I created the Expert class a couple of years ago to facilitate craftsmen, merchants, nobles and other 'ordinary' folks. Enjoy.
Expert Table
Level
Proficiency
Features
1
+2
Expert Jargon, Expertise
2
+2
Ability Score Improvement
3
+2
Expertise
4
+2
Ability Score Improvement
5
+3
Expert Advantage
6
+3
Ability Score Improvement
7
+3
Expertise
8
+3
Ability Score Improvement
9
+4
Reliable Talent
10
+4
Ability Score Improvement
11
+4
Mastery
12
+4
Indomitable (one use)
13
+5
Ability Score Improvement
14
+5
Master Advantage
15
+5
Indomitable (two uses)
16
+5
Ability Score Improvement
17
+6
Mastery
18
+6
Indomitable (three uses)
19
+6
Ability Score Improvement
20
+6
Expert Indomitability
Class Features
Hitpoints
Hit Dice: 1d6 per Specialist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Specialist level after 1st
Proficiencies
Tools & Skills: Choose eight Tools and/or Skills to be proficient with.
Saving Throws: Intelligence, Wisdom, Charisma
Expert Jargon
During your Expert training you learned a jargon that allows you to converse in specialized language with other Experts. Only another creature that knows Expert Jargon automatically understands such conversations. However anyone with proficiency in the relevant Tool or Skill may test it against DC 20 to see if they understand.
It takes four times longer to convey such a message plainly than it does to speak the same idea in Expert Jargon.
Expertise
At 1st level, choose two of your tool or skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 3rd and 7th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Ability Score Improvement
When you reach 2nd level, and again at 4th, 6th, 8th, 10th, 13th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Expert Advantage
At 5th level, no matter how many disadvantages the character receives on a roll with tool or skill with which they have expertise, they need not actually roll with disadvantage, making a normal roll instead.
Reliable Talent
By 9th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your expertise bonus, you can treat a d20 roll of 9 or lower as a 10.
Mastery
At 11th level, and again at 17th level, you may choose two skills with which you have expertise, these skills add double your Ability modifier (at least +1) to their rolls.
Indomitable
Beginning at 12th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 15th level and three times between long rests starting at 18th level.
Master Advantage
At 14th level, you gain Advantage on any roll with a tool or skill that you have expertise in. Additionally Expert Advantage and Reliable Talent now apply if you have Proficiency rather than Expertise.
Expert Indomitability
At 20th level, you gain advantage on all Saving Throws.
Expert Class
I created the Expert class a couple of years ago to facilitate craftsmen, merchants, nobles and other 'ordinary' folks. Enjoy.
Expert Table
Level
Proficiency
Features
1
+2
Expert Jargon, Expertise
2
+2
Ability Score Improvement
3
+2
Expertise
4
+2
Ability Score Improvement
5
+3
Expert Advantage
6
+3
Ability Score Improvement
7
+3
Expertise
8
+3
Ability Score Improvement
9
+4
Reliable Talent
10
+4
Ability Score Improvement
11
+4
Mastery
12
+4
Indomitable (one use)
13
+5
Ability Score Improvement
14
+5
Master Advantage
15
+5
Indomitable (two uses)
16
+5
Ability Score Improvement
17
+6
Mastery
18
+6
Indomitable (three uses)
19
+6
Ability Score Improvement
20
+6
Expert Indomitability
Class Features
Hitpoints
Hit Dice: 1d6 per Specialist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Specialist level after 1st
Proficiencies
Tools & Skills: Choose eight Tools and/or Skills to be proficient with.
Saving Throws: Intelligence, Wisdom, Charisma
Expert Jargon
During your Expert training you learned a jargon that allows you to converse in specialized language with other Experts. Only another creature that knows Expert Jargon automatically understands such conversations. However anyone with proficiency in the relevant Tool or Skill may test it against DC 20 to see if they understand.
It takes four times longer to convey such a message plainly than it does to speak the same idea in Expert Jargon.
Expertise
At 1st level, choose two of your tool or skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 3rd and 7th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Ability Score Improvement
When you reach 2nd level, and again at 4th, 6th, 8th, 10th, 13th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Expert Advantage
At 5th level, no matter how many disadvantages the character receives on a roll with tool or skill with which they have expertise, they need not actually roll with disadvantage, making a normal roll instead.
Reliable Talent
By 9th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your expertise bonus, you can treat a d20 roll of 9 or lower as a 10.
Mastery
At 11th level, and again at 17th level, you may choose two skills with which you have expertise, these skills add double your Ability modifier (at least +1) to their rolls.
Indomitable
Beginning at 12th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 15th level and three times between long rests starting at 18th level.
Master Advantage
At 14th level, you gain Advantage on any roll with a tool or skill that you have expertise in. Additionally Expert Advantage and Reliable Talent now apply if you have Proficiency rather than Expertise.
Expert Indomitability
At 20th level, you gain advantage on all Saving Throws.