Commoner

Monster Manual (2025) p. 77

Size
Small
Type
humanoid
Alignment
neutral
AC
10
Initiative
0
Hit Points
4 (1d8)
Speed
walk 30 ft.
Passive Perception
10
Languages
Common
Challenge
0
Environment
any
STR
10
+0
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Gear

Club

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

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.

Actions

Club

Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.

Other data

description

Commoners constitute the majority of people who don't pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have. Use the following list of jobs and roles to introduce commoners in your adventures:

Artist Baker Bartender Blacksmith Butcher Captive Carpenter Castaway Cobbler Cook Dyer Farmer Fisher Fletcher Flimflam artist Gossip Hermit Hooligan Hunter Innkeeper Laborer Lamplighter Mason Merchant Miner Mud lark Patient Pilgrim Resurrectionist Rioter Scribe Servant Shepherd Student Tailor Tanner Town crier Weaver Youngster