Yeni D&D Sınıfı: Commoner
Merhaba, Maceracılar!
Dungeons and Dragons için homebrew bir sınıf hazırladım. Şayet güçlü bir büyücü veya haşmetli bir barbar gibi şeyler oynamak yerine, sıradan birisi olarak oynamak istiyorsanız bu sınıf tam size göre. Sınıfla alakalı her şey İngilizce olarak yazılmıştır.
Commoner
For those
who want to be a normal, ordinary person and not big, important or strong guy.
AC: 10+DEX
HP: 1d6
Saving Throws: Any 2 stats of your choice
Features:
[1] An Ordinary Guy: You neither want to be a strong
soldier that eradicates cities with one slash of his sword nor an exceptional
mage that can do whatever it wants. You simply want to be a normal guy with a
normal job, earn enough money to feed yourself or/and your family and be happy.
[1] Profession: Chose 1 of the Archetypes that suits you best.
[3, 11] Change
of Job: You can change your Commoner Archetype, when you do so, your Commoner
level halves (rounded down), but you don’t get the equipment(s) that you’re
given when you chose the Archetype. When you reach level 11, your Commoner
level doesn't halve from changing your Commoner Archetype, since you become
professional at any job by the time you reach level 11. You can only change it once
a month.
[5] Extra Attack: You can attack twice instead of once, whenever
you use an Attack action.
Effective Caster Level: Zero (0)
Attacks per Action:
2 attacks
since level 5
3 attacks
since level 11 (if you chose to be Squire)
1 attack
since level 1
Skills of Choice: Any 2 skills of your choice
Equipment of Choice:
-1 from
Chain Mail or Leather Armor, any simple ranged weapon and 20 Arrows
-1 from 1
Martial Weapon or 1 Simple Weapon and Shield
-1 from 2 Handaxes
or 1 Simple Weapon
-1 from
Dungeoneer's Pack, Priest's Pack or Explorer's Pack
Armor Proficiencies:
-[1] Light
Armor
-[1] Medium
Armor
-[1] Shield
Weapon Proficiencies
-[1] All
simple
Archetypes:
Miner:
[1,2] Mining Time: You get a Pickaxe. It' has Two-handed property and deals 1d4+your strength modifier piercing damage on hit. At level 2, You roll your
Strength checks with advantage when it comes to breaking a stone object as long
as you mine with a pickaxe.
[3] Expert of Stones: You roll your Intelligence
(Investigation and History) checks with advantage when it comes to defining a
stone, ore and gem or remembering its origins.
[4] Accustomed to Darkness and Tightness: You can see in dim light within 25
feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray. Furthermore,
you gain Tunnel Fighter Subtype.
[7] Stonebreaker: You deal double damage to Constructs and
object that are made of stone, ore or gem if you're fighting them with a pickaxe.
Lumberjack:
[1,2] Cutting Time: You get a Lumberjack's Axe. It has Light property and deals 1d4+your Strength modifier slashing damage on hit. At level 2, You
roll your Strength checks with advantage when it comes to chopping a tree or a
wooden object as long as you chop it with any kind of axe.
[3] Expert of Woods: You roll your Intelligence
(Investigation and History) checks with advantage when it comes to defining a
tree and anything that's made of wood or remembering its origins.
[4] Master of Axes: You become proficient with every kind of axe.
[7] Woodbreaker: You deal double damage to Constructs, Treants and
object that are made of wood if you're fighting them with an axe.
Priest:
[1,2] Preaching Time: You get a Religious Book based on
your religion. At level 2, You roll your Intelligence (Religion) checks with advantage
as long as you have a Religious Book based on your religion on your side.
[3] Expert of Converting: You roll your Charisma (Persuasion
or Deception) checks with advantage when it comes to convincing or deceiving
people to join your religion.
[4] Religious: Your Intelligence and Charisma scores increase
by 1, up to a maximum of 20.
[7] Blessing/Wrath of God: If your God is either Good or
Natural, you touch a willing creature other than yourself, it heals for
1d6+your Intelligence (Religion) modifier. If your God is Evil, you send a
cursed energy towards a creature within 30 feet of you. It must take a
Constitution saving throw. It takes 2d6+your Intelligence (Religion) modifier
necrotic or fire damage (your choice). You can use these effects twice and
regain its uses after finishing a short or long rest.
