Alien Commoner (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the no class and no background, and as such does not follow traditional CR.

Alien Commoner[edit]

Medium humanoid (Alien), any alignment


Armor Class 10 (natural armor)
Hit Points 5 (1d8 + 1)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages any one
Challenge 1 (200 XP)


Background. The Alien Commoner has proficiency in 2 skills of their choice; Strength, Intelligence, or Charisma saving throws; and Dexterity, Constitution or Wisdom saving throws. The Alien Commoner's proficiency bonus is +2.

Alien Potencial. One of the Alien Commoner Score of thier choice, that is not Constitution, is 12. this can be done only once.

ACTIONS

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Alien Pistol Ranged Weapon Attack: +2 to hit, reach 30/60fts., one target. Hit: 2 (1d4) radiant damage.


While being just your average Commoner that will walk the streets at it's alien planets, thier body has just a tiny advantage against Earthling's Commoners. Aliens Commoners are just as lacking in the fighting skills as any other commoners.


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