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The Uncommoner (a class for those that are commoners, but not really)
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<blockquote data-quote="bedir than" data-source="post: 6767901" data-attributes="member: 6789971"><p>My <a href="https://fullmoonstorytelling.wordpress.com/2015/06/09/estrella-was-as-common-as-they-come/" target="_blank">first attempt at doing Commoners </a>was cludgy and didn't feel very 5th edition. This second attempt should be more in tune with the system and provides an option for those players that want to start their characters as a bit more than just a background, but less than a trained fighter, rogue, etc.</p><p></p><p>The goal in sharing is to discuss the mechanics, not the fit. I'm committed to the idea that some great characters start as slightly more than a 10/10/10/10/10/10 Commoner, but less than a standard class. The two archetypes represent a kind of less-magical Bard using the Factotum name and the Expert that dedicates their life to doing one type of thing extraordinarily well. I'm also not yet worried about the fluff/story elements. I can get those fairly well.</p><p></p><p>I'm hoping to get some mechanical feedback with a focus if these is merely underpowered or unplayable, specifically by tier. Get ready for the wall of text. Formatting will come later.</p><p></p><p><strong>Uncommoner</strong></p><p><strong></strong>Prerequisite: No ability score over 14</p><p><strong>HD</strong>: d8</p><p><strong>HP at 1[SUP]st[/SUP] level:</strong> 8 + Constitution Modifier</p><p><strong>HP at following levels:</strong> d8+ Constitution Modifier</p><p> </p><p><strong><u>Proficiency</u></strong></p><p><strong>Armor</strong>: Padded</p><p><strong>Weapons</strong>: 2 simple (1 may be ranged)</p><p><strong>Tools</strong>: Any 1 (except Poison, Disguise, Forgery, Thieves)</p><p><strong>Saving Throw</strong>: Constitution, Intelligence</p><p><strong>Skills</strong>: Any 3 of Athletics, History, Religion, Animal Handling, Nature, Insight</p><p><strong></strong></p><p><strong>Equipment</strong>:</p><p>a) One of each weapon known. If no ranged weapons are known they also get padded armor. Ranged weapons get 20 ammunition.</p><p>b) An extra known thrown weapon, if known, or a Healer’s Kit</p><p>c) An explorer’s pack</p><p>d) The known tool/kit</p><p><strong></strong></p><p><strong>Multiclassing</strong></p><p>Proficiency granted on multi-classing: a single simple weapon, 1 tool/kit (excepting Poison, Disguise, Forgery, Thieves)</p><p><strong></strong></p><p><strong>Uncommoner Features</strong></p><p>1[SUP]st[/SUP] level: Expertise in any one skill or tools known</p><p>Unusual (the Uncommoner has a Feat, if human this is a second Feat)</p><p>2[SUP]nd[/SUP] level: Helpful (the Uncommoner is able Help as a bonus action)</p><p>Militia Member: 1 Polearm (glaive, pike, and halberd) or 1 ranged simple weapon</p><p>3[SUP]rd[/SUP] level: Choose an Archetype (Factotum, Expert)</p><p>4[SUP]th[/SUP] level: ASI or Feat</p><p>5[SUP]th[/SUP] level: Proficiency in Light Armor</p><p>New Career (the Uncommoner takes a new background as if a 1st level character)</p><p>Work Together (the Uncommoner is assumed to be skilled when helping another character complete a task)</p><p>6[SUP]th[/SUP] level: Archetype</p><p>7[SUP]th[/SUP] level: ASI or Feat</p><p>8[SUP]th[/SUP] level: Shield, 2 weapon proficiencies with no limits</p><p>9[SUP]th[/SUP] level: Archetype</p><p>10[SUP]th[/SUP] level: ASI or Feat</p><p>11[SUP]th[/SUP] level: Rally (with 10 minutes of speaking the Uncommoner can grant the benefits of Inspiring Leader, or can give half their level + Charisma modifier on any skill/tool/kit check)</p><p>New Career (the Uncommoner takes a new background as if a 1st level character)</p><p>12[SUP]th[/SUP] level: Archetype</p><p>13[SUP]th[/SUP] level: ASI or Feat</p><p>14[SUP]th[/SUP] level: Most Skilled (all skill, tool and kit checks