Peasant (5e Class)

From D&D Wiki

Jump to: navigation, search
Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Ye Lowly Peasant[edit]

A lowly peasant of no worth who, despite that, is out to get stuff done and solve some problems. Because sometimes you just need to take matters into your own hands.

Welcome to the “Eh” Life[edit]

You are a peasant. It’s not glamorous. Most of the time you’re completely ignored, and swept into the background as a common citizen that simply exists. Usually you’re content with this. You’ve got your own problems to deal with- your own life to make. But there comes a time when you’ve finally had it. When other people’s problems start becoming your problems. You’ve had it with being treated like a nobody, and if no one else is going to actually solve the problem, then by the gods you’ll do it yourself.

So grab whatever’s at hand. It’s time to show the evil of this world a thing or two.

Creating a Peasant[edit]

Let’s be honest: peasants aren’t usually the adventuring type. You’ve got enough day-to-day issues that adventuring simply never came up. Why deal with fighting monsters all day when you’re already struggling to make ends meet daily? But that’s what makes you unique.

What made you finally step out and adventure? Was a nearby problem not getting solved? Bandits? Dragons? Something else? Were the guards not doing their jobs? Or were they simply inefficient at it?

Or are the guards themselves the problem? Are you fed up with a corrupt government? Are you tired of being oppressed and finally wanted to do something about it yourself, however small your contributions might ultimately be?

Or was this all happenstance? Did you somehow wind up getting involved with some random group of adventurers? Did they just naturally integrate you into the party, and now you’re in too deep to really get out of it at this point?


Quick Build

You can make a Peasant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Charisma. Choose Charisma if you want to focus more on skill checks, or choose Strength if you want to focus more on combat prowess.

Class Features

As a Peasant you gain the following class features.

Hit Points

Hit Dice: 1d6 per Peasant level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Peasant level after 1st

Proficiencies

Armor: Light armor
Weapons: Improvised Weapons, and one Simple or Martial weapon of your choice
Tools: 2 artisan’s tool kit of choice.
Saving Throws: Strength, Constitution
Skills: Choose 4 from Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Stealth, Survival.

Equipment

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

  • (a) 2 Simple Weapons or (b) 1 Martial Weapon
  • Leather Armor
  • 1 Artisan’s tool kit of choice
  • If you are using starting wealth, you have 3d4 x10 in funds.

Table: The Peasant

Level Proficiency
Bonus
Features
1st +2 Simple Folk, Simple Means, Peasant Fighting
2nd +2 One of the Common Folk
3rd +2 Peasant Specialties, Durable Peasant
4th +2 Ability Score Improvement
5th +3 Extra Attack, Unsuspecting Nobody
6th +3 Hitting Harder, Peasant Specialties
7th +3 A Fair Trade
8th +3 Ability Score Improvement
9th +4 One Angry Peasant, Dedicated Craft
10th +4 Peasant Specialties
11th +4 The Art of Small Talk
12th +4 Ability Score Improvement
13th +5 Steadfast Resolution
14th +5 Peasant Specialties
15th +5 Wrath of a Mere Peasant
16th +5 Ability Score Improvement
17th +6 Rallying Cry
18th +6 Peasant Specialties
19th +6 Ability Score Improvement
20th +6 Fear the People

Simple Folk, Simple Means[edit]

There isn’t much you do as a lowly peasant, but you’re good at what you can do. At 1st Level choose either 1 skill or, or two artisan’s tool kits to double your proficiency in.

At 7th and 14th level, you may choose one additional skill or artisan’s tool.

Peasant Fighting[edit]

Considering fighting isn’t really, you know, what you were raised to do, you don’t have the same kind of battle-trained proficiency with weapons as others might have. However, you make up for that by finding a weapon in just about anything, even when you have nothing. Thus your unarmed attacks now deal 2 + Strength modifier damage.

In addition, whenever you attack a creature with an improvised weapon, you also deal an additional 1d4 amount of damage (in addition with the damage done by the damage dice). This additional damage increases to 1d6 at 6th level, 1d8 at 10th, 1d10 at 15th, and 1d12 at 20th. The short/long range for improvised weapons also doubles.

One of the Common Folk[edit]

At 2nd Level as one of the mere common folk, you find more sympathy among your kind. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Peasant Specialties[edit]

Starting at 3rd level, you may choose to become a Brawler, a Bruiser, or an Everyman Peasant, your specialty grants features at 3rd, 6th, 10th, 14th, and 18th.

Durable Peasant[edit]

Starting at 3rd Level your Hit Dice increases by 1, so instead of a d6 for hitpoints you now use a d8 for your 3rd level and higher peasant hitpoints.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.

