Expanded Commoners

by Sonixerse

Search GM Binder Visit User Profile
Expanded Commoners

Commoners

Although the Material Plane is populated by terrifying monster and valiant heroes, it is important to remember that the majority of its denizens are everyday people. Although they do not possess any special abilities or supernatural endurance, commoners still play an important role in shaping the course of history, as they are the backbone on which powerful empires and kingdoms are built. Conversely, the general will of the commoner can be enough to bring down entire dynasties, as their plight often calls unlikely heroes and adventurers to rise to the occasion.

Commoner Goals

Commoner goals can vary depending on the individual. In general, commoners do not have lofty goals such as slaying gods and holding back demonic hordes. They tend to provide the best life for themselves and their family and friends. Such concerns can vary from maintaining their shop, looking out for their children, or simply their next cup of ale at the tavern..

Commoner Tactics

In general, commoners do not seek to engage in a fight, for after all, they are civilians. Only in extreme circumstances, such as self-defense or severe insult, will commoners engage in a fight, especially against an obviously superior foe. In the face of a greater threat, the commoner's first tactic is to flee, either saving themselves or those they care about.. If possible, they will seek the aid of guard or adventurers to come Due to their lack of training, most commoners are hardly a match for even fledgling adventurers. However, they can prove to be somewhat dangerous when riled up in an angry mob.

Commoner

Occupation Commoners can be found in a variety of occupations depending on the region. This compendium will provide a guide of several common occupations that commoners can have.

Acrobat

Acrobats can easily be distinguished by their incredible feats of dexterity and flexibility. Thanks to their incredible skill, they often can find use for their talents as athletes or performers.

Actors

Actors have perfected the art of disguise and role-playing. They are able to take on an entirely different persona, mimicking that of a living creature or creating a completely fictitious personality. Their unique talents make them spectacular performers and in some cases spies.

Archeologist

Archeologists have dedicated their lives to the study of ancient architecture and cultures. Archeologists spend much of their time in ancient ruins to uncover artifacts to learn the secrets of long-lost civilizations.

Others seek to restore the vestiges and return them to their former glory. Despite their academic focus, archeologists are keenly aware of the dangers associated with unearthing ancient treasure and have learned to best prepare against such threats.

Body Builder

Body builders are athletes that tirelessly train to increase their physical strength and endurance. Despite lacking martial training, body builders can often be found as hired muscle to for taverns and shops. Others serve as trainers for keeping other athletes and even in some cases guards in prime shape.

Chef

Chefs are master of the culinary arts. The role of a chef can have a variety of roles ranging from a cook, bartender, or both. Depending on the society, chef's have been known to make food from a variety of creatures, plants, and in some case minerals or crystals. However, every chef, regardless of their skill level, has a special dish in which they are especially proficient with making(for better or worse).

Farmer

Farmers are one of the most common occupation among civilians as they provide a continual source of crops and livestock to feed their communities. Farmers have a keen understanding of nature around them and can determine the optimal time and weather for planting or gathering crops.

Folk Hero

Sometimes in dire circumstances, ordinary people must rise to the occasion against a seemingly impossible threat. The actions of such individuals often turn into myth, tales, and superstition. Whether it is marauding heroes or a rampant monster, a folk hero is one who through a sheer determination, probably a lot of luck, accomplished mighty deeds akin to that of an adventurer. Such figures are community icons and are often welcomed into local communities around their home.

Hunter

Hunters spend the majority of their time trekking through the wild in search of food. Thanks to their keen senses, they are able to stealthily pursue their prey with ease. It is not uncommon for hunters to travel in small groups with fellow hunters or bestial companions

Marathon Runners

Marathon runners are athlete whose extensive training allows theme to sprint at incredible speeds for prolonged periods of time. Their heightened stamina also grants them proficiency in climbing and swimming. These individuals represent the peak physical condition of most civilians, without reaching the caliber of most adventurers.

Medic

Medics can be found in nearly any sizeable settlement. Although they do not possess the magical healing capabilities of many clerics, they are able to apply numerous salves, potions, and herbs to provide remedies of most known diseases and ailments.

