Rysan Marquise
2014-10-21, 01:16 PM
I made a series of commoner classes for 5e, based around the principle that a commoner would actually want to take these classes.
Peasant: A field worker who has engaged in a life of toil. No skills of an extreme note were required and advancement is very rare. High level peasants are rare individuals who truly dedicated themselves to agricultural maintenance of a village. A peasant can work for long hours, and is strong and durable.
HD: D8
Saving Throw Proficiency: Con Wis and Str (Multiclass: Con, and no other proficiencies)
Skills: Choose two from Athletics, Healing, Insight, History, Perception and Performance
Multiclass Req: 13+ Str and 13+ Con
Level 1
Frugal: A peasant learns to eat less during times of trouble. He requires 1/2 food to survive.
Hardworking 1: A peasant gets tired less easily from toiling. He ignores the first rank of exhaustion.
At 5,9,13, and 17 this increases again.
Durable: The first time a peasant would be reduced to 0 health, he instead is reduced to 1. This restores after a long rest.
Level 2:
Thick Skin: A peasant's durability increases. He gains +1 health per level of peasant he has.
Level 3: A peasant decides to be a Toiler or an Elder.
Toiler:
Hard Worker: A Toiler does not need to eat in order to recover endurance during a Long rest, but requires water. Additionally, a Toiler may benefit from up to two Long Rests per day.
Elder:
Respected Figure: An elder always has advantage on Cha rolls to talk with villagers.
Level 4: Ability Score Improvement
Level 5:
Dedicated Body: At level 5, a peasant learns to accomplish twice as much during an extended task performing work.
Level 6:
Personal Disregard: At level 6 a peasant may attack others at the ignoring his own health. Whenever a peasant is hit by an attack, he may spend his reaction to attack the enemy back.
Level 7:
Common Sense: A peasant with a great deal of experience has a wary eye. He will always achieve a result of 15 or higher in Insight checks, even if untrained.
Level 8:Ability Score Improvement
Toiler:
Durable Form: A toiler takes 2 less damage from all nonmagical damage. Additionally, a Toiler gains x2 strength for the purpose of carrying capacity.
Elder:
Natural Understanding: An Elder gains 2 cantrips from any casting class. He may choose to use Charisma or Wisdom as his spellcasting attribute. Additionally, an Elder gains Advantage on a Wisdom roll once per short rest.
Level 9:
Fast Metabolism: A peasant learns to appreciate food in times of excess. If a peasant eats 1 day worth of food, in addition to his normal requirements during a Long Rest, he gains twice the benefits of a Long Rest.
Level 10:
Humble Insight: At level 10, a peasant learns how to apply his basic understanding of the world to nearly any task. He gains a pool of 4D6 Bardic inspiration dice. Whenever he would make an Ability Check he may add an inspiration die. These dice restore after a short rest.
Level 11:Ability Score Improvement
Level 12:
Toiler: A toilers carrying capacity increases by double again. Additionally, a Toiler may grapple any object that is within his carrying capacity. When he does so, he may choose to move his full movement speed in a turn, but must then drop the grappled object at the end of his turn.
Elder: The elder gains the ability to cast two first-level spells as though they were rituals. He may choose any two first-level spells with a casting time of 1 action. Their casting time becomes 1 minute, and he may cast them any number of times per day.
Level 13:Ability Score Improvement
Level 14: The Peasant may use his inspiration dice on any D20 role he makes.
Level 15:
Impossible Endurance: A peasant who has hit level 15 has worked his body into nearly inexhaustible steel. As a bonus action during his turn, a peasant may expend an inspiration die to recover 4 times his peasant level in health.
Level 16:
Toiler: At level 16 a toiler has fully understood his physical form. He may as a reaction move in the way of any attack that would strike a target within 10 feet of him. As part of this reaction, he may may a grappling check to lift the source of this attack if it is within range of his new location. Additionally, his maximum carrying capacity doubles again.
Elder: The Elder's Mystic abilities improve. He may pick two second level spells from any spell list, that have a casting time of one action. He may cast these spells any number of times per day by spending a minute performing a ritual.
Level 17: Your inspiration Dice total increases to 6.
Level 18:
Beware Outsiders: You may appraise an outsider to estimate their danger to the village. Make a DC 20 insight roll after spending 1 action looking at them. If you fail, you must spend a minute interacting with them or observing them. You will learn two of the following (your choice): Their purpose in coming here, Their level, how much money they are carrying on them, how many people they have killed, what their class is.
Level 19:Ability Score Improvement
Level 20: The peasant has achieved true understanding of his place in the world and is passively gifted with grace and fortune. He always is considered to have advantage in any role made with no time constraints.
