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 adventure.
| Artist | Cook | Hunter | Pilgrim | Town Crier |
| Baker | Dyer | Innkeeper | Resurrectionist | Weaver |
| Bartender | Farmer | Laborer | Rioter | Youngster |
| Blacksmith | Fisher | Lamplighter | Scribe | |
| Butcher | Fletcher | Mason | Servant | |
| Captive | Flimflam Artist | Merchant | Shepherd | |
| Carpenter | Gossip | Miner | Student | |
| Castaway | Hermit | Mud lark | Tailor | |
| Cobbler | Hooligan | Patient | Tanner |
| 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.
Club
Melee Attack Roll: +2, reach 5 ft. Hit: 2 ( 1d4 ) Bludgeoning damage.