Spheres: Troop of Commoners

Huge troop of Medium or Small humanoids, any alignment

Armor Class 10
Hit Points 22 (5d8)
Speed 30 ft.

Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)

Special Traits

  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.


  • A troop of commoners cannot use the Attack action unless you possess the Soldiers talent.

Equipping A Troop

A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon’s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer.

Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.

Section 15: Copyright Notice

Spheres of Might, Copyright 2021, Drop Dead Studios, Authors: Adam Meyers, Derfael Oliveira, Andrew Stoeckle

This is not the complete section 15 entry - see the full license for this page