Slave, Variant (5e Class)
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- 1 Slave
- 1.1 Creating a Slave
- 1.2 Mind Sets
- 1.3 Multiclassing
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 follwing behind.
Slaves are living, thinking creature 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
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 go on this adventure? Who is your owner?
Quick Build: First, make Dexterity your highest score. Second, Charisma should be you second highest. Third, take the Slave or Criminal background.
Equipment: You start with a pouch and a pair of worn breeches. When you choose your background, ignore all items worth 5 sp or more.
As a Slave you gain the following class features.
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
|1st||+2||Slavery, Mind Set (Cowed, Vindictive, Blissful), Worker|
|4th||+2||, Ability Score Increase|
|6th||+3||Mind Set Feature (Beneath Notice, Spot Weakness, Cheery Prices)|
|8th||+3||, Ability Score Increase|
|10th||+4||On The Side, Mind Set Feature (Forever Afraid, True Rebel, Totally Oblivious)|
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 an time, whenever they please for whatever reason (if NPC, DM must decide why you are being freed).
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.
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.
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)
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
When you reach 4th level, and again at 8th 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.
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.
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 half the amount of damage. If you fail, you take damage as normal.
On The Side
At 10th 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, Light armor, one musical instrument of your choice, and Performance.
Vindictive: Daggers, Hand Axes, Poisoner's kits, and Stealth.
Blissful: Shortswords, Shields, Herbalism kits, and Acrobatics.
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.
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 obediant and faithful, if only to avoid the lash of the whip.
At 3rd level, you are always afraid, but are able to working through it. You gain advantage on saving throws to avoid being frightened.
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.
At 10th level, you are so afraid of what may be that the fears of your mind vastly overwhelm the fears of real life. You are immune to the frightened condition.
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.
At 3rd level, you are your own person, no one should tell you what to do. You have advantage on checks to avoid being charmed or otherwise controlled..
At 6th level, you are famaliar 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 60ft of you who can hear you have advantage on attack roll against that creature for 1 minute. You cannot use this feature again until you complete a short or long rest.
At 10th level, you ARE you. No one can say otherwise, even your master. You are immune to the charmed condition and effects that allow others to control you.
You have deluded yourself. You do not see yourself as a slave, but rather your master's servant or companion. And your master seems so nice, you actually believe you deserve their punishments and try to do better next time.
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.
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.
At 10th level, your oblivious nature has caused all threats to seem meaningless. Any Charisma (Intimidation) checks made against you automatically fail.
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.