Right Hand Man (5e Class)

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Right Hand Man[edit]

You would do anything for them. Your Captain! The leader of the crew which you protect with your life. You are his right-hand man. His most powerful and trusted soldier.

Talented Swordsman[edit]

As a Right Hand Man, you get the ability to best anyone in a fight to the death, your primary weapons are swords, you can change the type of swords you use by leveling up in this class.

Creating a Right-Hand Man[edit]

You need to be able to protect your captain whenever they are in danger. To create this class you will need to choose a character to serve under as your captain. Create the reasons why you devote your loyalty to that character, to the point of being willing to sacrifice yourself for him.

Quick Build

You can make a Right Hand Man quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Right Hand Man you gain the following class features.

Hit Points

Hit Dice: 1d12 per Right Hand Man level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Right Hand Man level after 1st

Proficiencies

Armor: Light armor
Weapons: Shortsword, longsword, greatsword, scimitar, rapier, dagger
Tools: None
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Athletics, Insight, Intimidation, Perception, Survival

Equipment

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

  • Studded leather and any sword of choice
  • (a) a pair of one handed swords or (b) a single two-handed sword and two daggers
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 3d4x10 in funds.

Table: The Right Hand Man

Level Proficiency
Bonus
Features
1st +2 Flash Step, Second Wind
2nd +2 Unmatched Speed, Sword Fighting
3rd +2 Sword Style
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Sword Style Feature
7th +3 Legendary Sword Attunement
8th +3 Ability Score Improvement
9th +4 Observation
10th +4 Last Resort
11th +4 Sword Style Feature
12th +4 Ability Score Improvement
13th +5 Awakening
14th +5 Observation Improvement
15th +5 Protectors Might
16th +5 Ability Score Improvement
17th +6 Action Surge
18th +6 Sword Style Feature
19th +6 Ability Score Improvement
20th +6 Unmatched Strength

Flash Step[edit]

Starting at 1st level, whenever a friendly creature you can see within a distance equal to your movement speed is targeted by an attack, you can use a reaction to teleport to an unoccupied space within 5 feet of it.

You can also choose to make the attack target you instead, as part of the same reaction.

Second Wind[edit]

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 + your fighter level.

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

Sword Fighting[edit]

At 2nd level, you learn maneuvers that are fueled by special dice called swordsmanship dice.

Maneuvers

You learn three Sword Maneuvers of your choice. Many maneuvers enhance an attack in some way, and all of them require you to be wielding a sword (shortsword, longsword, rapier, scimitar). You can use only one maneuver per attack.

You learn one additional maneuver of your choice as you gain levels: 5th, 9th, 13th and 17th levels. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Swordsmanship Dice

You have four swordsmanship dice, which are d8s. A swordsmanship die is expended when you use it. You regain all of your expended swordsmanship dice when you finish a short or long rest. You gain another swordsmanship die at 5th level and one more at 13th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Swordsmanship save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Unmatched Speed[edit]

At 2nd level, while wearing light or no armor, your movement speed increases by 10 ft (15 ft at 5th, 20 ft at 11th, 30 ft at 17th).

Sword Style[edit]

Starting at 3rd level, you can choose to adopt a specific style of swordsmanship. You gain features at 3rd level, and again at 6th, 11th and 18th levels.

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.

Extra Attack[edit]

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

Legendary Sword Attunement[edit]

At 7th level, when you finish a short or a long rest, you can touch a non-magical sword. That sword is considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

In addition, you add half your proficiency bonus (rounded down) on attacks and damage rolls with the bonded sword.

Observation[edit]

At 9th level, you gain the keen sight necessary for a great defender. You gain Advantage on Wisdom (Perception) checks that rely on sight.

In addition, you can no longer be surprised as long as you are able to see.

Last Resort[edit]

At 10th level, when you are reduced to 0 hit points, you can fall to 1 hit point instead. When you do so, you can spend all your remaining hit dice and gain temporary hit points equal to the number rolled on the dice.

