Grek
2020-12-06, 02:51 AM
Hit Dice: 1d6 per maid level
Armor: none
Weapons: All simple weapons.
Tools: Any one type of artisan's tools and any one of disguise kit, forgery kit, poisoner's kit or land vehicles.
Saving Throws: Dexterity, plus one of Charisma, Intelligence or Strength.
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Insight, History or Investigation.
1. Grace, Unarmored Defense
2. Poise, Improvised Attack
3. Maid Specialization
4. Ability Score Improvement
5. Extra Attack
6. Maid Specialization Feature
7. At the Ready (1)
8. Ability Score Improvement
9. Permanent Grace (1st)
10. Maid Specialization Feature
11. At the Ready (2), Exactitude (1)
12. Ability Score Improvement
13. Exactitude (2)
14. Maid Specialization Feature
15. At the Ready (3), Improved Poise
16. Ability Score Improvement
17. Permanent Grace (2nd), Exactitude (3)
18. At the Ready (4)
19. Ability Score Improvement
20. Permanent Grace (3rd)
Grace: In emergencies, you may draw upon an inner core of serenity and confidence. You may call upon this grace as a reaction to any event and gain the following benefits for one minute thereafter:
You cannot be knocked prone.
You have advantage on Dexterity checks and Dexterity saving throws.
Whenever you roll less than your proficiency bonus on a d20 roll, you may substitute a 10 before applying modifiers. If this replaces a natural 1, it no longer counts as a natural 1.
This ability may only be used twice per long rest, plus one additional time per long rest at levels 3, 6, 12 and 17. At the 9th, 17th and 20th levels you respectively gain the first, second and third benefits on this list at all times, even when you have not explicitly drawn upon your Grace. You cannot draw upon your Grace while wearing armour with which you are not proficient.
Unarmored Defense: While you are wearing no armor and wielding no shield, your Armor Class equals 13 + your Dexterity Modifier modifier. While wearing a professional uniform worth at least 25gp, increase your AC to 15 + your Dexterity Modifier.
Improvised Attack: Starting at 2nd level, you are proficient with improvised weapons. When attacking with a simple improvised weapon, you may choose to treat it as if it instead had a 1d8 base damage die and the Finesse, Versatile (1d10) and Thrown (range 20/60) weapon properties. You must choose before each attack whether you are using this ability; it does not stack with any other ability which modifies the base damage die or properties your chosen weapon.
Poise: Starting at 2nd level, you hold yourself with dignity and resolve, gaining a number of poise points equal to three times your level at the end of each long or short rest. Whenever you draw upon your Grace, restore a number of poise points equal to twice your level. While you still have poise remaining, you, your uniform and all of your equipment cannot be dirtied, damaged diseased, poisoned or wrinkled without your say so. Subtract any damage you would have taken from your Poise instead. While you have any amount of Poise remaining, you have resistance to Poison and Necrotic damage. At 15th level, fully refresh your poise points when drawing upon Grace.
Maid Specialization: At 3rd level, you choose your specialization as a maid, shaping your future role. This grants new features at 3rd, 6th, 10th and 14th levels. Choose from:
Battle Maid: As a 3rd level Battle Maid, you gain proficiency with all martial weapons. You also gain a single Fighting Style of your choice, as per a 1st level Fighter. At 6th level, you become immune to fear while you possess any amount of Poise. At 10th level, gain the ability to attack three times instead of twice whenever you take the Attack action on your turn. Finally, at 14th level, choose two additional damage types to gain resistance to while you possess any amount of Poise.
Magic Maid: As a 3rd level Magic Maid, you learn Prestidigitation, Mending and Eldritch Blast. At 10th level, you learn an additional cantrip from any class of your choice. You also learn three 1st level bard spells of your choice and gain spellcasting as shown on the Arcane Trickster Spellcasting table. Charisma is your spellcasting ability for your bard spells. You regain all expended spell slots after a long rest. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots. Finally, at 14th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see whenever you draw upon your Grace.
Ninja Maid: As a 3rd level Ninja Maid, gain proficiency with one of Stealth, Acrobatics, Slight of Hand and one of Thieves Tools, Poisoner's Kits or Disguise Kits. At 6th level, double your proficiency bonus for the purposes of Grace when working with any of the above skills or tools and replace your roll with a 12 instead of a 10. This does not apply to attack rolls. At 10th level, you may use your bonus action to become invisible in any area of dim light or darkness, provided that you any amount of Poise remaining. You remain invisible until you make an attack, cast a spell, are in an area of bright light or start your next turn. Finally, at 14th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Extra Attack: Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
At The Ready: Starting at 7th level, whenever initiative is called for, choose one ally (other than yourself) to gain advantage on the initiative roll. At the 11th, 15th and 18th levels, choose one additional ally to gain advantage.
Exactitude: Beginning at 11th level, you may add your proficiency bonus to your damage on critical hits. Add your proficiency bonus again at 13th and 17th levels.
