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    Ogre in the Playground
    Join Date
    Mar 2022
    Location
    GitP, obviously
    Gender
    Male

    Default Re: D&D 5e Base Class Contest XX: I'm Not Supposed to Be Here (Submission Thread)

    The Cleaner

    Social Variety
    An oddly pristine looking individual strolls by absentmindedly picking the lint from their clothes or fiddling with their nails. It’s obviously not any sort of noble as the quality of their attire doesn’t exceed the normal, just unnaturally spotless. You suddenly feel self-conscious about the possibility of any minor blemishes present on yourself.

    Covered in dirt and grime from head to toe, clothes are nearly indiscernible from skin. They’ve clearly been hard at work with some low-income responsibility, yet you can’t help but think they might need some financial help. Even so, you keep the distance fearing that you will be incapable of escaping that smell should they make contact.

    These are merely two extremes of The Cleaner that are commonly encountered. Some of them only take on reputable jobs that maintain a high standard. Others are just humble, or desperate, enough to submit themselves to certain grueling environments.


    Everyone’s Responsibility
    Whatever your profession, you have spent a great deal of your life cleaning up after others. During this time, you’ve begun to acquire skills that you suddenly need to utilize in many situations, familiar and unknown. Most others don’t understand the degree of appreciation you have for keeping things in order. You have dedicated your future to changing that perception.

    Even though it’s something that always needs to be done, you’ve discovered that not a lot of others know how to pick up after themselves. Many don’t even seem to care. It can provide for more consistent work, and yet this has never sat well with you. Often finding yourself out on adventure at least gives you a break from their inefficiency. Of course, it can also leave you pondering on the purity of nature, or lack thereof.


    Quick Build
    You can make a cleaner quickly by following these suggestions. First, Charisma should be your highest score. Make Strength or Dexterity your next highest ability score, depending on whether you want to focus on your power in combat or you skills.

    Class Features
    As a cleaner, you gain the following class features.

    Hit Points
    Hit Dice: 1d8 per cleaner level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleaner level after 1st

    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons
    Tools: None
    Saving Throws: Dexterity, Charisma
    Skills: Choose two from Acrobatics, Deception, Investigation, Insight, Perception, Persuasion, Sleight of Hand, Stealth

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    - (a) a quarterstaff or (b) any simple melee weapon
    - (a) a light crossbow and 20 bolts or (b) any simple weapon
    - (a) a dungeoneer’s pack or (b) an explorer’s pack
    - Leather armor and a dagger

    Supernatural Aid
    You have encountered many different kinds of people, some of which have unlocked access to the arcane arts. You have observed closely or spoken with them in enough detail to obtain certain secrets, using them to make your job much easier.

    At 1st level, you learn the prestidigitation cantrip. You also know the unseen servant spell and can cast it without a spell slot. You must finish a short or long rest before you can cast it in this way again.

    Improvised Adaptability
    You’ve seen many different faces come and go. From all of these faces, you have witnessed every skill imaginable, at least once. When something unexpected presents itself you can simulate the proper response, often using whatever resources are nearby to accomplish the task.

    At 1st level, when you make a skill check that you are not proficient with, you can add your proficiency bonus to it anyway. Once you use this feature, you must finish a short or long rest before you can use it again.

    In addition, as a bonus action you may become proficient with an improvised weapon for 1 minute. You can’t become proficient with an improvised weapon in this way again until you finish a long rest. You can never be proficient with more than one improvised weapon at a time.

    Fighting Style
    At 2nd level, you adopt a style of fighting as your specialty. 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.

    Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.
    Defense
    While you are wearing armor, you gain a +1 bonus to AC.
    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.
    Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding in both hands, you can reroll the die and must us the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Break Time Cache
    You look forward to every down time opportunity and therefore are always prepared to use it well. At 2nd level, you can use your action to summon a magical gaming set or musical instrument into your hand. You are proficient with it while you use it.

    This tool disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the tool (no action required), or if you die.

    You can create one new gaming set or musical instrument of your choice by performing a ritual over the course of 1 hour, which can be done during a short or long rest.

    Walk of Sanitation
    When you reach 3rd level, you lend your skills to a more specified profession. You have committed your entire being to neatness but have yet to choose a path in which to excel. Quite frankly, you are tired of odd jobs and have decided you’re prepared for a career. That retirement plan is already starting to look good!

    Now you choose Walk of the Housekeeper, Walk of the Janitor, or Walk of the Waiter, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Burst of Productivity
    At 3rd level, you gain a sudden boost to your productivity. You start with two such effects: Cleaning Rampage and an effect determined by your walk. Some walks grant you additional effects as you advance in levels, as noted in the walk description.

    When you use your Burst of Productivity, you choose which effect to create. You must then finish a short or long rest to use your Burst of Productivity again.

    Some Burst of Productivity effects require saving throws. When you use such an effect from this class, the DC = 8 + your proficiency bonus + your Charisma modifier.

    Burst of Productivity: Cleaning Rampage
    You invoke the wrath of all your talents to demand order on the battlefield, daring anything to get in the way. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

    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.

    Customer Service
    You have grown accustomed to the irrational demands and aggressive behavior of the worst type of customer. At a moment’s notice you might need to defend yourself. Your proficiency with improvised weapons has dramatically increased in power and duration.

    Starting at 5th level, this proficiency lasts for 1 hour. At 11th level, this proficiency lasts for 8 hours. At 17th level, you can maintain this proficiency for 24 hours.

