Commoner Class

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Commoner

The commoner class allows players to take a few sessions and build a custom background for an adventuring character. During these sessions, they play as a regular person, who has not yet embarked upon an adventure.

During this time, they should establish relationships with NPCs, build bonds with places and things in the world, and learn about the political structure and important figures of the setting. This will grant them additional context for their adventure, when they choose to complete it.

The commoner class is not built for combat. They should gain levels by completing milestones, such as life events, difficult choices, and personal growth. If they attempt combat, they will likely die if faced with a monster higher than CR 0.

Because the process of leveling up is fairly simple, it is recommended that characters gain at least 2 levels per session. It would be possible to have the players gain all 5 levels in a single session, but that session would be heavily focused on the character's individual milestones and less on their integration into the setting.

 

If you wish to have the characters know each other when the session begins, it may be best to limit the roles available to your players.


The Commoner
Level Proficiency Bonus Features
1st +2 Role, Apprenticeship
2nd +2 Education
3rd +2 Apprenticeship
4th +2 Education
5th +2 Connections, Destiny

Class Features

As a commoner, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 (does not increase with commoner level)
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1 per commoner level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None

  • Saving Throws: None
  • Skills: None

Equipment

You start with the following equipment:

  • (a) fine clothes, (b) robes of a faction, (c) common clothes, or (d) rags

Role

At 1st level, a commoner already knows their place in the world. Your ability scores must all be 10 before adding racial modifiers, you do not gain the benefits of a Background, and you must select a Role to undertake in your community. This Role determines how you survive in the setting. Work with your DM to determine your Role, choose from the list below, or roll randomly.

In addition to the Role you choose, you must create two personality traits, an ideal, a bond, and a flaw for your character. See the Player's Handbook pg. 123 for detailed descriptions of each of these traits. Each time you gain a level in the Commoner class, you may change any one of these traits, which reflects your personal growth.

Finally, your role determines your starting wealth, as listed in the table below. If you wish to take on a role not listed on the table, consult your DM to determine how much wealth your character has.

Roles
1d20 Role Starting Wealth
1 Slave 0 cp
2 Orphan 2 cp
3 Beggar 5 cp
4 Servant 1 sp, 3 cp
5 Bandit 2 sp
6 Gambler 3 sp. 5 cp
7 Minstrel 5 sp
8 Mercenary 7 sp
9 Wanderer 9 sp, 5 cp
10 Farmer 1 gp
11 Sailor 1 gp, 5 sp, 3 cp
12 Merchant 3 gp
13 Hunter 3 gp, 5 sp
14 Guard 5 gp
15 Soldier 5 gp, 6 cp
16 Artist 7 gp, 3 sp, 9 cp
17 Doctor 9 gp
18 Scholar 11 gp
19 Clergy 15 gp
20 Noble 20 gp

Apprenticeship

At 1st level, and again at 3rd level, you gain the benefits of prolonged study in a specific profession. Select a Tool or Language and gain proficiency in it. The Tool or Language can be related to your Role, but it can also reflect training from your past.

Whenever you gain this feature, you are granted a set of tools related to the tool proficiency you gain, or a book in the language of the language proficiency you gain. These items are old and may be highly personalized. They have no resale value.

Education

At 2nd level, and again at 4th level, your interactions with the world and the people within it have expanded your understanding. Select a Skill and gain proficiency in it. The Skill can be related to your Role, or it can reflect something you have learned through your exploration of the world.

Connections

By 5th level, you have forged a bond with a certain type of person, place, or faction. Work with your DM to determine the benefits created by that bond. The benefit you receive cannot affect your combat capabilities in any way. However, your connections can grant you leverage in situations that require exploration or interaction with the world and the people in it.

Your connections can grant you one of the following benefits, though you are not limited to these.

  • You gain one or more NPC contacts that help you find information, avoid paying for room and board, or help you influence local politics.
  • You have learned to handle certain social situations with ease, and most NPCs will enjoy or avoid your presence.
  • In dire situations, you can call upon fellow commoners to join you in a fight. They are not willing to fight for your personal vendettas, or to fight battles that seem pointless or hopeless.
  • You gain an ability related to travel (Player's Handbook chapter 8) that allows you to explore the world with ease.
  • You gain an NPC contact that regularly provides your character with work suited to their skills. If you become an adventurer, this will lead to quests for you to undertake.
  • Something about your character has been revealed to you by an event or NPC, and you have a personal quest to undertake.

Destiny

By 5th level, you are a capable member of society. You could easily live the rest of your life with the trades, skills, and connections you have forged. However, your character may not wish to be consigned to such a simple life. At 5th level, you may recreate your character using the Player's Handbook classes, equipment, and stats.

To properly reflect this transformation, your character may need to spend months or even years training with a member of your class or a faction that instructs members of your class, such as a Bardic College or Military Academy. Work with your DM to determine how long such training would take.

If your character would rather not become an adventurer, they can instead become an NPC. Select an NPC stat block from the Monster Manual (beginning on page 342). Your character works to learn the skills required to become that NPC, taking an amount of time equal to the NPC's CR x 3 years. Your DM may restrict or allow certain NPC stat blocks based on their availability to your character.


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