D&D 5e Supplement
Child Class
Apt 393
Child
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.
Becoming a Child
Hit Points
- Hit Dice:
- None
- Hit Points at Level 1:
- 6 + your Constitution modifier.
- Hit Points at Higher Levels:
- Add 1 plus your Constitution modifier per child level after the first.
Proficiencies
- Armor:
- None
- Weapons:
- Daggers, one simple weapon
- Tools:
- None
- Saving Throws:
- None
- Skills:
- None
| Level | Prof | Features |
|---|---|---|
| 1st | +1 | Unexceptional, Youth |
| 2nd | +1 | The Knack |
| 3rd | +2 | Mentor’s Knowledge |
| 4th | +2 | Growth |
| 5th | +2 | Trade Skill |
| Graduation | ||
Equipment
You start with the following equipment:
- A dagger
- Commoner’s clothes
- Keepsake (i.e. pet rock, homemade necklace, mouse skull)
Class Features
Unexceptional
Every parent wants their kid to be exceptional. The unfortunate truth is they are not. As a Child your base for each of your attribute scores is 1d6 + 67 + 1d4.
Youth
Starting at Child level 1, you can choose to heal an amount equal to half their total hit points during a short rest. You can use this feature again after a long rest for as long as you are a Child.
The Knack
You start to show an aptitude for adventuring. If you hold onto that flame it may grow into something great. At level 2, choose a class to aspire to and gain one of the bonus feats associated. Prerequisites are ignored for this bonus feat.
| Class | Hit Dice | Bonus Feat |
|---|---|---|
| Barbarian | d12 | Charger or Grappler |
| Bard | d8 | Defensive Duelist or Actor |
| Cleric | d8 | Healer or ChefTCE |
| Druid | d8 | Magic Initiate: Druid (druidcraft, guidance; animal friendship) or PoisonerTCE |
| Fighter | d10 | Tough or Fighting InitiateTCE |
| Monk | d8 | Tavern Brawler or Martial Adept (Disarming Attack, Evasive Footwork) |
| Paladin | d10 | Inspiring Leader or Mounted Combatant |
| Ranger | d10 | Dungeon Delver or Keen Mind |
| Rogue | d8 | Skulker or Skill ExpertTCE |
| Sorcerer | d6 | Magic Initiate: Sorcerer (minor illusion, prestidigitation; sleep) or Metamagic AdeptTCE (Subtle) |
| Warlock | d8 | Magic Initiate: Warlock (mage hand, true strike; mage armor) or Linguist |
| Wizard | d6 | Ritual Caster: Wizard (detect magic, find familiar) or Elemental Adept |
| Artificer | d8 | Magic Initiate: ArtificerTCE (mending; alarm; one tool proficiency of your choice) or GunnerTCE |
Bardd8
Druidd8
Fighterd10
Monkd8
Paladind10
Rangerd10
Rogued8
Sorcererd6
Warlockd8
Wizardd6
Artificerd8
TCE – Tasha’s Cauldron of Everything
Mentor’s Knowledge
An expert 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 a saving throw proficiency from the same class as your Knack for as long as you are a Child.
Growth
Growing up brings a lot of new and interesting changes. As you grow into who you shall soon become, your 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. At level 4 roll an additional 1d61d4 to add to your current attribute scores.
Unchained Potential
There are aspects of your education that you grasp quicker than others. Pick two attributes. When rolling Growth for those two attributes, roll an additional die and take the higher result.
Trade Skill
This provincial life has taught you much. At 5th level gain a proficiency in a tool set or language of your choice. In addition, you gain a weapon or shield proficiency that is associated with your Knack class. This proficiency is lost upon Graduation.
While training, you use your burgeoning skills to earn some money. Roll two hit dice from your Knack class and gain that much gold. In addition, gain one item of which you are proficient.
Graduation
Time to make a name for yourself! Get some studying done. Commune with nature. Have a training montage. When a Child completes Level 5 they lose the Child class and levels to gain a class and background of their choosing. If they choose the same class as their Knack they start at level 2 instead of level 1.
The new character retains the bonus feat, bonus tool proficiency, and any items or gold. They lose access to the features Youth and Mentor’s Knowledge, including skill and saving throw proficiencies. Hit Dice will be overwritten by the new class.