Simple Melee Weapon.* Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
*(Club; Greatclub; Mace; Quarterstaff; or Sickle)
Simple Thrown Weapon.* Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft. or range X/Y ft., one target. Hit: 1 (1d4 - 1) piercing damage.
*(Dagger; Handaxe; Javelin; Light Hammer; Spear; or Yklwa)
Simple Ranged Weapon.* Ranged Weapon Attack: +1 to hit, range X/Y ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
*(Boomerang; Crossbow, Light; Dart; Shortbow; or Sling)
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. The method described here allows you to quickly generate unique, custom NPCs for your D&D games.
Ability Scores
You have 12 points to spend on an NPC’s ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 12 costs 4 points. Using this method, 12 is the highest ability score your NPC can end up with, before applying racial increases.
This method of determining ability scores enables you to create a set of three above average numbers, and three below average numbers (12, 12, 12, 8, 8, 8), a set of numbers that are average and equal (10, 10, 10, 10, 10, 10), or any set of numbers between those extremes.
Ability Score Point Cost
Score |
Cost |
---|---|
8 |
0 |
9 |
1 |
10 |
2 |
11 |
3 |
12 |
4 |
Race or Lineage
After assigning points to your NPC’s ability scores, apply the traits from the desired lineage, race (or racial variant), and subrace as applicable. Adjusting the NPC’s size and Hit Die accordingly (small creatures have a d6 hit die). If the race would apply a feat to the NPC, choose a feat suitable to that character. Each race also gives suggestions for names to give your NPC.
Occupation and Lifestyle
Next, apply the feature and proficiencies from the background most suitable to represent the NPCs current, or most practiced profession, including all equipment. These backgrounds also give suggestions for personal characteristics to give your NPC.
Once all of the above information has been compiled, choose a lifestyle appropriate for the character (see “Lifestyle Expenses” in chapter 5 of the PHB).
Wrapping Up
Finally, once the NPC’s ability scores and skill proficiencies have been determined, adjust their AC, Hit Points, Passive Perception, and Attack and damage modifiers to reflect those bonuses and proficiencies. If the NPC gains proficiency with a martial weapon, natural weapon, unarmed strike, or other attack from any of the above sources, those would replace the attack templates provided under the Actions section of the statblock.
As usual, I hope that helps.
Sincerely,
🦄
Sposta
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/129398-spostas-quick-commoners
I like this idea. It makes commoners more interesting and more varied.
Thank you, that was the whole point.
If you haven’t seen it yet, here is a link to some more useful NPCs: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/132012-quick-customized-npcs)
You really deserve to have these guides of yours officially published or endorsed.
Thanks! I’m flattered, and very pleased that you find this useful too. Some of my stuff is published on DM’s Guild. If you’re interested please check them out: (https://www.dmsguild.com/browse.php?author=IamSposta&page=1&sort=4a).