your Master does not allow you to argue about this choice. At the 15th Level, your Master can force you to either take another feat of level 5 or lower or increase any feat you currently have +1.
Used To It[edit]
You are now used to being a slave and having a master, whether or not they treated you a certain way. At 17th level, if your Mind Set is Cowed or Vindictive, your AC increases by 2 and your attacks gain +2 to their attack and damage rolls. If your Mind Set is Blissful, then you gain 1 AC and can now immediately block an attack aimed at your master if you are within 30 feet distance of you, even if it is not yet your turn in battle. It deals half damage to you. You may only do this once per battle.
Experienced Servant[edit]
Being a slave/servant to a hero has put you in many perilous and adventurous situations. You've picked up a few things from both the experiences and from your master's skills in battle. Starting at 20th level, you have advantage on attack rolls towards anyone who has dealt damage to your master in battle. Your attack to that enemy also does +5 more damage. This effect applies even when your master gets healed. Also, you gain advantage to perception checks when trying to identify traps as long as your master is within 50 feet of you.
Mind Sets[edit]
All slaves have a mind set. It is how they get through life as another's property. They follow the mind set, they stay sane, even if they are hopeless.
Cowed[edit]
You are terrified. You are constantly afraid of what your master may do to you. As a result, you live life trying to not cause problems, being obedient and faithful, if only to avoid the lash of the whip.
Afraid[edit]
At 3rd level, you are always afraid, but are able to work through it. You gain advantage on saving throws to avoid being frightened.
Beneath Notice[edit]
At 6th level, you seem so insignificant, others overlook you. You make Dexterity (Stealth) checks with advantage. If you fail a Stealth check and are detected, you may make a Charisma (Deception) check for each creature that detects you (DC 8+the creature's Intelligence modifier). Each creature you succeed against decides (in some fashion) that you are not worth worrying about and ignores you until you draw attention to yourself (by doing something like attacking, call out to someone, interacting with and object). This only effects creature with and Intelligence score of 5 or higher.
Cowardly Tactics[edit]
Being so afraid all of time can have it's benefits. Starting at 8th level, you can dodge an attack towards you or push your master out of the way of an attack. The attack will automatically miss. You may use this feature after every short rest.
In The Face of Fear[edit]
At 13th Level, you are really trying your best to calm down your nerves and anxieties. Any status effect that debuffs you can now be passed on to the next enemy you attack. You are now also immune to the Frighten condition.
Mind Over Matter[edit]
Being so in fear of everything get's boring and repetitive after a while. At 18th level, you are no longer afraid of heading straight into battle, gaining +1 to AC, and proficiency with Medium Armor and Shields. You can now also attack three times in a row to enemies who have injured your master.
Vindictive[edit]
You don't want to be a slave. You hate it and only want to be free, by whatever means. You often rebel and get punished, but no mere punishment can quench your fire. You will be free.
Rebel[edit]
At 3rd level, you are your own person, no one should tell you what to do. You have advantage on checks to avoid being controlled in any way.
Spot Weakness[edit]
At 6th level, you are familiar with searching out weak points. You may use your action to point out a weak spot on one creature you can see. All friendly creatures, as well as yourself, within 60 ft of you who can hear you have advantage on an attack roll against that creature. You cannot use this feature again until you complete a short or long rest.
True Rebel[edit]
At 8th level, you have the makings of a TRUE rebel. All your weapons are dipped in poison that do an extra 1d8 poison damage. You are now also immune to the Charmed condition that allows others to control you.
Sadism[edit]
You now feel happy and prideful whenever you master is injured by an enemy. At 13th level, you gain 10 + Proficiency Bonus temporary hit points after your master takes damage from an enemy for the first time. You also have mastered poison-making. Your weapons now deal an extra 2d8 poison damage + your Proficiency Bonus. This damage replaces the old poison damage.
Your Own Person[edit]
You Have set yourself free, declaring to the world that you are your own person, whether your master allowed it or not. Starting at 18th level, your Master can no longer force you to perform actions against your will. Also, being 10 or more feet away from your so-called "master" gives you advantage to all saving throws.
Blissful[edit]
You have somehow lucked out and been blessed with a kind and benevolent master. They take care of you and try their best to make you feel as if you aren't a slave at all.
Oblivious[edit]
At 3rd level, attempts to threaten you seem to go over your head. Whenever a creature makes a Charisma (Intimidation) check against you, you may contest it with Charisma saving throw. You have advantage on this saving throw.
Perky Personality[edit]
At 6th level, your unusually happy demeanor has an effect on people. Whenever you buy or sell something, you have advantage Charisma checks made to haggle for better prices. Also being within 5 feet of an enemy causes them to be baffled by your cheery demeanor, they're first 3 saving throws are at a disadvantage. This applies to an enemy only once every battle.
Master's Teachings[edit]
At 8th level, your master starts teaching you the basic principles of combat and magic to defend both themselves and you. Your weapons are now covered in runes that deal an additional 1d6 Fire, Cold, Force, Lightning, Thunder, or Necrotic damage. You may only choose one type of magical damage. You can only change the type of magic it is after a one whole day. You also learn the Green-Flame Blade, Minor Illusion, and Fire Bolt cantrips. Your Spell Casting Ability is now Charisma.
Practically a Student![edit]
Those teachings from your master are getting clearer and easier every lesson. At 13th level, your rune-engraved weapons now deal an extra 2d6 magic damage + your Proficiency Bonus. This replaces the old magic damage you were able to do. Again, you have to choose between Fire, Cold, Force, Lightning, Thunder, or Necrotic as the type of magic damage it does.
Basically Family Now[edit]
You and your master are extremely close after going through so many experiences, good and bad. They no longer consider you a slave or a servant, but more of a close family member. As an action, you can now remove any debuffing status effects and cast Shield on your master. They also gain 1d10 temporary hitpoints + their Constitution modifier. You may only use this action after every long rest. Also, you learn the Thunderous Smite, Staggering Smite, and Spiritual Weapon spells. You can use this spell after every short rest. In addition to this, choose one more cantrip from the Wizard's spell list to add to your knowledge.
Multiclassing[edit]
Requirements: To multiclass into the Slave class, you must meet the following requirements: You must become a slave (That is, you become property and someone must own you).
Proficiencies: When you multiclass into the Slave class, you gain the following proficiencies: One artisan's tool of your choice.
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