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.







-
View User Profile
-
Send Message
Posted Nov 20, 2020This is the best comment section on this site
-
View User Profile
-
Send Message
Posted Dec 7, 2020omg i love commoner
-
View User Profile
-
Send Message
Posted Dec 10, 2020Yes, the default is human, if you look at any nonhuman commoners in published adventures then a dwarf commoner has speed: 25 ft., darkvision: 60 ft., languages: common & dwarvish, and so on and so forth for all the other races. The same can be done for any other statblock.
However, you should never give an NPC statblock a damage-dealing racial trait (including innate spellcasting) that deals more damage than their highest-damage attack.
-
View User Profile
-
Send Message
Posted Dec 28, 2020No, no. A frog has only 1 HP so it's an auto-kill if you hit it and it has no effective attack. A commoner has 4 HP and it can fight back. Also, think about how one might kill a frog compared to a helpless human. Not so difficult, when you really look at it.
-
View User Profile
-
Send Message
Posted Feb 9, 2021Pretty sure this is just a template to apply racial traits to.
So a human commoner would have 11 to all ability scores
A mountain dwarf commoner would have reduced speed, 12 to str & con, and 10 to everything else
A high elf commoner would have 12 dex,11 int, 10 for everything else
Etc...
-
View User Profile
-
Send Message
Posted Mar 1, 2021^Precisely this, was my impression of it. This listing being literally the baseline stats for the most common humanoids (most prolific of those often being Humans), upon which to apply any racial templates or backgrounds. So human Commoners would get +1 to each Attribute stat, in addition to what's shown in the stat block here, for all the good it does them. Dwarves would get Darkvision, 25ft movement, etc.
Note that the equipment listed for a background may differ from equipment required for attacks in the "/monsters/" listing! A Commoner with Urchin background has a dagger instead of a club. The Soldier background doesn't necessarily grant a weapon at all (might get a dagger).
So although the active-duty stat block shown for /monsters/Soldier has a longsword, a /monsters/Commoner with a Soldier background usually doesn't have a sword anymore (though they might still possess a trophy such as a dagger or a broken blade).
-
View User Profile
-
Send Message
Posted Mar 8, 2021A normal rat only has to bite a commoner four times to kill them. Being a peasant in D&D is rough.
-
View User Profile
-
Send Message
Posted Apr 5, 2021Me, a Wizard, and my 1d6 for health.... ;-;
*Side note - I was curious about what a standard person in a town would probably has stat-wise, and now I truly know just how little health my wizard has....
-
View User Profile
-
Send Message
Posted Apr 5, 2021That’s just the description.
-
View User Profile
-
Send Message
Posted Apr 21, 2021Sadly, it's hard for cats to kill commoners now :(
-
View User Profile
-
Send Message
Posted Apr 26, 2021Well like... is that inaccurate? You ever try to sneak up on a frog, they’re quick lil buggers
-
View User Profile
-
Send Message
Posted May 9, 2021every single regular person has a club lol
-
View User Profile
-
Send Message
Posted May 13, 2021As a DM, one must be flexible with the situation. For example, when a commoner was hit by lets say a 4th level PC with a bludgeoning weapon, then instead of dying it can be considered incapacitated or fainted. But when they were hit with a slashing or stabbing, then it can be considered dying.
-
View User Profile
-
Send Message
Posted May 15, 2021Is it unrealistic that a mastiffs bite could one hit kill a commoner but in real life a dogs bite would barely shed much blood, if any. Also, I give my commoners daggers or slings instead of clubs because who carries a club around all day, and commoners with slings perfectly fit the bart simpson trouble maker type with a slingshot.
-
View User Profile
-
Send Message
Posted Jul 4, 2021"Six level 20's can kill 1000 commoners with ease"
Culling of Stratolme energy.
-
View User Profile
-
Send Message
Posted Jul 26, 2021In fairness to the commoner, a normal rat in D&D can lift 60 pounds (30x its strength), so if they hide behind a sofa the rat can just kick it over.
-
View User Profile
-
Send Message
Posted Jul 31, 2021D&D Logic
Eagle > Commoner
-
View User Profile
-
Send Message
Posted Aug 6, 2021If a commoner suddenly says I want to become a thug their hitpoints go up 8 times, that feels wrong
-
View User Profile
-
Send Message
Posted Aug 12, 2021This is a human commoner stat block where did you get “commoner dwarf can out run a dwarf character, an elf commoner can't usually speak elvish... really?” I’m genuinely curious?
-
View User Profile
-
Send Message
Posted Aug 14, 2021Medium humanoid (any race) , any alignment
compare also stat blocks for goblin vs goblin commoner, kobold vs kobold commoner from sunless citadel, etc