Commoner

## ***The Commoner***

Not all heroes wear capes. Or armor. Or chainmail bikinis, or sweet robes and hats covered in velcro stars. Some heroes wear burlap. Or linen. Wool? Whatever it is commoners wear. These are survivors; generations of helpful townsfolk who have been guiding would-be heroes along their way for as long as there have been dice to roll! And as a commoner, your never-say-die and go-getter attitude has somehow led you into the jaws of adventure and danger. But we believe in you, even if your dad has his doubts.

### ***Class Features***

As a commoner, you gain the following class features.

**Hit Dice:** 1d6 per Commoner level.

**Hit Dice at First Level:** 6 + your Constitution modifier- oh wait.

**Hit Dice at Higher Levels:** 1d6 (or 4) per commoner level after 1st.

### ***Proficiencies***

**Armor:** None

**Weapons:** Simple Weapons

**Tools:** Choose any one artisan's tool, and gain expertise in it.

**Saving Throws:** Constitution

**Skills:** Choose any one skill.

**Feat:** Choose any one feat.

### ***Equipment***

You start with the following equipment. You also don't get a background. Those are way too fancy.

- One set of artisan's tools with which you are proficient.

- 1d10 x 5 gold pieces.

- Probably a hovel somewhere.

### ***Good Plain Folk***

You are proficient in the use of artisan's tools as weapons, and you add your expertise bonus to your attack rolls with them. They deal 1d4 of whatever damage type is appropriate for the tool.

Additionally, all of your ability scores are 10, and cannot be naturally increased. You're nothing special.

### ***Callow Youth***

And yet you know you're destined for greatness! You can give yourself advantage on any d20 roll by gritting your teeth and looking danger in the eye. You regain the use of this ability when you finish a short or long rest.

### ***The Darnedest Thing***

Starting at 2nd level, you can survive the adventuring life through sheer coincidence. When you would be killed or reduced to 0 hit points, you may tell the story (10 seconds or less) of how "the darnedest thing happened" that completely prevented the effect. You regain use of this ability when you finish a long rest.

### ***Sidekick***

You're surrounded by badasses, so why not be like them?! Starting at 2nd level, when you finish a long rest, pick an ally you can see. Choose one piece of equipment, one skill and one saving throw with which that ally is proficient. You gain those proficiencies until you choose a new ally or you spend more than 3 days without spending time with the chosen ally.

### ***Questgiver***

At 3rd level, whenever you finish a short or long rest, a bright yellow exclamation appears above your head. Choose up to three allies within 10 feet of you, and give them each one of the following quests:

#### ***Main Plot Quest***

Whenever your group completes an encounter that gives experience, you and the ally each heal for up to 1d6 per commoner level you have. Faint sparkles and a *ding* sound surround you.

#### ***Kill Quest***

Whenever you take the Attack or Help action against a creature, the ally can add your proficiency bonus to all damage rolls against that creature until the start of your next turn. You can Help the ally as a Bonus action.

***Escort Quest***

You and the ally each gain the effect of the Warding Bond spell until you rest again, but your speed is reduced by 5 feet as you make barely relevant comments about your surroundings.

***Boring Lore Quest***

You and the ally gain "Once, when you would fail an attack roll or saving throw, you may reroll the die and take the new result. You can do this only if your ideal, bond or flaw is relevant to the situation.

You can have no more than three active Quests at a time.

#### ***Ability Score Improvement***

Ha, just kidding. You still can't raise your ability scores above 10. Have a feat.

You get another ASI again when you reach 8th, 12th and 16th level.

#### ***Commoner Combo***

Starting at 5th level, you're beginning to think you're good at this! And every *real* hero needs a kickass personal move list.

When you hit with your artisan's tools, you can shout the name of a "special move" to add 5d4 damage to the attack and choose one of the following effects:

- You Shove the target.

- The target must make a Dexterity saving throw (DC 12). If it fails, it is blinded, grappled, poisoned or charmed (your choice) until the start of your next turn. Explain how your tools accomplished this effect.

- One ally gains advantage on their next attack against the target.

- You gain temporary hit points equal to your commoner level.

You can use this ability 3 times, and you regain all uses after you finish a short or long rest.

#### ***The Gosh Darnedest Thing***

Starting at 6th level, you regain your "Darnedest Thing" feature when you finish a short or long rest.

#### ***Glass Half Full***

Starting at 7th level, if an attack or effect would inflict more than half of your current hit points, it deals half your current hit points (rounded up) instead.

You can use this ability a number of times equal to 2 + your Charisma modifier (ha), and you regain your uses when you finish a short or long rest.

#### ***Waste Not, Want Not***

Starting at 9th level, you have been collecting scrap and hand-me-downs and somehow cobbled them into something functional. You gain an uncommon magical item of your choice, which is subject to DM approval and ideally is based on your artisan's tools.

You gain a new uncommon item at 11th level, a rare item at 13th level, and a very rare item at 18th level.

#### ***Never Did Know My Grandma***

At 10th level, you convince yourself that you must be something special. Maybe you're part dragon! Or part rust monster! Choose one of the following benefits:

- You gain proficiency in any one new saving throw.

- Your artisan's tools deal an extra 5d4 damage.

- One ability score is no longer capped at 10, and instantly becomes a 16.

#### ***Not Worth Your TIme, Milord***

Starting at 14th level, you have mastered the art of avoiding the gaze of the great and powerful. When an enemy targets you (and only you), roll a d4. On a 1 or a 2, the enemy's attack action resolves as normal. On a 3, it attacks a different valid target. On a 4, it stares at you in confusion and wonders how a commoner has made it this far.

#### ***Didn't Know Grandpa Either***

At 15th level, you can choose another benefit from the "Never Did Know My Grandma" feature list. You can choose the same benefit twice.

#### ***Not So Common After All***

Starting at 17th level, you've managed to master your artisan's tools even despite all this adventuring! They gain a +3 to all attack, damage and crafting rolls made with them, and you have world class skill in their use. Your DM will tell you what you can do with that, because crafting rules are too spooky for print!

#### ***Whew, Take a Breather Champ***

Starting at 19th level, you have a crippling existential crisis as you ponder what it means to be a 19th level commoner.

#### ***Big Damn Heroes, Sir***

At 20th level, you can have up to 8 Questgiver quests active at a time.