Merchants

Merchants are a staple in any settlement as they are the source of procuring all manner of goods. Some merchants sell all kinds of items as general wares, while others specialize in a particular object such as magical items, tapestry, or jewelry.

Noble

Nobles represent the upper social echelons of society, ranging from minor lord, court aids, or even royalty itself. In general, nobles typically use their authority to their advantage (for good and bad reasons). Oftentimes, their position and authority is enough to caused others of lesser social importance to do their bidding or intimidate those who oppose them.

In general, nobles can make for unpleasant enemies, not particularly for their skill in combat but rather their ability to use their authority or money to call guards or hire goons to deal with any threat.

Performer

Performers typically encompass a wide range of entertainers such as artists, musicians, dancers, or poets. Regardless of their specialization, performers have the uncanny ability to enrapture their audience in their work and are typically a welcome sight in most establishes.

Priest

Priests are often viewed as leaders of the faith in even the smallest of settlements. Although they cannot channel divine power in the same manner as a cleric or paladin, their devotion to the faith is still just as firm as their heroic counterpart. These individuals often provide refuge to those who share their faith and seek to convert followers to follow their deity.

Sailor

Sailors can cover a variety of roles such as a deckhand, fisherman, ship captain, or shipwrights. Regardless of their occupation, sailors have a keen understanding of the sea and can easily determine the weather and their bearing from a single glance at the skies. Sailors can also prove to be a great source of information due to their far travels; however, they have been known for their rather embellishing stories.

Scholar

Thanks to their keen mind, scholars are the ideal resource for those who seek to learn more about any subject. Typically, most scholars have a specific academic focus such as history, science, arcane, or other subjects; however, some truly gifted minds possess expertise in multiple fields. Because of their expertise, scholars can find themselves serving as archivists, librarians, researchers, alchemists, and more.

Tavern Brawler

Tavern brawlers are typically individuals who spend a lot of time in taverns, usually drunk. Although tavern brawlers typically are quite unsavory character as they are continually intoxicated, some tavern brawlers are welcome sights in taverns as they are regulars. Despite being drunk, they act as an unofficial peacekeeper who put troublemakers in their place, as long as the ale keeps coming.


Acrobat

Medium Humanoid, varies


  • Armor Class 12 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Performance +2
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Acrobatic Performance When the acrobat makes a Charisma (Intimidation, Performance, or Persuasion) check, it can use Dexterity instead.

High Jump The acrobatic can double the distance it can high jump or long jump. They can use this jump without expending additional movement for a running start.

Graceful Landing When the acrobat takes fall damage, they can make a DC 10 Dexterity saving throw. On a successful saving throw, they take no damage and do not fall prone. On a failed saving throw, the acrobat takes half damage instead. The DC for this feature increases by 1 for every 10ft. above 30ft. the acrobat falls.

Limber The acrobat has advantage on Dexterity(Acrobatics) checks

Nimble Leap The acrobat only spends 5ft. of movement to get up from being knocked prone.

Quick Feet The acrobat has advantage on saving throws against being knocked prone.

Actions

Unarmed Strike Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Acrobatics Lessons The acrobat can spend 1 hour teaching a creature the basics of acrobatics. For the next 24 hour hours, that creature can gain advantage on its choice of Dexterity (Acrobatics) checks


Actor

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)

  • Skills Deception +4, Performance +4
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Roleplayer When the actor makes a Charisma (Intimidation, Performance, or Persuasion) check, it can do so with advantage

Voice Acting The actor can mimic sounds they have heard, including voices. A creature that hears the sounds it makes and can tell they are imitations with a successful Wisdom (Insight) check opposed by the actor's Charisma (Deception) check.

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Oration The actor can use their action to amplify their voice three times louder

Ventriloquism The actor can cause their voice to sound as if it originated from a spot within 30ft. of them. A creature that hears the sounds the performer makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by the actor's Charisma (Deception) check.

