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View Full Version : DM Help Ladies and Gentlemen: Porting the Gentleman Class into 5e



KorvinStarmast
2018-02-12, 02:46 PM
This is an attempt to render the silly Gentleman Class from 3.x (https://drive.google.com/file/d/1mqawllBh142wrtTUuKtR5zpKHo0as6Ik/view) into a 5e usable form. I've modded it somewhat due to some of the incompatible. I also need help with the Genteel Lady style, since this one is a bit too man / frat boy focused. I'd like some of the class features to get a better feminine touch than presented.
Original Link; it is intended to be amusing and light hearted (https://drive.google.com/file/d/1mqawllBh142wrtTUuKtR5zpKHo0as6Ik/view)

Please critique and offer tweaks. Remember, this is for fun, but I'd like to get something in the power and flexibility range of the Valor Bard.

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From the Original.
To some travelers, the innermost secret caverns of the humanoid heart are the most intrepid non-jewel-encrusted caverns to explore. These travelers are sometimes called Old Spice Gentlemen, other times Old Spice Gentle-ladies. They are comedians and jokesters wrapped in the skin of heartthrobs and Casanovas (not literally, that would be gross). These charming travelers and purveyors of romantic miracles depend on their charm and good humor to see themselves through to the next all-you-can-eat pancake breakfast.
Whether it be a charming smile, a clever quip, or a catchphrase that dangerously dips its toes into the clear, cool waters of annoying repetition, the Gentlemen will always find a way to rise above any challenge and inspire their companions to greater feats, all in the name of selling more Old Spice deodorant than Old Spice is already selling.
Role: Gentlemen are the life of the party, always ready to lend their services or a good joke to better the cause of their companions. With good humor as his sword and laugh-making his shield, a Gentleman will never stop using his charm to ensure that his companions are safe and his foes are dead.
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Gentleman (Also Genteel Lady*)
Class Features
The Gentleman does not multiclass; he’s all class, and is indeed in a class by himself. (Genteel Ladies are likewise so classy that they don’t multiclass).
As a gentleman, you gain the following class features.
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gentleman level after 1st
Proficiencies
Armor: Light armor, Fancy Clothes* (shield use is only proficient when not using Charisma proficiency for armor class in Fancy Clothes*)
Weapons: Simple weapons, rapiers, longswords, long bows, lance, scimitar, shortsword, whip
Tools: Flowers, wine, one musical instrument, chocolates
Saving Throws: Dexterity, Charisma
Skills: Choose three skills from Athletics, Acrobatics, Animal Handling, History, Insight, Intimidation, Perception, Persuasion, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) Fancy Clothes* or (b) Studded Leather Armor
• (a) a martial weapon and two daggers (b) A rapier and two darts
• (a) a gentleman’s pack (b) musical instrument
• (a) a pouch holding 15 GP** and a flask of Old Spice* cologne


Gentleman’s Pack (40 gp). Includes a backpack, a bedroll, 2 sets of fine clothes, 5 candles, 2 days of rations, 2 boxes of chocolates, a waterskin, a wine skin, a vase, and a stylish hat that.
* Fancy Clothes (Armor)
The Gentleman would never be caught dead or alive wearing anything other than his Gentleman uniform of a fine, dark, silken jacket and trousers over a pristine and starched white tunic and necktie (bowed or otherwise). He also wears nice shoes. When the Gentleman wears his “uniform,” his armor class is 10 + his Dexterity modifier + his Charisma modifier. You cannot use a shield and still get this benefit. It takes two minutes to put these fancy clothes on, but only one minute if assisted by a butler, spouse, or a really helpful spider.
The Gentleman may also wear a pair of tinted eyeglasses to add +1 to his armor class and see better in the sun, if he wants. But only if he wants. The Gentleman suffers disadvantage to Perception checks and Attack rolls in dim light when wearing tinted glasses.

** Allowing Fancy Clothes as starting equipment removes the 25 GP of starting equipment in the pouch, and removes one set of fine clothes. The Gentleman must find a tailor and an armor smith, and negotiate a fitting and a price, if it is ever required to replace his suit of Fancy Clothes.

