Civilian

Description

Civilians are the true heart of civilization. It's those who work the farms, light the forges, and tend the taverns that bring life to Faerun. While heroes and adventurers serve to protect the lands from threats local and otherworldly alike, it is Civilians that grow the world around them by creating the communities that all call home.
  Civilians are not magic weilders or exceptional fighters, but they excel in their own ways.
 
  • Choose from one of 3 subclasses.
  • Civilians thrive when working together to overcome the greatest of obstacles.
  • While leaving the fighting to the professionals, Civilians are crafty and thrive as the lifeblood of the economy.

Subclasses


 

Apothecary

Devoted to the study of herbs, alchemy, and remedies, Apothecaries are often found tending shops or traveling with satchels of tinctures and poultices. While not trained for combat, they possess keen knowledge of plants, potions, surgery and natural cures, making them invaluable in tending the sick, brewing tonics, or identifying poisons.
 

Perks


  Novice
Dabbling in Medicine
You gain +1 Medicine, +2 Knowledge: Nature, and the Alchemist and Forager professions.
Field Medicine
Throw Potion
As an Action, 1 Potion of Healing: Select 1 target within 8 tiles and throw a Potion of Healing at them, healing for 8d2 hit points. This ability can be used a number of times equal to your Mastery level per rest.
  Envenom
For the cost of 1 Gathering Energy and 15 Crafting Energy, you apply poison to the target's weapon, granting them +2 Poison damage on weapon and unarmed attacks for 12 hours. This ability has a 2-hour cooldown and does not stack with other weapon poisons.
 

  Adept
Herbalist
You gain +2 Medicine and 10% Poison resistance.
General Practitioner
Follow-up Medicine
Once per day, you are able to ignore the Recently Healed timer to treat a target with First Aid.
  Small Component Crafter
Craft 2 Small Ritual Components in the inventory of your target, provided they are able to use them. This ability can be used once per 2 days.

  Expert
Plague Mask
You gain a +2 bonus to all First Aid and Practical Healing rolls, 30% Necrotic resistance and an additional 20% Poison resistance.
Improvised Weapon
Emergency Medicine
1 Surgeon’s Kit: Once per day, you are able to ignore the Recently Injured timer to treat an injured creature immediately. You must have a Surgeon's Kit active to use this ability, and it can only be used on those with the Recently Injured buff.
  Medium Component Crafter
Craft 1 Medium Ritual Component in the inventory of your target, provided they are able to use them. This ability can be used once per 3 days.
 

  Master
Master Practitioner
You gain an additional +2 bonus to all First Aid and Practical Healing rolls, and an additional 30% Necrotic resistance.
Medical Savant
Triage
Remove the target's Recently Healed timer completely. This ability has a 20 hour cooldown.
  Large Component Crafter
Craft 1 Large Ritual Component in the inventory of your target, provided they are able to use them. This ability can be used once per 7 days.



 

Artisan

Artisans have devoted their lives in pursuit of their craft. Their efficiency and skill makes them sought-after individuals for the finest equipment, reagents, and culinary delicacies.
 

Perks

Unique Crafting
Splint: Apply a splint to your character, guaranteeing a roll of at least 10 on your next use of the Natural Healing ability Recipe: 3 x Linen Wrap, 2 x Thick Rope, 1 x Oak Plank, 5 x Crafting Energy
 

  Novice
Quartermaster
Gain the Quartermaster Profession.
Outfitted
Gain Medium armor & shield proficiency.
Dismantling
You are now able to dismantle crafted weapons and armor at a Blacksmithing Bench, receiving half of the materials back.
Well Rounded
Artisans are dedicated to their craft and embrace all facets of it. You may take 2 professions at character creation, one gathering and one crafting. You also start with 1 additional Gathering Energy and 10 additional Crafting Energy.

  Adept
Honing Skills
You gain +2 in 3 skills of your choice. These points must be allocated to separate skills and cannot be stacked.
Efficiency
Gain +1 Gathering energy and 15 Crafting Energy

  Expert
Vendor Pricing
You are a regular face around the local market. Purchasing materials through the Market Gathering option in Character Menu is now free.
Equipment Maintenance
Armor Maintenance
Enhance a target's armor, granting them +1 DT for 7 days. This ability has a 3 day cooldown and does not stack with Armor Kits.

Cost: 1 Gathering Energy & 15 Crafting Energy

Weapon Maintenance
Enhance the target's weapon, granting them +2 True damage on weapon attacks for 7 days. This ability has a 3 day cooldown and does not stack with Weapon Kits.

Cost: 1 Gathering Energy & 15 Crafting Energy
Improvised Weapon
As a reaction, attempt to knock your opponent to the ground with whatever you can find. When making an attack against the target’s AC, on a failed save they are knocked prone and dealt 1d4+STR bludgeoning damage. This may be used once per short rest.

  Master
Specialized Production
Master Artisans will be able to have ONE 2x2 tile personal gathering zone place at their base that only they can access. These can be represented as green houses, butcher, smelting station, etc. as the player wishes. This gathering zone can only be for a gathering profession that they personally have and will have a reduced cooldown of 10 hours.



