DND Just Some Guy Class
DND Just Some Guy Class
DND Just Some Guy Class
In the words of Brennan Lee Mulligan, "some people just have to be guys". I do not recommend
playing this class, but hopefully it can now be semi-playable (having all stats at 10 is
recommended).
A random human man runs around in a panic, causing chaos and discord to erupt around them.
They may seem inconsequential, but those who fuck around are bound to find out one way or
another. The guy does not understand why this is the case, but this doesn’t deter them from
trying their best.
Whether man, woman, or beast, some guys are sure to bring chaos with them on the battlefield
to buff allies and debuff enemies, all through simple existence and confused persistence.
At the end of the day, some guys are little more than any commoner in mind and body. But it is
their heart and spirit that influences the world around them, whether purposefully or not.
Juxtaposed next to any other adventuring class, some guys are oftentimes amassing a folk hero
status due to how poorly they stand out amongst traditional heroes. This isn’t due to any effort of
their own – in fact most of the events that occur around them seem influenced by pure
coincidence. But when some guys are in the right place at the right time, they make magic
happen.
Quick Build
You can make just some guys very quickly. First, set all of your abilities as close as you
can to ten. Second, either choose a background that befits a commoner, such as failed
merchant or guild artisan if you were the creme of the ordinary crop, or no background at
all. That is all.
Class Features
As just some guy, you gain the following class features.
Hit Points
Hit Dice: 1d6 per just some guy level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per just some guy level
after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons, Improvised Weapons
Tools: None
Saving Throws: None
Skills: Choose 1 skill. You aren’t proficient in it, but it is something you wish to be proficient in.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
● (A) A club or (B) a dagger
● A shortbow with 2 arrows, one of which is broken
● Any toolset (must be something you are interested in but haven’t gotten around to trying)
● An explorer’s pack and a small white flag
Each roll can be used only once. When you finish a long rest, you lose any unused rolls.
At Higher Levels: The amount of d20s rolled becomes 3 at 5th level and 4 at 10th level. At
15th level, you roll each d20 twice, picking which roll you would like to keep.
Emotional Damage
Starting at 2nd level, when hit by an attack or a damaging spell, a guy can use a reaction to
cry about it. If they do, the attacker must roll a wisdom saving throw equal to 8 + your “Just
Some Guy” Level (caps at 20). On a fail, the enemy becomes scared of what they are
becoming, and are frightened until the end of their next turn.
You can use this ability a number of times equal to your proficiency bonus (a minimum of once).
You regain any expended uses when you finish a long rest.
Trauma Sponge
Because you have no offensive value to the party, you decide to take one for the team when
something bad happens. Starting at 2nd level, you can use an action to touch a willing creature
to transfer the following conditions from them onto yourself: blinded, deafened, paralyzed, prone
or poisoned.
If the creature has multiple conditions, you can choose which one(s) you transfer to yourself.
You cannot choose to transfer a condition you are already suffering from. Once transferred, the
conditions are removed from the other creature. Any saving throws or ability checks made to try
and remove the effects are made with advantage.
At Higher Levels: Further acknowledgement that the party is far more capable than you has
granted some guys with the ability to transfer more pain onto themselves.
● At 9th level, you can also transfer diseases and the charmed, grappled, frightened, and
restrained conditions.
● At 13th level, you can transfer levels of exhaustion and the incapacitated, petrified,
stunned, and unconscious conditions.
● At 17th level, you can transfer any disadvantages, temporary damage vulnerabilities,
reductions to ability scores, temporary curses, and effects reducing hit point maximums.
Oh, I Insist
Starting at 5th level, some guys have figured out that rather than taking a turn to fight, they
should leave the real heavy lifting to the professional adventurers around them. As an action,
touch a willing creature. They can then immediately use an action of their own.
You can use this feature a number of times equal to your proficiency bonus per short rest.
The transformation lasts for up to 1 hour, or until the target drops to 0 hit points or dies. The
target's game statistics, including mental ability scores, are replaced by the statistics of a
commoner. If they are humanoid, they keep their racial traits. If they are not, they are
transformed into a human commoner. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the
creature returns to the number of hit points it had before it transformed. If it reverts as a result of
dropping to 0 hit points, any excess damage carries over to its normal form. As long as the
excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked
unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't
cast spells, or take any other action a commoner doesn’t know how to do.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise
benefit from any of its equipment, and any item held by them is turned into a club for the
duration of the spell.
You may also take the 1st level class features of any other class.
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Subclasses
Negative Nancy
Just Some Negative Nancy Guys specialize in bringing the world down with them. They are so
chaotically inadequate in combat that their enemies stoop down to their level. The confusion
caused by the guy’s continued survival weakens their enemies.
You may use this feature a number of times equal to your proficiency bonus. You regain any
expended uses when you finish a long rest.
Aura of Ineptitude
Starting at 6th Level, you have an aura of negativity surrounding you. When an enemy creature
moves within or starts their turn within 10 feet of you, they must make an intelligence saving
throw equal to 10 + your “Just Some Guy” Level (caps at 20). On a fail, the creature subtracts
1d4 from all saving throws made while in the aura, and 1s and 2s on any d20 roll are considered
a critical failure.
Double Down
At 14th level, you have gained some knowledge on how your dumbassery works. So Bad it’s
Contagious is now given 2 uses per short or long rest, Debbie Downer now allows you to
select two creatures at once, and Aura of Ineptitude increases to 30 feet.
Positive Patty
Just Some Positive Patty Guys specialize in bringing the world up despite them. They are so
chaotically inadequate in combat that their allies overachieve to try and not stoop down to their
level. The motivation caused by the guy’s persistence buffs their allies.
You may use this feature a number of times equal to your proficiency bonus. You regain any
expended uses when you finish a long rest. If the distance between you and the ally exceeds 30
feet at any time, you must end your next turn within 30 feet to maintain your support for them.
Aura of Aptitude
Starting at 6th Level, you have an aura of positivity surrounding you. When an allied creature is
within 10 feet of you, they gain a d4 that can be used on all saving throws.
Double Up
At 14th level, you have gained some knowledge on how your dumbassery works. So Bad it’s
Contagious is now given 2 uses per long rest, Cheerleader now grants an ally 1d8 to attack
and damage rolls, and your Aura of Aptitude increases to 30 feet.