Villager 5e - Starter Class

by ElliotHunter

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The Villager class

Elliot Hunter

VILLAGER

The villager class is intended to bridge the gap between a simple commoner and a heroic adventurer as first level characters are already vastly different to commoners in both strength and ability. The intent is to allow players to experiment more with creative problem solving, mix and match features and figure out a playstyle based around the character itself and how they play, rather than a theoretical build that may or may not be in line with how they play. As such, it is deliberately weaker than a standard class.

The villager is based around strength of character, not strength of... strength. Whilst they can handle themselves in a fight if they absolutely have to, they are not suited for idle conflict or prolonged engagement. They are not true combatants, not yet. They are normal people and should feel quite mundane compared to a typical character you've played before.

A villager can be all manner of individual, a commoner, a courtier, a king. Any untested individual with a dream, some one of little note but with conviction. Their beginnings can be grand or humble, but often must speak of promise, a defining moment, of a glimmer of unrealised potential. They can be wide-eyed, blissfully unaware or completely closed off to anything outside of their ken. Whatever it may be, they must have room for improvement, whether they are willing or able to recognise this however, is up to you.

To play a Villager, you must first think of their beginnings, there is nothing immediately remarkable of a Villager, therefore it is an incredibly risky undertaking for such an individual. They must have a great desire, a wanderlust or goals that are not immediately threatening or much smaller in scope, there is joy in the little things. These little things can slowly expand into grander ambitions as their own abilities grow. Whilst desire may be a core of the character, remember this is merely the core; wants, fears, flaws, habits (bad and good) and everything that makes up every person you would ever meet.

Unlimited Potential

A villager is a blank slate, whilst currently incapable of nigh on everything they have the ability to grow capable of anything. As they have never truly been tested the often discover their strengths spontaneously. A panicked farmer who miraculously nurses his dead crops to good health, an urchin boy who seems to escape the notice of shop keeps when acquiring food for his loved ones. Or even a baker with an uncanny eye for detail can all be hiding secret and wondrous talents.

Lofty Aspirations

One key thing that is common in all villagers is their desire for something greater, whatever that something is. Unknown heritage, wanderlust stemming from a sheltered environment or upbringing or something as simple as looking for better work in the city are all valid motivations for a villager. They address immediate needs and concerns as villagers are often only aware of a very finite sphere of influence.

Often common to villagers is their want to advance in some way, to have more or be better than something in their current station. Rare is a villager that lacks some form of ambition, even if it's something as simple as buying some fancy bread for supper once a week. Their goals and motivations are what grounds them in the reality of the world that they inhabit and what makes them relatable to all folks at the table at some point of their lives.

Precocious Aptitude

Villagers have a certain knack for picking things up and bettering themselves quickly, either by want or necessity to help overcome the trials of their daily lives. Perhaps starting at a much lower standard than a trained warrior or skilled artisan simply gives them more room for improvement, either way; their rate of growth and adaptability more than makes up for their often sub par starting point compared to a typical adventurer.

QUICK BUILD

You can make a build very quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on if they favor the brutish arts or value a more finesse based approach. Your next highest score should be constitution if you plan on surviving first and foremost.

Level Proficiency Bonus Features Cantrips Known Spells Known 1st
1st +1 Humble Beginnings, Underdog 1
2nd +1 Aptitude, Mettle 1
3rd +1 The Spark 1 1 1
4th +1 Inkling of Greatness 1 1 1
5th - Road to Adventure

Class Features

As a Villager, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Villager level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Villager level after 1st

Proficiencies


  • Armor: Light Armor, shields
  • Weapons: Simple Weapons
  • Tools: One tool of your choice

  • Saving Throws: One of your choice from an Attribute of 12 or above.
  • Skills: Choose one skill from an attribute of 12 or above.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor (a) Dagger, Short bow and 20 Arrows or (b) A simple melee weapon, shield

Humble Beginnings

You stand out in some way, being possessed of a certain "something". A drive to protect, ambitions pushing you onward. A dream you wish to realize.

At first level, you learn a single cantrip of your choice provided you have at least a value of 10 in the casting attribute. For example, Charisma of 10 for a bard cantrip.

You also gain the following proficiencies depending on your background:

Commoner: 1 form of artisan's tools.

Noble: 1 language of your choice aside from the exotic languages.

Underdog

At first level, your determination to achieve success at times may push you past your capabilities.

When your current health is equal to or below 50% of your hit point maximum as a result of an attack, spell attack or spell effect, you can automatically take your turn next, even if you've already taken your turn. You may only use this feature once per long rest.

Aptitude

Preparing for a life of adventure, you can devote time to training, studying or honing your skills as an orator. Every level up you may transfer a single attribute point from one attribute to another once per level. You cannot increase an attribute above 16 or below 8 this way.

