I'm not sure if this is the right place to put this, but I don't know where else to put it.
Basically, I'm making a character who is really just a commoner, just with some extra powers because of his race. However, I don't know what class I should make him. I figured rogue, fighter, or bard might work, but I'm not sure. So, what do you think? What class would a commoner be?
(By the way, I only have the basic rules, so while I am fine with you discussing classes like the artificer, I would prefer it if it is possible with the basic rules. THANKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
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Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
They wouldn't have a class. They would use the commoner stat block with the race features added on.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Im a fairly common guy,to start off you can remove most spellcasting classes (in the right setting ranger and artificer are reasonable),and the best option is rogue,you just a normal untrained guy,whom does the things they need done and has a variety of basic skills.Monk comes second place.
Even if you add racial traits to a commoner they wouldn’t necessarily get class levels.
Like, a guard is essentially a “level 0 Fighter.” I say that because for the first 3 & 1/2 editions of D&D, a “guard” was always classified as a “level 0 fighter.”
You can still take racial traits and add them to a commoner without that commoner gaining any class levels, I do it all the time. For Example:
Proficient. Most humans have proficiency in any one skill or set of tools (not included).
Actions
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sling. Ranged Weapon Attack:+ 2 to hit, range 30/120 ft., one target. Hit:2 (1d4) bludgeoning damage.
Description
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. It’s hard to make generalizations about humans as there is no “typical” human. In the Forgotten Realms alone, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. Many humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. They have widely varying tastes, morals, and customs in the many different lands where they have settled.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
LanguagesCommon and any one other language (usually Infernal).
Challenge0 (10 XP)
Proficiency Bonus+2
Hellish Resilience. Tieflings have resistance against fire damage (included).
Innate Spellcasting (Infernal Legacy). Most Tieflings can cast the thaumaturgy cantrip at will, Charisma is their spellcasting ability.
Actions
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Tieflings are derived from human bloodlines but a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Lacking a homeland, tieflings know that they have to make their own way in the world they often subsist in small minorities found mostly in human cities or towns. In the broadest possible sense they still look human, however their infernal heritage has left a clear imprint on their appearance.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
You can just as easily add races to any humanoid monster that lists as being “any race” like this:
Proficient. Most humans have proficiency in any one skill or set of tools (not included).
Actions
Spear. Melee or Ranged Weapon Attack:+4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. It’s hard to make generalizations about humans as there is no “typical” human. In the Forgotten Realms alone, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. Many humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. They have widely varying tastes, morals, and customs in the many different lands where they have settled.
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
LanguagesCommon and any one other language (usually infernal).
Challenge1/8 (25 XP)
Proficiency Bonus+2
Hellish Resilience. Tieflings have resistance against fire damage (included).
Innate Spellcasting (Infernal Legacy). Most Tieflings can cast the thaumaturgy cantrip at will, Charisma is their spellcasting ability.
Actions
Spear. Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Description
Tieflings are derived from human bloodlines but a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Lacking a homeland, tieflings know that they have to make their own way in the world they often subsist in small minorities found mostly in human cities or towns. In the broadest possible sense they still look human, however their infernal heritage has left a clear imprint on their appearance.
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Even if you add racial traits to a commoner they wouldn’t necessarily get class levels.
Like, a guard is essentially a “level 0 Fighter.” I say that because for the first 3 & 1/2 editions of D&D, a “guard” was always classified as a “level 0 fighter.”
You can still take racial traits and add them to a commoner without that commoner gaining any class levels, I do it all the time. For Example:
Proficient. Most humans have proficiency in any one skill or set of tools (not included).
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sling. Ranged Weapon Attack: + 2 to hit, range 30/120 ft., one target. Hit:2 (1d4) bludgeoning damage.
Description
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. It’s hard to make generalizations about humans as there is no “typical” human. In the Forgotten Realms alone, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. Many humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. They have widely varying tastes, morals, and customs in the many different lands where they have settled.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
LanguagesCommon and any one other language (usually Infernal).
Challenge0 (10 XP)
Proficiency Bonus+2
Hellish Resilience. Tieflings have resistance against fire damage (included).
Innate Spellcasting (Infernal Legacy). Most Tieflings can cast the thaumaturgy cantrip at will.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Tieflings are derived from human bloodlines but a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Lacking a homeland, tieflings know that they have to make their own way in the world they often subsist in small minorities found mostly in human cities or towns. In the broadest possible sense they still look human, however their infernal heritage has left a clear imprint on their appearance.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
I know. I was just wondering what class you would use if you did use class levels.
Rollback Post to RevisionRollBack
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
As I said, I would specifically not use class levels for a “commoner.” As soon as I added a class level they would stop being a “commoner” and become something else. Even making them a “level 0 rogue” would make them stop being a “Commoner” and become something different, just like a “level 0 fighter” stops being a commoner and becomes a guard.
As I said, I would specifically not use class levels for a “commoner.” As soon as I added a class level they would stop being a “commoner” and become something else. Even making them a “level 0 rogue” would make them stop being a “Commoner” and become something different, just like a “level 0 fighter” stops being a “commoner” and becomes a “guard.”
Well, I guess what I'm asking is what class is the most similar to being a commoner, even if it is not really a commoner.
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Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
None. None of them are close to being a commoner. That’s why heroes have class levels and normal people don’t. If you give a commoner 1 level in Fighter, they stop being a commoner and become a fighter.
