The Non-adventurer class for DnD 5th edition

Hello all! Recently, I made an E2 version of DnD where I introduced the master class, a class that basically gets lots of skills and is used mainly for powerful NPCs. I did this because I wanted some NPCs in the world to not just be ‘0 level’ people who get trodden all over by the heroes. There are powerful and skilled characters out there who aren’t necessarily adventurers. So I decided to expand this class for normal DnD by raising it to 10 levels. There were some rules for it, though. I didn’t want it to be objectively weaker than PC classes, so it’s not a commoner, but I also didn’t want to make it too complicated so that DMs could make NPCs on the fly.

Basically, this non-adventurer has a lot of skills and a higher proficiency bonus in a lot of skills, but little combat knowledge and no knowledge of magic. They are not necessarily worse than PCs, but less suited to adventuring. PCs could take a few levels in this class to increase their skills, or PCs could all start with a level of non adventuring class to signify them being normal people thrust into adventure.

If the non adventurer goes above level 10, they will have to choose a PC class at level 11.

Some people in certain jobs could have 2-3 levels of non adventurer and 1-2 levels of PC class. The green militia might start off as a level 1 non adventurer and then have to work their way up to level 3 non adventurer before having actual training as a fighter. A trained soldier might be a non adventuer 3/fighter 1 and an officer might be a non-adventurer 3/fighter 4. A lay priest might be a non adventurer until level 3 before gaining a level of cleric. A sage may get 3 levels of non-adventurer before learning a level of wizard and an entertainer might ply their trade as a non-adventurer before enrolling into bard college. However, the majority of non adventurers will just have the non-adventurer class.

This is a good class if you want an obscene number of skills and a minor bonus during down time, but it won’t do much else. It is quite straightforward so DMs can create NPCs with a minimum of fuss.

Anyone who wants to multiclass into non-adventurer does not need to have any minimum ability requirements.

The non-adventurer

Hit points 

Hit dice: 1d8 per level.


Armour: Light armour
Weapons: Simple weapons
Tools: Any two from the list of artisan’s tools and musical instruments.
Saving Throws: Intelligence and wisdom
Skills: Any three.


Any simple weapon
Leather armour
One set of artisan’s tools or one musical instrument

Proficiency Bonus
Bonus training
Downtime bonus
Ability score improvement
Bonus training 
Ability score improvement
Downtime bonus
Ability score improvement
Bonus training


At 1st level, choose two from your skill proficiencies, tool proficiencies or musical instrument proficiencies. Your proficiency bonus is doubled for any ability checks that use those proficencies, tools or musical instruments. You do this again at 9th level.

Bonus training

At 2nd level, you may gain proficiency with one skill, one language, one set of tools or one musical instrument. You do this again at 5th level and 10th level.

Downtime bonus

At 3rd level, you can choose one of the following features:

Better living: If you practise a profession or a craft or perform in your downtime, your standard of living can be 1 step higher that what you normally have.

Paid research: You do not have to pay for your standard of living whilst you research in your downtime. In addition, you do not need to spend any money to conduct your research.

Fast learner: It only takes you 125 days (instead of 250) to learn a set of tools, a language or a musical instrument in your down time. It also means that you only have to pay 125gp.

At 7th level, you may choose another downtime bonus.

from Lloyd of Gamebooks


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