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OUTCLASSED

The NPC Statblock Compendium


Hundreds of NPC Statblocks for 5th Edi on Subclasses
Wri en by /u/gaylordqueen69

1
Important Information
Sources Referenced Credits
This document makes reference to the following books
published by Wizards of the Coast. Developed and Written by
/u/gaylordqueen69
Player's Handbook
Monster Manual
Dungeon Master's Guide With Help by
Sword Coast Adventurer's Guide /u/LtPowers
Volo's Guide to Monsters /u/Drewfro666
Xanathar's Guide to Everything /u/Hondor64
/u/bunnygeonmaster
The Monster Manual and Volo's Guide to Monsters are of
/u/michimatsch
particular importance.
/u/omruler13
In addition, some spellcasters in this document draw on spells
/u/BloodhawkFlock
found in Chapter 2 of the Elemental Evil Player's Companion,
/u/p00pl00ps
which can be found online here, and also from Xanathar's Guide
/u/everlivingbees
to Everything.
/u/StuffExplodes
Further, some subclasses listed here aren't found in of icial
/u/kazeespada
books. Instead, they can be found among this list of Unearthed
/u/AdmiralAckbeard
Arcana publications ...
/u/Oedipus_T-Rex
Arti icer /u/Kenraali
Class Design Variants /u/Phylea
Cleric: Divine Domains
... who located mistakes and errors in the document, and
Eberron
The Faithful /u/The_DMPC
Fighter: Martial Archetypes
Kits of Old ... whose document Minor Mages inspired many of the
Monk: Monastic Traditions statblocks in the Miscellaneous chapter.
Paladin: Sacred Oaths If you, the reader, think the challenge rating of a statblock is
Psionics and the Mystic, Take 2 wrong, don't worry about it. Challenge rating is an abstraction.
Ranger & Rogue
Prestige Classes and Rune Magic
Sorcery
Formatted Using
Three Subclasses GMBinder, created by /u/iveld.
Warlock & Wizard
Wizard Revisited Current Edition
... or from the following homebrew documents. January 2020

Blood Hunter
Chronomancer Legal Stuff
Dark Arts Player's Companion DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Long Ranger Realms, the dragon ampersand, Player’s Handbook, Monster
Order of the Lycan Manual, Dungeon Master’s Guide, D&D Adventurers League, all
The Rouge other Wizards of the Coast product names, and their respective
Shrouded Arts Wizard logos are trademarks of Wizards of the Coast in the USA and
Warlock of the Leviathan other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected
Usage Recommendations under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork
1. Bigger numbers don't make better stories. contained herein is prohibited without the express written
2. There are lies, damned lies, and statistics. permission of Wizards of the Coast.
3. Those who fight alone die alone. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA
98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
It's also highly recommended using the CR guidelines in the
Boé chat 31, 2800 Delé mont, CH. Represented by Hasbro Europe,
DMG (or online here) to tailor the challenge to your group. In
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
addition, this document includes a list of statblocks arranged by
thematic similarity which should help you group up NPCs so
they can be more effective in a ight.
Contents
Barbarians (16) Monks (87)
Ancestral Inheritor (21) Blood Bender (91)
Berserker (22) Death Researcher (92)
Blood Rager (23) Drunken Master (93)
Kuldjargh (24) Elemental Monks (94)
Spirit Totem Barbarians (25) Kensei (95)
Storm Herald (26) Open Hand Monk (96)
Zealot (27) Shadow Monk (97)
Sun Soul Monk (98)
Bards (28) Tranquil Master (99)
Blade (32)
Glamour Bard (33) Paladins (100)
Jester (34) Aspect of Vengeance (107)
Lore Bard (35) Feysworn (108)
Shadow Dancer (36) Holy Redeemer (109)
Valor Bard (37) Kingsguard (110)
Whisper Bard (38) Knight Conqueror (111)
Mortal Traitor (112)
Clerics (39) Oathbreaker (113)
Sovereign Knight (114)
Arcana Priest (48)
Winter Knight (115)
Death Priest (49)
Forge Priest (50)
Grave Priest (51) Rangers (116)
Knowledge Priest (52) Beastmaster (120)
Life Priest (53) Gloom Stalker (121)
Light Priest (54) Herbalist (122)
Nature Priest (55) Horizon Walker (123)
Night Priest (56) Hunter (124)
Protection Priest (57) Monster Hunter (125)
Tempest Priest (58) Nightstalker (126)
Trickery Priest (59) Primeval Guardian (127)
War Priest (60)

Druids (61) Rogues (128)


Arcane Thief (132)
Arch Shepherd (65) Assassin (133)
Dream Guardian (66) Guerilla Scout (134)
Land Druid (67) Inquisitor (135)
Liminal Druid (68) Mastermind (136)
Moon Druid (69) Shadow Rogue (137)
Spore Spreader (70) Privateer (138)
Twilight Mendicant (71) Thief (139)

Fighters (72) Sorcerers (140)


Banneret (76) Deathtouched Sorcerer (146)
Battlemasters (77) Dragon Sorcerers (147)
Blood Knight (78) Favoured Chosen (148)
Brute (79) Phoenix Sorcerer (149)
Cavalier (80) Sea Sorcerer (150)
Champion (81) Shadow Sorcerer (151)
Eldritch Knight (82) Stone Sorcerer (152)
Elite Elven Archer (83) Storm Sorcerer (153)
Samurai (84) Vampiric Sorcerer (154)
Sharpshooter (85) Wild Magic Sorcerer (155)
Standard Bearer (86)

3
Warlocks (156) Miscellaneous (199)
Celestial Servant (158) Bait Mage (199)
Faith Seeker (159) Brawler (200)
Hexblade Wielder (160) Church Hand (201)
The Undying (161) Commander (202)
Warlock of the Archfey (162) Courtier (203)
Warlock of the Archlich (163) Cultist of the Archfey (204)
Warlock of the Fiend (164) Cultist of the Archlich (205)
Warlock of the Great Old One (165) Cultist of the Fiend (206)
Warlock of the Leviathan (166) Cultist of the Great Old One (207)
Warlock of the Raven Queen (167) Cultist of the Leviathan (208)
Cultists of the Raven Queen (209)
Wizards (168) Defender (210)
Dirty Fighter (211)
Bladesingers (172) Duelist (212)
Chronomancer (173) Eco-Terrorist (213)
Hemomancer (174) Joker (214)
Inventor (175) Mariner (215)
Lore Master (176) Medic (216)
Reawakener (177) Mercenary (217)
Scholarly Wizards (178) Of iciant (218)
Shrouded Wizard (179) Outlaw (219)
Theurge (180) Rune Scribe (220)
War Wizard (181) Siege Mage (221)
Squire (222)
Arti icers (182) Spell Sniper (223)
Templar (224)
Alchemist (182)
Witch Doctor (225)
Artillerist (182)
Wrestler (226)
Attuner (182)
Other (227)

Blood Hunters (185) Appendices (228)


Ghostbane Blood Hunter (185)
Applying Races (228)
Lycan Blood Hunter (186)
General Discussion (231)
Mutant Blood Hunter (187)
Other Clari ications (232)
Profane Blood Hunter (188)

Long Rangers (189) Bonus Statblocks


Enduring Barbarian (17)
Beast Tamer (189)
Legendary Barbarian (18)
Bounty Hunter (190)
Peak Barbarian (18)
Primal Warden (191)
One Hit Wonder (30)
Rock Legend (30)
Mystics (192) Bishop (44)
Awakened Mystic (192) Cardinal (45)
Immortal Mystic (193) Avatar (45)
Archdruid Coven Leader (62)

Rouges (194) The Indefatigable (74)


Martial Arts Master (88)
Clown (194) Enlightened Master (89)
Effects Master (195) Oathkeeper (103)
Fashionista (196) Fiendbane (104)
Goth (197) Mortal Enemy of Evil (104)
Pretty Face (198) Wild Guardian (118)
Crime Boss (130)
Crime Lord (131)
Matriarch/Patriarch Sorcerer (142)

4
Statblocks Listed by CR 1
Challenge Rating Awakened Mystic
Commander
Deathtouched Sorcerer
CR 0 Defender
Commoner (MM) Discount Assassin
Duelist

CR 1/8 Herbalist
Mariner
Bandit (MM) Mercenary
Church Hand Nature Priest
Courtier Shadow Dancer
Cultist (MM) Shadow Rogue
Joker Sharpshooter
Medic Siege Mage
Noble (MM)
Of iciant
Tribal Warrior (MM)
CR 2
Wrestler Air Bender
Alchemist

CR 1/4 Arcana Priest


Artillerist
Acolyte (MM) Bait Mage
Apprentice Mage (VGM) Bandit Captain (MM)
Cultist of the Archfey Beastmaster
Cultist of the Archlich Berserker (MM)
Cultist of the Fiend Cult Fanatic (MM)
Cultist of the Great Old One Death Priest
Cultist of the Raven Queen Druid (MM)
Eco-Terrorist Earth Bender
Guard (MM) Fire Bender
Jester Grave Priest
Outlaw Guerilla Scout
Rune Scribe Hunter
Squire Inquisitor
Spell Sniper Kensei
Witch Doctor Knowledge Priest
Life Priest
CR 1/2 Mastermind
Mechanical Servant
Brawler Night Priest
Celestial Servant Nightstalker
Cultist of the Leviathan Priest (MM)
Dirty Fighter Shadow Monk
Faith Seeker Spy (MM)
Outlaw (Banished Deacon) Sun Soul Monk
Outlaw (Discharged Soldier) Theurge
Outlaw (Exiled Mage) Tranquil Master
Scout (MM) Trickery Priest
Thug (MM) Water Bender
Warlock of the Raven Queen

5
CR 3 CR 5
Arcane Thief Ancestral Inheritor
Archer (VGM) Bear Totem Barbarian
Arti icer Blood Rager
Bard (VGM) Cavalier
Blood Bender Dream Guardian
Bounty Hunter Eagle Totem Barbarian
Death Researcher Elk Totem Barbarian
Elite Elven Archer Enchanter (VGM)
Illusionist (VGM) Horizon Walker
Knight (MM) Gladiator (MM)
Lore Bard Glamour Bard
Martial Arts Adept (VGM) Kraken Priest (VGM)
Master Thief (VGM) Mutant Blood Hunter
Monster Hunter Primal Warden
Privateer Profane Blood Hunter
Protection Priest Red Tiger Bladesinger
Raven Servant Shadow Sorcerer
Swashbuckler (VGM) Standard Bearer
Templar Tiger Totem Barbarian
Twilight Mendicant Transmuter (VGM)
Veteran (MM) Wolf Totem Barbarian
Whisper Bard
CR 6
CR 4 Bishop
Beast Tamer Chronomancer
Blade Conjurer (VGM)
Chief Berserker Eldritch Knight
Clown Enduring Barbarian
Effects Master Green Dragon Sorcerer
Fashionista Knight Conqueror
Forge Priest Light Priest
Gloom Stalker Lore Master
Goth Lycan Blood Hunter
Inventor Mage (MM)
Kuldjargh Rally Guard
Pretty Face Samurai
Shrouded Wizard Sea Sorcerer
Storm Herald The Undying
Tempest Priest Warlock of the Great Old One (VGM)
Valor Bard Warlock of the Leviathan
Vampiric Sorcerer
Warlock of the Archfey (VGM)

6
CR 7 CR 12
Banneret Archdruid (VGM)
Black/Copper Dragon Sorcerer Archmage (MM)
Blood Knight Crime Boss
Blue/Bronze Dragon Sorcerer Fiendbane
Brass/Gold/Red Dragon Sorcerer Liminal Druid
Feysworn Moon Druid
Hexblade Wielder (Vorpal Greataxe) Phoenix Sorcerer
Immortal Mystic Sovereign Knight
Oathkeeper Warlord (VGM)
Warlock of the Fiend (VGM)
CR 14
CR 8 Favoured Chosen
Arch Shepherd
Assassin (MM)
Blackguard (VGM)
CR 15
Diviner (VGM) Hexblade Wielder (Blackrazor)
Holy Redeemer
Master-At-Arms CR 16
Primeval Guardian
Archdruid Coven Leader
Silver/White Dragon Sorcerer
Matriarch/Patriarch Sorcerer
Mortal Enemy of Evil
CR 9
Abjurer (VGM) CR 17
Champion (VGM)
Crime Lord
Evoker (VGM)
Death Knight (MM)
Ghostbane Blood Hunter
Peak Barbarian
Necromancer (VGM)
Wild Guardian
Warlock of the Archlich
War Priest (VGM)
Zealot CR 18
Avatar
CR 10
Brute CR 19
Drunken Master Enlightened Master
Mortal Traitor The Indefatigable
One Hit Wonder
Spore Spreader
Stone Sorcerer CR 20
Storm Sorcerer Rock Legend
War Wizard
Winter Knight
CR 21
CR 11 Solar (MM)

Aspect of Vengeance
Cardinal
Horizon Walker (Legendary Actions)
Kingsguard
Legendary Barbarian
Martial Arts Master

