The Commoner The Commoner Level Proficiency Bonus Features Backbone 1st +2 Not Quite a Hero, Walk of Life ─ 2nd +2 Try, Try Again +1 3rd +2 Archetype Bonus +1 4th +2 Ability Score Improvement +2 5th +3 One Leg at a Time +2 6th +3 Ability Score Improvement +3 7th +3 Archetype Bonus +3 8th +3 Ability Score Improvement +4 9th +4 Pure Determination +4 10th +4 Archetype Bonus +4 11th +4 Leader by Example +4 12th +4 Ability Score Improvement +5 13th +5 10000 Hours +5 14th +5 Ability Score Improvement +6 15th +5 Archetype Bonus +6 16th +5 Ability Score Improvement +7 17th +6 "Natural" Success +7 18th +6 Archetype Bonus +7 19th +6 Ability Score Improvement +8 20th +6 Always Simple, Never Easy +8 Class Features As a commoner, you gain the following class features. Hit Points Hit Dice: 1d4 per Commoner level

1d4 per Commoner level Hit Points at 1st Level: 6

6 Hit Points at Higher Levels: 1d4 (or 2) + your Constitution modifier per commoner level after 1st Proficiencies Armor: None

None Weapons: None

None Tools: Choose one type of artisan's tools or one musical instrument. Saving Throws: Pick any one saving throw of Strength, Intelligence, or Charisma.

Pick any one saving throw of Strength, Intelligence, or Charisma. Skills: Choose one from the full skills list. Equipment You start with the following equipment: (a) any simple melee weapon

(a) a shortsword or (b) any equipment pack

(a) padded armor or (b) any simple ranged weapon, with 5 ammunition for your chosen weapon

the artisan's tools or musical instrument you are proficient in Not Quite A Hero You lose all benefits of your background and cannot gain any. Personality traits of any kind (bonds, flaws, etc.) are not considered a benefit of your background. Any equipment you have or gain from your background is immediately sold to a remarkably consistent and wide-travelling merchant who pays exactly 25 gold for all of it. He also gives you a trinket in the bargain, which can be either random or selected by you. Subtract 3 from all your ability scores. You then gain 4 ability points you may add in any combination to ability scores that are less than 10. Once you advance more than a single combined level in any of the classes other than commoner, you can no longer take any commoner levels. If you can no longer take any more commoner levels (this includes reaching maximum character level) you may select any one skill and any one saving throw to gain proficiency in. Multiclassing to Commoner (better known as "retiring") prevents you from taking additional levels in any other class. Walk of Life Choose a walk of life to signify your profession: Artist, Academic, Cook, Craftsman, Farmer, Financier, Guardsman, Layabout, Sailer, Servant, or Smith. Each walk of life is detailed at the end of the class description. Your choice grants you additional features at 1st level, and again at 3rd, 7th, 10th, 15th and 18th level. Try, Try Again Starting at 2nd level, you begin to realize that regardless of any latent blessings or talent you may have, it is not possible to advance far in life without investing effort. You gain a use of Backbone, which can be spent to gain advantage on any skill check. You gain additional uses of Backbone based on your commoner level, as shown in the Backbone column of the Commoner table. All spent Backbone points are regained following a long rest.

