Commoner (5e Class)

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Commoner[edit]

The wind cuts through the narrow alley as a lone figure moves like a shadow against the moonlit backdrop of a bustling city. Clad in worn tunic and trousers, a rugged plebeian silently observes the chaos unfolding before him. The distant clash of steel and the shouts of soldiers are drowned out by the quiet clinking of his tools as he tightens his grip on a makeshift weapon, fashioned from everyday materials. With a deep breath, he steps into the fray, moving with surprising speed, his face set in quiet determination, ever ready to avoid the worst of the dangers that surround him.

In a dusty workshop on the edge of town, a quiet woman, her hands scarred from years of labor, hums a song only she knows. The rhythmic tap of a hammer rings out as she carefully shapes the raw metal, her every movement precise. A steady hand guides the work, her mind drifting to distant threats. Though her skill lies in crafting, her instincts tell her something darker is lurking. With a final strike, she sharpens the edge of a simple tool, ready for whatever comes next. No heroic grandstanding, just the quiet resolve of someone who understands how to survive.

The Commoner is not defined by grand feats of strength or arcane mastery; they are survivors, shaped by the hardships of life in a world rife with danger. While others rush headlong into battle, the Commoner relies on endurance, wit, and sheer willpower to navigate the perils that surround them. They may lack the refined skills of knights or the arcane knowledge of wizards, but their grit and determination make them reliable allies and resourceful individuals when the stakes are high.

Endurance Over Glory[edit]

The Commoner’s true strength lies in their relentless persistence. These individuals are defined not by their ability to face down dragons or command vast armies, but by their capacity to endure. Whether it's the sweat of a blacksmith at the forge, the quiet expertise of a merchant negotiating deals, or the sudden need to flee from danger, the Commoner’s adaptability allows them to rise to challenges where others might fall. Over time, they learn to make the most of whatever they have, honing skills and surviving by their own ingenuity.

A Life Without Spectacle[edit]

Unlike most adventurers, a Commoner’s story is one of quiet perseverance. They are not motivated by fame or fortune, nor do they seek the adulation of crowds. Instead, they are driven by the fundamental need to protect what matters most—family, home, livelihood. Commoners may work as simple farmers, tradespeople, or soldiers in a much larger army, but beneath their humble exteriors lies an unwavering desire to make a difference in their own way.

Their path is not one of grand magic or divine power, but of simple, effective tools: the sharpened edge of a blade, the resilience to overcome weariness, and the speed to evade dangers. Whether it’s working tirelessly for the good of others or slipping unnoticed through the shadows to avoid harm, the Commoner’s approach is one of effort and resourcefulness.

Creating a Commoner[edit]

As you create your Commoner, think about their past life and the circumstances that have shaped them. Did they grow up in the harsh conditions of a rural town, where they learned to fend for themselves? Are they someone who worked in a bustling city and grew accustomed to the quick wit and nimbleness required to survive in such a place? Or perhaps they were once a soldier or a laborer, driven by a deep desire to protect what they love, but now find themselves called into a greater purpose?

What motivates your Commoner to keep going? Are they seeking a sense of belonging among others who understand the daily grind, or have they always been independent, surviving by their own means? Do they view their skills and hard work as something to be proud of, or are they just another step in their ongoing fight to make a better life? The Commoner may not stand in the spotlight, but their strength comes from the simple truth that they are willing to keep moving forward, no matter what.

Quick Build

You can make a commoner quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Commoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Commoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Commoner level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Commoner

Level Proficiency
Bonus
Features
1st +2 Effort, Inoffensive
2nd +2 Avoid Danger
3rd +2 Profession
4th +2 Ability Score Improvement
5th +3 Profession Feature
6th +3 Run and Hide, Experienced
7th +3 Enduring Worker
8th +3 Ability Score Improvement
9th +4 Lucky
10th +4 Effortless
11th +4 Profession Feature
12th +4 Ability Score Improvement
13th +5 Lucky Improvement
14th +5 Team Worker, Profession Feature
15th +5 Endurant
16th +5 Ability Score Improvement
17th +6 Lucky Improvement
18th +6
19th +6 Ability Score Improvement
20th +6

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, whenever a creature attempts to attack you, it must succeed on a Wisdom saving throw, or loses its action. You lose this benefit against that creature or its allies after taking any hostile action towards them.

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, you chose a Profession. Choose between Adept, Bureaucrat, Handcrafter, Lowlife, Manual Laborer, Militia, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 11th and 14th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Run and Hide[edit]

At 6th 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.

Endurant[edit]

At 15th level, whenever you take your Avoid Danger reaction, you gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn. If you use it to move out of an area of effect, you gain resistance to the damage of that effect.

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 5th 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.

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.

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.

Lowlife[edit]

Shady

Starting at 3rd level, you gain proficiency with two of the following tools: disguise kit, falsary kit, poisoner's kit, thieves' 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.

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.

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 5th 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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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