Slaver (5e Class)

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Slaver[edit]

A man walks into the dark building and behind him, led by a chain is a slave freshly captured and brought to a stall, specially designed to make sure slaves do not escape. He turns toward the newest catch and mutters to the human he just caught. "You will fetch a handsome price when you are trained and sold." A cold almost cruel smile lightly curls at the corners of his mouth. As the man disappears into a room down the corridor, the slave grips the thick bars of his cell and as the slave looks down, they realize, they had just been fated to the life of a slave, thanks to the Slaver that captured them.

The Slaver[edit]

You are looking at either the black market or the marketplace and you see the slaves lined up all with placards tied around their neck with coarse twine. The person selling them begins to go over each slave's specialties and flaws with enthusiasm and before long, they pocket a decent sum of money. After trying your hand at other occupations, you finally make up your mind to become a Slaver. You know that it takes more than brute strength and magic to subdue the arguably most difficult prey to catch. It also needs timing, charisma, and most of all intelligence. After all, your prey can reason, think things through, problem solve and a myriad of other skills that other creatures do not possess. More, they possess the ability to survive in a variety of climates. It is going to be a challenge.

With that, you turn away from the market and head to the shops nearby and begin to purchase your needed tools and supplies to begin your new career as a Slaver. You have to be ready, and preparations must be planned carefully. Your success or failure as a Slaver depends on how well you can outsmart and overpower your target. You have chosen to go after humanoid creatures. Your quest has begun. What will you bring along, and how will you fare?

Creating a Slaver[edit]

Please reference the Wizard Class of the PHB to know your spell slots and additional spells. Also please note that this class is currently being tested so some things may change.

Quick Build

You can make a Slaver quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength. Second, choose the Slaver background. Third, choose Traveler's clothes, the Slaver's Pack, the Whip and Longsword.

Class Features

As a Slaver you gain the following class features.

Hit Points

Hit Dice: 1d10 per Slaver level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Slaver level after 1st

Proficiencies

Armor: 10+Dexterity plus Armor Modifiers
Weapons: Choose 2 from the following: Dagger, Whip, Longsword, Shortsword, Shortbow, or Quarterstaff.
Tools: You get 2 Artesian tools of your choice.
Saving Throws: Intelligence, Strength
Skills: Choose 2 from the following: Athletics, Arcana, History, Insight, Intimidation, Nature, Medicine, Perception, Religion, Survival, Sleight of Hand, or Stealth.

Equipment

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

  • Slaver's Pack (25 gp) includes Backpack, bedroll, mess kit, a set of manacles, a whip, a steel collar, leash (leather or chain) 5 days rations, and a waterskin
  • Explorer's Pack (10 gp) includes: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, and a waterskin. 50 feet of hempen rope is strapped to the side of the pack.
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Slaver

Level Proficiency
Bonus
Features
1st +2 Slaver, Mindset, Slave Handler, Whip, Spellcaster
2nd +2 Light Sedation Spell, Human Tracker
3rd +2 Mind Set, Slave Trap Building
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Sedation Spell, Speed Increase +5
6th +3 Mind Set, Spell Quality Improvement
7th +3 Expert Human Tracker
8th +3 Ability Score Improvement, Spell: Thermal Vision
9th +4 Hunter's Stealth
10th +4 Expert Slave Trapper, Elf Tracker, Mind Set
11th +4 Slave Keeper, Will Tamer Spell
12th +4 Ability Score Improvement, Spell: Wood Cage
13th +5 Gain 1 Rare Magic Item, Climb Speed Increase +5
14th +5 Craft Syn's Collar, Magic Shackles
15th +5 Spell of Permanence, Mind Set
16th +5 Ability Score Improvement, Pit Trap Expert
17th +6 Expert Elf Tracker
18th +6 Expert Slave Handling
19th +6 Ability Score Improvement, Humanoid Trapper
20th +6 Expert Master

Slaver[edit]

At first Level you may start off as a Slaver. You are on a quest to hunt and capture slaves for your own personal reason. As a slaver, you gain advantage in Passive Perception of +1. You are getting used to being on the hunt for the ultimate prey, humans and elves. You know the basics of trapping, but do not yet know how to track your prey.

Mind Set[edit]

At 1st level, choose a Mind Set. You may be a Profiter who buys and sells slaves for a profit but does not care much for the hunting, Slave Hunter who takes bounties to capture slaves and hands them over to the one paying the bounty, or Slave Trader who both hunts for a slave to own and use for themselves.

