Peasant (5e Class)
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- 1 Ye Lowly Peasant
- 1.1 Welcome to the “Eh” Life
- 1.2 Creating a Peasant
- 1.3 Class Features
- 1.3.1 Table: The Peasant
- 1.3.2 Simple Folk, Simple Means
- 1.3.3 One of the Common Folk
- 1.3.4 Improvised Brawler
- 1.3.5 Peasant Specialties
- 1.3.6 Ability Score Increase
- 1.3.7 Extra Attack
- 1.3.8 Unsuspected Nobody
- 1.3.9 A Fair Trade
- 1.3.10 One Angry Peasant
- 1.3.11 Dedicated Craft
- 1.3.12 Pack a Mean Punch
- 1.3.13 The Art of Small Talk
- 1.3.14 Steadfast Resolution
- 1.3.15 Wrath of a Mere Peasant
- 1.3.16 Rallying Cry
- 1.3.17 Fear the People
- 1.4 Brawler
- 1.5 Bruiser
- 1.6 Berserker
- 1.7 Everyman
- 1.8 Multiclassing
Ye Lowly Peasant
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
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
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.
As a Peasant you gain the following class features.
- Hit Points
Weapons: Improvised Weapons, and 1 specific weapon of choice.
Tools: 1 artisan’s tool kit of choice.
Saving Throws: Strength, Constitution
Skills: Choose 4 from Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Your weapon of choice or (b) leather armor
- 1 artisan’s tool kit of choice
- If you are using starting wealth, you have 2d4 x10 in funds.
|1st||+2||Simple Folk, Simple Means ; One of the Common Folk|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack ; Unsuspected Nobody|
|7th||+3||A Fair Trade|
|8th||+3||Ability Score Improvement|
|9th||+4||One Angry Peasant ; Dedicated Craft|
|10th||+4||Pack a Mean Punch ; Path Feature|
|11th||+4||The Art of Small Talk|
|12th||+4||Ability Score Improvement|
|15th||+5||Wrath of a Mere Peasant|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Fear the People|
Simple Folk, Simple Means
There isn’t much you do as a lowly peasant, but you’re good at what you can do. Choose either two skills to double your proficiency in (expertise), or two artisan’s tool kits.
At 7th and 14th level, you may choose one additional skill or artisan’s tool.
One of the Common Folk
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.
If you take the Folk Hero background, they will not only take you in but your party as well so long as they have not shown themselves to be a danger.
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. That, and making sure you hit really hard. At 2nd level your unarmed attacks deal 1d4 damage. This increases to 1d6 at 8th level, 1d8 at 14th, and 1d10 at 20th.
When you do attack a creature with an improvised weapon, you also deal an additional 1d6 amount of damage (in accordance with the damage done by the initial damage dice). This additional damage increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 15th, and 5d6 at 20th.
Additionally, when you pick up an object that does not bear resemblance to any weapon, it deals 1d6 rather than 1d4. Furthermore, anytime you use a ranged weapon to make a melee attack or throw a weapon without the Thrown property, you instead deal 1d6 rather than 1d4. The range for improvised weapons also doubles.
If you take the Tavern Brawler feat, you add another 1d4 damage to your unarmed strikes, and have advantage on any Strength (Athletics) checks you make after you’ve grappled a foe to keep it in your grasp.
At 3rd level, you may choose to become a Brawler, a Bruiser, a Berserker, or an Everyman Peasant.
Ability Score Increase
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.
At 5th level, whenever you take the Attack option you may make another attack against the target.
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 (Charisma) or Deception (Charisma) checks made to disassociate yourself from a crime or prove your innocence to local authorities.
A Fair Trade
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 (Charisma) 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
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 12th level, you can cast Vicious Mockery with your bonus action.
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)
Pack a Mean Punch
It’s not like you’re about to find magic chairs to hit your enemies with (unless your DM has been very generous). So your response? Hit even harder. At 10th level whenever you attack a creature with an improvised weapon, you can ignore resistances to non-magical or non-silver weapons. This only applies to improvised weapons.
The Art of Small Talk
Commoners like to gossip, it’s true. Fortunately for you, you know this all too well. At 11th level, when in town, you have an easier time gathering information from common townsfolk on certain subjects (so long as the DM deems it realistic. No, Joe the human fisherman will not know where the lost artifact of the dwarven king is exactly located). You gain advantage on Investigation (Intelligence) or Persuasion (Charisma) checks made to gather this information. However this only works if you are in a town or village and the common folk do not regard you as a threat to themselves.
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 come back to consciousness with 1 hit point. You may only use this ability once before requiring a long rest. If a teammate manages to return you to consciousness before the start of your next turn when the ability would activate, it does not use the ability.
Wrath of a Mere Peasant
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. This state lasts for 1 minute, and during this period all attacks you perform are done with advantage. If you already have advantage on your attack, then the damage you deal is doubled.
Additionally you gain resistance to all bludgeoning, piercing, and slashing damage, and cannot be charmed nor frightened in this state.
This state ends after 1 minute or if you are knocked unconscious. You may also end it with a free action on your turn if you wish.
You have the ability to do this twice before requiring a long rest to regain it.
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 of your party members within 60ft of you that can hear you with a rallying cry.
This will give them advantage on all their attack rolls for 1 minute, and advantage on any saving throws they make for the same amount of time.
You may do this twice before requiring a long rest.
Fear the People
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 or be frightened of you. Even if the creature makes the save, this effect will renew itself on each subsequent attack made against you and the save will be required once again.
