Lowly Peasant (5e Class)

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Creating a peasant[edit]

A group of heroes were attacked by bandits, they were doing well but a few lucky swings left them beaten and battered... As a killing blow is about to be delivered the young butler who has been relatively overlook by the adventures springs to action, slamming the bandit to the ground! He then assisted the heroes to their escape. A group of goblins attacks a nearby town, the citizens are scared and defenseless. All except one, and old man who bears no powers save his deep love for his home and fellow man grabs a pitchfork and stabs it into their leader's chest. As the goblins flee in terror the man goes back to tending his field, eager to return to his duties

This character is made to be a support class that speaks to the players who do not see the need to be powerful or strong, this class can certainly function in a game but it is not designed for people who seek to be the most powerful class

Disclaimer: some of these aspects were taken from other peasant classes, those are all great and worth a look but I prefer my method and think it has a place among the others

Quick Build

You can make a Peasant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose a chain shirt, artisan tools, and a martial melee weapon

Class Features

As a Peasant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Peasant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Peasant level after 1st


Armor: light armor, medium armor
Weapons: Simple Weapons
Tools: One Artisan's Tool of your choice
Saving Throws: Dexterity and Charisma
Skills: One from the skills list, and 1 from: Persuasion, Athletics, Insight, Acrobatics, and History


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Peasant

Level Proficiency
1st +2 Origin, Stalwart Heart
2nd +2 Forgettable Face, Helping Hand
3rd +2 Hard Worker, Improvised Weapon
4th +2 Ability Score Improvement
5th +3 Rallying Call, Improvised Weapon
6th +3 Aura of Hope, Origin Feature
7th +3 Get Down
8th +3 Ability Score Improvement
9th +4 Assisted Movement
10th +4 Improvised Weapon
11th +4 Unexpected Heroism, Origin Feature
12th +4 Ability Score Improvement
13th +5 Poem of the Every-Man
14th +5 Underdog Story
15th +5 Heart of a Hero, Improvised Weapon
16th +5 Ability Score Improvement, Origin Feature
17th +6 Faith of a Nobody, Improvised Weapon
18th +6 Bravery
19th +6 Ability Score Improvement
20th +6 Heroic Comeback


For most people their origin does not define them. However, due to the lack of training peasantry receive their background effects a lot of what they know. At the 1st level, you chose an origin. Choose between Loyal Friend, Confidant, and Lucky Devil all detailed at the end of the class description. Your choice grants you features at the 1st level, and again at 6th, 11th, and 16th levels.

Stalwart Heart[edit]

Your lack of training is seen by many as a weakness, yet you manage to turn it around and play into your strengths like the scrappy underdog you are! You may not be able to use normal weapons like those grand heroes but you can make up for that with you dazzling resourcefulness. At 1st Level, you gain proficiency in improvised weapons (including unarmed), all improvised weapons will deal a 1d6 in damage and you can use your Dexterity for attacks with improvised weaponry, furthermore, you add an additional 1d6 to the damage dealt by improvised weapon at 3rd, 5th, 10th, 15th, and 17th level. You may choose, to use this form of damage instead of a weapon's normal damage figure, however this must be done before the roll.

Forgettable face[edit]

Peasants do not stand out and that is a good thing! At 2nd level you gain advantage on all Persuasion and Deception checks in which tricking someone into thinking you were not at a certain event, were not involved in something, or you have not met those that are involved.

Helping Hand[edit]

As a commoner you are experienced on needing to rely on those around you to survive and help them in kind. At 2nd Level, you gain the ability to use the help action as a 5e|bonus action}}, when you use this as a bonus action, you also give the target that you are helping, either the benefit of the dash or disengage action, up to the Peasant.

Hard Worker[edit]

Your hands know a hard days work and they are ready and able to perform labor. At 3rd level, any task that you are effectively able to perform that requires extensive work you can do twice as fast! If chopping down a tree takes in hour it only takes you 30 minutes, and if crafting something takes a week it only takes you 3 and a half days.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Rallying Call[edit]

You know just how to get your friends back into the fight! at 5th Level, as an action you can call upon the hope deep within your allies. Choose any number of targets within 100 feet (unable to choose yourself) to gain temporary hp equal to three times your peasant level, you must take a short or long rest before being able to use this feature again.

