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Commoner
SMALL HUMANOID NEUTRAL

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 adventure.

ArtistCookHunterPilgrimTown Crier
BakerDyerInnkeeperResurrectionistWeaver
BartenderFarmerLaborerRioterYoungster
BlacksmithFisherLamplighterScribe
ButcherFletcherMasonServant
CaptiveFlimflam ArtistMerchantShepherd
CarpenterGossipMinerStudent
CastawayHermitMud larkTailor
CobblerHooliganPatientTanner


Armor Class: 10

Initiative: +0 (10)

Hit Points: 4 (1d8) 1d8

Speed: 30 ft.

Challenge: 0 (XP 10)
    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: Passive Perception 10

Languages: Common


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.


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