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Child Class: Children ARE THE Future

1) The Child class allows players to roleplay as a character during their childhood years, exploring how their upbringing and experiences led them to become the class of their future. 2) As a Child, characters have average ability scores, no proficiencies or equipment, and can heal during short rests. They gain increases to abilities and skills as they grow up leveling in the Child class. 3) At 5th level in the Child class, characters graduate to their chosen future class, retaining benefits gained but replacing all other Child class features.

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0% found this document useful (0 votes)
254 views3 pages

Child Class: Children ARE THE Future

1) The Child class allows players to roleplay as a character during their childhood years, exploring how their upbringing and experiences led them to become the class of their future. 2) As a Child, characters have average ability scores, no proficiencies or equipment, and can heal during short rests. They gain increases to abilities and skills as they grow up leveling in the Child class. 3) At 5th level in the Child class, characters graduate to their chosen future class, retaining benefits gained but replacing all other Child class features.

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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)
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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.
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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

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