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Commoner

A
fter a full day of work, the people goes to get Creating a Commoner
some rest and prepare for another full day.
Some go to the inn to get something to eat or Commoners are people like many others, but definitely
drink, others head back home, in the warm capable of becoming an adventurer.
hug of their family. Commoners are just these
people, but not all of them want to live their Quick Build
entire life as a blacksmith or innkeeper. Some To make a commoner be sure to read the Born for
want to live adventures of their own, instead of waiting for Greatness and Class class traits.
some adventurers to come to the town's tavern to tell
theirs.
Playing a Commoner
Ultimate Versatility When creating a commoner, roll 4d5 and drop
Commoners have the same means of an adventurer, they the lowest instead of using 4d6.
just need a bit more training. Everyone started off a If you're using the point buy method of
commoner after all! generating ability scores, have the maximum
Commoners can already be a threat if encountered in purchasable attribute before bonuses be 13 and
great packs and angered, but some want to be more than the maximum amount of available points be 15.
that, and be able to hold their own. Through training and a If you're using the standard array, use these
values instead: 13, 12, 11, 10, 9, 7.
lot of effort, commoners can strengthen their bodies to If you intend to use a conventional way of
become excellent warriors, or delve into the Arcane to test generating ability scores, ignore the Ability Score
out their possibilities and one day compete with the best Improvements in the class table.
spellcasters known.
Commoners are the most varied of classes. All wizards
may be learned and educated, but among commoners you
could find bits of everything. It is only up to you to decide
what you want to be, without any sort of restriction.
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The Commoner
Level Proficiency Bonus Features Cantrips Known (If Any) 1st Level Spell Slots (If Any)
1st +1 Born For Greatness, Skill Proficiency (1) — —

2nd +1 Martial Proficiency (1) — —


3rd +1 Training Focus 1 —
4th +1 Ability Score Improvement 1 —
5th +1 Martial Proficiency (2) 1 —
6th +1 Training Focus ability 1 —
7th +1 Skill Proficiency (2) 1 —
8th +1 Ability Score Improvement 1 —
9th +1 Martial Proficiency (3) 1 —
10th +1 Halfway There 1 —
11th +1 Hit Die Improvement 1 —
12th +1 Ability Score Improvement 1 —
13th +1 Martial Proficiency (4) 1 —
14th +2 Training Focus ability 2 1
15th +2 Hit Die Improvement 2 1
16th +2 Ability Score Improvement 2 1
17th +2 Martial Proficiency (5) 2 1
18th +2 Hit Die Improvement 2 1
19th +2 Ability Score Improvement 2 1
20th +2 Class 2 1

Class Features Born for Greatness


As a commoner, you gain the following class features. As a commoner, you don't have the abilites that an
adventurer has, yet. Leveling up, you will get to pick
Hit Points proficiencies that will have you become an adventurer.
Hit Dice: 1d6 if Small size, 1d8 if Medium size When you reach 20th level, you get to choose a class for
Hit Points at 1st Level: 1d6 or 1d8 + your Constitution which you have enough proficiencies. Select your
modifier commoner proficiencies carefully keeping this in mind.
Hit Points at Higher Levels: You may only gain additional In order to be able to pick a class, you can't have
Hit Points with the Hit Die Improvement class feature. proficiencies that are different from the class you are going
to pick, but you can have less. For example, if you have
Proficiencies proficiency in Strength saving throws, you can't pick the
Armor: None bard class because that class is only proficient in Dexterity
Weapons: dagger and Charisma saving throws, but you can pick the fighter
Tools: None class even if you are not proficient in Constitution saving
throws aswell. Any proficiency got through any means that
Saving Throws: None isn't listed in the class table doesn't count against this rule
Skills: None (for example, if you got the Strength saving throw
Equipment proficiency through the Resilient feat, you may be able to
You start with the following equipment, in addition to the pick the bard class. Same goes for skills granted by your
equipment granted by your background: background, your race, your feats, and so on).
You only consider the proficiencies present it the Class
1 gp Features table (e.g. a cleric gains proficiency in heavy
armor at level 1 if they choose the Life Domain. You don't
consider this case. If you are proficient in heavy armor you
Playing a Commoner won't be able to choose cleric as your class). You make an
exception if you pick the Thieves' Cant or Druidic language
This class is intended to be played in a full group
of commoners. Leveling up should be fast but
with the Broaden Your Horizons trait, but you must then
take a long in-game time for downtime activities.
choose rogue or druid respectively as your class when you
Consider using the commoner class in a reach 20th level.
campaign with few to no combat encounters.

