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Commoner: Difference between revisions

From Avardon
Created page with "{{Infobox Class | name = Commoner | image = | caption = | hp = 80 | description = }} Commoners are the civilians and main work force of Avardon. They're not particularly good at fighting monsters or other people, but they are quite skilled in other areas of life, especially in their crafts. == Class Features == * +2 to all Saving Throws * +2 to max Profession Energy * +2 to daily Profession Energy * +100 max profession level * Avoid Danger * Teamwork * Recov..."
 
Kara (talk | contribs)
HP values. Starting HP calculated for 0 con, when you actually start with -1
 
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== Class Features ==
== Class Features ==
* +2 to all Saving Throws
* +2 to max Profession Energy
* +2 to max Profession Energy
* +2 to daily Profession Energy
* +2 to daily Profession Energy
* +100 max profession level
* +100 max profession level
* [[Avoid Danger]]
* [[Teamwork]]
* Recovering d8 (instead of d4) Wounds on Long Rest
* Recovering d8 (instead of d4) Wounds on Long Rest
* Proficiencies: Light Armor, Pikes, Spears, Sickles, Handaxes, War Picks
* Proficiencies: Light Armor, Pikes, Spears, Sickles, Handaxes, War Picks
===[[Avoid Danger]]===
{{:Avoid_Danger}}
===[[Teamwork]]===
{{:Teamwork}}
== Subclasses ==
[[Artisan]]
[[Laborer]]
[[Militia]]
[[Scholar]]

Latest revision as of 15:25, 23 March 2026

Commoner
Hit Points77
Saving ThrowsAll +2

Commoners are the civilians and main work force of Avardon. They're not particularly good at fighting monsters or other people, but they are quite skilled in other areas of life, especially in their crafts.

Class Features

  • +2 to max Profession Energy
  • +2 to daily Profession Energy
  • +100 max profession level
  • Recovering d8 (instead of d4) Wounds on Long Rest
  • Proficiencies: Light Armor, Pikes, Spears, Sickles, Handaxes, War Picks

You are not typically inclined to stick around when confronted with a threat.

Whenever you are attacked you may use your Reaction to Disengage, provoking no Opportunity Attacks on your next turn.

Give your ally a helping hand, Removing their Entangled, Ensnared, Dazed, Off Balance, Weak Grip, Asleep, Burning, and Prone Conditions. If the Target Doesn't Suffer from any of these conditions, you give them +1d10 bonus to their next Attack Roll Instead.

Subclasses

Artisan

Laborer

Militia

Scholar