Gentleman

Respectful to the female gender. These men often use their guile and charm to gain the respect of the fairer sex. While otherwise kind-hearted and gentle a gentlemen may chastise those that disrespect a woman. Those that bring harm to them are infinitely worse.

Creating a Gentlemen

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You can make a gentleman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Noble background. Third, choose a diplomats pack.

Class Features

As a Gentlemen you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gentlemen level

Hit Points at 1st Level: 1d8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gentlemen level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple Weapons and Rapier

Tools: Choose one type of artisan’s tools and one musical instrument

Saving Throws: Strength and Charisma

Skills: Choose any two

Equipment

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

Any simple weapon

( a ) A diplomat’s pack or or ( b ) An entertainer's pack

) A diplomat’s pack or or ( ) An entertainer's pack A monocle, and a pocket watch

Leather armor

Anger of The Gentlemen

While in combat, whenever a female ally takes damage it forces a gentlemen into a state of which all wise men fear. When a friendly female creature takes damage you may use your reaction to make an attack at a creature within reach using your fisticuffs.

Oath of Chivalry

As long as a creature has a gender you are able to determine whether or not it is female.

As a Gentlemen you vow to uphold and respect women. If you willingly strike a woman without cause, you may not use any of your class features until you have formally, and graciously apologized to the woman that you wronged.

Fisticuffs

As a gentlemen you are obligated to use your bare fists to solve disputes. Due to using them extensively you, as a gentlemen are adept at using your Fisticuffs.

At 1st level, your unarmed strikes are more effective than the average Joe's.

You gain the following benefits while you are unarmed and you aren’t wearing medium or heavy armor or wielding a shield:

You can choose Strength or Dexterity for your attack and damage rolls.

You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain gentlemen levels, as shown in the fisticuffs bonus column of the gentlemen table.

When you make a bonus attack, you may use your unarmed strike.

Unarmored Defense

Starting at 1st level when you are not wearing any armor or using a shield your AC is equal to 10 + your strength modifier + your charisma modifier.

On My Honor

At 2nd level and on, when you or one creature within 60 feet of you who can hear you, makes a skill check or save, you may add your Fisticuffs bonus die to it. You must decide to use this ability before the roll is made. You must take a short or long rest to use it again.

Jack of All Trades

At 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Man of Many Hats

Starting at 3rd level as a gentlemen you have many roles to fill in the world you live in.

At level 3 you gain your first Hat, you choose one from the following Hats: The Holy Man, The Duelist, The Minstrel, The Hunter, or The Adept. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

You gain an additional hat at level 10, and another at level 18. Treat this hats like your normal level

Spellcasting Ability

Some Class features allow you to cast spells.

Charisma is your spellcasting ability for your Gentlemen Spells since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a Gentlemen spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier

Looks That Kill

At level 5 as a Gentlemen you can use your killer looks to impose a threat on your target. Your attacks score a critical hit on a roll of 19 or 20. At 15th level your attacks score a critical hit on a roll of 18-20.

Ability Score Increase

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.

A Man's Duty

At level 5 while in combat you may use your charisma modifier for your melee attack rolls and damage bonuses rather than your strength or dexterity. At level 15 while in combat you can add your charisma modifier with your strength (Or dexterity if using a Finesse Weapon.) to your attack and damage rolls.

After You

At level 4, after Initiative is rolled you may swap initiative with another friendly creature as long as they rolled lower than you.

Extra Attack

Beginning at level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at level 11.

Challenge

At level 6 as a bonus action you may challenge a creature within 10ft of you that can either see or hear you. The target must make a Wisdom saving throw against your Gentlemen spell save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Roll Up The Sleeves

At level 7 you gain the ability to roll up your sleeves to use your hands more effectively. While your sleeves are rolled up your Dexterity Score is equal to your Charisma Score. You may only have your sleeves rolled for a maximum of thirty minutes before you become annoyed and uncomfortable and roll them back down. After a short rest, you may roll up your sleeves again.

Dashing Rogue

At level 10 choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Your movement speed is also increased by 10 feet.

Hat Trick

At level 10 as an action, you may switch hats. When you switch hats you may not use class features granted by that hat until your next long rest.

The Ol’ One, Two

At level 13, Once while your sleeves are rolled up after you deal damage using your fisticuffs, you may choose to inflict more damage to the same creature. When you choose to give them "The Ol' One Two", the creature you attacked receives additional damage equal to twice your Fisticuffs Bonus.

Handsome Devil

At Level 15 your charm raises to supernatural levels. Add 4 to your Charisma score up to a maximum of 24.

Cleaning House

At 17th level, when you score a critical hit you may roll an additional damage die. Additionally on your turn, if you score a critical hit and reduce a creature to 0 hit points, you may attack another creature within range with your fisticuffs.

My Lady Would Like To Have A Word

At 20th level, as an action, while you are within 20 feet of a female friendly creature you may have her use her reaction to make an attack action and move up to her speed.





