Commoner

CR 0 · Medium Humanoid (Any Race, Commoner)

Commoner

Any Alignment

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

10 (none)

Hit Points

4 1d8

Speed

30 ft.

STR10 +0
DEX10 +0
CON10 +0
INT10 +0
WIS10 +0
CHA10 +0

Defensive Resilience

SensesPassive Perception 10
Languagesany one language (usually Common)

Lore

Arcane Scribe
The commoner is the fragile thread from which the tapestry of the Multiverse is woven. Whether tilling the sun-scorched earth of the Dalelands or shivering in the fog-choked alleys of a coastal metropolis, these souls lack the favor of gods or the spark of wizardry. They are defined not by their might, but by their endurance. To a commoner, the world is a place of looming shadows where a single dragon’s flight or a baron’s whim can undo generations of honest toil. They survive through the collective strength of community and the quiet rhythm of the seasons, clinging to hearth and home while the great powers of the world clash far above their heads. Despite their perceived simplicity, the common folk are the keepers of local truths that even the wisest archmage might overlook. They see the subtle shifts in the wind before a plague strikes and hear the whispers in the grain that herald a cult’s rise. When a traveler finds a village unnaturally silent, or notices the local smith hammering cold iron charms for every door, the commoner’s fear is a reliable compass toward the supernatural. A desperate peasant clutching a tarnished silver heirloom may be the only thing standing between a rising darkness and a world utterly unprepared for its arrival.

Innate Traits

Local Knowledge. The commoner has Advantage on Intelligence (History) and Wisdom (Perception) checks regarding the geography, people, and rumors of their home region.

Safety in Numbers. The commoner has Advantage on saving throws against being Frightened while at least two other non-incapacitated allies are within 10 feet of them.

Actions

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

Thrown Tool. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning or piercing damage (depending on the tool).