Lowly Peasant (5e Class)
Peasant[edit]
Creating a peasant[edit]
A group of heroes were attacked by bandits. They were doing well, but a few lucky swings left them beaten and battered. As a killing blow is about to be delivered, the young butler who has been relatively overlook by the adventures springs to action, slamming the bandit to the ground! He then assisted the heroes to their escape.
A group of goblins attacks a nearby town, the citizens are scared and defenseless. All except one, an old man who bears no powers save his deep love for his home and fellow man. He grabs a pitchfork and stabs it into their leader's chest. As the goblins flee in terror the man goes back to tending his field, eager to return to his duties
This character is made to be a support class that speaks to players who do not see the need to be powerful or strong. This class can certainly function in a game, but it is not designed for people who seek to be the most powerful.
Disclaimer: some of these aspects were taken from other peasant classes, those are all great and worth a look, but I prefer my method, and I think it has a place among the others
- Quick Build
You can make a Peasant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose a chain shirt, artisan tools, and a simple melee weapon
Class Features
As a Peasant you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Peasant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Peasant level after 1st
- Proficiencies
Armor: light armor, medium armor
Weapons: Simple Weapons
Tools: One Artisan's Tool of your choice
Saving Throws: Dexterity and Charisma
Skills: One from the skills list, and 1 from: Persuasion, Athletics, Insight, Acrobatics, and History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain shirt or (b) leather or (c) Scale Mail
- (a) A sling with 20 ammunition or (b) Any 2 Simple Weapons
- (a) Explorer's Pack or (b) Scholar's pack
- Any 1 tool
- If you are using starting wealth, you have 4d4 * 10 gp in funds.
Level | Proficiency Bonus |
Features | Improvised Weapon Damage |
---|---|---|---|
1st | +2 | Origin, Stalwart Heart | 1d6 |
2nd | +2 | Forgettable Face, Helping Hand | 1d6 |
3rd | +2 | Hard Worker | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Rallying Call | 3d6 |
6th | +3 | Aura of Hope, Origin Feature | 3d6 |
7th | +3 | Get Down | 3d6 |
8th | +3 | Ability Score Improvement | 3d6 |
9th | +4 | Assisted Movement | 3d6 |
10th | +4 | Inspiring Aid | 4d6 |
11th | +4 | Unexpected Heroism, Origin Feature | 4d6 |
12th | +4 | Ability Score Improvement | 4d6 |
13th | +5 | Poem of the Every-Man | 4d6 |
14th | +5 | Underdog Story | 4d6 |
15th | +5 | Heart of a Hero | 5d6 |
16th | +5 | Ability Score Improvement, Origin Feature | 5d6 |
17th | +6 | Faith of a Nobody | 6d6 |
18th | +6 | Bravery | 6d6 |
19th | +6 | Ability Score Improvement | 6d6 |
20th | +6 | Heroic Comeback | 6d6 |
Origin[edit]
For most adventurers, origin does not define them. However, due to the lack of training, peasants are majorly affected by their background. At 1st level, you chose an origin. Choose between Loyal Friend, Confidant, and Lucky Devil all detailed at the end of the class description. Your choice grants you features at the 1st level, and again at 6th, 11th, and 16th levels.
Stalwart Heart[edit]
Your lack of training is seen by many as a weakness, yet you manage to turn it around and play into your strengths like the scrappy underdog you are! You may not be able to use normal weapons like those grand heroes, but you can make up for that with you dazzling resourcefulness. At 1st Level, you gain proficiency in improvised weapons, and unarmed strikes count as using improvised weapons for you. All improvised weapons will use 1d6 for damage, and you can use your Dexterity for attacks with improvised weaponry. Furthermore, you can add an additional 1d6 to the damage dealt by improvised weapon at 3rd, 5th, 10th, 15th, and 17th level. You may choose to use this form of damage instead of a simple weapon's normal damage before you roll.
Forgettable face[edit]
Peasants do not stand out, and that is a good thing! At 2nd level you gain advantage on all Persuasion and Deception checks in which you attempt to trick someone into thinking you were not at a certain event, were not involved in something, or you have not met those that are involved in something.