Once you use this feature, you can't do it again until you finish a long rest.

Observation Improvement[edit]

At 14th level, when you take the Search action, you can see invisible objects and creatures until the end of your turn.

In addition, you can take the Search action as a bonus action.

Protector's Might[edit]

At 15th level, when you use your Flash Step feature, you can make an attack roll with a sword against the attacker, if the target is within 5 feet. On a hit, the attack made by that attacker's misses, in addition to the normal effects of your attack.

Action Surge[edit]

Starting at 17th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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

Unmatched Strength[edit]

At 20th level, your Strength and Dexterity modifiers increase in 4, to a maximum of 24. In addition, you add both Dexterity and Strength modifiers to the damage rolls of your attacks using Swords.

Sword Styles[edit]

One Sword Style[edit]

You chose to hone your focus and skill in mastering the ability with a single sword. Using both hands on the handle, you can make incredibly precise strikes and defend yourself and your captain with powerful blocks.

Lion Strike

Starting at 3rd level, when placing a single sheathed sword upright and listening to the breath of your opponent, you rapidly unsheathes, attacking while passing by your foe. While your sword is stowed, you can use an Action to draw it and make an attack.

On a hit, you cause the sword's normal damage, plus a number of d6s equal to half your level in this class (rounded up). In addition, you can stow your sword and move on a straight line after performing this attack, passing through your target's space after using the attack, as long as there's an unoccupied space within your movement's reach right after your target.

Phoenix Cannon

At 6th level, you can use a movement from your sword to create a gust of wind that cuts targets ahead. You can use forgo an Attack and make a melee weapon attack against a creature within 60 feet using the sword. On a hit, the target takes the damage of the sword + xd6 (with X being your proficiency bonus), and is pushed 10 feet back.

You can use Phoenix Cannon in conjunction to lion strike as an Action. When you do so, you can't move after the attack.

Flying Dragon Fire Blaze

At 11th level, while holding a sword with both hands, you can jump into the air and slash your opponent. On a hit with an attack with a sword, the target takes additional 3d6 fire damage.

You can use this feature only once per turn.

Lion Strike Improvement

At 17th level, when you use your Protector's Might reaction, you can use your Lion Strike, instead of making a regular attack.

Two Sword Style[edit]

Wielding a sword in each hand, the right hand man can both attack with one while protecting himself and his allies with another, or unleash a barrage of blades upon their enemies.

Dual Wielder

At 3rd level, you can engage in two weapon fighting when wielding a pair of one handed swords (regardless of not being light swords). In addition, your bonus action attack adds your ability modifier to the damage roll.

Also, when wielding a pair of swords, you can use a bonus action to gain +2 to your AC until the start of your next turn.

Hawk Wave

Also at 3rd level, as an action while wielding a pair of swords, you send forward a line of strong wind 60 feet long and 10 feet. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

You can then use your bonus action to make an attack with another sword. The wave disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Rhino Cycle

Starting at 6th level, once per turn you can forgo an attack to create a whirlwind in a 5-foot radius around you. Any creature, object, or structure in the area must succeed on a Strength saving throw, or be pushed 5 feet back and knocked prone.

Two Cutter

At 11th level, if you haven't moved on your turn, you can assume the Two Cutter Stance. Doing so reduces your movement speed by half. While in this stance, your attacks with your swords gain the reach property, as each attack sends forth a slashing gust of air.

In addition, you can make two attacks, rather than one, when you are engaged in two-weapon fighting with a pair of swords.

Thin Life Gate

At 18th level, you can draw a pair of swords with blinding speed, making a large cut into an object, structure, or creature. As an action, you can prepare to slash any object, structure, or creature that is within your movement speed with blinding speed you teleport to the other side of whatever you're cutting and attempt to bisect it. Roll and attack roll and on a hit, you deal your normal damage with both weapons and additional damage equal to your level. If you score a critical hit on an object or structure or deal more than half of the object's total HP you can perfectly bisect whatever you attempted to slash.

