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# Salaryman A human in a starched white shirt scrambles for a weapon, before swinging around to face a mounted knight with a rather large brick in his hand. He takes aim, and chucks it with all his might. It sails, and the brick knocks the knight off its mount, leaving a sizable dent in the helm. Holding out her trusty coffee mug, an elven warehouse manager begs for something, anything to happen. Sparks dance around the mug before a bolt of fire flies out and blasts a locked door off its hinges while knocking down the caster. An old dwarf and his secretary hold up documents to the captain of the city's guard, requesting forces be sent to a nearby village by decree of the king. The captain does not realize it is a forgery, and begins barking out commands to the other guards. The dwarf and companion slink away with the guards, leaving as quickly as they arrived. The Salaryman is well adjusted to the rat race of life, and has steeled themselves to deal with the most mundane work possible for their wages. When placed in unusual situations, they rely on their work habits while adapting to new situations. ### The Daily Grind No matter the time or place, money makes the world go round, and salarymen directly contribute to this cycle. Their white-collar jobs aren't exactly exciting, and while some are content in staying in the same cycle for their wages, some seek excitement and fulfillment in their lives. Some drown themselves in drink, others seek company in hostess bars, while some wish a new lifestyle altogether. Sometimes, however, their routes to work are blocked by the rubble of buildings spread by rampaging owlbears, or their boss is struck down by powerful warlocks due to a hostile takeover of the company. In any case, the average salaryman may be displaced from their daily work routines, and must adapt to new situations. ### A New Workplace Working in a corporate environment means most salarymen are not always used to the rough-and-tumble lifestyles of adventurers. What they lack in immediate raw strength, they make up for with determination and on-the-spot thinking. Just like how they break themselves to meet deadlines, a salaryman has the will to push themselves to the brink when their life's on the line. To most adventurers, a warhammer may seem to always be superior to a briefcase. A desperate salaryman will use whatever is at hand to the best of their abilities. A normal fighter may believe in simply bashing their enemy until they stop moving. A craftier salaryman may try to set up traps, or assist their companion in landing the final blow. Anything can be a possibility to a true salaryman. \columnbreak
##### Salaryman | Level | Proficiency Bonus | Improvised Attacks | Stamina Points |Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | 1d4 | — | Close Call, Chosen Profession, Profession Feature | | 2nd | +2 | 1d4 | 3 | Unfamiliar Work Environment, Stamina | | 3rd | +2 | 1d4 | 4 | Profession Feature | | 4th | +2 | 1d6 | 5 | Ability Score Improvement | | 5th | +3 | 1d6 | 6 | Collaborative Workforce, Profession Feature | | 6th | +3 | 1d6 | 7 | Self-Care | | 7th | +3 | 1d6 | 8 | — | | 8th | +4 | 1d8 | 9 | Ability Score Improvement | | 9th | +4 | 1d8 | 10 | Swinging Arm | | 10th | +4 | 1d8 | 11 | Mindful Rage | | 11th | +4 | 1d8 | 12 | Profession Feature | | 12th | +5 | 1d10 | 13 | Ability Score Improvement | | 13th | +5 | 1d10 | 14 | Breaking Routine | | 14th | +5 | 1d10 | 15 | Immediate Roadmap | | 15th | +5 | 1d10 | 16 | White-collar Windup | | 16th | +6 | 1d12 | 17 | Ability Score Improvement | | 17th | +6 | 1d12 | 18 | Profession Feature | | 18th | +6 | 1d12 | 19 | Approximate Calculation | | 19th | +6 | 1d12 | 20 | Ability Score Improvement | | 20th | +7 | 1d12 | 21 | The Fabled Promotion | |
\pagebreakNum ### Creating a Salaryman When creating your salaryman, consider your character's workplace. What was their previous profession? What kind of worker were they? What makes you special in a sea of white-collar workers? What got you in such an unfamiliar situation? Maybe you had a work rival, had aspirations past your current job, or just lived for the after-work relaxation. How did you spend your time apart from working and necessary functions? Your work aptitude, what your goals were, and what makes you stand out are all important aspects of your character. Office life is (usually) less rigorous than the life of an adventurer. Why have you left your mundane job to explore? Maybe you are a salesman, and have to find new customers to fulfill your quota. The higher-ups might need a representative from their office for a conference, and you might have been chosen as the lucky volunteer. A mishap at work may have left you jobless, and in search of a new occupation. In fact, you might simply be looking for a new life apart from the drudgeries of office work. The tips and tricks you picked up from your profession, along with why you are away from your work desk, will dictate where life may take you. #### Quick Build You can make a salaryman quickly by following these suggestions. First, make Strength your highest score. Next, distribute your points based on your subclass. Prioritize Constitution for Office Worker, Charisma for Bureaucrat, Intelligence for Mage's Scribe, and Strength for Drunkard. ## Class Features As a Salaryman, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per salaryman level - **Hit Points at 1st Level:** 6 + your constitution modifier - **Hit Points at Higher Levels:** ld6 (or 4) + your Constitution modifier per salaryman level after 1st #### Proficiencies ___ - **Armor:** N/A - **Weapons:** Improvised Weapons, Simple Weapons - **Tools:** 1 set of artisan's tools, 1 gaming set ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two skills from History, Perception, Religion, Insight, Persuasion, Deception, Investigation, and Stealth. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - A set of fine clothes - *(a)* a set of artisan tools or *(b)* a gaming set - *(a)* 3 improvised weapons or *(b)* a simple weapon and an improvised weapon - *(a)* a diplomat's pack or *(b)* a scholar's pack \columnbreak > ##### Meltdown > The Salaryman is not nearly as vigorous and combat-ready as the other classes, and cannot always stay steadfast after a wave of blows. If a salaryman's health drops below 25% (rounded down) they receive severe penalties. You lose -2 AC and initiative, lower your movement speed by 10 ft, and have to spend double the Stamina points on all features. This debuff ends when the player is healed above 25%. ### Close Call Starting at 1st level, you aren't used to armor, so the next best option for defense is getting out of the way. When you are not wearing armor and not wielding a shield, your AC is 11 + your proficiency bonus. At level 16, you have a greater understanding of various forms of protection. You can add your proficiency bonus instead of your Dexterity modifier when determining your AC while wielding a shield or wearing light or medium armor. ### Profession At first level, your skills from work may finally help you in some way. While your work was not incredibly specialized, your environment and how you acted may give you a leg up on the competition. You determine from Office Worker, Bureaucrat, Mage's Scribe, or Drunkard, all detailed at the end of the class description. Your choice gives you features when you choose it at 1st level, and again at 5th, 11th, and 17th level. ### Unfamiliar Work Environment At level 2, the environment demands that you adapt to it. Your practical knowledge only encompasses the mundane, however, so you must work around it. You gain the following bonuses when not wearing medium or heavier armor: - You can make the *search* action as a bonus action. - You face no penalty when switching or drawing/stowing improvised weapons. - You can roll a d4 for improvised weapons. This die increases as you gain salaryman levels, indicated in the Improvised Attack column of the Salaryman Table. You also use Strength for attack and damage rolls with improvised weapons. At level 16, you ignore the armor limitations for medium armor. \pagebreakNum ### Stamina Just as deadlines force you to push yourself, you can push yourself when you need it the most. Starting at 2nd level, you can perform special actions using Stamina at the cost of pushing your body's limits. Your salaryman level determines the amount of Stamina you have, as indicated by the Stamina column of the Salaryman table. You can spend Stamina points to fuel various stamina-draining features. You can regain your Stamina by taking a long rest or eating a hearty meal (at the GM's discretion). You start knowing 4 features: Adrenaline, Flight over Fight, Piteous Pleas and Brush with Death. #### Adrenaline After you complete the Attack action, you may spend 2 Stamina points to make a