Extra Attack[edit]

At 5th level, whenever you take the Attack action you can make an aditional attack as part of that action.

Unsuspecting Nobody[edit]

You’re just a peasant, what can you do? At 5th level, authorities are less likely to believe you’re the cause of mischief. If you have not been directly caught doing the act, you have advantage on Persuasion or Deception checks made to disassociate yourself from a crime or prove your innocence to local authorities.

Hitting Harder[edit]

It’s not like you’re about to find magic chairs to hit your enemies with. So your response? Hit even harder. At 6th level, your unarmed strikes and attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

A Fair Trade[edit]

Traders tend to recognize the signs of a peasant out shopping, and most of them are willing to reduce the cost out of sympathy (or pity). At 7th level merchants are more willing to cut you a deal. You gain advantage on Persuasion checks made to reduce the cost of anything you buy, but only if it’s to bargain for items you are personally acquiring.

One Angry Peasant[edit]

You are tired of everyone pushing you around! At 9th level, you gain the ability to cast Vicious Mockery as a cantrip (your Spell DC is 8 + your proficiency bonus + your Charisma modifier), and gain advantage on Intimidation (Charisma) checks made to tell someone to stop pestering you and leave you alone. For example: if a guard or creature presses you for information you may make an Intimidation check with advantage to get them to stop questioning you.

At 14th level, you can cast Vicious Mockery with your bonus action.

Dedicated Craft[edit]

Just because you’ve abruptly taken to adventuring doesn’t mean you’ve forgotten what you’re good at. At 9th level, items you take time to craft are now worth more. If you rolled higher than a 10 but less than a 20 to craft something, the item is worth 1.5x as much. If you roll higher than a 20 but less than a 30, the item is worth twice as much. If you roll higher than a 30, the item is worth three times as much. (Prices are ultimately to be decided by the DM, but these modifiers are to be kept in mind)

The Art of Small Talk[edit]

Commoners like to gossip, it’s true. Fortunately for you, you have an easier time gathering information from common townsfolk on certain subjects. Starting at 11th level, you gain advantage on Investigation or Persuasion checks made to gather this information. However, this only works if the common folk do not regard you as a threat to themselves.

Steadfast Resolution[edit]

After the hard life you’ve managed to make a living through, you’re not about to let that mean nothing because of some monster. Not that easily! At 13th level, whenever your hit points are reduced to 0, on your next turn you can come back to consciousness with 1 hit point. You may only use this ability once, regaining use after a long rest. If a teammate manages to return you to consciousness before the start of your next turn, it does not use the ability.

Wrath of a Mere Peasant[edit]

You are not a pushover. Just because you’re not toting around as dazzling a wardrobe or as spectacular an armament doesn’t mean you shouldn’t be feared as well. At 15th level you are able to enter into a fuming rage as a bonus action or as a reaction when you take damage from an enemy. During this period, all attacks you make add double your Proficiency bonus to the Attack Rolls and add your Proficiency bonus to the damage rolls for melee weapons and unarmed strikes, and you cannot be charmed nor frightened while in this state.

This state ends after 1 minute or if you are knocked unconscious. You may also end it with a bonus action if you've attacked a hostile target since the beginning of your last turn.

You may use this feature an amount of times equal to your Strength modifier, regaining all uses after a long rest.

Rallying Cry[edit]

If you of all people can do it, then these other hardened adventurers should be able to too! At 17th level, as a bonus action, you may inspire any number of creatures of your choice within 60ft of you that can hear you with a rallying cry.

This will give a bonus equal to your Charisma modifier on all their attack rolls and saving throws, the effect only lasting for one minute.

You may only use this feature once, regaining use after a long rest.

Fear the People[edit]

The fact you’ve somehow managed to survive this long is amazingly terrifying in and of itself. At 20th level, any creature that attempts to attack you must make a Wisdom save against 8 + your proficiency modifier + your Charisma modifier + the number of nearby peasants and commoners, or be Frightened of you until the end of your next turn. Creatures that are immune to fear are not immune to the frightened condition from this feature.

Archetypes[edit]

Brawler[edit]

You’ve been in your fair share of scuffles back home. Whether it be in minor disagreements with your neighbors, or one too many drinks firing you up at a bar, you know how to fight.

Expert in Improvising

You are an expert in the art of using whatever items you can get your hands on, maximizing their damage potential before they eventually break from you using to hit it at the enemy. Starting at 3rd Level, your attacks made with an improvised weapon would now deal an extra 1d6 damage of their corresponding damage type.

This further increases at 10th Level (1d8) and at 18th Level (1d10).

Home Turf

You know your way around cities and how to handle yourself within them, especially if someone starts up trouble. At 6th level, whenever you are in a village, town, or city you gain advantage on any Perception(Wisdom) and Investigation(Intelligence) checks. Additionally, it only takes you half the amount of time it normally would for you to navigate through the city.

