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View Full Version : D&D 5e/Next Zero Class: Commoner (PEACH!)



Crisis21
2019-03-27, 01:00 AM
Okay, so this is something I've cooked up for those seeking an additional challenge at low levels or who just want to play a character that gets dragged into adventure with absolutely no clue what they're doing. Yes, you get some additional power out of the deal in the end, but honestly if you make it through the first tier of D&D with this class, I say you've earned it.


Major questions: I'm thinking of taking out the 'Apprentice' feature entirely and moving 'Civilian Archetype' to 3rd level. Thoughts?


Zero Class: Commoner

Some people are born to adventure. Some seek out adventure. Others have adventure thrust upon them. You're one of the third group.

Commoners are those people who have not yet trained as deadly Fighters, stealthy Rouges, studious Wizards, faithful Clerics, or any of the other powerful adventuring classes that roam around trap-filled dungeons and monster-infested wildernesses. There's a very good chance you've never held a weapon in your life and the most dangerous thing you've done may very well be that time you climbed up on a roof to fix a leak. Your Background is less something you once were and more than likely your current profession, or at least one you're learning.

But adventure doesn't care about your peaceful life. It doesn't care that you're woefully underprepared. It's come knocking all the same.

Requirements:

No Class Levels: The Commoner class can only be selected at character creation. Any character who has class levels has already advanced beyond the threshold for being a commoner. Commoners gain a Background and racial features as normal.

Total Character level 4 or less: Commoners should not ever be created above level 4, and for the maximum experience, it is advised that all commoners are created at level 1, possibly 2 if your DM is feeling generous.

Special Note: Playing a Commoner is a harrowing experience, with potential death at every turn. This special class is for players who want an extra challenge at lower levels, surviving their adventures primarily by their wits and luck than any sort of ability. The road may be difficult, but the lasting rewards might just be worth it.

Class Features:
Hit Dice: 1d4 per Commoner level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Commoner level after 1st
Proficiencies: None
Equipment: Common clothing, 1d4 gp

Leveling guide:
Level 1: Untrained, Racial Feat, Hobby, Level Trade-In
Level 2: Civilian Archetype
Level 3: Apprentice
Level 4: Ability Score Improvement
Level 5: Bonus Feat, Level Cap


Untrained: Reduce any ability score over 10 by an amount equal to that ability score's modifier. Note down each reduction individually. These values represent the training you will one day recieve when you gain a character class and may be restored in full when your commoner levels are traded in for a base character class.
Note: The lost values do not necessarily have to go back into the same ability scores they were lost from when you select your character class. However, you may not add more than one of these lost values to any individual ability score (example: If you had reduced STR by 2 and DEX by 1, you would not be able to combine them and add 3 to DEX upon being trained as a Rogue).

Hobby: You have picked up a hobby that you enjoy. You gain proficiency in one of the following: One Artisan Tool of your choice, One Gaming Set of your choice, One musical instrument of your choice. If your Intelligence modifier is +2 or greater when you gain this feature, you may select a second hobby or learn one additional language of your choice.
You may retain this benefit after losing the commoner class.

Racial Feat: You may select one Feat that you qualify for by virtue of your selected race. If your race does not have any Feats designed for it, discuss alternatives with your DM.
You may retain this benefit after losing the commoner class.

Level Trade-In: If at any time you manage to find someone willing to train you in a character class, you may begin training in that class. Your selected trainer must be at least 2 levels higher than yourself.
Upon completion of your training all of your levels in commoner are lost and an equal number of levels in your chosen class are gained. You gain all starting benefits of your new class and your hit points are rerolled using your new class's hit dice.
Special Note: Warlock hopefuls do not require a trainer but instead must seek out a mystical patron to grant them their power. This may be a lengthy process in and of itself depending on who they seek out.
This training takes time depending on what class you have chosen as follows:
Wizard, Cleric, Druid, Bard: 1 year per character level
Fighter, Monk, Paladin, Ranger: 6 months per character level
Barbarian, Sorcerer, Rogue: 4 months per character level
Warlock: 1 week per character level

Civilian Archetype: At second level you are not just another face in the crowd. You have skills that set you apart from others. Select one of the following archetypes:
Adept: Choose the Wizard, Cleric, Druid, Sorcerer, or Bard spell list. You may learn two cantrips from that spell list. Only one of these cantrips may deal damage. You may cast these spells using the appropriate spellcasting modifier. (INT for Wizard, WIS for Cleric or Druid, CHA for Sorcerer or Bard)
Aristocrat: You learn two additional languages of your choice. You also gain proficiency in one of the following: Persuasion, History, Arcana, Religion, Medicine, Insight
Expert: You gain proficiency in two Tools of your choice. Select one Tool you have proficiency in. You gain Expertise in that Tool and may add double your proficiency bonus to checks made with it.
Warrior: You gain proficiency in light armor, shields, and four simple or martial weapons of your choice.
You may retain this benefit after losing the commoner class.

Apprentice: At third level you have a solid idea of what kind of class you want to eventually train in, and will accept no other options. You may gain a relevant Feat related to that class.
Note: This Feat and its benefits will be lost upon completion of your training in that class, though your new class features should either include these benefits or allow you to reselect them. At your DM's discretion, you may 'upgrade' this Feat, representing extra time to dabble your existing knowledge has granted you.
Magic Initiate. (Wizard, Cleric, Druid, Bard, Sorcerer, Warlock - select the spell list of your desired class, you may only train in that class). Upgrade Option: You may reselect this Feat and choose new spells.
Any Feat granting Expertise to an existing Skill proficiency. (Rogue, Bard) Upgrade option: Keep the Feat or gain a different Feat granting Expertise to a different Skill proficiency.
Weapon Master. (Barbarian, Fighter, Paladin, Ranger) Upgrade Option: You may select Blade Mastery, Crossbow Expert, Fell Handed, Flail Mastery, Polearm Master, Shield Mastery, Spear Mastery, or any other allowed Weapon Mastery Feat.
Mobile. (Monk) Upgrade Option: Keep the Feat.
Lightly Armored. (Barbarian, Fighter, Paladin, Ranger, Cleric, Druid) Upgrade Option: Medium Armor Master, Heavily Armored (if class does not have proficiency in Heavy Armor), Heavy Armor Master (if class does have proficiency in Heavy Armor)
Tavern Brawler. (Any) Upgrade Option: Keep the Feat
Other: Discuss with your DM what other Feats may be appropriate regarding your desired eventual class.

Ability Score Improvement: When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You may retain this benefit after losing the commoner class, however you do not gain the benefits of this 4th level feature in your new class.

Bonus Feat: If you manage to survive to 5th level, you may select any Feat that you qualify for.
You may retain this benefit after losing the commoner class.

Level Cap: Upon reaching 5th level and for as long as you retain the Commoner class, you may not gain additional experience nor otherwise advance beyond 5th level. You must seek out training in a base class in order to grow stronger.

Bjarkmundur
2019-03-27, 08:14 AM
Sorry, my add is doing me over today.

1d4 hit die
Reduced ability scores in a very clean way.
One proficiency
Feat-clause
Archetype that smooths the transition into a class.

I love it! The way you add features and abilities is very clean and well thought out.

Don't you think you can clean this up even further and say "choose a background, or talk to your DM regarding playing a custom background"? I think that would make this even cleaner than it already is.

Also, check out the UA sidekick options. They might help you take make the entire thing "more 5e"