Commoner
Medium Humanoid (any race), any alignment
10 XP
Actions
Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Quick Reference
Running This Encounter
Commoners are rarely encountered as combat encounters alone, but rather as NPCs to protect, interrogate, or interact with during larger adventures. Use them as villagers, merchants, or townsfolk who provide quest hooks, information, or complications. They can be casualties of war, kidnapping victims, or witnesses to crimes that drive narrative. Multiple commoners (5+) can pose a minor threat through sheer numbers, but they typically flee when combat turns deadly.
Combat Tactics
Commoners have no combat training and will attempt to flee at first sign of danger, using their movement to reach safety or allies. If cornered or defending loved ones, they may attack with improvised weapons or fists, but will surrender or beg for mercy when outmatched. They suffer low morale and may panic if combat becomes intense.
Environment & Setting
Villages, towns, farms, taverns, market squares, or merchant caravans are ideal settings. Any mundane location where everyday folk congregate works well.