Aura Of Hope[edit]

Your hope is so potent even your allies can sense it, at 6th level, while you are not at 0 HP and not incapacitated, all allied creatures within 30 feet of you (including yourself) gains 1d4 to damage rolls and gain advantage on saves against being frightened or charmed.

Get Down[edit]

You know how to pull an ally out of the fray! At 7th level, when you are forced to make a Dexterity saving throw, you only take half damage on a failed save, and no damage on a success. Furthermore, if an ally you can see within 30 feet of you is forced to make a Dexterity saving throw, you can use your reaction to run to them and throw them aside, hence negating all damage and effects that would have been caused to them, you must make the roll in their place and take the associated damage on a failure, (this damage and save will apply to you even if you are both in the same area of effect, forcing you to make 2 saves)

Assisted Movement[edit]

You are quite good at pulling allies from the fray. At 9th level, you can use your bonus action to order an ally to within 60 feet to move, they can use their reaction to move twice their movement speed without provoking opportunity attacks. You can use this ability a number of times equal to your Charisma modifier. You regain all uses when completing a short or long rest.

Unexpected heroism[edit]

Heroic feats often come from the oddest places! At 11th level, your improvised weapons now count as magical for the purposes of overcoming resistances, you can also now throw improvised weapons up to 60 feet, regardless of their typical range.

Poem of the Every-Man[edit]

You are an inspiration to the common people all around and even to your less common allies, at 13th Level, during a short rest, the healing you gain from hit dice is shared to every person resting with you and you can choose 3 people to gain advantage on their next saving throws during the next combat, you must complete a long rest before using this feature again.

Underdog Story[edit]

Everyone loves an underdog, and few people are punching up more than you are. At 14th Level, while at half hp or less, you can activate the inner focus of the underdog, for one minute you have advantage on all attack rolls and saving throws and cannot suffer disadvantage for any reason, this effect ends in one minute or if you are healed beyond half hp. You regain this feature at the end of a short rest.

Heart of a Hero[edit]

You may not have the strength, brains, speed, or magical power of your peers but you have more heart than all of them! At 15th Level, When an ally is targeted by an attack and you are within 5 feet of the attacker, you can decide to attack the attacker spending your reaction... if you hit the enemy automatically misses that attack, you can use this feature a number of times equal to your Charisma modifier (minimum of 1).

Faith of a Nobody[edit]

Most people do not have unwavering faith for their companions like you do, at 17th Level when you see an ally suffer an attack that would reduce them to 0 HP you can use your reaction while within 60 feet of them, being able to see them, and they can hear you as you call out for them to continue on, bringing them back to full HP (this works on any attack and if the damage would have immediately killed them or reducing them to 0 hp would have killed them this ability negates those effects) you must take a long rest before being able to use this feature again.


People can question everything about you, why you are here, why you think you are equal to those heroes, but they can never question your bravery. At 18th Level, you are immune to being frightened under any circumstances, and if you are reduced to 0 HP but not killed outright you can drop to one hit point instead up to your Charisma Modifier (minimum of 1) amount of times and regain this at the end of a long rest.

Heroic Comeback[edit]

You surviving this long is a testament that while your methods may be unconventional you are still a hero in your own right, when you suffer an attack that would drop you to 0 HP, you can make one final attack against an enemy within melee range. If it hits, your attack automatically perform a critical strike, and is treated as though the enemy is vulnerable to it, you will strike using the improvised weapon attack even if you would not otherwise have the damage bonus, and you gain the Aura of Hope for this attack. If this attack hits, the target must make a An ability score was not entered for this template! saving throw or instantly be reduced to 0 hp on a fail, and on a success, taking 10d10 of the same damage type as whatever was used for the attack. Whether you hit or miss, if you die all your allies get advantage on all attacks until the end of combat. If the attack you suffered would have killed you for any reason you do not die until you make this attack. You must take a long rest before being able to use this again.

