Caster Commoner (5e Class)

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Design Note: This class is for NPCs and is designed to be less powerful than other characters of the same level. Its purpose is to make notable commoners less vulnerable and fragile.

Caster Commoner

Not all commoners are 1 hit die wimps. Some by virtue of the danger they live with, gain experience with fighting difficult threats. They are not fighters, they have not made their career as combatants or characters of any sort. They are still mainly farmers, or merchants, or sailors or field researchers or something, but they have had to deal with combat and know something about it. They can be tough and callous by virtue of experience, or very protective and gentle. Yet they are ready and able to resort to force and violence if necessary. Caster commoners can also use magic unlike most other commoners.

Subclasses

Tough commoners are generally known by their Subclasses rather than by the caster commoner class.

Introduction

This class is for NPCs and is designed to be less powerful than other characters of the same level. It is a class designed to make some commoners less vulnerable and fragile.

Creating a Caster Commoner

Are you a farmer, and have to deal with raiders once in a while? Are you a sailor and need to fight sea monsters or pirates at times? Did you grow up in or live in a very rough neighborhood? Any number of things can push you toward needing to learn how to fight.

Quick Build

You can make a caster commoner quickly by following these suggestions.

  • First, choose the the character's subclass carefully. For this class, the subclass is the most important part.
  • Second, roll all abilities using straight 3d6 each. Each subclass has 2 abilities that are most important to it. Make sure these use the highest.
  • Third, choose the background assigned to that subclass.
  • Fourth, choose a simple melee weapon, and a set of tools that fits the caster commoner's subclass.

Class Features

As a Caster Commoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: simple melee weapons
Tools: any toolkit
Saving Throws: str, int
Skills: Choose any three

Equipment

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

  • (a) dagger or (b) handaxe or (c) mace or (d) sickle

Table: The Caster Commoner

LevelProficiency
Bonus
FeaturesCantrips—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2Common Ability Improvement, Subclasses0
2nd+2Subclass Features1
3rd+2Common Ability Improvement12
4th+2Ability Score Improvement23
5th+3Subclass Features23
6th+3Surprise Attack33
7th+3Common Ability Improvement342
8th+3Ability Score Improvement442
9th+4Subclass Features442
10th+4Extra Attack443
11th+4Common Ability Improvement543
12th+4Ability Score Improvement543
13th+5Remarkable Athlete5432
14th+5Common Ability Improvement6432
15th+5Subclass Features6432
16th+5Ability Score Improvement6433
17th+6Common Ability Improvement6433
18th+6Brutal Attack7433
19th+6Ability Score Improvement74331
20th+6Common Ability Improvement74331

Common Ability Improvement

At 1st, 3rd, 7th, 11th, 13th, 17th, and 20th level you get better at whatever your non-adventuring career is. For example if you are a farmer, you get better at farming. If you are an official, you get promoted etc.

Subclass Features

At 2nd level, 5th, level, 9th level, and 15th level, you gain features or improvements specific to your subclass.

Spell Lists

The number of spells you know at each level equals the number of spell slots you have for that level.

Ability Score Improvement

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.

Surprise Attack

Beginning at 6th level, you are deadly when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Remarkable Athlete

Starting at 13th level, you can add half your proficiency bonus (rounded down) to any strength, dexterity or constitution check you make that does not already use your proficiency bonus.

Brutal Attack

Starting at 18th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Subclasses

Tough Travelers, Medieval Woodblock

At first level you pick, or have already picked a subclass of caster commoner below.

d6Subclass2nd Level Feature5th Level Feature9th Level Feature15th Level FeatureMain Abilities
1Faithfulspell listspell listspell listspell listWisdom, Charisma
2Field ResearcherAttentive advantagePerception advantage2nd skill advantageThird skill advantageIntelligence, Wisdom
3GuideDirection Sensespell listspell listspell listConstitution, Wisdom
4Heroic Scholar2 specialties5 specialties9 specialties15 specialtiesIntelligence, Wisdom
5Magic Userspell listspell listspell listspell listIntelligence, Charisma
6Performerspell listspell listspell listspell listDexterity, Charisma

Faithful

  • Your main abilities are wisdom and charisma.
  • You have been involved in your religion since you can remember. Sometimes you have had to fight for your faith. You are not a cleric, but you are deeply involved in your religion.
  • You have the Acolyte background.
Blessings of Faith
Starting at second level, you know one cantrip from the cleric cantrip list. As you progress in levels, you gain more cantrips and spells as shown on the spell table.
Magic Items
Should you get a hold of some clerical magic items, you know how to use them.

