Proletarian Sub-Classes

Farmer

  Loyal Livestock: Starting at 1st level, you have convinced a farm animal to adventure at your side. Your Loyal Livestock is friendly to you and your allies and obeys your commands. It uses the Loyal Livestock stat block, which uses your proficiency bonus (PB) in several places. You choose either Male or Female for the gender of your Loyal Livestock, which affects the abilities it has in its stat block. If you acquire a farm animal of the other gender, you can train it to be your Loyal Livestock over the course of a long rest. You can only have one Loyal Livestock at a time, and training a second causes the first to forget its training. In combat, your Loyal Livestock acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action on your turn to command it to take an action from its stat block, or another action. If you are incapacitated, your Loyal Livestock can take any action of its choice to defend you to the best of its ability. Should your Loyal Livestock fall to 0 hit points, it makes death saving throws like a player character would. If it dies, you can train any farm animal you can buy, borrow, or steal to be your Loyal Livestock over the course of an hour, which can take place during a short or long rest.   Green Thumb: At 1st level, you know your way around a farm. You gain proficiency in Animal Handling, Nature, and farmer's tools. Farmer's tools include hoes, plows, rakes, scythes, shovels, and simple instruments to predict weather. Also, whenever you would normally make an Intelligence (Nature) check, you can make a Wisdom (Nature) check in its place.   Fresh Produce: At 3rd level, you always seem to have samples of produce. As an action, you can expend one Grit Die and reach into your bag to pull out a piece of Produce. As part of that action, you can eat it, or feed it to a willing and conscious creature within your reach. Upon consumption, a creature gains temporary hit points equal to your Grit Die + your Wisdom modifier.   Prizewinner: At 10th level, you may not be wealthy, powerful, or intelligent, but your produce is bountiful. You gain the benefits listed below:  
  • Your Livestock Companion grows from Medium to Large in size, and its hit points and hit point maximum increase by an amount equal to your Proletarian level.
  • When you command your Livestock Companion to use its Stomp attack, it can Stomp twice instead of once.
  • If you spend 8 hours or more working up to one square mile of viable farmland, the land you work gains the effects of the 8-hour casting of the plant growth spell.
 

Innkeeper

  Country Charm: Starting at 1st level, when you need to convince a rough customer of something you can lace your speech with country wit to charm friend and foe alike. As an action, you can spend Grit Dice to mimic the effect of one of the spells on the table below. It specifies how many Grit Dice you must spend to mimic each spell.  
  • 1: friends, guidance, vicious mockery
  • 3: charm person, heroism, hideous laughter
  • 6: calm emotions, enthrall, suggestion
  • 8: catnap, enemies abound
  Saving throws: Some Country Charm spells require your target to make a saving throw to resist their effects. Based on your Wisdom, their saving throw DC is calculated as follows: Country Charm save DC = 8 + your proficiency bonus + your Wisdom modifier.   Rustic Hospitality: At 1st level, you have spent many years comforting guests with full pints and open ears. When you adopt this Trade you gain proficiency in Insight, brewer's supplies, and cook's utensils. Whenever you make an ability check with these proficiencies, you can treat a roll of 7 or lower on the d20 as an 8.   Story Teller: At 3rd level, you have heard every story under the sun from your patrons, though you do have trouble remembering them all. Whenever you finish a long rest in a tavern or inn, you can replace one Tall Tale you know with another Tall Tale of your choice.   Full Belly Bravery: At 10th level, you can inspire heroism with nothing more than food, drink, and a story. You, and any creature that completes a short or long rest with you, gains temporary hit points equal to your Proletarian level + your Wisdom modifier (minimum of 1). While a creature has these temporary hit points it cannot be charmed or frightened, and it gains a bonus to its saving throws equal to your Wisdom modifier (minimum of +1). Finally, the Grit Die cost of your Country Charm spell effects are reduced by 1 (to a minimum cost of 0 Grit Dice).  