Actor's Disguise (1/short rest) After spending 1 hour applying makeup, the actor can change their or another creature's appearance. The actor can determine the specifics of the changes, including its coloration, and hair length. The actor cannot adjust its height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Rehearsal The actor can spend 1 hour teaching a creature the basics of acting. For the next 24 hour hours, that creature can gain advantage on its choice of Charisma (Deception or Performance) checks


Archeologist

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0)

  • Skills History +4, History +4
  • Senses passive Perception 10
  • Languages Common and any three languages
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Historian's Training The archeologist has advantage on Intelligence (History and Religion) checks regarding known ruins and societies

Trap Sense The archeologist has advantage on saving throws against traps. On a failed a saving throw, the archeologist takes half damage and none of a success.

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Lore Finder As an action, the archeologist can analyze ruins or items at least 100 years old and can determine its value, origins, and purpose if it was created by a known race


Body Builder

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 26 (4d8+8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Str +2
  • Skills Athletics +4
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/4 (50 xp)

Athletic Persona When the athlete makes a Charisma (Intimidation, Performance, or Persuasion) check, it can use Strength instead.

Sheer Strength The athlete has advantage on Strength(Athletic) checks

Powerful Build The athlete counts as one size when determining your carrying capacity and the weight you can push, drag, or lift.

Actions

Multiattack The athlete can make two unarmed strikes

Unarmed Strike Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 5 (1d4+2) bludgeoning damage.

Workout Routines

The body builder has a number of routines that its could use to enhance a creature's capabilities

Muscle Toning The body builder can spend 1 hour teaching a creature the basics of body building. For the next 24 hours, that creature has advantage on its choice of Strength (Athletics) checks

Strength Training The body builder can spend 1 hour increasing a creature's strength. For the next 24 hours, that creature counts as one size larger for the purposes of pushing, carry, or lifting.


Chef

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Common and any one language
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Chef's Skill Whenever the chef rolls a d20 to cook a meal, it can reroll 1s and 2s.

Actions

Chef's Intuition The chef can use their action to analyze food and can identify the all known ingredients in it and where the ingredients can be found.

Knife Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d4) bludgeoning damage.

Chef's Special(1/short rest)

The chef can create a special dish that grants the following benefits to those that partake (up to 4 Medium or smaller creatures)

  • Heroes Buffet Creatures that spend 1 hour eating this meal gain advantage on saving throws against being frightened for 1 hour
  • Healthy Delight Creatures that spend 1 hour eating this meal have advantage on saving throws against being charmed or diseased for 1 hour.
  • Hearty Meal Creatures that spend 1 hour eating this meal gains 9(2d8) temporary hitpoints for 1 hour
  • Wrath of the Chef Creatures that spend 1 hour eating this meal are poisoned for one hour.

Farmer

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Nature +2, Animal Handling +2
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Early Bird The farmer always knows how many hours its is from sunrise and sunset.

Farmer's Intuition The farmer has advantage on Intelligence (Nature) and Wisdom (Animal Handling checks) regarding crops or livestock

There's a Nip in the Air The farmer can predict what the weather will be like within the next 24 hours at this location

Actions

Pitchfork Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d4) piercing damage.



Folk Hero

Medium Humanoid, varies


  • Armor Class 15 (Patchwork Armor and makeshift shield)
  • Hit Points 39 (6d8+12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)

  • Skills Perception +4
  • Saving Throws Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4
  • Senses passive Perception 14
  • Languages Common and any one language
  • Proficiency Bonus +2
  • Challenge 3 (700 xp)

Dauntless The folk hero has advantage on saving throws against being charmed or frightened.

I Survived?? When the folk hero is hit with a critical hit, it takes normal damage instead

Legendary Resistance (3/day) If the folk hero fails a saving throw, he can choose to succeed. Upon using this feature, the folk hero gains 10 temporary hitpoints

Lucky Upon rolling a 1 on an attack roll, ability check, or saving throw, the folk hero can reroll the d20 taking the new roll

Lucky Blow Upon dealing a critical hit, the folk hero can triple the damage die

Mythic Favor When the folk hero has advantage on attack rolls, ability checks or saving throws, the folk hero can roll three times taking the highest roll.

