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# The Commoner Decoy. Cannon fodder. Murder victim. Plot device. The commoner has certainly had a shorter end than most when it comes to sticks, and life, in the world of fantasy RPGs. No longer! Today is the day they rise from mediocrity and emerge into the realm of better than nothing. #### Playing as Commoners Commoners present an interesting challenge for players and Dungeon Masters alike. Players must resort to clever tactics and quick wits. They certainly aren't getting help from their stats. I mean, look at those stats. They're horrible. They have next to no skills, very little in the way of redeeming qualities, and to be honest they smell a bit. Dungeon Masters really have to work overtime. They can't just throw some random monsters at the players and hope they survive. No! They must lovingly, or perhaps maddeningly, craft adventures that are engaging on more than a strict regiment of combat encounters.
##### The Commoner | Level | Proficiency Bonus | Features | |:-----:|:-----------------:|:---------| | 1st | +2 | Unexceptional, Ability Score Improvement | 2nd | +2 | Mild Flavoring, Ability Score Improvement | 3rd | +2 | Ability Score Improvement | 4th | +2 | Survivor, Ability Score Improvement | 5th | +2 | Becoming An Adventurer, Ability Score Improvement
## Class Features As a commoner, you gain the following features. #### Hit Points - **Hit Dice:** None - **Hit Points at 1st Level:** 8 + your Constitution (or 6 + Con, if you are small creature) - **Hit Points at Higher Levels:** You do not gain any addition Hit Points until you get the level 3 Survivor Feature. #### Proficiencies - **Armor:** None - **Weapons:** Club, Dagger, Light Hammer, Sickle - **Saving Throws:** None - **Skills:** None \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a dagger, (b) a club, (c) a sickle, or (d) a light hammer - (a) a dagger, (b) a club, (c) 5 darts, or (d) a sling with 10 bullets ### Unexceptional You are mediocre and mind-numbingly average, and are not at all as skilled as an adventurer. Your generate your ability scores a little differently from how you would normally. Roll 4d6, but instead of taking the highest three rolls, take the highest two rolls. Finally, add one two every ability. This puts you at 1st level. ### Mild Flavoring You are exhibiting the signs of an honest-to-goodness adventurer. You favor the tendencies of a certain class and gain a feat associated with that choice. Prerequisites do not need to be met. Whether this becomes your class later or is simply something that your character may have been interested in (but may choose to change later) is up to your DM. Refer to the Class Flavoring Feats list below: > ##### **Class Flavoring Feats** > - **Barbarian:** Grappler > - **Bard:** Lucky > - **Cleric:** Healer > - **Druid:** Magic Initiate: Druid (Druidcraft, Guidance; Animal Friendship) > - **Fighter:** Martial Adept > - **Monk:** Tavern Brawler > - **Paladin:** Inspiring Leader > - **Ranger:** Alert > - **Rogue:** Dungeon Delver or Skulker > - **Sorcerer:** Magic Initiate: Sorcerer (Minor Illusion, Prestidigitation; Sleep) > - **Warlock:** Magic Initiate: Warlock (Mage Hand, True Strike; Mage Armor) > - **Wizard:** Ritual Caster: Wizard (Detect Magic, Find Familiar) ### Ability Score Improvement When you reach any level after but not including 1st, you can increase one ability score of your choice by 3, one ability score by 1 *and* one ability score by 2, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Survivor You gain the Resilient feat. You must choose an ability score your Mild Flavoring class choice is proficient in.
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\pagebreakNum ### Becoming An Adventurer You've made it this far, so you might be cut out for this adventuring stuff after all. You can trade in this character for an authentic adventurer! and choose a class from the Player's Handbook. If you pick the same class chosen in the Mild Flavoring feature, you start at level 2. You get a final ability score improvement as well as a feat for surviving.
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COMMONER | CLASSES