General
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
175 (21d8 + 7)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+1)
14(+3)
14(+2)
16(0)
16(0)
16(+1)
Damage Resistance:
Slashing, Piercing, and Bludgeoning from non magical weapons.
Damage Immunities:
Force and Psychic
Condition Immunities:
Charmed and Frightened,
Senses:
Passive Perception +12
Languages:
Common, Elvish
Challange:
7 (2,900xp)
Actions:
Multiattack
The General makes two longsword attacks. If he has a shortsword drawn, he can also make
a shortsword attack.
Long Sword
Melee Weapon Attack:
+6 to hit, reach 5', one target. Hit:
45 (8d10 + 3)two handed
50 (9d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+6 to hit, range 100/400', one target. Hit: 45 (13d6 + 5) piercing damage
Disarming Attack:
On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of
the General’s choice. The item lands up to 10 feet from the target, in a spot selected by the General.
Orders to attack:
Every soldier of the General’s choice that is within 30 feet of him and can hear
him gains 1d8 temporary hit points.
Colonel
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
6 (2300xp)
Actions:
Multiattack
The Colonel makes two longsword attacks.
Long Sword
Melee Weapon Attack:
+6 to hit, reach 5', one target. Hit:
40 (8d10)two handed
48 (12d8)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+6 to hit, range 100/400', one target. Hit: 40 (12d6 + 8) piercing damage
Disarming Attack:
On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the
Colonel’s choice. The item lands up to 10 feet from the target, in a spot selected by the Lieutenant.
Major
Medium humanoid, any race, any lawful alignment
Armor Class:
16 (half plate)
Hit Points:
60 (8d10 + 16)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
14(+1)
16(+2)
12(+0)
14(+1)
16(+1)
Skills:
Athletics +5, Persuasion +3
Senses:
Passive Perception 11
Languages:
Common
Challange:
5 (1800xp)
Actions:
Multiattack
The Major makes two attacks with his Great Sword.
Great Sword
Melee Weapon Attack:
+6 to hit, reach 5', one target. Hit: 36 (6d12) slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+6 to hit, range 100/400', one target. Hit: 36 (12d6) piercing damage
Rally Troops:
Captain
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Special Trait:
The captain has advantage on initiative rolls.
Soldiers under the captain’s command take their turns on the same initiative count as the captain.
Senses:
Passive Perception 12
Languages:
Common
Challange:
4 (1100xp)
Actions:
Multiattack
The Captain makes two longsword attacks. If he has a shortsword drawn, he can also make
a shortsword attack.
Long Sword
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Disarming Attack:
On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of
the captain’s choice. The item lands up to 10 feet from the target, in a spot selected by the captain.
Orders to attack:
Every soldier of the captain’s choice that is within 30 feet of him and can hear
him makes one melee or ranged weapon attack as a reaction.
Lieutenant
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
3 (700xp)
Actions:
Multiattack
The Lieutenant makes two longsword attacks.
Long Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Disarming Attack:
On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the
Lieutenant’s choice. The item lands up to 10 feet from the target, in a spot selected by the Lieutenant.
Rally Troops:
As an action, the Lieutenant rallies his troops with a war cry, which, not only initiates a Banner Bearers Special Trait,
but also gives all friendly troops and allies at least 30' away from the Sergeant advantage on thier
next attack roll.
Sergeant
Medium humanoid, any race, any lawful alignment
Armor Class:
16 (half plate)
Hit Points:
60 (8d10 + 16)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
12(+1)
15(+2)
10(+0)
13(+1)
12(+1)
Skills:
Athletics +5, Persuasion +3
Senses:
Passive Perception 11
Languages:
Common
Challange:
3 (700xp)
Actions:
Multiattack
The Sergeant makes two attacks with his Great Sword.
Great Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit: 8 (2d6 + 3) slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Rally Troops:
As an action, the Sergeant rallies his troops with a war cry, which, not only initiates a Banner Bearers Special Trait,
but also gives all friendly troops and allies at least 30' away from the Sergeant advantage on thier
next attack roll.
Knight
Medium humanoid, any race, any alignment
Armor Class:
18 (plate)
Hit Points:
52 (8d8 + 16)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
11(+0)
14(+2)
11(+0)
11(+0)
15(+2)
Special Trait:
The knight has advantage on saving throws against
being frightened.