Relentless If the folk hero is reduced to 0 hitpoint, it can make a DC 10 Constitution saving throw. On a successful saving throw, the folk hero regains 1 hitpoint. Upon each success, the DC increases by 5. After finishing a short or long rest, the DC resets to 10.

Actions

Multiattack The folk hero can make two weapon attacks on their turn

Old Reliable Melee Weapon Attack: +4 to hit, 5ft., thrown 30ft., one target. Hit: 6 (1d6+2) bludgeoning, piercing, or slashing damage.

Bonus Actions

Second Wind(Recharge 5-6) The folk hero can regain 10 hitpoints

Reactions

Second Chance When the folk hero misses on a weapon attack, it can use its reaction to make another weapon attack against that creature

Legendary Actions (3/turn)

The folk hero can take three legendary actions on its turn. It can only use one legendary action on a turn and must use it at the end of a creature's turn. The folk hero regains all expended legendary action at the start of each of its turn.

Movement(1 actions) The folk hero can move up to half its movement speed without provoking attacks of opportunity

Attack(2 actions) The folk hero can make one weapon attack with Old Reliable

Resilience (3 action) The folk hero can end one spell effect or status condition on itself


Hunter

Medium Humanoid, varies


  • Armor Class 11 (Leather Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2, Stealth +2, Survival +2
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/4 (50 xp)

Hunter's Stride Choose one of the following terrains: forest, rocky, ice, or underwater. The hunter has can move through this terrain without having to make ability checks or expending additional movement.

Keen Tracker The hunter has advantage on Wisdom (Survival and Perception) checks made

Hunter's Intuition The hunter cannot get lost by non-magical means in a location

Terrain Stealth Choose one of the following terrains: forest, rocky, ice, or underwater. The hunter has advantage on Dexterity(Stealth) checks made in that terrain

Actions

Spear Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 4 (1d8) piercing damage.

Shortbow Ranged Weapon Attack: +2 to hit, 100/400ft., one target. Hit: 4 (1d6) piercing damage.

Hunting Lessons The hunter can spend 1 hour teaching a creature the basics of hunting. For the next 24 hour hours, that creature has advantage on its choice of Wisdom(Survival or Perception) checks ,


Marathon Runner

Medium Humanoid, varies


  • Armor Class 11 (Natural Armor)
  • Hit Points 22 (4d8+4)
  • Speed 40ft., 40ft. climb, 40ft. swim

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Con +3
  • Skills Athletics +3, Acrobatics +3
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/4 (50 xp)

Athletic Persona When the athlete makes a Charisma (Intimidation, Performance, or Persuasion) check, it can use Strength instead.

Hold Breath The athlete can hold their breath for up to 5 minutes

Master Athlete The athlete has advantage on Strength (Athletics) and Dexterity (Acrobatics) ability checks.

Actions

Unarmed Strike Melee Weapon Attack: +3 to hit, 5ft., one target. Hit: 4 (1d4+1) bludgeoning damage.

Workout Routines

The runner has a number of routines that its could use to enhance a creature's capabilities

Stretching Regimen The runner can spend 1 hour loosening a creature's muscles. For the next 24 hours, the creature can increase its choice of walking, climbing, or swimming speed by 5ft. A creature cannot stack duplicate features in this manner

Endurance Training The runner can spend 1 hour improving a creature's endurance. For the next 24 hours, that creature can gain advantage on Constitution saving throws.

Bonus Actions

Adrenaline Burst The athlete can use their bonus action to grant themselves advantage on the next Strength or Dexterity saving throw until the start of their next turn

Sprint Burst The athlete can use their bonus action to Dash


Medic

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0)

  • Skills Medicine +4, Medicine +4, Perception +4
  • Senses passive Perception 12
  • Languages Common and one language of choice
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Physician's Training The medic has advantage on Wisdom (Medicine) and Intelligence (Nature) checks regarding diseases and conditions

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Emergency Triage The medic can stabilize a creature it can touch that has 0 hitpoints. Upon using this feature, that creature regains 1 hitpoint.