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You can't pick a feat instead of an Ability Score Halfway There
Improvement, but you can start off with a feat if you choose
the human (variant) race. You then won't get another feat at Starting when you reach 10th level, if you use the Help
level 1 of your chosen class. action to aid a player of the Commoner class, they add an
When you finally get a class, you gain all the class additional +1 bonus to the ability check or attack roll they
features of the class you've chosen but you can't change the make with advantage. This bonus reverts back to +0 at
proficiencies you had chosen as a commoner. 20th level.
As a commoner, you can't Multiclass (see Chapter 6 of the Hit Die Improvement
Player's Handbook). When you reach 11th level, you can reroll your Hit Die in
When creating a commoner, roll 4d5 and drop the lowest hopes of getting a higher result for your maximum Hit
instead of using 4d6. Points. You don't consider this roll if it is lower than your
If you're using the point buy method of generating ability previous one.
scores, have the maximum purchasable attribute before When you reach 15th level, your Hit Die becomes a d8
bonuses be 13 and the maximum amount of available even if your size is Small. If your previous Hit Die was a d6,
points be 15. you roll the d8 twice when determining your new
If you're using the standard array, use these values maximum Hit Points and pick the highest result. If the
instead: 13, 12, 11, 10, 9, 7. highest result of the two is lower than your previous one,
you maximum Hit Points don't change.
When you reach 18th level, you treat your maximum Hit
Skill Proficiency Points as if you rolled an 8 on your Hit Die.
At 1st level, you gain proficiency with one Skill of your
choice. Class
When you reach 7th level, you gain proficiency in another When you reach 20th level, you are finally ready to become
Skill that's from a list of staring proficiencies of a class that a proper adventurer. Following the rules stated in the Born
includes the Skill proficiencies you already picked, too. for Greatness trait, pick a class. You gain the 1st level of
that class, and your hit dice are replaced by the class' hit
Martial Proficiency dice, and you change the hit points accordingly. In order for
When you reach 2nd level, you gain proficiency with darts, you to be able to pick a certain class, the proficiencies
quarterstaffs and slings. (armor, weapons, tools, saving throws, skills) you picked via
When you reach 5th level, you gain proficiency in your the commoner's class table mustn't be ones that your
choice of a) shortswords, b) light crossbows, c) clubs, chosen class doesn't have (you can still pick a class if you
javelins, maces, sickles and spears, or d) light armor. have proficiencies that the class doesn't have if they've been
When you reach 9th level, you gain proficiency in your granted by other means, like race, background or feats),
choice of a) hand crossbows, longswords and rapiers, b) and you must abide the Multiclassing prerequisites present
shortswords, c) scimitars, or d) clubs, javelins, maces, in Chapter 6 of the Player's Handbook. You don't gain the
sickles and spears. Multiclassing Proficiencies, only the Class Features
When you reach 13th level, you gain proficiency in your proficiencies. You now count as a level 1 character of the
choice of a) all simple weapons, b) medium armor, c) class you have chosen.
herbalism kits, d) thieves' tools, or e) one musical
instrument of your choice. Training Focuses
When you reach 17th level, you gain proficiency in your
choice of a) all martial weapons, b) heavy armor, c) shields, Commoners have no restrictions on what they could
or d) one saving throw of your choice. become, if they put effort into it. On an attempt to become a
spellcaster, warrior or supporter, you focus your training
Ability Score Improvement specifically on that.
When you reach 4th, 8th, 12th, 16th and 19th level, you can
increase one ability score of your choice by 2, or you can Spellcaster
increase two ability scores of your choice by 1. You can't You dive into the world of the Arcane, either studying magic
increase an ability score above 18 using this feature. or starting to experiment with magic or alchemical
You can't give up an Ability Score Increase to pick a feat formulas and to test your magic capabilities.
instead.
Cantrip
Training Focus Starting when you choose this focus at 3rd level, you gain
At 3rd level, you choose what you want to focus your the ability to cast spells. See chapter 10 for the general
training on. Choose Spellcaster, Warrior, or Supporter, all rules of spellcasting and chapter 11 for the spell lists. The
detailed at the end of the class description. The focus you Commoner table shows how many Cantrips you know.
choose grants you features at 3rd level and again at 6th and Choose a class: bard, cleric, druid, sorcerer, warlock, or
14th level. wizard. You learn one cantrip of your choice from that
class's spell list. Your spellcasting ability for this spell
depends on the class you chose: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid; or
Intelligence for wizard.