Helping Hand[edit]
As a commoner you are experienced on needing to rely on those around you to survive and help them in kind. At 2nd Level, you gain the ability to use the help action as a bonus action.
Hard Worker[edit]
Your hands know a hard days work, and they are ready and able to perform labor. At 3rd level, any task you do with a set of artisan's tools you are proficient in, you can do twice as fast. Additionally, when crafting nonmagical items, the crafting time is halved.
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.
Rallying Call[edit]
You know just how to get your friends back into the fight! At 5th Level as an action, you can call upon the hope deep within your allies. Choose any number of targets other than you within 30 feet of you to gain temporary hit points equal to your peasant level. Once you use this feature, you must take a short or long rest before being able to use it again.
Aura Of Hope[edit]
Your hope is so potent even your allies can sense it. At 6th level, while you are not at 0 HP or incapacitated, all allied creatures within 15 feet of you (including yourself) that can hear you gain advantage on saves against being frightened or charmed.
Get Down[edit]
You know how to pull an ally out of the fray! At 7th level, when you are forced to make a Dexterity saving throw, you only take half damage on a failed save, and no damage on a success. Furthermore, if a willing ally you can see within 10 feet of you is forced to make a Dexterity saving throw, you can use your reaction to run to them and shield them from harm. They fall prone, but are unaffected by the danger. You take the full force of the effect you're protecting them from, automatically failing the save.
Assisted Movement[edit]
You are quite good at getting a sense of situations. At 9th level, you can use your bonus action to guide an ally to within 60 feet to move. They can use their reaction to move up to their movement speed without provoking opportunity attacks. You can use this ability a number of times equal to your Charisma modifier, and you regain all uses when completing a short or long rest.
Inspiring Aid[edit]
At 10th level, your help is better than ever. When you take the help action as an action, you can give the target that you are helping either the benefit of the dash or disengage action, your choice.
Unexpected heroism[edit]
Heroic feats often come from the oddest places. At 11th level, your improvised weapons now count as magical for the purposes of overcoming resistance to nonmagical damage. Additionally, when throwing improvised weapons, you can ignore disadvantage caused by long range.
Poem of the Every-Man[edit]
You are an inspiration to the common people all around and even to your less common allies. Starting at 13th Level, during a short rest, you can expend hit dice on others by tending to their wounds.
Underdog Story[edit]
Everyone loves an underdog, and few people are punching up more than you are. At 14th Level, while at half HP or less, you can activate the inner focus of the underdog. For one minute, you have advantage on all attack rolls and saving throws. This effect ends in one minute or if you are healed beyond half hp. You can use this feature once, and regain its use after finishing a long rest.
Heart of a Hero[edit]
You may not have the strength, brains, speed, or magical power of your peers but you have more heart than all of them! At 15th Level, When an ally is targeted by an attack by a creature within 5 feet of you, you can attack the attacker using your reaction.
Faith of a Nobody[edit]
Most people do not have unwavering faith for their companions like you do. At 17th Level when an ally within 60 feet of you that see and hear you suffers an attack that would reduce them to 0 HP, you can use your reaction to bring them back to half their hit point maximum. You must take a long rest before being able to use this feature again.
Bravery[edit]
People can question everything about you. They can question why you are here and why you think you are equal to those heroes, but they can never question your bravery. At 18th Level, you are immune to being frightened. Once per long rest, when you fall to 0 hit points and aren't killed outright, you can instead fall to 1 hit point.
Heroic Comeback[edit]
At 20th level, you've survived long enough to prove that while your methods may be unconventional, you are still a hero in your own right. When you suffer damage from an enemy that would drop you to 0 HP, you can make one final attack against that enemy if they are within melee range. If it hits, the target is considered vulnerable to all that attack's damage. Whether you hit or miss, all allies within 30 feet of you gain 20 temporary hit points and have advantage on the next attack they make within the next minute. You can use this ability once per long rest.