Armor: none
Weapons: All simple weapons.
Tools: Any one type of artisan's tools and any one of disguise kit, forgery kit, poisoner's kit or land vehicles.
Saving Throws: Dexterity, plus one of Charisma, Intelligence or Strength.
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Insight, History or Investigation.
1. Grace, Unarmored Defense
2. Poise, Improvised Attack
3. Maid Specialization
4. Ability Score Improvement
5. Extra Attack
6. Maid Specialization Feature
7. At the Ready (1)
8. Ability Score Improvement
9. Permanent Grace (1st)
10. Maid Specialization Feature
11. At the Ready (2), Exactitude (1)
12. Ability Score Improvement
13. Exactitude (2)
14. Maid Specialization Feature
15. At the Ready (3), Improved Poise
16. Ability Score Improvement
17. Permanent Grace (2nd), Exactitude (3)
18. At the Ready (4)
19. Ability Score Improvement
20. Permanent Grace (3rd)
Grace: In emergencies, you may draw upon an inner core of serenity and confidence. You may call upon this grace as a reaction to any event and gain the following benefits for one minute thereafter:
You cannot be knocked prone.
You have advantage on Dexterity checks and Dexterity saving throws.
Whenever you roll less than your proficiency bonus on a d20 roll, you may substitute a 10 before applying modifiers. If this replaces a natural 1, it no longer counts as a natural 1.
This ability may only be used twice per long rest, plus one additional time per long rest at levels 3, 6, 12 and 17. At the 9th, 17th and 20th levels you respectively gain the first, second and third benefits on this list at all times, even when you have not explicitly drawn upon your Grace. You cannot draw upon your Grace while wearing armour with which you are not proficient.
Unarmored Defense: While you are wearing no armor and wielding no shield, your Armor Class equals 13 + your Dexterity Modifier modifier. While wearing a professional uniform worth at least 25gp, increase your AC to 15 + your Dexterity Modifier.
Improvised Attack: Starting at 2nd level, you are proficient with improvised weapons. When attacking with a simple improvised weapon, you may choose to treat it as if it instead had a 1d8 base damage die and the Finesse, Versatile (1d10) and Thrown (range 20/60) weapon properties. You must choose before each attack whether you are using this ability; it does not stack with any other ability which modifies the base damage die or properties your chosen weapon.
Poise: Starting at 2nd level, you hold yourself with dignity and resolve, gaining a number of poise points equal to three times your level at the end of each long or short rest. Whenever you draw upon your Grace, restore a number of poise points equal to twice your level. While you still have poise remaining, you, your uniform and all of your equipment cannot be dirtied, damaged diseased, poisoned or wrinkled without your say so. Subtract any damage you would have taken from your Poise instead. While you have any amount of Poise remaining, you have resistance to Poison and Necrotic damage. At 15th level, fully refresh your poise points when drawing upon Grace.
Maid Specialization: At 3rd level, you choose your specialization as a maid, shaping your future role. This grants new features at 3rd, 6th, 10th and 14th levels. Choose from:
Battle Maid: As a 3rd level Battle Maid, you gain proficiency with all martial weapons. You also gain a single Fighting Style of your choice, as per a 1st level Fighter. At 6th level, you become immune to fear while you possess any amount of Poise. At 10th level, gain the ability to attack three times instead of twice whenever you take the Attack action on your turn. Finally, at 14th level, choose two additional damage types to gain resistance to while you possess any amount of Poise.
Magic Maid: As a 3rd level Magic Maid, you learn Prestidigitation, Mending and Eldritch Blast. At 10th level, you learn an additional cantrip from any class of your choice. You also learn three 1st level bard spells of your choice and gain spellcasting as shown on the Arcane Trickster Spellcasting table. Charisma is your spellcasting ability for your bard spells. You regain all expended spell slots after a long rest. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots. Finally, at 14th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see whenever you draw upon your Grace.
Ninja Maid: As a 3rd level Ninja Maid, gain proficiency with one of Stealth, Acrobatics, Slight of Hand and one of Thieves Tools, Poisoner's Kits or Disguise Kits. At 6th level, double your proficiency bonus for the purposes of Grace when working with any of the above skills or tools and replace your roll with a 12 instead of a 10. This does not apply to attack rolls. At 10th level, you may use your bonus action to become invisible in any area of dim light or darkness, provided that you any amount of Poise remaining. You remain invisible until you make an attack, cast a spell, are in an area of bright light or start your next turn. Finally, at 14th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Extra Attack: Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
At The Ready: Starting at 7th level, whenever initiative is called for, choose one ally (other than yourself) to gain advantage on the initiative roll. At the 11th, 15th and 18th levels, choose one additional ally to gain advantage.
Exactitude: Beginning at 11th level, you may add your proficiency bonus to your damage on critical hits. Add your proficiency bonus again at 13th and 17th levels.