You can also invest time on dedicated training. Once a month you can invest two weeks of continuous downtime to allow you to increase an attribute by 1 point or change one skill proficiency provided you have a minimum of 12 in the attribute it relies on.

You cannot increase an attribute above 16 this way and you may not increase a single attribute more than twice with this feature.

Mettle

Grasping the first strands of the threads of destiny, you are gradually learning what sets an adventurer apart from a regular person, either through time won experience, careful observation or prodigious talent; you are beginning to display the smallest embers of the fire within.

You gain access to signs of your mettle equivalent to your Villager level up to a maximum of five, provided you meet the prerequisite listed for the feature. You cannot have duplicates of the same mettle.

Martial Dedication

Prerequisite: Strength or Dexterity at 12 or above

Through continued practice, your form has some semblance of consistency to it. Increasing your might with your favored weapon type. You may choose from the below rudimentary fighting styles.

Combatant: +1 to damage rolls made when you are wielding a weapon in one hand and no other weapons.

Keen Eyed: +1 to attack rolls you make with ranged weapons.

Bruiser: When you roll a 1 on a weapon attack for a two handed weapon you may roll the die again and keep the new value. The weapon must have the two handed or versatile property to gain this benefit.

Bulwark: +1 to AC when using a shield

Dirty Fighting

Prerequisite: Strength or Dexterity at 12 or above

You've learned that you're not always the toughest out there, but there are ways you can even the odds... if you're not proud about it.

As a bonus action you can make an additional melee attack to attempt to hinder the enemy. Such as stomping on their feet, poking their eyes, throwing sand and the like. On hit the enemy must subtract 1d4 from their next attack roll. This attack does no damage.

This'll do

Prerequisite: Strength 12 or above

You've learned that anything can hurt if you swing it hard enough. As a bonus action you may grab a nearby object to make a melee attack with using your strength modifier. The damage depends on the item used. The item breaks after this use.

Honor is for Heroes

Prerequisite: Dexterity 12 or above

Sometimes all honor gets you is a nice funeral service. Once per round, if you make an attack on an enemy who is unaware of you or is adjacent to an ally of yours. You can add an additional 1d4 of damage on a successful attack roll. This damage is of the same type as the original weapon attack.

Breather

Prerequisite: Constitution 12 or above

Rest is also an important part of battle. You have seen the weary fall prey to both beast and men and have vowed to avoid the same fate. As a bonus action, you can regain hit equal to 1d6 + your Villager level. This feature recharges on a short or long rest.

Turn the Blade

Prerequisite: Constitution 12 or above

In times of need you've found yourself evading more than your fair share of deadly blows. As a reaction, you can halve any source of non-magical piercing, slashing or bludgeoning damage until your next turn. This feature recharges on a short rest.

Skilled

Prerequisite: A mental attribute at 12 or above

While by no means an expert. You definitely display a practiced hand to most tasks and tend to approach unfamiliar tasks more skillfully than most. Skills you are proficient in gain a +2 bonus rather than the standard +1 any skills you are not proficient in receive +1. These bonuses are static and stack with other class features.

Healing Hands

Prerequisite: A mental attribute at 12 or above

In a time of great need, you discovered a wellspring of life within you that you can grant to others. As an action you may touch a creature and restore 1d4 hit points to them. You regain use of this feature after a short rest.

Chaos Bent

Prerequisite: A mental attribute at 12 or above

Your practice with the arcane has given you an intuitive grasp of the weave's pull. If you roll a natural 20 on a cantrip spell attack you may make consecutive attacks with that same cantrip until you no longer roll a natural 20. The spell attacks must be made to the same target. Cantrips that by design fire multiple projectiles simply gain another single projectile. You regain use of this feature after a short rest.

Quick Study

Prerequisite: Intelligence 12 or above

After many a night of grueling study you finally grasp another incantation. Surely it gets easier? You may add one additional cantrip from any spell list to your known cantrips, provided you have a minimum of 10 in the ability modifier related to said cantrip. For example, Wisdom for a Druid cantrip.

Green Thumb

Prerequisite: Intelligence or Wisdom at 12 or above

Your passion for gardening has borne fruit! Many ask you for advice regarding botany and many more have been spared a night clenching their stomachs due to your efforts. You gain advantage on nature and survival checks to identify and procure useful and poisonous plants.

Animal Person

Prerequisite: Wisdom 12 or above

You've always had a way with animals and it shows. You may even gain an odd pet at times! You have advantage on survival checks to calm a creature of type beast and most at the very least begin with a neutral opinion of you.

Faith

Prerequisite: Wisdom 12 or above

Days sequestered in a cloister do prove useful at times. You gain advantage on Religion checks to identify common Celestial, Fey, Fiends and Undead by sight.