The Haberdashery

Below is a list of hats and what they do.





The Adept

Wearing this pointed hat allows your good looks to manifest as elemental powers. You gain the following class features while wearing the Adept's Hat. You gain the following spells while you are wearing this hat. You may cast each spell (except Cantrips) only once before needing a long rest.

Spells Known at Gentlemen Level 3

Cantrip: Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp

Level 1: Burning Hands, Detect Magic, Magic Missile, Thunderwave

Level 2: Gust of Wind, Scorching Ray

Spells Known at Gentlemen Level 6

Cantrip: Chill Touch

Level 2: Darkness

Level 3: Fireball, Lightning Bolt, Sleet Storm

Spells Known at Gentlemen Level 10

Cantrip: Poison Spray

Level 4: Ice Storm, Stoneskin, Wall of Fire

Level 5: Cone of Cold, Wall of Stone

Spells Known at Gentlemen Level 14

Level 5: Cloudkill

Level 6: Chain Lightning

Level 7: Delayed Blast Fireball

Spells Known at Gentlemen Level 18

Level 8: Earthquake

Level 9: Meteor Swarm

The Duelist

The Hat Most Gentlemen are known for, The Top Hat. Putting this hat on your head allows for more versatile combat techniques. You gain the following class features while wearing the Duelist's Hat.



Level 3: Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + half your Gentlemen level. Once you use this feature, you must finish a short or Long Rest before you can use it again.



Level 6: Action Surge: You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again.



Level 10: Improved Extra Attack: You can Attack an additional time whenever you take the Attack action on your turn.



Level 14: Indomitable: Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.



Advanced Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. This stacks with the class feature Dueling.



Level 18: You can use the class features Action Surge and Indomitable twice before a rest, but only once on the same turn.

The Minstril

Wearing this Feathered hat allows your singing merit to take a form giving you the insight into odd things and songs to go with them! You gain the following class features and spells while wearing the Minstril's Hat depending on your Gentlemen level. You may cast each spell only once before needing a long rest.

Spells Known at Gentlemen Level 3

Cantrip: True Strike, Light, Message

Level 1: Bane, Sleep

Level 2: Blindness/Deafness

Spells Known at Gentlemen Level 6

Level 2: Hold Person

Level 3: Tiny Hut

Spells Known at Gentlemen Level 10

Level 4: Confusion

Level 5: Hold Monster

Spells Known at Gentlemen Level 14

Level 5: Legend Lore

Level 6: Irresistible Dance

Level 7: Teleport

Spells Known at Gentlemen Level 18

Level 8: Mind Blank

Level 9: Foresight

Level 3: Song of Rest: You can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra Hit Points equal to your Fisticuffs bonus.



Level 6: Song of Honor: You may use the On My Honor class feature two additional times between rests.



Level 10: Words of Wisdom: You may add 1 spell from the Adept or Holy Man Spells Known List to the Minstril Spells Known list. They keep their level requirements and spell level.



Level 14: Ballad of Honor: You may use the On My Honor class feature two additional times between rests. This stacks with the class feature Song of Honor



Level 18: Words of Wisdom: You may add 1 more spell from the Adept or Holy Man Spells Known List to the Minstril Spells Known list. They keep their level requirements and spell level.





The Holy Man

This hat bears the markings of a holy symbol. Allowing your good willing heart to provide divine aid. You gain the following class features and spells while wearing the Holy Man's Hat. You may cast each spell only once before needing a long rest.

Spells Known at Gentlemen Level 3

Cantrip: Spare the Dying, Sacred Flame

Level 1: Cure Wounds, Healing Word

Level 2: Gentle Repose

Spells Known at Gentlemen Level 6

Level 2: Prayer of Healing

Level 3: Speak with Dead

Spells Known at Gentlemen Level 10

Level 4: Banishment, Death Ward

Level 5: Mass Cure Wounds

Spells Known at Gentlemen Level 14

Level 5: Raise Dead

Level 6: Heal

Level 7: Resurrection

Spells Known at Gentlemen Level 18

Level 8: Antimagic Field

Level 9: Mass Heal

Level 3: Turn Undead: As an action, you can speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.



A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. When you use Turn Undead you must then finish a long Rest to use it again.



Level 6: Hands of Life: When you restore hit points to a creature using a touch spell you add your Fisticuffs bonus to the amount healed.



Level 10: Co-Operative Healing: The Healing Spells you cast on others heal one additional creature of your choice within the spell's range.



Level 14: Divine Fists: You gain the ability to infuse your Fisticuffs with divine energy. Once on each of your turns when you hit a creature with a Fisticuffs attack, you can cause the attack to deal an extra 2d8 radiant damage to the target.



Level 18: You can use your Turn Undead one more time between rests. When you finish a short or Long Rest, you regain your expended uses.

Multiclassing

Multiclassing with the Gentlemen is Prohibited. Being a Gentlemen is a full life's work and must be seen to its end.

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