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Change of Mind Warrior
When you reach 6th level, you can choose a different spell You put physical training above all else, in hopes of
list, changing the spellcasting ability for your spells becoming a strong warrior, hunter, soldier, city guard or
accordingly. The cantrip you know must be from the spell whatever you feel like.
list of the new class you choose.
Spell Fighting Proficiency
When you reach 14th level, you can choose a different spell When you choose this focus at 3rd level, you gain
list, changing the spellcasting ability for your spells proficiency in one saving throw of your choice among
accordingly. The cantrip you know must be from the spell Strength, Dexterity, and Constitution.
list of the new class you choose. Also, you learn one
additional cantrip. This cantrip must be from the same list Training Advancement
your other cantrip you gained from this focus is from. When you reach 6th level, you apply +2 as your proficiency
bonus instead of the normal proficiency bonus your level
You also gain the ability to cast 1st level spells. The should grant you.
Commoner table shows how many Spell Slots you have to
cast your Spells. To cast one of your Spells of 1st level, you Accessory Training
must expend a slot of the spell's level or higher. You regain When you reach 14th level, choose one proficiency you
all expended Spell Slots when you finish a Long Rest. have developed during your tranining:
• a) If you are proficient with all simple weapons through
You prepare the list of Commoner Spells that are the Martial Proficiency trait, you gain proficiency in your
available for you to cast, choosing from a spell list that choice of a) one type of artisan's tools of your choice or b)
includes both of the cantrips you chose through this focus. shields.
When you do so, choose one 1st level spell. You cannot • b) If you are proficient with medium armor through the
change your list of prepared Spells. Martial Proficiency trait, you gain proficiency with shields.
Supporter
You want to be the part of an adventuring group that
everyone could take use of, either thanks to your training in
healing, social skills or general proficiency in different
branches.
Supporting Proficiency
When you choose this focus at 3rd level, you gain your
choice of a) one proficiency in a Skill that's from a list of
starting proficiencies of a class that includes the Skill
proficiency you picked at level 1, too, or b) proficiency in the
herbalism kit, or c) proficiency in one saving throw of your
choice among Strength, Dexterity, Intelligence, Wisdom
and Charisma.
Training Advancement
When you reach 6th level, you apply +2 as your proficiency
bonus instead of the normal proficiency bonus your level
should grant you.
Broaden Your Horizons
When you reach 14th level, choose one proficiency you Credits
have developed during your tranining:
• a) If you are proficient with herbalism kits through the Unofficial content.
Martial Proficiency or Supporting Proficiency traits, you
learn the Druidic language. Created by Matteo 'Mathsya' I.
• b) If you are proficient with thieves' tools through the
Martial Proficiency trait, you learn Thieves' Cant. Created on The Homebrewery.
• c) If you are proficient with one musical instrument
through the Martial Proficiency trait, you gain proficiency Artwork
with your choice of a) shortswords or b) another musical Art from Elemud Wiki
instrument.
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