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Commoner


Class Overview

While most heroes train for glory, you’ve lived the quiet rhythm of work, weather, and want. You are no wizard or warrior—just a person who gets up each day and tries again.
Yet persistence is its own kind of magic. The Commoner embodies the ordinary soul who endures, learns, and adapts.

Some remain humble workers who never seek the road. Others find themselves thrust into adventure—farmhands forced to fight, merchants swept up in politics, or fishermen who survive a storm meant to kill.
However the tale begins, the Commoner reminds the table that courage doesn’t belong only to the chosen.

  • Commoner Class 5e 2024
  • Commoner Class 3.5

“The world turns not by kings and heroes, but by hands like ours.”

Commoners are farmers, laborers, merchants, and craftspeople whose persistence keeps the world turning. They are not warriors or wizards, but they endure. In a world of monsters and magic, the Commoner’s courage lies in survival itself.


Class Features Overview

Hit Points

  • Hit Die: 1d6 per level
  • 1st Level: 6 + Con modifier
  • Higher Levels: 1d6 + Con modifier per level

Proficiencies
Armor: None | Weapons: One simple weapon | Tools: One artisan’s tool or vehicle
Saving Throws: Wisdom, Constitution | Skills: Choose two from Animal Handling, Athletics, Insight, Perception, Persuasion, Sleight of Hand, Survival
Languages: One additional language

Equipment
One simple weapon, common clothes, one tool or trade implement, a keepsake or heirloom, a purse containing 1d10 gp


Commoner Level Table

LevelProficiency BonusFeatures
1+2Ordinary Life, Modest Means
2+2Honest Work
3+2Simple Courage, Trade Path
4+2Ability Score Improvement
5+3Seasoned Worker
6+3Extra Effort, Trade Path
7+3Common Sense
8+3Ability Score Improvement
9+4Resilient Spirit
10+4Pillar of the Community, Trade Path
11+4Steady Hands
12+4Ability Score Improvement
13+5Reliable Routine
14+5Honest Reputation, Trade Path
15+5Extra Effort (twice/rest)
16+5Ability Score Improvement
17+6Determined Heart
18+6Jack of One Trade
19+6Ability Score Improvement
20+6Hero of the Ordinary

Class Features

Ordinary Life (1st): Increase one ability score by 1, complete nonmagical tasks in half time, always find food/water in rural or settled areas.

Modest Means (1st): Maintain a modest lifestyle without cost in familiar communities or while practicing your trade.

Honest Work (2nd): Earn double pay for trade; can always find temporary work in settlements supporting your trade.

Simple Courage (3rd): Reroll a failed saving throw vs frightened or charmed; once per short or long rest.

Ability Score Improvement (4th, 8th, 12th, 16th, 19th): Increase one ability score by 2 or two by 1 (max 20).

Seasoned Worker (5th): Gain proficiency in one skill/tool, or expertise if already proficient.

Extra Effort (6th): Bonus Action: add 1d4 to one check, attack, or saving throw after rolling; once per long rest (twice at 15th).

Common Sense (7th): Add proficiency bonus to practical Intelligence/Wisdom checks even if not proficient.

Resilient Spirit (9th): When reduced to 0 HP, DC 10 Constitution save to drop to 1 HP; once per long rest.

Pillar of the Community (10th): Automatically secure modest lodging, food, and information from locals; advantage on Persuasion/Insight in familiar settlements.

Steady Hands (11th): Advantage on Sleight of Hand and Animal Handling involving delicate/repetitive work.

Reliable Routine (13th): Choose one skill/tool/weapon; rolls of 9 or lower treated as 10.

Honest Reputation (14th): Advantage on Persuasion with commoners/merchants; earn triple pay for Honest Work.

Determined Heart (17th): Advantage on saves vs exhaustion, frightened, or charmed; ignore one level of exhaustion.

Jack of One Trade (18th): Choose one skill/tool; double proficiency bonus.

Hero of the Ordinary (20th): Treat a natural 1 on attacks, checks, or saves as 10; once per short/long rest.


Commoner Trade Paths

At 3rd level, choose a Trade Path: Farmer, Laborer, Merchant, or Fisher. Each path grants features at 3rd, 6th, 10th, and 14th levels.