Lay of the Land

Prerequisite: Wisdom 12 or above

You are the outdoors type, quickly acclimating to any area you come across. Choose one type of terrain you frequent. You gain advantage on survival checks to track creatures within this terrain and can not lose your way unless by magical means.

Intrepid Explorer

You've always been the type to be discovered delving into all sorts of nooks and crannies, covered in dirt. As an action, you can choose one benefit from the following:

You gain a climb OR swim speed of 15 and your movement speed increases by 5. This lasts for ten minutes.

You are able to find a safe haven to sleep for up to 1d4 + half of your villager level (rounded down) people. This allows them to recover a single point of exhaustion on a successful DC 15 Constitution check.

You have advantage on checks related to safe traversal of hazardous terrain.

You have an amount of uses of this feature equivalent to half of your proficiency bonus rounded down with a minimum of 1 use. This feature recharges on a long rest.

Rallying Cry

Prerequisite: Charisma 12 or above

Your words embolden those around you. As a bonus action you can inspire an ally within 60ft of you that can hear you. They can then add a d4 to an attack roll of their choice, this must be done after the roll has been made but before the result has been declared. You can use this feature an amount of times equal to your Villager level rounded down. You regain all uses of this feature on a short rest.

Encourage

Prerequisite: Charisma 12 or above

Your words calm and reassure your allies. As a bonus action you can inspire an ally within 60ft of you that can hear you. They can then add a d4 to a skill check of their choice. This must be done after the roll has been made but before the result has been declared. You can use this feature an amount of times equal to your Villager level rounded down. You regain all uses of this feature on a short rest.

Fell Curiosity

Prerequisite: Charisma 12 or above

You have experienced a taste of power, or have come to learn of greater power beyond previous imagination. And you hunger for it. You gain advantage on checks to research a creature type of your choice within which you wish to seek a pact from. Such as, locations, suitable patrons and risks. You may change the creature type after a short rest. This may hamper your progress however.

Quick warning

Prerequisite: Charisma 12 or above

Your words of warning may just save a life. As a reaction you can inspire an ally within 60ft of you that can hear you. They can then add a d4 to a saving throw of their choice. This must be done after the roll has been made but before the result has been declared. You gain uses of this feature equivalent to half your villager level rounded down You regain all uses of this feature on a short rest.

Survivor

Prerequisite: Wisdom 12 or above

You have learned how to survive the hard way. You know how to survive in the wilds. What to eat, where to sleep, what to drink. If you cannot find these thing you can spend time to make, hunt or refine them, provided the appropriate resources are to hand. Gain advantage on survival checks for anything to do with food, drink or sleep. You gain uses of this feature equivalent to half your villager level rounded down You regain all uses of this feature on a short rest.

The negotiator

Prerequisite: Charisma 12 or above

The best tool of the trade, your voice. Due to diligent practice or raw talent you have always been good at influencing others. Gain advantage on persuasion and intimidation rolls to reduce prices, convince others to help you or to sway their opinion in your favour. You gain uses of this feature equivalent to half your villager level rounded down You regain all uses of this feature on a short rest.

The Spark

Learn one 1st level spell of your choice provided you have a minimum of 12 in the spell casting attribute related to the list you derive the spell from. For example, you need 12 Intelligence to learn a spell from the wizard spell list.

Inkling of Greatness

After surviving a great many trials and tribulations, you have acquired newfound strength and cemented skills into honed specialties. You are now granted an Ability Score Increase (ASI) and a feat in line with your current experiences.

Road to Adventure

The road to adventure begins with a single step. The road is long and your burden may be heavy. On this journey you stand to gain much. But risk losing things along the way. Priorities change and as such, things you may have relied on in the past no longer serve a use in your new life as an adventurer or have simply been lost to polish and experience. On achieving fourth level in the Villager class you become a 1st level adventurer of your choice provided you meet the multiclass requirements to take a level in it. For this level you gain the hit die and hit point values from the first level class you choose. Listed below are features you retain and features you lose as you reclass.

In addition to everything granted to you by your new class you retain:

  • Your Villager hit die, and accumulated hit points

  • Any acquired cantrips. These do not count towards cantrips known if you become a spellcasting class.
  • Any acquired spells if you become a spellcasting class. These are considered spells for that class and do not count towards spells known or prepared.
  • Any skill and tool proficiencies
  • All mettle features
  • Access to the Aptitude feature

However, you do not retain the following features:

  • If you do not choose a spellcasting class, you lose access to the first level spell acquired from 'The Spark' until you able to cast spells again.
  • Access to the Underdog feature
  • All weapon and armor proficiencies, as these are overridden by your new class.
  • Saving throw proficiencies, as these are overridden by your new class.
  • Experience points, if using experience points these values are reset for the purposes of ease.
 

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