Three Sword Style[edit]

You have mastered the odd and exotic three sword style, were each hand hold a single sword, while the mouth keep the third one, making you a dangerous fighter to oppose, since the odd angles make your attacks unpredictable.

Triple Wielding

At 3rd level, when you roll initiative, you can draw your three swords without taking an action. To do so, you must have two hands - and one mouth - free. The swords can't have the heavy or two-handed property.

Three-Weapon Fighting

Starting at 3rd level, you gain the ability to wield three swords at once in combat, wielding both with your hands and one in your mouth. You can draw or stow three weapons when you would be able to draw or stow only one, and you can engage in two-weapon fighting with longswords.

In addition, when you are engaged in two-weapon fighting, if you hit a creature with both your attack made as part of an Attack action and the bonus action attack, you can make a third attack using a longsword in your mouth as a reaction.

Finally, you can use the sword in your mouth defensively. You can use your reaction to give yourself a bonus of +2 to your AC against melee weapon attacks, while you are not wearing armor or using a shield, lasting until the start of your next turn.

Agile Flash

At 6th level, you can use your Flash Step without requiring a reaction. You can use this feature a number of times equal to your proficiency bonus, regaining uses after a long rest.

Three Thousand Worlds

Starting at 11th level, you spin both your blades and run forward towards your opponent making a devastating strike, opening the target defenses with the swords on your hand and making a third attack with your mouth.

When engaged in Three Weapon Fighting, you can make two attacks,instead of one, as part of your attack action. In addition, after hitting the target with at least three attacks, you can move in a straight line, passing through its space, without provoking opportunity attacks.

Kiki Kyotouryuu Ashura

At 18th level, as an action, you can create an illusion that resembles a six-armed demon. The illusion lasts for 1 minute, or until you end it early as a bonus action. For the duration, you can attack twice, instead of once, as part of your bonus action when you are engaged in two-weapon fighting, and you score critical hits on a roll of 19-20 with your attacks.

When you use this feature, you can't use it again until you finish a short or a long rest.

Sword Maneuvers[edit]

Ogre Cutter

When you hit a creature with an attack from a sword, you can spend a swordsmanship die to move through the space occupied by that creature. This movement doesn't provoke opportunity attacks and the space is not considered difficult terrain.

In addition, you add the number rolled on the die to the damage roll.

Burning Ogre Cutter

prerequisite: Ogre Cutter, 5th level

You can spend an additional swordsmanship die when using Ogre Cutter to set your opponent ablaze. The target takes fire damage equal to your swordsmanship dice and catches fire. At the end of each of its turns for 1 minute thereafter, you and the target take additional 1d6 fire damage, unless the target or another creature within 5 feet uses an action to put out the flames.

Charm Demon Sleepless Night

prerequisite: Ogre Cutter

When you hit a creature with a sword, you can spend a swordsmanship die to cause the image of a demonic entity appear behind you. A target within 5 feet must succeed on a Wisdom saving throw against your Swordsmanship save DC, or be frightened by you until the end of your next turn. The target also take additional psychic damage equal to the number rolled on the die

Tiger Hunting

When you take the Attack action, you can spend a swordsmanship die to make another attack without using an action, against another creature within 5 feet.

On a hit, each creature is pushed 15 feet to any direction of your choice, in addition to the normal effects of the attack.

One Gorilla

When you make an attack roll, ability check or saving throw using Strength, you can spend a swordsmanship die to add the number rolled to the result of the check. You are considered a Large creature for the check.

Two Gorilla

prerequisite: One Gorilla, 5th level

You can spend two dice when using One Gorilla to cause the effect to last for 1 minute. For the duration, you are considered a Large creature.

Two Gorilla Smash

prerequisite: Two Gorilla, 9th level

While Two Gorilla is active, when you hit a creature with an attack, you can spend a swordsmanship dice to push the target 30 feet back. If the target collides with a creature, object or structure larger than itself, it takes additional damage equal to the die rolled.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Right Hand Man class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Right Hand Man class, you gain the following proficiencies:

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