A Laborer is a mortal hero who makes the impossible yield through strength, daring, and stubborn ingenuity. Laborers excel at decisive physical feats: they break restraints, hold collapsing structures, hurl foes, endure impossible punishment, and turn a desperate moment into a legend. Their power is not spellcraft; it is the force of a person who refuses to stop.
When the impossible stands in your way, make it move.
Frontline bruiser, physical controller, and high-impact nonmagical problem-solver
LULabors of the Unbroken
At a glance
Level
1
Proficiency
+2
bonus at this level
Uses
Hit die d12
PrimaryStrengthConstitution
Features
25, levels 1 to 20
1Level 1, reached
Heroic Foundation
You gain a d12 Hit Die, proficiency with all armor, shields, simple and martial weapons, and Strength and Constitution saving throws. You gain proficiency in Athletics and choose two skills from Acrobatics, Animal Handling, Insight, Intimidation, Perception, and Survival.
Labor Dice
You have a pool of Labor Dice, which are d8s. You have a number of dice equal to your proficiency bonus, regain all expended dice when you finish a Short or Long Rest, and use them to fuel class features. You can expend one die to add it to a Strength check, Strength saving throw, or damage roll after rolling but before the outcome is announced.
Mighty Motion
You can use Strength instead of Dexterity for your initiative rolls. You can also use Strength in place of Dexterity when calculating your jump distance, and your running long jump needs only 5 feet of movement.
2Level 2
Driving Blow
When you hit a creature with a melee weapon attack, you can expend one Labor Die to deal extra damage equal to the die plus your Strength modifier. The target must be no more than one size larger than you or must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pushed up to 10 feet or knocked Prone, your choice.
3Level 3
Heroic Path
Choose a subclass, which grants features at levels 3, 6, 10, and 14.
Refuse the Impossible
When you fail a Strength check or Strength saving throw, you can expend one Labor Die and add it to the roll, potentially turning failure into success.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can make two attacks instead of one whenever you take the Attack action on your turn.
Unbound Stride
Your speed increases by 10 feet. You have Advantage on ability checks and saving throws made to avoid or end the Grappled or Restrained condition.
6Level 6
Greater Labors
Your Labor Dice become d10s. When you roll initiative and have no Labor Dice remaining, you regain one die.
7Level 7
Bear the Blow
When you take damage, you can use your Reaction and expend one Labor Die to reduce the damage by the die roll + your Laborer level + your Constitution modifier.
8Level 8
Ability Score Improvement
9Level 9
Relentless Assault
You can make three attacks instead of two whenever you take the Attack action on your turn. Once on each of your turns, you can replace one attack with an attempt to grapple or shove a creature.
Unnatural Might
Your carrying capacity and the weight you can push, drag, or lift are doubled. You count as one size larger when determining these limits and the creatures you can grapple or shove.
10Level 10
Heroic Path Feature
Your subclass grants a feature.
11Level 11
Legendary Labors
Your Labor Dice become d12s. When you roll initiative, you regain all expended Labor Dice.
12Level 12
Ability Score Improvement
13Level 13
Force Beyond Measure
Once on each of your turns when you hit with a melee weapon attack, you can deal extra damage equal to your Strength modifier without expending a Labor Die. If you expend a die for Driving Blow, add the die twice to its extra damage.
14Level 14
Heroic Path Feature
Your subclass grants a feature.
15Level 15
Not Yet
When you would be reduced to 0 Hit Points but not killed outright, you can expend one Labor Die to drop to 1 Hit Point instead. Once you use this feature, you can't use it again until you finish a Long Rest.
16Level 16
Ability Score Improvement
17Level 17
Mythic Onslaught
When you take the Attack action, you can make one additional attack. You can use Driving Blow on each of your turns without expending a Labor Die, but the extra damage from that use is only your Strength modifier.
18Level 18
Heart of a Legend
You are immune to the Frightened condition. In addition, when you roll a Labor Die and get a 1, you can treat the result as a 2.
19Level 19
Ability Score Improvement
20Level 20
The Twentieth Labor
When you roll initiative, you can choose to surge into a legendary labor for 1 minute. During it, your speed doubles, you have Advantage on Strength checks and Strength saving throws, and once on each of your turns when you hit with a melee attack you can push the target up to 15 feet or knock it Prone. Once you use this feature, you can't do so again until you finish a Long Rest.
Core traits
Hit die
d12
Primary
StrengthConstitution
Hit points per Laborer level; 12 + your Constitution modifier at 1st level, and (or 7) + your Constitution modifier for each later level.
Saving throwsStrength and Constitution saving throw proficiencies; heavy armor and shields support durable frontline play.
Armorall armor and shields.
Weaponssimple and martial weapons.
Toolsnone. Choose one skill from Athletics, then two from Acrobatics, Animal Handling, Insight, Intimidation, Perception, and Survival.
ResourceLabor Dice: a pool of d8s, increasing to d10s at level 6 and d12s at level 11; the pool equals your proficiency bonus and refreshes on a Short or Long Rest, with additional recovery at levels 6 and 11.