Ability Score Improvement When you reach 4th level, and again at 6th and 8th level, you can increase one ability score of your choice by 1. At 12th, 14th and 16th level you can increase one ability score of your choice by 2, or can increase two ability scores of your choice by 1. At 19th level, you can increase one ability score of your choice by 2 and can increase a different ability score by 1. You cannot use alternate rules to waive your ability score improvement to choose a feat unless you would otherwise gain at least 2 points in ability scores. You cannot increase ability scores above 16 with this feature (other methods of gaining ability scores still have the standard cap of 20). One Leg at a Time You do things just like anybody else. Starting at 5th level, you gain advantage on attack rolls against creatures that have been hit by an attack from another friendly creature since the end of your previous turn. Additionally, you gain advantage on any skill check or saving throw that a friendly creature has already succeeded on within the past minute. Any time you are able to use this feature, you may instead spend a Backbone and instantly succeed instead of rolling. Pure Determination At 9th level, you begin to evaluate your successes and failures. Just reaching this point would be good enough for some, but not for you. Everything you have now comes from long struggle, and while you know that going further will require even more from yourself that knowledge cannot deter you. Your maximum HP is increased by 23, and for every additional level in Commoner you gain 2d4 hit dice and hit points equal to 2d4 (or 5) + your Constitution modifier + your Wisdom modifier. Leader by Example At 11th level, others have begun to realize that you're the real deal. Some men are born to lead, but you worked your way into this position. Whenever another creature attempts a skill check or saving throw within 30 feet of you, you may use your reaction and spend a Backbone to grant them advantage on that roll so long as you are proficient in that ability check or saving throw. 10000 Hours You are a master of your craft. At 13th level, choose any skill you are proficient in. Your proficiency bonus is doubled for that skill. Once per short rest, you can spend 10 minutes to grant your knowledge of this skill to another creature, which gains proficiency in that skill until their next long rest. "Natural" Success You've earned what you've gained, and no matter what else you lose you will always carry that knowledge. Beginning at level 17, whenever you spend a Backbone to grant advantage on a roll and that roll succeeds, you gain a point of Backbone. Always Simple, Never Easy At 20th level, you realize that nothing is truly past your ability. You can no longer gain disadvantage. Walks of Life Artist Concept: good out-of-combat all-rounder 1st Level Gain +1 Charisma and +1 Wisdom. You are proficient in Performance (if you were already proficient, you may pick any one skill to be proficient in). You are proficient in one of the following: calligrapher's supplies, painter's supplies, woodcarver's tools, disguise kits, or a musical instrument. You have a working knowledge of many types of art; any time you make History, Nature, or Religion checks to gain knowledge about an art piece, make the check with proficiency. Art pieces include, but are not limited to, paintings, sculptures, mosaics, architecture, music, books (not including magical books or scrolls), carvings, and calligraphy. 3rd Level In order to speak to people through your art, you have to know how people speak to themselves. Gain proficiency in Insight (if you were already proficient, you may pick any one skill to be proficient in). You are proficient whenever you attempt to use a Charisma skill against a creature that does not share a language with you, and you do not make such checks with disadvantage. 7th Level A true artist knows that to master his chosen form of expression, he must have some knowledge of all forms of expression. Whenever you make an active skill check, you can choose to make the check with disadvantage in order to substitute the normal ability score used in the skill modifier calculation with any other ability score (for example, you can calculate an Intimidation check using Wisdom instead of Charisma). Your proficiency, or lack thereof, does not change. You are now proficient in Wisdom saving throws. 10th Level You may now use your Ability Score Improvement to advance your Wisdom ability score past 16. You gain one of the following feats of your choice: Actor, Healer, Inspiring Leader, Keen Mind, Linguist, Observant, or Skilled. 15th Level Art imitates life, but doesn't replace it. You are no longer decieved by illusions, and are immune to being charmed. 18th Level Pick any other Way of Life, and gain its 7th level ability. If this gives you a saving throw you were already proficient in, you may choose any other saving throw to become proficient in.

Academic Concept: minor spellcasting Cook Concept: out-of-combat healing and temporary HP buffs 1st Level Gain +1 Constitution and +1 Intelligence. You are proficient in Medicine (if you were already proficient, you may pick any one skill to be proficient in), cook's utensils, and brewer's supplies. At the end of every long rest, you may pick a number of creatures that rested with you equal to your proficiency modifier (you may pick yourself). Those creatures gain temporary hit points equal to half your commoner level rounded up; these temporary hit points are lost following a short or long rest. 3rd Level To feed people right is more than a job; it's a calling, and one you're determined to answer. You are now proficient in alchemist's supplies. After concluding a long rest, you may choose to cast Goodberry without requiring a spell slot or components. 7th Level A true cook needs to master not only those ingredients he knows, but experiment with those he does not. This often has repercussions that you've learned how to deal with. You are immune to the poisoned condition and resistant to poison damage. Additionally, you permanently gain the effects of Detect Poison and Disease, with a detection range of touch instead of 30 feet. You are now proficient on Constitution saving throws. 10th Level You may now use your Ability Score Improvement to advance your Intelligence ability score past 16. You gain one of the following feats of your choice: Durable, Healer, Inspiring Leader, Keen Mind, Resilient, Skilled, or Tough. 15th Level You've mastered all the intricate skills that are required to be a great cook; from here on out, mastery lies solely in the taste of your creations. You may now cast Purify Food and Drink at will. The berries from Goodberry now restore HP equal to half your commoner level, and you may automatically cast Goodberry twice following a long rest instead of once. 18th Level Pick any other Way of Life, and gain its 7th level ability. If this gives you a saving throw you were already proficient in, you may choose any other saving throw to become proficient in. Craftsman Concept: probably just a ton of skills Farmer Concept: more HP, a couple ranger/druid type things? 1st Level Gain +1 Constitution and +1 Wisdom. You are proficient in Animal Handling and Perception (if you were already proficient, you may pick any one skill to be proficient in). 3rd Level It doesn't take long to learn what's truly important when you grow plants for a living. So long as you are outside, you are now able to determine what the weather will be four hours in the future and know the time to the nearest half-hour. You also recognize whether non-magical plants are edible so long as you can touch them. 7th Level It's tough work that forms tough people. For every level you currently have in Commoner, you may roll an additional 1d4 (or 18 total) to immediately add to your hitpoints. When you gain a level in Commoner, roll an extra 1d4 (or 2) to add to your HP total. You do not gain additional hit dice. You are now proficient in Constitution saving throws. 10th Level You may now use your Ability Score Improvement to advance your Wisdom ability score past 16. You gain one of the following feats of your choice: Alert, Athlete, Durable, Observant, Resilient, Skilled, or Tough. 15th Level The hardest skill to learn is how to work smart, not hard - and a farmer's best tools for doing so are the beasts of the field. Any beast that you are aware of and in close proximity to for longer than 24 hours is automatically under the effects of the Animal Friendship spell. If you are away from the beast for longer than 24 hours, this effect is lost. Additionally, once per long rest, you may cast Beast Bond with a creature you've charmed in this manner, although you may only communicate with the creature while directly touching it. 18th Level Pick any other Way of Life, and gain its 7th level ability. If this gives you a saving throw you were already proficient in, you may choose any other saving throw to become proficient in. Financier Concept: at high level, gets a pet guard. Low level, basically just money? maybe an animal guard? Guardsman Concept: the best a commoner could expect to be at fighting 1st Level Gain +2 Strength. You are proficient in light armor, simple melee weapons, and simple ranged weapons. 3rd Level Your daily life is spent corralling drunkards and petty criminals, but your experience with such minor delinquencies may help you in the future. You are now proficient in medium armor and shields.