are conducted with advantage)</p><p>15[SUP]th[/SUP] level: Archetype</p><p>16[SUP]th[/SUP] level: ASI or Feat</p><p>17[SUP]th[/SUP] level: Swarm of Workers (if intelligent neutral or friendly creatures are within a day’s travel a number equal to 4d6+Charisma modifier will answer the summons. They obey for a number days equal to a Persuasion (CHA) check. They will not fight, but will work for you at half wages and can provide cover. This increases to 5d6+Charisma modifier at 20[SUP]th[/SUP] level. If no available creatures are in range 2d6 Unseen Servants are summoned and disappear in an hour)</p><p>New Career (the Uncommoner takes a new background as if a 1st level character)</p><p>18[SUP]th[/SUP] level: Archetype</p><p>19[SUP]th[/SUP] level: ASI or Feat</p><p>20[SUP]th[/SUP] level: Rush the Job (any long term activity can be completed in one-third of the time listed in the downtime activities)</p><p> </p><p>The two Archetypes are Factotum (a generalist who does nothing well, but everything can be done) and the Expert (those dedicated to a single art or craft). Those wishing to play a Noble should use <a href="https://www.patreon.com/posts/chessmasters-3248431" target="_blank">En5ider’s Noble</a> (this was added as I was thinking about building that as a 3rd subclass, but realized I like the En5isder one well enough).</p><p><strong></strong></p><p><strong>Factotum Features</strong></p><p></p><p>3[SUP]rd[/SUP] level: Respite (the Factotum, through words or song or soothing touch) can provide the benefits of Song of Rest as if a Bard of the same level)</p><p>Jack-of-All Trades: per the Bard</p><p>6[SUP]th[/SUP] level: Skilled Attack (the Factotum gains the abilities of a Rogue’s Sneak Attack as if a Rogue of half their level). They gain proficiency with finesse and light weapons.</p><p>9[SUP]th[/SUP] level: Healing Poultices as per the <a href="https://dnd.wizards.com/articles/features/modifying-classes" target="_blank">Mundane Ranger</a>. These can be empowered by drugs, chemicals, or herbs and therefore work in wilderness or urban environments, as well as some dungeons.</p><p>Extra Attack</p><p>Proficiency in all simple weapons</p><p>12[SUP]th[/SUP] level: Mystical Knowledge (choose a cantrip and 2 spells from any one class. The cantrip is cast as a cantrip. The spells are cast with 2 2nd level spell slots and 1 6th level spell slot. One of the two spells may be 3rd-6th level)</p><p>15[SUP]th[/SUP] level: Martial Knowledge (proficiency in all martial weapons, medium armor and 3 maneuvers with 4 Superiority dice at d10s.).</p><p>18[SUP]th[/SUP] level: Mystical Knowledge (choose a cantrip and 2 spells from any one class. This does not have to be the same class as the 12th level ability. The cantrip is cast as a cantrip. The spells are cast with 2 3nd level spell slots and 1 7th level spell slot. One of the two spells may be 3rd-6th level.)</p><p><strong></strong></p><p><strong>Expert (designed to be underpowered)</strong></p><p></p><p>3[SUP]rd[/SUP] level: Uncompromising Skill (the Expert can reroll any ability check that is a 1. They must use the new roll. The reroll is permissible on a 2 or less at 9[SUP]th[/SUP] level and a 3 or less at 18[SUP]th[/SUP] level)</p><p>6[SUP]th[/SUP] level: Focused (Due to their dedication to their craft any skill/tool/kit with which the Expert has Expertise they also have advantage).</p><p>Expertise in second known skill/tool/kit.</p><p>9[SUP]th[/SUP] level: Jack of All Trades per the Bard.</p><p>Brawler (the expert has been in street fights, or defended their territory often enough that all improvised weapons and unarmed attacks are done with proficiency. These attacks do 1d6 damage and at 15[SUP]th[/SUP] level do 1d8, at 18[SUP]th[/SUP] level this moves to 1d10.)</p><p>Extra Attack.</p><p>12[SUP]th[/SUP] level: Push to the End (the Expert can remove a level of exhaustion on a short rest. They also gain proficiency in either Wisdom or Strength saves) </p><p>15[SUP]th[/SUP] level: Sacrificial Defense (by using a non-weapon or non-shield in their off-hand the Expert gains a twice their Dex bonus to AC. The item used as the makeshift shield is destroyed after 1 minute)</p><p>18[SUP]th[/SUP] level: Hearty (the Expert is skilled in staying alive. They have advantage on checks against disease, poison, and exhaustion. They also gain Slow Fall. Any ability that requires a long rest now only requires a short rest).</p></blockquote><p></p>
