Points de Vie
Maîtrises
Commoner
| Niveau | Bonus de Maîtrise | Capacités | Tall Tales |
|---|---|---|---|
| 1 | + 2 | Grit Rough & Ready Trade | 0 |
| 2 | + 2 | Grit Rough & Ready Trade | 2 |
| 3 | + 2 | Grit Rough & Ready Trade | 2 |
| 4 | + 2 | Grit Rough & Ready Trade | 3 |
| 5 | + 3 | Grit Rough & Ready Trade | 3 |
| 6 | + 3 | Grit Rough & Ready Trade | 4 |
| 7 | + 3 | Grit Rough & Ready Trade | 4 |
| 8 | + 3 | Grit Rough & Ready Trade | 4 |
| 9 | + 4 | Grit Rough & Ready Trade | 5 |
| 10 | + 4 | Grit Rough & Ready Trade | 5 |
| 11 | + 4 | Grit Rough & Ready Trade | 5 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 2
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Équipement de Départ
Capacités de Classe
Grit (Level 1)
You have become accustomed to a life of hardship. At 1st level, you gain a pool of d4 Grit Dice which represent your determination in the face of adversity. Whenever you make an attack roll, ability check, or saving throw, you can expend a number of Grit Dice equal to your proficiency bonus or lower, adding them to your roll. You can expend Grit Dice after you roll, but before you know if you succeed or fail.
You have a total number of Grit Dice in this pool equal to 1 + your commoner level, and you regain all of your expended Grit Dice each time you complete a short or long rest.
Rough & Ready (Level 1)
You may not be the quickest on your feet, or the strongest, or the most educated, but the hardships you have lived through have made you especially hardy. Starting from 1st level, you can use your Constitution, in place of Dexterity, when you calculate your Armor Class when you are wearing armor.
Moreover, when you are unarmored, your Armor Class is equal to 10 + your Constitution modifier.
Trade (Level 1)
At 1st level, you choose a Trade from the list below that best represents your commoner's livelihood and how they spend their days: Farmer, Innkeeper, Laborer, or Old Timer.
The Trade you choose grants you features at 1st level, and again when you reach 3rd, and 10th level in this class.
Old Reliable (Level 2)
You may not be able to conjure wondrous spells or wield the deadly weapons of war, but you know the tools of your Trade like the back of your hand. At 2nd level, you choose one tool or weapon proficiency you gained through your Trade. That tool or weapon becomes your Old Reliable, and you can use your intuitive understanding of it to wield it as a weapon.
If you choose a tool proficiency, you can wield a tool from that set as an improvised weapon that deals your choice of 1d6 bludgeoning, piercing, or slashing damage on hit. If you choose a weapon, it deals 1d6 damage if it did not already.
While wielding Old Reliable, you can use your Wisdom, in place of Strength or Dexterity, for attack and damage rolls.
Tall Tales (Level 2)
As one of the common folk, you have heard many legends and stories throughout your life that contain wisdom. At 2nd level, you learn two Tall Tales of your choice from the list at the end of this class. The Tall Tales column of the Commoner table shows when you learn more Tall Tales of your choice.
Whenever you gain a commoner level, you can replace a Tall Tale you know with another Tall Tale of your choice.
Creating your own Tall Tales
The Tall Tales here are all based on Backgrounds from the Player's Handbook. To create a Tall Tale, select a proficiency and Background feature, then come up with a thematic and outlandish story!
Trade Feature (Level 3)
At 3rd level, you gain a feature granted by your Trade.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Gumption (Level 5)
You are finally starting to get the hang of adventuring life and can apply your Grit in combat. Starting at 5th level, when you hit a creature with an Old Reliable weapon attack, you can expend Grit Dice and add them to your damage roll.
Your harsh life has also thickened your skin. Whenever you take damage, you can use your reaction to expend a Grit Die and reduce the incoming damage by an amount equal to your Grit Die roll + your Constitution modifier (minimum of +1).
Weather the Storm (Level 6)
You may not be able to dodge or deflect incoming blows very well, but you can take a hit better then most. Beginning at 6th level, when you are subjected to a spell or another effect that allows you to make a Constitution or Wisdom saving throw to take only half damage, you take no damage if you succeed on your saving throw, and only half damage on a failure.
