Grimdark – Peasant, Merchant and Noble

fernando-carmona-fraternity-royal-family-scene18.pngThese 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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Grimdark – Ranger

jake-waddington-jake-waddington-main-beauty.pngThe only real thing wrong with the Ranger is the magic. Everything else is pretty much useable as is. We just need to shift the focus and alter a few things to take the setting into account.

Class Features
Hit Points: 6+Con Bonus.#
Heroism: 1d8/Level

Proficiencies:
Light Armour, Medium Armour, Shields.
Simple Weapons, Martial Weapons, Hand-Arms, Long-Arms.

Saving Throws
Strength
Dexterity

Skills
Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.

Tools/Equipment
Scale Mail, Leather Armour, Warhound, Shortsword, simple melee weaon, dungeoneer’s pack, explorer’s pack, longbow, 20 shots, flintlock rifle…

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