7
Statblocks Listed by Death
Thematic Similarity Ancestral Inheritor
Aspect of Vengeance
Awakened Mystic
Academic Clown
Acolyte (MM) Cultist of the Archlich
Arcana Priest Cultist of the Raven Queen
Arcane Thief Death Priest
Bait Mage Death Researcher
Battlemasters Deathtouched Sorcerer
Chronomancer Ghostbane Blood Hunter
Courtier Goth
Cultist (MM) Grave Priest
Cult Fanatic (MM) Immortal Mystic
Death Researcher Hemomancer
Eldritch Knight Scholarly Wizards (Necromancer)
Effects Master Night Priest
Hemomancer Oathbreaker
Inquisitor Raven Servant
Inventor Reawakener
Kensei Scholarly Wizards
Knight (MM) Shadow Rogue
Knowledge Priest Spore Spreader
Lore Bard The Undying
Lore Master Twilight Mendicant
Mastermind Vampiric Sorcerer
Monster Hunter Warlock of the Archlich
Noble (MM) Warlock of the Raven Queen
Of iciant Winter Knight
Reawakener
Rune Scribe Elements
Samurai
Blood Bender
Scholarly Wizards
Cultist of the Leviathan
Shrouded Wizard
Dragon Sorcerers
Theurge
Elemental Monks
Forge Priest
Celestial Light Priest
Aspect of Vengeance Horizon Walker
Avatar Phoenix Sorcerer
Awakened Mystic Rune Scribe
Celestial Servant Sea Sorcerer
Church Hand Stone Sorcerer
Favoured Chosen Storm Herald
Healing Squire Storm Sorcerer
Holy Redeemer Tempest Priest
Kingsguard Warlock of the Leviathan
Life Priest Winter Knight
Light Priest
Protection Priest
Sun Soul Monk
Theurge
Zealot

8
Fiendish For Hire
Blood Knight Alchemist
Blood Rager Arcane Thief
Cultist (MM) Archer (VGM)
Cultist of the Fiend Assassin
Cult Fanatic (MM) Bait Mage
Forge Priest Bandit (MM)
Knight Conqueror Bandit Captain (MM)
Oathbreaker Battlemasters
Mortal Traitor Beast Tamer
Profane Blood Hunter Blade
Warlock of the Fiend Brawler
Zealot Bounty Hunter
Brute
Healing Champion
Clown
Acolyte (MM) Church Hand
Alchemist Commoner (MM)
Arcana Priest Courtier
Avatar Defender
Awakened Mystic Dirty Fighter
Bishop Duelist
Cardinal Effects Master
Church Hand Enlightened Master
Celestial Servant Fashionista
Fashionista Forge Priest
Favoured Chosen Ghostbane Blood Hunter
Grave Priest Guard (MM)
Healing Squire Guerilla Scout
Herbalist Herbalist
Holy Redeemer Hunter
Kingsguard Inventor
Knowledge Priest Jester
Land Druid Joker
Life Priest Lore Bard
Light Priest Lycan Blood Hunter
Medic Mariner
Moon Druid Martial Arts Master
Nature Priest Medic
Pretty Face Mercenary
Priest (MM) Monster Hunter
Protection Priest Mutant Blood Hunter
The Undying Of iciant
Theurge One Hit Wonder
Tranquil Master Privateer
Valor Bard Profane Blood Hunter
War Priest Protection Priest
Rock Legend
Rune Scribe
Scholarly Wizards
Scout (MM)
Sharpshooter
Shrouded Wizard
Spell Sniper
Squire
Storm Sorcerer
Templar
Thief
Thug (MM)
Valor Bard
Witch Doctor
Wrestler
9
High Seas Mages
Air Bender Abjurer (VGM)
Arcane Thief Alchemist
Artillerist Artillerist
Bandit (MM) Attuner
Bandit Captain (MM) Arcana Priest
Berserker (MM) Arcane Thief
Blood Bender Bait Mage
Bounty Hunter Chronomancer
Champion (VGM) Clown
Chief Berserker Conjurer (VGM)
Commander Diviner (VGM)
Commoner (MM) Dragon Sorcerers
Courtier Effects Master
Cultist of the Leviathan Enchanter (VGM)
Dirty Fighter Evoker (VGM)
Duelist Fashionista
Guard (MM) Goth
Inquisitor Hemomancer
Kraken Priest (VGM) Illusionist (VGM)
Mariner Inventor
Master-at-Arms Lore Bard
Master Thief (VGM) Lore Master
Mastermind Matriarch/Patriarch Sorcerer
Mercenary Necromancer (VGM)
Noble (MM) Phoenix Sorcerer
Outlaw Pretty Face
Privateer Reawakener
Sea Sorcerer Rune Scribe
Scout (MM) Sea Sorcerer
Spy (MM) Shrouded Wizard
Storm Herald Siege Mage
Storm Sorcerer Spell Sniper
Swashbuckler (VGM) Stone Sorcerer
Tempest Priest Storm Sorcerer
Thug (MM) Theurge
Valor Bard Transmuter (VGM)
Veteran (MM) War Wizard
Warlock of the Leviathan Wild Magic Sorcerer
Water Bender

10
Nature Nonmagical
Archdruid Coven Leader Archer (VGM)
Archer (VGM) Archer Squire
Arch Shepherd Assassin
Beastmaster Bandit (MM)
Beast Tamer Bandit Captain (MM)
Bladesingers Banneret
Cultist of the Archfey Battlemasters
Cultist of the Leviathan Beastmaster
Dream Guardian Beast Tamer
Eco-Terrorist Berserker
Elite Elven Archer Bounty Hunter
Feysworn Brawler
Herbalist Brute
Hunter Cavalier
Land Druid Commoner (MM)
Liminal Druid Champion
Moon Druid Commander
Glamour Bard Courtier
Nature Priest Cultist (MM)
Night Priest Defender
Primeval Guardian Dirty Fighter
Primal Warden Duelist
Scout (MM) Enlightened Master
Sea Sorcerer Guard (MM)
Spirit Totem Barbarians Guerilla Scout
Warlock of the Archfey Herbalist
Warlock of the Leviathan Hunter
Wild Guardian The Indefatigable
Winter Knight Knight (MM)
Witch Doctor Kuldjargh
Mariner
Peace Martial Arts Adept
Martial Arts Master
Awakened Mystic Martial Squire
Bait Mage Medic
Church Hand Mercenary
Commoner (MM) Mounted Squire
Courtier Noble (MM)
Dream Guardian Open Hand Monk
Faith Seeker Outlaw (Discharged Soldier)
Holy Redeemer Privateer
Jester Samurai
Noble (MM) Scout (MM)
Of iciant Sharpshooter
Protection Priest Standard Bearer
Samurai Thief
Scholarly Wizards Thug (MM)
Tranquil Master Tribal Warrior (MM)
Wrestler

11
Planes Tribal
Ancestral Inheritor Archdruid Coven Leader
Awakened Mystic Archer (VGM)
Cultist of the Great Old One Ancestral Inheritor
Dream Guardian Beastmaster
Faith Seeker Beast Tamer
Horizon Walker Berserker
Immortal Mystic Bladesingers
Phoenix Sorcerer Brawler
Scholarly Wizards Cultist of the Archfey
Sea Sorcerer Eco-Terrorist
Stone Sorcerer Elite Elven Archer
Storm Sorcerer Enduring Barbarian
Warlock of the Great Old One Guerilla Scout
Wild Magic Sorcerer Herbalist
Hunter
Shadow Kraken Priest (VGM)
Land Druid
Cultist of the Raven Queen Legendary Barbarian
Hexblade Wielder Liminal Druid
Gloom Stalker Lycan Blood Hunter
Goth Moon Druid
Liminal Druid Mutant Blood Hunter
Night Priest Peak Barbarian
Nightstalker Primal Warden
Raven Servant Scout (MM)
Shadow Dancer Spirit Totem Barbarians
Shadow Monk Tribal Warrior (MM)
Shadow Rogue Warlock of the Archfey
Shadow Sorcerer Witch Doctor
Shrouded Wizard
Twilight Mendicant
Warlock of the Raven Queen
Winter Knight

12
Urban War
Acolyte (MM) Archer (VGM)
Alchemist Artillerist
Arcana Priest Assassin
Arcane Thief Banneret
Assassin Battlemasters
Attuner Blood Knight
Bait Mage Blood Rager
Banneret Cavalier
Bishop Champion
Blade Commander
Bounty Hunter Defender
Brute Fiendbane
Cardinal Forge Priest
Church Hand Guard (MM)
Chronomancer Guerilla Scout
Clown Immortal Mystic
Commoner (MM) Indefatigable
Courtier Kingsguard
Crime Boss Knight (MM)
Crime Lord Knight Conqueror
Dirty Fighter Kuldjargh
Drunken Master Mariner
Duelist Mastermind
Effects Master Medic
Eldritch Knight Mercenary
Fashionista Mortal Enemy of Evil
Forge Priest Oathkeeper
Goth Protection Priest
Guard (MM) Scholarly Wizards
Inquisitor Scout (MM)
Inventor Sharpshooter
Jester Siege Mage
Joker Sovereign Knight
Kingsguard Spell Sniper
Knight (MM) Squire
Knight Conqueror Standard Bearer
Knowledge Priest Templar
Kuldjargh Valor Bard
Lore Bard War Priest
Lore Master War Wizard
Mastermind
Mortal Traitor
Noble (MM)
Of iciant
One Hit Wonder
Pretty Face
Protection Priest
Rock Legend
Rune Scribe
Scholarly Wizards
Shadow Rogue
Shrouded Wizard
Sovereign Knight
Standard Bearer
Templar
Thief
Thug (MM)
Trickery Priest
Whisper Bard
Wrestler

13
Statblocks Listed by Source Xanathar's Guide to Everything
(Order of Appearance) Ancestral Inheritor (Path of the Ancestral Guardian)
Storm Herald
Zealot
Player's Handbook Blade (College of Swords)
Berserker Glamour Bard
Spirit Totem Barbarians (Totem of the Bear, Eagle, Wolf) Whisper Bard
Lore Bard Forge Priest
Valor Bard Grave Priest
Knowledge Priest Arch Shepherd (Circle of the Shepherd)
Life Priest Dream Guardian (Circle of Dreams)
Light Priest Cavalier
Nature Priest Elite Elven Archer (Arcane Archer Archetype)
Tempest Priest Samurai
Trickery Priest Drunken Master
War Priest Kensei
Land Druid Sun Soul Monk
Moon Druid Holy Redeemer (Oath of Redemption)
Battlemasters Knight Conqueror (Oath of Conquest)
Champion Gloom Stalker
Eldritch Knight Horizon Walker
Elemental Monks (Way of the Four Elements) Monster Hunter
Open Hand Monk Guerilla Scout (Scout Archetype)
Shadow Monk Inquisitor (Inquisitive Archetype)
Aspect of Vengeance (Oath of Vengeance) Mastermind
Feysworn (Oath of the Ancients) Privateer (Swashbuckler Archetype)
Kingsguard (Oath of Protection) Favoured Chosen (Divine Soul Bloodline)
Beastmaster Shadow Sorcerer (Shadow Magic Bloodline)
Hunter Storm Sorcerer
Arcane Thief (Arcane Trickster Archetype) Celestial Servant (Warlock of the Celestial)
Assassin Hexblade Wielder (Warlock of the Hexblade)
Thief War Wizard
Dragon Sorcerers
Wild Magic Sorcerer Unearthed Arcana
Warlock of the Archfey
Jester
Warlock of the Fiend
Protection Priest
Warlock of the Great Old One
Spore Spreader (Circle of Spores)
Scholarly Wizards (All Schools)
Twilight Mendicant (Circle of Twilight)
Brute
Dungeon Master's Guide Sharpshooter
Death Priest Standard Bearer (Knight Archetype)
Oathbreaker Tranquil Master (Way of Tranquility)
Mortal Traitor (Oath of Treachery)

Sword Coast Adventurer's Herbalist (Ranger: No Spells)


Primeval Guardian
Guide Phoenix Sorcerer
Sea Sorcerer
Kuldjargh (Path of the Battlerager) Stone Sorcerer
Spirit Totem Barbarians (Totem of the Elk, Tiger) Faith Seeker (Warlock of the Seeker)
Arcana Priest Warlock of the Raven Queen
Banneret (Purple Dragon Knight) Inventor (School of Invention)
Death Researcher (Way of the Long Death) Lore Master (School of Lore Mastery)
Sun Soul Monk Theurge (School of Theurgy)
Sovereign Knight (Oath of the Crown) Alchemist
Mastermind Artillerist
Privateer (Swashbuckler Archetype) Attuner
Storm Sorcerer Awakened Mystic
The Undying Immortal Mystic
Bladesingers Rune Scribe

14
Matt Mercer
Homebrew Ghostbane Blood Hunter (Order of the Ghostslayer)
Dark Arts Player's Companion Lycan Blood Hunter
Blood Rager (Path of Blood) Mutant Blood Hunter
Shadow Dancer (College of the Shadowfell) Profane Blood Hunter (Order of the Profane Soul)
Night Priest
Liminal Druid (Circle of Twilight) CaelReader
Blood Knight Warlock of the Leviathan
Blood Bender (Way of the Bloodied Fist)
Winter Knight (Oath of the Grave)
SargeBriar
Shrouded Wizard (School of the Shrouded Arts)
Nightstalker
Shadow Rogue
Deathtouched Sorcerer
TehlalTheAllTelling
Chronomancer (School of Chronomancy)
Vampiric Sorcerer
Warlock of the Archlich
Hemomancer (School of Hemomancy)
Reawakener (School of Reawakening)

GQ69
Beast Tamer
Bounty Hunter
Primal Warden
Clown
Effects Master
Fashionista
Goth
Pretty Face
Bait Mage
Brawler
Church Hand
Commander
Courtier
Cultist of the Archfey
Cultist of the Archlich
Cultist of the Fiend
Cultist of the Great Old One
Cultist of the Leviathan
Cultists of the Raven Queen
Defender
Dirty Fighter
Duelist
Eco-Terrorist
Joker
Mariner
Medic
Mercenary
Of iciant
Outlaw
Siege Mage
Squire
Spell Sniper
Templar
Witch Doctor
Wrestler