Provide Cure The medic can spend 10 minutes to end one of the following conditions: blinded, deafened, diseased, exhaustion, paralyzed, poisoned, or stunned.

Mend Wounds The medic can spend 10 minutes to cause a creature to regain 7 (1d8+2) hitpoints

Prescribed Treatment(1/short rest) The medic can create a specialized salve or medicine to grant a creature advantage against one of the following conditions for the next hour: blinded, deafened, diseased, exhaustion, paralyzed, poisoned, or stunned


Merchant

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)

  • Skills Deception +4, Persuasion +4
  • Senses passive Perception 10
  • Languages Common and any two languages of choice
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Eye for Magic The merchant can use its action to determine if an object in magical or not. It is up to the DM to determine if the merchant would know the capabilities of the magical item (based on the NPCs encounters)

Haggler The merchant has advantage on Charisma (Deception and Persuasion) checks to negotiate prices

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Appraisal As an action, the merchant can analyze an known item they can see to determine it market value. The merchant can also determine where one can acquire that particular item as well.


Noble

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)

  • Skills Persuasion +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Common and any two languages of choice
  • Proficiency Bonus +2
  • Challenge 1/4 (50 xp)

Escort When the noble is within 5ft. of an ally, attacks against the noble has disadvantage.

Noble's Presence Allied creatures within 30ft. of the noble has advantage on saving throws against being charmed or frightened as long as the noble is not incapacitated

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Actions

Noble's Voice As an action, the noble can use its action to force a creature that can see or hear it to make a DC 12 Wisdom saving throw. On a failed saving throw, that creature is charmed or frightened by the noble for the next 24 hours. On a successful saving throw, are immune to this effect for the next 24 hors

Bonus Actions

Kill Them The noble can command an allied creature that can see or hear it within 30ft. to use its reaction make a weapon attack against a creature of the noble's choice

Reactions

Defend Me The noble can use its action to command an allied creature within 5ft. of the noble to intercept an attack intended for the noble. If the attack still hits, the allied creatures takes half damage instead.


Performer

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)

  • Skills Deception +4, Performance +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Rehearsed Performance The performer has advantage Charisma (Performance) checks

Voice Acting The performer can mimic sounds they have heard, including voices. A creature that hears the sounds it makes and can tell they are imitations with a successful Wisdom (Insight) check opposed by the Performer's Charisma (Deception) check.

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Performer's Voice The performer can use their action to amplify their voice three times louder

Ventriloquism The performer can cause their voice to sound as if it originated from a spot within 30ft. of them. A creature that hears the sounds the performer makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by the Performer's Charisma (Deception) check.

Masterful Performance (1 /short rest) Creatures that can see or hear the performer while within 60ft. of the performer must succeed a DC 12 Wisdom saving throw. On a failed saving throw, affected creatures have disadvantage on Wisdom (Perception) checks for 1 hour.

Performance Lessons The performer can spend 1 hour teaching a creature the basics of acting. For the next 24 hour hours, that creature can gain advantage on its choice of Charisma (Performance) checks

Reactions

Improvise When the performer fails a Charisma (Performance) check, it can use its reaction to roll a d20 an additional time taking the new roll.


Priest

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0)

  • Skills History +2, Religion +4, Insight +4
  • Senses passive Perception 10
  • Languages Common and two languages of choice
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Religion Study The priest has advantage on Intelligence(Wisdom) checks.

Devotion The priest has advantage on saving throws against being charmed or frightened.

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Holy Ritual(1/short rest)

The priest can perform a special prayer or ritual with up to 4 creatures granting them the following benefits for the next hour.

  • Prayer's Blessing Creatures that take part in this prayer can reroll 1s on attack rolls, ability checks, and saving throws for the duration of the effect
  • Divine Peace Creatures that take part of this prayer gains advantage on saving throws against being charmed or frightened.
  • Divine Protection Creatures that take part of this prayer gain advantage on death saving throws for the next 24 hours.

