Puntos de Golpe
Competencias
Commoner
| Nivel | Bonificador de Competencia | Características | |
|---|---|---|---|
| 1 | + 2 | Good Plain Folk Callow Youth | |
| 2 | + 2 | Good Plain Folk Callow Youth | |
| 3 | + 2 | Good Plain Folk Callow Youth | |
| 4 | + 2 | Good Plain Folk Callow Youth | |
| 5 | + 3 | Good Plain Folk Callow Youth | |
| 6 | + 3 | Good Plain Folk Callow Youth | |
| 7 | + 3 | Good Plain Folk Callow Youth | |
| 8 | + 3 | Good Plain Folk Callow Youth | |
| 9 | + 4 | Good Plain Folk Callow Youth | |
| 10 | + 4 | Good Plain Folk Callow Youth | |
| 11 | + 4 | Good Plain Folk Callow Youth | |
| 12 | + 4 | Good Plain Folk Callow Youth | |
| 13 | + 5 | Good Plain Folk Callow Youth | |
| 14 | + 5 | Good Plain Folk Callow Youth | |
| 15 | + 5 | Good Plain Folk Callow Youth | |
| 16 | + 5 | Good Plain Folk Callow Youth | |
| 17 | + 6 | Good Plain Folk Callow Youth | |
| 18 | + 6 | Good Plain Folk Callow Youth | |
| 19 | + 6 | Good Plain Folk Callow Youth | |
| 20 | + 6 | Good Plain Folk Callow Youth |
Características de Clase
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Competencias
Equipo Inicial
Características de Clase
Good Plain Folk (Level 1)
You are proficient in the use of artisan's tools as weapons, and add your expertise bonus when attacking with them. The deal 1d4 of whatever damage type is appropriate for the tool.
All of your ability scores are 10, and cannot be naturally increased. You are nothing special.
Callow Youth (Level 1)
And yet you know you're destined for greatness! You can give yourself advantage on any d20 roll by gritting your teeth and looking danger in the eye. You regain the use of this ability when you finish a short or long rest.
The Darnedest Thing (Level 2)
Starting at 2nd level, you can survive the adventuring life through sheer coincidence. When you would be killed or reduced to 0 hp, you may tell the story (10 seconds or less) of how the darnedest thing happened that completely prevented the effect. You regain the use of this ability when you finish a long rest.
Sidekick (Level 3)
You're surrournded by badasses, why not be like them!? When you finish a long rest, pick an ally you can see. Choose one piece of equipment, one skill, and one saving throw with which that ally is proficient. You gain those proficiencies until you choose a new ally or you spend more than 3 days without spending time with the chosen ally.
Questgiver (Level 3)
At 3rd level, whenever you finish a short or long rest, a bright yellow exclamation mark appears above your head. Choose up to three allies within 10 feet, and give them each one of the following quests:
Main Plot Quest
Whenever your group completes an encounter that gives experience, you and the ally each heal for up to 1d6 per commoner level you have. Faint sparkles and a ding sound surrounds you.
Kill Quest
Whevenever you take the Attack or Help action against a creature, the alley can add your proficiency bonus to all damage rolls against that creature until the start of your next turn. You can Help the ally as a bonus action.
Escort Quest
You and the ally each gain the effect of the Warding Bond spell until you rest again, but your speed is reduced by 5 feet as you make barely relevant comments about your surroundings.
You can have no more than three active Quests.
Ability Score Improvement (Level 4)
HA! Just kidding. You still cannot raise your scores above 10.
Take a feat
Commoner Combo (Level 5)
Starting at 5th level, you're beginning to think you're good at this! And every real hero needs a kickass personal move list.
When you hit with your artisan's tools, you can shout the name of a special move to add {dice 5d4} damage to the attack and choose one of the following effects:
You Shove the target
The target must make a DC 12 Dexterity save. If it fails, it is blinded, grappled, poisoned, or charmed (your choice) until the start of your next turn. Explain how your tools accomplished this effect.
One ally gains advantage on their next attack against the target.
You gain temporary hit points equal to your commoner level.
You can use this ability 3 times, and regain all uses after a short or long rest.
The Gosh Darnedeset Thing (Level 6)
Starting at 6th level, your regain the The Darnedest Thing whne you finish a short or long rest.
Glass Half Full (Level 7)
Starting at 7th level, if an attack or effect would inflict more than half of your current hp, it deals half your current hp (rounded up) instead.
You can use this ability a number of times equal to 2 + your charisma modifier (HA!!), and it refreshes when you finish a short or long rest.
Ability Score Improvement (Level 8)
You still cannot raise your scores above 10. ... you do get that right?
Take a feat
Waste Not, Want Not (Level 9)
By level 9, you have been collecting scrap and hand-me-downs and somehow cobbled them into something functional. You gain an uncommon magic item of your choice -- subject to DM approval -- ideally based on your artisan's tools.
You gain a new uncommon item at level 11, a rare item at level 13, and a very rare item at level 18.
Never Did Know my Grandma (Level 10)
At level 10, you convince yourself that you must be something special. Maybe you're part dragon! Or part rust monster! Choose one of the following benefits
You gain proficiency in any saving throw.
Your artisan's tools deal an extra 5d4 damage.
One ability score is no longer capped at 10. It instantly becomes 16.
Waste Not, Want Not II (Level 11)
By level 11, you have been collecting scrap and hand-me-downs and somehow cobbled them into something functional. You gain an additional uncommon magic item of your choice -- subject to DM approval -- ideally based on your artisan's tools.
Ability Score Improvement (Level 12)
All scores increase to 30.
Kidding. You still cannot raise your scores above 10.
Take another feat
Waste Not, Want Not III (Level 13)
By level 13, you have been collecting scrap and hand-me-downs and somehow cobbled them into something functional. You gain a rare magic item of your choice -- subject to DM approval -- ideally based on your artisan's tools.
Not Worth Your Time, Milord (Level 14)
At level 14, you have mastered the art of avoiding the gaze of the great and powerful. When an enemy targets you (and only you), roll a d4. On a 1 or a 2, the enemy's action resolves as normal. On a 3, it targets another valid target. On a 4, it stares at you in confusion, wondering how a commoner got this far.
Didn't Know Grandpa Either (Level 15)
At level 15, you can pick another benefit from Never Did Know my Grandma. You can choose the same one twice.
Ability Score Improvement (Level 16)
ok NOW you can....
Psych! You still cannot raise your scores above 10.
Take another feat
Not So Common After All (Level 17)
At level 17, you've managed to master your artisan's tools, despite all this adventuring! They add a +3 bonus to all attack, damage, and crafting rolls made with them, and you have world class skill in their use. Your DM will tell you what you can do with that, because crafting rules (RAW) are often just thrown out.
Waste Not, Want Not IV (Level 18)
By level 18, you have been collecting scrap and hand-me-downs and somehow cobbled them into something functional. You gained an very rare magic item of your choice -- subject to DM approval -- ideally based on your artisan's tools.
Whew, Take a Breather Champ (Level 19)
At level 19, you have crippling existential crisis as you ponder what it means to be a 19th level commoner.
Big Damn Hero, Sir (Level 20)
At 20th level, you can have up to 8 Questgiver quests active at once.