15
Barbarians

U
ntamed and unfettered by the bene its of society
and the conveniences of magic and technology, Higher Powers
barbarian tribes live in accordance with the
natural world. Signs that would go unnoticed by Secular
one unfamiliar with their ways, such as three The majority of tribes do not explicitly worship a god, instead
calls of a blackbird or a cactus growing with no holding respect for the natural forces of the world or for the
spines pointing North, are meaningful omens spirits of their ancestors that guide them.
that can spell the impending doom of a tribe or the imperative
Ancestral Inheritor
to pack up and move a thousand miles away, braving the
Berserker
elements and the dangers of the open hills. Those who come
from such societies rely on their unmatched strength of body Arch-Fey
and spirit to carry them through ordeals that no one else would Some tribes worship arch-fey as though they were gods, not
(or should) dare to attempt. knowing the difference. To their credit, there is not truly a great
difference. The arch-fey, in fact, can provide for them much more
Barbarian Tribes than any indifferent god could ever provide, all for the price of
sowing unrest in the material realm.
A barbarian tribe is a community of people who live
communally off of the land. They live a life more akin to the Ancestral Inheritor
early days of humanity, wandering the great plains in search of Spirit Totem Barbarians
sources of food like ish from rivers, berries from bushes, and
game like deer, rabbits, and oxen. They have a strong sense of Fiend
the "in-group" and are largely distrustful of outsiders, a distrust Great iends like Zariel or Baphomet might take interest in a
that is often warranted due to the expansionary nature of tribe that produces generation after generation of unstoppable
mankind or -- even worse -- the destructive nature of many warriors, subtly in luencing them to greater and greater heights
other humanoid forces. of power until their lust for blood overtakes them and their
Hunter-Gatherers. The able-bodied of the tribe stalk wild souls are forfeit to evil.
animals sometimes for days in an attempt to wear them out. The
Blood Rager
endurance of a barbarian can far outmatch any ordinary deer.
Zealot
Meanwhile, those with good eyesight and nimble ingers are
better suited to gathering berries. It's not often acknowledged
that the latter are responsible for the majority of the tribe's
Auril, Goddess of Winter
The tribe can usually be found in Northern regions under
food, not the former.
freezing temperatures, yet their clothing and living situations
Shamanic Reverence. While the tribe may not have access
could be seen as totally insuf icient to an outsider, often leaving
to nor interest in arcane magic, that isn't to say that magic does
their skin bare without so much as a shiver.
not play a part in their lives. Instead, a tribesman or
tribeswoman with a particular attunement to the wild forces of Berserker
nature may act as a shaman, guiding the tribe towards Storm Herald
prosperity and safety. Some shamans may abuse the power and
trust put upon them through their position and lead the tribe Bhaal, God of Murder
into ruin in pursuit of their sel ish desires. The tribe worships the spilling of blood. Tribes that are neutral
in alignment might see blood as a symbol of life that nourishes
Demographics the land when it is spilled, while evil tribes might see the spilling
of blood as an opportunity to consume the weak to gain power
In a tribe of 20 people ... over others.
1 is a warrior (barbarian) Blood Rager
2 are hunters (tribal warriors) Zealot
4 are gatherers (commoners)
1 is a cook (commoner) Clanggedin Silverbeard, Dwarf God of Battle
3 are crafters (commoners) Dwarven barbarian tribes that worship the god of battle might
1 is a shaman (commoner) dress up their warriors in armor or even trade with civilised
4 are children (commoners) societies for advanced weapons to out it their hunters with.
4 are elders (commoners) Their warriors are jointly revered for their fearlessness and
patronised for their stupidity.
A barbarian tribe might also include rangers as hunters or
warriors. Instead of a commoner, a shaman might be a cleric, a Berserker
druid, a sorcerer, or in rare cases a warlock. Kuldjargh

16
Gond, God of Craft
The tribe holds a particular reverence towards its crafters,
elevating them to positions of power. Shamans must prove Enduring Barbarian
themselves by crafting a holy symbol to Gond worthy of his Medium humanoid (any race), any alignment
attention.
Armor Class 17
Kuldjargh Hit Points 102 (12d8 + 48)
Spirit Totem Barbarians Speed 40 ft.
Ilmater, God of Endurance
The tribe under Ilmater is much more nomadic than usual, STR DEX CON INT WIS CHA
travelling across vast distances sustained by seemingly limitless
18 (+4) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0)
energy. They can often be found in climates that otherwise
would be inhospitable to life.
Saving Throws Dex +6
Berserker Skills Athletics +7
Spirit Totem Barbarians
Damage Resistances nonmagical bludgeoning, piercing,
and slashing
Malar, God of the Hunt Senses passive Perception 11
Languages any one language
The tribe elevates its hunters of old to legendary status, and
Challenge 6 (2,300 XP)
they pay respect to all the game the tribe eats, attempting to use
every part of the animal and waste nothing.
Brutal Critical. If the barbarian scores a cri cal hit, it rolls
Ancestral Inheritor its damage dice three mes, instead of twice.
Spirit Totem Barbarians Feral Instinct. If the barbarian isn't unconscious, it can't
be surprised and has advantage on ini a ve rolls.
Savras, God of Divination and Fate
Shamans of the tribe rely on spells such as augury to determine Reckless. At the start of its turn, the barbarian can gain
the direction the tribe will take going into the future. While advantage on all melee weapon a ack rolls during that
augury is often opaque in its meaning, the tribe's shamans ind a turn, but a ack rolls against it have advantage un l the
much easier time understanding its idiosyncrasies.
start of its next turn.
Unarmored Defense. While not wearing armor, the
Ancestral Inheritor barbarian's AC includes its Cons tu on modifier.
Spirit Totem Barbarians

Sylvanus, God of Wild Nature


Ac ons
The tribe rejects any form of technology beyond simple scraps Multiattack. The berserker makes two melee weapon
of clothing and weapons more complicated than a spear or a a acks.
club. They sleep outside and speak only a faltering language, Greataxe. Melee Weapon Attack: +7 to hit, reach 5 .,
little more than animals, yet somehow still living a long and one target. Hit: 10 (1d12 + 4) slashing damage.
happy life.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
Berserker reach 5 . or range 20/60 ., one target. Hit: 7 (1d6 + 4)
Spirit Totem Barbarians piercing damage, or 8 (1d8 + 4) piercing damage if used
with two hands to make a melee a ack.
Talos, God of Storms
Shamans of the tribe alternate between believing they can
predict great storms to believing, perhaps foolishly, that they Tier Two
can control them. Enduring Barbarian (NPC pg. 17)
Zealot (NPC pg. 27)
Storm Herald
Zealot Tier Three
Legendary Barbarian (NPC pg. 18)
Statblocks Tier Four
Tier One Peak Barbarian (NPC pg. 18)
Ancestral Inheritor (NPC pg. 21)
Berserker (MM pg. 344) Variant Rule: Calming the Beast
Blood Rager (NPC pg. 23) If any barbarian starts its turn without having made an attack
Chief Berserker (NPC pg. 22) roll or without having taken damage during the previous round,
Kuldjargh (NPC pg. 24) it loses its multiattack action and its resistance to nonmagical
Spirit Totem Barbarians (NPC pg. 25) bludgeoning, piercing, and slashing damage. The barbarian can
Storm Herald (NPC pg. 26) regain these features the next time it takes damage or after
Wrestler (NPC pg. 226) completing a short or long rest. Legendary barbarians and
peak barbarians can ignore this rule.

17
Legendary Barbarian Peak Barbarian
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 19 Armor Class 22


Hit Points 152 (16d8 + 80) Hit Points 230 (20d8 + 140)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 10 (+0) 24 (+7) 20 (+5) 24 (+7) 15 (+2) 20 (+5) 15 (+2)

Saving Throws Dex +8 Saving Throws Dex +11


Skills Athletics +9 Skills Athletics +13
Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and
slashing slashing
Damage Immunities nonmagical bludgeoning, piercing, Damage Immunities nonmagical bludgeoning, piercing,
and slashing and slashing
Senses passive Perception 12 Senses passive Perception 15
Languages any one language Languages any one language
Challenge 11 (7,200 XP) Challenge 17 (18,000 XP)

Brutal Critical. If the barbarian scores a cri cal hit, it rolls Brutal Critical. If the barbarian scores a cri cal hit, it rolls
its damage dice four mes, instead of twice. its damage dice five mes, instead of twice.
Feral Instinct. If the barbarian isn't unconscious, it can't Feral Instinct. If the barbarian isn't unconscious, it can't
be surprised and has advantage on ini a ve rolls. be surprised and has advantage on ini a ve rolls.
Magic Weapons. The barbarian's weapon a acks are Indomitable Might. The minimum result of the
magical and deal one addi onal die of damage on a hit barbarian's Strength checks is 24.
(included in the a ack).
Magic Weapons. The barbarian's weapon a acks are
Reckless. At the start of its turn, the barbarian can gain magical and deal one addi onal die of damage on a hit
advantage on all melee weapon a ack rolls during that (included in the a ack).
turn, but a ack rolls against it have advantage un l the
Reckless. At the start of its turn, the barbarian can gain
start of its next turn.
advantage on all melee weapon a ack rolls during that
Relentless (Recharges after a Short or Long Rest). If the turn, but a ack rolls against it have advantage un l the
barbarian takes damage that reduces it to 0 hit points start of its next turn.
without being killed outright, it can choose to fall to 1
Relentless (Recharges after a Short or Long Rest). If the
hit point instead.
barbarian takes damage that reduces it to 0 hit points
Unarmored Defense. While not wearing armor, the without being killed outright, it can choose to fall to 1
barbarian's AC includes its Cons tu on modifier. hit point instead.

Ac ons Unarmored Defense. While not wearing armor, the


barbarian's AC includes its Cons tu on modifier.
Multiattack. The berserker makes three melee weapon
a acks. Ac ons
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ., Multiattack. The berserker makes four melee weapon
one target. Hit: 18 (2d12 + 5) slashing damage. a acks.
Spear. Melee or Ranged Weapon Attack: +9 to hit, Greataxe. Melee Weapon Attack: +13 to hit, reach 5 .,
reach 5 . or range 20/60 ., one target. Hit: 12 (2d6 + one target. Hit: 20 (2d12 + 7) slashing damage.
5) piercing damage, or 14 (2d8 + 5) piercing damage if
Spear. Melee or Ranged Weapon Attack: +13 to hit,
used with two hands to make a melee a ack.
reach 5 . or range 20/60 ., one target. Hit: 14 (2d6 +
7) piercing damage, or 16 (2d8 + 7) piercing damage if
used with two hands to make a melee a ack.

18
Alert. Barbarians at Tier Two or higher are highly alert to
Tribe Strategies danger and can react much quicker than their allies. A barbarian
at this level is extremely useful for keeping watch, as they can
The tribe works together as a community to repel hostile forces.
disrupt any ambush attempts and instantly alert their allies to
Each member of the community, no matter how well they might
an attack. It also allows them to more quickly set themselves up
be able to defend themselves individually, contributes to the
in the middle of the fray to draw ire away from their allies and
defense of the tribe.
distract tougher foes.
Covering Their Tracks. The best ights are those that are
avoided altogether. Cooks learn to prepare food using a
smokeless ire. Crafters prepare false trails that lead trackers The Clan of the Iron Moon
astray. A game is made for children to erase footprints left
Race. Goliath.
behind in the dirt. The old, sick, and weak willingly choose to be
Higher Power. Savras, God of Divination and Fate.
left behind as a distraction to pursuers. Gatherers pick their
Featured Subclass. Ancestral Inheritor.
food carefully to mimic the natural plucking of berries by
wildlife. Hunters stay home so as not to disturb a creature that The goliaths of the clan of the Iron Moon live in the mountains
might give away their tribe's position. Shamans call upon North of the Sword Coast. Through powerful fortune-telling
ancient forces to conceal their tribe with magic and consult their magic, they have seen a future where a child of their clan
auguries to identify paths of least resistance. achieves ultimate physical and mental perfection and saves the
Leaving Traps. Gatherers work together with shamans to world from a terrible future. Since divination is by its nature
create poisoned berries and cleverly leave them among the complex and often opaque, the tribe doesn't know when such a
healthy berries in the bushes. Crafters and hunters combine paragon will be born. They are also well aware that through
their skills to dig deadly pitfalls and other traps for pursuers to neglect or apathy of the tribe this paragon may never come to
haplessly fall prey to. Shamans leave glyphs and half-complete exist at all. The tribe as a result has a reverence for its children
rituals that burst with magical force when triggered. and its future generations, with all members of the tribe
Overwhelming Force. The tribe's warrior (barbarian) is collectively attempting to shape any given child into perfection.
usually irst to the fray, engaging as many enemies as they can in Many of the strongest and most magically gifted of the tribe are
a frenzy of bloodlust and anger. The hunters (tribal warriors) capable of astrally projecting themselves into the future to
can use their pack tactics to more easily pick off enemies the provide support for future generations directly. This manifests
warrior engages. Spellcasting shamans can use spells like in certain barbarians as the powers of an ancestral inheritor.
guiding bolt to highlight key threats, silence to neuter enemy At the moment, the clan has forty- ive people, two of which
spellcasters, or entangle to slow down an approaching force. In are ancestral inheritor barbarians, a brother and sister team
general, tribes prefer to strike hard and fast with everything that compete for the attentions of their ancestors by achieving
they have, disable a major threat, then retreat to safety or lead greater and greater feats of strength and intelligence. Some say
the enemies away from those in the tribe that cannot defend that one of them may become the paragon that the shamans of
themselves. old have so often dreamed about, but this is unlikely, as both of
them have some pretty severe hang-ups about authority and

Barbarian Tactics tradition. The shaman has her hands full with the two of them.

