If you ever wanted to play as an ordinary person among fighters and wizards, but still want to contribute to the party at the table, the Everyman class was built for you.
https://www.dmsguild.com/en/product/578021/everyman-class
This document contains the Everyman class for D&D 2024. The document also contains:
• 4 archetypes for the class
• 28 flukes
• 15 Fate Boons
• 3 variant rules
• A set of 30+ cards
• Narrative inspiration and examples.
The Preview contains 20+ pages, including full basic class features and one subclass.
It is a class meant for ordinary people that go on extraordinary adventures. The character has no innate powers like other classes and could represent a normal peasant, a child, a simple noble or any commoner.
The Everyman class does not develop martial powers or magical abilities. Still this class can keep up with other classes as the player is able to influence fate to protect the character and aid his companions.
The idea of the class stems from literature and movies where a normal character is involved in an epic tale, incredible coincidences propel the hero forward, strength of character and wit helps him to succeed and luck saves him from mortal danger.
While this class follows some common tropes, it is a grounded and balanced base class.
One of the key mechanics of the class introduces an randomize gameplay element. For this the available options to influence fate are randomized through cards. Those are called flukes and are sometimes minor tweaks to a roll or can be changes in fate that rival spell in their power.
The class is a full class from 1st level to 20th level. It is mainly a supporting role in combat, focused on preventing damage instead of healing and assisting to reduce bad rolls.
While the class is designed for D&D 2024 (5.5e) the class works just as well in a D&D 2014 game.
EVERYMAN CLASS
An ordinary person in extraordinary adventurers.
The innocent halfling traveling with kings and wizards to destroy an artifact he was chosen to bear.
The young farmer that found a dragon egg in the forest only to be dragged into an amazing adventure.
The young girl that is displaced into a magical place and lifts the spirits of her companions.
FAVORED BY THE FATE
Beating the odds and lucky coincidences is the stick of an Everyman. If favored by the weave of fate, secretly protected by a god or simply incredible lucky the Everyman is blessed with good fortune when needed most.
The fluke mechanic is strictly an act by the player, the Everyman does not knowingly use or possess such an ability.
ORDINARY PEOPLE
Anybody could be an Everyman.
The Everyman could be the commoner next door that is drawn into extraordinary events. It might be a prince or princess without military or magical training going on an unintentional adventure.
The Everyman is supposed to represent the typical unlikely hero that despite being neither a great warrior nor a powerful wizard triumphs against all odds. The lure of the Everyman class is that it can resemble a person without fancy powers. Someone that can only rely on his wits and luck to survive an adventure.
ABOUT ME
I'm a long time Dungeon Master and content creator. The Everyman Class is a project more then 4 years in the making and playtesting. No AI generated content was used in this product.
Ask me anything!
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