Hustler Affluent Entrepreneurs The Seductive Arts Creating a Hustler Quick Build You can make a hustler quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Intelligence if you wish to choose the Tower alley. Second, choose the harlot background. Class Features As a hustler, you gain the following class features. Hit Points Hit Dice: 1d8 per level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hustler level after 1st Proficiencies Armor: Light armor, Shields Weapons: Simple weapons Tools: Disguise kit Saving Throws: Constitution, Charisma Skills: Choose three from Acrobatics, Deception, Insight, Intimidation, Perception, Performance, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow and quiver of 20 arrows or (b) any simple melee weapon (a) any simple weapon or (b) a shield (a) a diplomat's pack or (b) an entertainer's pack Padded armor, a dagger, and a flask Art of Lust Beginning at level 1, when you attempt to ‘Seduce’ as an action or reaction, you roll double the amount of dice to deal lust damage. Every time your Proficiency modifier raises, the dice you roll to deal lust damage also upgrades. See table below for upgraded sizes. Art of Lust Die Level Lust Damage Die 1st 2d4 5th 2d6 9th 2d8 13th 2d10 17th 2d12 The Hustler Level Proficiency Bonus Features 1st +2 Art of Lust(2d4), Alone Time, Seductive Technique 2nd +2 Elegant Display, Warm Body(1d6) 3rd +2 Hustler Alley, Expertise 4th +2 Ability Score Improvement 5th +3 Art of Lust(2d6), Font of Elegance 6th +3 Alley Feature, Additional Seduction 7th +3 -- 8th +3 Ability Score Improvement 9th +4 Art of Lust(2d8), Warm Body Improvement(1d8) 10th +4 Distinguished Elegance, Expertise 2 11th +4 -- 12th +4 Ability Score Improvement 13th +5 Art of Lust(2d10), Warm Body Improvement(1d10) 14th +5 Alley Feature, Additional Seduction(2) 15th +5 Meister of Elegance 16th +5 Ability Score Improvement 17th +6 Art of Lust(2d12), Warm Body Improvement(1d12) 18th +6 Pierce the Veil 19th +6 Ability Score Improvement 20th +6 Master of Seduction Alone Time When you take this class at first level, you can choose to clear your own mind of lewd thoughts. As an action you clear your mind, rolling your lust damage dice and gaining the result as temporary lust points (temporary lust points are added onto current lust points, and are the first lost when damage is taken). You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. 1 Part 1 | Classes
Seductive Technique You have trained well in a specific facet of the arts of seduction, adding a style to the way you like to flex your seductive talents. Choose one of the following options. You can’t choose an option more than once, even if you are allowed to choose again. Seductive Voice: When performing the Seduce Action. A creature no longer needs to see you to be affected. They must still be able to hear you, and understand your language. Directed Lust: When performing the Seduce action, you may instead choose to target only one target. If you do; add one more damage die to the total. Irresistible Lust: Your seduction DC is equal to 12 + Cha, instead of 10+CHA Elegant Display Starting at level 2, you have attuned to your erotic nature having learned new ways to affect others with your charm and charisma. You gain a pool of Display Points to use in the following ways: Sultry Voice: Whenever you make a Charisma check to openly flirt with a creature, you may spend 1 display point to gain advantage on the roll. Regardless of success or failure, the target of the roll takes lust damage as if failing a seduction attempt as well as an additional 5 lust damage. Eyes of Fire: As a bonus action you may spend 1 display point to enter a lust-fuelled state, your mind goes blank to everything that isn’t an unrelenting itch in your loins. For the duration, you deal an extra 5 lust damage when performing the Seduce action. You also gain resistance to Lust Damage. This display lasts for 1 minute, until you are incapacitated, or have not dealt or been dealt lust damage since your last turn. Unorthodox distraction: As a reaction, when you are targeted with a spell or spell-like ability, you can spend 1 display point to flash your body in a distracting manner. If the effect you are reacting to is an attack, the user rolls at disadvantage. If you need to make a save, you roll with advantage. Whether you succeed or fail, you deal 5 lust damage to the one who had targeted you. Your display points equal your CHA mod (min 1), and regain all expended uses of this ability when you finish a long rest. Warm Body Beginning at 2nd level, you can use your body to inspire and express the lust of your allies during a short rest. If you or any friendly creatures participating in sexual relations with you regain lust points at the end of the short rest by spending one or more Lust Dice, each of those creatures regains an extra 1d6 Lust points. The extra lust points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Hustler Alley At 3rd level, you progress yourself into the advanced techniques of one of the alleys of the hustler:The Alley of the Palace, The Alley of the Street, and The Alley of the Tower described later in this document are three examples. Your choice grants you features at 3rd level and again at 6th and 14th level. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Font of Elegance Beginning when you reach 5th level, you regain all of your expended display points when you finish a short or long rest. Additional Seduction Beginning at 6th level, you can seduce twice, instead of once, whenever you take the ‘Seduce’ action on your turn. The number of seductions increases to three when you reach 14th level in this class and to four when you reach 20th level in this class. Distinguished Elegance Starting at 10th level Whenever a use of your elegant display would affect 1 or more creatures, you can spend an additional display point per creature, for every display point spent this way, that many creatures gain vulnerability to lust damage for that effect. This ability has no effect on creatures immune to lust damage. Meister of Elegance Starting at 15th level, when you inflict additional damage with your Elegant Display feature you instead inflict 10 lust damage. Pierce the Veil When you reach 18th level, you have learned the ways of the hustler well. Your skills in lustcraft have reached the penultimate, and you can feel your progress in every pervasive stare. Even the most immovable bulwarks of restraint can feel the fires you light in the loins of others. Whenever you attempt to seduce a creature immune to lust damage, you deal damage as if they are only resistant. For Whom Their Loins Beg At level 20, whenever you roll initiative and have no display points, you regain 1d4+1 display points. 2 Part 1 | Classes
Hustler Alleys Wherever you find communities, hustlers will surely be around. Working as entertainers, as well as spellcasters and courtiers, hustlers provide many benefits to the towns and cities they drift through. In a sort of serendipitous comraderie, hustlers have found themselves grouping in small sects they refer to as Alleys, a homage to their humble origins as wanderers. Alley of the Palace Hustlers that walk the Alley of the Palace are the personal courtiers of royalty, the confidants of clergy, and lustful priests of the proletariat. This Alley exists as a bridge between the lower and upper classes, being high among all audiences for their elegance and elequence. What use is a blade if a lonely king could be the perfect blow to an enemy? How could gunpowder warm the heart of a noble devil? Who's to convince the gathering mass outside to not break down the gate? To each of these questions this hustler is uniquely prepared. Sapiosexual Deviant At 3rd level, you have gained the ability to conjure a phrase to best tear through a foes mental forifications. You may choose to add your intelligence modifier to damage dealt by your seduction instead of charisma. You gain proficiency in Arcana, History, Nature, or Religion; as well as 1 gaming set of your choice. Clerical Proxy Starting at 3rd level, you are able to heal with a phrase. You learn the 'Spare the Dying cantrip'. Whenever you would stabilize an ally with this feature, you can choose to expend 1 display point to roll lust damage as if they failed a seduction attempt, but instead they gain hp equal to the damage dealt + your intelligence Modifier . Restorative Voice Starting at 6th level, you have the ability to use your voice to cure your allies of magical ailments. As an action you can target a friendly creature within 30ft and expend a number of uses of your elegant display to end either one disease or one condition afflicting it. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. You can use this feature a number of times equal to your intelligence modifier per long rest. Speaker of Legions Starting at 14th level, you have learned to control others through the use of strategic flirting. As an action you can choose to expend an amount of display points (min.1) and seduce an amount of creatures equal to the amount of display points expended. The creatures roll with advantage to resist if they are hostile to you. A creature that succeeds takes damage as normal. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, deal any damage that is not lust or erotic damage, or force it to make a saving throw against anything other than a seduction. It listens to simple instructions, and attacks creatures that are hostile to you. The creature won't perform actions that will obviously lead to it's death, such as walking of a cliff or plunging onto it's blade. Once you use this feature you can not do so again until you finish a long rest. Alley of the Street The most combative of the hustlers, those that swear by the alley of the street are dangerous seducers as well as master duelists. Hustlers of the alley of the street are masters of deceptive swordplay, able to pierce their opponents with a gaze as well as their blade. They gather upon the streets of towns and cities, offering their services as lovers as casually as one would offer mercenary work. Do not be fooled, however, as they can be so easily infactuated by their targets as much as their employers: hire with caution. Bonus