Barbarians hit hard, but their advantage lies in their defense. Stem and Nundle Iron Moon
Animalistic. Barbarians are not strategists. They launch
Stem and Nundle are neutral goliaths, both represented by an
themselves at the most dangerous threat irst, ignoring enemies
ancestral inheritor statblock with an Intelligence of 16 (+3)
that look weaker (such as spellcasters) in favour of enemies that
and a skill in History (+6). They can speak Giant and Common.
are more visibly big and aggressive (like ogres, knights, or other
As Large creatures, their hit points increase to 95 (10d10 + 40).
barbarians). While this can bene it allies as the barbarian takes
In addition, three times a day they can add 6 (1d12) to the result
away the heat of the most physically imposing enemy, it leaves
of their Spirit Shield, replacing their racial Stone's
the barbarian vulnerable to spellcasters. Their allies must
Endurance.
account for this and either steer the barbarian in the right
Nundle has two young children from unknown fathers. She
direction or take out the spellcasters on their own.
doesn't have strong feelings of motherhood towards them,
Multiple Engagements. A barbarian is at its best when it's
which she claims is because of the tribe's tradition of collectively
ighting off several enemies at once. If an enemy is attacking the
raising all children together as a village. She will only
barbarian instead of one of the barbarian's more vulnerable
begrudgingly acknowledge her role as a parent if heavily pushed
allies, it's wasting much of its damage potential on the
by her shaman.
barbarian's resistances. The barbarian activates Reckless every
Meanwhile, Stem has taken interest in a powerful bugbear
turn to make itself more of an enticing target.
warrior woman from a neighbouring tribe and often sneaks out
Disable Threats. When ighting a single enemy, a barbarian
at night to see her. Since bugbears and goliaths can't produce
with multiattack can replace its irst attack with a Shove and its
children, this isn't looked upon kindly by other members of the
second attack with a Grapple to instantly knock down and pin
tribe. Unfortunately for Stem, his ugly features and boorish
their enemy, making them an easy target for their allies to gang
personality make his prospects with the women of the clan of
up on or capture for questioning.
Iron Moon less than promising.

19
Parental Responsibility
Hyeggle Iron Moon Nundle's children have run away to be adopted by a rival goliath
Hyeggle is represented by a theurge statblock. She can speak clan closer to civilisation at the base of the mountains. With
Celestial, Common, and Giant, and she has given herself Hyeggle's urging, Nundle reluctantly leads her tribal warriors on
pro iciency in Persuasion (+2) to better deal with Stem and a mission to get her children back. The rival clan asks the party
Nundle. She has an Athletics pro iciency (+2) and the Stone's to help defend their territory against what they see as clear
Endurance reaction from being a goliath. As a Large creature, expansionary tactics of the clan of the Iron Moon.
her hit points increase to 78 (12d10 + 12). Since the rival clan refuses to divulge the true purpose of
Hyeggle is getting on in age and is frustrated by her failing Nundle's attack (as adopting another clan's children is a deeply
strength. She is constantly exhausted as she spends her days dishonorable act in goliath culture), the issue is not necessarily
nagging Nundle to be a more present parent and berating Stem black and white.
for his choice of partner, while also spending all night projecting
herself into the future trying in vain to ind the next ancestral Paragon
inheritor of the future to aid them as well. She has not yet been Hyeggle is plagued by visions of her tribe's future paragon, but
successful, which worries her as she believes that neither Stem instead of a goliath of the clan of the Iron Moon, she sees one of
nor Nundle is the true paragon of legend. the members of the party (goliath or otherwise).
Confused and outraged by the absurdity of such a vision, and
Other Tribespeople convinced that the party is using dark magic to affect her
dreams, she invites the party to join the tribe for a massive feast
Hunters with secret plans to murder the entire party in their sleep. Stem
The tribe has ten hunters. They are represented by the tribal and Nundle are privy to the plan, but few of the other members
warrior statblock. They have Stone's Endurance as a of the clan know the true purpose of the feast.
reaction, Athletics as a skill (+3), and are Large creatures with Both Stem and Nundle have some hang-ups about
hit points of 13 (2d10 + 2). dishonorably murdering a guest in their sleep and may slyly
All other tribe members who are not hunters are orchestrate something to wake the party up before they are
commoners. As goliaths, they have Stone's Endurance as a murdered. Hopefully, they will be able to ight the party in a
reaction, have Athletics as a skill (+2), and are Large creatures manner that is more consistent with the tenets of the honor of
with hit points of 5 (1d10) unless otherwise noted. goliath clans.
If one party member is a goliath, Hyeggle's visions may truly
Gatherers apply to them, and that party member might gain the Boon of
The tribe has eight gatherers with Survival as a skill (+2). Fate from Savras. Otherwise, the visions may come from an
otherworldly malicious force such as a devil or an arch-fey.
Cooks
The tribe has two cooks with pro iciency in Cook's Utensils (+2).
The Paragon of the Iron Moon
Crafters If either Stem or Nundle are killed, but not both, the surviving
The tribe has six crafters with pro iciency in Woodcarver's Tools sibling may quickly realize their true potential as a paragon of
(+2). the Iron Moon and undergo a dramatic transformation over the
course of 24 hours.
Children If so, they replace their statblock with that of a peak
The tribe has four young children who are Small creatures with barbarian, shedding off the need for support from their
hit points of 3 (1d6) and four older children who are Medium ancestors in favour of pure mental and physical perfection.
creatures with hit points of 4 (1d8). As goliaths, they gain the Stone's Endurance reaction and
are Large creatures with hit points of 250 (20d10 + 140). They
Elders also increase their Intelligence to 18 (+4) and retain their skill
The tribe has eight elders with History as a skill (+2). in History (+10). They also gain the Boon of Fate.

Con lict
The party might come into con lict with the tribe in one or more Boon of Fate (Recharges after a Short or Long Rest).
of the following ways, or through another way that its more When a creature the barbarian can see within 60 feet of
directly with your campaign. it makes an ability check, an a ack roll, or a saving
throw, the barbarian can roll a d10 and apply the result
Unrequited Obsession as a bonus or penalty to the roll.
Stem falls in love with one of the party members instead of the
bugbear warrior, a love which is not quite reciprocated, for Stem The paragon is tasked with a great responsibility to protect the
is profoundly unattractive and boorish. The rest of the clan of world from destruction, but their personality does not change,
the Iron Moon is willing to do whatever it takes to quell Stem's inviting many of their personal issues to affect their decisions
obsession, even if that means resorting to violence against the and capabilities and potentially making their mission
party. impossible to complete alone. It's up to the party whether to
help the new paragon, work against them, or sit back and allow
them to self-destruct.

20
Ancestral Inheritor (XGE)
The ancestral inheritor is accompanied by the spirits of its Ancestral Inheritor
ancestors who assist it in glorious battle for its tribe, knowing Medium humanoid (any race), any alignment
that should it die in combat while its sons and daughters still
live, its soul will join theirs and be passed down through Armor Class 15
generations. Hit Points 85 (10d8 + 40)
This barbarian follows the Path of the Ancestral Guardians. Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)

Skills Athletics +7, History +2, Survival +5


Damage Resistances nonmagical bludgeoning, piercing,
and slashing
Senses passive Perception 12
Languages any one language
Challenge 5 (1,800 XP)

Innate Spellcasting. The inheritor's spellcas ng ability is


Wisdom (spell save DC 13, +5 to hit with spell a acks).
It can cast the following spells innately:
1/day each: augury, clairvoyance
Ancestral Demise. When the inheritor dies, it
disintegrates and becomes an ancestral spirit, joining
the other ancestral spirits as they pass on to guard one
of the inheritor's children chosen at random. If the
inheritor has no children, it dies, along with all of its
ancestral spirits.
Ancestral Protectors. In ba le, the inheritor is
surrounded and protected by ancestral spirits, the souls
of its ancestors. The first me the inheritor hits a
creature with a melee weapon a ack on its turn, the
creature becomes the target of the ancestral spirits,
hindering its a acks. The target has disadvantage on
a acks rolls un l the start of the inheritor's next turn.
Unarmored Defense. While the inheritor is wearing no
armor, its AC includes its Cons tu on modifier.

Ac ons
Multiattack. The inheritor makes two a acks with its
greataxe.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 10 (1d12 + 4) slashing damage.

Reac ons
Spirit Shield. When a creature the inheritor can see
within 30 feet of it takes damage from an a ack, the
inheritor can use its reac on to provide aid through its
ancestral spirits, reducing the damage by 7 (2d6).

21
Berserker (PHB)
Berserkers are wild, uncontained beasts who fear not death nor Chief Berserker
pain. They will defend their tribes with their lives. Some Medium humanoid (any race), any chaotic alignment
gladiators, pirates, soldiers, and others may also become
berserkers in combat. Armor Class 16
Hit Points 67 (9d8 + 27)
Berserker, MM pg. 344. Speed 40 ft.
The berserker in the monster manual is suf icient to represent a
berserker, but for a higher challenge or for higher level play,
included is a slightly more powerful version of the berserker. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

Damage Resistances nonmagical bludgeoning, piercing,


and slashing
Senses passive Perception 11
Languages any one language
Challenge 4 (1,100 XP)

Look at Me. I'm the Chief Now. When the chief berserker
is killed, one berserker ally within 30 feet of the
berserker can magically and permanently adopt the
chief berserker's statblock. The berserker ally retains its
hit points and its equipment.
Reckless. At the start of its turn, the chief berserker can
gain advantage on all melee weapon a ack rolls during
that turn, but a ack rolls against it have advantage un l
the start of its next turn.
Unarmored Defense. While not wearing armor, the chief
berserker's AC includes its Cons tu on modifier.

Ac ons
Multiattack. The chief berserker makes two a acks with
its greataxe.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 9 (1d12 + 3) slashing damage.

22
Blood Rager (DAPC)
Using ancient forbidden practices of channeling their own Blood Rager
expelled blood in combat, blood ragers seek out greater and Medium humanoid (any race), any chaotic alignment
greater dangers, growing steadily in power and control with
each ordeal they survive. Armor Class 16
Hit Points 95 (10d8 + 50)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 20 (+5) 10 (+0) 13 (+1) 10 (+0)

Skills Perception +7
Damage Resistances nonmagical bludgeoning, piercing,
and slashing
Senses passive Perception 16
Languages any one language
Challenge 5 (1,800 XP)

Blood Points. When the blood rager has taken more


than 20 damage in the previous round, it chooses one
of the following effects this turn:
Empowered Attack. The blood rager adds an extra 10
damage to the first a ack it hits with.
Empowered Senses. Un l the end of its turn, the blood
rager can see invisible creatures as if they were visible
up to a range of 60 feet.
Empowered Speed. Un l the end of its turn, the blood
rager's speed increases by 30 feet.
Bloodshed Armor. While the blood rager is not wearing
armor, its AC includes its Cons tu on modifier.
Reckless. At the start of its turn, the blood rager can
gain advantage on all melee weapon a ack rolls it
makes during that turn, but a ack rolls against it have
advantage un l the start of its next turn.
The Smell of Blood. The blood rager has advantage on
Wisdom (Percep on) checks that rely on smell to detect
creatures that are at half their maximum hit points or
fewer. Creatures up to 1 mile away smell as strongly to
the blood rager as they would if they were only 5 feet
away.

Ac ons
Multiattack. The Blood Rager makes two melee a acks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 .,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.

23
Kuldjargh (SCAG)
The kuldjargh (literally, "axe idiot") are specialised dwarven Kuldjargh
warriors who throw themselves into battle, using their armor as Medium humanoid (dwarf), any alignment
a weapon as much as their axes. They don't tend to live very
long, but they irmly believe that their gods will resurrect them Armor Class 16 (spiked armor)
after death. Hit Points 102 (12d8 + 48)
This barbarian follows the Path of the Battle Rager. Speed 35 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 7 (-2) 8 (-1) 8 (-1)

Skills Athletics +6
Damage Resistances poison; nonmagical bludgeoning,
piercing, and slashing
Senses darkvision 60 ft., passive Perception 9
Languages Dwarvish plus any one language
Challenge 4 (1,100 XP)

Aggressive. As a bonus ac on, the kuldjargh can move


up to its speed towards a hos le creature that it can
see.
Dwarven Resilience. The kuldjargh has advantage on
saving throws to resist being poisoned.
Grappling Armor. The kuldjargh can make a grapple
check as a bonus ac on a er it hits a creature with a
weapon a ack. The kuldjargh doesn't need a free hand
to grapple.
Reckless. At the start of its turn, the kuldjargh can gain
advantage on all melee weapon a ack rolls it makes
during that turn, but a ack rolls against it have
advantage un l the start of its next turn.
Spiked Armor. A creature within 5 feet of the kuldjargh
that hits it with a melee weapon a ack takes 2 (1d4)
piercing damage. Addi onally, a creature grappling or
grappled by the kuldjargh takes 2 (1d4) piercing damage
at the start of the kuldjargh's turn.

Ac ons
Multiattack. The kuldjargh makes three melee weapon
a acks: two with its handaxes and one with its spiked
armor.
Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 . or range 20/60 ., one target. Hit: 7 (1d6 + 4)
slashing damage.
Spiked Armor. Melee Weapon Attack: +6 to hit, reach 5
., one target. Hit: 6 (1d4 + 4) piercing damage. The
kuldjargh doesn't need to roll an a ack for a creature it
is grappling.