The knight adds 2 to its AC against one melee attack that would
hit it. To do so, the knight must see the attacker and be wielding
a melee weapon.
Brave:
Parry:
Senses:
Passive Perception 12
Languages:
Common
Challange:
3 (700xp)
Actions:
Multiattack
The knight makes two melee attacks.
Great Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:8 (2d6 + 3) slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Leadership:(Recharges after a short rest)
For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature
that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand the knight. A creature can benefit
from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Veteran
Medium humanoid, any race, any alignment
Armor Class:
17 (splint)
Hit Points:
58 (9d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
13(+1)
14(+2)
10(+0)
11(+0)
10(+0)
Skills:
Athletics +5, Perception +2
Senses:
Passive Perception 12
Languages:
Common
Challange:
3 (700xp)
Actions:
Multiattack
The veteran makes two longsword attacks. If he has a short sword
drawn he can also make a short sword attack.
Long Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+5 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) piercing damage
Short Sword
Melee Weapon Attack +5 to hit, reach 5', one target.
Hit: 6(1d6 + 3) slashing damage
Corporal - War Mage
Medium humanoid, any race, any alignment
Armor Class:
11 (14 with mage armor)
Hit Points:
25 (5d6 + 8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
12(+1)
14(+2)
16(+3)
10(+0)
10(+0)
Skills:
Arcana +6
Senses:
Passive Perception 10
Languages:
Common, Elvish
Challange:
2 (450xp)
Actions:
Quarter Staff
Melee Weapon Attack:
+1 to hit, reach 5', one target. Hit: 2 (1d6 - 1) bludgeoning damage
Spell Casting:
The War Mage is a 5th level spellcaster. His spell casting ability is Intelligence (spell save DC
13, +5 to hit with spell attacks). The War Mage has the following wizard spells prepared:
Cantrips (at will): firebolt, mage hand, message, prestidigitation
1st level (4 slots): burning hands, fog cloud, mage armor, thunderwave
2nd level (3 slots): scorching ray, see invisibility, web
3rd level (2 slots): counterspell, lightning bolt
Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the
cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not
incapacitated.
Corporal - War Healer
Medium humanoid, any race, any alignment
Armor Class:
18 (chain mail + shield)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
10(+0)
13(+2)
10(+0)
16(+3)
10(+0)
Skills:
Insight +3, Medicene +5, Religion +4
Senses:
Passive Perception 12
Languages:
Common, Elvish
Challange:
2 (450xp)
Actions:
Mace
Melee Weapon Attack:
+2 to hit, reach 5', one target. Hit:4 (1d8) bludgeoning damage
Spell Casting:
The War Healer is a 5th level spellcaster. His spell casting ability is Wisdom (spell save DC
13, +5 to hit with spell attacks). The War Healer has the following cleric spells prepared:
Cantrips (at will): guidance, mending, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, detect poison and disease, healing word, shield of faith
2nd level (3 slots): lessor restoration, prayer of healing, protection from poison
3rd level (2 slots): revivify, mass healing word
Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the
cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not
incapacitated.>
Cavalry - Lance
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Senses:
Passive Perception 12
Languages:
Common
Challange:
1 (200xp)
Actions:
Mounted Charge:
If the Cavalry's mount moves at least ten feet in a straight line toward a target,
the target must make a DC 13 Dexterity save or be knocked prone taking 1d4 bludgeoning damage. The target
is knocked 10' away from the charging mount on a failed save and half as much on a failure.
Lance
Melee Weapon Attack:
+4 to hit, reach 10', one target. Hit: 6 (1d12) piercing damage
Mounted Combat:
The lancer can force an attack targeted against his mount to target himself instead.
Cavalry - Archer
Medium humanoid, any race, any lawful alignment
Armor Class:
15 (chain shirt)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
14(+2)
15(+2)
14(+2)
10(0)
13(1)
10(+0)
Skills:
Animal Handling +4, Nature +3
Senses:
Passive Perception 11
Languages:
Common
Challange:
1 (200xp)
Actions:
Mounted Charge
If the Cavalry's mount moves at least ten feet in a straight line toward a target,
the target must make a DC 13 Dexterity save or be knocked prone taking 1d4 bludgeoning
damage. The target is knocked 10' away from the charging mount on a failed save and
half as much on a failure.
