Armor Class
10
Hit Points
4
(1d8)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
0 (10 XP)
Proficiency Bonus
+2
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.
True. But probably not so weak that a few hits from a lizard or a house cat can make it fall over and die!
I dunno, how angry is this house cat?
Fair enough.
No, frogs have a higher AC
*looks at ability scores* Perfectly balanced, as all things should be.
Yeah....
This happens to me all the time as my friend favours short-tempered alcoholic half-orcs who love to brawl
Actually, the way they portray them, they are all as weak as teenagers or kids, so maybe it is feasible?
Because of the bounded accuracy and the action economy 250ish seems reasonable. It would also depend on the class. A level 20 fighter can take down 9 max in a turn where if all the commoners had a ranged weapon around 13 of them will get critical hits every round. Even with shortbows that's 26d6 or an average of 91 points of damage every round. A barbarin might have more HP but since they get less attacks it would take them longer to get through the swarm, and a wizard could take out more per turn but then they have to deal with lower HP and usually lower AC.
Yes, but low HP and AC aren't a problem if you have meteor swarm or wish.
Well yes, wish will let you do whatever so kinda not fair, technically with wish a level 17 wizard can take down basically any one encounter (I image gods don't care about your wants). However, with meteor swarm, it comes down to positioning. If the wizard is planning on taking down a town yes easy win, however if the commoners are close to the wizard at the start of the combat (say the commoners wanted to jump the wizard) then the wizard would also be taking 40d6 (which is likely to kill them since they have around 20d6 HP). I was imagining a "normal" combat where everyone started close to each other.
I decided to make a version of the commoner for dangerous situations, which I call a Survivor. It's a liiiiittle beefier to represent common people forced to fend for themselves in horrifying situations.
Dies from a fall of 5-10 feet.
Consider swapping in the guard or cultist stat blocks. Those are generally part time roles, indistinguishable from commoners the rest of the time.
"What do you do for a living?"
"I'm a part-time cultist." :D
“I’m hoping to go professional after this years harvest-moon sacrifice.”
ROFL.
This would make more sense with the following changes: Interchangeable stats like 13, 12, 10, 10, 10, the languages are wrong.
XD That is hilariously true
I believe this might be autoassuming human honestly.
Like, "dwarf commoner" would essentially be a contradiction, by how it feels this was thought out.