Time to Rumble

If someone’s going to start a fight, then they better know you’re going to finish it! Starting at 10th level, you now gain advantage on your Initiative rolls. In addition, you gain an extra Action at the start of Initiative.

Tactical Retreat

Its not running away! It's a tactical retreat!. At 14th level, you may use your Bonus action to take the Dodge or Disengage action.

Inspirational Boldness

The fact you’re just some peasant dishing out damage and getting the job done is pretty inspiring. At 18th level whenever you use your Rallying Cry, you and your gain additional bonus AC equal to half your Charisma modifier rounded up, the effect lasting at the same time of your Rallying Cry.

Bruiser[edit]

You might not be the one starting all the fights, but you know how to take a blow pretty well. Even if you aren’t as heavily armored as others might be, your tenacity isn’t to be underestimated.

Buff Build

You’re a lot heartier than your average peasant. At 3rd level, your hit dice are replaced by d8s, and become d10s at 6th level.

Additionally, you may use your Reaction to gain Resistance to any Slashing, Piercing, or Bludgeoning damage dealt by Large or smaller creatures.

Heavy Lifter

Let no one dare to underestimate your strength when you push yourself. At 6th level, you count as one size larger when determining your carrying capacity, lifting, pushing, and dragging weight. Additionally, you are now proficient in Athletics (Strength) checks and gain advantage on any Strength saving throws. If you were already proficient in Athletics, then double your proficiency modifier.

Clobberin’ Time

Time to really apply some of that great strength you have behind your swings. At 10th level, you can use up your bonus action to put all your weight behind one of your swings, however because of this you lose your Proficiency bonus on the attack roll if you're Proficient with the weapon used. If your attack hits, your damage multiplies by 1.5x and if this critical hits than the person/thing your striking also gains disadvantage on any attack rolls made within the next minute.

Hearty Resolve

When you get knocked down, you get right back up again. At 14th level you no longer use any movement when getting up from being knocked prone. Additionally, whenever you activate your Steadfast Resolution ability, you regain a quarter of your maximum hit points instead of just 1.

Extra Tough

You’re not just tough when you’re angry: you’re a damage absorbing sponge. At 18th level, whenever you entering into a fuming rage with your “Wrath of a Mere Peasant” ability, you gain resistance towards all damage except Psychic damage.

Everyman[edit]

You’re a figure most can sympathize with. You understand the struggles people go through, and for that you can garner some respect and potential allies.

Helping Hand

You understand quite well the struggle of the common man and you know that everyone can use a helping hand. Fortunately for you, you're quite the good helper. Starting at Level 3, you may now do the Help action with a Bonus action.

In addition, you may also still provide Help with skill checks that you don't have proficiency in.

Common Sympathizer

You know what it’s like trying to make a living and struggling through life. Because of that, people are more often able to look at you as a kindred spirit. At 6th level, you gain proficiency in Persuasion (Charisma) checks. If you are already proficient, you double your proficiency bonus.

In addition, the common folk seems to like you more and sympathize with you even more now than before. When finding a place to hide, rest, or recuperate among other commoners, they may also allow the rest of the party join you as well, as long as the party hasn't shown to be a danger to them. They will shield you and your party from the law or anyone else searching for all of you, some even willing to risk their lives for you.

Benefits of a Friend

The sight of you, despite your humble status, going about and defeating monsters can really encourage your allies. At 10th level, you may use your bonus action to grant any ally within 60ft that can hear you an additional 1d6 to use on any attack rolls, skill checks, or saving throws they make. These last for 10 minutes or until they are used. You cannot stack them.

The dice increases to 1d8 at 15th level, and 1d10 at 20th.

First Aid

To further help you in your abilities to help as much as you can, you've taken to learning the ways of medicine and first aid. Fortunately for you and your party, it has paid off. At 14th level, you gain proficiency in Medicine (Wisdom) checks and on the Healer’s kit. If you were already proficient in either, you instead double your proficiency bonus.

Additionally, whenever your party takes a short rest, you may use a Healer’s Kit to restore a party member’s hit points. Roll a Medicine check. If the result is less than 20, you restore half their maximum hit points. If the result is more than 20, you completely restore their hit points. You may only do this to 3 party members on a short rest, including yourself.

Invigorating Encouragement

You know just what to say to really bolster your allies when they need it. At 18th level, whenever you use your Rallying Cry, your allies also gain an amount of temporary hit points equal to your Peasant class levels.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Peasant class, you must meet these prerequisites:

You cannot have a background such as Noble or anything that would put you in a very high social status.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: