Professional Documents
Culture Documents
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Commoners Others seek to restore the vestiges and return them to their
former glory. Despite their academic focus, archeologists are
Although the Material Plane is populated by terrifying keenly aware of the dangers associated with unearthing
monster and valiant heroes, it is important to remember that ancient treasure and have learned to best prepare against
the majority of its denizens are everyday people. Although such threats.
they do not possess any special abilities or supernatural
endurance, commoners still play an important role in shaping Body Builder
the course of history, as they are the backbone on which Body builders are athletes that tirelessly train to increase
powerful empires and kingdoms are built. Conversely, the their physical strength and endurance. Despite lacking
general will of the commoner can be enough to bring down martial training, body builders can often be found as hired
entire dynasties, as their plight often calls unlikely heroes muscle to for taverns and shops. Others serve as trainers for
and adventurers to rise to the occasion. keeping other athletes and even in some cases guards in
prime shape.
Commoner Goals
Commoner goals can vary depending on the individual. In Chef
general, commoners do not have lofty goals such as slaying Chefs are master of the culinary arts. The role of a chef can
gods and holding back demonic hordes. They tend to provide have a variety of roles ranging from a cook, bartender, or
the best life for themselves and their family and friends. Such both. Depending on the society, chef's have been known to
concerns can vary from maintaining their shop, looking out make food from a variety of creatures, plants, and in some
for their children, or simply their next cup of ale at the case minerals or crystals. However, every chef, regardless of
tavern.. their skill level, has a special dish in which they are especially
proficient with making(for better or worse).
Commoner Tactics
Farmer
In general, commoners do not seek to engage in a fight, for Farmers are one of the most common occupation among
after all, they are civilians. Only in extreme circumstances, civilians as they provide a continual source of crops and
such as self-defense or severe insult, will commoners engage livestock to feed their communities. Farmers have a keen
in a fight, especially against an obviously superior foe. In the understanding of nature around them and can determine the
face of a greater threat, the commoner's first tactic is to flee, optimal time and weather for planting or gathering crops.
either saving themselves or those they care about.. If
possible, they will seek the aid of guard or adventurers to Folk Hero
come Due to their lack of training, most commoners are Sometimes in dire circumstances, ordinary people must rise
hardly a match for even fledgling adventurers. However, they to the occasion against a seemingly impossible threat. The
can prove to be somewhat dangerous when riled up in an actions of such individuals often turn into myth, tales, and
angry mob. superstition. Whether it is marauding heroes or a rampant
monster, a folk hero is one who through a sheer
Commoner determination, probably a lot of luck, accomplished mighty
Occupation Commoners can be found in a variety of deeds akin to that of an adventurer. Such figures are
occupations depending on the region. This compendium will community icons and are often welcomed into local
provide a guide of several common occupations that communities around their home.
commoners can have. Hunter
Acrobat Hunters spend the majority of their time trekking through the
Acrobats can easily be distinguished by their incredible feats wild in search of food. Thanks to their keen senses, they are
of dexterity and flexibility. Thanks to their incredible skill, able to stealthily pursue their prey with ease. It is not
they often can find use for their talents as athletes or uncommon for hunters to travel in small groups with fellow
performers. hunters or bestial companions
Actors Marathon Runners
Actors have perfected the art of disguise and role-playing. Marathon runners are athlete whose extensive training
They are able to take on an entirely different persona, allows theme to sprint at incredible speeds for prolonged
mimicking that of a living creature or creating a completely periods of time. Their heightened stamina also grants them
fictitious personality. Their unique talents make them proficiency in climbing and swimming. These individuals
spectacular performers and in some cases spies. represent the peak physical condition of most civilians,
without reaching the caliber of most adventurers.
Archeologist
Archeologists have dedicated their lives to the study of Medic
ancient architecture and cultures. Archeologists spend much Medics can be found in nearly any sizeable settlement.
of their time in ancient ruins to uncover artifacts to learn the Although they do not possess the magical healing capabilities
secrets of long-lost civilizations. of many clerics, they are able to apply numerous salves,
potions, and herbs to provide remedies of most known
diseases and ailments.
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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.
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Acrobat Actor
Medium Humanoid, varies
Medium Humanoid, varies
Armor Class 10 (Natural Armor)
Armor Class 12 (Natural Armor) Hit Points 9 (2d8)
Hit Points 9 (2d8) Speed 30ft.