24
Spirit Totem Barbarians Bear Totem Barbarian
Barbarians who worship the power of the natural world often Medium humanoid (any race), any alignment
craft totems based on an animals whose traits they wish to
emulate.
Armor Class 13 (hide armor)
Hit Points 85 (10d8 + 40)
Bear Totem (PHB) Speed 40 ft.
Bear totem barbarians are included as a full statblock here. Your
NPC barbarian might have another animal totem instead.
If so, the barbarian loses its Totem of the Bear feature and STR DEX CON INT WIS CHA
its damage resistances (except bludgeoning, piercing, and 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
slashing from nonmagical weapons). Its CR is unaffected.
Skills Athletics +7
Eagle Totem Barbarian (PHB) Damage Resistances acid, cold, fire, force, lightning,
The barbarian gains pro iciency in the Perception skill and a ly necrotic, poison, radiant, thunder; nonmagical
speed of 40 feet. bludgeoning, piercing, and slashing
Senses passive Perception 12
Elk Totem Barbarian (SCAG) Languages any one language
The barbarian increases its speed by 15 feet. It changes its Challenge 5 (1,800 XP)
scimitars for the following weapon, making four attacks:
Innate Spellcasting. The barbarian's spellcas ng ability is
Wisdom (spell save DC 13, +5 to hit with spell a acks).
It can cast the following spells innately, but only as a
Mace. Melee Weapon Attack: +7 to hit, reach 5 ., one ritual:
target. Hit: 7 (1d6 + 4) bludgeoning damage.
At will: beast sense, speak with animals
Tiger Totem Barbarian (SCAG) Totem of the Bear. Hos le creatures within 5 feet of the
The barbarian gains pro iciency in the Stealth and Survival skills barbarian that can see and hear it have disadvantage on
and the following trait: a ack rolls against creatures other than the barbarian.
Totem of the Tiger. The barbarian's long jump is up to 20
feet and its high jump is up to 10 feet, with or without a running Ac ons
start. Multiattack. The barbarian makes four a acks with its
scimitars.
Wolf Totem Barbarian (PHB)
The barbarian gains the following trait: Scimitar. Melee Weapon Attack: +7 to hit, reach 5 .,
Totem of the Wolf (1/Turn). When the barbarian hits a
one target. Hit: 7 (1d6 + 4) slashing damage.
Large or smaller creature with a melee weapon attack, it can
choose to force the target to make a DC 15 Strength saving
throw. The target falls prone on a failed save.

25
Storm Herald (XGE)
Compelled by dark shamans and unknowable gods, the arrival Storm Herald
of a band of storm heralds portends great natural disasters in a Medium humanoid (any race), any chaotic alignment
region. Storm heralds work together to cleanse the land of the
in luence of humanoid civilisation just before nature reclaims it. Armor Class 15 (scale mail)
This statblock is for a barbarian whose storm is the sea. For Hit Points 67 (9d8 + 27)
other types of storms, remove the storm herald's swim speed, Speed 40 ft., swim 40 ft.
then replace the storm herald's resistance to lightning damage,
their Aura of the Sea, and their trident with the following traits.
STR DEX CON INT WIS CHA
Desert 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
Damage Resistances ire
Aura of the Desert. Creatures that start their turn within 5 Damage Resistances lightning; nonmagical
feet of the storm herald or hit the storm herald with a melee bludgeoning, piercing, and slashing
attack take 3 (1d6) ire damage. Senses passive Perception 10
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Languages Primordial plus any one language
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) Challenge 4 (1,100 XP)
slashing damage if used with two hands.
Aggressive. As a bonus ac on, the storm herald can
Tundra move up to its speed towards a hos le creature that it
Damage Resistances cold can see.
Aura of the Tundra. Allied creatures that start their turn
Aura of the Sea. Creatures that start their turn within 5
within 30 feet of the storm herald gain 3 (1d6) temporary hit feet of the storm herald must make a DC 13 Dexterity
points. saving throw, taking 7 (2d6) lightning damage on a
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. failed save, or half as much damage on a successful
Hit: 8 (1d10 + 3) piercing damage. Additionally, the target one.
must succeed on a DC 13 Constitution saving throw or have
Reckless. At the start of its turn, the storm herald can
its speed reduced to 0 until the end of its next turn.
gain advantage on all melee weapon a ack rolls during
that turn, but a ack rolls against it have advantage un l
the start of its next turn.

Ac ons
Trident. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 6 (1d6 + 3)
piercing damage, or 7 (1d8 + 3) piercing damage if used
with two hands to make a melee a ack. Addi onally,
the target must succeed on a DC 13 Strength saving
throw or fall prone.

26
Zealot (XGE)
Zealots are those from uncivilised tribes whose sheer force of Zealot
will has garnered them the attention of gods, good or evil. Medium humanoid (any race), any non-good alignment
Powered by holy (or unholy) energy, zealots lead their tribes to
glory, often armed with powerful magic weapons that bolster Armor Class 17 (half plate, shield)
the resolve of their allies. Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

Damage Resistances necrotic, radiant; nonmagical


bludgeoning, piercing, and slashing
Senses passive Perception 10
Languages Abyssal, Celestial, or Infernal, plus any one
language
Challenge 9 (5,000 XP)

Beyond Death (2/Day). When the zealot is reduced to 0


hit points by an a ack that isn't a cri cal hit, and the
zealot is not killed outright, it can choose to fall to 1 hit
point instead.
Legendary Resistance (3/Day). When the zealot fails a
saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the zealot can gain
advantage on all melee weapon a ack rolls during that
turn, but a ack rolls against it have advantage un l the
start of its next turn.

Ac ons
Multiattack. The zealot makes two a acks with Dawn
Star.
Dawn Star. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 7 (1d8 + 3) piercing damage, plus 7
(2d6) radiant damage. Addi onally, if the target is a
creature, it must succeed on a DC 10 Charisma saving
throw or begin shedding bright light in a 10 foot radius
and dim light for 10 feet beyond that. The glowing light
grants advantage on a ack rolls against the target, and
it lasts un l the start of the target's next turn. This is a
magic weapon.

27
Bards

W
hile their contemporaries slave away doing ad
hoc gigs for local taverns or consigning
Percussionists
The percussionist instills the band with the primal beat of
themselves to academic research in the ivory
creation. They don't just keep time, they bring forth the
colleges, some bards get together and start a
underlying pulse of the weave and give it life.
band. A band of bards can harness magical
properties unavailable to any bard working on Blade
their own. Like a coven of witches, the only way Jester
to properly deal with a bard band that you don't like is to turn Valor Bard
its members against each other. Knowing musicians, this won't
be hard. Backers
While least immediately glamourous, the backer provides the
Bard Bands wrinkles, textures, and underlying structure of the music,
supporting all other members of the band and keeping things
A bard band contains roughly three to ive musicians which each neat, tidy, and orderly. Their contribution to the music is dif icult
have their own instrument and role within the band. When all to notice, but when it's missing, you know it.
are working in concert, they can use the power of music to
achieve powerful magic effects over the audience. These bands Blade
are often hired by kings to play during a ball to get the words Lore Bard
and wine lowing, by generals to play for their contingent before Shadow Dancer
a battle and inspire their troops to ight, or even for private Whisper Bard
wealthy lords and ladies looking for a little ... spice. A band is
only as powerful as its crowd, however, and a poor reception Songweavers
means poor results. The songweaver strings together the words and the sounds of
the music, ensuring that each song played by the band is their

Demographics own. In a true bard band, there is no room for covering others'
work. Their music needs to be original. A true act of creation.
A bard band needs the following roles to be illed before it can
Jester
start achieving the magical effects that it wants. A role can be
Lore Bard
illed by multiple people (and multiple people can ill the same
Whisper Bard
role), but one member of the band can't ill more than two roles
at once. Single acts and duets will never be powerful enough to
form a fully-realized bard band. You don't just need an act, you
Managers
No band is without con lict. No band stays together forever. A
need a community of people. You need ...
good manager, however, can extend the life of the band long
enough for its magical power to take effect. Without a good
Frontliners manager, the band will disintegrate and the magic will be lost.
The frontliner is the face of the band. Their face is what people
Many managers are bards themselves, but this is not necessary.
imagine when they tell their friends about the band. Their out it
is the loudest thing on stage. Their dance inspires the dance of a Lore Bard
generation. Almost every bard wants to be a frontliner, but few Valor Bard
have the raw magnetism required.

Blade The Power of Music


Glamour Bard The effects that the bard band has on their audience is to
Jester accentuate the emotions that their music best represent. When
Shadow Dancer the bard band plays, choose one of the following effects.
Valor Bard
Disinhibition
Vocalists Each member of the audience has advantage on all Charisma
The vocalist is the heart and soul of the band, whose voice gives ability checks they make for the next 24 hours.
the band its individual texture and quality. Most easily
Additionally, each audience member becomes more likely to
recognised from afar, the vocalist's ability to weave words into
say what is truly on their mind; it is much more dif icult for
music lends the band its arcane power.
them to keep their opinions to themselves, possibly revealing
Glamour Bard deep-seated romantic feelings, outspoken criticism for their
Whisper Bard government, or just yelling at the rude guy at the tavern they
would have otherwise ignored.

28
Heroism
Each member of the audience receives temporary hit points Statblocks
equal to the combined level (or CR) of the bards in the band,
lasting for 24 hours. Tier One
Additionally, each audience member becomes more likely to Bard (VGM pg. 211)
throw themselves at dangerous situations they would have Blade (NPC pg. 32)
otherwise been hesitant to expose themselves to. They might Glamour Bard (NPC pg. 33)
volunteer for a dangerous mission, take a stand against bullying Jester (NPC pg. 34)
they see in the street, or investigate corruption in their place of Joker (NPC pg. 214)
business when they should instead be keeping their head down. Shadow Dancer (NPC pg. 36)
Squire (NPC pg. 222)
Melancholia Valor Bard (NPC pg. 37)
Each member of the audience gains a bonus to all saving throws Whisper Bard (NPC pg. 38)
equal to the number of members in the bard band. This lasts for
24 hours.
Additionally, each member of the audience feels a deep
Tier Two
sadness and sense of unplaceable regret that will not go away. One Hit Wonder (NPC pg. 30)
They ind it easier to ignore moments of sadness, but also more
dif icult to get excited about the things that bring them joy. They
feel numb to life events both wonderful and catastrophic. They
Tier Four
sleep in later and ind it dif icult to bring up the motivation to Rock Legend (NPC pg. 30)
work. They can better weather the bad, but it comes at the
expense of the good. Band Strategies
Compassion Rock of Ages. Bands of regular musicians can have an agenda
Each member of the audience gains a pool of hit points equal to that they express through their music. Bard bands are no
the number of members in the bard band. Like the paladin's lay exception, and unlike cleric missions and paladin nemeses, their
on hands, they can use their action to touch a creature and strategies for achieving their goals is less about getting in there
restore a number of hit points of their choice, drawing from the and wreaking havoc and more about using their music to instill
pool. Unlike lay on hands, these can be used to heal hit points a sense of purpose in the general populace. They don't ight.
but not to cure diseases or poisons. After 24 hours, this pool of They rock.
hit points dries up. Rabid Fanbase. A bard band uses its popularity as a weapon,
Additionally, each member of the audience gains a bleeding inciting riots, sowing discord, inspiring heroics, or even
heart towards all living things, feeling their pain, loss, and pacifying insurrections. The magic granted to them from their
anxiety as deeply as their own. Those they could safely ignore at unity as a band scales up depending on how many people attend
the dredges of society can no longer be ignored, and simply their performances, so the more popular a band, the more
granting them a share of their pool of hit points may not be potent its control over the general populace.
enough. More must be done to help the downtrodden. More Public Image. Given their dependency on the masses, the
must always be done. band, especially the manager and the frontliner, must work to
maintain the kind of image that sells their performances. This
Aggression doesn't necessarily mean a squeaky clean persona, but it does
Once a turn for the next 24 hours, each member of the audience mean a persona that is consistent and carries a strong, clear
deals an additional 1d6 damage when they hit a hostile creature message. It's okay for the band to be known for hitting the
with a melee weapon. taverns after a performance and lirting with fans as long as they
Additionally, each member of the audience is illed with rage do this every night, but as soon as one of the members
for the things they cannot control in their lives. No longer expresses their preference for going to bed early with a good
acceptable are those who cut ahead of them in line. No longer book, the whole band is in jeopardy.
tolerable are those who interrupt them in conversation. No
longer innocent are those who step on their toes. Everyone is
out to get them, and the world would be better if everyone just
Bard Tactics
respected them and didn't piss them off. We're Keeping the Band Together. In a ight, bards are
outwardly focused. They make sure that all of their team is
doing well through buffs and make sure that the enemy team
falls apart through banes and other magic. If one bard falls, they
all have failed. Many bards learn healing word so they can keep
bringing their fallen allies back in case of emergency, but
generally they prefer to prevent these emergencies altogether.
Management, Not Ferocity. Bards are not generally
inclined towards aggression and murder. They use spells like
calm emotions, hypnotic pattern, and various illusions as an
excuse to make a clean getaway. A ight avoided is a ight won.

29
One Hit Wonder Rock Legend
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt) Armor Class 15 (chain shirt)


Hit Points 88 (16d8 + 16) Hit Points 120 (16d8 + 48)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4) 10 (+0) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 22 (+6)

Skills Acrobatics +11, Performance +12 Skills Acrobatics +15, Performance +18
Senses passive Perception 11 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 10 (5,900 XP) Challenge 20 (25,000 XP)

Countercharm. While playing music, the one hit wonder Countercharm. While playing music, the rock legend and
and allied creatures that can hear it within 30 feet of it allied creatures that can hear it within 30 feet of it have
have advantage on all saving throws and are immune to advantage on all saving throws and are immune to the
the frightened and charmed condi ons. frightened and charmed condi ons.
Bardic Inspiration (1/Turn). As a bonus ac on, the one Bardic Inspiration (1/Turn). As a bonus ac on, the rock
hit wonder chooses an ally that can see and hear it legend chooses an ally that can see and hear it within
within 30 feet of its posi on. In the next minute, the 30 feet of its posi on. In the next minute, the target can
target can add 1d10 to one ability check, a ack roll, or add 1d12 to one ability check, a ack roll, or saving
saving throw of its choice. Once a target has benefited throw of its choice. Once a target has benefited from
from this feature, it must finish a short or long rest this feature, it must finish a short or long rest before it
before it can benefit from it again. can benefit from it again.
Spellcasting. The one hit wonder is a 10th-level Spellcasting. The rock legend is an 18th-level spellcaster
spellcaster (spell save DC 16, +8 to hit with spell (spell save DC 20, +12 to hit with spell a acks). It can
a acks). It can cast the following bard spells. cast the following bard spells.
Cantrips (at will): dancing lights, friends, minor illusion, Cantrips (at will): dancing lights, friends, minor illusion,
vicious mockery vicious mockery
1st level (4 slots): charm person, disguise self, faerie 1st level (4 slots): charm person, disguise self, faerie
fire, silent image, thunderwave fire, silent image, thunderwave
2nd level (3 slots): calm emotions, enthrall, 2nd level (3 slots): calm emotions, enthrall,
pyrotechnics pyrotechnics, suggestion
3rd level (3 slots): hypnotic pattern, major image 3rd level (3 slots): hypnotic pattern, major image
4th level (3 slots): hallucinatory terrain 4th level (3 slots): hallucinatory terrain
5th level (2 slots): mass cure wounds 5th level (3 slots): mass cure wounds
6th level (1 slot): programmed illusion, mass
Ac ons suggestion
7th level (1 slot): symbol
Axe. Melee Weapon Attack: +4 to hit, reach 5 ., one 8th level (1 slot): glibness
target. Hit: 2 (1d4) bludgeoning damage. 9th level (1 slot): psychic scream

Ac ons
Bardic Axe. Melee Weapon Attack: +6 to hit, reach 5 .,
one target. Hit: 2 (1d4) bludgeoning damage. This is a
magic weapon. While a uned to this axe, the wielder's
Charisma is increased by 2, poten ally above the
maximum of 20.

