| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
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.They also have a proficiency with one Tool of the DM's choice.
Mob Mentality. when 10 commoners organize in a group with a collective goal, they form into a Mob.
Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
Description
This is my take on the "Commoner" In D&D beyond, its meant to draw on real medieval society with the "hue and cry" system, as well as making common folk more realistically competent. You can use this monster as a one in every 100 commoners, or replace every commoner with them. they can be useful in preventing your towns from getting needlessly ransacked by a murder hobo party.
for clarity a "Mob" is another one of my homebrew creatures meant to represent a horde of commoners.
as with all my homebrew monster I suggest you use them in tandem with each other.
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