Base Class: Fighter
As a peasant, you've lead a hard life, even since birth. You know that if you want anything, you must work hard and swiftly to get what you want. You've know what it takes to survive, even if it means taking the lives of others that threaten yours. And now this peasant that you are is getting fed up with living as a speck of dirt in some silver-spooned, snot nose noble who could give a rat's arse whether you live or die. It's time to rise up and use your uncommon tactics to confuse and exploit your opponents. The biggest thing you understand is that you do not have equal skill as trained persons of martial or magical profession, but you know you can use that to your advantage by using means of combat that are totally and utterly unpredictable or just outright stupid as **** counter-intuitive and should not work as effectively as they often do. Besides, how do they know what you're doing if even you don't know what you're doing most of the time? Rise, peasant! The time of gold is nigh, and all of those people who have wronged you are about to get what they deserve.
Lowborn
I know how hard it is living as a peasant and I understand the same values and empathy they have towards one-another. Hell, I am a peasant, after all.
Starting when you choose this subclass at 3rd level, when talking to other humanoids that are considered commoners, thieves, farmers, smiths, or miners, you gain advantage on all charisma related checks against them.
Improviser Elite
I've been in my fair amount of back-wood scraps with a few people, and I'm not afraid of defending myself if I need to. I don't care what armor or shield you're carrying, a rock to the face still kills all the same.
You gain proficiency with improvised weaponry and you can now throw a weapon with the "thrown" property or item as a bonus action. When throwing a weapon or item this way, you can draw the weapon or item at no action in the same time as the bonus action you immediately throw it in.
Talk with your DM about what items can be thrown and what their damage values are if they aren't already assigned by the item description. (ex: Alchemist's Fire)
Filth Resistance
The smell doesn't really bother me much anymore.
At 3rd level, you gain resistance against poison and a +1 to your Constitution score.
Brash Taunter
The best way to defeat an enemy is force him to become predictable. It just so happens that I'm good at pissing people off and that makes people pretty predictable.
At 7th level, whenever you are hit by an attack, you can use your reaction to taunt the foe that just hit you. When the enemy is taunted, they must attempt to hit you every turn or gain disadvantage on all attacks that are not targeting you. This effect stays effective until they hit you, you die, they are killed or become incapacitated. You can taunt twice per dawn.
One Man Army
In a past life, I used to be a war hero, and I took on dozens of men at a time like it was nothing. It's either that, or I had a pretty good day dream after drinking some ale. I'm not sure which.
Starting at 10th level, whenever you are fighting alone or are outnumbered by your foes, you activate One Man Army. Roll [roll]3d8[/roll] and choose 2 of the dice rolled. Gain the following effects as a result of the numbers shown on the dice you chose (cannot stack same effect):
- You gain resistance to nonmagical slashing, piercing or bludgeoning damage.
- You regenerate 1 hit die (largest you currently possess) in hit points at the start of your turn every rotation.
- You deal an additional 1d4 of force damage every time you damage an enemy in combat.
- You gain advantage on all saving throws.
- Re-roll initiative. You start your next turn at the new initiative.
- Your AC is increased by +2.
- Whenever you take damage, you can reduce the damage taken by the attack by 1d6.
- Whenever you reduce a creature to 0 hit points or knock them unconscious, you gain advantage on your next attack.
These effects persist until you are no-longer outnumbered or if someone joins your side in combat order.
Defiance of Odds
Sometimes, I just get really lucky out of nowhere and people's attacks don't seem to hurt me nearly as much for some reason.
Starting at 15th level, you now critically succeed on 19-20 and you become immune to critical hits.
Humble Reverence
I always dreamed of being able to pass on a legacy to those who hold me dearly to them. I feel that when the time comes for me to prove my worth, I will show them who I am and what I stand for, once and for all, even if it is at the end of days for either me or all of mankind. I will stand proud amongst the heroes of legends that I once heard stories of as a child.
Finishing up with the Peasant subclass at 18th level, whenever you fail your last death save or are killed outright by an attack, as a final parting, you gain one action before succumbing to death. You cannot use this action to save yourself or heal yourself in any way. During this action, your movement speed is 0.
Previous Versions
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1/8/2022 6:49:46 AM
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