+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Decoy. Cannon fodder. Murder victim. Plot device.
The commoner has certainly has a shorter end than most when it comes to sticks, and life in general. But no longer! Today is the day they rise up from mediocrity and emerge in to the realm of better than nothing.
Playing as Commoners
Commoners present an interesting challenge for players and
Dungeon Masters alike. Players must resort to clever tactics
and quick wits. They certainly aren't getting help from their
stats. I mean, look at those stats. They're horrible. They have
next to no skills, very little in the way of redeeming qualities,
and to be honest they smell a bit.
Dungeon Masters really have to work overtime. They can't
just throw some random monsters at the players and hope
they survive. No! They must lovingly, or perhaps maddeningly,
craft adventures that are engaging on more than a strict
regiment of combat encounters.
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency | Features |
---|---|---|
1st | +2 | Unexceptional |
2nd | +2 | Mild Flavoring |
3rd | +2 | Survivor |
4th | +2 | Ability Score Improvement |
5th | +2 | Training Montage |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.