Mod | Save | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 12 | +1 | +1 |
CHA | 12 | +1 | +1 |
Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill, and the commoner gains one of the following
Tech Worker:
(Can reconstruct broken objects and build things.)
Student:
(Sharper mind, gains a +2 to Init and a +1 to Int.)
Food Worker:
(Knows how to prepare food, knows what plants are healthy or not.)
Military Worker:
(+2 dex, str, or con. Proficiency with firearms and simple weapons, and one martial weapon.)
Businessperson:
(Sharp mind, +2 to int.)
Manual Worker:
(+2 str, knows how to build shelters.)
Salesperson:
(+2 to cha, far spread knowledge of products.)
Doctor:
(Can insert chips into people and heal people (can heal 1d4 hp every day for a random person.)
Trained in Running: the commoner can take the Dash action as a bonus action
Club. Melee Attack Roll: +3 one target, hit 5(1d8+1) damage
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/10/2025 4:16:21 PM
|
5
|
1
|
5.5
|
Coming Soon
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