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 Jan 13, 2025remember, monks are D&Ds take on anime characters. Think, would you survive a punch reinforced with enough potent energy to exorcize a 7 foot tall embodiment of perfection basically made of steel?
(Referencing Yuji Itadori vs Mahito)
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Posted Jan 25, 2025I like to beef up the stats a bit because I probably could kill a cat. I give them 8 (1d8+4) HP and up their INT to 12, along with some other buff-ups
Revised Commoner
HP: 8 (1d8+4)
AC: 10
STR: 10 (+0) DEX: 11 (+0) CON: 11 (+0) INT: (12 (+1) WIS: 10(+0) CHA: 11 (+0)
Club 1d4+1 +2 to hit
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Posted Sep 6, 2025an 20,000 crabs can kill 5 level 20 players according to my intellect
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Posted Dec 29, 2025waga bobo
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Posted Feb 14, 2026Why did they not put this in the 2024 rules?
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Posted Feb 20, 2026My dm just said “it’s gonna take a free action to cry” hahahaha hilarious ngl
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Posted Mar 9, 2026Nah I'ma make my townsfolk stronger than God himself so my players will stop insta killing everyone
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Posted Jun 12, 2026I can't find stat blocks for higher ranked civilians. For instance, a barkeep who is used to brawls should be stronger & have more perception. A blacksmith used to pounding weapons all day long should be much tougher. Higher ranked guards should have higher stats based on level. It seems to assume that none of the townsfolk have any ambition at all.