Long bow
Rangee Weapon Attack:
+4 to hit, range 150/600', one target. Hit: 4 (1d8) piercing damage
Mounted Combat:
The archer can force an attack targeted against his mount to target himself instead.
Cavalry Scout
Medium humanoid, any race, any alignment
Armor Class:
13 (scale mail)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+0)
14(+2)
11(+2)
10(+0)
11(+0)
13(+1)
Skills:
Animal Handling +4, Nature +4, Perception +5, Stealth +6, Survival +5
Senses:
Passive Perception 12
Languages:
Common
Challange:
1 (200xp)
Actions:
Short Sword
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:4 (1d6) slashing damage
Short Bow
Rangee Weapon Attack:
+4 to hit, range 80/320', one target. Hit: 4 (1d6) piercing damage
Mounted Combat
The scout can force an attack targeted against his mount to target himself instead.
Flyby:
The scout's horse is so trained that the scout, while mounted, can use an action to Dash or
Disengage. Furthermore, the scout does not provoke an opportunity attack when he either
rides by in attack or disengages in retreat.
Spy
Medium humanoid, any race, any alignment
Armor Class:
12
Hit Points:
27 (6d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
15(+2)
10(+0)
12(+1)
14(+2)
16(+3)
Skills:
Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Cunning Action:
On each of its turns, the spy can use a bonus action to take the Dash,
Disengage, or Hide action
Senses:
Passive Perception 12
Languages:
Common, Thieve's Cant
Challange:
1 (200xp)
Actions:
Multiattack
The spy makes two melee attacks.
Short Sword
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:5 (1d6 + 2) slashing damage
Hand Crossbow
Ranged Weapon Attack:
+4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sneak Attack (1/Turn).
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of an ally of the spy
that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Scout
Medium humanoid, any race, any alignment
Armor Class:
13 (leather armor)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+0)
14(+2)
12(+1)
11(+0)
13(+1)
11(+0)
Skills:
Nature +4, Perception +5, Stealth +6, Survival +5
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 15
Languages:
Common
Challange:
1/2 (100xp)
Actions:
Short Sword
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:4 (1d6 + 2) slashing damage
Long Bow
Ranged Weapon Attack:
+4 to hit, range 150/600', one target. Hit: 5 (1d8 + 2) piercing damage
Keen Hearing and Sight.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Soldier - Banner Bearerdrummer, trumpeteer
Medium humanoid, any race, any lawful alignment
Armor Class:
14 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Special Trait:
Rally Troops: When in range of an NCO or officer using
the Rally troops action, the Banner Bearer, using either a banner, drum, or
trumpet as an action, increases the range of Rally Troops action to 500'. Any soldier within 500' will respond to
the Banner Bearer and converge on his location.
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/2 (100xp)
Actions:
Multiattack
The Banner Bearer makes two pike attacks. If he is behind the phalanx shield wall then
no attack can hit him in return until the shield wall breaks.
Pike
Melee Weapon Attack:
+5 to hit, reach 10', one target. Hit: 5 (1d10)two handed
Pack Tactics:
Banner Bearers are highly trained to stay within the protective phalanx and to use the extended reach
of thier weapon to great effect. When inside the phalanx formation, Banner Bearers cannot be hit by
any melee weapon attack and get +2 to hit and +2 to damage.
Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the
cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not
incapacitated.
Soldier - Spear and Shield Phalanx Corps
Medium humanoid, any race, any lawful alignment
Armor Class:
16 (scale mail + shield)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
12(+1)
12(+1)
10(+0)
11(+0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Bonus Action:
If 3 or more shield wielding warriors link up into a phalanx, they can shove with a shield
as a bonus action.
Spear
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:
6 (1d10 + 1)two handed
5 (1d6 + 3)one handed
slashing damage
Shield:
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit: 4 (1d8 + 1) bludgeoning damage.
Phalanx:
When 3 or more shield wielding warriors link up into a phalanx, their movement becomes 15ft, but they
gain advantage on attacks and, additionaly, they gain the benefits of half cover.
