Revised Henchmen

This rule is not in effect and is under testing.
== Trained Lackeys ==
==== HENCHMEN VS HIRELINGS? ====
Hench men (not to be mistaken for hirelings) are NPCs hired for the express purpose of delving directly into dungeons alongside the party.
A hireling almost always refuses to go into combat, lacking the want or skills needed to fight next to the near demigod level of power the adventuring party will have. 
Henchmen will have few qualms about what to fight as long as they get paid at the end of the day, but may still have issues with certain aspects of an adventure, such as being forced into a hallway full of traps after knowing it will be near certain death. 
These qualms are handled through a Loyalty system.
HIRING
Hiring is done in varying ways:
One option has the party, or a single player, may search specific locations such as a tavern, guild, camp of unsavory folk, or to find them traveling in person along the wilderness. 
Another option is using two weeks of downtime to put out a hire notice. This notice can be done to include a number of needed henchmen, a specific race or gender, (I wont judge... unless you're trying to play out 'The Lusty Lizardfolk Maid',) and the type of henchmen (trap spotters, fighters, mages, etc.) 
Henchmen are always 1st level and lack any significant money or gear. 
You may hire a number of henchmen equal to your Charisma Modifier +1 or Your proficiency bonus, whichever is lower. 
Example: A level 1 Cleric has 10 Charisma, a +1 makes it 1. This means he can have 1 henchman. A level 1 Paladin has 20 Charisma, a +1 makes it 6, however, because he is first level, his proficiency bonus is +2, meaning he can have 2 henchmen. A level 1 Barbarian has 6 Charisma, a +1 makes it -1. A low charisma character is unable to hire henchmen based on his ability to negotiate. 
LOYALTY
Henchmen know that dungeons will have all sorts of monsters, traps, and near-death experiences. They accept this because they understand that each of these are acceptable issues for two reasons:
1. They are getting paid lucrative amounts of currency.
2. They are traveling with near demigod adventurers.
However, there may be points where henchmen may realize that the adventure just isn't worth it anymore, this falls into the Loyalty system.
Henchmen who are paid accordingly, treated fairly, and aren't being shoved into meat grinders any chance the party gets are going to be trustful, happy, and ready to fight.
Vice versa, henchmen who are rarely paid their agreed wages, treated awfully, and are used as trap magnets will be distrustful, spiteful, and may even leave the party permanently, or, worse, they stage a mutiny. 
PAY
Henchmen expect to be paid for their jobs. Some of which expect more than just pay. The average hired henchman, based on their 'class,' requires: 
1. Gear equal to a 1st level character (this may be negotiated.)  
2. A stipend equal to a standard of comfortable living.  
3. A share of treasure (this may be negotiated.) 
LEVELING WITH THE PARTY
Henchmen receive 1/4th the XP their employer (the party member who hired them, pays for them, etc.) receives.This XP is not taken away from the employer.
Upon a henchman receiving a level, they will either level in a class the employer wishes, or directly into the class they already are. 
Category:Rules