Medium Humanoid, Neutral
AC 11    Initiative +1 (11)
HP 20 (4d8 + 4)
Speed 30 ft.
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
Gear Greatclub
Senses Passive Perception 11
Languages Common
CR 1/2 (XP 100; PB +2)
Traits

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

Actions

Club. Melee Attack Roll: +3 one target, hit 5(1d8+1) damage

Previous Versions

Name Date Modified Views Adds Version Actions
7/10/2025 4:16:21 PM
5
1
5.5
Coming Soon

Habitat: Any

Scienceboy1

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