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 throw a good swing.
- Familiar Opponents
Some people just have the type of face that makes you want to bash a chair into it. At this point, you’ve figured that can apply to just about anyone. At 3rd level, you gain a +2 to any attack rolls and damage rolls against any humanoid creature.
This becomes +3 at 7th level, +4 at 11th, +5 at 15th, and +6 at 19th.
This bonus only applies to humanoid enemies.
- 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 may treat it as though it were your favored terrain. 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! At 8th level, whenever it comes to your first turn, any hits you manage to land on another creature immediately count as criticals. If you manage to roll a natural 20 for the attack anyway, you double your damage (which, depending on your DM, might mean you double your damage dice twice).
You only get this ability on your very first turn in combat and if you manage to hit an enemy with your attacks.
- Evasive Fighter
You’ve actually gotten a bead on this whole fighting thing. Most importantly: how to hit and not be hit yourself. At 14th level, you may use your Reaction to take the Dodge or Disengage action. For Disengage, you only get half your movement speed.
If you Disengage from a creature that is trying to hit you, the creature cannot strike you unless it can still reach you on its turn after you move away from it.
- 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 allies that can hear you additionally gain temporary hit points worth 1d10 x your Peasant class level. These hit points last until they are reduced to 0 or the minute is up.
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 die are replaced by d10’s. They change again to d12’s at 12th level.
Additionally, you may use your Reaction to reduce a single attack’s damage against you in half.
- 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 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. If your attack hits, you manage to do an additional +5 points of damage and your opponent has disadvantage on their very next attack.
This increases to +10 at 15th level.
- 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. If you have the Athlete feat, you may make a free attack against an enemy within 5 feet of you as you get up.
Additionally, whenever you activate your Steadfast Resolution ability, you regain half 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 to all forms of damage. Your resistance towards bludgeoning, slashing, and piercing damage stacks, and is now reduced to quarter damage in this state.
Additionally while not in a fuming rage, you retain normal resistance to bludgeoning, slashing, and piercing damage.
You are tired of being pushed around and underestimated. It’s time your enemies got to see you are just as ferocious when you get pushed into a corner. Preferably by smashing something across their surprised faces.
- Unbridled Fury
When a fight starts, you go all in. At 3rd level you may use your bonus action to do an addition attack. Furthermore, when you attack one creature and attack a different creature using your bonus attack, the second attack is done with advantage.
This carries over to your Extra Attack feature at 5th level: if you direct it towards another creature than your original target, the attack is made with advantage.
- Foolish Flanking
If anyone thinks ganging up on you is a smart idea, they’ve got another thing coming. At 6th level other creatures cannot gain advantage against you for flanking or pack tactics.
At 12th level, you turn this against your opponents and instead gain advantage on all enemies around you so long as there is two or more in range of you.
- Vicious Retort
Nothing’s going to get away freely for trying to attack you or your friends! At 10th level, whenever an enemy attacks you or comes into your range, you may use your reaction to attack them. You may also use your reaction to attack an enemy that attacks a party member within 5 feet of you.
If you take the Sentinel feat, whenever you manage to hit an enemy that targets a party member 5 feet from you, your attack counts as an automatic crit. If you managed to roll a natural 20 to attack anyways, you double your damage (which, depending on your DM, might mean you double your damage dice twice). This only works if your attack hits your enemy and the target was trying to attack a party member within 5 feet of you.
- You Asked For It
If something’s going to try and kill you, then you sure aren’t going to let it get away with that. At 14th level whenever you roll a natural 1 or 2 for your attack rolls or damage rolls, you may reroll the dice and take the second roll.
This also comes into effect whenever you are at a disadvantage or advantage to attack something.
If you manage to roll a natural 1 or 2 on your reroll, you must keep it.
- This Calls for Action!
When you decide to act, by the gods will you act. At 18th level, you may take an additional Action on all of your turns.
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.
- Knowledge is Strength
People tend to like you, so they tend to not want you dead (usually). For that, you occasionally gain some tidbits on certain foes you might encounter. At 3rd level, you pick one type of creature (ex: humanoid, beast, fiend, etc) that you gain a permanent +2 to attack rolls and damage rolls against. You also gain advantage on History (Intelligence) checks made for these types of creatures.
You may choose an additional creature type at 7th, 11th, 15th, and 19th level.
Furthermore, you gain 1 additional language. You may gain another at 8th and 12th level.
- 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.
Additionally, you may make a Persuasion check as a Reaction against a humanoid enemy’s Wisdom save to persuade them not to attack you so long as they can understand you. If you succeed, the enemy must choose a different target to attack on its turn. If you fail, you cannot do this to the same target again.
At 12th level, you may make a Persuasion check against a humanoid enemy’s Wisdom save to attempt to sway them to your side so long as they can understand you. If you succeed, the target becomes your ally unless attacked by one of your party members. If you fail, you cannot do this to the same target.
- 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.
- Lend a Helping Hand
You’ve usually done your best helping others before, and that sort of kindness has started to pay off. More people don’t want you completely dead, and have taught you how to combat that. At 14th level, you gain proficiency in Medicine (Wisdom) checks and a 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 health worth half their maximum hit points. If the result is more than 20, you completely restore their health. You may only do this to 3 party members per 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 gain resistance to all forms of damage for its duration. Additionally, they gain 1d4 times your Peasant class level of temporary hit points. These hit points last until they are reduced to 0 or the minute is up.
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.
You must have a Constitution of +13 and a Charisma of +13.