single follow-up weapon attack with +1 to damage. Repeating this in the same turn costs one more Stamina point per repeat (IE 2 points on the first usage, 3 points on the second usage, and so on). This feature cannot be used if you missed the previous attack. #### Flight over Fight When combat starts, you may spend a Stamina point to go first in initiative on the first round of combat, but cannot make direct attacks for that round. You can also purchase this feature to make the *dash* action after another action if you did not move yet this turn. #### Piteous Pleas When in combat, you may spend 5 Stamina points to get on your knees and grovel. You cannot make direct attacks on your next turn. All enemies that attempt to attack you must make an opposing Wisdom check. If the enemy fails, they will not attack you but do not lose their action. #### Brush with Death As a reaction, if an enemy attack would activate the Meltdown debuff (Page 2), you can spend 2 Stamina points to halve the damage (rounded up). You can only declare this after damage is calculated. This reaction can only be done once per short rest. ### Ability Score Improvement 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. ### Collaborative Workforce At 5th level, you understand the values of teamwork. When you use the *help* action, the assisted player also gains +1 to skill checks or accuracy rolls. In addition, the range of the *help* action is increased to 20 ft. You can also use a Stamina point to *help* as a bonus action. \columnbreak ### Self-Care Upon reaching 6th level, you realize that you really should be taking more care of yourself. As an action, you can spend your Stamina to tend to your wounds and heal 2 HP per Stamina point spent. When in Meltdown (page 2), you heal the equivalent of your proficiency bonus for every Stamina point spent. At 8th level, you can apply this care to other living creatures at 2HP per Stamina point spent regardless of personal HP. ### Swinging Arm Starting at 9th level, your aim has significantly improved. You can use your Strength modifier instead of your Dexterity modifier when throwing Improvised weapons along with calculating damage, and you use a 1d6 for damage. You can also attack twice instead of once when taking the Attack action, but only while using an Improvised Weapon. Using the Adrenaline feature (Page 3) will only result in one weapon attack. ### Mindful Rage At 10th level, you've increased the skill at how you wield the unorthodox. Single-handed improvised weapons are now classified as *light*, and can be used for dual-wielding. When two-handing an improvised weapon, you can choose to *stun* the enemy. After landing an attack roll, spend 2 stamina points and roll a d20 + your proficiency bonus. If the number rolled is equal or higher than your attack roll, the enemy is *stunned*. This cannot be done on a creature that has already been stunned this encounter, whether from your weapon or from another source. ### Breaking Routine At 13th level, you have become more experimental and willing to learn more outside your skillset. You gain +1 to skill checks that you aren't proficient in. In addition, you gain proficiency in either Insight or Investigation if you do not already have it, and can roll Insight at +2 (ignoring the previous bonus) to understand languages you do not have proficiency in. \pagebreakNum ### Immediate Roadmap At 14th level, you plan your actions and time efficiently. When you deal indirect damage (including traps, the *Help*/*Ready* actions, etc), damaged targets make saving throws at a disadvantage. Furthermore, all attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage due to a better understanding of combat. ### White-collar Windup At 15th level, you put your stress and fury behind your attacks. When you use the Attack action, you can spend one Stamina point to boost your Attack roll or Damage roll by double the amount of missing Stamina (including the point just spent). This feature can only only be done once per short rest, but can also be reset by going below 25% total HP. ### Approximate Calculation Starting at 18th level, you have enough expertise to start calling the shots around here. Once per long rest, you can "call" a roll that your character or a friendly PC makes and guess its number. This can only be done before the roll is made. If the rolled number is within 5 digits from the guessed number, the roll is an automatic