Loyal Friend[edit]

You were raised to take care of your real friends as due to people generally looking down at you you aren't likely to have many friends as is. You may not be as notable as the other people with you but you can help them in very useful ways that they may not realize!


You become practically an angel to your allies, upon taking this origin at 1st Level, you gain a pool of healing equal to 10 times your peasant level + your Charisma mod (minimum of 11 healing points per level), you can spend this pool to heal your allies as an action, you can spend up to half the pool as an action. You regain use of this feature upon taking a long rest.

Cooking skills

You know how to cook a meal better than any master halfling chef there is! At 6th Level after taking a long rest you can serve up to 3 meals, these meals must be eaten during the long rest and cannot stack, serving these to allies increases their max hp by a number equal to 2 times your peasant level and serving these meals to anyone else gives you advantage in Persuasion and Performance checks made to get them to like you, this lasts until the start of the next long rest.

Mend the Broken

You gain the uncanny ability to save your allies in a pinch, upon reaching 11th Level, when you use your Support feature on a creature with 0 hp all healing used on them is doubled

Ultimate Ally

You gain the ability to support your allies in every way, once you reach 16th Level whenever you use the help action to assist with an ability check you can add 2d6 to the roll, and whenever you use the help action on attacks you can add a 1d6.


While you were taught to hold your friends close, you always tended to latch more to one ally in particular. You know how to work great with certain people alone, and no matter who you are with you are the perfect person to have in a 2 man team!


You can attach to a certain ally and function better alongside them, at the end of a long rest you can choose an ally to form a "contract" with. So long as you are within 30 ft of your confidant, your confidant will gain a bonus to attack rolls, saving throws, ability checks, and damage rolls equal to your Charisma modifier, your confidant can also the bonuses of taking the dodge action instead of dash or diengage when you use the helping hand feature.

Thick as Thieves

You have bonded more with your friends, at 6th Level when you see your confidant hit an opponent, you can induce one of the following effects on the target they hit:

  • Reduce their speed to 0 for 3 turns
  • Take away all their immunity and resistance to all conditions and damage until the end of their next turn
  • Give them disadvantage to all attacks until the end of their next turn
  • Double the damage of the attack

You must take a short or long rest before being able to use this again.

Close Friends

You become adept and working in unison, at 11th Level you can spend a bonus action to pick a target, and for the following hour, if you hit a target the next attack toward that target by your confidant gains advantage and vice versa. You can only have one of these at once, and can only do this your Charisma Modifier amount of times (minimum of 1), you regain this feature at the end of a long rest.


You are now great at working as a duo, at 16th level, your confidant will gain the benefits of Hard Worker, Forgettable Face, Underdog Story, and Heart of a Hero, if nothing else features!

Lucky Devil[edit]

Perhaps you were born lucky, perhaps you just know how to maximize chance... regardless you always manage to find a way out of bad situations and come out the victor, or at least the survivor.

Dancing with Fate

Your luck is considerable, at 1st Level, roll 1d20 at the end of a long rest. you can use this d20 at any point before the next long rest for any d20 roll, you can use it even after determining if something was successful or not. You gain another dice result at the end of a long rest, to replace the one from before.

Roll the Dice

At 6th Level, upon an ally being hit by an attack or an ally missing an attack or failing a saving throw you can force a reroll, you can do this a number of times equal to your Charisma bonus (minimum 1) you regain these uses on a long rest.

Lady Luck is my Best Friend

When you reach 11th Level, upon suffering damage that would reduce you to 0 HP or kill you outright, you roll a d20, on a 11 or higher that damage is negated. You must take a long rest before doing this again and you cannot reroll this roll for any reason.

Met with a Terrible Fate

Whilst at 16th Level, if an enemy that you can see succeeds a saving throw, you can choose to have them fail instead... this can be negated if an enemy spends their legendary resistance negating it but is otherwise completely unavoidable, you regain this feature at the end of a short rest.


Prerequisites. To qualify for multiclassing into the Peasant class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Peasant class, you gain the following proficiencies: 1 tool of your choice, 1 skill of your choice

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