Peasant Hero (5e Subclass)

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Peasant Hero[edit]

Peasants in fantasy worlds often have a hard and short life. They must endure attacks from deadly monsters, marching hordes of tyrannical armies and magical assaults, while keeping their families feed and ensuring that they will be enough crops to gather during the harvest season. This causes some peasants to grow hardened by these events, forging true heroes of the common-folk, that are willing to stand by their companions and use their bodies as a shield to their communities. They have the bravery to stand against legendary monsters and walk among seasoned adventurers with nothing more than pure guts and courage to do so.


Handy Man

At 3rd level, you are a individual with many working skills. You add half your proficiency bonus to all ability checks made with Artisan's Tools that don't already add your proficiency bonus.


Worker's Endurance

At 3rd level, you have the endurance of the simple man. You add your proficiency bonus to any Constitution check, or Death Saving Throw you make. In addition, you can use your Second Wind feature when you are reduced to 0 hit points, to be reduced to the amount gained trough that feature instead, without using a bonus action.


Farmhand Weapons

Starting at 3rd level, you are extremely apt into using farming tools as weapons. Choose any simple melee weapon of your choice. You gain a bonus of +2 to attacks rolls with it. In addition, whenever you take the Attack action and make an attack with this weapon, you can make an additional attack with it using your bonus action.

You can choose a second weapon at 7th, a third at 10th, a fourth at 15th and a fifth at 18th levels.


Inspiring Bravery

Starting at 7th level, a common man standing his ground against monsters and demons is an inspiring sight to behold. You become immune to fear. In addition, all creatures within 10 feet that are able to see you are also immune to fear.

In addition, you can use this inspirational presence to rile up peasants to fight by your side. While you are in an area were you can find peasants, such as a village or town, you can spend 10 minutes making a speech. After this duration, make a Charisma (Persuasion) check with advantage, against a DC of 15. On a success, you recruit a number of commoners equal to your proficiency bonus + your Charisma modifier, that are willing to help you for 8 hours. They are charmed by you, and will obey your commands, while within reason. They will leave you if mistreated by you or your allies, or harmed by them in any way.

Once you use this feature, you can't use it again on the same general location for the next 24 hours.


Improvised Weapon

At 10th level, any object you can get your hands on become a deadly weapon. You add your proficiency bonus to your attack rolls made with improvised melee weapons, and those are considered Farmhand Weapons for you.


Mostly Harmless

Starting at 15th level, you discover that you are easily underestimated by your foes, and start to use this at your advantage. On your first turn of combat, you can attempt to deceive all non allied creatures within 30 feet of you that can see and hear you. Make a Charisma (Deception) check, contested by each non allied creature's Wisdom (Insight) check. You know when a creature fails this check. You know whether each creature succeeds or fails on its ability check. A creature that failed the check perceives you as a harmless peasant, your movement doesn’t provoke opportunity attacks from them, and your attack rolls against them have advantage. You lose these benefits against a creature if you harm it or force it to make a saving throw. The same targets can’t be deceived by you in this way for 8 hours.


Unconventional Combat

Starting at 18th level, you have developed impressive combat skills that can be deceitful, since they are not based on any martial tradition. Once per turn, when you make an attack roll, you can choose to make that attack with advantage.

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