Know-how (Level 7)
You are one of the common folk, but your simple life allows you to offer simple wisdom to your allies. Starting at 7th level, when a creature that can hear you within 30 feet makes an an ability check or saving throw, you can use your reaction add your Wisdom modifier (minimum of +1) to their roll.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
True Grit (Level 9)
Your experience adventuring has toughened your resolve and ability to withstand any hardship you may face. Beginning at 9th level, when you begin your turn with no Grit Dice left in your pool, you instantly regain one expended Grit Die.
Trade Feature (Level 10)
At 10th level, you gain a feature granted by your Trade.
Common No More (Level 11)
You have achieved the absolute pinnacle of what a commoner can be. Upon reaching 11th level, your Grit Dice become d6s.
You also take one level in another class of your choice, ignoring the normal multiclassing requirements for it. If the class grants you the Spellcasting feature, you can use your Wisdom in place of the normal spellcasting modifier.
Your 11th level in commoner doesn't count against your total character level. For example, if you played to 20th level you could have 11 levels in commoner and 10 levels in bard.
Not So Common Adventurers
If you've made it this far into the commoner class you may be thinking, "where are levels 12 to 20?" The answer is a simple one, they don't exist!
Commoners are just that, common. If a player somehow survived all the way to 11th level with their commoner character then congratulations, it is time to multiclass into a different class.
Multiclassage
Prérequis de Multiclassage
{"con":13}
Sous-classes
Capacités de Sous-classe
Farmer
Farmer (Level 1)
You are a farmer, the true salt of the earth that brings forth a bountiful harvest each season. You know all there is to know about crops, livestock, and child rearing, but little else. With your farmer's tools and trusty Livestock Companion at your side, you are ready to face the the adventuring life!
Green Thumb
When you adopt this Trade at 1st level, you gain proficiency in Animal Handling, Nature, and farmer's tools. Moreover, you can use your knowledge of farming to make Wisdom (Nature) checks in place of the normal Intelligence (Nature) checks.
Farmer's Tools & You
Farmer's tools consist of sturdy gloves, scythes, plows, rakes, hoes, shovels, and simple instruments to predict the weather. Ask your GM which simple tools would be used by farmers in your game.
Livestock Companion
Also at 1st level, you have somehow convinced one of your farm animals to adventure by your side. This farm animal becomes your Livestock Companion, and it is friendly to you and your allies, and obeys any commands you give it. Your Companion uses the Livestock Companion stat block below, which uses your proficiency bonus (PB) in several places.
You choose either Male or Female for the gender of your Livestock Companion, which effects the abilities it has in its stat block. If you acquire a farm animal of the other gender, you can train it to be your Livestock Companion over a long rest. You can only have one Livestock Companion at a time, and training a second causes the first to forget its training.
In combat, your Companion acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action. If you are incapacitated, your Companion takes any action it chooses.
Should your Companion fall to 0 hit points, it makes death saving throws like a player character would. If it dies, you can train any farm animal you can buy, borrow, or steal to be your Livestock Companion over the course of a long rest.
Farmer's Market (Level 3)
You are never without a few seeds or a sample of your produce to sell. Starting at 3rd level, you always seem to have a bag or bundle of produce with you. As an action, you can expend one of your Grit Dice and reach into your bag to pull out a piece of produce. As part of that action, you can eat the produce, or feed it to a willing and conscious creature within your reach. Upon consumption, a creature gains temporary hit points equal to your Grit Die + your Wisdom modifier (minimum of 1).
Prizewinner (Level 10)
You may not be wealthy, powerful, or intelligent, but the produce of your land is truly bountiful. Upon reaching 10th level, you gain the benefits listed below:
Your Livestock Companion grows from Medium to Large in size, and its hit points and hit point maximum increase by an amount equal to your commoner level.
When you command your Livestock Companion to use its Stomp attack, it can attack twice instead of once.
If you spend 8 hours or more working up to one square mile of viable farmland, the land you work gains the effects of the 8 hour casting of the plant growth spell.
Innkeeper
Innkeeper (Level 1)
Innkeepers usually find themselves at the epicenter of their small villages. With a quick wit and a keen ear for gossip, an Innkeeper is adept at navigating the complex social structure of small towns and villages. Armed with their country charm and a few coins, these affable folk can befriend anyone.
Hospitality
You have spent many years comforting your guests with both a full pint and an open ear. When you adopt this Trade at 1st level, you gain proficiency in Insight, brewer's supplies, and cook's utensils. When you make an ability check with these proficiencies, you treat a roll of 7 or lower on the d20 as an 8.