If 7 or more shield
wielding warriors link up into a phalanx, all is same as above, plus those inside the phalanx gain advantage
on attacks and the benefits of 3/4 cover.
Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the
cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not
incapacitated.
Soldier - Archer
Medium humanoid, any alignment
Armor Class:
14 (scale mail)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
12(+1)
12(+1)
10(+0)
10(+0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Long Bow
Ranged Weapon Attack:
+4 to hit, range 150/600, one target. Hit:4 (1d8) piercing damage
Heavy Crossbow
Ranged Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 5 (1d10) piercing damage
Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the
cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not
incapacitated.
Man-at-Arms or Heavily armed soldier on horseback
Medium humanoid, any race, any alignment
Armor Class:
16 (chain shirt + shield)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
12(+1)
12(+1)
10(+0)
11(+0)
10(+0)
Skills:
Perception +2 Intimidation +1
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Spear
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 5 (1d8 + 1)two handed
4 (1d6 + 1)one handed
piercing damage
Light Crossbow
Rangee Weapon Attack:
+3 to hit, range 80/320', one target. Hit: 4 (1d6 + 3) piercing damage
Short Sword
Melee Weapon Attack +3 to hit, reach 5', one target. Hit 4
(1d8) slashing damage
Mace
Melee Weapon Attack +3 to hit, reach 5', one target. Hit 4
(1d8) bludgeoning damage
Noble
Medium humanoid, any race, any alignment
Armor Class:
15 (breastplate)
Hit Points:
9 (2d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+1)
12(+1)
11(+1)
12(+1)
14(+2)
16(+3)
Skills:
Persuasion +5, Deception+5, Insight +4
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common, Elvish
Challange:
1/8 (25xp)
Actions:
Rapier
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 5 (1d8 + 1) piercing damage
Reaction
Parry.
The noble adds 2 to its AC against one melee attack that would hit it. To do so, the
noble must see the attacker and be wielding a melee weapon
Nobles wield great authority and influence as members of the upper class, possessing wealth
and connections that can make them as powerful as monarchs and generals. A noble is often protected
in his travels by a hired group of men-at-arms (heavily armed soldiers on horseback), as well as servants
who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Servant
Medium humanoid, any race, any alignment
Armor Class:
10
Hit Points:
4 (1d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(0)
10(0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
0 (10xp)
Actions:
Club:
Melee Weapon Attack:
+2 to hit, reach 5', one target. Hit: 3 (1d4) bludgeoning damage
Servants are commoners, whcih include either peasants: serf's, slaves, and freemen that serve a noble or a knight.
Or noble born page or appointed court official.
Guard
Medium humanoid, any race, any alignment
Armor Class:
16 (chain shirt + shield)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
12(+1)
12(+1)
10(+0)
11(+0)
10(+0)
Skills:
Perception +2 Intimidation +1
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Spear
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 5 (1d8 + 1)two handed
4 (1d6 + 1)one handed
piercing damage
Light Crossbow
Rangee Weapon Attack:
+3 to hit, range 80/320', one target. Hit: 4 (1d6 + 3) piercing damage
Guards appear in towns and cities and are fairly well trained to protect and warn the citizens
against most threats.
Village Militia
Medium humanoid, any race, any alignment
Armor Class:
13 (leather armor + shield)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+1)
12(+1)
12(+1)
10(0)
10(0)
10(+0)
Skills:
Intimidation +1
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Spear
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 4 (1d6 + 1) piercing damage
Light Crossbow
Rangee Weapon Attack:
+3 to hit, range 80/320', one target. Hit: 4 (1d6 + 1) piercinging damage
Village militia appear where commonors have been armed and trained for warfare by either PC's
or NPC's but their numbers are fairly low.
Commoner
Medium humanoid, any race, any alignment
Armor Class:
10
Hit Points:
4 (1d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(0)
10(0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
0 (10xp)
Actions:
Club:
Melee Weapon Attack:
+2 to hit, reach 5', one target. Hit: 3 (1d4) bludgeoning damage
Commoners include all peasants: serf's, slaves, and freemen with most being servants to the higher classes.
Others would include tavern owners, business owners, specialists (blacksmiths, millers, carpenters), etc.