30
The Fire Beetles Connection Tanarrya
Race. Tie ling. The youngest and most energetic member of the group is
Musical Power. Compassion. Connection, Optimism's younger sister, whose style of
percussion is to carry all of her drums and prance around on
The Fire Beetles are a band of tie ling bards who formed their
stage banging away. Her own style is in con lict with the band's
band for the express purpose of building greater acceptance for
intended image of slow, sentimental music, and the others are
tie lings in society. Their music is sentimental, nostalgic, and
constantly having to get her to calm down. Like Change, she
languid, in great contrast to their fearsome appearance. They
would probably be more comfortable inciting a riot than singing
started with a large fanbase of other tie lings, but have been
sad songs about prejudice.
attempting more and more to gain a following amongst the
Connection is a jester who uses clubs and drums. Her off-
other races, which their new manager is focusing his efforts on.
colour jokes are just as often aimed at her band members
Some of their original fans are annoyed that they are selling out.
(especially her uptight sister) than at their foes.
Some of their current detractors claim that they have an ulterior
motive: to pacify the public enough to overlook the insidious
in luence of a great evil. Markets Excize (Mr. X)
As a tie ling who has wormed his way up into the ranks of the
Optimism Tanarrya property business, Markets, or "Mr. X" to the band, is well aware
of the challenges that tie lings must overcome in order to
Optimism is the frontliner and vocalist of the Fire Beetles. To her
improve their lot in life. When the Devinnilus brothers irst
fans, her voice is that of wind through a cave, haunting,
played in his tavern, he immediately introduced them to his
mournful, but comforting as a reminder that there is light at the
nieces Optimism and Connection and suggested that they work
end of the tunnel. To her detractors, her voice is that of a
together to achieve something greater.
succubus, alluring, yet false, and possibly deadly. To ensure that
Despite introducing the band members to each other, he had
these detractors have little to go on, she has publically taken a
little to do with the band's overall style and message, which was
vow of celibacy. Few know that she is deeply in love with a
largely outlined and iterated upon by Egality. Instead, Mr. X
wealthy sea trader whose city she constantly pushes the band to
focuses his efforts on obtaining the band more and more
visit.
prestigious gigs, getting as many eyes on them as possible. The
Optimism is a glamour bard. She wields no weapons or
more popular the band, after all, the heavier his pockets. His
instruments, using only her voice as her source of power.
lack of explicit commitment to their message has led many to
believe that he might have an ulterior motive.
Egality Devinnilus They would be right. Mr. X wishes to use the band's popularity
to give tie lings greater public visibility. That way, his devilish
As the principle song writer, Egality's quiet masculinity and
contacts from the lower planes can walk around the major cities
reputation as a strong, silent bad boy makes him extremely
without raising quite as many eyebrows. With any luck, he will
popular with the fans. Although his role on stage is only to ring
be able to negotiate his way into power.
his bells, he is known to step up at the end of a performance and
deliver a poetry reading, each show a different composition. Mr. X is a noble who prefers not to get his hands dirty. He's
Many die-hard fans consider Egality to be the true "face" of the always conspicuously absent if the band gets in a ight.
Fire Beetles, though whether his reputation has gotten to his
head is unclear, as he spends most of his nights writing furiously Con lict
by candlelight. What dark secrets does he hold? None shall
The party may come into con lict with the Fire Beetles.
know.
Egality is a whisper bard whose instrument is a set of
Conspiracy
haunting bells. His quill pen doubles as a +1 magic dagger.
The party's spy contacts in the city warn that the Fire Beetles
are smuggling in devils in disguise as tie lings into the city,
Change Devinnilus perhaps planning a coup.
Egality's older brother, Change, was initially hesitant to join the
band, as his own personal philosophy in the matter of tie ling
Obsession
One of the party members is the object of Optimism's affections,
acceptance is through active political engagement, not through
and she has been stalking him or her for months, constantly
music. As a gifted player of the cello, however, he went along
showing up in backwater locations just for the chance to see him
with his brother's 'overly romantic poetic nonsense' for a night
or her again. The other members of the Fire Beetles, incited by
and was immediately blown away by the response from the
Markets, decide to deal with the party. While the party is still
diverse crowd, who were buying him drinks and clapping his
around, Optimism will constantly be demanding they go to
back for the rest of the night when before they had looked at
unpro itable areas. And if the band isn't pro itable, their
him with distrust. Although Change would still probably prefer
message isn't heard. The party needs to go.
to be protesting, he has taken to the life of a touring band quite
well.
Change is a blade from the college of swords who uses a
Suppression
The party is ordered by the lord of a city to prevent the Fire
cello. The wand of his cello doubles as a hidden rapier, which he
Beetles from playing here. They are a group that inspires
constantly practices with in secret, almost hoping that he will
political unrest and they cannot be allowed to corrupt the
get to use it once more.
public. Get rid of them!

31
Blade (XGE)
Blades are guards that master the use of swords and other Blade
deadly weapons. They turn combat into an artform, dancing and Medium humanoid (any race), any alignment
singing with glee for every enemy they cut down. They're also
often employed as spies and dignitaries, in iltrating enemy Armor Class 16 (breastplate)
soirees until the critical moment when they open their Hit Points 72 (16d8)
technicolor coats to reveal their swords and armor hidden Speed 40 ft.
within.
This bard is a student of the College of Swords.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 14 (+2)

Skills Acrobatics +5, Performance +6


Senses passive Perception 10
Languages any four languages
Challenge 4 (1,100 XP)

Blade Flourish (1/Turn). When the blade hits with an


a ack on its turn, the blade can use one of the
following op ons.
Defensive Flourish. The blade rolls 1d8 and adds the
amount to the damage of its attack. It also adds this
amount to its AC until the start of its next turn.
Mobile Flourish. The blade rolls 1d8 and adds the
amount to the damage of its attack. Additionally, the
blade pushes its target a number of feet equal to 5 +
the amount rolled. The blade can then move up to
its speed.
Slashing Flourish. The blade chooses a creature
within 5 feet of its original target. Both targets take
an additional 4 (1d8) slashing damage.

Spellcasting. The blade is a 3rd-level spellcaster. Its


spellcas ng ability is Charisma (spell save DC 12, +4 to
hit with spell a acks). It knows the following bard
spells.
Cantrips (at will): dancing lights, true strike, vicious
mockery
1st level (4 slots): bane, disguise self, faerie fire,
heroism
2nd level (2 slots): cloud of daggers, phantasmal force,
see invisibility

Ac ons
Multiattack. The blade makes three a acks with its
scimitars.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 6 (1d6 + 3) slashing damage.

32
Glamour Bard (XGE)
Glamour bards embrace the theatricality of a bard's life, Glamour Bard
performing for roaring crowds and cavorting among adoring Medium humanoid (any race), any alignment
fans. Many glamour bards view their performative selves as
their true self and their regular face as a disguise. Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 14 (+2) 7 (-2) 14 (+2)

Saving Throws Wis +1, Cha +5


Skills Performance +8
Senses passive Perception 8
Languages any four languages
Challenge 5 (1,800 XP)

Innate Spellcasting. The bard's innate spellcas ng ability


is Charisma (spell save DC 13, +5 to hit with spell
a acks). It can cast the following spells innately:
At will: command, enthrall
Majesty. The first me a creature a acks the bard on a
turn, the a acker must make a DC 13 Charisma saving
throw. On a failed save, it can't a ack the bard on this
turn, and it must choose a new target for the a ack or
the a ack is wasted.
Spellcasting. The bard is a 5th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 13, +5 to
hit with spell a acks). It knows the following bard
spells.
Cantrips (at will): friends, vicious mockery
1st level (4 slots): charm person, comprehend
languages, disguise self, illusory script, silent image
2nd level (3 slots): invisibility, phantasmal force,
suggestion, knock
3rd level (2 slots): hypnotic pattern, major image

Ac ons
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ., one
target. Hit: 6 (1d8 + 2) piercing damage.

33
Jester (UA)
Jesters draw their magic power from embarrassing people more Jester
important than them. Medium humanoid (any race), any chaotic alignment

Armor Class 14
Hit Points 40 (9d8)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 19 (+4) 10 (+0) 13 (+1) 10 (+0) 20 (+5)

Skills Acrobatics +8, Performance +9, Sleight of Hand


+6, Thieves' Tools +6
Senses passive Perception 10
Languages any two languages
Challenge 1/4 (50 XP)

Light-Footed. The jester has resistance to damage taken


as a result of a fall.
Innate Spellcasting. The jester's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells.
At will: friends, minor illusion, prestidigitation, vicious
mockery
Tumbler. As a bonus ac on, the jester can take both the
Dash and Disengage ac ons.

Ac ons
Jester's Club. Melee or Ranged Weapon Attack: +3 to
hit, reach 5 . or range 20/60 ., one target. Hit: 3 (1d4
+ 1) bludgeoning damage, and the target has
disadvantage on the next ability check it makes before
the end of its next turn.

34
Lore Bard (PHB)
Lore bards use music as a pathway to understanding deeper
truths about the universe they live in, truths with manifest in
exotic magical abilities.

Bard, VGM pg. 211.


To distinguish a lore bard from the standard bard in Volo's
Guide to Monsters, implement the following changes.

Skills Arcana +4, History +4, Religion +4

Additionally, the lore bard removes the Taunt ability and


adds the following reaction:

Cutting Words. When a creature the bard can see within 60


feet of it makes an attack roll, ability check, or damage roll,
the bard subtract 4 (1d8) from the result. This has no effect if
the creature can't hear the bard or is immune to being
charmed.

These changes do not adjust the bard's CR.

35
Shadow Dancer (DAPC)
The best stories have the darkest endings. Tellers of tales of Shadow Dancer
terror, shadow dancers use the medium of shadows to entertain Medium humanoid (any race), any alignment
their thralls, whether that's dancing around a roaring bon ire in
the darkest woods, casting puppets with their hands against the Armor Class 14 (hide armor)
wet walls of a rainy alley, or dousing all the lights in the room Hit Points 66 (12d8 + 12)
and communicating through the senses that are only unlocked Speed 30 ft.
when all eyes are closed.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 12 (+1) 13 (+1) 13 (+1) 17 (+3)

Skills Performance +7, Stealth +7


Senses passive Perception 11
Languages any four languages, usually including at least
one from Abyssal, Infernal, or Undercommon
Challenge 1 (200 XP)

Spellcasting. The dancer is an 8th-level spellcaster. The


dancer's spellcas ng ability is Charisma (spell save DC
13, +5 to hit with spell a acks). It knows the following
bard spells.
Cantrips (at will): chill touch, dancing lights, minor
illusion
1st level (4 slots): bane, disguise self, dissonant
whispers, silent image, sleep
2nd level (3 slots): blindness/deafness, darkvision,
enthrall, invisibility
3rd level (3 slots): fear, major image, nondetection
4th level (2 slots): confusion, greater invisibility
Spreading Shadow. When the dancer rolls ini a ve, it
chooses itself and up to 3 allies within 60 feet of it.
Creatures chosen by the dancer can move an addi onal
20 feet on their first turn as long as that movement is in
dim light or darkness, and they can take the Disengage
or Hide ac on as a bonus ac on.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

36
Valor Bard (PHB)
While other bards are often content to sing tunes in taverns or Valor Bard
lose themselves in love of literature, valor bards are at the front Medium humanoid (any race), any alignment
lines of battle, inspiring soldiers to push themselves beyond
their limitations, and leading by example at the irst charge. Armor Class 18 (scale mail, shield)
Hit Points 44 (8d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

Saving Throws Dex +4, Wis +3


Skills Acrobatics +4, Perception +5, Performance +8
Senses passive Perception 15
Languages any two languages
Challenge 4 (1,100 XP)

Spellcasting. The bard is a 4th-level spellcaster. Its


spellcas ng ability is Charisma (spell save DC 12, +4 to
hit with spell a acks). It knows the following bard
spells.
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word,
heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The bard can perform a song while taking
a short rest. Any ally who hears the song regains an
extra 1d6 hit points if it spends a Hit Dice to regain hit
points at the end of that rest. The bard can confer this
benefit on itself as well.

Ac ons
Multiattack. The bard makes two a acks with its
longsword.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 .,
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
+ 2) slashing damage if used with two hands to make a
melee a ack.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ., one target. Hit: 6 (1d8 + 2) piercing
damage.

Reac ons
Combat Inspiration. When an a ack roll is made against
the bard or a friendly creature the bard can see within
60 feet of it, the bard can add 4 (1d8) to the target's AC
against that a ack.

