Commoner, Variant (5e Creature)

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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.

Commoner[edit]

Medium humanoid (any race), any alignment


Armor Class 10 (natural armor)
Hit Points 4 (1d8)
Speed 30 ft.


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

Senses passive Perception 10
Languages any one
Challenge 0 (0 XP)


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

ACTIONS

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


Commoners make up the general populace of the world. Defined by their lack of any abilities that would be particularly useful in real combat, even most kings and nobles are defined by this stat block.


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