A Commoner works hard to survive and to live.
They love their families.
The potion shop owner loves new business and loves to make a sale.
They love a good haggle, so try if you wish, but don't insult them.
Don't anger them or their people though.
They hold a grudge.
Be kind to them and they'll be kind to you.
Tribe Unity. When a Commoner is attacked or enters combat, any other Commoners within 50ft. will join them in combat.
Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.
Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.
Broom. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Self Preservation. When the Commoner's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.
Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.
Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.
Broom. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Self Preservation. When the Commoner's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.
Self Preservation. When at 50% HP or lower some Commoner might elect to dodge when able, gaining the effects of the Dodge action at the cost of -3 to hit on the consecutive turns attack.
Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.
Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.
Broom. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Self Preservation. When the Commoner HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.
Self Preservation. When at 50% HP or lower some Commoner might elect to dodge when able, gaining the effects of the Dodge action at the cost of -3 to hit on the consecutive turns attack.
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