Laborer

  Bulky: Starting at 1st level, spending your days in manual labor has made you strong and hardy like the great beasts of the fields. At 1st level, and each time you gain a level in this class, both your hit points and maximum hit points each increase by 1. You also count as twice as strong when determining your carrying capacity and the weight you can push, drag, or lift.   True Craftsman: At 1st level, as a laborer, you are skilled with large physical tools. You gain proficiency with mauls, warhammers, greataxes, and battleaxes. However, these weapons you have trained with resemble simple tools rather than true weapons of war You also gain proficiency with two of the following tools: carpenter's, mason's, smith's, or woodcarver's tools. When you make an ability check that uses these tool proficiencies you can add double your proficiency bonus to your roll.   Construction: At 3rd level, you can use your knowledge of construction to create simple structures of wood, stone, and iron. While you have access to your True Craftsman tools and their associated materials, you can build fortifications. For every 10 minutes you spend, you create one simple Medium structure made mostly from wood or stone. These structures have an Armor Class and hit points equal to 10 + your Commoner level.   Master Laborer: At 10th level, you are a laborer of great renown, though you are skilled with little else. While you have access to your True Craftsman tools and their associated materials, you can spend 10 minutes to replicate the effects of the passwall or wall of stone spell. Any structures that you create with this feature are non-magical in nature and permanent. Once you use this feature to produce the effect of either spell you must finish a short or long rest before you can use it again. If you have no uses of this feature remaining you can expend 5 Grit Dice to use this feature again.  

Old Timer

  Village Elder: Starting at 1st level, over the years you picked up a unique amount of country wisdom. You gain proficiency in one type of artisan's tools of your choice, and you learn to speak a number of languages equal to your Wisdom modifier (minimum of 1).   Sage Advice: At 1st level, you have learned many things over the years, and can't help but share this knowledge, even when it isn't wanted. You gain proficiency in History, and when you make an Intelligence (History) check you can add your Wisdom modifier (minimum of +1) to your roll. You also learn the guidance spell, and Wisdom is your spellcasting modifier for it.   Rustic Spellcasting: At 3rd level, you can draw on your knowledge of the natural world to perform minor magic spells, much like a Druid does:  
  • Spell Slots: At 3rd level, you gain two 1st-level spell slots. To cast a Druid spell that you have prepared, you expend one of these spell slots. You regain all spell slots when you finish a short or long rest. As you gain levels, your spell slots grow in level, as shown on the Old Timer Magic table above.
  • Prepared Spells: At the end of a long rest, you prepare a list of spells that are available for you to cast from the Druid spell list. You can prepare a number of spells equal to your Wisdom modifier + half your Proletarian level. Spells you prepare must be of a level for which you have spell slots.
  • Spellcasting Ability: Wisdom is your spellcasting ability for your Druid spells as you use the knowledge you have gained over your many years to perform your spells. You use your Wisdom when a spell refers to your spellcasting ability, setting the saving throw DC, or making a spell attack roll.
  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
  Rustic Knowledge: At 10th level, your rustic magic is more flexible than that of classically trained mages. You can change your list of prepared Druid spells each time you complete a short or long rest.  

Town Guard

  Militia Training: Starting at 1st level, you have spent days learning the weapons of war that you may stand in defense of your village. You gain proficiency in medium armor, shields, and a single martial weapon of your choice. However, this martial weapon cannot have the heavy, finesse, special, or the two-handed property.   Simple Exploits: At 1st level, you wield the armaments of war as well as anyone who first picked up a spear three days ago. You learn a number of 1st- degree Exploits from those available equal to your Wisdom modifier (minimum of 1 Exploit).  
  • Grit Dice: In order to use one of the Exploits you know you must expend one of your Grit Dice as part of the attack. If an Exploit you know requires you to roll an Exploit Die as part of its effect, you roll your Grit Die in its place.
  • Saving Throws: If an Exploit requires a creature to make a saving throw, the saving throw DC is calculated as follows: Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  Lieutenant Guard: At 3rd level, your skill in battle puts the other part-time Town Guards in your village to shame. Whenever you make an attack with your Old Reliable weapon, you gain a bonus to your attack and damage roll equal to one roll of your Grit Die.   Elite Guardsman: At 10th level, you are the champion of your small town or hamlet, and folk have started to wonder if you'll leave to join the local platoon of soldiers! You learn two 2nd-degree Exploits of your choice from those available. In addition, any attacks you make with your Old Reliable weapon score a critical hit on a roll of 19 or 20 on the d20.

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