Throughout your adventure, you may find yourself with more allies than just your fellow party members. Summonable companions, mounts, and hirelings may join you in your journey; the following are a list of rules for how they can aid you. <br> ___ ### Combat Unless otherwise specified, during combat a creature that you control shares your [[Order of Combat#Initiative 🛠|initiative]] count, but unless given a command it takes its turn immediately after yours. It can move and use its reaction on its as normal, but unless otherwise specified, the only action it takes on its turn is the [[Actions in Combat#Dodge|Dodge]] action (unless otherwise specified), unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]], the companion can take any action of its choice, not just [[Actions in Combat#Dodge|Dodge]], if it is capable of doing so and making such a decision for itself. If you have multiple creatures under your control, you may control only one using your bonus action, unless otherwise stated. If your companion has a listed bonus action on it's stat block, you may also command it to use it's bonus action in addition to it's action. <br> ___ ### Mounts A goblin charging into battle on a dire wolf, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. <br> ##### Mounting and Dismounting Once during your move, you can mount a creature that is within 5 feet of you, or dismount a creature you have already mounted. Doing so costs an amount of movement equal to half your speed. For example, if your movement speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing [[Conditions#Prone|prone]] in a space within 5 feet of it. If you are the target of an effect that would forcibly dismount you, you must make the same saving throw. If your mount is knocked [[Conditions#Prone|prone]], you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall [[Conditions#Prone|prone]] in a space within 5 feet it. <br><br> ##### Controlling a Mount You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. In combat, a controlled mount follows the [[Companions, Mounts & NPCs#Combat|rules for companions]]. While riding your mount, it has only four action options: [[Actions in Combat#Dash|Dash]], [[Actions in Combat#Disengage|Disengage]], [[Actions in Combat#Dodge|Dodge]] and [[Actions in Combat#Escape 🛠|Escape]] if needed. Similar to the [[#Combat|rules for companions]], you may use a bonus action on your turn to command your mount to perform one of those actions. You do not need to command your mount to move; while a controlled mount is being ridden, you use it's movement speeds as if they were your own. If your mount is not being ridden, it can perform any action available to it. A controlled mount can move and act even on the turn that you mount it. While riding a mount, you may still be subject to opportunity attacks despite not using your "own movement" to move. Unless both rider and mount use a [[Actions in Combat#Disengage|Disengage]] action, either may be the target of an opportunity attack when trying to flee. If the mount is unfamiliar to you or you are not in control of it, it moves and acts as it wishes under the DMs control. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. <br> ___ ### Sidekicks Sometime you may come across NPC's that can hold their own in combat; these characters follow the rules for sidekicks. A sidekick can be incorporated into a group at the party’s inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship, and invite the creature to join them on their adventures. Any sidekick that you meet in your travels will have one of the three following Sidekick classes. <br> ##### Expert The Expert is a master of certain tasks or knowledge, favouring cunning over brawn. