Elusive. Children can take the dash or disengage action as a bonus action during their turn.
Terrified Scream. When a child thinks it might be in real danger, it can scream at the top of its lungs in terror. This scream can be heard clearly up to 300 feet away. No perception roll is required to hear the sound, and members of the child's community gain advantage on Wisdom (Survival) checks to locate the source of the sound.
Punch. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 bludgeoning damage.
Small Rock. Ranged Weapon Attack: +3 to hit, range 15/30 ft., 3 (1d4 + 1) bludgeoning damage.
Run Away! When a child becomes the target of an unarmed strike or a melee weapon attack, it can use its action to move up to half its speed away from the target in an attempt to get out of range. If the child succeeds in getting out of the attack's range, then the attacking creature's attack is wasted. Taking this reaction does not provoke an attack of opportunity.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Their children can often be found playing in the streets of towns and cities. These children are commonly between the ages of 6 and 12. When a young child turns 13 years old, they become youths, and many begin to take up apprenticeships, often learning their family's trade.







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