Proficiencies When you begin your journey upon the alley of the street at 3rd level, you gain proficiency with Medium armor, shields, and martial weapons. Romantic Flourish Starting at 3rd level, you have learned the secrets of seductive swordplay. You gain additional elegant display points equal to your dexterity or strength score (your choice). You have also learned new ways to flaunt your elegance on the battlefield. As a reaction, when a hostile creature hits you with an attack, you can expend one display point to gain additional ac equal to your charisma modifier. If the additional ac would cause the attack to miss, you can force that creature to roll a charisma save vs your seduction dc at disadvantage. Postition of Power Starting at 6th level, you are able to knock your opponents off their rhythm wth a simple inflection of your charisma such as: tucking your sword under their chin, shooting a projectile close to their groin, or blowing smoke from a discharged firearm. When you successfully beat a target's ac with a weapon attack you can choose to expend one display point to deal none of the weapon's damage, and instead deal lust damage equal to your proficiency bonus + your charisma modifier. The target of this feature has disadvantage to attack you until the end of your next turn. 3 Part 1 | Classes
Tear to Pieces Starting at 14th level, you have become the walker of the street, a true master of disruptive combat. When you use your action to attack you may instead choose to attack a target's armor or weapons. if you hit a weapon you inflict 1d3 damage as a penalty to it's attack and damage rolls. If you hit a piece of armor or a shield you inflict 1d3 damage as a pentalty to the ac it offers. A weapon is destroyed if it has taken a total -5 penalty, a shield is destroyed when it has a total -2 pentaly, and a set of armor is destroyed when it's ac is reduced to 10. Anytime you destroy a piece of equipment this way you deal lust damage as if the target failed to pass a charisma save vs. your seduce dc. Alley of the Tower Hustlers seldom find themselves fortunately versed in the arcane arts, but for those who entertain the more magically inclined, the alley of the tower should suffice proper training in wizardry. Spellcasting When you reach 3rd level, you augment your seductive mystique with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips. You learn 3 cantrips from the wizard spell list. You gain an additional cantrip at level 10 Spell Slots. The alley of the tower Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells known of 1st level and higher. You know three 1stlevel wizard spells of your choice, two of which you must choose from the enchantment and conjuration spells on the wizard spell list. The Spells Known column of the Alley of Glass Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or conjuration spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through pillowtalk lectures and repetitive practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Algorithmic Arousal Starting at 3rd level when you take this subclass, you have learned that not even the formulaic rules of probability can hold back your logic defying charisma. You gain a number of display points equal to your intelligence modifier. Whenever you cast a cantrip that requires a spell attack and miss, you can expend one display point to add your charisma to the attack, possibly turning a miss into a hit. If this feature causes you to hit with your spell, you can add lust damage equal to your charisma modifier to the spell damage. alley of glass spellcasting Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 - - - 4th 3 4 3 - - - 5th 3 4 3 - - - 6th 3 4 3 - - - 7th 3 5 4 2 - - 8th 3 6 4 2 - - 9th 3 6 4 2 - - 10th 4 7 4 3 - - 11th 4 8 4 3 - - 12th 4 8 4 3 - - 13th 4 9 4 3 2 - 14th 4 10 4 3 2 - 15th 4 10 4 3 2 - 16th 4 11 4 3 3 - 17th 4 11 4 3 3 - 18th 4 11 4 3 3 - 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Alternative Suggestion Starting at 6th level, you have teased and molded your powers of arcana to properly fit your needs. You find it easier than ever now to take advantage of the simple minded. After a target succeeds the save of an enchantment spell you cast, you can expend 1 display point per level of the spell to add double your charisma bonus to your spell save DC. You can not use this feature if the target succeeds the save by 5 or more. Additionally when you cast a conjuration or enchantment spell you can choose to ignore any required material components, taking 1d8 lust damage per level of the spell. 4 Part 1 | Classes
Mutagenic Reformulation When you reach 14th level, you have learned much in the ways of your wizardly patrons, but nothing that cant be improved by the mind of a true deviant. Whenever you would cast a conjuration spell to summon an Aberration, Construct, Elemental, Fey, Fiend, or Monstrosity: you can expend 1 display point per level of the spell to instead take the form yourself. you replace your stats with the creatures except charisma. You remain in this form for the duration of the spell, requiring no concentration. 5 Part 1 | Classes