Slave Handler[edit]

At 1st level, you begin learning how to mingle with others.You have the basic skills of handling a slave, but they often escape your grasp due to a bit of carelessness. In this situation you must roll a Strength saving throw of DC10 in order to keep your slave if you start with one.

Whip[edit]

At 1st level you are an expert at using the Whip. You roll 2d4 slashing on your prey instead of 1d4 slashing on your attack. The target must make a Dexterity Saving Throw of DC10 plus your STR Modifier to avoid being frightened on the next round. If it is failed the target cannot move until the end of their next turn.

Light Sedation Spell[edit]

At 2nd Level you gain the spell of Light Sedation. Please see the spell below for details.

Human Tracker[edit]

At 2nd level you are able to pick up a trail that a human passed through and determine about how long the prints or other signs have been there. The human must make a Dexterity throw of DC15 plus your Intelligence Modifier to avoid being tracked.

Slave Trap Building[edit]

At 3rd level you learn to start building traps to ensnare human and elven prey. You may choose from a bear trap, snare, or cable net trap to build. It takes you 1d4 rounds to build a trap and disguise it so humans cannot detect it. Other races however may be able to spot it if they roll higher than your intelligence score.

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.

Sedation Spell[edit]

At the 5th Level, you gain the spell Sedation. Please see the spell below for details.

Speed Improvement[edit]

At 5th level you are becoming fleeter footed and fast enough to catch your prey by chasing them down. Thus, you increase your base speed +5 feet. You gain the traits of your chosen mind set.

Spell Quality Improvement[edit]

At the 6th level your Sedation Spell now becomes permanent until a predetermined wakening word is uttered by the spellcaster. Those targeted in the spell must make a Saving Throw of 2d12+Con to shake off the effect. If they are successful, they feel a little tired but do not fall asleep. If the target fails the saving throw, they fall to sleep until you capture them and place them in a cage made of steel or in a deep pit that can hold them until transporting your new captive to market is possible.

Expert Human Tracker[edit]

Starting at the 7th level, you now gain proficiency in Stealth and Persuasion allowing you to hunt down your human targets by tracking them. You know how to read the broken branches, footprints, and other subtle clues that allow you to track the human you choose to hunt. Once you find them, the human must make a saving throw equal to the Jronian Slaver’s Intelligence score or higher to avoid being tracked.

Thermal Vision[edit]

At the 8th Level, you gain the spell Thermal Vision. Please see the spell below for details.

Hunter's Stealth[edit]

At 9th Level, you gain the feat of Hunter’s Stealth. This allows you an advantage on your Stealth rolls. You are able to travel +5 Speed once on difficult terrain one time to silently sneak closer to your target. You must have a short rest to regain this feature.

Expert Slave Trapper[edit]

The 10th level you are adept at making traps. Thus, it takes one action for a simple trap (snare, snap trap) to set and disguise. For more difficult traps (pit, cage) it takes you one turn instead of two. Target must make a saving throw of DC25 to avoid the trap altogether. Otherwise, they take 1d10 damage if using a pit or snap trap.

Elf Tracker[edit]

At level 10 you are now adept enough to begin learning how to track an elf of one archetype of your choosing. You must make a stealth check when approaching an elf in the open wilderness or persuasion check if in a building such as a bar, tavern, store, etc.in order to get close to the elf if they grow suspicious of you. If you succeed the elf must make a saving throw of DC27+INT mod in order to avoid being captured. Otherwise, the elf is charmed into taking the collar without realizing that they are now your captive.

Slave Keeper[edit]

Now that you have had experience, at the 11th level, you now keep your slaves securely and mistakes are not made when confining or binding them. Thus, the one in your grasp must make a saving throw of DC25+STR Mod in order to break free from your careful clutches. If they fail, they must now take a subclass “Slave” and become your property.

Wood Cage[edit]

At the 12th Level, you gain the spell Wood Cage. Please see the spell below for details.

Rare Magic Item[edit]

At the 13th level, you know enough magic to create one rare magical item to assist you on your quest. If you find one instead, it becomes automatically attuned to you if it needs attuning.

Climb Speed Improvement[edit]

The 13th level allows you to increase your climbing speed +5 feet.to your base climbing speed.

Craft Syn's Collar[edit]

At the 14th level you learn to craft one collar with a special steel known as majore steel. Not only does this collar have natural immunity to ki attacks but also makes it immune to picking. You cast a number of spells upon this collar that make it near impossible to remove from the neck of your target. The target must make a saving throw of DC35 in order to avoid being collared with this fiendish collar. The spells are already placed upon it during crafting,

Description: This collar is a polished silver or black majore steel collar, smooth as its texture is almost like silk. No visible locks show once this collar is upon the throat of the captive making it seamless and smooth all the way around save for a collar ring. When not on the throat, it looks like two half circles that lock into each other. Should the captured person go further than the distance determined by the captor it chokes. Should the captive defy a direct command, it shocks. It does not permit the captive to attack their captor and if the captive tries, the collar shocks and chokes.