MulticlassingTo multiclass into or out of this class, you must have Strength 13 and Constitution 13. When you gain your first Laborer level through multiclassing, you gain proficiency with simple and martial weapons and one skill from the Laborer skill list; you do not gain heavy armor proficiency.
Subclasses
3
Path of the Beast-Tamer
Turn the monster’s fury into a contest of will and muscle.
Beast-breaking grapples and counters
A signature trophy that enhances defense
A terrifying finishing assault
Path of the World-Bearer
Become the pillar others can stand behind.
Exceptional carrying and rescue abilities
Protective reactions for nearby allies
The ability to brace against massive threats
Path of the Far-Thrower
Make the battlefield itself part of your arsenal.
Improvised weapon mastery
Precise, forceful battlefield control
A signature feat of impossible accuracy
Playing one
What it is
A Laborer is a mortal hero who makes the impossible yield through strength, daring, and stubborn ingenuity.
Laborers excel at decisive physical feats: they break restraints, hold collapsing structures, hurl foes, endure impossible punishment, and turn a desperate moment into a legend. Their power is not spellcraft; it is the force of a person who refuses to stop.
How to play one
You are a frontline bruiser and dramatic problem-solver.
Spend Labor Dice to turn key hits, dangerous saves, and desperate defenses into decisive moments; use your mobility and Strength to control space and interact with the environment. Your strongest turns are spectacular, but coordinate with allies so your heroics create openings rather than stealing their spotlight.
Make one
Personality
I treat every daunting task as a puzzle with a physical answer.
Ideal
Mercy. Strength is best measured by what it protects.
Bond
I owe my life to the community that hid me when my first great deed brought powerful enemies.
Flaw
I mistake being able to endure something for having a good reason to endure it.
Quirk
Tests the stability of chairs, beams, and bridges before trusting them.
Personality
I treat every daunting task as a puzzle with a physical answer.
I praise the people who helped me succeed more loudly than I praise myself.
I make promises carefully, then keep them past the point of comfort.
I find it difficult to stay still when someone nearby is in trouble.
Ideals
Mercy. Strength is best measured by what it protects.
Resolve. A task is not impossible merely because it has never been done.
Humility. Great deeds belong to everyone who made them possible.
Bonds
I owe my life to the community that hid me when my first great deed brought powerful enemies.
I carry a token from someone whose impossible burden I promised to lift.
I will finish the labor my mentor began, even if the world has forgotten why it matters.
Flaws
I mistake being able to endure something for having a good reason to endure it.
I take challenges personally, even when walking away would help everyone.
I struggle to ask for help before a burden becomes dangerous.
Quirks
Tests the stability of chairs, beams, and bridges before trusting them.
Names especially difficult chores as if they were legendary trials.
Carries small useful objects salvaged from places they have helped rebuild.
Apologizes to doors after forcing them open.
In the world
Training
No single school grants this calling.
Most Laborers begin with a crisis that demands more than an ordinary person can give, then refine their strength through hard work, practical mentors, and increasingly difficult trials. A true initiation is usually a deed done for others, not a ceremony.
How others see them
Most people see a Laborer as a walking answer to immediate danger: a rescuer, champion, or intimidating guardian.
Their fame can make them a target for rulers seeking convenient symbols, while survivors of their deeds often remember the practical help more than the spectacle.
Famous practitioners
Labors of the UnbrokenMara StonewakeA dockworker who held a floodgate shut for a day and a night, saving three river districts.
Labors of the UnbrokenTovan the UnyieldingA wandering champion said to have wrestled a storm-serpent away from a caravan.
Labors of the UnbrokenIlyra of the Reversed GateA disgraced royal guard who turned a siege engine around and used it to break the besiegers’ own wall.
Factions
The Open-Hand Compact
A loose fellowship that trains rescuers, bridge-builders, and monster hunters, insisting every feat must serve ordinary people.
The Measure of Twelve
A harsh order that assigns public trials to ambitious heroes and records both their victories and their failures.
The Last Lift
A network of veteran Laborers who specialize in evacuating cities during sieges and disasters.
Regions
The Floodplain Cantons
River towns and coastal settlements prize Laborers as rescuers who can brace levees, haul wreckage, and free trapped crews.
The Stairway Principalities
In high mountain passes, small schools teach endurance and hauling skills to guides who face avalanches and cliffside roads.
The Red Sand Marches
Some imperial arenas cultivate Laborers as spectacle fighters, a practice many independent heroes condemn.
Character hooks
You were celebrated for a miraculous rescue, but the person you saved insists you caused the disaster.
A ruler has commissioned you to complete a series of public labors, each designed to make you fail.
Your strength awakened when you refused to abandon a companion beneath a collapsing monument.
You escaped an arena where your captors forced you to fight increasingly unnatural beasts.
A local shrine claims you are the answer to an ancient prophecy; you suspect it is a recruiting pitch.
You seek the scattered pieces of a legendary weapon that can bear the strain of your growing might.
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