Index: Commoner, Ordinary

Anthropoid

 

The Commoner

This person of the land wears normal clothing and does normal things. They do not look specialized in any way.
 

A literal common Commoner. May or may not have a job.

 

Stat Block

Commoner
HP (ArmorHP): 1 (+0) / AC: 10 / Movement: 25 ft / Init.: +0 / PB.*: +0 / Skills: None
+0
+0
+0
+0
+0
+0
+0
+0
+0
Resistance(s): None
Reduction (s): None
Vulnerability: None
Immunity: None
Senses: None
Condition Immunities: None
-
-Features-
None
-
-Actions-
Attack(s) - [◈◈ / ◈-◈◈◈] - (1 per turn)
  • Improvised Weapon: / +0 / 1d4 / 3 varied damage
  • -

    -Tactics-: Commoners aren't meant to fight, but they will defend themselves when endangered. Otherwise, they will flee or avoid combat unless said otherwise.

       

    Full Statistics

    --Base--

    * = Proficiency
    +0
    +0
    +0
    +0
    +0
    +0
    +0
    +0
    +0

    -Combat-

     
    10
    8
    (+0)
    5
    1d8+0+0
    1 HP
    -
    (base) 25 ft
    1d20+0
    None
    -
    None
    None
    None
    None
    None
    -

    -Skills--

    Proficiency
    +0
    Proficiency: +0
    -

    -Other Stats--

      -
    0
    Small or Medium(dependant on Ancestry)
    Anthropoid, others
    None
    Core
    -
     

    -Features-

    Versatile Origins : ~0.0

    Ordinary Commoners aren't that different from anyone else from a similar area, even if they come from different ancestries or backgrounds. Those that do are different from normal and, as such, would have this feature replaced with one or many from their ancestry or other sources, making them a unique creature.

     

    A list of examples will be placed below.

     

    -Actions-

    Attack Action - [◈◈ / ◈-◈◈◈] - (1 per turn)
    The Commoner won't always attack, but will defend itself if needed. They will use natural weapons or whatever they are equipped with, even if they are not proficient.
    The Commoner will also not hold their turn for the attack, and even if they could, it would not add realistic physics-based momentum to anything ballistic, since this is a game mechanic. Ya'll know who you are.
    -
    • Improvised Weapon / Melee Weapon Attack / +0 to hit / Hit: 3 ( 1d4+0 ) varied damage
     

    -Encounter Additions-

    None

       

    -Tactics-

    The Ordinary Commoner is unspecialized but numerous, lacking much in the way of complexity. The statblock serves more as a guideline, as there are multiple kinds of Commoner outside of the normal serf, peasant, or pilgrim. Those of that specialty would be another kind of creature within the Index, as detailed below in the scaling section.   Commoners will often surrender when confronted with the prospect of fighting, or get guards, someone, or something stronger to fight for them.  

    -Lore-

     

    -What others may know ...-

    DC = 15 + TL, using a Recall Action / ◈ or similar.

    Read or Paraphrase

    Heard of (-5 to DC)

    "These are the people of this land, but one wouldn't know much more than that."

    Commoners are as mercurial as anybody else, their identity blending in with the place(s) they call home.

    Learned of (Meets DC)

    "These folks know the area they live in, and know the ins and outs of where they lay their head. Asking them anything specific may yield knowledge about your adventure."

    These people may give the adventurers a hint of what they need to do or where they need to go, even at a glance. They can use their skills or otherwise to glean more information or see where they can get what they need.

    Fully Know of (DC + 10 and up)

    "These are the people of [insert land here], complete with their own customs that you just so happen to know, and utilize."

    The adventurer(s) fully understand who they're talking about, and what's needed to get on the good (and bad) side of the people they'll be interacting with.

    As such, they'll likely gain a benefit (such as Advantage or a Bonus Dice) on the next check made to interact with one of these folk, or even just impressing them to get on their good side.

     

    Adventure Specific...

     
    Lost Mines of Phandelver
    -Show-
    DC = 15 + TL, using a Recall Action / ◈.

    Read or Paraphrase

    General Information

    Depending on where the adventurer(s) are in the adventure, the people of Phandalan will have information on where to go and/or who to see, involving specific information about what the adventurers could do. All named NPC interactions, including rumors, Named NPC interactions, and what the people of Phandalan will do, can be found in the original text in "Part 2".

    Heard of (-5 to DC)

    "You've not heard much of Phandalin, and the faces tend to blur together. Everyone here is some kind of pilgrim or frontiersperson."
     

    Learned of (Meets DC)

    "The people of Phandalin are a rugged bunch, by all appearances. They are diverse and seemingly hardy, even if they seem like ordinary people otherwise. Moreover, you can tell something else is on each other's mind, and they may be able to tell you what if you just ask."
     

    Fully Know of (DC + 10 and up)

    "You've heard things about the people of Phandalin, and how they've established themselves this far into the wilderness. It doesn't seem like it's gotten any of them down. On the contrary, you can tell something other than the deep woods and surrounding land is bothering people, but no one is letting it slow them down."
     

     
     

    -Scaling and Alterations-

     

    Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers.

    For the Commoner, the Versatile Origin feature would be exchanged for various Ancestry Talents, the specific ancestry can gain, as well as the languages a creature may know. For each Ancestry Talent used, the TL should go up by 0.5. Sometimes this may not change the TL by a noticeable amount, but it can lead to interesting variants that a GM can play around with.

     

    Similarly, you still can't make a peasant railgun and keep the TL relatively low.

     

    -Variants-

     

    Suggested Loot

    Appraise DC: 10

     

    -Normal Loot-

    • Success
      • None
     

    -Crafting-

    • Success
      • None

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