Fighting Style
You adopt a particular style of fighting as your specialty at first level. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Darts Dilettante
You gain a +2 bonus to attack rolls made with thrown weapons. If using darts, you can use your attack and your bonus action (combined) to throw a number of darts equal to your proficiency bonus.
Gentlemanly Dueling
When you are wielding a rapier or longsword in one hand and no other weapon, you gain a +2 bonus to damage rolls with those weapons.
Gentlemanly Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If the targets are of the opposite sex, the number of targets you can protect in this manner is equal to your proficiency bonus.
Classy Two-Weapon Fighting
When you use a rapier or longsword on one hand, and a dagger in the other, you can add your ability modifier to the damage of the second attack.

Witty repartee
A 1st-level Gentleman can use a catchphrase which inspires one ally, giving them 1d6 to use during an attack, saving throw, or ability check. To create their catchphrase, they must speak it aloud to the group, and from that moment onwards their signature catchphrase is born. The ally must be within 30 feet and must be able to hear the catchphrase. This bonus can be used as many times as the Gentleman has proficiency bonus.
Uses are recovered after a short or long rest.
Once a catchphrase has been birthed it can never be changed, even if it was created in a moment of stupidity and you find it really embarrassing now — a gentleman handles such adversity with aplomb.
The Gentleman does not (and may not) use this bonus for his own rolls.

Punchline
At second level Gentlemen gain their signature punchline, a humorous phrase used to confound their enemies. The target must succeed on a Wisdom saving throw* or take disadvantage on the next attack roll it makes before the end of its next turn. This bonus can be used as many times as the Gentleman has proficiency bonus, and uses are recovered after a long rest. (*DC is based on 8+ Gentleman’s Charisma abilty bonus + proficiency bonus)

Gentlemanly Conduct
At 2d level, the Gentleman can perform the most famous move that any Gentleman learns in his fancy life of good-deedery: the “after you.” After rolling for initiative, the Gentleman can switch initiative order with any ally of the opposite sex, so long as the switch puts the ally in an earlier position, and the Gentleman later. This lasts for the duration of combat.

Pleasurable Smells
At 3d level, pleasurable aromas emerge from the dry localities of the Gentleman’s body. The number of times per long rest equal to the Gentleman’s proficiency bonus, the Gentleman may heal an ally for 1d6. The recipient must be within smelling range of the Gentleman.

Ability Score Improvement
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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bachelor’s in Marketing
At 5th level, the Gentleman receives a diploma from an accredited college in the art of the sell. Anytime the Gentleman sells an item to an NPC, he receives 15% more than the market value. It would have been 20% if he hadn’t goofed around so much his sophomore year.

Gentlemanly Conduct
At 6th level, you choose an additional fighting style.

I’m On A Horse
At 7th level Gentleman can use a bonus action to declare “I’m on a horse!” A horse will appear beneath him, and he will be riding it as though he was born to ride bareback. The horse can then dash 30 feet in any direction and then disappear. This dash does not provoke an opportunity attack. At 10 level and every third level thereafter, the horse can dash 10 feet farther.
If the gentleman is married, and his spouse is adjacent to him, she may ride with him, because that is the most romantic thing you can do with a horse, and romance is important.
This can be use the number of times equal to the gentleman’s proficiency bonus. Uses are restored after a long rest.

I’d take a bullet for you, Man
At 9th level, and during an ally’s or enemy’s turn, as a reaction, the Gentleman may dive between the ally and the enemy’s attack, taking half damage. The Gentleman may dive from any location within sight, and within movement range, but he must remain in his new location on his following turn.
You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 17th level.

Additional Fighting Style
At 10th level, you can choose a third Fighting Style class feature.

Wolfdog
At 11th level, the Gentleman gains the ability to transform into a wolfdog and obtains all the creature abilities of a wolf. The only difference is that this particular wolf can speak, and has advantage in any business negotiation. The Gentleman cannot return to his original humanoid form until he is brought to zero hit points. {I am trying to sort out how this feature interacts with Matrimony, at 15th level, and being in the dog house, but have not sorted that out yet}

Wardrobe Change
At 13th level, the Gentleman receives two new clothing options.

One is a pair of form-fitting red pantaloons with the legs removed. When wearing the red, legless pantaloons, the Gentleman’s Constitution saves and Constitution ability checks have advantage.
The other new wardrobe item is a towel to cover his, you know, stuff. The Gentleman gains advantage on Wisdom saves and Wisdom ability checks, and a +45% chance of gabbing too much when wearing the towel. These as two “uniform” options may be worn instead of Fancy Clothes, but do not accrue the Fancy Clothes Charisma bonus. The Gentleman can only wear one outfit at a time.
Note for Genteel-ladies: The pantaloons ensemble includes with them a jewel-encrusted top that is super classy and neat-looking for Genteel-lady characters. The towel is artfully folded so that it is anchored halfway between the shoulders and bust line, and drapes stylishly to mid thigh (or higher if the genteel lady so desires: she can make any outfit look amazing).