Sailor

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Arcana +4, History +4, Investigation +4, Nature +4, Perception +2
  • Senses passive Perception 12
  • Languages Common and two languages of choice
  • Proficiency Bonus +2
  • Challenge 1/4 (50 xp)

Navigator The sailor always knows which direction is north as long as they can see the sky

Sea Legs The sailor has advantage on Strength or Dexterity saves against being knocked prone

Sailor's Intuition The sailor cannot get lost by non-magical means in a location that they are familiar with

Weather Sense The sailor can predict what the weather will be like within the next 24 hours at this location

Actions

Trident Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 4(1d6) piercing damage.

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Net A Large or smaller creature hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


Scholar

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

  • Skills Arcana +4, History +4, Investigation +4, Nature +4, Perception +2
  • Senses passive Perception 12
  • Languages Common and two languages of choice
  • Proficiency Bonus +2
  • Challenge 1/8 (25 xp)

Scholastic Knowledge The scholar has advantage on Intelligence(Arcana, History, or Nature) checks.

Keen Mind The scholar knows how many hours it is from sunset or sunrise

Actions

Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.

Academic Aid When the scholar uses its action to grant the Help action to a creature on an Intelligence (Arcana, Nature, or History) check, that creature can roll the die three times taking the highest roll instead

Tutelage The scholar can spend 1 hour teaching a creature the basics of nearly any subject. For the next 24 hour hours, that creature has advantage on its choice of Intelligence (Arcana, History, or Nature) checks


Tavern Brawler

Medium Humanoid, varies


  • Armor Class 10 (Natural Armor)
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +2
  • Senses passive Perception 10
  • Languages Any one language
  • Proficiency Bonus +2
  • Challenge 1/4 (50 xp)

Drunk Brawling While intoxicated, the tavern brawler can make one additional unarmed strike whenever they take the attack action

High Tolerance The tavern brawler has advantage on Constitution saving throws against being intoxicated

Liquid Courage While intoxicated, the tavern brawler is immune to being charmed or frightened.

Reckless At the start of their turn, the tavern brawler can choose to grant themselves advantage on attack rolls until the start of their next turn. For the duration of this effect, attacks against the tavern brawler have advantage.

Actions

Multiattack. The tavern brawler can make two attacks with their unarmed strike

Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d4) bludgeoning damage.

Improvised Weapon. Melee Weapon Attack: +2 to hit, 5ft., thrown 20ft., one target. Hit: 3 (1d6) bludgeoning damage.

Bonus Actions

Another Round (Recharge 5-6) The tavern brawler can gulp down another mug of alcohol grant themselves 5 temporary hitpoints

A special Thanks to my Patrons

Mythic Patrons

Marcella V., Mercyque, Chandlor D., Marshmellow Owlbear, Jake C., The Emcredible , Terra Nova, Kandros Vashtet, Shrike, Camden, DJ Stribj, Tom L., Daniel C.

Legendary Patrons

Daniel M., Eddie, Sir Prize, Steven K., Adiin_JKC, Kate, James

Epic Patrons

Brad E., Jordan B, Flamerules3, Vincent, Alex D, Aaron S., Captain Blackwood. Jacob S. , Razi R., Damien T., Tallon M., Peter R., Douglas B., John B., Nathan S., Joseph L., Cyptossarian, Caleb A., Andrew W., Glenn S., Andrew C., Justin R., Ilheath, Particle Man, Dharmatrails, Thomas P.

Art Credits

Cover Art: Lake Hurwitz

Fisherman: Konstantin Porubov

Folk Hero: Howard Lyon

Medic: Josu Hernaiz

Sailor: Ryan Pancoast

Scholar: Mitchel Malloy

Scholar: Sidhardth Chaturvedi

Patron Art: Josu Hernaiz

Back Cover: Raoul Vitale

Watercolor Stains: Jared Ondricek

If you are interested in staying up to date on my upcoming content, be sure to follow me on GMBinder, my Discord server, or on my Instagram to receive regular updates on future compendiums. If you wish to view my previous works or support me, be sure to check out my Patreon and Ko Fi where you can download these compendiums for free!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.