mellored
Legend
In case you missed it, old spice put up a fun class for 3.5/pathfinder called the Gentleman
This is a quick attempt to convert and balance for 5e. See the original for all the jokes.
Proficiency: Simple and Martial melee weapons, Light armor.
1:
Fancy Cloths: When wearing fine clothes, but not armor or a shield, your AC is 10+Dex+Cha.
Catchphrase: As a bonus action, or when you roll initiative, you can shout out your catchphrase. Each friendly creature within 30' gains a 1d4 bonus die they can apply to any attack roll, ability check, or saving throw within the next minute. Once you use this ability, you cannot use it again until you take a short rest.
2:
Punchline: You gain the vicious mockery cantrip. Charisma is your casting stat.
Strong Conviction: You can take advantage on a wisdom or intelligence saving throw. If you do and fail the roll, you automaticly fail all subsequent rolls against that effect.
3: Something Dumb: You gain the prestidigitation and minor illusion cantrips. You cannot take a short rest unless you cast them at least once.
After You: When a creature rolls a higher initiative than you, you can swap initiative with them, allowing them to go first.
Catchphrase: Increase Catchphrase to 1d6.
4: ABI
5: Multi-attack (two attacks)
I'm on a horse: As a bonus action, you can summon a riding horse beneath you, instantly mounting it. This horse lasts until the start of your next turn, then disappears, leaving you standing. Once you use this feature you cannot use it again until you take a short rest.
6: Bachelor in marketing: You have advantage on any check when you are trying to sell something.
I'd take a Bullet for you, man: When a creature within 30' is hit by an attack, you can use your reaction to jump into the way. The attack hits you instead, but you take half damage. Once you use this feature you cannot use it again until you take a short rest.
7:
Pleasurable Smells: You gain a poll of healing that contains d6 dice. The number of dice in this pool is equal to your Gentleman level. As a bonus action, you expend a single die to heal one person the amount rolled. The range depends on how strong the wind is, with 30' in still air, 15' in a mild breeze, and 5' in a strong wind. If a creature has 0 HP, you need to expend 2 dice, but only heal them 1 die.
This smell has no effect on creatures who cannot smell, such as undead and conducts.
8: ABI
9: Biceps: When you are shirtless (not wearing fine clothes or armor), you gain advantage on Charisma checks.
This is a Tide Ad: Your cloths always keep themselves clean. You can never taken penalty to Charisma checks when wearing fine cloths.
10: Wolfdog: As a bonus action, you can transform into a wolf. You retain all your abilities scores, hit points, class abilities, your ability to talk, casts spells gained from this class, and ride a horse. You lose the ability to hold things, cast spells from other classes, change cloths without help, or do anything else that requires hands. If you were wearing fine clothes, they shift to fit your new form. While in this form you gain advantage on perception checks that rely on hearing or smell, advantage on melee attacks if an ally is within 5' of your target, and gain a natural finesse weapon that deals 1d6 damage.
This form lasts until you are reduced to 0 HP or take a long rest.
11: Multi-attack (Three attacks)
12: ABI
13: Wardrobe Change: As a bonus action, you can instantly change cloths, even if you are a wolfdog form.
Volume Discount: You can always speak clearly so that everyone can hear you, being heard over noise or through magical silence. The sounds is never loud enough to be uncomfortable though. In addition, increase the range of Catchphrase to 60'.
14: Catchphrase: Increase catchphrase to 1d8
15: Charmed, I'm sure: You can spend 1 hour wining and dining a creature, with wine, food, scented candles, and similar consumed materials that cost at least 100 GP. At the end of the time they must make a Charisma saving throw with a DC equal to 8+your proficiency bonus + your Charisma modifier or be charmed indefinitely. They will follow you around and following you commands, but if you put them in danger or treat them with disrespect in any way, the effect ends and you cannot use it again for a month. You may politely ask them to leave by spending 1 hour with them and giving them a parting gift, such as flowers or jewelry worth 50GP. You can only have one creature charmed with this feature at once.
16: ABI
17: Multi-attack (four attacks)
18: New Hair Cut: All friendly creatures who can see your haircut increase their proficiency bonus by 1. You can also see yourself by looking into a mirror. This bonus lasts until they take a short rest, after which they must see your hair cut again.
19: ABI
20: Dramatic Explosion: As an action, you can cause something you can see to explode dramatically, dealing 10d6 fire damage in a 30' radius, and pushing everything 40' away and knocking them prone, though no one takes falling damage and nothing catches on fire. After you do this, you cannot look in that direction, and can only move slowly (half your speed) away from that direction for 1 minute. Cool guys don't look at explosions.
