Combat Butler (5e Class)

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Combat Butler[edit]

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.

<!-Introduction Leader->[edit]

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[edit]

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

Class Features

As a Combat Butler you gain the following class features.

Hit Points

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

Proficiencies

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.

Equipment

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.

Table: The Combat Butler

Level Proficiency
Bonus
Features
1st +2 Dagger Expert
2nd +2 Vowed to the Blade
3rd +2
4th +2 Ability Score Improvement, Silent Killer
5th +3 Two Dagger Fighting
6th +3
7th +3 Silver Tonged
8th +3 Ability Score Improvement, Fast-Handed
9th +4 Dagger Master
10th +4 Throwing Weapon Master
11th +4
12th +4 Ability Score Improvement, Improbable Dagger User
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Sure Kill Butler Special

Dagger Expert[edit]

Starting at First Level You wield the lightest blades with the deadliest skill. You gain the following benefits:

Vowed to the Blade[edit]

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[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.

Silent Killer[edit]

Starting at 4th level Prerequisites: Dexterity 13 or higher You can deliver a lethal strike while keeping yourself undiscovered. You gain the following benefits:

Two Dagger Fighting[edit]

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)

Silver Tonged[edit]

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:

Fast-Handed[edit]

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:

Dagger Master[edit]

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[edit]

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[edit]

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.

Multiclassing[edit]

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:


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