Commoner (5e Class)

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This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Note that this class is designed to be a class to come before your class.

Commoner[edit]

The Commoner[edit]

As a commoner, you are simple-minded filth that wants to achieve a higher purpose life; becoming learned like a Wizard, strong like a Fighter, or popular like a Paladin.

Creating a Commoner[edit]

Quick Build

You can make a Commoner quickly by following these suggestions. First, what class you plan to pursue after these classes' main ability scores should be your highest ability scores. Second, choose the urchin background.

Class Features

As a Commoner you gain the following class features.

Hit Points

Hit Dice: 1d4 per Commoner level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Commoner level after 1st

Proficiencies

Armor: None
Weapons: Improvised
Tools: None
Saving Throws: None
Skills: One of your choice

Equipment

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

  • Tattered cloths
  • A days rations
  • A trinket of your choice
  • A small pouch to carry your things

Table: The Commoner

Level Proficiency
Bonus
Features
1st +2 Not hero material, Dream
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement, Dream feature
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Sickness
16th +5 Ability Score Improvement
17th +6
18th +6 Dream feature
19th +6 Ability Score Improvement
20th +6 Ascension

Commoner features[edit]

Not hero material

Your starting ability scores are equal to ten plus your racial trait bonuses.

Sickness

Starting at 15th level You suffer from bad health causing you to lose 4 of your maximum hit points whenever you level up.

Ascension

You have finally achieved your dream you lose all features from this class except for your equipment, ability scores, feats and you gain a level in the class associated with your dream, but you do not gain their starting equipment.

Dream[edit]

At first level, you gain a dream of what you want do with your future. Choose between spellslinger, spellbrawler, champion or insane if your character was doing something it probably shouldn't have been doing, these are detailed at the end of the class description. Your choice grants you features at 1st level and again at levels 8 and 18.

Ability Score Increase[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.

Spellslinger[edit]

You dream of magic and having insane abilities but you have to choose where you are going to draw this power from another being(warlock), knowledge(wizard), nature(druid) or music(bard)

Equipment

When you take up this dream you erratically buy equipment to try and become a spell caster such as a warlock, wizard, druid or bard. You gain the following equipment: a scholars pack, for warlocks a crystal ball which acts as an arcane focus but is otherwise mundane. While for wizards you gain a wand as an arcane focus and a spellbook to write your spells down in. For druids you gain a totem as a druidic focus. As a bard you gain a musical instrument of your choice and proficiency with it.

Proficiency's

At level 8 you gain proficiencies due to rigorous attempts to use magic. You gain proficiency in arcana. If you chose to follow the path of warlock or bard then you gain proficiency in Charisma saves. If you chose to become a wizard, you gain proficiency in Intelligence saves. A druid then would then gain proficiency in Wisdom saves.

Minor magic

At level 18 you learn a cantrip and a 1st level spell of your choice from your spell list. You also gain a 1st level spell slot.

Spell brawler[edit]

You dream of being an unrivaled warrior that uses weapons and magic but how do you use and acquire this power a God (cleric), code (paladin), nature(Ranger).

Equipment

when you adopted this dream you purchased equipment to let you further this dream you gain the following equipment a explores pack and if cleric a holy symbol if a paladin a shield to protect yourself and others with if a ranger then a longbow or quarterstaff.

Proficiency's

At 8th level you gain proficiency in either nature or religion also if you are a paladin charisma saves if cleric or ranger wisdom saves

Awarness

At level 18 you gain the ability to find the alignment of creatures.

Champion[edit]

You dream of being mighty and powerful but don't want to deal with any of that magic stuff you may want to use martial arts (monk) or weapons(fighter) you could just use sheer rage instead (barbarian).

Equipment

When you adopt this dream you buy combat equipment to protect yourself you gain a dungeoneer's pack and if monk a dagger if fighter a long sword if barbarian a battle axe.

Proficiency's

At 8th level you gain proficiency in constitution saves plus proficiency in the weapon granted to you by the equipment feature.

Fighting style

At 18th level you gain a fighting style in combat pick one of the following

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Insane[edit]

You dream of freedom and the power to do whatever you want. You either are subtle about it (rogue) or exaggerative (sorcerer).

Equipment

When you adopt this dream you buy equipment to further your freedom though the shop keeper looked at you funny. You gain the explorers' pack. If you choose the rogue path, you get a dagger, and if you're going on the sorcerer path, you get a component pouch.

Proficiency

At level 8 you gain proficiency in charisma saving throws.

Well you did it...

At level 18 you gain the ability to make everybody hate you very quickly, a proficiency in Performance.

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