The Commoner | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Commoner


Hit Points

Hit Dice: d6 per The Commoner level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per commoner level after 1st

Proficiences

Armor:
Weapons: Club, Dagger, Handaxe, Light Hammer, Quarterstaff, Sickle, Sling, Shortbow, Torch, Pitchfork (Trident)
Tools: Choose any artisan's tool, and gain expertise in it
Saving Throws: Constitution
Skills: Choose one from Animal Handling, Athletics, Persuasion, Insight, Survival

Overview & Creation

Not all heroes wear capes. Or armor. Or chainmail bikinis, or sweet robes and hats covered in velcro stars. Some heroes wear burlap. Or linen. Wool? Whatever it is commoners wear. These are survivors, generations of helpful townsfolk who have been guiding would-be heroes along their way for as long as there have been dice to roll! As a commoner, your never-say-die moxie and go-getter attitude has somehow led you into the jaws of adventure and danger. But we believe in you, even if your dad has his doubts.


Class Features

Good Plain Folk

You are proficient in the use of artisan's tools as weapons, and add your expertise bonus when attacking with them. They deal 1d4 of whatever damage type is appropriate for the tool.  

The Darnedest Thing

Starting at 2nd level, you can survive the adventuring life through sheer coincidence. When you would be killed or reduced to 0 hp, you may tell the story (10 seconds or less) of how "the darnedest thing happened" that completely prevented the effect. You regain the use of this ability when you finish a long rest.


Starting Equipment

- One set of artisan's tools which you are proficient.

  • 2d10 copper pieces
  • probably a hovel somewhere

  • Created by

    Cooledcross.

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