This is a quick attempt to convert and balance for 5e. See the original for all the jokes.
Proficiency: Simple and Martial melee weapons, Light armor.
1:
Fancy Cloths: When wearing fine clothes, but not armor or a shield, your AC is 10+Dex+Cha.
Catchphrase: As a bonus action, or when you roll initiative, you can shout out your catchphrase. Each friendly creature within 30' gains a 1d4 bonus die they can apply to any attack roll, ability check, or saving throw within the next minute. Once you use this ability, you cannot use it again until you take a short rest.
2:
Punchline: You gain the vicious mockery cantrip. Charisma is your casting stat.
Strong Conviction: You can take advantage on a wisdom or intelligence saving throw. If you do and fail the roll, you automaticly fail all subsequent rolls against that effect.
3: Something Dumb: You gain the prestidigitation and minor illusion cantrips. You cannot take a short rest unless you cast them at least once.
After You: When a creature rolls a higher initiative than you, you can swap initiative with them, allowing them to go first.
Catchphrase: Increase Catchphrase to 1d6.
4: ABI
5: Multi-attack (two attacks)
I'm on a horse: As a bonus action, you can summon a riding horse beneath you, instantly mounting it. This horse lasts until the start of your next turn, then disappears, leaving you standing. Once you use this feature you cannot use it again until you take a short rest.
6: Bachelor in marketing: You have advantage on any check when you are trying to sell something.
I'd take a Bullet for you, man: When a creature within 30' is hit by an attack, you can use your reaction to jump into the way. The attack hits you instead, but you take half damage. Once you use this feature you cannot use it again until you take a short rest.
7:
Pleasurable Smells: You gain a poll of healing that contains d6 dice. The number of dice in this pool is equal to your Gentleman level. As a bonus action, you expend a single die to heal one person the amount rolled. The range depends on how strong the wind is, with 30' in still air, 15' in a mild breeze, and 5' in a strong wind. If a creature has 0 HP, you need to expend 2 dice, but only heal them 1 die.
This smell has no effect on creatures who cannot smell, such as undead and conducts.
8: ABI
9: Biceps: When you are shirtless (not wearing fine clothes or armor), you gain advantage on Charisma checks.
This is a Tide Ad: Your cloths always keep themselves clean. You can never taken penalty to Charisma checks when wearing fine cloths.
10: Wolfdog: As a bonus action, you can transform into a wolf. You retain all your abilities scores, hit points, class abilities, your ability to talk, casts spells gained from this class, and ride a horse. You lose the ability to hold things, cast spells from other classes, change cloths without help, or do anything else that requires hands. If you were wearing fine clothes, they shift to fit your new form. While in this form you gain advantage on perception checks that rely on hearing or smell, advantage on melee attacks if an ally is within 5' of your target, and gain a natural finesse weapon that deals 1d6 damage.
This form lasts until you are reduced to 0 HP or take a long rest.
11: Multi-attack (Three attacks)
12: ABI
13: Wardrobe Change: As a bonus action, you can instantly change cloths, even if you are a wolfdog form.
Volume Discount: You can always speak clearly so that everyone can hear you, being heard over noise or through magical silence. The sounds is never loud enough to be uncomfortable though. In addition, increase the range of Catchphrase to 60'.
14: Catchphrase: Increase catchphrase to 1d8
15: Charmed, I'm sure: You can spend 1 hour wining and dining a creature, with wine, food, scented candles, and similar consumed materials that cost at least 100 GP. At the end of the time they must make a Charisma saving throw with a DC equal to 8+your proficiency bonus + your Charisma modifier or be charmed indefinitely. They will follow you around and following you commands, but if you put them in danger or treat them with disrespect in any way, the effect ends and you cannot use it again for a month. You may politely ask them to leave by spending 1 hour with them and giving them a parting gift, such as flowers or jewelry worth 50GP. You can only have one creature charmed with this feature at once.
16: ABI
17: Multi-attack (four attacks)
18: New Hair Cut: All friendly creatures who can see your haircut increase their proficiency bonus by 1. You can also see yourself by looking into a mirror. This bonus lasts until they take a short rest, after which they must see your hair cut again.
19: ABI
20: Dramatic Explosion: As an action, you can cause something you can see to explode dramatically, dealing 10d6 fire damage in a 30' radius, and pushing everything 40' away and knocking them prone, though no one takes falling damage and nothing catches on fire. After you do this, you cannot look in that direction, and can only move slowly (half your speed) away from that direction for 1 minute. Cool guys don't look at explosions.
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