Peasant Simulator Game Mode
Commoner
Actions
Club: 1d20+2 , 1d4 bludgeoning
Knife: 1d20+2 , 1d3 piercing
Unarmed Strike: a punch, kick, head-butt, or similar forceful blow. On a hit, an Unarmed Strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
Proficiency Bonus: +1
Weapons Proficiency: Choose any one.
Saving Throws: Choose any one.
Skills: Choose any one.
Peasant Sim Thresholds
Thresholds | Proficiency Bonus | Features | Fate Points | XP |
---|---|---|---|---|
1st Threshold | +1 | Level 0, Common Flaw | 0 | 0 |
2nd Threshold | +1 | Common Talent | 1 | 125 |
3rd Threshold | +1 | Uncommon Talent, Unflawed | 1 | 225 |
4th Threshold | +2 | Level 1, Choose a Class | 0 | 300 |
Common Flaw:
Common Talent:
Starting at the 2nd Threshold, you have learned a few basic tricks to enhance your survival. Choose one of the following benefits to receive:- Skilled: Skills you are proficient in use a proficiency bonus of +2, instead of +1.
- Sturdy: You gain one additional maximum hit point for each commoner partial level you have.
- The Gift: You learn a single cantrip from the cleric, sorcerer, or wizard spell list. Your spellcasting ability for this cantrip is Wisdom if you chose a cleric cantrip, Charisma for a sorcerer cantrip, and Intelligence for a Wizard cantrip. You do not require a focus or materials to cast this cantrip, but once you use it, you cannot use it again until you take a short or long rest. You use your spellcasting ability modifier when setting the saving throw DC for a commoner spell you cast and when making an attack roll with one, as follows:
Spell Save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell Attack Modifier = your proficiency bonus + your spellcasting ability modifier - Weapon Training: You have begun extensively training with the weapons you use. You use a proficiency bonus of +2, instead of +1, for attacks with any weapon you are proficient in.
Fate Points:
Uncommon Talent
- Skilled, Improved: You learn one additional skill of your choice.
- Sturdy, Improved: You gain proficiency in your choice of either light or medium armour.
- The Gift, Improved: You learn one 1st-level spell off the same class spell list as the cantrip you chose. You can cast this spell once, requiring neither a focus or spell slots. After casting this spell, you require a long rest before you can cast that spell again.
- Weapon Training, Improved: You gain proficiency in one martial weapon of your choice.
Unflawed
Class Level
(You immediately lose all commoner class features, proficiencies, and unspent fate points, and gain the benefits associated with the 1st level of a non-commoner class of your choosing (other than starting gear). You lose all commoner partial levels, and gain the 1st level of your chosen class.)
Food and Water
Background:
The following background is available to all characters, but makes an ideal starting point for a commoner.Common Folk
Sun up, sun down, you live an ordinary life in one of the many small towns or big cities that are scattered across the world. You are used to hard work and toil. Though you are relatively poor, you can usually scrape together enough to get by. How do you feel about where you have grown up, and the life you have lived? Do you have regrets, dreams, or aspirations? And, naturally, when adventure comes calling, how will you respond? Daily Toil: In any community, regardless of size, everyone has a purpose. Some may be more essential than others, but every member fills a role that identifies them and ingrains themselves in the fabric of society. Choose a vocation for your character from the following list, or determine one randomly. d8 1d8 Daily Toil
- Crofter (tenant of a small piece of land)
- Inn worker, roll a d4 1d4 : 1) Barman/Barmaid, 2) Cook, 3) Ostler/Stablehand, 4) Brewer
- Herder, roll a d4 1d4 : 1) Shepherd, 2) Goatherd, 3) Cowherd, 4) Swineherd
- Undesirable, roll a d4 1d4 : 1) Gong Farmer, 2) Rat Catcher, 3) Beggar, 4) Knacker (removes animal carcasses)
- Guard Recruit
- Carter (you pull a hand cart for a living)
- Domestic Servant, roll a d4 1d4 : 1) Maid, 2) Groom/Stablehand, 3) Page, 4) Butler (in charge of the buttery)
- Apprentice Artisan, roll a d6 1d6 : 1) Blacksmith, 2) Carpenter, 3) Weaver, 4) Baker, 5) Bodger (wood turner), 6) Cordwainer (makes new shoes)
- Choose one: (or roll a d6 1d6 ) 1) Club, 2) Handaxe, 3) Knife, 4) Quaterstaff, 5) Sickle, 6) Sling and 10 Sling Bullets
- Common Clothes. This outfit includes a shirt, a skirt or pants with a drawstring, shoes, and perhaps a linen or leather coif or simple felt hat.