Magic Shackles[edit]

14th level allows you to put a captive in these shackles. These shackles are made of the same steel as Syn’s collar but much more easily removed. They are immune to picking and ki, but resistant to spells. These have a chain length of two feet between each cuff. This length allows for securing around trees, to chain rings, and the like. You must roll a 1d12+Int Mod to ensnare your target. Once ensnared in the shackles, your target must make a saving throw of DC25+ your Spell DC in order to escape the shackles.

Spell of Permanence[edit]

At the 15th level, you have the ability to choose one spell of your choice that you have learned out of either the Wizard class or Slaver Class permanent by repeating it three times in a row. You cannot make any other spells permanent using this ability.

Pit Trap Expert[edit]

After creating many pit traps in an attempt to capture slaves, you finally have it down to a science. Now any pit trap you make puts the target at a disadvantage in discovering it. If they succeed, they must make a Dexterity saving throw greater than your Intelligence ability plus Modifier. If they fail, they find themselves in the bottom of a 2d12 deep pit within a cage that springs closed and latches automatically. They must remain there until they are either freed from the trap or enslaved.

Expert Elf Tracker[edit]

At the 17th level you now are adept at tracking your Elven prey and getting close to them. You gain a +2 in DEX and a +1 in INT. You can read the subtle signs that tell you that the Elven Archetype of preference has been through the area within the past month. To get close to your target you must roll a 3d10+ their Intelligence Mod or risk being detected by your intended target. You cannot go higher than 20 using these ability increases.

Expert Slave Handling[edit]

The 18th level makes it so that your captive cannot escape your grasp once you ensnare them. You notice any flaw or deception that is used as a ploy to try and escape. You may either decide to keep the captive as your own slave, or you may sell them at market for a profit. The decision is yours, but the fate of the new slave is now up to you. You gain +1 Wisdom to your score.

Humanoid Trapper[edit]

At the 19th Level you have trapped several humans and elves to be proficient at hunting and trapping different humanoid races. You gain advantage on your rolls when trapping one of your preferred targets, and normal conditions when trying to trap other humanoid creatures.

Expert Master[edit]

At Level 20 you are now an expert Master. You gain +1 Intelligence and +1 Charisma. You also have an advantage in saving throws requiring Intelligence and Strength. You find your targets with little effort and if you have a slave, they completely submit to your every whim without question or complaint. The captives must take on the subclass Slave upon capture.

Mind Set[edit]

These Mind Sets are for the different types of Slavers that may be developed. Each one has unique features and traits that go with that specific type of Slaver.

Profiter

Profiter is one who buys and sells slaves for a profit but does not care much for the hunting. You gain +1 in Wisdom and for every slave sold you get 2d4 gold to pocket. You are currently a relatively new marketer trying to make a name for yourself at this stage. Because of this, you typically have 1d6 slaves on hand to sell.

Market Dweller: You frequently visit the markets and look for slaves to purchase and then sell at a greater profit than you purchased them for. Thus, you gain an additional 2d6 gold when selling a slave to another person.

Noted Tradesman: Your notoriety for selling decent slaves earns you an additional +1 in Charisma and an additional 4d6 in gold when selling directly to another person instead of in a market. You are starting to make a name for yourself as a tradesman specializing in human slaves.

Elven Marketing: You are able to sell both Elven and Human slaves, and you take them to a market to be auctioned off at a higher-than-normal profit. Gain +1 Dexterity to your score thanks to holding the Elven captive in your grasp, and 4d10 additional gold on your sale.


Slave Hunter

Slave Hunter is one who takes bounties to capture slaves and hands them over to the one paying the bounty. You gain advantage in your Intelligence saving throws of one extra roll. You also gain advantage in Dexterity rolls as well when actively hunting for your targets.

Human Bounty: You take offers to hunt humans and you take them back to the one that paid you the bounty. You gain +1 in Charisma. Your bounty starts at 1d6 per target they want you to hunt. This increases 1d6 for every level after.

Elven Bounty: You now take bounties to hunt Elven targets of a certain Archetype. Thus, you gain an advantage in Intelligence saving throws whenever you try to capture the Elven target. Your bounty for hunting Elves starts at 1d8 per target and every 2nd level goes up 2d6.

