A Commoner works hard to survive and to live.
They love their families.
The music is everything to them.
But this guy just wants to do it the easy way by playing and singing.
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.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing 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.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing 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.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing 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.
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