None. None of them are close to being a commoner. That’s why heroes have class levels and normal people don’t. If you give a commoner 1 level in Fighter, they stop being a commoner and become a fighter.
Even if they aren't close to being a commoner, what is closest?
Rollback Post to RevisionRollBack
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
As I have mentioned in above posts, yes, I understand this, and yes, I know that commoners are not close to any class, but if you were to use a class, which would you use?
Rollback Post to RevisionRollBack
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
As I have mentioned in above posts, yes, I understand this, and yes, I know that commoners are not close to any class, but if you were to use a class, which would you use?
Just use Bard and reflavor spells and stuff to be normal commoner stuff and/or random coincidences that has no direct connection to you. That's what I'd do. Warlock might work too.
Give them the statistics of a commoner or guard (if they’re training to be a weapon class) but when the time arises and the basic training is done, they gain 1 level in the class of the player’s choice (the one they’ve been training in).
I'm not sure if this is the right place to put this, but I don't know where else to put it.
Basically, I'm making a character who is really just a commoner, just with some extra powers because of his race. However, I don't know what class I should make him. I figured rogue, fighter, or bard might work, but I'm not sure. So, what do you think? What class would a commoner be?
(By the way, I only have the basic rules, so while I am fine with you discussing classes like the artificer, I would prefer it if it is possible with the basic rules. THANKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
They wouldn't have a class. They would use the commoner stat block with the race features added on.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I know, but theoretically, if I were to do this, how would I do this?
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
Im a fairly common guy,to start off you can remove most spellcasting classes (in the right setting ranger and artificer are reasonable),and the best option is rogue,you just a normal untrained guy,whom does the things they need done and has a variety of basic skills.Monk comes second place.
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Fighter or rogue but low level. A lot of merchants and shopkeepers have levels in rogue.
Even if you add racial traits to a commoner they wouldn’t necessarily get class levels.
Like, a guard is essentially a “level 0 Fighter.” I say that because for the first 3 & 1/2 editions of D&D, a “guard” was always classified as a “level 0 fighter.”
You can still take racial traits and add them to a commoner without that commoner gaining any class levels, I do it all the time. For Example:
Proficient. Most humans have proficiency in any one skill or set of tools (not included).
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sling. Ranged Weapon Attack: + 2 to hit, range 30/120 ft., one target. Hit:2 (1d4) bludgeoning damage.
Description
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. It’s hard to make generalizations about humans as there is no “typical” human. In the Forgotten Realms alone, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. Many humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. They have widely varying tastes, morals, and customs in the many different lands where they have settled.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Hellish Resilience. Tieflings have resistance against fire damage (included).
Innate Spellcasting (Infernal Legacy). Most Tieflings can cast the thaumaturgy cantrip at will, Charisma is their spellcasting ability.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Tieflings are derived from human bloodlines but a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Lacking a homeland, tieflings know that they have to make their own way in the world they often subsist in small minorities found mostly in human cities or towns. In the broadest possible sense they still look human, however their infernal heritage has left a clear imprint on their appearance.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
You can just as easily add races to any humanoid monster that lists as being “any race” like this:
Proficient. Most humans have proficiency in any one skill or set of tools (not included).
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. It’s hard to make generalizations about humans as there is no “typical” human. In the Forgotten Realms alone, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. Many humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. They have widely varying tastes, morals, and customs in the many different lands where they have settled.
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Hellish Resilience. Tieflings have resistance against fire damage (included).
Innate Spellcasting (Infernal Legacy). Most Tieflings can cast the thaumaturgy cantrip at will, Charisma is their spellcasting ability.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Description
Tieflings are derived from human bloodlines but a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Lacking a homeland, tieflings know that they have to make their own way in the world they often subsist in small minorities found mostly in human cities or towns. In the broadest possible sense they still look human, however their infernal heritage has left a clear imprint on their appearance.
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
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I know. I was just wondering what class you would use if you did use class levels.
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
As I said, I would specifically not use class levels for a “commoner.” As soon as I added a class level they would stop being a “commoner” and become something else. Even making them a “level 0 rogue” would make them stop being a “Commoner” and become something different, just like a “level 0 fighter” stops being a commoner and becomes a guard.
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Well, I guess what I'm asking is what class is the most similar to being a commoner, even if it is not really a commoner.
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
None. None of them are close to being a commoner. That’s why heroes have class levels and normal people don’t. If you give a commoner 1 level in Fighter, they stop being a commoner and become a fighter.
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Even if they aren't close to being a commoner, what is closest?
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
Psionicist
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What is that?
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
Commoners have no class.
/rimshot
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As I have mentioned in above posts, yes, I understand this, and yes, I know that commoners are not close to any class, but if you were to use a class, which would you use?
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
Just use Bard and reflavor spells and stuff to be normal commoner stuff and/or random coincidences that has no direct connection to you. That's what I'd do. Warlock might work too.
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Fighter or rogue cause they're the most mundane.
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So, for context, what are you doing? Is this for a PC or NPC?
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An NPC who could become a PC, but, as of now, they are an NPC. But they could become a PC. And then they might become an NPC again a little later.
I guess the simple answer is currently an NPC, but that may change.
Hi!!!! My pronouns are She/They!
Picture a halfling riding a flumph and be happy!!!!!
:)
Give them the statistics of a commoner or guard (if they’re training to be a weapon class) but when the time arises and the basic training is done, they gain 1 level in the class of the player’s choice (the one they’ve been training in).
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature