These three classes constitute non-specialist classes and describe the three main social classes that exist in most medieval worlds through to the end of the Early Modern era.
Hit Points
- Peasant: 7+Constitution Bonus
- Merchant 6+Constitution Bonus
- Noble 5+Constitution Bonus
- Heroism 1d8 per level.
Proficiencies
- Peasant: Simple Weapons, Light Armour, Appropriate Tools, Strength Save, Constitution Save.
- Merchant: Simple Weapons, Light Armour, Appropriate Tools, Dexterity Save, Intelligence Save.
- Noble: Simple Weapons, Martial Weapons, Light & Medium Armour, Shields, Charisma Save, Intelligence Save.
Skills
- Peasant: Choose two from: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
- Merchant: Choose two from: Arcana, Deception, Insight, Investigation, Medicine, Persuasion.
- Noble: Choose three from: Deception, History, Insight, Intimidation, Perception, Persuasion.
- Peasants and Merchants may choose an additional skill determined to be suited to their trade.
Equipment:
Choose five pieces of equipment, suitable for your social class and trade.
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