Peasant

## Peasant Leveling Table

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Peasant level after 1st

### Proficiencies

* **Saving Throws:** Dexterity, Constitution
* Skills: Choose three from Athletics, Sleight of Hand, History, Investigation, Nature, Survival, Perception, Intimidation.

## Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an
ability check, or a saving throw, you can spend one luck point to roll
an additional d20. You can choose to spend one of your luck points after
 you roll the die, but before the outcome is determined. You choose
which of the d20s is used for the attack roll, ability check, or saving
throw.

You can also spend one luck point when an attack roll is made
against you. Roll a d20, and then choose whether the attack uses the
attacker's roll or yours.

If more than one creature spends a luck point to influence the
outcome of a roll, the points cancel each other out; no additional dice
are rolled.

Once you have used this feature the number of times shown for your peasant level
in the Luck Points column of the Peasant table, you must finish a long rest
before you can use them again.

## Peasant Trade

At level 2, define your trade in life. This gives you features at levels 2, 6, 10, and 14.

## Favored Enemy

At 4th level, choose one type of favored enemy: beasts, fey,
humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls
 with weapon attacks against creatures of the chosen type. Additionally,
 you have advantage on Survival checks to track your favored enemies, as
 well as on Intelligence checks to recall information about them. When
you gain this feature, you also learn one language of your choice.

## Invigorating Shout

Beginning at 6th level, you can yell a battle cry that invigorates you and your allies when you roll initiative. When you do so, each creature you choose within 60 feet of you gains a bonus to damage rolls with weapon attacks equal to your proficiency bonus until the end of your next turn, and can move up to its speed towards a hostile creature that it can see.

## Fighting Style

At level 8, choose a Fighting Style. In addition, you may add your Constitution modifier to your Armor Class when you are not wearing armor.

## Unconquerable Spirit

Beginning at level 10, when an attack roll made against you would score a critical hit, you may use your reaction to negate the critical hit, causing the attack to instead be treated as a normal hit. Once you use this ability you must finish a long rest before using it again.

## Greater Favored Enemy

At 12th level, choose a type of greater favored enemy: aberrations,
celestials, constructs, dragons, elementals, fiends, or giants. You gain
 all the benefits against this chosen enemy that you normally gain
against your favored enemy, including an additional language. Your bonus
 to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and
 abilities used by a greater favored enemy

## Rusticism

Beginning at level 16, you are proficient in all saving throws.

## Stout Yeoman

At level 20, you may choose to increase an Attribute by 2 points. This also increases the maximum of that stat by 2.

## Farmer

**Soil and Rain**: At 2nd level, if you are proficient in Nature, Medicine, Animal Handling, or Survival, your proficiency bonus is doubled in those skills.

**Weathered Body**: At 2nd level, you can become resistant to all forms of damage except psychic for up to a minute. You regain the use of this feature after completing a long rest. Your hit die also retroactively become d10s for this class.

**Careful Step**: At 6th level, you are able to use your Bonus Action to Hide,
Dash, Dodge, or Disengage.

**Uprooting Strike**: At 10th level, when you hit with an
attack you can choose to make it a Uprooting Strike. Where in addition
to the normal effects, the target must make a Dexterity save against your bleed save DC or be knocked prone. You cannot do this to creatures more than one size larger than you.

**Salt of the Earth**: At 14th level, you may activate Weathered body at will.

## Spy

**Tools of the Trade**: At 2nd level, you gain proficiency in one tool from: thieves' tools, poisoner's kit, disguise kits, forgery kits. You gain an additional proficiency at level 6.

**Lies! Deception!**: At 6th level, you gain proficiency in Deception (Charisma) checks.
If you are already proficient, you double your proficiency bonus. Additionally, you may make a Deception check as a Reaction
against an enemy’s Wisdom save to persuade them not to attack you so
long as they can understand you. If you succeed, the enemy must choose a
 different target to attack on its turn. If you fail, you cannot do this
 to the same target again.

**Sneak Attack**: At level 10, if you have advantage on an attack roll against one of your favored enemies, you may deal your Player level in additional damage.

**Spion**: At 14th level, by spending some time inspecting an object or scanning
 a room, you can determine detailed information about people and events
related to them. If you spend at least 1 minute in quiet observation,
you can deduce a timeline of events that took place. You can analyse
information this way for a number of minutes equal to your Intelligence
score. Once you use this feature, you can’t use it again until you
complete a short or a long rest.

* **Object Analysis.** Inspecting an object allows you to determine facts about the object’s previous owner and conditions. After

observing an object for 1 minute, you learn where this object was
created, how it found it’s way into your possession, and at least one
significant personality trait about it’s previous owner. If the object
was was owned by another creature within the past year, you can spend 1
additional minute for each owner to learn the same information about
that creature.

* **Room Investigation.** As you analyse the area in your immediate vicinity (a room, a street, tunnel, clearing, or the like, up

to a 50-foot cube), you are able to determine the routine events that
took place in this area, and the types of people travelled through it,
going back a number of weeks equal to your Intelligence score. For each
minute you spend observing, you discover one significant pattern or
break in behavior that occurred in this location. A pattern may include
individuals who wore a particular type of clothing or a group who
belonged to a certain ethnicity. A break in behavior may include a
fight, a dalliance that occurred, or the presence of a stranger. They
may include more mundane events that are nevertheless important in your
current situation.