Matrimony
At 15th level, the Gentleman may propose marriage to one humanoid monster of equal or lesser CR that he encounters during his travels. The player must speak the proposal aloud and then must succeed on a DC20 Charisma ability check for the proposal to be accepted. The Gentleman and monster become bonded for life, and the fiancé/fiancée/spouse is now a member of the party. If married, the Gentleman cannot attend any social gathering past 10 p.m. but will always have a warm body to cuddle up next to. If his counterpart is killed, the Gentleman must go into mourning, meaning his attacks and ability checks are at disadvantage for the remainder of the session. The matrimony feature can only be used one time, ever.
Proposal Modifiers
Player must actually bring (wear/perform) these items to the session to gain these modifiers to their proposal. Ring +5 ; Flowers +1 ; Lit candles +1;Poetry/song 1; Chocolates +1 Music +2 Licensed officiant +5

{Note: a Gentleman always wears nice clothes. Arriving at any game session in less than appropriate attire, and any failure of personal hygiene results in loss of Gentlemanly class abilities for that session}.

New Haircut
At 17th level, the Gentleman gets a new, more stylish haircut. Just to be clear, his previous haircut was top notch, fantastic A+ fashionable, but this new haircut is on a whole different plane of style and fashion, ethereal or otherwise. If this is hard to imagine, think of it like this: all crocodiles are cool, but put a crocodile in a tux? That stuff is unheard of! Anyway, now that you understand just how fashionable the Gentleman’s previous haircut was and how this new haircut blows that older, fashionable haircut to smithereens (fashionably speaking), what does this new haircut do? Selected Charisma based ability checks and saving throws are made with advantage (at the gentleman’s choice) the number of times equal to the Gentleman’s proficiency bonus. These uses are restored after a long rest and the use of a comb.

MBA
At 18th level, the Gentleman earns his MBA and can now solve complex organizational management problems. All ability checks in History, Investigation, Insight, Perception, Deception, Persuasion, Performance, and Intimidation are made with advantage.

In a Class By Himself
At 20th level, the Gentleman demonstrates a degree of effortless grace that is unworldly. He can choose to succeed at a saving throw, an ability check, or an attack roll without rolling the dice. This recharges on a short or long rest.
If the attack roll is chosen, the gentleman may “exercise an option” for a critical hit by beating scoring 20 with a single d20 attack roll. The only role modifier is the proficiency bonus (or not) as appropriate to the weapon type). Failure results in suppression of his MBA skill until he finishes a long rest.

Alternatively, the In a Class By Himself feature is: the Gentleman can use any magical item; class restrictions are removed for the Gentleman.



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The Ex-Gentleman (Also known as a cad, a bounder, or a phony)
As we have already mentioned, a Gentleman has a strict Gentleman’s code that he must abide by, or else. If the Gentleman ever breaks this code, he is stripped of all Gentleman skills and class features and may only regain them back by carrying a humanoid of the opposite sex for a full day, like an ex-Gentleman should.

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Gentleman’s Code:

● The Gentleman would never attack a member of the opposite sex first.

That is just common knowledge, and we are surprised we even had to point this out. What right-
minded player would ever think that a Gentleman would attack a member of the opposite sex first? If
that player is you, then you should consider playing the Foolish or Dummy class instead of a
Gentleman.

● Gentlemen are the life of the party, always ready to lend their services or a good joke to better
the cause of their companions. With good humor as his sword and laugh-making his shield, a
Gentleman will never stop using his charm to ensure that his companions are safe and his foes are
dead.

● Gentlemen are unflappable. Whether it be a charming smile, a clever quip, or a catchphrase that
dangerously dips its toes into the clear, cool waters of annoying repetition, the Gentlemen will
always find a way to rise above any challenge and inspire their companions to greater feats, all in
the name of selling more Old Spice deodorant than Old Spice is already selling.

● Gentlemen never act as the downer or the bearer of bad news. All is possible, and cultivating a
light hearted mood regardless of the level of adversity is a key part of his role in life. As the
Gentleman says, “life is too short to be miserable.”