Field Researcher

  • Your main abilities are wisdom and intelligence.
  • The study of the world has taken you to many remote and dangerous places. You have been in quite a number of close scrapes.
  • You have the 'Archeologist' or the 'Sage' background.
  • You have writing materials and paper.
Attentive
Starting at 2nd level, you have a knack for telling when something's off. You have advantage on Perception checks for hearing abnormal noises, such as distant conversations, whispers and people muttering under their breath, footsteps in a house no one should be in and so on. If you succeed on any of these checks, you begin to feel dread if there is a threat, as if you have a "gut feeling" that something is wrong. At 5th level, your advantage extends to all Perception checks.
Skill Advantage
At 9th level you gain advantage on one more skill. At 15th level you get advantage on yet one more skill.

Guide

  • Your main abilities are wisdom and constitution.
  • You know a great deal about local landmarks and customs. You guide travelers through challenging environments and try to keep them safe. Sometimes you have to fight or run.
  • You may have any background.
Direction Sense
Beginning at 2nd level, you always know what direction is north, and generally the direction to the nearest civilization.
Natural Magic
Starting at second level, you know one cantrip from the druid cantrip list. As you progress in levels, you gain more cantrips and spells as shown on the spell table.
Magic Items
Should you get a hold of some natural magic items, you know how to use them.

Heroic Scholar

  • Your main abilities are intelligence and wisdom.
  • You have the sage background.
  • You may have a whip and a cool hat. Maybe you deciphered a magical gate. You may have rescued the last copy of a great book from a terrible fire.
Specialties
At second level you have 2 specialties, at 5th level you have 5, at 9th 9, at 15th 15. Your specialties are from among this list: Aberrations, Alchemy, Arcana, Architecture, Artifacts, Astronomy, Barbarians, Beasts, Celestials, Constructs, Dragonborne, Dragons, Druidism, Dwarves, Elementals, Elves, Equipment, Feats, Fey, Fiends, Fighting, Geology/Geography, Giants, Gnomes, Halflings, Half-species, History, Humanoids, Humans, Local history, Magic items, Maritime lore, Medicine, Monks, Monstrosities, Music, Nature, Oozes, Paladins, Performance, Plants, Politics, Rangers, Religion, Rogues, Sorcery, Tieflings, Undead, the Underdeep, Warlocks, Water Bodies, Wizardry.

Magic User

  • Your top abilities are intelligence and charisma.
  • You like to play with magic in your spare time. You have talent but not enough to make a go of being a full-up arcane character. None-the-less you like to fiddle with magic when not working your day job.
  • You have the Guild Artisan background.
Spell Hobby
Starting at second level, you know one cantrip from the wizard, warlock, or sorcerer cantrip list. As you progress in levels, you gain more cantrips and spells as shown on the spell table.
Magic Items
Should you get a hold of some arcane magic items, you know how to use them.

Performer

  • Your main abilities are charisma and dexterity.
  • You are a performer who travels from town to town, and your troop has had run-ins with hiwaymen and monsters in the wilds.
  • You have the Entertainer background.
  • You have expertise with three different musical instruments
Magical Connection
Starting at second level, you know one cantrip from the bard cantrip list. As you progress in levels, you gain more cantrips and spells as shown on the spell table.
Magic Items
Should you get a hold of some bardic magic items, you know how to use them.

Multiclassing

Multiclassing To a Caster Commoner
When it comes to multiclassing into a caster commoner, you probably don't want to. It is a class designed to be weaker than the 'adventuring classes'. One case in which you might want to multiclass into caster commoner is if you have years of downtime ahead of you and maybe you want to become a farmer for that period. When you multiclass as a caster commoner, you gain level 1 immediately and then gain a level every seven years. So for example, if the rest of your party bounced forward 18 years for some reason, and you have to take the long way to the future, you would gain 3 levels as a caster commoner by the time you catch up with them.
  • Prerequisites. To qualify for multiclassing into the caster commoner class, you must meet these prerequisites: 9 Strength, and 9 Dexterity
  • Proficiencies. When you multiclass into the caster commoner class, you gain the following proficiencies: light armor, one new toolkit, one new skill, any skill.
Converting Caster Commoner Subclasses to Regular Classes
Many of the sub classes in caster commoner relate to regular adventuring classes. If you multiclass into the related class, you go up two levels in that class, and lose one level in caster commoner. Every time you go up in level this happens, until all your caster commoner levels are used up.
  • To perform a multiclass conversion to bard, you must have been a Performer.
  • To perform a multiclass conversion to paladin, you must have been a member of the Faithful.
  • To perform a multiclass conversion to cleric, you must have been a member of the Faithful.
  • To perform a multiclass conversion to druid, you must have been a Guide.
  • To perform a multiclass conversion to sorcerer, wizard, warlock, eldritch knight, or arcane trickster, you must have been a Magic User.
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