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar. To gain the Expert class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels, as summarized on the Expert table. | Expert Level | Features | | :----------: | :--------------------------- | | 1 | Bonus Proficiencies, Helpful | | 2 | Cunning Action | | 3 | Expertise | | 4 | Ability Score Improvement | | 5 | — | | 6 | Coordinated Strike | | 7 | Evasion | | 8 | Ability Score Improvement | | 9 | — | | 10 | Ability Score Improvement | | 11 | Inspiring Help (1d6) | | 12 | Ability Score Improvement | | 13 | — | | 14 | Reliable Talent | | 15 | Expertise | | 16 | Ability Score Improvement | | 17 | — | | 18 | Sharp Mind | | 19 | Ability Score Improvement | | 20 | Inspiring Help (2d6) | <br> **Bonus Proficiencies** >The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. > >In addition, the sidekick gains proficiency in five [[Abilities & Skills#Skills|skills]] of your choice, and it gains proficiency with [[Armour & Weapons#Armour|light armour]]. If it is a [[Creature Type#Humanoid|humanoid]] or has a weapon in its stat block, it also gains proficiency with any weapons it has, all [[Armour & Weapons#Simple|simple]] weapons and with two [[Adventuring Gear#Tool Sets|tool sets]] of the DMs choice. <br> **Helpful** >The sidekick is adept at giving well-timed assistance; the sidekick can take the [[Actions in Combat#Help|Help]] action as a bonus action. <br> **Cunning Action** >The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the [[Actions in Combat#Dash|Dash]], [[Actions in Combat#Disengage|Disengage]], or [[Actions in Combat#Hide|Hide]] action as a bonus action. <br> **Expertise** >Choose two of the sidekick’s [[Abilities & Skills#Skills|skill]] proficiencies. The sidekick’s gains [[Levels & Proficiency Bonus#Expertise|expertise]] when using the chosen proficiencies. > >At 15th level, choose two more of the sidekick’s [[Abilities & Skills#Skills|skill]] proficiencies to gain this benefit. <br> **Ability Score Improvement** >At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature. <br> **Coordinated Strike** >The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. <br> **Evasion** >Because of their extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn’t benefit from this feature while [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]], or [[Conditions#Dying 🛠|dying]]. <br> **Inspiring Help** >When the sidekick takes the [[Actions in Combat#Help|Help]] action, the creature who receives the help also gains a 1d6 bonus to the check that they are making. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target. > >At 20th level, the bonus increases to 2d6. <br> **Reliable Talent** >The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes a check that includes its [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], it can treat a d20 roll of 9 or lower as a 10. <br> **Sharp Mind** >The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma. <br><br> ##### Spellcaster A sidekick who becomes a Spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins. To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels in this class, as summarized on the Spellcaster table. | Spellcaster Level | Features | Spells Known | 1st SS¹ | 2nd SS¹ | 3rd SS¹ | 4th SS¹ | 5th SS¹ | | :---------------: | --------------------------------- | ------------ | ------- | ------- | ------- | ------- | ------- | | 1 | Bonus Proficiencies, Spellcasting | 1 | 2 | - | - | - | - | | 2 | — | 2 | 2 | - | - | - | - | | 3 | — | 3 | 3 | - | - | - | - | | 4 | Ability Score Improvement | 3 | 3 | - | - | - | - | | 5 | — | 4 | 4 | 2 | - | - | - | | 6 | Potent Cantrips | 4 | 4 | 2 | - | - | - | | 7 | — | 5 | 4 | 3 | - | - | - | | 8 | Ability Score Improvement | 5 | 4 | 3 | - | - | - | | 9 | — | 6 | 4 | 3 | 2 | - | - | | 10 | — | 6 | 4 | 3 | 2 | - | - | | 11 | — | 7 | 4 | 3 | 3 | - | - | | 12 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - | | 13 | — | 8 | 4 | 3 | 3 | 1 | - | | 14 | Empowered Spells | 8 | 4 | 3 | 3 | 1 | - | | 15 | — | 9 | 4 | 3 | 3 | 2 | - | | 16 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - | | 17 | — | 10 | 4 | 3 | 3 | 3 | 1 | | 18 | — | 10 | 4 | 3 | 3 | 3 | 1 | | 19 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | | 20 | Focused Casting | 11 | 4 | 3 | 3 | 3 | 2 | ¹ *- Spell Slots* <br> **Bonus Proficiencies** >The sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma. > >In addition, the sidekick gains proficiency in two [[Abilities & Skills#Skills|skills]] of your choice from the following list: [[Abilities & Skills#Arcana|Arcana]], [[Abilities & Skills#Investigation|Investigation]], [[Abilities & Skills#Lore|Lore]], [[Abilities & Skills#Medicine|Medicine]], [[Abilities & Skills#Nature|Nature]], [[Abilities & Skills#Performance|Performance]], [[Abilities & Skills#Persuasion|Persuasion]], and [[Abilities & Skills#Religion|Religion]]. > >The sidekick gains proficiency with [[Armour & Weapons#Armour|light armour]], and If it is a [[Creature Type#Humanoid|humanoid]] or has a weapon in its stat block, it also gains proficiency with any weapons it has, and all [[Armour & Weapons#Simple|simple]] weapons. <br> **Spellcasting** >The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster’s role: Mage, Healer, Prodigy or Shaman. This choice determines the [[Spellcasting#Spell Lists|spell list]] and [[Spellcasting#Spellcasting Ability 🛠|spellcasting ability]] used by the sidekick, as shown on the Spellcasting Role table. > >|Spellcasting Role|Spell List|Ability| >|---|---|---| >|Mage|Arcane|Intelligence| >|Healer|Divine|Wisdom| >|Prodigy|Occult|Charisma| >|Shaman|Primal|Wisdom| > >The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell’s level or higher. The sidekick regains all expended spell slots when it finishes a [[Survival Needs#Long Rest|long rest]]. Additionally, the sidekick knows a number of cantrips equal to it's [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. > >When the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its [[Spellcasting#Spell Lists|spell list]]. The new spell must be a cantrip or of a level for which the sidekick has spell slots. > >The sidekick must use an appropriate [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]] for its spells depending on its Spellcasting Role. <br> **Ability Score Improvement** >At 4th level and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature. <br> **Potent Cantrips** >The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip. <br> **Empowered Spells** >Choose one [[Spellcasting#Schools of Magic|school of magic]]. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any. <br> **Focused Casting** >Taking damage can’t break the sidekick’s [[Spellcasting#Concentration|concentration]] on a spell. <br><br> ##### Warrior A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table. | Warrior Level | Features | | :-----------: | --------------------------------- | | 1 | Bonus Proficiencies, Martial Role | | 2 | Second Wind (1 use) | | 3 | Improved Critical | | 4 | Ability Score Improvement | | 5 | — | | 6 | Extra Attack (1 extra) | | 7 | Battle Readiness | | 8 | Ability Score Improvement | | 9 | — | | 10 | Improved Defense | | 11 | Indomitable (1 use) | | 12 | Ability Score Improvement | | 13 | — | | 14 | Ability Score Improvement | | 15 | Extra Attack (2 extra) | | 16 | Ability Score Improvement | | 17 | — | | 18 | Indomitable (2 uses) | | 19 | Ability Score Improvement | | 20 | Second Wind (2 uses) | <br> **Bonus Proficiencies** >The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. > >In addition, the sidekick gains proficiency in two skills of your choice from the following list: [[Abilities & Skills#Acrobatics|Acrobatics]], [[Abilities & Skills#Animal Handling|Animal Handling]], [[Abilities & Skills#Athletics|Athletics]], [[Abilities & Skills#Insight|Insight]], [[Abilities & Skills#Intimidation|Intimidation]], [[Abilities & Skills#Navigation 🛠|Navigation]], [[Abilities & Skills#Perception|Perception]], and [[Abilities & Skills#Survival|Survival]]. > >The sidekick gains proficiency with one [[Armour & Weapons#Armour|armour category]], and if it is a [[Creature Type#Humanoid|humanoid]] or has a weapon in its stat block, it gains proficiency with [[Armour & Weapons#Shields|shields]], the [[Armour & Weapons#Weapons|weapon category]] for the weapon it has, and all [[Armour & Weapons#Simple|simple]] weapons. <br> **Martial Role** >Each warrior focuses on offense or defence in their training. Choose one of the following specializations: > >**Attacker** >The sidekick gains a +2 bonus to all attack rolls. > >**Defender** >The sidekick can use its reaction to impose [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker. <br> **Second Wind** >The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a [[Survival Needs#Rest|rest]] before it can use it again. > >The sidekick can use this feature twice between rests starting at 20th level. <br> **Improved Critical** >The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20. <br> **Ability