The world is a mysterious place, filled danger and wonder. Of course, there are many ways of investigating those mysteries, and many objects and symbols that creatures rally under and for. Amulets representing Gods, swords passed down by kings, rifles or plowshares. But a select few rally underneath a unique and powerful talisman that both protect their identity and grant them unique investigative powers. That object? A hat.
Brains and Brawn Under One Hat
Haberdashers devote as much effort to mastering the use of a variety of skills and gadgets as they do perfecting their combat abilities, giving them a broad expertise that few can beat. All Haberdashers are masters of investigation, but beyond that some focus on research, knowledge and insight, others take a more practical combat-oriented skills. As they progress in their trade, research grants access to certain magics which grant the Haberdasher an edge in their investigations.
There are two main options in combat: some haberdashers prefer to be in the thick of the fight, charging in with gadgets, and escaping in a smoke cloud when the combat gets too hot. Others would rather stay out of the fray in general, and have mastered a way of weaponizing the hat and other gadgets at range to attack from safety. Regardless of approach, a Haberdasher is not afraid of a fight. This boldness may inspire others to follow them, and later in their career they may begin to train their replacement.
Life as a Haberdasher
The Haberdasher is a unique one, and typically requires a lot of very specific training. In the world of Falleron, that generally means coming up in the ranks of the Hardt and Trust Insurance Company, or being trained by a protégé of theirs. Considering the implicit danger of constant attacks from Grandmill, attacks on the mind and psyche, even offering insurance seems supernatural, especially in its current headquarters of Daytown. It's unknown if management even knows what certain employees of theirs are capable of, but it's second employee, Bruce Richards, began a tradition that lives on to this day.
|Level||Proficiency Bonus||Features||Smoke Bombs||Spells Known||1st||2nd||3rd||4th||5th|
|1st||+2||Expertise, Smoke Bomb, Alter Ego, Grappling Gun||1||—||—||—||—||—||—|
|2nd||+2||Studied Target, Spellcasting||2||2||2||—||—||—||—|
|3rd||+2||Haberdasher Archetype, Smoke Sight||3||3||3||—||—||—||—|
|4th||+2||Ability Score Increase||3||3||3||—||—||—||—|
|6th||+3||Archetype Feature, Studied Target||4||4||4||2||—||—||—|
|8th||+3||Ability Score Increase||4||5||4||3||—||—||—|
|12th||+5||Ability Score Increase||5||7||4||3||3||—||—|
|15th||+5||Expertise, Sidekick Training||5||9||4||3||3||2||—|
|16th||+6||Ability Score Increase||5||9||4||3||3||2||—|
|20th||+6||I Am the Hat||6||10||4||3||3||3||2|
Creating a Haberdasher
As you create your Haberdasher, there are several considerations and restrictions. Most importantly, is your character dedicated to uncovering the mysteries in life? Do you have a hat for every occasion, or are you a one-hat sort of character? What mysteries are you trying to solve, and why must you protect those around you? What made you leave the confines of Hardt and Trust? Will you share your secret identity with those around you, or leave them in smoke?
You can create a Haberdasher quickly by following these suggestions. First, decide if you'd like to take a more ranged or melee combat style. If ranged, use Dexterity as your highest ability score. If melee, use Strength as your highest ability score. For your second highest ability score, pick Intelligence. For race, choose Human (Kendredai), and for Background, pick Sage.
Hit Dice: 1d8 per Haberdasher level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Haberdasher level after 1st
Armor: Light and medium armor
Weapons: Simple weapons and fist weapons
Tools: Thieves' Tools, Tinkers' Tools
Saving Throws: Dexterity, Intelligence
Skills: You are proficient in Investigation. Choose three additional proficiencies from Acrobatics, Athletics, History, Intimidation, Insight, Nature, Perception, Persuasion, Religion, Survival, Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- Reinforced gloves, your signature hat, and a hatarang
- (a) a burglar's pack or (b) an explorer's pack
- Leather armor, thieves' tools, tinker's tools
Whats in a Hat? Or a Fist Weapon?
When playing with a Haberdasher, add the following equipment to your world:
Weapons and Damage
Weapon Damage Properties Range Hatarang 1d6 Thrown, Finesse, Returning 20/60 Heavy Hatarang 2d6 Thrown, Returning 20/60 Reinforced Gloves 1d4 Finesse, Light — Knuckles 2d4 Light —
You'd risk everything if people know who hides below the hat. While assuming your alter ego, you have a supernatural ability to duck behind cover and quickly transform from a mild-mannered investigator to a Haberdasher, a mysterious and awe-inspiring hero by donning one of your trademark hats. While keeping up the guise the party counts their blessings that the powerful ally keeps appearing, but may question why he always disappears as the action dies down.