- One satchel containing, ether a set of artisan’s tools or a musical instrument, a Bedroll, a Waterskin and one days’ worth of rations (1).
- A belt pouch containing your starting wealth. Starting Wealth = 2d4cp 2d4 and 1d3sp 1d3 .
Features
Feature: Hard Worker: You are able to press on through challenging conditions, exerting yourself more than should be possible. When you would gain a level of exhaustion from any source other than a class feature, make a Constitution saving throw. The DC of this saving throw is 12 + twice the number of times you’ve rolled this saving throw in the past 30 days. If you succeed on this saving throw, you do not gain the level of exhaustion.
Suggested Characteristics
Common folk tend to be at once determined and resigned, accepting of their lot in life but willing to make the most of it and continue to press on. The common folk often pride themselves on their distance from formality and luxury, considering the hardships they suffer to be the hallmarks of a life well-lived.
Traits
Roll a d8 1d8 | Personality Trait |
---|---|
1 | If I’m not worn out, the job’s not done. |
2 | A well-timed grunt or spit says all that needs saying. |
3 | I celebrate just as hard as I work. |
4 | I don’t trust large sums of money. Nothing good ever comes from that. |
5 | I know thousands of jokes about nobles, want to hear one? |
6 | Singing helps the time go by, and makes life bearable. |
7 | I understand animals. Usually better than people. |
8 | I try and learn about all sorts of places I’ll probably never visit. |
Ideal
Roll a d6 1d6 | Ideal |
---|---|
1 | Community. Everyone needs a helping hand, sometimes. (Good) |
2 | Strength. The stronger I get, the more I can do. (Neutral) |
3 | Selfishness. My needs are all that matter. (Evil) |
4 | Status. Hard work improves my social standing. (Lawful) |
5 | Freedom. I’m always looking for a chance to cut loose. (Chaotic) |
6 | Order. Things are the way they are for a reason. (Lawful) |
Bond
Roll a d6 1d6 | Bond |
---|---|
1 | I believe that my community should prosper, and everything I do is for them. |
2 | I have a sick relative, and I must work to support them. |
3 | My gambling debts are particularly large, and I fear those coming to collect. |
4 | The world is a dangerous place, and I must protect my people from harm. |
5 | I’m in love with a noble, and must outgrow my social standing if I’m to have a chance. |
6 | Someday, I’ll make my family name mean something. |
Flaw
Roll a d6 1d6 | Flaw |
---|---|
1 | I have an irrational hatred of nobles, or of one noble family in particular. |
2 | I’m actually surprisingly lazy. |
3 | I have an almost slavish adherence to protocol. |
4 | Any time that can be a party, should be a party. |
5 | Monsters and dragons are just superstition! I refuse to learn otherwise. |
6 | I’m very practical, and complicated plans completely escape me. |
Quick Build
Choose a race or roll a d8 1d8 : 1) Badgerfolk, roll 1d2 : Northern, Southern 2) Dwarf, roll 1d2 : Hill, Mountain 3) Elf, roll 1d3 : High, Sea or Wood 4) Gnome, roll 1d2 : Forest, Rock 5) Halfling, roll 1d2 : Lightfoot, Stout 6) Half-Elf 7) Human 8) Tiefling. Hit Dice: 1d4Proficiency Bonus: +1
Weapons Proficiency: Choose any one.
Saving Throws: Choose any one.
Skills: Choose any one.
Choose a Common Flaw or roll a d8 1d8
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