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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.

Rysan Marquise
2014-10-21, 01:17 PM
Artisan: A worker dedicated to the perfection of a single craft. A skilled artisan is a coveted professional, exceeding the abilities any adventurer could dream of.

HD: D4

Saving Throw Proficiency: Con and Int
Skills: Choose three from Healing, Insight, Religion, Investigation, Arcana, History, Perception and Performance
Tools: Choose Any 1

Multiclass Req: Con 13+ or Dex 13+
Multiclass Prof: 1 Tool, 1 proficiency from list.

Level 1:
An artisan gains expertise with a specific tool, representing their true understanding of the craft. When working with this tool as part of their craft, they add twice their proficiency bonus.

Unique Works: An artisan may attempt unusually difficult works of their craft. First they must state their goal, and their GM will assign a gold value to it. They produce as per standard crafting rules. At the end of this process they must create an appropriate attribute check (their craft), usually this attribute is dexterity. If they succeed a DC based upon the difficulty or rareness of the work (10 for common, 15 for rare, 20 for unique, 25 for a new innovation). No non-permanent bonuses may apply to this roll. If the check succeeds, the new item is crafted.

Sense of Value: An artisan may evaluate the proper price of all products they are familiar with. After investigating an Item that they have the proficiency to make, they learn its value.

Level 2: At level 2 an Artisan splits either into the path of the Artist, the Fireworker(name needs work), or the Laborer.
Artist: An artist has an inherent gift at creating unique works. When rolling to make an unusual work, they have advantage.

Fireworker: A fireworker exerts a difficult trade in complicated conditions. When using crafting tools related to fire, a fireworker receives a +1 bonus. Additionally, a fireworkers tough conditions give him 1 additional maximum HP per Artisan level.

Laborer: A laborer quickly learns to produce high amounts of acceptable goods. When crafting goods for a task where you have expertise, a Laborer produces goods at twice the rate.

Level 3: An Artisan learns to find goods to produce works at a reduced cost, due to their connections. As long as the artisan keeps them selves in good repute, initial material costs are halved.

Level 4: Ability Score Improvement. Additionally, all artisans learn to use the tools of their trade in combat. When using them as improvised weapons, they gain their proficiency bonus.

Level 5: All Artisans learn to produce works more quickly. At level 5, their rate is doubled.

Level 6:

Artist: At level 6 an artist learns to turn inspiration into speed. Their production rate for Rare works increases to 2x. For Rare works to 4x, for unique works to 6x, and for innovations to 8x. Additionally, an artist learns to use his flare for the unexpected in combat. When using his tools, an artist achieves a critical hit on 19 and 20, and deals 3x damage with a critical.

Fireworker: At level 6 a fireworker learns to gain mastery of flame to hasten their work. A fireworker may choose to become exhausted by working intensely with the flame of his craft. For every rank of exhaustion he takes, production speed doubles. Additionally, a fireworker learns to handle flame comfortably. If near a source of fire, he may spend 1 minute preparing his tools in the flame. For the next 10 minutes, he receives a -5 to attack rolls made with his tools, and deals an additional 12 fire damage.

Laborer: At level 6 a laborer begins to understand how to put together standard works with immense speed. He gains the spell Fabricate, usable once per long rest. This increases in uses at 9,12, and 15. Additionally, a Laborer understands to breaking points in things due to experience. He gains +1D8 damage to constructs and objects and ignores their damage resistance.

Level 7: Starting at level 7, an artisan gains the ability to make unique insights into their craft. All other craftsmen of their sort will naturally be friendlier, and Charisma tests against them will have advantage.

Level 8: Ability Score Improvement

Level 9: Beginning at level 9, an Artisan begins to appreciate how to sell these works he creates. If an artisan spends a full day selling a good, he can usually sell it for 60% the price, rather than 50%.

Level 10: Ability Score improvement

Artist: At level 10, an Artist begins being able to make truly great works. When he creates a work of at least Rare difficulty, everyone who views the work receives 1 temporary health per Artisan level, for the next 24 hours. This bonus increases by 5 for Unique or greater works. One person can only ever receive this bonus once from a given work, and must have time to appreciate it.

Fireworker: At level 10, a Fireworker begins understanding the secrets of durable works. All works they create have resistance to physical damage.

Laborer: At level 10, a Laborer understands further how to create high amounts of unremarkable goods. His production rate doubles again. Additionally, when using the fabricate spell the Laborer can affect an area twice as large with twice the mass.

Level 11: All Artisans gain further insights into their craft. They receive +2 to all ability checks directly related to their craft.

Level 12: Ability Score Improvement

Level 13: Patch Job: An Artisan learns to fix problems quickly. Twice per long rest, an Artisan may give an object he could make 4 temporary hitpoints per Artisan Level as an action.

Additionally, an Artisan begins to understand what it takes to make impossibly good works. An artisan may increase the cost of an item by 100x when creating it. The materials required are often special and mystic. When the work is completed it will be a +1 Item.

Level 14: An Artisan begins to be able to make Masterpieces. An Artisan is limited to 1 Masterpiece at a time at base, and often cannot ever make more. Every level beyond this you may make a single additional masterpiece.

Artist: At level 14 an artist learns to inject raw creativity into a work. When they create an item, they may roll on the following chart to add a special effect based upon its high quality and unusual design.

Fireworker: Tempered by the flame, a Fireworker gains resistance to fire damage. Additionally, a Fireworker gains the ability the meltdown masterpieces to understand them and create new works. If a masterpiece of a Fireworker is intentionally destroyed, he may make another masterpiece to replace it. If the material is salvageable, his material costs for the new masterpiece are decreased by half their original value.

Laborer: A laborer learns to fabricate many small objects or a many-part large object quickly. When using the Fabricate spell, he may use multiple castings to make a single larger object, or may make many objects with a single casting.

Level 15: By increasing the base cost 1000x, an Artisan learns to craft a +2 item. Such an item is always a masterpiece.

Level 16: Ability Score Improvement

Level 17:

Artist: At level 17, an artist has hit the pinnacle of his creativity. He may gain 3 effects from his chart when making a masterpiece item. Additionally, the temporary health bonus from appreciating his works doubles. After viewing the results of his masterpiece, he may immediately scrap the project and start again.

Fireworker: At level 17, a fireworker has learned to dedicate his soul to his craft. In exchange for 10% off his maximum lifespan, a fireworker may increase his production speed of a work by 10x. If the user is immortal, he now has a limited lifespan of 100 years from this point.

Additionally, the Fireworker may take 5 damage to himself to deal 10 damage to an enemy as a bonus action on a turn where he has hit them.

Laborer: At level 17, a laborer has truly understood the nature of construction. He may now use Fabricate any number of times per day by taking an hour to perform the ritual. Alternatively, he may use one of his daily uses of Fabricate as an action, affecting 1/10th the area and 1/10th the mass.

Level 18: An artisan has hit the pinnacle of his craft my contemporary measure. At a base cost of 10,000x, an Artisan may craft a +3 item. This consumes two masterpieces.

Level 19: Ability Score Improvement.

Level 20: An artisan learns to put their soul into their work, truly. An Artisan may expend his life to create his perfect Masterpiece. This requires no Masterpiece slots left. He may make anything he is capable of producing given sufficient materials, and produces it at 100x speed. He may determine the effects of the item, though unusual or powerful effects might require increasingly exotic materials or higher base costs. At the end of the process he is dead, and may not be resurrected.

Note on crafting rates by level and subclass:
Artist:
6: 10-80 GP/day.
20: 8000 GP/day (+death)

Fireworker:
6: 10 GP (no fatigue). 160 GP (extreme fatigue). 320 GP(assistant required to keep alive. Unable to leave forge).
17: 1600 (alone), 3200 (unable to leave, needs nurse), 10% life lost.

Laborer:
2:10 GP
5: 20 GP.
6: 20 GP+1 Item of potential large size. (increase at 9. 12 and 15)/
10: 40 GP. +2 Item of larger size.
14: 40GP +46 5' cubes of non-metal. or 6 5' cubes of metal.
17: Up to 2 5 foot cubes per hour or hard or 16 per hour of soft.
20: 4000 GP/Day or an immense amount of low quality stuff. +Death

Rysan Marquise
2014-10-21, 01:18 PM
Reserved for Aristocrat

Rysan Marquise
2014-10-21, 01:19 PM
Reserved for Lowlife

sephorth
2016-08-16, 02:34 PM
Lmao. Love the idea of commoner classes. The people's revolution starts now!

thatonesungod
2018-04-26, 11:12 PM
As a DM I have some balance and flavor critiques

1, peasant having 3 saves makes no sense, no one in the game has 3 saves
2, hard worker allowing hard resting does not fit in flavor
3 instead of fireworker, try pyrotechnician
4, instead of unique work for the name of the trait, do you mean unusual?
5, halved material costs at level 3 seems far too strong, maybe 75% costs?
6 laborer crafter level 3 bonus seems week if everyone gets it at level 5, unless that makes him incredibly strong, it seems unbalanced in one direction
7 for the artists level 6 bonus, you have rare twice when i think one of those is meant to be common
8 the debuff to attack is way too high, maybe consider -2 for a d12 fire damage?
9 for level 10 artist trait bonus hp does not seem on flavor, maybe a +1 bonus to their next skill check, increasing to +2 for unique and beyond
10 in 5e physical resistance is templated as resistance to slashing bludgeoning and piercing damage from non magical weapons
11, this: (In exchange for 10% off his maximum lifespan) does not have gameplay relevance at all, I don't know how you would change this
12 there are no subtables so I can't rate masterpieces themselves

Other than that I like these ideas and would love to see more