Bounty Hunter: You are proficient in Stealth and Charisma saving throws when it comes to hunting down both humanoid targets. Upon attempting to capture, the target(s) must make a saving throw of DC25+ your Strength Modifier in order to evade capture. If they fail, they are considered captured and must take the "Slave" class.


Slave Trader

Slave Trader: You love both hunting and selling slaves for your trade and with your reputation, you are regarded as an accomplished market person and learning to hunt your own slaves to sell at that market. Thus, you tend to venture far and wide in order to capture slaves. You hold a respect for those you travel with, but you are always on the lookout for unwary targets. Thus, you gain proficiency in Insight.

Adept Marketer: You are well known around the markets and can haggle prices of expensive items down dramatically thanks to your reputation. You gain +1 in Charisma and one extra language of choice.

Adept Hunter: Your hunting skills improve drastically. Gain proficiency in Stealth and advantage in Intelligence saving throws whenever you hunt either human or elven targets.

Owner: You now own not only your own market, but you also own a slave or two. You are able to keep the slaves from escape and you gain +1 in Strength and +1 in Charisma. Your slaves are unable to escape your grasp and you make 1d6 gold per slave that is sold at your market. You may also hire one or two people to help you run your market if you wish to continue on adventures.

Spell List[edit]

You know all of the spells on the basic Slaver spell list and additional spells from the Wizard Class. Please reference to Wizard Class for Intelligence Spellcasting as you are now a Full Caster of magic.

1st Level

Light Sedation Spell

2nd Level, Slaver

Casting Time: 1 action

Range: 60 feet

Components:V

Duration: 1d6 turns

This only works on the human race. This spell creates a light mist upon the ground like that of a fog that creeps upward from the ground in a soft cloud-like feature. The target must remain within range of the spell for the human to fall into a slumber for possible capture. Once bindings are on the target or the time elapses, the spell wears off and the human will awaken on their own once more. The human target must make a saving throw of DC15+Con Mod in order to shake off the effect of sleep or move out of range of 70 or more feet.


2nd Level

Thermal Vision

2nd Level, Slaver

Casting Time: 1 action

Range: 120 feet"

Components: V, M (Fresh coal from a fire)

Duration: 2d20 minutes

You cast this upon yourself, and you can see in thermal imaging with the white being hot and the cold being blue, making it easier to see where your prey went. This only works if the tracks are only a couple hours old. At higher levels, you can increase the time an 1d10 per level above 2nd Level. If it is a failed spell the thermal vision only lasts for 1d10 minutes instead.


3rd Level

Wood Cage

3rd Level, Slaver

Casting time: 1 round (1 minute)"

Range: 60 feet

Components: V, S, M (A piece of native wood, piece of green vine)

Duration: Instantaneous

As you cast this spell, the surrounding vines, branches, roots, and other natural materials begin to form a formidable cage around your opponents. Because of the magic, it is resistant to fire damage. Once the cage is completed, it stays in that shape until the captives either succeed on a Strength saving throw of DC30, or the spell is ended by the caster. This can hold between a Small to Large creature of choice. The wood is no less than 4 inches around and 4 inches apart.


4th Level

Sedation Spell

4th Level, Slaver

Casting Time: 1 full action

Range: 60 feet

Components:V, S

Duration: 1d10 rounds

Prerequisite: Light Sedation Spell

This only works on the humanoid races. This spell creates a light mist upon the ground like that of a fog that creeps upward from the ground in a soft cloud-like feature. It affects all humans and elves in the mist. The target(s) must remain within 60 feet of the spellcaster to fall into a slumber for possible capture. Once bindings are on the target(s) or the time elapses, the spell wears off and the target will awaken on their own once more. The target(s) must make a Constitution saving throw of DC20+Con Mod in order to shake off the effect of sleep or move out of range of 70 or more feet.


5th Level

Will Tamer

5th Level, Slaver

Casting time: 2 rounds

Range: 120 feet

Duration: Permanent

This spell works against the Constitution of the creature you are targeting. They must roll higher than your Constitution Ability Score + Proficiency + Spell Save in order for it to avoid being "tamed". If they fail, they bend to your every whim and become docile. If they succeed, then the spell becomes temporary, and only has a duration of 6d10 rounds. Once that is passed, you cannot cast the spell on the same creature for another 1d6 days.

Multiclassing[edit]

There are no prerequisites required to multiclass into the Slaver class.

Proficiencies. When you multiclass into the Slaver class, you gain the following proficiencies: Intelligence +2, Strength +1, however you cannot go above 20 in the ability score by using this. In addition, you gain +2 to Stealth, +1 to Persuasion, and +1 to Intimidation.

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