Path of the Farmer

Bonus Proficiencies: Nature, Survival, sickles, nets
Field Fortitude (3rd): Add 1d4 to Constitution saves vs disease, poison, or exhaustion. Usable proficiency bonus times per long rest.
Harvest Instincts (6th): Reroll 1 on ally/self ability check, attack, or save within 30 ft. Reaction, once per short/long rest.
Guardian of the Land (10th): Advantage on Perception/Stealth in farmland, grassland, forest; advantage on saves vs environmental hazards.
Bounty of the Earth (14th): After short/long rest, you and up to six allies regain extra HP = Wisdom modifier (min 1).

Path of the Laborer

Bonus Proficiencies: Athletics, Smith’s or Mason’s tools
Workman’s Grip (3rd): Count as one size larger for carrying, push, drag, lift; add 1d4 to Strength (Athletics) checks to hold/grapple.
Built to Last (6th): Reaction to reduce nonmagical weapon damage by proficiency bonus; usable Con modifier times per long rest.
Rally the Crew (10th): Bonus action; allies within 30 ft gain temporary HP = proficiency bonus; usable proficiency bonus times per long rest.
Unbreakable Resolve (14th): When reduced to 0 HP, DC 10 Con save to drop to 1 HP. Once per long rest.

Path of the Merchant

Bonus Proficiencies: Insight, Deception, one gaming set/musical instrument
Silver Tongue (3rd): Add 1d4 to Persuasion or Deception; usable proficiency bonus times per long rest.
Barter Sense (6th): Accurately appraise mundane items; increase sale price by up to 20% if buyer not hostile.
Social Leverage (10th): Gain temporary assistance or resources = level × 10 gp once per week.
Master Negotiator (14th): Cast suggestion once per long rest (Charisma). Flavored as persuasive reasoning.

Path of the Fisher

Bonus Proficiencies: Nature, Perception, nets, spears
Tide’s Patience (3rd): Hold breath 2 × Constitution modifier minutes (min 1); advantage on saves vs forced movement from water/wind.
Sea’s Bounty (6th): Natural 20 on ally/self attack/save grants temporary HP = Wisdom modifier; usable proficiency bonus times per long rest.
Weathered Soul (10th): Resistance to cold; ignore difficult terrain from mud/water/ice; advantage on Survival checks for weather/navigation.
Keeper of the Deep (14th): Cast calm emotions or control water once per long rest (Wisdom).

Commoner , By George Washington Lambert - EwGO50FQYifFcg at Google Cultural Institute maximum zoom level, Public Domain, https://commons.wikimedia.org/w/index.php?curid=21997598
By George Washington Lambert – EwGO50FQYifFcg at Google Cultural Institute maximum zoom level, Public Domain, https://commons.wikimedia.org/w/index.php?curid=21997598

Hit Die: d4

The CommonerSaving Throws
LevelBase Attack BonusFortRefWill
1st+0+0+0+0
2nd+1+0+0+0
3rd+1+1+1+1
4th+2+1+1+1
5th+2+1+1+1
6th+3+2+2+2
7th+3+2+2+2
8th+4+2+2+2
9th+4+3+3+3
10th+5+3+3+3
11th+5+3+3+3
12th+6/+1+4+4+4
13th+6/+1+4+4+4
14th+7/+2+4+4+4
15th+7/+2+5+5+5
16th+8/+3+5+5+5
17th+8/+3+5+5+5
18th+9/+4+6+6+6
19th+9/+4+6+6+6
20th+10/+5+6+6+6

Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)

Climb (Strength), Craft (Intelligence), Handle Animal (Charisma), Jump (Strength), Listen (Wisdom), Profession (Wisdom), Ride (Dexterity), Spot (Wisdom), Swim (Strength), Rope Use(Dexterity).

Class Features

The following is a class feature of the commoner NPC class.

Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.

Commoner NPC (Sample)

Medium humanoid (any race), any alignment
Armor Class: 10 (no armor)
Hit Points: 4 (1d8 − 1)
Speed: 30 ft.
STR 10 (+0) | DEX 10 (+0) | CON 9 (−1) | INT 10 (+0) | WIS 10 (+0) | CHA 10 (+0)
Skills: One relevant to their trade (typically Animal Handling, Insight, or Perception)
Senses: passive Perception 10
Languages: One language (usually Common)
Challenge: 0 (10 XP)

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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