Loyal Friend[edit]
You were raised to take care of your real friends, because due to people generally looking down on you, you aren't likely to have many friends as is. You may not be as notable as the other people with you, but you can help them in very useful ways that they may not realize!
- Support
You become practically an angel to your allies. Upon taking this origin at 1st Level, you gain a pool of healing equal to 5 times your peasant level, and you can spend this pool to heal your allies as an action. You can heal up to 10 hit points at a time. Your pool is replenished after you complete a long rest.
- Cooking skills
You know how to cook a meal better than any master halfling chef there is! At 6th level, after taking a long rest, you can serve up to 3 meals. These meals must be eaten during the long rest. If an ally eats one of your meals, they gain temporary hit points equal to your peasant level. These hit points wear off the next time they take a short or long rest. Additionally, you have advantage on Charisma checks directed toward someone who eats the meal while their temporary hit points last.
- Mend the Broken
You gain the uncanny ability to save your allies in a pinch. Upon reaching 11th level, when you use your Support feature on a creature with 0 hit points, all healing used on them is doubled.
- Ultimate Ally
You gain the ability to support your allies in every way. Once you reach 16th level, whenever you use the help action as an action to assist an ally with an attack roll or ability check, they can add 1d6 to the roll.
Confidant[edit]
While you were taught to hold your friends close, you always tended to latch more to one ally in particular. You know how to work great with certain people alone, and no matter who you are with you are the perfect person to have in a 2 man team!
- Bond
You can bond to a certain ally and fight better alongside them. At the end of a long rest, you can choose an ally to form a bond with; they become your confidant. So long as you are within 30 ft of your confidant, your confidant will gain a bonus to attack rolls, saving throws, ability checks, and damage rolls equal to your Charisma modifier.
- Thick as Thieves
You have bonded more with your friends. At 6th Level, when you see your confidant hit an opponent within 30 feet of you, you can induce one of the following effects on the target they hit:
- Reduce their speed to 0 for 3 rounds
- Take away all their damage resistances, and they cannot have advantage on saving throws until the end of your next turn
- Give them disadvantage to all attacks until the end of your next turn
- Double the damage of the attack
You must take a short or long rest before being able to use this again.
- Close Friends
You become adept and working in unison, at 11th Level you can spend a bonus action to pick a target, and for the next hour, when you hit the target, the next attack your confidant makes against the target within the next minute gains advantage. The same applies to you if your confidant hits it with an attack. You can only have one target at a time. You can use this a number of times equal to your Charisma Modifier (minimum of 1), and you regain all expended uses at the end of a long rest.
- Synchronized Movements
At 11th level, when you use the help action as an action on your confidant, you can grant them the benefits of the dodge action instead of the dash or disengage action.
- Inseparable
You are now great at working as a duo. At 16th level, your confidant will gain the benefits of Hard Worker, Forgettable Face, Underdog Story, and Heart of a Hero.
Lucky Devil[edit]
Perhaps you were born lucky, perhaps you just know how to maximize chance... Regardless, you always manage to find a way out of bad situations and come out the victor, or, at least, the survivor.
- Dancing with Fate
Your luck is considerable. At 1st Level, you roll 1d20 at the end of each long rest. You can use this d20 at any point before the next long rest to replace an attack roll, ability check, or saving throw made by a creature you can see within 30 feet of you.
- Roll the Dice
At 6th Level, when a creature that you can see within 30 feet of you makes an attack or fails a saving throw, you can force them to reroll it as a reaction. You can do this a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you complete a long rest.
- Lady Luck is my Best Friend
When you reach 11th level, you can luck your way out of death. When you suffer damage that would reduce you to 0 HP or kill you outright, you can roll a d20. On a 11 or higher, that damage is negated. No modifiers, advantage, or disadvantage can apply to this roll. You must complete a long rest before you can use this feature again.
- Met with a Terrible Fate
When you reach 16th Level, you can balance your luck with an enemy's terrible luck. If an enemy that you can see succeeds a saving throw, you can replace their d20 roll with a 1. You can use this feature once per short rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Peasant class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the Peasant class, you gain the following proficiencies: 1 tool of your choice, 1 skill of your choice
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