1|Page
CHILD CLASS
What do you want to be when you grow up? It's a question every
adult you have ever met has asked. For you, it was an excuse to
dream while working on your parent's farm. Everyone in your family
knows you will continue to share the load just as your brothers and
sisters have.
        Or at least it was until you started showing promise.
CHILDREN ARE THE FUTURE
The idea of a child prodigy is a tempting one when making a
character. Making a child with the mind of an adult. Add
boundless power and giggling when talking about their sacred
“duty”. Ever wonder what the fighter did during her misspent
youth?
         The child class is here to let players find out about
their childhood firsthand. What even made a dirt farmer
send his kid to a monastery? What tragedy befell the soon to
be warlock that led to the infernal pact? The DM will have to
custom make encounters for the plucky younglings as they
explore, learning more about the world and themselves.
 THE CHILD
  Level    Proficiency Bonus      Features
   1st             +1             Unexceptional, Youth, Growth
   2nd             +1             The Knack
   3rd             +2             Mentor's Knowledge
   4th             +2             Trade Skill, Improved Growth
   5th             +2             Unskilled Labor
CLASS FEATURES
HIT POINTS
Hit Dice: None
Hit Points at Level 1: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1 + your Constitution modifier per Child Level after the first.
PROFICIENCIES                                           EQUIPMENT
Armor: None                                             You start with the following equipment:
Weapons: Daggers, one simple weapon
                                                        •   A dagger
Tools: None
                                                        •   Commoner's clothes
Saving Throws: None                                     •   Keepsake (i.e. pet rock, homemade
Skills: None                                                necklace, mouse skull)
2|Page
                                                UNEXCEPTIONAL
                                                Every parent wants their kid to be exceptional. The
                                                unfortunate truth is they are not. The base stats of a
      Variant: Unremarkable                     Child are 10s straight down the board before adding
                                                racial ability score improvements.
  Some games may want for a more                        In addition, due to the lack of world
  realistic representation of children.         experience, you do not have a background.
  This Unexceptional variant is taken
   as a party; everyone uses it or no           YOUTH
                one does.
                                                During a short rest, a Child can choose to heal an
   Unremarkable: At 1st level those             amount equal to half their total hit points.
   of the Child class start with every          You can use this feature again after a long rest.
     ability score at 6 before racial
                bonuses.                        GROWTH
     Every level after the first every          Growing up brings a lot of new and interesting changes.
    ability scores increases by one in          As you grow up into who you shall soon become your
    addition to the Growth feature.             muscles may grow taught with use. The deftness with
                                                which you handle your childhood knife may refine.
                                                Study or meditation may have others turning to you for
                                                answers.
                                                Each time you gain a child level, including the first,
choose two ability scores. Those scores increase by one.
At 4th level onward choose one additional ability score.
UNCHAINED POTENTIAL
In addition to Growth, you may choose two additional scores to alter. One of the two chosen increases
by one while the other decreases by one.
THE KNACK
You start to show an aptitude for adventuring. If you hold onto that flame it may grow into something
great. Choose a class to aspire to and gain the bonus feat associated. Prerequisites are ignored for this
bonus feat.
MENTOR'S KNOWLEDGE
Someone in your community sees your abilities for what they could be and takes you under their
tutelage. Careful guidance has started separating you from the pack. At 3rd level gain a skill proficiency
and saving throw proficiency from the same class as your Knack.
TRADE SKILL
This provincial life has taught you much. At 4th level gain a proficiency in a tool set or language of
your choice.
UNSKILLED LABOR
At 5th level, you see returns from your training. While training you use your burgeoning skills to earn
some money. Roll two hit dice from your Knack class and gain that much gold.
3|Page
In addition, gain one item of which you are proficient.
GRADUATION
Time to go make a name for yourself! Get some studying done. Commune with nature. Have a
training montage. When a Child goes past Level 5 they replace their class and background with one of
their choosing. If they choose the same class as their Knack they start at level 2.
   The new character retains the bonus feat, bonus tool proficiency, and any items or gold. They lose
access to the Features Youth, Growth, and Mentor's Knowledge. Hit Dice will be overwritten by the
new class.
     KNACK TABLE
       Class          Hit Dice Bonus Feat
       Barbarian        d12      Charger or Grappler
       Bard             d8       Defensive Duelist or Actor
       Cleric           d8       Healer or Theologian UA
       Druid            d8       Magic Initiate: Druid (druidcraft, guidance; animal
                                 friendship) or Animal Handler UA
       Fighter          d10      Martial Adept or Dungeon Delver
       Monk             d8       Tavern Brawler or Mobile
       Paladin          d10      Inspiring Leader or Mounted Combatant
       Ranger           d10      Alert or Keen Mind
       Rogue            d8       Skulker or Quick Fingered UA
       Sorcerer         d6       Magic Initiate: Sorcerer (minor illusion, prestidigitation;
                                 sleep) or Durable
       Warlock          d8       Magic Initiate: Warlock (mage hand, true strike; mage
                                 armor) or Linguist
       Wizard           d6       Ritual Caster: Wizard (detect magic, find familiar) or Arcanist UA
       Artificer UA     d8       Magic Initiate: Wizard (mending, control flame;
                                 alarm) or Alchemist UA
       Mystic UA        d6       Skilled (Nature, History, Insight) or Observant
    Big thank you to Joma Cueto who created Lori Long-Ears, literal poster child up top.
    Special thanks to Kaberu, writer of the Commoner class which inspired the whole thing.
    We at Sip ‘n’ Strut productions hope you have as much fun playing it as we had making it!
    Author: Joseph Avery of Sip ‘n’ Strut productions, @SipNStrut on twitter