At 1st level, you construct your first gadget, the grappling gun. A tiny adhesive metal bit with a rope shoots out to a range of 30', stopping when it connects with a sturdy object or a wall. If you target a creature, it bounces off harmlessly. You may activate your gadget as a standard action, and you provoke from any enemies that threaten your starting location.
At 1st level, your proficiency bonus in investigation or insight is doubled. At 9th and 15th level, choose an additional skill or tool you are proficient with and gain this benefit.
Beginning at 1st level, you work out how to build and use smoke bombs. You may throw a smoke bomb up to 20' away as a bonus action, or, in reaction to being targeted with an attack, throw your Smoke Bomb at your feet. Upon impact, this deploys a cloud of smoke in a 10' radius sphere, and its area is heavily obscured. It lasts until the end of your next turn, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The Smoke Bombs column of the Haberdasher table indicates how many smoke bombs you may throw before requiring a short or a long rest.
At 2nd level, you gain the ability to use your keen investigation skills to study your target. You may spend a bonus action to study a creature within 40'. As a bonus action, you make a contested Intelligence (Investigation) against a creature you can see, opposed by the target's Charisma (Deception) check. If you succeed, you gain any of the below benefits that you have trained. For the next minute, you uses your intuition to give you an edge in combat over your foe. These benefits last 1 minute or until you successfully use Studied Target against a different target. You can only study one target at a time, changing which target is studied is a bonus action. Select one of the Studied Target benefits below, at levels 6 and 10, pick an additional Studied Target benefit.
Studied Attack. You've determined the best way to strike at your opponent. Once per round, gain bonus damage on an attack equal to your intelligence modifier (minimum +1).
Studied Defense You begin to sense what your opponent will try before he does it. Your gain a bonus to armor class against your studied target equal to your Int modifier (minimum +1).
Studied Health After making one attack and seeing how the creature reacts, you intuitively know how much damage you'll need to do to subdue or kill your opponent. You know their current and total HP.
Intelligence is your spellcasting ability for your haberdasher spells as you cast your spells using intense study and discipline. 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 haberdasher spell you cast and when making an attack roll with one. See page six for the spell list.
The Haberdasher table shows how many spell slots you have to cast your 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 two 1st level spells of your choice from the Haberdasher spell list. The Spells Known column of the Haberdasher table shows when you learn more Haberdasher spells of your choice. Each of these spells must be of a level for which you have spell slots.
When you gain a level in this class, you can choose one of the Haberdasher spells you know and replace it with another spell from the haberdasher spell list, which also must be of a level for which you have spell slots.
At 3rd level, you have trained well enough to see through smoke clouds, and does not suffer disadvantage to attack or perception checks within them.
At 11th level, you are at a point where you can take on a daring sidekick. Typically this is a young, inqusitive character who has a natural affinity for the life of the hatted crusader. Your sidekick benefits greatly from being directly under your tutelage, his health pool is 10d6 and he is proficient in light and medium armor. He cannot attune to any items. He gains proficiency in Investigation. Follow the table below to view HP, Hat Damage, Dex Mod, Proficiency Bonus and Smoke Bomb usage. For the remaining stats, use the Bandit's ability scores in the Monster Manual (p344). Your sidekick can only use skills in training or when you are otherwise incapacitated. Should your sidekick die permanently, gain three levels of exhaustion. After a week, you may begin seeking out a new sidekick.
At 14th level, you have an uncanny ability to punish the victims of your Studied Target. When dealing damage with Studied Attack, multiply your Intelligence modifier by 2 and add it to the weapon attack (Minimum of +2).
At 15th level, you entrust your sidekick with new training. He gains his own pneumatic grappling gun and follows the same rules as the Gadgeteer for its use.
