Commoner (5e Class)
Commoner
The Commoner
As a commoner, you are simple-minded filth that wants to achieve a higher purpose life; becoming learned like a Wizard, strong like a Fighter, or popular like a Paladin.
Creating a Commoner
- Quick Build
You can make a Commoner quickly by following these suggestions. First, what class you plan to pursue after these classes' main ability scores should be your highest ability scores. Second, choose the urchin background.
Class Features
As a Commoner you gain the following class features.
- Hit Points
Hit Dice: 1d4 per Commoner level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Commoner level after 1st
- Proficiencies
Armor: None
Weapons: Improvised
Tools: None
Saving Throws: None
Skills: One of your choice
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Tattered cloths
- A days rations
- A trinket of your choice
- A small pouch to carry your things
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Not hero material, Dream |
2nd | +2 | — |
3rd | +2 | — |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement, Dream feature |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | Sickness |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Dream feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Ascension |
Commoner features
- Not hero material
Your starting ability scores are equal to ten plus your racial trait bonuses.
- Sickness
Starting at 15th level You suffer from bad health causing you to lose 4 of your maximum hit points whenever you level up.
- Ascension
You have finally achieved your dream you lose all features from this class except for your equipment, ability scores, feats and you gain a level in the class associated with your dream, but you do not gain their starting equipment.
Dream
At first level, you gain a dream of what you want do with your future. Choose between spellslinger, spellbrawler, champion or insane if your character was doing something it probably shouldn't have been doing, these are detailed at the end of the class description. Your choice grants you features at 1st level and again at levels 8 and 18.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spellslinger
You dream of magic and having insane abilities but you have to choose where you are going to draw this power from another being(warlock), knowledge(wizard), nature(druid) or music(bard)
- Equipment
When you take up this dream you erratically buy equipment to try and become a spell caster such as a warlock, wizard, druid or bard. You gain the following equipment: a scholars pack, for warlocks a crystal ball which acts as an arcane focus but is otherwise mundane. While for wizards you gain a wand as an arcane focus and a spellbook to write your spells down in. For druids you gain a totem as a druidic focus. As a bard you gain a musical instrument of your choice and proficiency with it.
- Proficiency's
At level 8 you gain proficiencies due to rigorous attempts to use magic. You gain proficiency in arcana. If you chose to follow the path of warlock or bard then you gain proficiency in Charisma saves. If you chose to become a wizard, you gain proficiency in Intelligence saves. A druid then would then gain proficiency in Wisdom saves.
- Minor magic
At level 18 you learn a cantrip and a 1st level spell of your choice from your spell list. You also gain a 1st level spell slot.
Spell brawler
You dream of being an unrivaled warrior that uses weapons and magic but how do you use and acquire this power a God (cleric), code (paladin), nature(Ranger).
- Equipment
when you adopted this dream you purchased equipment to let you further this dream you gain the following equipment a explores pack and if cleric a holy symbol if a paladin a shield to protect yourself and others with if a ranger then a longbow or quarterstaff.
- Proficiency's
At 8th level you gain proficiency in either nature or religion also if you are a paladin charisma saves if cleric or ranger wisdom saves
- Awarness
At level 18 you gain the ability to find the alignment of creatures.
Champion
You dream of being mighty and powerful but don't want to deal with any of that magic stuff you may want to use martial arts (monk) or weapons(fighter) you could just use sheer rage instead (barbarian).
- Equipment
When you adopt this dream you buy combat equipment to protect yourself you gain a dungeoneer's pack and if monk a dagger if fighter a long sword if barbarian a battle axe.
- Proficiency's
At 8th level you gain proficiency in constitution saves plus proficiency in the weapon granted to you by the equipment feature.
- Fighting style
At 18th level you gain a fighting style in combat pick one of the following
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Insane
You dream of freedom and the power to do whatever you want. You either are subtle about it (rogue) or exaggerative (sorcerer).
- Equipment
When you adopt this dream you buy equipment to further your freedom though the shop keeper looked at you funny. You gain the explorers' pack. If you choose the rogue path, you get a dagger, and if you're going on the sorcerer path, you get a component pouch.
- Proficiency
At level 8 you gain proficiency in charisma saving throws.
- Well you did it...
At level 18 you gain the ability to make everybody hate you very quickly, a proficiency in Performance.
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