success. If not, the roll will fail regardless of the number rolled. Critical successes and failures ignore this feature. ### The Fabled Promotion At 20th level, you've evolved into the ultimate Salaryman. The Meltdown debuff (Page 2) now only reduces AC and initiative by 1 and gives no penalty to Stamina Point cost. Furthermore, you can spend a stamina point to react to any attack with the Attack action with disadvantage. ## Professions Your previous profession dictates what you spent the majority of your life doing, and it will most certainly require you to be more specialized. Therefore, every Salaryman needs to choose a profession at level 1. When thrust into environments filled with violence, subterfuge, crime, and unspeakable entities, your expertise will also influence how you react to different situations. Remember that these are generalizations, and can fit around several white-collar jobs. ### Office Worker Routine suits you like a glove. You "thrive" when following your work schedule, even if it is mind-numbingly dull. Office Workers can encompass myriad jobs, from accountant, warehouse manager, port officer, and so on. Regardless of title, the Office Worker works best when they can use the same skills over and over. \columnbreak #### Cramped Fingers At 1st level, the constant documentation has payed off. You gain +1 to Constitution, and the rigors of work means you roll an addition +2 HP when leveling up. #### Looming Deadlines At 5th level, you force yourself into overdrive to complete your work. You can regain your Stamina Points equal to your Constitution modifier once per long rest. At 16th level, you can do this twice per long rest. #### Back to the Grind At 11th level, you ignore the dangers of overworking and keep pushing for your eventual wages. Whenever you take damage from an enemy at any range, you can steel yourself against the attack by spending Stamina Points. You reduce the damage by 1d4 * the number of Stamina Points spent. At 16th level, the damage reduced raises to 1d6 * the number of Stamina Points spent. #### Burnout At 17th level, the quality of work demanded has increased. You can spend 4 Stamina points to add your Constitution modifier to any roll. ### Bureaucrat You have been an integral portion in the current system of government in your area. As a bureaucrat, you are the gear that makes the system chug, and you rely on your words and knowledge over constant cubicle work. That being said, you aren't as used to forcing yourself to reach near-impossible deadlines, and will have to use your charisma to save yourself. #### Coversationalist At 1st level, you learn to strike up a conversation anywhere. You add +1 to Persuasion and Intimidation checks while in combat. In addition, you can create official documents for whatever reason needed. You will need the required writing materials and a valid (or forged) signature. #### Position of (some) Power Starting at 5th level, you realize your connections to a powerful government body could come in handy for applying a little more pressure in conversations. YWhen making an Intimidation, Performance, Persuasion or Deception check, you can add to the roll by +1 for every 2 stamina points spent, up to a maximum of +3. This can only be done once per long rest, and must be done before rolling for the check. At 12th level, you can use this feature without resting, and can raise the check to a maximum of +6. \pagebreakNum #### Power of the Law Starting at 11th level, you can wield your government-granted power (for better or for worse) and make commands. This feature requires 3 Stamina points. You make a short-phrased command at a single target. The target must succeed on a Charisma saving throw or follow the command on its next turn. The creature is unaffected if they succeed their save, and the Stamina Points are still consumed. The feature has no effect if the target cannot hear, cannot understand, is undead, or cannot feasibly complete the action. The DM decides the target's behavior, and the effect ends once the command is fulfilled or 2 turns have passed. At 16th level, you can spend double the previous cost of Stamina Points to command another target if you previously succeeded. You can continue commanding targets until you run out of targets, run out of stamina, or a target succeeds on their check. #### Delegation At 17th level, you and the law are intertwined, but the minutiae is too distracting, and you