Free interactive D&D 5e SRD stat block

Commoner

Medium Humanoid, CR 0, AC 10, 4 HP. Neutral.

Medium Humanoid, Neutral

AC
10
Initiative
+0 (10)
HP
4 (1d8)
Speed
30 ft.
ScoreModSave
STR 10 +0 +0
DEX 10 +0 +0
CON 10 +0 +0
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Senses
Passive Perception 10
Languages
Common
CR
0 (XP 10; PB +2)
Gear
Club

Traits

Training. The commoner has proficiency in one skill of the GM'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.

How to run Commoner

A commoner is a person. That is the whole stat block. AC 10, 4 HP, a club, no skills except one of the GM's choice from Training. Use them as scenery first and combatants last. The shopkeeper, the stable hand, the kid who runs messages, the farmer at the next table, the priest who lights candles in a temple the party visits twice. None of these need to roll initiative for the world to feel populated.

When a commoner does end up in a fight, run them honestly. They swing the Club at +2 for 1d4 bludgeoning, miss most armored enemies, and drop on a single solid hit. A commoner who survives one round of combat against anything dangerous has done something heroic, and the table should feel that. Don't let players treat NPCs like they're disposable backup unless you want the players to feel like the kind of people who get NPCs killed.

The Training trait is the lever that makes a specific commoner matter. Pick one skill ahead of time and write it on the NPC card. The blacksmith has Training in Smith's Tools and gives advantage on identifying that strange dagger. The midwife has Training in Medicine and stabilizes a downed PC the party can't reach. The cook has Training in Insight and is the first one to notice the new patron is lying. A skill with Advantage from a CR 0 stat block is the cheapest way to give a named NPC a reason to exist.

When commoners die, name one of them out loud before the body hits the ground. The party will remember the name. The villain who killed her becomes a real villain, not a stat block.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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