Base Class: Rogue
A Butler is more than a hired hand around the manor. A Butler is a Carriage driver, a cook, a cleaner, an accountant, a bodyguard. And depending on the Butlers Master, a spy or assassin. To become a well and proper butler is to dedicate one’s life to the service of others. A Task that is easy to say, but far from simple to do. Will your dedication to serving others make you known as a whelp? Or will you simply be known as One Hell of a Butler?
All that is needed.
At Level 3 you gain the skills and tools necessary to be a well and proper butler.
Tools of the trade: You gain Proficiency in Calligraphers supplies, Cooks utensils, Weavers tools, and Brewers supplies. Additionally you have been educated to a high degree on an exhaustive list of wines and fine alcohols.
Well Mannered: You are well educated on the mannerism, practices, and etiquette of middle and high society. When interacting with Nobility, royalty, Those in power, or those of wealth you have advantage on charisma checks. You also find you are able to enter most of the establishments of such individuals with ease.
Everywhere at once.
As a butler and especially as the butler of a demanding household you often find you need to be everywhere at once without being seen. Luckily that is not a problem for you.
Quick and Silent: You are able to move at full speed when moving in stealth. Additionally interacting with objects while in stealth does not impose any negative effects. You are able to open and enter/exist a door without being seen just as easily as you are able to open, pour, and serve a glass of wine with little more than a whisper.
Unseen touch: As a butler one of your most important jobs it to ensure your master always looks presentable. Over time you have developed the ability to sneak in, remove lint or fix a button on your Master outfit without anyone even knowing you are there. While in stealth you may make a single weapon attack against a creature without breaking your stealth and reviling yourself. Able to strike and slip away as easily as you clean and vanish your Masters attire. You may make this unseen attack a number of times Equal to your proficiency bonus per long rest.
In your care.
A butler’s job is never as simple as cleaning or managing a home. You often find your duties have often extended to the safety and health of your Master as well.
Home Remedies: You gain proficiency with herbalism and alchemy supplies. When using a healers kit or making a medicine role to stabilize or heal someone you may add a sneak attack die to any necessary rolls.
Personal Protection: Caring for an ill or injured Master is par from the course, preventing a Master from falling ill or injured in the first place is the sign of a truly talented butler. As a reaction to a friendly creature being attacked within 10 feet of you, you may attempted to foil the attack by interposing yourself between the ally and the attack moving to their side in the process. The attack automatically targets you instead. As part of this reaction and after the attack has finished you may attempted to grapple the attacker if they are within reach.
Impromptu protection: More often than not when your master attends and outing or an event no weapons are allowed within the venue. As such you have become quite adept at using whatever is at hand to protect them. You gain proficiency in all weapons as well as improvised weapons. Additionally you may perform sneak attacks with any weapon or improvised weapon it does not need to have the ranged or finesse property.
On your order.
Some masters make their wealth in rather unsavoury lines of works. As a butler it’s your duty to ensure you Master is never painted in a bad light. This often leads to you getting your hands dirty in your Masters place. All part of the job.
Tinker: You are excellent as repairing household items. But sometimes your master requires a rival to have an accident. You are very good at that as well. If you spend one minute working on an item or object you may hide a fatal flaw within it. Such as a weak point on a support beam, a rickety wheel on a waggon, or even a cracked lock on the cage of a wild beast. When a flaw is placed on an item the next time it is used there will be a catastrophic failure of some sort with it.
Tailor: While your Master appearance is always a high priority, you would never allow them out of the house without some form of armour. Over the course of a long rest you may disguise a suit of light or medium armour as clothing. Be it simple traveling clothes, or a high price suit. The armour functions as normal but appears as nothing more than normal clothing a creature may make an investigation check contested by your deception roll to see the hidden armour within.
Soldier: Weather your Masters mercenary organization is down an employee or their boarders are being threatened you are able to take up arms to fight for them. Once per turn if you hit with a weapon attack that does not meet the criteria for Sneak attack, you may still add half of your sneak attack dice to the damage.
Spy: If your Master requires Intel on a rival business, or wishes to blackmail the king himself you are there to see it done. You may now read lips so long as you are within 60 feet of the subject and have a clear view of their mouth. You have advantage on investigation and perception checks.
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