Master Apprentice Training
At 18th level, your apprentice is more powerful inside and outside combat. She gains the bonuses listed in the chart below, and proficiency in another Haberdasher skill of your choice.
|Haberdasher Level||Proficiency Bonus||Health||Dex Mod||Features||Smoke Bombs||Hat Damage|
|11th||+3||10d6||1||Investigation Proficiency, Smoke Bomb, Smoke Vision||1||1d8|
|18th||+5||17d6||3||Master Apprentice Training||3||1d12|
I Am the Hat
By 20th level, your work is well known. Local cities and governments allied with you may call on you with a trinket you've built, displaying your unique hat in the night's sky. Once per week, as an action, you may disappear in a cloud of smoke, spending a charge of your smoke bomb to teleport up to 1000 miles to the location that your device was triggered, bringing as many as seven willing nearby creatures with you.
Additionally, when you roll initiative and have no smoke bombs remaining, you gain 1 smoke bomb.
Different Haberdashers have different strategy for how they'd like to engage the enemy. Some prefer to charge face first into a group of enemies and then fight from within a cloud of smoke. Others would rather attack safely at range with a weaponized hat and other gadgets. The haberdasher archetype you choose reflects your strategy.
The Brawler has trained to be a violent, physical force to be reckoned with. He is the master of punishing melee attacks and attacking from and maneuvering out of clouds of smoke.
Improved Grappling Gun
At 3rd level, the brawler tweaks his first gadget, the Improved Grappling Gun. The grappling gun may now target a creature by making a ranged spell attack (Int). On a hit you may zip to a target or pull the target to you, depending on the following conditions in the chart below:
Targeting Creatures of Different Size
|Smaller||Always pulled towards the you|
|Same||You can choose to fly to the target, or may make a contested strength check to dig in and pull the creature to you. Should you fail to win the contested check, you are pulled to the target.|
|Larger||You are always pulled to the creature|
Whenever the brawler or target creature leaves his square as a result of the improved grappling gun, he provokes from enemies surrounding their initial position. Weight-bearing walls and other sturdy objects will also act as valid targets for the improved grappling hook. DM's discretion to determine the result of grappling crumbling walls, tiny objects, etc.
When using the Improved Grappling Gun they may use a bonus action to make a single melee attack with a fist weapon after the charge has completed.
Two Weapon Fist Fighting Style
At 3rd level, you have trained extensively in hand to hand combat. When you use the attack action with an unarmed strike or a fist weapon on your turn, you can make one unarmed strike, or attack with your fist weapon as a bonus action. Additionally, you can roll a d4 in place of the normal damage of your unarmed strike.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, once per turn while fighting in your smoke, you may immediately attempt to knock to the ground a foe you have hit in melee. You contest the enemy with an Athletics (Strength) check, and they may respond with an Athletics (Strength) or Acrobatics (Dexterity) check.
Attack from the Mists
At 9th level, your combat prowess while fighting in your cloud of smoke has never been greater. Once per short rest, you can use your attack action to attack every foe you move to reach in your smoke cloud. Moving between foes does not provoke attacks of opportunity.
I Work Through Pain
At 17th level, you have been fighting long enough to know how to shrug off a hit or three. You have resistance to melee and ranged weapon attacks dealt by creatures within your reach
As a gadgeteer, you have a natural dexterity and affinity for creating and using gadgets, and usually attack at range with your creations.
Beginning at 3rd level, you have perfected the technique of throwing hatarangs with the finesse property at greater range, all such attacks have a range of 40/120 feet.
Gadget Tech Marksman.
At 3rd level, when making ranged gadget attacks, or attacks with your hat, gain +2 to hit.
Build a Gadget
At 3rd level, build two gadgets. You may build one more gadget at 6th, 9th, 12th, 15th and 18th level. Each time you Build a Gadget, you may dismantle one of your existing gadgets and replace it with another schematic you know. Unless otherwise specified, the save DC vs. a gadget = 8 + Prof + Int, and it requires a standard action to activate. You may select any of the level-appropriate gadgets below:
- Door Knocker. Beginning at 6th level, you can convert uses of your smoke bomb to make an incendiary bomb and fire them up to 60' away. It explodes in a radius of 15 feet. Targets caught in the blast must make a dexterity saving throw or suffer 8d6 damage on hit, and a miss deals half damage. Using the Bomb Launcher expends three uses of your Smoke Bomb.
Hat Caltrops. Sabotage one of your Smoke Bombs in such a way that they explode and send a mass of metal that covers an area 5' to a side. The area is difficult terrain, and targets will need to succeed on a Dexterity saving throw or suffer d6 damage to move through the square. Expends one use of your Smoke Bomb.
Hat Goggles. In addition to being stylish, the goggles grant a +3 bonus to perception.