Score Improvement** >At 4th level and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature. <br> **Extra Attack** >The sidekick can attack twice, instead of once, whenever it takes the [[Actions in Combat#Attack|Attack]] action on its turn. > >The number of attacks increases to three when the sidekick reaches 15th level. > >If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both. <br> **Battle Readiness** >The sidekick has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Order of Combat#Initiative 🛠|initiative]] rolls. <br> **Improved Defence** >The sidekick’s [[Abilities & Skills#Armor Class|AC]] increases by 1. <br> **Indomitable** >The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a [[Survival Needs#Long Rest|long rest]]. > >The sidekick can use this feature twice between [[Survival Needs#Long Rest|long rests]] starting at 18th level. <br> ___ ## Commoners Sidekicks are rare, and in every other case, any NPC you meet is much more likely to have the stat block of a commoner. These characters are much less likely to be able to survive in combat, and prefer to flee rather than to fight. Still, if a commoner should find it's way into combat, it's important to know what they're capable of. When a Commoner takes the time to prepare for combat, they use one of the following stat blocks: <br> >[!example] Stat Block ># Apprentice >*[[Movement and Position#Creature Size|Small or medium]] [[Creature Type#Humanoid|humanoid]]* >___ >**Armor Class** : 10 >**Hit Points** : 7 (2d8+2) >**Speed** : 30 ft. > >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >| 8 (-1) | 10 (+0) | 9 (-1) | 13 (+1) | 11 (+0) | 12 (+1) | > >**Saving Throws** : Intelligence >**Skill Proficiencies** : Arcana, Lore >**Senses** : passive perception 10 >**Languages** : Common, one other language >**Proficiency Bonus** : +2 >--- >### Actions >**Quarterstaff** >Melee Weapon Attack: -1 to hit, reach 5 ft. >Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands. > >**Spellcasting** >The apprentice casts one of the following Arcane spells, (spell save DC 11) using Intelligence as their spellcasting ability. > >At will: >>[[Arcane Spells#Fire Bolt|fire bolt]]: +3 to hit, 5 (1d10) fire damage. >>[[Arcane Spells#Minor Illusion|minor illusion]] > >2/Day: >>[[Arcane Spells#Burning Hands|burning hands]]: 10 (3d6) fire damage, or half on success. >>[[Arcane Spells#Grease|grease]] <br> >[!example] Stat Block ># Disciple >*[[Movement and Position#Creature Size|Small or medium]] [[Creature Type#Humanoid|humanoid]]* >___ >**Armor Class** : 11 (shield) >**Hit Points** : 9 (2d8) >**Speed** : 30 ft. > >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >| 12 (+1) | 9 (-1) | 10 (+0) | 11 (+0) | 13 (+1) | 9 (-1) | > >**Saving Throws** : Wisdom >**Skill Proficiencies** : Perception, Religion >**Senses** : passive perception 13 >**Languages** : Common, one other language >**Proficiency Bonus** : +2 >--- >### Actions >**Mace** >Melee Weapon Attack: +3 to hit, reach 5 ft. >Hit: 4 (1d6 + 1) bludgeoning damage > >**Spellcasting** >The disciple casts one of the following Divine spells, (spell save DC 11) using Wisdom as their spellcasting ability. > >At will: >>[[Divine Spells#Sacred Flame|sacred flame]]: 4 (1d8) radiant damage, or none on success. >>[[Divine Spells#Guidance|guidance]] > >2/Day: >>[[Divine Spells#Cure Wounds|cure wounds]] <br> >[!example] Stat Block ># Sneak >*[[Movement and Position#Creature Size|Small or medium]] [[Creature Type#Humanoid|humanoid]]* >___ >**Armor Class** : 13 (shield) >**Hit Points** : 9 (2d6+2) >**Speed** : 30 ft. > >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >| 8 (-1) | 13 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 9 (-1) | > >**Saving Throws** : Dexterity >**Skill Proficiencies** : Sleight of Hand, Stealth >**Senses** : passive perception 11 >**Languages** : Common, one other language >**Proficiency Bonus** : +2 >--- >### Actions >**Dagger** >Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft. >Hit: 3 (1d4 + 1) piercing damage > >### Bonus Actions >**Disengage** >The sneak takes the [[Actions in Combat#Disengage|Disengage]] action. <br> >[!example] Stat Block ># Squire >*[[Movement and Position#Creature Size|Small or medium]] [[Creature