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.







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Posted Jul 22, 2020True. But probably not so weak that a few hits from a lizard or a house cat can make it fall over and die!
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Posted Jul 26, 2020I dunno, how angry is this house cat?
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Posted Jul 27, 2020Fair enough.
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Posted Aug 9, 2020No, frogs have a higher AC
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Posted Aug 10, 2020*looks at ability scores* Perfectly balanced, as all things should be.
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Posted Aug 13, 2020Yeah....
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Posted Aug 13, 2020This happens to me all the time as my friend favours short-tempered alcoholic half-orcs who love to brawl
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Posted Aug 13, 2020Actually, the way they portray them, they are all as weak as teenagers or kids, so maybe it is feasible?
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Posted Aug 24, 2020Because 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.
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Posted Aug 25, 2020Yes, but low HP and AC aren't a problem if you have meteor swarm or wish.
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Posted Aug 25, 2020Well 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.
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Posted Sep 8, 2020I 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.
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Posted Sep 28, 2020Dies from a fall of 5-10 feet.
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Posted Sep 30, 2020Consider swapping in the guard or cultist stat blocks. Those are generally part time roles, indistinguishable from commoners the rest of the time.
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Posted Sep 30, 2020"What do you do for a living?"
"I'm a part-time cultist." :D
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Posted Oct 3, 2020“I’m hoping to go professional after this years harvest-moon sacrifice.”
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Posted Oct 3, 2020ROFL.
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Posted Oct 17, 2020This would make more sense with the following changes: Interchangeable stats like 13, 12, 10, 10, 10, the languages are wrong.
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Posted Nov 3, 2020XD That is hilariously true
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Posted Nov 11, 2020I believe this might be autoassuming human honestly.
Like, "dwarf commoner" would essentially be a contradiction, by how it feels this was thought out.