1 Minute Duration
Jump. The commoner's jump distance is tripled.
Fortune's Favor. When the commoner makes an attack roll, an ability check, or a saving throw, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the commoner, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
Sanctuary. Any creature who targets the warded commoner with an attack or a harmful spell must first make a Wisdom saving throw (DC 19). On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded commoner from area effects, such as the explosion of a fireball. If the warded commoner makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
1 Hour Duration
Freedom of Movement. The commoner's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the commoner's speed nor cause the commoner to be paralyzed or restrained. The commoner can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Longstrider. The commoner's speed increases by 10 feet.
Protection from Poison. The commoner has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Tongues. The commoner has the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
True Seeing. The commoner has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Warding Bond. While the commoner is within 60 feet of their friendly caster, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, the friendly caster takes the same amount of damage.
Water Walk. The commoner has the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
8 Hour Duration
Aid. The commoner's hit point maximum and current hit points increase by 40 for the duration.
Darkvision. The commoner has darkvision out to a range of 60 feet.
Death Ward. The first time the commoner would drop to 0 hit points as a result of taking damage, the commoner instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the commoner is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the creature, and the spell ends.
Foresight. The commoner can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the commoner for the duration.
Mage Armor. The commoner's base AC becomes 13 + its Dexterity modifier.
Nondetection. The commoner can't be targeted by any divination magic or perceived through magical scrying sensors.
Windwalk. The commoner can assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, the commoner has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions the commoner can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time the commoner is incapacitated and can't move. The commoner can revert to cloud form, which also requires the 1-minute transformation. If the commoner is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the commoner falls the remaining distance.
24 Hour Duration
Heroe's Feast. The commoner is immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points.
Mind Blank. The commoner is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the commoner's mind or to gain information about the target.
Water Breathing. The commoner can breathe underwater. The commoner also retain their normal mode of respiration.
7 Days Duration
Ceremony (Wedding). While the commoner is within 30 feet of their partner. It gains a +2 bonus to AC.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
This particular commoner is no special except for being a good friend for a few powerful spellcasters, that had the time to prepare for this moment with all the non-concentration buffs they could provide.
Besides the commoner, one of the friendly casters and the commoner's newly married partner showed up for moral support. The friendly caster uses the stat block of a Priest, and the newly married partner uses the stat block of a regular Commoner.
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