[QUOTE="bedir than, post: 6767901, member: 6789971"] My [URL="https://fullmoonstorytelling.wordpress.com/2015/06/09/estrella-was-as-common-as-they-come/"]first attempt at doing Commoners [/URL]was cludgy and didn't feel very 5th edition. This second attempt should be more in tune with the system and provides an option for those players that want to start their characters as a bit more than just a background, but less than a trained fighter, rogue, etc. The goal in sharing is to discuss the mechanics, not the fit. I'm committed to the idea that some great characters start as slightly more than a 10/10/10/10/10/10 Commoner, but less than a standard class. The two archetypes represent a kind of less-magical Bard using the Factotum name and the Expert that dedicates their life to doing one type of thing extraordinarily well. I'm also not yet worried about the fluff/story elements. I can get those fairly well. I'm hoping to get some mechanical feedback with a focus if these is merely underpowered or unplayable, specifically by tier. Get ready for the wall of text. Formatting will come later. [B]Uncommoner [/B]Prerequisite: No ability score over 14 [B]HD[/B]: d8 [B]HP at 1[SUP]st[/SUP] level:[/B] 8 + Constitution Modifier [B]HP at following levels:[/B] d8+ Constitution Modifier [B][U]Proficiency[/U][/B] [B]Armor[/B]: Padded [B]Weapons[/B]: 2 simple (1 may be ranged) [B]Tools[/B]: Any 1 (except Poison, Disguise, Forgery, Thieves) [B]Saving Throw[/B]: Constitution, Intelligence [B]Skills[/B]: Any 3 of Athletics, History, Religion, Animal Handling, Nature, Insight [B] Equipment[/B]: a) One of each weapon known. If no ranged weapons are known they also get padded armor. Ranged weapons get 20 ammunition. b) An extra known thrown weapon, if known, or a Healer’s Kit c) An explorer’s pack d) The known tool/kit [B] Multiclassing[/B] Proficiency granted on multi-classing: a single simple weapon, 1 tool/kit (excepting Poison, Disguise, Forgery, Thieves) [B] Uncommoner Features[/B] 1[SUP]st[/SUP] level: Expertise in any one skill or tools known Unusual (the Uncommoner has a Feat, if human this is a second Feat) 2[SUP]nd[/SUP] level: Helpful (the Uncommoner is able Help as a bonus action) Militia Member: 1 Polearm (glaive, pike, and halberd) or 1 ranged simple weapon 3[SUP]rd[/SUP] level: Choose an Archetype (Factotum, Expert) 4[SUP]th[/SUP] level: ASI or Feat 5[SUP]th[/SUP] level: Proficiency in Light Armor New Career (the Uncommoner takes a new background as if a 1st level character) Work Together (the Uncommoner is assumed to be skilled when helping another character complete a task) 6[SUP]th[/SUP] level: Archetype 7[SUP]th[/SUP] level: ASI or Feat 8[SUP]th[/SUP] level: Shield, 2 weapon proficiencies with no limits 9[SUP]th[/SUP] level: Archetype 10[SUP]th[/SUP] level: ASI or Feat 11[SUP]th[/SUP] level: Rally (with 10 minutes of speaking the Uncommoner can grant the benefits of Inspiring Leader, or can give half their level + Charisma modifier on any skill/tool/kit check) New Career (the Uncommoner takes a new background as if a 1st level character) 12[SUP]th[/SUP] level: Archetype 13[SUP]th[/SUP] level: ASI or Feat 14[SUP]th[/SUP] level: Most Skilled (all skill, tool and kit checks are conducted with advantage) 15[SUP]th[/SUP] level: Archetype 16[SUP]th[/SUP] level: ASI or Feat 17[SUP]th[/SUP] level: Swarm of Workers (if intelligent neutral or friendly creatures are within a day’s travel a number equal to 4d6+Charisma