Commoner
Hit Points
Hit Dice: d4 per Commoner level
Hit Points at first Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 + your Constitution modifier
Proficiences
Armor: None
Weapons: Dagger
Tools: None
Saving Throws: None
Skills: None
Overview & Creation
Decoy. Cannon fodder. Murder victim. Plot device.
The commoner has certainly has a shorter end than most when it comes to sticks, and life in general. But no longer! Today is the day they rise up from mediocrity and emerge in to 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.
Class Features
Unexceptional
You are mediocre and mind-numbingly average.
Your base ability scores are all 4. Additionally, you have 42 stat points to place in whichever stat you please; none of your stats may exceed 14 during this stage of the process.
Once you have confirmed your stat point placement, you may add any racial modifiers.
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. Refer to the Class Flavoring Feats list below.
Class Flavoring Feats
- Barbarian: Charger
- Bard: Lucky
- Cleric: Healer
- Druid: Magic Initiate: Druid (Druidcraft, Guidance; Animal Friendship)
- Fighter: Weapon Master
- Monk: Tavern Brawler
- Paladin: Inspiring Leader
- Ranger: Alert
- Rogue: 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)
Survivor
You gain the Resilient feat. You must choose an ability score your Mild Flavoring class choice is proficient in.
Ability Score Improvement
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.
Training Montage
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!
Remake this character using the normal ability score generation 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.
For putting in the extra effort of playing and surviving as a commoner, you gain a bonus feat.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency | Features |
---|
1st | +2 | Unexceptional |
2nd | +2 | Mild Flavoring |
3rd | +2 | Survivor |
4th | +2 | Ability Score Improvement |
5th | +2 | Training Montage |