Type#Humanoid|humanoid]]* >___ >**Armor Class** : 12 (shield) >**Hit Points** : 11 (2d8+2) >**Speed** : 30 ft. > >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >| 13 (+1) | 10 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 9 (-1) | > >**Saving Throws** : Strength >**Skill Proficiencies** : Athletics >**Senses** : passive perception 10 >**Languages** : Common, one other language >**Proficiency Bonus** : +2 >--- >### Actions >**Longsword** >Melee Weapon Attack: +3 to hit, reach 5 ft. >Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. > >### Bonus Actions >**Shove** >While wielding a shield, the squire can attempt to [[Making an Attack#Shoving a Creature|shove]] one creature within 5 feet of it. <br> ##### Commoner Experience Commoners don’t possess classes, however if a commoner has become accustomed to needing to defend themselves, a commoner can become marginally more powerful by increasing its level. The stat blocks present the commoners as they are at 1st level. Rather than gaining experience points, a commoner that regularly interacts with the party has a level equal to half the average [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] of the party (rounded down). When a commoner gains a level, it gains a [[#Commoner Talents|Commoner Talent]]. <br><br> ##### Commoner Talents At 2nd level and again at 3rd level, a commoner gains their choice of one of the following talents. A commoner can’t gain the same talent more than once, unless a talent’s description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent. <br> **Adrenaline Surge** >At the start of the commoners turn, they can choose one creature they can see within 30 feet of them. Until the start of their next turn, they are [[Conditions#Frightened|frightened]] of that creature and their movement speed is doubled to get away from them. <br> **Desperate Scream** >Whenever the commoner makes a saving throw, they can summon their desire to live into a desperate scream. They gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the saving throw, and the scream is audible up to 100 feet away. The commoner can scream in this way twice, and they regain all expended uses when you finish a [[Survival Needs#Long Rest|long rest]]. <br> **Divine Guidance** >*Prerequisite: Disciple* > >The commoner learns one 1st-level spell of their from the [[Divine Spells|Divine spell list]]. It must be a spell they don’t already know. The commoner can cast the spell once with this talent, and regains the ability to do so when they finish a [[Survival Needs#Long Rest|long rest]]. > >This talent can be chosen more than once. Each time it is, choose a different spell. <br> **Magical Talent** >*Prerequisite: Apprentice* > >The commoner learns one 1st-level spell of their from the [[Arcane Spells|Arcane spell list]]. It must be a spell they don’t already know. The commoner can cast the spell once with this talent, and regains the ability to do so when they finish a [[Survival Needs#Long Rest|long rest]]. > >This talent can be chosen more than once. Each time it is, choose a different spell. <br> **Resilience** >Choose one ability score. The commoner gains proficiency in saving throws using the chosen ability. <br> **Sacrificing Shield** >*Prerequisite: Squire* > >When a creature the commoner can see makes an attack against a target they can see within 5 feet of them, they can use their reaction to become the target of the attack instead. If the commoner is wielding a shield, they can reduce the damage by 1d10. Once they use this talent, they can’t do so again until they finish a [[Survival Needs#Rest|rest]]. <br> **Skillful** >The commoner gains proficiency in two [[Abilities & Skills#Skills|skills]] of their choice. <br> **Slip Away** >*Prerequisite: Sneak* > >When a creature that the commoner can see within 5 feet of them hits them with an attack roll and deals damage, they can use their reaction to give themselves [[Damage and Healing#Resistance|resistance]] against the incoming damage. The commoner can then move up to half their movement speed without provoking [[Making an Attack#Opportunity Attacks|opportunity attacks]]. Once the commoner uses this talent, they can’t do so again until they finish [[Survival Needs#Rest|rest]].