Hat Net. You have tricked out your hat to launch a reinforced net from its brim. As a standard action, you may launch the net at one large or smaller sized creature within 20’. The target must make a dexterity saving throw or be trapped in your net. While trapped by your net, the target is restrained. The net’s AC is 14 with an HP of 30, or the target can make a Strength check to break free. Usable 1x/short rest.
Hat Tracer. You can produce a tiny, adhesive piece of metal that gives off a pulse signal that you can follow. Given the adhesive nature of the tracer, it must be placed on a target or creature in melee range. When targeting a creature, make a Dexterity (Sleight of Hand) check at advantage. The enemy contests this check with Wisdom (Perception). On a success, the tracer pushes out a pulsing signal the Gadgeteer can track, giving a distance and direction to the target, as well as their current speed, up to 500 miles. On a failure, the creature destroys the device. Only one tracer may be active at a time. Usable 1x/long rest.
Infra-Hat Goggles. Requires Hat Goggles. Click a button on your Hat Goggles to trigger special Infra-Hat lenses, granting you HatVision. Grants darkvision out to 40’.
Pneumatic Grappling Gun. Tweaking the underlying mechanics of your grappling gun, the pneumatic grappling gun has its range extended to 60' instead of 30'. The increased range comes at a cost, though, it is usable 3x/short rest.
Powerful Blast. As a bonus action, you let loose a massive blast of air from your utility belt. Any creatures in a 15' cone in front of you must make a successful dexterity save or be pushed back 10 feet. The blast also propels you backwards 15 feet. If you or any of the affected creatures collide with a wall during this movement, that creature takes 1d6 bludgeoning damage. Using this gadget dissapates smoke clouds. Usable 2x/long rest.
Tranquilizers. Make a ranged dexterity attack against a target. Succeed and they need to make a constitution save or gain the unconscious condition for d4 rounds. Does not work against constructs or the undead. Usable 3x/long rest.
More gadgets and schematics exist in world for the Gadgeteer to discover.
At 5th level, you have further weaponized your specialized equipment, adding a special electrical charge to the hat upon impacts of enough speed. Once per round when dealing damage with a ranged hat attack, add an additional d12 lightning damage. Attacks with knuckles deal an extra d2 damage.
At 17th level, you have mastered the use of each of your gadgets and become more efficient at using them. Abilities that recharge on a short or long rest gain one additional use, abilitis that use smoke bombs use one less smoke bomb.
Haberdasher Spell List
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Detect Evil and Good
- Disguise Self
- Feather Fall
- Illusory Script
- Purify Food and Drink
- Arcane Lock
- Calm Emotions
- Detect Thoughts
- Find Traps
- Lesser Restoration
- Locate Object
- Magic Mouth
- See Invisibility
- Warding Wind
- Zone of Truth
- Dispel Magic
- Glyph of Warding
- Magic Circle
- Protection from Energy
- Water Breathing
- Arcane Eye
- Death Ward
- Freedom of Movement
- Greater Invisibility
- Locate Creature
- Greater Restoration
- Modify Memory
- Legend Lore
As with any unearthed arcana, permission to multiclass must be sought by the GM before pursuing. If allowed, a character desiring to pick up haberdashery requires an Intelligence of 13, and access to a mentor who can guide you in the early days of your training.
- Dropped the Racial Restriction
- Gave a grappling gun at level 1.
- Moved Archetypes to unlock at 3rd level, moved smoke bombs up to 1st level with an eye for multiclassing.
- Borrowed the heavily obscured terminology for Smoke Bomb
- Smoke Sight and Smoke Bomb are now unlocked at different levels
- Added Hat Caltrops as new gadgets for the gadgeteer
- Renamed Explosive Bomb to Door Knocker
- Normalized when the gadgets are built, at 3rd level you can make two and added
- Split the weapons into different categories with an eye at allowing melee haberdashers more hat-related ranged options.
- Various spelling corrections
The origin of Bruce Richards, the original Hatman, was a Pathfinder character I loved, the bastardization of two already bastardized classes, the Brawler and the Investigator. A million special thanks goes to the amazing Encartrus over at Falleron for allowing me to play something so silly, and regularly dropping Hat-related paraphernalia while that game was still going.
Thanks to Defster for substantial improvements to the concept and the balance of the class, and thanks to Tarcion for an amazingly thorough review for balance and flavor.