Combat Butler (5e Class)
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- 1 Combat Butler
- 1.1 <!-Introduction Leader->
- 1.2 Creating A Combat Butler
- 1.3 Class Features
- 1.4 Multiclassing
A Butler is one who serves. A Butler is one who dedicates himself. A Butler is a Formal Guardian who supports the days of their masters. Combat Butlers have a more intimidating side of them that shows when their masters and or traveling companions they are close to are in danger. But once the battle is over they go back to serving people as they have been.
A combat Butler is Person who has be trained in more in honing Their Combat techniques but can still perform their butler skills to serve their masters and or companions. Unlike the other Butlers The combat ones are more versatile in battle. Their skills as a combat butler come from their high intellect and vitality. Also being able to device or persuade people due to their high charisma.
Creating A Combat Butler
- Quick Build
You can make a Combat Butler quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the butler background. Third, choose any weapon able to be thrown
As a Combat Butler you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Simple weapons, swords, daggers.
Tools: Cooks Utensils.
Saving Throws: Dexterity, Intelligence.
Skills: choose 2 between Acrobatics, Performance, History, Insight, Athletics, Perception, and Investigation.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger or (b) Any simple throwing Weapon or (c) A crossbow
- (a) A dungeoneer's pack or (b) any musical instrument or (c) a special memento of your former master or mistress or someone dear to you.
- Cooks utensils
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|2nd||+2||Vowed to the Blade|
|4th||+2||Ability Score Improvement, Silent Killer|
|5th||+3||Two Dagger Fighting|
|8th||+3||Ability Score Improvement, Fast-Handed|
|10th||+4||Throwing Weapon Master|
|12th||+4||Ability Score Improvement, Improbable Dagger User|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Sure Kill Butler Special|
Starting at First Level You wield the lightest blades with the deadliest skill. You gain the following benefits:
- You gain a +1 bonus to attack rolls you make with a dagger.
- Your throwing range for daggers increases to 30/90 feet.
- You gain advantage on any Dexterity (Sleight of Hand) checks to conceal a dagger on your person.
Vowed to the Blade
Starting at 2nd level Prerequisites: Dexterity 13 or higher As a skilled assassin, you have sworn yourself to the blade, and in doing so the blade has sworn itself to you. You have 3 vow points. When you are wielding a dagger, rapier, scimitar, or shortsword you are proficient in, you can expend to gain the benefits of the following options. You regain your expended vow points when you finish a long rest.
When you have advantage on attack rolls with the weapon, you can expend 1 vow point. Your weapon scores a critical hit on a roll of 19 or 20 for that attack. When you have advantage on attack rolls with the weapon, you can expend 2 vow point to make an additional weapon attack with the weapon. You have disadvantage on the attack roll you make this way. When you hit a creature that has not taken a turn in the combat yet with the weapon, you can expend 3 vow points to make that attack as a critical hit.
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.
Starting at 4th level Prerequisites: Dexterity 13 or higher You can deliver a lethal strike while keeping yourself undiscovered. You gain the following benefits:
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, your proficiency bonus is doubled for any ability check you make that uses the Stealth skill.
- When you make a Dexterity (Stealth) check, you can choose a hostile creature you can see within 120 feet of you. As long as you stay hidden, the chosen creature have disadvantage on Intelligence (Investigation) or Wisdom (Perception) checks to spot or notice you. You cannot use this feature if you have disadvantage on Dexterity (Stealth) checks.
- When you attack a surprised creature and reduce it to 0 hit points, you can use your reaction to perform the Hide action. You cannot use this feature if you have disadvantage on Dexterity (Stealth) checks.
Two Dagger Fighting
Starting at 5th level Prerequisites: Dexterity 15 or higher
- You have extensive combat experience with weapons of finesse. You are at your most lethal when wielding a dagger.
- Your Dexterity increases by 1 to a maximum of 20.
- You gain a +1 bonus to attack rolls you make with daggers and shortswords
- When you use use a bonus action to make an attack with a dagger using two-weapon fighting, you can make two attacks with the dagger, instead of one.
- When you use 2 daggers and no other weapon or 1 shortsword and 1 dagger, the damage die of your dagger increases to 1D6. (this does not stack with other improvements)
Starting at 7th level Prerequisites: Charisma 13 or higher You speak words layered with honey, enticing those who listen to believe and accept anything you say. You gain the following benefits:
- You gain proficiency in the Persuasion or Deception skill.
- When you make a Charisma (Deception) or Charisma (Persuasion) check to have someone believe something you say, you add double your proficiency bonus instead of your normal proficiency bonus.
Starting at 8th level Prerequisites: Dexterity 13 or higher Your hands are nimble and quick, allowing you to make use of objects around you. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- As a bonus action, you can take the Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves' tools to disarm a trap or open a lock.
Starting at 9th level You gain a +1 bonus to attack rolls you make with a dagger. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack you make with a dagger. You can treat your dagger as thieves' tools for the purpose of prying open a lock with it. If you do so, you add only half your proficiency bonus to the check, instead of your normal proficiency bonus, if it applies to the check.
Throwing Weapon Master
Starting at 10th level have mastered the art of throwing weapons. You gain the following benefits when you are wielding a weapon with the thrown property:
When you make a ranged weapon attack by throwing the weapon, you can use Dexterity instead of Strength for the attack and damage rolls of the attack, even if the weapon does not have the finesse property. When you make a ranged weapon attack by throwing the weapon, the attack's normal range is increased by 10 feet, and the long range is increased by 20 feet. As long as you are not deafened, being blinded does not impose disadvantage on your ranged attack rolls by throwing the weapon against the target within your weapon's normal range.
Sure Kill Butler Special
Starting at 20th level you are able to put forth most of the butlers skill to unleash a very devastating move Any Hostile Creatures within a 60 ft radius of the caster must succeed on a constitution dc of 10 + proficiency bonus + Constitution modifier on a failed save take 10 d6s or be frighted for a minute on a passed save take half and not frightend.
Prerequisites. To qualify for multiclassing into the combat butler class, you must meet these prerequisites:
Proficiencies. When you multiclass into the combat butler class, you gain the following proficiencies: