Commoner (5e Class)

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Inoffensive[edit]

You are often underestimated due to your lack of an adventurous background. Thus, at 1st level, during combat, creatures will ignore you until you make an attack or force another creature to make a save. When you do so, the target is considered surprised and you are considered unseen in relation to it.

In addition, you whenever a creature attempts to attack you, it must succeed on a Wisdom saving throw, or loses its action.

Effort[edit]

Commoners may lack special skills, but they can make up for it with their enduring effort. Starting at 1st level, whenever you make an attack roll, skill check or saving throw, you can make a Constitution saving throw DC 5. On a success, you have Advantage on the check, and the DC raises by 5.

The save DC returns to 5 when you finish a short or a long rest.

Avoid Danger[edit]

Commoners are not typically inclined to stick around when confronted with a threat. Starting at 2nd level, whenever a hostile creature moves within 5 feet of you, you can use a reaction to move up to 30 feet away from it. This movement doesn't provoke opportunity attacks.

In addition, if you are in the area of an effect you can see, you can use this reaction to attempt to exit the area before you are forced to make any saving throw.

Profession[edit]

Starting at 3rd level...

at 3rd level, and again at 5th, 11th, 15th and 18th levels.

Run and Hide[edit]

At 5th level, whenever you use your Avoid Danger feature, you can also take the Hide action as part of the same reaction, if the conditions are favorable for you to do so.

Experienced[edit]

Starting at 6th level, you add twice your proficiency bonus in all checks made using tools you are proficient with.

Enduring Worker[edit]

At 7th level, you gain Advantage on saving throws made to resist exhaustion, and can gain the benefits of a long rest (except recovering from exhaustion) after only 4 hours of rest (you still can't gain this benefit more than once in a period of 24 hours).

In addition, you recover from 2 levels of exhaustion, rather than one, after completing a regular long rest.

Lucky[edit]

If you reached the 9th level, it was definitely due to your luck. Whenever you fail an attack, check or roll, you can reroll the die.

You gain one additional use of this feature at 13th level, and again at 17th level

Effortless[edit]

At 10th level, when you roll initiative, the save DC for your Effort feature reduces by 5 (to a minimum of 5).

Team Worker[edit]

When you reach the 14th level, you can take the Help action as a bonus action.

Professions[edit]

Manual Laborer[edit]

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with Athletics and Animal Handling. If you are already proficient with those skills, you can choose a tool proficiency instead.

Hard Worker

Starting at 3rd level, you can endure the hardships of work in the land with ease. You gain a number of hard work dice equal to your Constitution modifier. Whenever you make a attack, check or save using Strength or Constitution, you can add your hard work die, which is a d6, to the roll.

You also can add any amount of these dice to the amount of hit points gained during a short rest, adding to the result of your hit dice.

You regain all these dice after completing a short or a long rest.

Handcrafter[edit]

Improviser

Starting at 3rd level, you can add half your proficiency bonus to any checks made with tools that don't already add your proficiency bonus to it.

In addition, you can spend 10 minutes to create a makeshift artisan's tool you are proficient with. The improvised tool lasts for 1 hour per level you have in this class, before falling apart.

Bureaucrat[edit]

Desk Worker

Starting at 3rd level, you gain proficiency with the Calligrapher's supplies. In addition, you gain proficiency in Persuasion and Perception.

Lowlife[edit]

Shady

Starting at 3rd level, you gain proficiency with two of the following tools: disguise kit, falsary kit, poisoner's kit, thieve's tools, three musical instruments (count as one tool), two gaming sets (count as one tool).

In addition, you gain proficiency with two of the following skills: Deception, Stealth, Sleight of Hand, Performance.

Adept[edit]

Mysticism

Starting at 3rd level, you gain proficiency with the alchemist kit and the herbalist kit, and in one of those three skills: Arcana, Nature or Religion.

Spellcasting

Starting at 3rd level, you gain the ability to cast spells. Choose a spell list between the cleric's, druid's or sorcerer's spell list, to be the list from where you draw your power, and the one referenced on this feature.

Magical Effort

Starting at 6th level, you can attempt to cast a spell by using your effort, instead of a spell slot. When you do so, if the spell requires a save, the save is made at Disadvantage, and if it requires an attack, it is made at Advantage.

On a failure, your Action is lost.

Potion Maker

When you reach the 14th level, you learn how to create alchemical concoctions with ease. When you have your alchemical kit or herbalist kit on hand, once a day during a short rest, you can craft a number of potions equal to twice your spellcasting ability (minimum 2).

You can create any potions with a rarity common or uncommon.

Militia[edit]

Soldier Training

Starting at 3rd level, you have received basic military training. You gain proficiency with light and medium armor, shields, simple weapons and martial weapons.

War Effort

Also at 3rd level, you become specialized in using your Effort in matters of combat. Whenever you use Effort to give yourself Advantage on an attack, you cause additional 3d6 damage on a hit.

In addition, if you use Effort to impose disadvantage on an attack, the attack's damage is halved on a hit.

Extra Attack

Starting at 6th level, you can attack twice, rather than once, when you take the Attack action on your turn.

Unity Member

At 14th level, you fight better as part of a unity. Whenever you use your Team Member feature to grant advantage to an allie's attack roll, that ally gain the benefits of War Effort on a hit.

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