need someone to take care of it. You hire a creature of your choice that can read and write one language in common with you to be your Secretary. They use the following stat block. If the creature dies, you spend a long rest to hire another Secretary for 3 * Salaryman Level of gold. \columnbreak ___ > ## Secretary >*Medium humanoid, Lawful Neutral* > ___ > - **Armor Class** 13 (Basic Formal Clothes) > - **Hit Points** 5d8+12 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|12 (+1)|12 (+1)|13 (+1)|10 (0)|14 (+2)| >___ > - **Saving Throws** Charisma +2 > - **Skills** Investigation +2, History +1, Insight +2, Persuasion +2 > - **Senses** Passive Perception 13 > - **Languages** 1 shared language (usually Common) > - **Challenge** 1 (200) > ___ > > ### Actions > ***Multiattack.*** The Secretary makes 2 attacks. > > ***Improvised Attack*** *Melee Weapon Attack:* +3 to hit, 5 ft, one target. *Hit* 9 (2d6+2) bludgeoning damage > > ***Hasty Shove*** *Melee Weapon Attack:* +2 to hit, 5 ft, one target. *Hit* 6 (1d6+2) bludgeoning damage, target is pushed back 5 ft > > ***Fresh Brew*** *Ranged Weapon Attack:* +1 to hit, 20 ft, one target. *Hit* 2 (1d4) bludgeoning damage, 11 (2d10) fire damage > > ***Dedication*** The Secretary will only take commands from the Salaryman. If the Salaryman goes unconscious, the Secretary will attempt to immediately stabilize them. > > ***Incomprehensible Jargon*** The Secretary targets a creature and attempts to communicate using complex business jargon. The target creature must pass a DC 14 Wisdom check or be *stunned* for one round. > > ***Verbal Guidance*** Whenever The Salaryman controlling The Secretary makes a check involving Charisma or Intelligence, the Secretary can add their modifiers to The Salaryman's rolls if they are within 5 ft. > > ***Empowerment*** Once per short rest, the Secretary can attempt to raise the commanding Salaryman's morale. The Salaryman recovers Stamina points equal to 1d8 + their Proficiency Bonus. \pagebreakNum ### Mage's Scribe Every day you work with forms, storage manifests, itineraries, and just any document an all-knowing magic-imbued being really just does not want to deal with. You were delegated by one of the lands most powerful spellcasters or most influential priests to take care of the day-to-day mundane work. On the bright side, having to move boxes of unknown artifacts, tracking transcripts of rituals, and reordering a multitude of spellbooks does mean you may have picked up a few tips and tricks of magic. #### Familiarity At first level, you are more aware to the presence of magic than some of your peers. Once per day, you can use the spell *Detect Magic* without expending a spell slot, using Stamina Points or consuming materials. This cannot be done again until you take a long rest. At level 3, you can cast this spell with charges equal to your Intelligence modifier. #### Parlour Tricks At 5th level, you can finally concentrate enough to finally cast spells, albeit weak ones. You can take 3 cantrips from any class's spell list. You cast them by spending 1 Stamina point per cast. You cast spells through a focus, which can be any one-handed object. You must spend a long rest attuning that object into a focus, and must attune a new object if you lose your previous focus. You use Intelligence as your spellcasting ability. #### Overflow At 11th level, you can feel the churning of magic within you begging to be released. You gain five 1st level spells and five 2nd level spells from the any class's spell lists, spending stamina points equal to the level of the spell. In addition, you no longer pay stamina points for cantrips. As an action, you can spend every available Stamina point to cast 1st level spells equal to the amount of points spent. targeting random hostile creatures. At 16th level, you gain control of the flow, and can select the amount of Stamina points spent. Finally, you can make a DC 15 Intelligence check to regain 12 Stamina Points once per long rest. \columnbreak #### Greater Mastery of the Arcane At 17th level, you may not have become a fully trained magic user, but you can certainly learn from the best. You can now cast any spell from any caster class, spending Stamina points equivalent to the level of the spell (IE 5th level spell costs 5 Stamina Points) and ignoring the material costs. When you read about a spell or witness a spell being used, you can spend a short rest to study and practice