D&D 5E Class for Pacifist


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BoldItalic

First Post
Paladin. Seriously. Oath of Devotion, Protection fighting style, Martial Adept Feat, Disarm and Riposte maneuvers.

Paladin: "It would pain me to have to strike you. If you would be so kind as to lay down your weapons?"
*Makes Persuasion Roll*
*Fails*
Orc: "Snarl!"
*Attacks AC20 Paladin with scimitar*
*Misses*
*Paladin uses Riposte, attacks with sword pommel as reaction*
*Hits*
*Paladin attempts Disarming Attack maneuver*
*Succeeds*
Orc: "Where's my scimitar? What have you done with my scimitar?!!"
Paladin: "Your pardon, but I did request, most politely, that you lay it down. Thank you so much for being so obliging."
 

FedeII

First Post
D&D doesn't really seem designed to play pacifists, but how about a oath of the crown paladin? built for protection and defence, honorable, you could "arrest" and always choose to do non-lethal damage (see "knocking a creaure out" pg 198 PHB) with the final melee attack. You should even have a great charisma, if you can get persuasion or deception that would help too, but really depends on your DM. I think you WILL eventually end up fighting in this game, but you CAN choose not to kill!
 

Gillywonka

First Post
Instead of making a new class, how about a Cleric following a pacifist god, like Eldath in Faerun which was mentioned (in my mythic britannia campaign, i have a christian sect that is pacifist). Then create a Pacifist domain. There have been comments and suggestions mentioned, so you can flesh out the domain with some of those. As a baseline, base it on protection, healing, avoidance, and oratory and edit as you play. If you ever played Runequest, think the Chalana Arroy cult with something like the Issaries' Haromony spell thrown in.

By following Eldath, now you have a reason/dogma and culture as to why you're a pacifist and you have guidelines how you see and interact with others. I would avoid making a separate class. (DnD tends to make a class for everything and cultures, religions, towns, blah blah blah seem to be class driven as opposed to having a semblance of culture or nationality. That's just my opinion). Anyway, i'd start there and edit as you play. As your campaign moves along, you'll see your pacifist religion/domain growing from actual play and interaction in the world. Add what works or what you like and take out what didnt sit well with your vision (and have fun with it).
 

dmnqwk

Explorer
If you're not looking for Pacifism as in the refusal to fight but really you just "don't want to initiate it" then I think any class, from Fighter to Assassin can handle that.

Now, you're probably wonder how a pacifist Assassin works, well that's where it gets creative.

To start with, you'd need to be sure any character you kill is, indeed, deserving of such a feat. You may not enjoy it, and you will probably need to spend a lot of time researching if there are ways to fulfil your obligations without murder (such as creative use of magic and/or bribery) but ultimately I am sure there are plenty of people out there who could accomplish it in an enjoyable manner without bending any rules.

But yeah, if all you are doing is "not starting trouble" It's not going to be very tough indeed to manage, even on an Assassin.
 

Mercule

Adventurer
I played a pacifist, several years back. It can work under certain circumstances, but I hope you aren't too attached to rapid advancement. D&D really is geared around killing stuff for advancement.

FWIW, I used the 2E Ranger with a quarterstaff -- his pacifism didn't apply against undead and creatures of evil, like demons. It worked out as well as could be expected, which is to say it was enjoyable, but I'm glad we started at a higher level. Also I thoroughly aggravated the smite-happy paladin by be resolute that true pacifism required active opposition to violence.
 

jayoungr

Legend
Supporter
D&D really is geared around killing stuff for advancement.
I dispute this, at least for 5E. There is ample support in both the corebooks and the published adventures for advancing (gaining XP) through non-combat means. You just have to be sure the DM is on board with that philosophy, as it's ultimately the DM's call.
 

Mercule

Adventurer
I dispute this, at least for 5E. There is ample support in both the corebooks and the published adventures for advancing (gaining XP) through non-combat means. You just have to be sure the DM is on board with that philosophy, as it's ultimately the DM's call.
It's a nice theory and it probably works well for the right group. The reality is that you have to ignore some pretty core parts of the game framework to do it.
 

jayoungr

Legend
Supporter
It's a nice theory and it probably works well for the right group. The reality is that you have to ignore some pretty core parts of the game framework to do it.
All you need is a DM who uses the milestone system or awards XP for getting past an obstacle in any way you choose. Relatively few obstacles have "killing them" as the only option for getting past them--unless the DM wants them to be that way, of course. In which case a pacifist character may be a mismatch for that DM's game.

Also, am I right that you're assuming that the DM will hand out different amounts of XP to different characters depending on how much they participate in a combat? Your remark about "not being attached to rapid advancement" suggests that to me, but I'm not sure that was what you meant.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
Well, more suggestions. If you want a pacifist "that doesn't initiate fighting", any class will do.

If you want a pacifist that "doesn't kill", be a melee character.

If you want a pacifist that "is bad at killing", but that still can contribute, well there are many options. Bard/sorcerer (more so if you go lore bard and wild or favored soul) you can buff and do lots of stuff with some variety. The mastermind rogue, Trickery, knowledge, and magic cleric, and En5ider's noble of heart.
 

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