    Also, the damage of an improvised weapon you are proficient with increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

    Pest Control
    At 7th level, you have learned to use anything to vanquish all manner of revolting creatures. Your improvised weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Closing Time
    When the shift is over, it’s time to leave, whatever condition the place may be in. That is now somebody else’s problem. At 9th level, moving through nonmagical difficult terrain costs you no extra movement.

    Gift of Benefits
    Starting at 13th level, the commitment to the work force is finally starting to pay off. When you are reduced to 0 hit points, but not killed outright, you can use your reaction to drop to 1 hit point instead. Once you use this feature, you can’t do so again until you complete a long rest.

    On Strike
    At 15th level, you and your coworkers have fallen to the unreasonable demands of your boss one too many times. You have developed a resistance and learned to stand up for yourselves. You and friendly creatures within 30 feet have advantage on Charisma saving throws.

    Insubordination
    Beginning at 18th level, you have been in the business long enough to achieve some real authority. When you need something done, you know who to talk to and how to address them. If your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

    Reluctant Retirement
    At 20th level, you’ve seen all there is to see but everybody still has a long way to go before they’re immaculate. There is still so much to be done. You have learned how to cleanse even the deepest afflictions. You can cast the mass heal spell once, and you regain the ability to do so again when you finish a long rest.


    Walks of Sanitation
    You have dedicated yourself to a serious profession, one that goes without recognition but is likely the most needed of all jobs. Everyone leaves a path of destruction in their wake and the least you could do is balance out the path for the next traveler. It’s not their fault after all.

    Housekeeping
    Sometimes you make house calls while other times you work for an inn. Either way, you don't deal with the customers too much, but when you do you always have a pretty good idea what they need. It doesn't change much around here, just the same messes that keep you wondering what kind of condition these people must leave their houses in.

    Bonus Proficiencies
    When you accept the Walk of Housekeeping at 3rd level, you need to know how to bypass some barriers unseen. You gain proficiency with Thieves’ tools and the Stealth skill.

    Burst of Productivity: Procrastination
    Also at 3rd level, you have experienced what it’s like to get behind when you aren’t organized. You know how to get everybody moving quickly at the last minute. Upon activating Burst of Productivity, for 1 minute you and all allies within 30 feet can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide.

    Wake Up Call
    Starting at 6th level, you are prepared to contact anybody at any time. You are able to cast the sending spell. Once you have used this feature, you must finish a short or long rest before you can use it again.

    Do Not Disturb
    At 10th level, you have unveiled the art of moving about unnoticed. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

    Special Guest
    Starting at 14th level, you understand all manner of guests that come through and you can’t be fooled by their attempts at remaining incognito. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

    Janitor
    You dodge around students constantly, dreading their inevitable lunch break. You know when that bell rings, catastrophe is soon to follow. But these kids will grow out of it and be responsible adults. Well, maybe you're a big company corporate Janitor and found out that they never really grow up after all.

    Bonus Proficiencies
    When you accept the Walk of the Janitor at 3rd level, you gain proficiency with medium armor and shields. You also gain proficiency with one type artisan’s tools of your choice.

    Maintenance
    Starting at 3rd level, you are the backup when something needs to be fixed. You should get paid more for this, but you have found ways to make it easier. You learn the mending cantrip.

    Burst of Productivity: Wet Floor
    Also at 3rd level, you mop up an area keeping it squeaky clean and dangerous for others that come too close. When you activate Burst of Productivity, the ground becomes slippery in a 10-foot square centered on you for 1 minute. Each creature, other than you, standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

    Extra Attack
    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Additional Fighting Style
    At 10th level, you can choose a second option from the Fighting Style class feature.

    Riding the Clock
    Beginning at 14th level, everyone is out of your way and you can decide when the day is over. You gain proficiency in all saving throws.
    Additionally, 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 short or long rest.

    Waiter
    You can never tell what kind of people you're going to deal with in here. At least you don't have to cook the food... most of the time. Still, it's not too bad with your standard expectation, at least until it gets really busy.

    Bonus Proficiency
    When you accept the Walk of the Waiter at 3rd level, you gain proficiency with Cook’s utensils.

    Check, Please!
    At 3rd level, you know how to make a good tip, keep the customer’s glass full. You are able to cast the create or destroy water spell. Once you have used this feature, you must finish a short or long rest before you can use it again.

    Burst of Productivity: Dinner Rush
    Also at 3rd level, you understand the time of day when it gets hectic and have learned to adjust accordingly. When you activate Burst of Productivity, for 1 minute you gain advantage on Dexterity checks and Dexterity saving throws. During this time, you can also move through the space of any creature and treat it as normal terrain. You can’t end your movement sharing a space with another creature.

    Uncanny Dodge
    Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

    Boundless
    At 10th level, in order to keep up you have gained an exceptional ability to seemingly be everywhere at once. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part the same reaction. This movement doesn’t provoke opportunity attacks.

    Speak to the Manager
    Starting at 14th level, you know how to settle disputes and deal with rowdy customers. Even though you may use alternative methods, it can still be very effective. When you hit a creature with a melee weapon attack, the attack deals 4d6 poison damage to the target and it must make a Constitution saving throw. On a failed save, it becomes poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned.

    A creature poisoned by this attack makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.

    Once you use this feature, you can’t use it again until you finish a short or long rest.
    Last edited by animorte; 2022-08-21 at 10:57 PM.