7th Level You are no soldier, and never wish to be. Your duty may call one day, however - and when that day comes, you will stand ready. Whenever you attack a creature, you may spend 2 Backbone points to gain advantage on your first attack roll during that turn. You are now proficient in Constitution saving throws. 10th Level You may now use your Ability Score Improvement to advance your Strength ability score past 16. You gain one of the following feats of your choice: Athlete, Crossbow Expert, Heavily Armored, Polearm Master, Sentinel, Shield Master, or Weapon Master. 15th Level It takes long hours of sacrifice and training to be able to guard your home. You may gain another feat from the list above. 18th Level Pick any other Way of Life, and gain its 7th level ability. If this gives you a saving throw you were already proficient in, you may choose any other saving throw to become proficient in. Layabout Concept: rogue-ish Sailor Concept: fighter/face 1st Level Gain +1 Dexterity and +1 Charisma. You are proficient in Acrobatics (if you were already proficient, you may pick any one skill to be proficient in). You are also proficient in the use of daggers and clubs. 3rd Level Your travels have brought you in contact with people far beyond your homeland, and you've learned how to befriend even the strangest of peoples. Learn one language. You are proficient on the first Charisma check you make to improve relations with any creature that speaks a language also speak. 7th Level You've been in a few scraps, both off an on the shore. Gain proficiency in the use of spears, javelins, scimitars, and nets. Whenver you take the Attack action, you may use a bonus action to make an unarmed attack with advantage. You are now proficient in Dexterity saving throws. 10th Level You may now use your Ability Score Improvement to advance your Dexterity ability score past 16. You gain one of the following feats of your choice: Alert, Durable, Grappler, Observant, Skilled, Tavern Brawler, or Tough. 15th Level Varied are the men of the sea, and you've met them all. You now understand Thieves' Cant, Druidic, and a language of your choice. Everyone you meet takes an instinctive shine to you, and find themselves unwilling to speak poorly to you. Any Deception, Intimidation, or Persuasion check made against you is made with disadvantage. Creatures that are immune to the charmed condition are unaffected. 18th Level Pick any other Way of Life, and gain its 7th level ability. If this gives you a saving throw you were already proficient in, you may choose any other saving throw to become proficient in. Servant Concept: total flexibility, all skills and extra attributes are player's choice 1st Level Gain +1 to two ability scores of your choice. Gain two skill proficiencies of your choice. 3rd Level There are many ways to serve. Gain another skill proficiency, or gain two weapon proficiencies. 7th Level A true servant is ready and able to answer any call. Your proficiency bonus has an additional +1. You may pick any one saving throw to be proficient in. 10th Level You may pick any one ability score that can now advance to 20 using Ability Score Improvement. Gain +1 to two ability scores of your choice. 15th Level Your ability to foresee other's needs is unparalleled. Pick any other Walk of Life, and gain its 3rd level boost. 18th Level Pick any other Walk of Life, and gain its 7th level boost. If this gives you a saving throw you were already proficient in, you may choose any other saving throw to become proficient in. Smith Concept: a couple weapon proficiencies, elemental resists, item identification 1st Level Gain +1 Strength and +1 Constitution. You are proficient in Athletics (if you were already proficient, you may pick any one skill to be proficient in). You are also proficient in smith's tools. Any time you attempt to identify a magical weapon, piece of armor, or clothing, make the check with proficiency. 3rd Level To make a proper weapon, you need to know at least the basics of how to wield one. You are now proficient in light armor and one martial melee weapon of your choice.