Terrified Scream. When a youth thinks they might be in real danger, they can scream at the top of their 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 youth's community gain advantage on Wisdom (Survival) checks to locate the source of the sound.
Punch. Melee Weapon Attack: +2 to hit, reach 5 ft., 2 bludgeoning damage.
Small Rock. Ranged Weapon Attack: +4 to hit, range 15/30 ft., 3 (1d4 + 1) bludgeoning damage.
Desperate Evasion. When a youth becomes the target of an unarmed strike or a melee weapon attack, it can force the attacker to make its attack roll with disadvantage. If the attack misses the youth moves 5 feet away from the attacking creature and must succeed on a DC 15 Dexterity saving throw or immediately fall prone in the space they moved to. This movement does not provoke attacks of opportunity.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. When a young child turns 13 years old, they become youths, and many begin to take up apprenticeships, often learning their family's trade. Youths are between 13 and 17 years old. They do not yet have the privileges of adults, but have more responsibility than children. What they lack in strength and experience, they can often make up for in cunning. Youths in an apprenticeship often have limited knowledge of their skill or trade. If they don't know something about their line of work, they almost certainly know someone who does.
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