Peasant: A field worker who has engaged in a life of toil. No skills of an extreme note were required and advancement is very rare. High level peasants are rare individuals who truly dedicated themselves to agricultural maintenance of a village. A peasant can work for long hours, and is strong and durable.
HD: D8
Saving Throw Proficiency: Con Wis and Str (Multiclass: Con, and no other proficiencies)
Skills: Choose two from Athletics, Healing, Insight, History, Perception and Performance
Multiclass Req: 13+ Str and 13+ Con
Level 1
Frugal: A peasant learns to eat less during times of trouble. He requires 1/2 food to survive.
Hardworking 1: A peasant gets tired less easily from toiling. He ignores the first rank of exhaustion.
At 5,9,13, and 17 this increases again.
Durable: The first time a peasant would be reduced to 0 health, he instead is reduced to 1. This restores after a long rest.
Level 2:
Thick Skin: A peasant's durability increases. He gains +1 health per level of peasant he has.
Level 3: A peasant decides to be a Toiler or an Elder.
Toiler:
Hard Worker: A Toiler does not need to eat in order to recover endurance during a Long rest, but requires water. Additionally, a Toiler may benefit from up to two Long Rests per day.
Elder:
Respected Figure: An elder always has advantage on Cha rolls to talk with villagers.
Level 4: Ability Score Improvement
Level 5:
Dedicated Body: At level 5, a peasant learns to accomplish twice as much during an extended task performing work.
Level 6:
Personal Disregard: At level 6 a peasant may attack others at the ignoring his own health. Whenever a peasant is hit by an attack, he may spend his reaction to attack the enemy back.
Level 7:
Common Sense: A peasant with a great deal of experience has a wary eye. He will always achieve a result of 15 or higher in Insight checks, even if untrained.
Level 8:Ability Score Improvement
Toiler:
Durable Form: A toiler takes 2 less damage from all nonmagical damage. Additionally, a Toiler gains x2 strength for the purpose of carrying capacity.
Elder:
Natural Understanding: An Elder gains 2 cantrips from any casting class. He may choose to use Charisma or Wisdom as his spellcasting attribute. Additionally, an Elder gains Advantage on a Wisdom roll once per short rest.
Level 9:
Fast Metabolism: A peasant learns to appreciate food in times of excess. If a peasant eats 1 day worth of food, in addition to his normal requirements during a Long Rest, he gains twice the benefits of a Long Rest.
Level 10:
Humble Insight: At level 10, a peasant learns how to apply his basic understanding of the world to nearly any task. He gains a pool of 4D6 Bardic inspiration dice. Whenever he would make an Ability Check he may add an inspiration die. These dice restore after a short rest.
Level 11:Ability Score Improvement
Level 12:
Toiler: A toilers carrying capacity increases by double again. Additionally, a Toiler may grapple any object that is within his carrying capacity. When he does so, he may choose to move his full movement speed in a turn, but must then drop the grappled object at the end of his turn.
Elder: The elder gains the ability to cast two first-level spells as though they were rituals. He may choose any two first-level spells with a casting time of 1 action. Their casting time becomes 1 minute, and he may cast them any number of times per day.
Level 13:Ability Score Improvement
Level 14: The Peasant may use his inspiration dice on any D20 role he makes.
Level 15:
Impossible Endurance: A peasant who has hit level 15 has worked his body into nearly inexhaustible steel. As a bonus action during his turn, a peasant may expend an inspiration die to recover 4 times his peasant level in health.
Level 16:
Toiler: At level 16 a toiler has fully understood his physical form. He may as a reaction move in the way of any attack that would strike a target within 10 feet of him. As part of this reaction, he may may a grappling check to lift the source of this attack if it is within range of his new location. Additionally, his maximum carrying capacity doubles again.
Elder: The Elder's Mystic abilities improve. He may pick two second level spells from any spell list, that have a casting time of one action. He may cast these spells any number of times per day by spending a minute performing a ritual.
Level 17: Your inspiration Dice total increases to 6.
Level 18:
Beware Outsiders: You may appraise an outsider to estimate their danger to the village. Make a DC 20 insight roll after spending 1 action looking at them. If you fail, you must spend a minute interacting with them or observing them. You will learn two of the following (your choice): Their purpose in coming here, Their level, how much money they are carrying on them, how many people they have killed, what their class is.
Level 19:Ability Score Improvement
Level 20: The peasant has achieved true understanding of his place in the world and is passively gifted with grace and fortune. He always is considered to have advantage in any role made with no time constraints.