 

Courtier

You are the shining example of social grace and charm, being the center of attention at parties and desired as a member of court. Courtiers are politicians, diplomats, and socialites of all kinds that do with words what cannot be done with a sword.
 

Perks


  Novice
Selling Skills
Gain the Merchant Profession
Linguist I
As a premiere socialite, it is key that you are able to speak to people no matter their language. Select an additional common language from the language list.
Soothing Words
Select up to 2 targets within 6 tiles and rally their spirits, granting them +2 WIS saving throws until their next rest and restoring 1 Short Rest Charge. This ability can not be used in combat, does not stack with Motivational Speech, and can be used once per long rest. A target can only benefit from Soothing Words once per long rest.
Friends Everywhere
When using mundane tracking in urban environments to track, you can use your persuasion skill instead of survival.

This may also be used to track a rumor instead of using streetwise.

  Adept
Linguist II
Select an additional language from the Languages list. You may select either a common or exotic language.
Rumor Monger
Your charms and social standing bring you into all sorts of situations to hear the latest juicy gossip, and into the inner circles of the prominent. Gain +2 to Knowledge: History and Investigation.
Wile & Guile
Before making a roll for one of the below skills, use this ability to allow the roll to be made with advantage. The roll must be made within 10 minutes of using this ability. This ability can be used on Persuasion tracking rolls made via the Friends Everywhere class feature, and can be used twice per long rest.
  Investigation, Knowledge: History, Insight, Streetwise, Deception, Intimidation (Charisma), Performance, Persuasion

  Expert
Improved Selling Skills
You are able to place a Merchant NPC at your player base. This requires a ticket to set up.
  The merchant NPC can only be used to host Crossroads’ gathered and crafted economy items. Anything posted outside of that will be deleted, and if used to exploit selling/handing out racial or class kits will be subjected to disciplinary action.
Linguist III
Select an additional language from the Languages list. You may select either a common or exotic language.
Courtier Charms
You have a way with words and there is little you cannot talk your way in or out of. As an Action, force your target to make a WIS save against your Charisma. On a failed wisdom save, the target gains the Charmed status for 2 turns and is unable to target the caster with hostile actions.
  This is not a magical means of charm.

  Master
Master Selling Skills
You are able to place an additional Merchant NPC at a Faction Hub. This requires a ticket to set up.
  The merchant NPC can only be used to host Crossroads’ gathered and crafted economy items. Anything posted outside of that will be deleted, and if used to exploit selling/handing out racial or class kits will be subjected to disciplinary action.
Silver Tongue
You are absolutely unrivaled in social settings and have established yourself as a person of prominence in diplomacy, politics, or the noble court and language barriers are hardly a problem for you. You gain a +1 to Charisma, +2 to Persuasion and Deception, +1 to Perception, and +1 to Insight.
  You also gain one additional language, and this can include an uncommon language.



 

Homesteader

Homesteaders are your farmers, tavern workers, and other professions that supply our towns with holistic goods, resources, and hospitality. These civilians make up the majority of settlement citizenship and are incredible diverse.
 

Perks


  Novice
Diverse Professions
Gain the Cooking, Hunting, and Foraging professions and +1 Gathering energy.
Fleet of Foot
As a Bonus Action gain +1 Movement, and gain +2 to saves to escape combat while using the flee action, until the end of your turn.
  This is usable once per short rest.

  Adept
Crafting Efficiency
Gain +5 Crafting energy and +1 to your CHA attribute.
First Aid
Gain the ability to heal Lesser wounds regardless of Medicine skill level. This may be used once per short rest.

  Expert
Fisticuffs
After years of manual labor, you have learned how to throw a punch or two. Gain an additional attack while unarmed.

  Master
Handy Homesteader
Gain +10 Crafting Energy and +1 Gathering Energy. You are also able to use First Aid twice per short rest.


Combative Perks

  Novice
 
Weapon Proficiency
You are able to use T1 weapons.
Gathering Proficiency
Civilian core has 3 Gathering Energy
Swift on Your Feet
As a Bonus Action, gain +2 Movement until the end of your turn.
Mundane Feats
Civilians have opted for a quieter path in life and doing the work that keeps cities running from day to day, giving them the opportunity to focus on other skills. You may select an additional COMMON (non-combat) feat from the feats list.
Angry Mob
At the beginning of Combat during the prebuff phase, target all other allied civilians to form an Angry Mob and gain the Torch and Pitchfork ability.   As an action, hit your target for 1d8+STR piercing damage and 1d4 fire damage against the target's AC. This ability will be available for the duration of combat.   You may form an Angry Mob once per long rest. In order to use this ability there must be 3 or more civilians in the encounter. Using this ability outside of a group is considered a rule break. You are ONLY able to target other civilians with Angry Mob.
  Adept
Easy Out
Disengage can be used as a bonus action.
Improved Skills
You may add +2 to a skill of your choice.
  Expert
Equipment Upgrade
Your skills have earned you a comfortable salary and with it you are able to afford some better equipment to protect yourself. You are now proficient with Tier 2 weapons.
  Master
Skilled Civilian
Gain +1 in an attribute of your choice and +2 in 2 skills of your choice.

Non-Combative Perks


Armor Proficiency
You are able to use Light armor.