Everyday Folk

Habitat: Any; Treasure: Individual

Commoners constitute the majority of people who don’t pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have. Use the following list of jobs and roles to introduce commoners in your adventures:

Artist

Baker

Bartender

Blacksmith

Butcher

Captive

Carpenter

Castaway

Cobbler

Cook

Dyer

Farmer

Fisher

Fletcher

Flimflam artist

Gossip

Hermit

Hooligan

Hunter

Innkeeper

Laborer

Lamplighter

Mason

Merchant

Miner

Mud lark

Patient

Pilgrim

Resurrectionist

Rioter

Scribe

Servant

Shepherd

Student

Tailor

Tanner

Town crier

Weaver

Youngster

Commoner

Commoner

Medium or Small Humanoid, Neutral

AC 10 Initiative +0 (10)

HP 4 (1d8)

Speed 30 ft.

    Mod Save
Str 10 +0 +0
Dex 10 +0 +0
Con 10 +0 +0
    Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0

Gear Club

Senses การรับรู้ตามธรรมชาติ 10

Languages Common

CR 0 (XP 10; PB +2)

Traits

Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.

Actions

Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.