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The Wailing Bard

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About this mod

Based on homebrew by LaserLlama, you can now play Baldur's Gate 3 as a non-adventurer! Become a Farmer, Innkeeper, Labourer or Town Guard, and use your Grit to survive blows and become a particularly unlikely hero. This is not a serious class.

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You know 'em. You love 'em. They're the fabric of every D&D world, the put-upons of every party, and now... their time has come.

Cards on the table: this is not a serious class, and I mostly threw this together as a bonus so I could experiment with a few things and learn more of the toolset. (For that reason, do give me a heads up if you try it out and run into anything weird or broken.) It's based on the equally slightly-silly homebrew by LaserLlama, though it's not a full faithful recreation. Sadly I have, in fact, allowed you take feats, and I have not implemented the finale level where you just get a free level in another class. Sorry.

This class does not go beyond level 12. There are empty, featureless levels in case you're using a level unlocker, but if you do reach level 12 Commoner, you really do have my permission to go multiclass into anything else. You did it. You beat the Commoner.


What is a Commoner?

A Commoner could be a farmer, a shopkeep, the town's blacksmith -- in general, anyone who neither spends their life gallavanting through the wilds on quests nor commanding other people to do it for them. They do the normal, everyday work that keeps (just barely) the D&D world functional. What would the lich do, had he no towns to terrorise? The warlord, no cities to conquer? You, no questgiver to badger?

But make no mistake. The Commoner isn't helpless. With their d4 Grit Dice, Commoners can subtract damage, add to their attack rolls, and sometimes even mimic a bit of fancy magic. Hardy folk, the Commoner can calculate AC with Constitution instead of Dexterity. With their trusty Old Reliable, a special weapon they keep on hand, the Commoner can use their Wisdom for their attack and damage rolls.

And, of course, no village would be complete without its collection of Tall Tales. Every few levels, you'll be able to remember these obscure, farfetched stories and use them to gain a minor, more... odd benefit. Learn a musical instrument, have a rat follow you around, the ceiling's the limit.


Subclasses

  • Farmer: Aided by a hardy ox, the Farmer can hand out produce and till fields. And tell their ox to stomp people.
  • Innkeeper: A charmer and a savvy businessperson, the Innkeeper possesses keen Insight and can copy the effects of spells like Friends and Calm Emotions.
  • Labourer: Bulky physical workers, the Labourer might not be the most trained fighter, but they can certainly take more of a punch than the average villager.
  • Town Guard: Do I see it? Someone with a bit of actual combat experience? The Town Guard gets limited access to Battle Master maneuvers, but do be aware: guardians of small shires, they are still fundamentally Commoners and not Fighters.


Features by level

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Proficiencies, Starting Saves and So On
  • HP per Level: 5 + Con
  • Saves: Strength and Constitution
  • Armour: Light Armour
  • Weapons: Clubs, Daggers, Quarterstaffs, and Slings*
  • Skills: Two of Animal Handling, Athletics, Insight, Persuasion, Religion, and Survival

*No slings are implemented in Baldur's Gate 3.


Level 1
  • Grit: You have a number of d4 Grit Dice equal to your Commoner level + 1, which regenerate on a short rest. When you would miss an attack, you can expend these dice to increase your attack roll. You can only expend [Wis mod] dice on a single attack roll.
  • Rough and Ready: While armoured, you can replace your Dexterity modifier with your Constitution mod when calculating your AC. While unarmoured, you can use 10 + your Constitution for your AC.


Level 2
  • Old Reliable: You can designate a melee weapon you're proficient with as your Old Reliable, letting you use Wisdom for its attack and damage rolls.


Level 5
  • Gumption: When you hit with Old Reliable you can add Grit Dice to your damage roll. You can only expend Grit Dice equal to your Wis mod on one attack.
  • Gumption: Reduce Damage: When attacked, you can use your reaction to reduce the damage by a Grit Die + your Constitution modifier.

Level 6
  • Weather the Storm: Used to taking a hit, if a Dex save lets you make a save to avoid damage, you take half damage when you fail a Dex saving throw and none if you succeed.

Level 7
  • Know-How: When an ally makes a save, you can use your reaction to add your Wisdom modifier to the roll. You can use this a number of times equal to your Wisdom modifier per long rest.


Level 9
  • True Grit: If you start a turn without any Grit Dice, you instantly regain one.


Level 11
  • Common No More: Your Grit Dice increase to d6s, and you get an additional 10 hit points.


Subclasses:

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Farmer
  • Level 1: You can summon your Loyal Livestock to your side, a hardy oxen who gains health and AC as you level up. Additionally, you gain Animal Handling and can use your Wisdom for Nature checks.
  • Level 3: You can feed characters produce, using an action and a Grit Die to give them temporary HP equal to 2 + your Wisdom modifier.
  • Level 10: Your Loyal Livestock adds your Commoner level to its health and can attack twice per turn. Additionally, you can replicate the effects of Plant Growth when outside of combat.

Innkeeper
  • Level 1: You can use your Grit Dice to replicate the effects of certain spells like Friends, Guidance and Vicious Mockery. You learn more "spells" as you level up (including Heroism, Hideous Laughter, Enthrall). Additionally, you cannot roll lower than 8 on an Insight check.
  • Level 3: You can replace a Tall Tale of your choice every long rest.
  • Level 10: Your spells cost one less Grit Die. After taking a short or long rest, the party gains temporary hit points equal to your Commoner level + your Wisdom modifier, and while someone has these temporary hitpoints, they are immune to being Frightened or Charmed and add your Wisdom modifier to their saves.

Labourer
  • Level 1: You gain proficiency with Mauls, Warhammers, Greataxes, and Battleaxes. Your Carrying Capacity is multiplied by 5.
  • Level 3: You have resistance to Bludgeoning damage, and resistance to one of Fire, Cold or Necrotic based on the nature of your labour.
  • Level 10: Outside of combat, you can replicate the effects of Wall of Stone, though these walls are nonmagical and permanent.

Town Guard
  • Level 1: You gain Medium Armour, Shields, and a specific Martial Weapon of your choice. Additionally, you unlock a small selection of Battle Master maneuvres as you level up, using your Grit Dice in place of Superiority Dice.
  • Level 3: When you attack with Old Reliable, you gain a bonus to your attack and damage roll equal to a Grit Die.
  • Level 10: When you attack with Old Reliable, the number you need to roll a Critical Hit is reduced by 1.


Tall Tales:

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You learn a Tall Tale at levels 2, 3, 4, 6 and 9.

  • Tale of the Boisterous Bard: You gain proficiency in Performance and Musical Instruments.
  • Tale of the Crooked Con Artist: You gain proficiency in Deception and have access to a free Disguise Self.
  • Tale of the Menacing Mercenary Company: You gain proficiency in Shields.
  • Tale of the Harrowing Haunt: You gain proficiency in Religion and Intimidation. Additionally, you add your Wisdom modifier to Intimidation checks.
  • Tale of the Midnight Thief: You gain Expertise in Sleight of Hand.
  • Tale of the Unfortunate Orphan: You have a pet rat who you can summon to your side.
  • Tale of the Wandering Woodsman: You gain proficiency in Shortbows and Perception.



Credits

As mentioned, this is an adaptation of LaserLlama's Commoner, which can be found online here: https://www.gmbinder.com/share/-MxWTgY2klVUnHpH22uH

I sent LaserLlama a DM about porting their free content, and got the reponse that it was alright so long as I provided credit and a link. You can see more of LL's content on their Reddit, GM Binder or Patreon.