modifier will answer the summons. They obey for a number days equal to a Persuasion (CHA) check. They will not fight, but will work for you at half wages and can provide cover. This increases to 5d6+Charisma modifier at 20[SUP]th[/SUP] level. If no available creatures are in range 2d6 Unseen Servants are summoned and disappear in an hour) New Career (the Uncommoner takes a new background as if a 1st level character) 18[SUP]th[/SUP] level: Archetype 19[SUP]th[/SUP] level: ASI or Feat 20[SUP]th[/SUP] level: Rush the Job (any long term activity can be completed in one-third of the time listed in the downtime activities) The two Archetypes are Factotum (a generalist who does nothing well, but everything can be done) and the Expert (those dedicated to a single art or craft). Those wishing to play a Noble should use [URL="https://www.patreon.com/posts/chessmasters-3248431"]En5ider’s Noble[/URL] (this was added as I was thinking about building that as a 3rd subclass, but realized I like the En5isder one well enough). [B] Factotum Features[/B] 3[SUP]rd[/SUP] level: Respite (the Factotum, through words or song or soothing touch) can provide the benefits of Song of Rest as if a Bard of the same level) Jack-of-All Trades: per the Bard 6[SUP]th[/SUP] level: Skilled Attack (the Factotum gains the abilities of a Rogue’s Sneak Attack as if a Rogue of half their level). They gain proficiency with finesse and light weapons. 9[SUP]th[/SUP] level: Healing Poultices as per the [URL="https://dnd.wizards.com/articles/features/modifying-classes"]Mundane Ranger[/URL]. These can be empowered by drugs, chemicals, or herbs and therefore work in wilderness or urban environments, as well as some dungeons. Extra Attack Proficiency in all simple weapons 12[SUP]th[/SUP] level: Mystical Knowledge (choose a cantrip and 2 spells from any one class. The cantrip is cast as a cantrip. The spells are cast with 2 2nd level spell slots and 1 6th level spell slot. One of the two spells may be 3rd-6th level) 15[SUP]th[/SUP] level: Martial Knowledge (proficiency in all martial weapons, medium armor and 3 maneuvers with 4 Superiority dice at d10s.). 18[SUP]th[/SUP] level: Mystical Knowledge (choose a cantrip and 2 spells from any one class. This does not have to be the same class as the 12th level ability. The cantrip is cast as a cantrip. The spells are cast with 2 3nd level spell slots and 1 7th level spell slot. One of the two spells may be 3rd-6th level.) [B] Expert (designed to be underpowered)[/B] 3[SUP]rd[/SUP] level: Uncompromising Skill (the Expert can reroll any ability check that is a 1. They must use the new roll. The reroll is permissible on a 2 or less at 9[SUP]th[/SUP] level and a 3 or less at 18[SUP]th[/SUP] level) 6[SUP]th[/SUP] level: Focused (Due to their dedication to their craft any skill/tool/kit with which the Expert has Expertise they also have advantage). Expertise in second known skill/tool/kit. 9[SUP]th[/SUP] level: Jack of All Trades per the Bard. Brawler (the expert has been in street fights, or defended their territory often enough that all improvised weapons and unarmed attacks are done with proficiency. These attacks do 1d6 damage and at 15[SUP]th[/SUP] level do 1d8, at 18[SUP]th[/SUP] level this moves to 1d10.) Extra Attack. 12[SUP]th[/SUP] level: Push to the End (the Expert can remove a level of exhaustion on a short rest. They also gain proficiency in either Wisdom or Strength saves) 15[SUP]th[/SUP] level: Sacrificial Defense (by using a non-weapon or non-shield in their off-hand the Expert gains a twice their Dex bonus to AC. The item used as the makeshift shield is destroyed after 1 minute) 18[SUP]th[/SUP] level: Hearty (the Expert is skilled in staying alive. They have advantage on checks against disease, poison, and exhaustion. They also gain Slow Fall. Any ability that requires a long rest now only requires a short rest). [/QUOTE]
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