Speed 30ft.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
B
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Sa
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Archeologist (I
ca
Medium Humanoid, varies
Sh
Armor Class 10 (Natural Armor) St
Hit Points 9 (2d8) Po
Speed 30ft.
de
yo
STR DEX CON INT WIS CHA
A
10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0) M
st
Skills History +4, History +4
Senses passive Perception 10 U
Languages Common and any three languages on
Proficiency Bonus +2
Challenge 1/8 (25 xp)
W
Th
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Historian's Training The archeologist has advantage
on Intelligence (History and Religion) checks M
regarding known ruins and societies te
th
Trap Sense The archeologist has advantage on saving
its
throws against traps. On a failed a saving throw, the
archeologist takes half damage and none of a St
success. in
ho
Actions pu
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
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Chef Farmer
Medium Humanoid, varies
Medium Humanoid, varies
Armor Class 10 (Natural Armor)
Armor Class 10 (Natural Armor) Hit Points 9 (2d8)
Hit Points 9 (2d8) Speed 30ft.
Speed 30ft.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hunter Marathon Runner
Medium Humanoid, varies
Medium Humanoid, varies
Armor Class 11 (Natural Armor)
Armor Class 11 (Leather Armor) Hit Points 22 (4d8+4)
Hit Points 9 (2d8) Speed 40ft., 40ft. climb, 40ft. swim
Speed 30ft.
Hunter's Stride Choose one of the following terrains: Athletic Persona When the athlete makes a Charisma
forest, rocky, ice, or underwater. The hunter has can (Intimidation, Performance, or Persuasion) check, it
move through this terrain without having to make can use Strength instead.
ability checks or expending additional movement.
Hold Breath The athlete can hold their breath for up
Keen Tracker The hunter has advantage on Wisdom to 5 minutes
(Survival and Perception) checks made
Master Athlete The athlete has advantage on
Hunter's Intuition The hunter cannot get lost by non- Strength (Athletics) and Dexterity (Acrobatics)
magical means in a location ability checks.
Terrain Stealth Choose one of the following terrains:
forest, rocky, ice, or underwater. The hunter has Actions
advantage on Dexterity(Stealth) checks made in that Unarmed Strike Melee Weapon Attack: +3 to hit, 5ft.,
terrain one target. Hit: 4 (1d4+1) bludgeoning damage.
Actions Workout Routines
Spear Melee Weapon Attack: +2 to hit, 5ft., one The runner has a number of routines that its could
target. Hit: 4 (1d8) piercing damage. use to enhance a creature's capabilities
Shortbow Ranged Weapon Attack: +2 to hit, Stretching Regimen The runner can spend 1 hour
100/400ft., one target. Hit: 4 (1d6) piercing loosening a creature's muscles. For the next 24
damage. hours, the creature can increase its choice of
walking, climbing, or swimming speed by 5ft. A
Hunting Lessons The hunter can spend 1 hour creature cannot stack duplicate features in this
teaching a creature the basics of hunting. For the manner
next 24 hour hours, that creature has advantage on
its choice of Wisdom(Survival or Perception) checks 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
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Medic Se
La
Medium Humanoid, varies
Pr
Armor Class 10 (Natural Armor) Ch
Hit Points 9 (2d8)
Speed 30ft. Ey
de
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STR DEX CON INT WIS CHA th
10 (+0) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0) N
H
Skills Medicine +4, Medicine +4, Perception +4 (D
Senses passive Perception 12 pr
Languages Common and one language of choice
Proficiency Bonus +2 A
Challenge 1/8 (25 xp)
U
on
Physician's Training The medic has advantage on
Wisdom (Medicine) and Intelligence (Nature) A
checks regarding diseases and conditions kn
va
Actions ca
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
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Noble Performer
Medium Humanoid, varies
Medium Humanoid, varies
Armor Class 10 (Natural Armor)
Armor Class 10 (Natural Armor) Hit Points 9 (2d8)
Hit Points 9 (2d8) Speed 30ft.
Speed 30ft.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Priest Se
Medium Humanoid, varies La
Pr
Armor Class 10 (Natural Armor) Ch
Hit Points 9 (2d8)
Speed 30ft. N
no
STR DEX CON INT WIS CHA Se
D
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0)
Sa
Skills History +2, Religion +4, Insight +4 m
Senses passive Perception 10 w
Languages Common and two languages of choice W
Proficiency Bonus +2 w
Challenge 1/8 (25 xp) lo
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Scholar Se
La
Medium Humanoid, varies Pr
Ch
Armor Class 10 (Natural Armor)
Hit Points 9 (2d8) D
Speed 30ft. ca
th
STR DEX CON INT WIS CHA H
C
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0) in
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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.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credits
Cover Art: Lake Hurwitz
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.