Rustic Charm
When you need to convince a rough customer of something you can lace your speech with country wit to charm friend and foe alike. Beginning at 1st level, you can use an action to expend Grit Dice to mimic the effect of one of the spells on the Rustic Charm table. The table specifies how many Grit Dice you must spend to mimic each spell effect.
Saving Throws
Some Rustic Charm spells require your target to make a saving throw to resist their effects. Based on your Wisdom, their saving throw DC is calculated as follows:
Rustic Charm
| Grit Dice | Spell Effect |
|---|---|
1 | |
3 | |
6 | |
8 |
Storyteller (Level 3)
You have heard every story under the sun from your patrons, though you do have trouble remembering them all. Starting at 3rd level, each time you finish a long rest, you can replace one Tall Tale you know with another Tall Tale of your choice.
Full-Belly Bravery (Level 10)
Beginning at 10th level, you can inspire heroism with nothing more then food, drink, and a story. You, and any creature that completes a short or long rest with you, gains temporary hit points equal to your commoner level + your Wisdom modifier.
While these temporary hit points last, a creature can't be charmed or frightened, and it gains a bonus to their saving throws equal to your Wisdom modifier (minimum of +1).
Laborer
Laborer (Level 1)
Strong like as an ox, laborers are commoners who use their skills to keep their villages running. Carpenters, woodsmen, and masons all consider themselves to be laborers. Often the experts of their chosen tools (and little else), laborers aren't afraid to put their bodies on the line to see a job to the end.
Bulky
Spending your days doing manual labor has made you strong and hardy like the great beast of the fields. At 1st level, and each time you gain a level in this class, both your hit points and maximum hit points each increase by 1.
You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
True Craftsman
As a laborer, you are skilled with physical things. When you adopt this Trade at 1st level, you gain proficiency with mauls, warhammers, greataxes, and battleaxes. Often, your weapons resemble simple tools rather then true weapons of war.
You also gain proficiency with both carpenter's tools and mason's tools, and you add double your proficiency bonus to any ability check you make with these tool proficiencies.
Construction (Level 3)
You can use your knowledge of construction to create simple structures of wood and stone. Starting at 3rd level, while you have access to your True Craftsman tools and the associated materials, you can spend your time creating fortifications.
For every 10 minutes you spend, you can create a simple Medium structure of wood or stone with both an Armor Class and maximum hit points equal to 10 + your commoner level.
Masterwork Construction (Level 10)
You are a laborer of great renown, though you are skilled with little else. Starting at 10th level, while you have access to your True Craftsman tools and the associated materials, you can spend 10 minutes to replicate the effects of the passwall or wall of stone spell. Any structure you create with this feature is non-magical in nature and permanent.
Once you use this feature to produce the effect of either spell you must finish a short or long rest before you can use it again, unless you expend five Grit Dice to use it another time.
Old Timer
Old Timer (Level 1)
You are a grizzled elder of your village or town who has seen an uncountable number of winters. Though your exact age escapes you, it is safe to say you are the oldest living person in your village. With your advanced years comes wisdom, but also a heavy dislike for anything that seems new.
Village Elder
Over the years you picked up a unique amount of country wisdom. At 1st level, you gain the features listed below:
You gain proficiency in the History skill, and you can make Wisdom (History) in place of Intelligence (History) checks.
You gain proficiency with one set of artisan's tools.
You learn to speak (but not read or write) a number of additional languages equal to your Wisdom modifier.
You learn to cast the guidance cantrip, and Wisdom is your Spellcasting modifier for it.
Rustic Spellcasting (Level 3)
Starting at 3rd level, you can use your natural knowledge to perform minor magic spells, much like a druid does.
Spell Slots
At 3rd level, you gain two 1st level spell slots. To cast a druid spell you have prepared, you must expend one of these spell slots. You regain all spell slots when you finish a short or long rest. As you gain levels, your spell slots grow in level, but not in number. At 5th level they become 2nd level spell slots, and at 10th level they become 3rd level spell slots.
Prepared Spells
At the end of a long rest, you prepare a list of spells that are available for you to cast from the druid spell list. You can prepare a number of spells equal to your Wisdom modifier + half your commoner level. Spells you prepare must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells as you use the knowledge you have gained over your many years to perform your spells. You use your Wisdom when a spell refers to your spellcasting ability, setting the saving throw DC, or making a spell attack roll.
Spell
Spell
Rustic Knowledge (Level 10)
Your knowledge of country magic has become more flexible than that of classically trained mages and clerics. Beginning at 10th level, you can change your list of prepared druid spells each time you complete a short or long rest.