the spell yourself. Once finished, you add the spell to your list of known spells, with a maximum of 20 known spells and 7 known cantrips. It's not easy casting difficult spells, however. Casting a 6th level spell or higher requires an Intelligence Check of 6 + the spell's level. This raises to 8 + the spell's level while in combat. If failed, the Stamina Points are spent and nothing happens. Failing a 9th level spell also immediately breaks your spellcasting focus. Finally, passing the Intelligence check to regain your Stamina points (See Feature: *Overflow*) will now restore *all* available points. ### Drunkard It doesn't really matter what white-collar job you have, you just live for the bottle. You go to work hungover, and go to bed at 2 AM while piss drunk. You meet work quotas for the paycheck, and live for your after-work activities. For better or for worse, the booze can affect how you react to peril. #### Sozzled Starting at 1st level, you are already a master of drinking. You gain a *bottle of alcohol*, you know the general process of making more alcohol, which requires *brewer's supplies* and a long rest, In addition, you can not only identify alcohol, but also tell if the alcohol has been tampered with.
##### Bottle of Alcohol Utility, 2.5 lbs, 15 gp. A bottle filled with 2 pints of high-proof alcohol. You can take an action to drink the alcohol, and keep the bottle while gaining the *drunk* effect. ##### Drunk You gain 1d4 temporary hitpoints, +2 Strength and Constitution, +3 Stamina Points, and -2 Dexterity, Wisdom and Intelligence for 2 hours. These effects can stack up to 3 times. If you have drunk more than 1 bottle in 1 hour, make a DC 15 Constitution Save. If failed, you are *unconscious* for 1 hour per extra bottle drunk. Your colleagues aren't used to the strength, and suffer double the penalties when imbibing unless they are also Drunkards.
\pagebreakNum #### Addiction At 5th level, you are empowered with the bottle, and helpless without. When *drunk*, you can apply your Improvised Attack die to Unarmed attacks and gain advantage on Strength checks. Furthermore, you gain resistance to bludgeoning attacks. When you aren't *drunk,* you gain disadvantage to all ability checks until your next long rest. In addition, the *drunk* effect can now stack up to 4 times. At level 11, this increases to 5 times, and becomes increased to 10 times at level 17. Finally, the negative effects of being *drunk* are capped at -8 to your ability scores. #### Soothe your Wounds At 11th level, the spirits (the drinkable kind) carry unusual properties due to your improved brewing skills. Using a *bottle of alcohol* during a short rest can restore an additional hit die of HP. In addition, you can use your alcohol and a Stamina point in place of a *healing kit*, stabilizing a player with 0 hit points without a Wisdom (Medicine) check, with one use per bottle. Finally, you can drink from a bottle as a bonus action or a reaction, and the amount of Stamina points restored is increased to 4. #### Power Hour At 17th, you drop all pretenses of control and go wild. While *drunk*, you can spend Stamina points to dedicate a turn to swinging wildly at everything within a 60 foot radius. Roll a d6 for every Stamina point spent (limit of 15) times your stacks of the *drunk* effect and add your Strength modifier. **((Stamina Points X d6) X stacks of *drunk* effect) + Strength modifier** Distribute the damage amongst every creature in the area, including non-hostiles and friendly creatures. If there are less than 3 people hit, deal Stamina points used x 1d4 damage to yourself afterwards. At 18th level, you at least try to avoid hurting your team. Non-hostiles and friendly characters take half damage from your wild swings. \columnbreak ## Multiclassing At your DM's discretion, you can multiclass in or out of the Salaryman Class, using the rules given in the Player's Handbook (163-165). If you choose to do so, the following rules are applied: ### Prerequisites To Multiclass in or out of the Salaryman class, you must meet the Ability Score Minimum below: | Class | Ability Score Minimum | |:---:|:-----------:| | Salaryman | 13 Strength and 13 Constitution | ### Proficiency Bonus When you multiclass into the the Salaryman Class, you gain the proficiencies shown on the following table: | Class | Proficiencies Granted | |:---:|:-----------:| | Salaryman | Improvised Weapons, 1 artisan tool of your choice |