Squire:
[1] Fighting Time: You get a Military Insignia that shows your
military rank.
[3] Expert of War: You roll your Intelligence (History) or Wisdom
(Insight) checks with advantage when it comes to knowing/remembering a person
from military or understanding its intentions.
[4] Accustomed to Short Sleep: You can now finish a short rest by
resting at least for 30 minutes instead of 1 hour and a long rest by resting at
least for 5 hours instead of 8 hours.
[11] Another Extra Attack: You can attack thrice instead of
twice, whenever you use an Attack action.
Peasant:
[1,2] Harvesting
Time: You get Basic Farming Equipments and a Bucket that allows you to
store milk that you milked from cows. At level 2, it You roll your Wisdom
(Survival) checks with advantage when it comes to reaping and sowing things as
long as you reap and sow with a farming equipment
[3] Expert of Farming: You roll your Wisdom (Animal
Friendship) checks with advantage when it comes to calming any animal's
emotions.
[4] Earn for Your Hard Work: You earn 25% more money from the
products you grew, milked, raised, etc.
[7] Results of Your Efforts: Your Constitution or Wisdom score
(your choice) increases by 2, up to a maximum of 20.
Rhymester:
[1] Rhyming Time: Your excellent rhyming skills make you roll
your Charisma (Performance) checks with advantage when it comes to satisfying,
enjoying or saddening people with your spectacular rhymes.
[3] Expert of Rhyming: Instead of being proficient with
Performance skill, you are expert of it.
[4] Charismatic: You get Actor feat.
Butcher:
[1,2] Slaughtering Time: You get a Cleaver. It has Light property and deals 1d4+your Strength modifier slashing damage on hit. At level 2, you
roll your Wisdom (Survival) checks with advantage when it comes to beheading,
cutting or flaying an animal while doing these with a Cleaver.
[3] Expert of Butchery: You roll your Intelligence (History)
and Wisdom (Survival) checks with advantage when it comes to defining a beast
or whether it’ll taste good and healthy.
[4] Master Cutter: Increase your Strength score by 1, to a maximum of 20.
Gardener:
[1] Gardening Time: You get Herbalism Kit and you’re proficient
with it.
[3] Expert of Green: You roll your Intelligence
(Investigation and History) checks with advantage when it comes to defining a
plant or its origins.
[4] Natural Naturalist: You get Naturalist feat.
[7] Professional Plant Cutter: You deal double damage to Plants
that are not made of wood (such as Treants).
Cook:
[1,2] Cooking Time: You get Cook’s utensils. At level 2, You roll
your Wisdom (Survival) checks with advantage when it comes to making food.
[3] Expert of Cuisine: You roll your Intelligence (History)
and Wisdom (Survival and Nature) checks with advantage when it comes to
defining somethings edibility.
[4] Masterchef: You get Chef or Gourmand feat (your choice).
[11] Let Him Cook: NPCs always love your food no matter what you
cook for them. They won’t even bother examining whether it has poison or
something fishy in it (unless they are extremely suspicious of you).
Blacksmith:
[1,2] Smithing Time: You get Smith’s tools. At level 2,
you roll your dice with advantage while forging an armor, a shield or a weapon
with them.
[3] Expert of Forge: You roll your Intelligence
(Investigation and History) checks with advantage when it comes to defining an
armor or weapon piece’s quality or its origins.
[4] Great Armory: When you forge an armor, it grants its wearer
1 more AC than it’s supposed to grant.
Merchant:
[1] Selling Time: You get common items of your choice. Their
total price can’t exceed 50 Gold Pieces and you can’t use them yourself unless
you intend to show the customers how do they work.
[3] Expert of Selling: You roll your Charisma (Persuasion
and Deception) checks with advantage when it comes to convincing or deceiving
people to buy any product from you.
[4] Money Talks: You earn 25% more money when you sell any
product to anyone.
[7] Oriental Cunning: You automatically buy any item with
30% discount, unless the seller hates you.
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