37
Whisper Bard (XGE)
Bards of this school would never identify themselves as such. Whisper Bard
Glamour bards might take pleasure in the profession of illusion, Medium humanoid (any race), chaotic neutral or
but whisper bards live and die by their disguises. Assassins and chaotic evil
thieves that lack true morals, they tarnish the reputation of any
school they come from and spread chaos and distrust wherever Armor Class 13
they emerge from hiding. Hit Points 36 (8d8)
Most whisper bards carry a dagger that they feed all of their Speed 30 ft.
nasty, intrusive thoughts, and when they wield it against a living
creature, all of the bard's pent-up hatred and chaos is funneled
STR DEX CON INT WIS CHA
into that creature's mind.
10 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 16 (+3)

Skills Deception +7, Performance +5


Senses passive Perception 10
Languages any six languages
Challenge 3 (700 XP)

Spellcasting. The bard is a 4th-level spellcaster. Its


spellcas ng ability is Charisma (spell save DC 13, +5 to
hit with spell a acks). It knows the following bard
spells.
Cantrips (at will): dancing lights, vicious mockery
1st level (4 slots): bane, charm person, disguise self,
Tasha's hideous laughter
2nd level (3 slots): detect throughts, invisibility, knock,
phantasmal force, suggestion

Ac ons
Intrusive Dagger. Melee or Ranged Weapon Attack: +5
to hit, reach 5 . or range 20/60 ., one creature. Hit: 5
(1d4 + 3) piercing damage plus 10 (3d6) psychic
damage.
Mantle of Whispers. The bard weaves a shadow it has
captured through its Whispers of Death like a puppet.
The bard vanishes, magically transforming into a
disguise of the person whose shadow the bard has
captured. The bard takes on the appearance of the
dead person, but healthy and alive. The disguise lasts
for 1 hour un l the bard ends it as a bonus ac on.
While in the disguise, the bard gains access to all
informa on that the humanoid would freely share with
a casual acquaintance and can easily pass as the person
by drawing on its memories. Another creature can see
through the disguise by succeeding on a DC 17 Wisdom
(Insight) check.

Reac ons
Whispers of Death (Recharges on a Long Rest). When a
humanoid dies within 30 feet of the bard, it can use its
reac on to magically capture the humanoid's shadow.
The bard retains this shadow un l it uses its Mantle of
Whispers ac on or completes a long rest.

38
Clerics

S
eparation of church and state is an acceptable ideal
in a world without clear evidence of the divine, but Higher Powers
when clerics demonstrate proof of divine
intervention every day almost as routine, such an Akadi, Goddess of Air
idea is foolish at best. Churches both powerful and Neutral. Missionaries of Akadi brave raging seas and perilous
humble are an immensely important part of the mountains, con ident that Akadi will shape the wind to prevent
lives of all people in the realm, acting as mediators their fall. The arrival of missionaries of Akadi can spell a
in disputes, assembling small forces for defense, and taking blessing or disaster for a community. As the whims of Akadi
tithes from the common folk to fund their continued existence. change with the weather, so do her missions.
Without these churches to determine what is right or wrong,
Tempest Priest
how can anyone come to understand moral truths under such a
varied and ickle pantheon of gods? Auril, Goddess of Winter
Simple: there is no subjectivism, only divinity. The churches Neutral Evil. Auril's missionaries ight for her out of fear, for
must send missionaries to convert the masses. the only way to stave off the chill of winter is to be prepared for
its arrival. The services a mission of Auril provides can act more
Cleric Missions of a bastion from Auril than a celebration of her. Auril represents
the nasty bite of a cold wind on one's cheeks, but her followers
When farmers are beset by orcish hordes, or cities are laden can only be seen as evil if one considers cold reality to also be
with crime, or castles sink into the ground, missionaries remain evil.
steadfast in their convictions, unbowed by the uncertainty and
terror of the world. A mission in the name of a god could be a Nature Priest
quick affair where demons are routed from a town and sent Night Priest
back to the abyss, or it could be a months-long quest that tests Tempest Priest
the endurance of its missionaries to the limit.
Tiers of Responsibility and Power. With few exceptions, Azuth, God of Wizards
churches elevate certain missionaries above others. Touted as Lawful Neutral. Missionaries of Azuth are sometimes confused
those with a stronger connection to their god, or those who with the scholarly theurges that adopt the power of the divine
embody their values in their purest form, it's an open secret that as part of their academic pursuits. However, each mission
the highest priests tasked with running a mission are actually consists of a highly rigorous structure of priests that rushes to
those with the greatest political savvy. Like any organisation, a maintain their political in luence over magical guilds in every
church is prone to political strife and only those who can major city. A mission's interests lie with the acquisition of
navigate their way through all the backstabbing and false smiles knowledge, often completely independent of its application.
can seize the opportunity to take charge. While those in high
Arcana Priest
positions exercise the greatest power, they pass off the
Knowledge Priest
responsibility of their decisions to their god, and they pass off
the enactment of their policies to their followers.
Bane, God of Tyranny
Clerical Duties. With a direct font to a god serving as the
Lawful Evil. The spartan missionaries of Bane spare little
source of a church's power, it falls within certain missionaries
comfort for themselves in their travels. Worshippers are
capable of harnessing that power -- clerics -- to use it for a
committed to the rightful dominion of Bane over the material
purpose that suits the needs of their god. While the mission
realm but rarely antagonise other churches or commit sins and
does serve as a supposed conduit for a god to the common
wrongdoing that would make them a target. In fact, the church
people, a cleric may not always ind that the tenets of their god
will usually advertise its effectiveness by sending its
align perfectly with the goals of their mission. This con lict is
missionaries to ight against the perversion of undeath in a bid
often what causes clerics to pursue an oxymoronic type of godly
to foster support among the common people.
secularism, where they separate from the church but remain in
service of their deity, pursuing a mission based on their own War Priest
understanding of the issue rather than the church's. The
institutions are ingrained enough that these secular missions
are rare.

Demographics
In a mission of 20 people ...

1 is a high priest (cleric)


2 are priests (clerics or priests)
4 are acolytes (clerics or acolytes)
5 are deacons (acolytes or nobles)
8 are servants (commoners)

39
Beshaba, Goddess of Misfortune Eldath, Goddess of Peace
Chaotic Evil. Like many evil gods, Beshaba's missionaries ight Neutral Good. While the untrained eye may see a mess of
for her out of fear, and in this case the fear is of bad luck. Since tangled roots in the shadows of a thick canopy, her priests see
the effects of luck are so impossible to discern, missions unmistakable messages passed down from the divine realm.
dedicated to Beshaba are often initiated without her direct Missions are often merely a search for meaning rather than a
in luence at all by communities desperate for any chance to turn ight; even in times of crisis, her priests are characterised by
around a bad situation. The lack of true conviction to her cause inaction.
(destroying the church of Tymora) can mean that her missions
are easily disbanded at the irst sign of strife, internal or Grave Priest
external. Life Priest
Nature Priest
Trickery Priest
Gond, God of Craft
Bhaal, God of Murder Neutral. Weapons that embody the power of the divine are not
Neutral Evil. Any traces of the church of Bhaal have all but so easily crafted. Missionaries who follow Gond care little about
been eradicated from the world, leaving only loose followers the con licts of the world save where such con licts give them
and secret worshippers. If any were to arise again, they would the opportunity to ind master blacksmiths with which
do so in the deepest recesses of the most corrupt cities, hiding construct magni icent, impossible tools imbued with godly
their symbol of bloody droplets around a skull from any except power.
those who can be trusted, or those who can be silenced. As such,
missions in the name of Bhaal are usually concerned with Forge Priest
preserving the secrecy of its followers. Knowledge Priest

Death Priest Helm, God of Protection


Lawful Neutral. Vigilance is the principle that guides the
Chauntea, Goddess of Agriculture missionaries of Helm. Each priest is expected to not only be an
Neutral Good. In contrast to many gods of nature, Chauntea expert at martial combat but also to patrol the land, acting as
actively embraces the advancement of the industry of judge, jury, and executioner against those who would bring
agriculture. Missions in her name often consist of infrastructure unjust harm against the establishment.
and development of smaller farming communities to increase
their crop yields ... for as long as the pro it for the church Forge Priest
continues to roll in. Grave Priest
Life Priest
Forge Priest Light Priest
Life Priest Protection Priest
Nature Priest
Ilmater, God of Endurance
Cyric, God of Lies Lawful Good. Many of the high priests of Ilmater secretly take
Chaotic Evil. Followers of Cyric are persecuted for its attempts pleasure in forcing their underlings to undergo ritualistic rites
to spur doubt in the minds of law-abiding citizens in regards to of suffering to prove their worthiness -- rites which are often in
the rightfulness of social bonds. If love wanes over time, then the form of suicide missions. Evil impulses are intertwined with
what makes it different from mere things? Can it truly be seen as the principles of good, and few can make such distinction while
something intrinsic and special when both love and a mere pan the mangled skin on their back bleeds through their shirt. Every
require constant maintenance? Are both not just a construction few centuries, there is a massive culling of the church's
of sentient beings? Consistent with the church's views on love, leadership to remove any secret followers of Loviatar. The
missionaries rarely form lasting attachments with one another worshippers of the goddess of pain are not given the chance to
during their missions. redeem themselves through suffering. They are executed
without mercy.
Trickery Priest
Forge Priest
Deneir, God of Writing Life Priest
Neutral Good. Deneir's fascination for collecting and Protection Priest
cataloguing knowledge in all of its forms and preserving the
written word of all species is the driving force behind the
church's selection of missions. Their insistence on the archiving
of knowledge may, however, lock that knowledge away from
those who could bene it from it the most.

Knowledge Priest

40
Kelemvor, God of the Dead Lliira, Goddess of Joy
Lawful Neutral. Since the afterlife is real and provable, the Chaotic Good. Travelling from town to town in tents, the
church of Kelemvor urges its followers not to fear death, but to Joydancers of Lliira exist to provide a welcome distraction from
embrace it as a natural law. One day all creatures will die, the tribulations of the common people. Their dances are
civilisations will be reduced to dust, and the world shall be perhaps too seductive, pulling farmers from their families,
consumed by the ire of the very star that gives it life. Such knights from their quest, wives from their husbands, and
inevitability should not be viewed with terror, but with awe. children from their parents, all for a chance to be lost forever
Missionaries are expected to commit great deeds that will watching the hypnotic sway of the dance.
immortalise them after death and, for just a moment, extend the
limited time they have in existence. Life Priest

Death Priest Loviatar, Goddess of Pain


Grave Priest Lawful Evil. Masquerading as the church of Ilmater,
missionaries of Loviatar are the ultimate perversion of
Kossuth, God of Fire perseverance. They can be insidious at irst, offering only aid
Neutral. Missions under Kossuth's name concern themselves and companionship in times of need, plotting in secret for years
with the rightful cremation of the bodies of the dead, an or even decades as they worm their way into the graces of a
effective measure against the blight of undeath when none else community, learning all they can about the relationships and
are available. The burning braziers carried in wagons by laws of every individual before inally striking to maximise the
missionaries contain the ashes of historic chosen warriors of suffering of all, disappearing into the night forever.
Kossuth that fell in battle. Of course, Kossuth himself barely
realizes there are missions devoted to him at all. Death Priest
Trickery Priest
Light Priest
Malar, God of the Hunt
Lathander, God of Birth and Renewal Chaotic Evil. Missionaries of Malar carry with them sacri icial
Neutral Good. The church of Lathander knows what is best for altars that can be used to establish a base of operations in only a
you. All churches should exemplify the glory of Lathander, with few minutes with the application of the blood of a screaming
its shining golden cathedrals and glorious soldiers dressed in sentient being. Most worshippers are lycanthropes who have
golden armour that always manages to catch the glint of a promised Malar the spread of their curse across the world.
blinding sun. Those who doubt the glory of Lathander are those
that doubt the inherit goodness that must be inside all living Nature Priest
creatures. Without this goodness in our blood that is passed
down through generations, what is the point of living at all?
Mask, God of Thieves
Chaotic Neutral. In a world where nobles are rich only by the
Look how the world descends into strife without the guidance of
chance of their birth, and in which the wealth of nations comes
Lathander's light. Is it not right for Lathander to reign?
from the subjugation of those lesser than them, does it not stand
Grave Priest to reason that the method in which wealth is obtained has little
Life Priest impact over the power and prestige of said wealth? If that is not
Light Priest the case, then whey shouldn't the church of Mask send
Night Priest missionaries to forcibly take wealth for itself in whatever
manner it sees it?
Leira, Goddess of Illusion
Chaotic Neutral. Those who worship Leira reject the Trickery Priest
conventions and labels that society places upon them. When the
church was all but wiped out by followers of Cyric, it stands to Mielikki, Goddess of Forests
reason, then, that those followers that remain would reject too Neutral Good. In elevated watchtowers above major forested
the notion that their god was gone from the world. With regions, missionaries of Mielikki keep a watchful eye not just
frequent missions to secretly establish new bases of operations over the trees but also over all the people within their
and spread the word of their god's return, the worship of Leira jurisdiction, providing aid judiciously. There may be a bit of
is alive and well ... even if the same cannot be said about the dispute over exactly how far their jurisdiction extends, but this
goddess herself. is a matter for others to argue with while the priests go about
their business as usual.
Trickery Priest
Nature Priest

41
Milil, Goddess of Poetry and Song Savras, God of Divination and Fate
Neutral Good. A mission in Milil's name often involves a pop- Lawful Neutral. Missions in the name of Savras are ostensibly
up theatre that provides not just a place of worship but also of interested in travelling out on quests to divine the future of the
entertainment. Travellers come far and wide to experience the world, but it cherry-picks these forecasts in order to suit the
wonderfully pleasing music, the exiting plays, and the tear- narrative that bene its the priests most highly. A kingdom might
jerking poetry, but behind all of this happens to be a very clear be projected to lourish, but in order to secure funding for their
propaganda of adopting staunch paci ism in all con lict and public projects to ensure this future comes to pass, the priests
embracing only the healing power of performance above all else. might strategically leave out the part where the lourishing
requires the assassination of the standing lord.
Light Priest
Grave Priest
Myrkul, God of Death Knowledge Priest
Neutral Evil. The afterlife is a myth. It is one and the same with Night Priest
life, just a separate step, nothing more. Life is not the mortal
body, but the soul, and in this world, even souls may die. The Selû ne, Goddess of the Moon
death of the soul is the true death, the death above all else, the Chaotic Good. The moon represents transformation. In the
end of existence, the eternity of time, the endless in inity that case of lycanthropes, this transformation is literal and visceral.
swallows all, rich and poor, good and evil, commoner and god At irst, missions were only sent out to support those who lived
alike. Even the god of death, Myrkul himself, is rumoured to be their lives under the light of the moon, but as the world grew
dead. Death cannot be stopped. For the time being, however, the more complicated and the night owls mixed with the morning
existential fear it represents can be harnessed by missionaries larks, missions in the name of Selû ne began offering their
for their own bene it. support to all.

Death Priest Knowledge Priest


Grave Priest Life Priest
Night Priest
Mystra, Goddess of Magic
Lawful Neutral. Mystra is less of a speci ic deity and more the Shar, Goddess of Darkness and Loss
title of a series of deities that have each taken up duties as the Neutral Evil. The primary goal of any particular mission of
adjudicator of magic in the world. Missionaries of Mystra are Shar is the destruction of the church of Shar's twin sister Selû ne.
quite open about how they worships the idea of Mystra rather While Selû ne has narrowed her focus from all of good and light
than the goddess herself. Given the vagueness of that to just those who frolic under the moon (and luctuating
interpretation, missions in her name are completely ineffective everywhere in between), Shar has remained vigilant on the task
at enforcing the rules of magical conduct they insist others of matching every source of light in the world with an equal and
follow. opposite source of darkness. This involves, most notably,
smearing the borders of the Shadowfell to overlap with the
Arcana Priest material realm.
Knowledge Priest
Death Priest
Oghma, God of Knowledge Night Priest
Neutral. No ideas are worth quelling, no beliefs are without Trickery Priest
merit, and free speech is always justi ied. The missions of
Oghma that often set up in public squares encourage any with a Shaundakul, God of Travel and Exploration
strong ideology to gather an audience, bringing their knowledge Chaotic Neutral. Worshippers of Shaundakul live off the land,
to people who would otherwise have no way of being exposed to acting as caravaneers, guards, and sherpas for other travellers.
it. In theory, this spurs creativity and debate. In practice, it On a holy day of Shaundakul, all of his followers become one
enables the worst dregs of society to spew nonsensical hatred with the wind, carried off to places they have never been to
while simultaneously burying the spread of true knowledge spread the word of their god to new nations.
under an ocean of misinformation. Their forums don't spur
public debate -- they legitimise ignorance. Protection Priest

Arcana Priest Silvanus, God of Wild Nature


Knowledge Priest Neutral. The woodlands must be preserved at all costs.
Worshipping their Forest Father from impossibly high
treehouses, followers of Silvanus stand steadfast against the
intrusion of civilisation into the natural forests of the world.
Sometimes this involves warnings. Other times, arrows.

Nature Priest
Night Priest

42
Sune, Goddess of Love and Beauty Torm, God of Courage and Self-Sacri ice
Chaotic Good. Sune represents the perfect idealisation of Lawful Good. The goal of a mission to Torm is temperance.
beauty. Those with good in their very soul show their goodness They have the might and power to conquer, but they choose to
on the outside and are born beautiful as a result. Those with evil keep the peace. They have the wisdom to change the world, but
in their hearts express that ugliness inside and out. Beauty is they choose to guide it. They have the power to silence those
good, and the lack thereof is evil. Missions, therefore, set their who disagree, but they choose to change the minds of dissenters
goals around improving the aesthetic value of their instead. Whether their methods are effective is another matter
surroundings, for if they can surround themselves with beauty, entirely.
they are, in essence, also fortifying themselves against evil.
Forge Priest
Life Priest Grave Priest
Light Priest Protection Priest
Night Priest War Priest

Talona, Goddess of Disease and Poison Tymora, Goddess of Good Fortune


Chaotic Evil. Deep within the temples and palaces of the Chaotic Good. Missions for Tymora across the world share
Night's Embrace lay the worshippers of Talona conducting their little in terms of goals. The various sects of her worshippers
evil missions, bent over cauldrons of bubbling green soup. The differ dramatically in their structure and duties. However, just
smell of rotten eggs permeates the air, and the ground seems to like concepts of happiness and health that defy any one
heave beneath their feet like the regular inhaling and exhaling of de inition, everyone knows implicitly in their hearts the
a lung. It is not enough that plagues and poisons bring a natural importance of bringing good fortune into everyday life.
and horrible death on their own. Here, they are manufactured.
Trickery Priest
Death Priest
Tyr, God of Justice
Talos, God of Storms Lawful Good. The chief concern of any mission for Tyr is the
Chaotic Evil. Upon the top loors of great towers the priests of punishment of wrong-doers. A city might have a perfectly
Talos hurl virgins into the swirling maelstroms before them as functional justice system in place, but if that justice system is
an offering to their god. Missionaries of Talos don't see perceived by the high priests to be too lenient, the mission will
themselves as evil -- they see themselves as necessary. Without step in to forcefully dismantle the entire system and rebuild it
providing appeasement, they know that the fury of the Storm from the ground up to resemble a more punitive structure
God may spread across the pantheon, bringing about not just consistent with the values of the church. All for the greater good.
terrible storms but also endless winters, rising tides, and rabid
beasts descending on civilisation. Talos is the cornerstone of the Protection Priest
gods of natural chaos, and to incur his wrath is to incur the War Priest
wrath of all of nature itself.
Umberlee, Goddess of the Sea
Tempest Priest Chaotic Evil. Like many missions devoted to a chaotic evil gods,
the main focus of its missionaries is appeasement. Worshippers
Tempus, God of War must brave the sting of wind and the chill of the spray of water
Neutral. To become the god of war, one must destroy all who each morning to ensure safe passage of ships and the quelling of
seek the title themselves, of which there are many so her temper against those who build their homes next to the sea.
unbelievably powerful that were their ambitions set a little The tumultuous nature of Umberlee extends to her followers,
lower they could rule the material realm with ease. Tempus where disputes are solved through duels rather than through
killed them all and more. Missionaries in his name must do the discussion. The winner is truly it to rule, for Umberlee would
same, mobilising their forces with the power of industry and empower those most worthy with the power to win the duel,
ighting off any who would dare to contest the rights to worship wouldn't she?
Tempus. Nobody has challenged them in millennia, but why
should that be cause for disarmament? Tempest Priest

Forge Priest
War Priest

43
Uthgar, God of Physical Strength
Chaotic Neutral. The majority of Uthgar's followers make up
the barbaric Uthgardt tribes, forming simple collapsible huts as Bishop
places of worship. The Uthgardt tribes are as varied as the Medium humanoid (any race), any alignment
beasts that roam the plains and have little central principles that
guide them all, but the one thing they do share is the reverence Armor Class 16 (chain mail, shield)
of strength in battle. Missions for Uthgar, therefore, are Hit Points 88 (16d8 + 16)
perceived by outsiders as nothing more than raiding parties. Speed 30 ft.

Nature Priest
War Priest STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 15 (+2) 17 (+3) 15 (+2)
Waukeen, Goddess of Trade
Neutral. A mission in the name of Waukeen often takes the
Skills Persuasion +5, Religion +5
form of an open market. Worshippers are encouraged to become
Senses passive Perception 13
entrepreneurs and share a portion of their pro its with the Languages any two languages
church in exchange for consultation and insurance against Challenge 6 (2,300 XP)
misfortune. At least, this is the public face of the missions of
Waukeen. Underneath its bustling markets thrives a subculture Spellcasting. The bishop is an 8th-level spellcaster. Its
of smuggling, thievery, and gambling. The underground spellcas ng ability is Wisdom (spell save DC 14, +6 to hit
elements of a market are just as important as the loans and with spell a acks). It has the following cleric spells
mortgages above. prepared.
Forge Priest Cantrips (at will): light, sacred flame, spare the dying,
Knowledge Priest thaumaturgy
Trickery Priest 1st level (4 slots): cure wounds, guiding bolt, purify
food and drink, shield of faith
Statblocks 2nd level (3 slots): lesser restoration, spiritual weapon,
zone of truth
3rd level (3 slots): mass healing word, spirit guardians
Tier One 4th level (3 slots): banishment, guardian of faith
Acolyte (MM pg. 342)
Arcana Priest (NPC pg. 48)
Church Hand (NPC pg. 201)
Ac ons
Death Priest (NPC pg. 49) Mace. Melee Weapon Attack: +4 to hit, reach 5 ., one
Forge Priest (NPC pg. 50) target. Hit: 4 (1d6 + 1) bludgeoning damage.
Grave Priest (NPC pg. 51)
Turn Undead (Recharges after a Short or Long Rest). The
Knowledge Priest (NPC pg. 52) bishop presents its holy symbol and speaks a prayer.
Life Priest (NPC pg. 53) Each undead that can see or hear the bishop must make
Light Priest (NPC pg. 54) a DC 14 Wisdom saving throw. If the target is an undead
Nature Priest (NPC pg. 55) of CR 1 or lower, it is destroyed on a failed save.
Night Priest (NPC pg. 56) Otherwise, on a failed save the target is turned for 1
Officiant (NPC pg. 218) minute or un l it takes any damage. A turned creature
Outlaw (Banished Deacon) (NPC pg. 219) moves up to its speed away from the bishop and can't
Priest (MM pg. 348) willingly move within 30 feet of it. It can't take reac ons
Protection Priest (NPC pg. 57) and must either use the Dash ac on or try to escape
Squire (NPC pg. 222) from an effect that stops it from moving. If it can't
Tempest Priest (NPC pg. 58) move, it can take the Dodge ac on.
Trickery Priest (NPC pg. 59)

Tier Two
Bishop (NPC pg. 44)
War Priest (VGM pg. 218)

Tier Three
Cardinal (NPC pg. 45)

Tier Four
Avatar (NPC pg. 45)

44
Cardinal Avatar
Medium humanoid (any race), any alignment Medium celestial, any alignment

Armor Class 20 (plate mail, shield) Armor Class 23 (natural armor)


Hit Points 195 (30d8 + 60) Hit Points 380 (40d8 + 200)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 15 (+2) 15 (+2) 19 (+4) 15 (+2) 15 (+2) 10 (+0) 20 (+5) 15 (+2) 20 (+5) 19 (+4)

Skills Persuasion +6, Religion +6 Skills Persuasion +5, Religion +5


Senses passive Perception 14 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 12 (8,400 XP) Challenge 18 (20,000 XP)

Spellcasting. The cardinal is a 15th-level spellcaster. Its Divine Intervention (Recharges after a Long Rest). As a
spellcas ng ability is Wisdom (spell save DC 16, +8 to hit bonus ac on, the avatar can cast any spell with a
with spell a acks). It has the following cleric spells cas ng me of one ac on from the cleric spell list
prepared. without expending a spell slot or components, even if
the spell isn't on its prepared spell list or if it has
Cantrips (at will): light, mending, sacred flame, spare already cast a spell on its turn. A er doing so, the
the dying, thaumaturgy avatar regains all of its expended spell slots.
1st level (4 slots): cure wounds, guiding bolt, purify
food and drink, shield of faith Spellcasting. The avatar is a 20th-level spellcaster. Its
2nd level (3 slots): lesser restoration, spiritual weapon, spellcas ng ability is Wisdom (spell save DC 19, +11 to
zone of truth hit with spell a acks). It has the following cleric spells
3rd level (3 slots): remove curse, mass healing word, prepared.
spirit guardians
Cantrips (at will): light, mending, sacred flame, spare
4th level (3 slots): banishment, guardian of faith
the dying, thaumaturgy
5th level (3 slots): flame strike, greater restoration,
1st level (4 slots): command, cure wounds, guiding
hallow, raise dead
bolt, purify food and drink, shield of faith
6th level (1 slot): true seeing
2nd level (3 slots): lesser restoration, spiritual weapon,
7th level (1 slot): divine word
zone of truth
8th level (1 slot): resurrection
3rd level (3 slots): create food and water, remove curse,
Ac ons mass healing word, spirit guardians
4th level (3 slots): banishment, guardian of faith
Mace. Melee Weapon Attack: +5 to hit, reach 5 ., one 5th level (3 slots): dispel evil and good, flame strike,
target. Hit: 4 (1d6 + 1) bludgeoning damage. greater restoration, hallow, raise dead
6th level (2 slots): true seeing, word of recall
Turn Undead (Recharges after a Short or Long Rest). The 7th level (2 slots): divine word, symbol
cardinal presents its holy symbol and speaks a prayer. 8th level (1 slot): holy aura
Each undead that can see or hear the cardinal must 9th level (1 slot): true resurrection
make a DC 16 Wisdom saving throw. If the target is an
undead of CR 3 or lower, it is destroyed on a failed save.
Otherwise, on a failed save the target is turned for 1
Ac ons
minute or un l it takes any damage. A turned creature Mace. Melee Weapon Attack: +8 to hit, reach 5 ., one
moves up to its speed away from the cardinal and can't target. Hit: 5 (1d6 + 2) bludgeoning damage.
willingly move within 30 feet of it. It can't take reac ons
Turn Undead (Recharges after a Short or Long Rest). The
and must either use the Dash ac on or try to escape
avatar presents its holy symbol and speaks a prayer.
from an effect that stops it from moving. If it can't
Each undead that can see or hear the avatar must make
move, it can take the Dodge ac on.
a DC 19 Wisdom saving throw. If the target is an undead
of CR 4 or lower, it is destroyed on a failed save.
Otherwise, on a failed save the target is turned for 1
minute or un l it takes any damage. A turned creature
moves up to its speed away from the avatar and can't
willingly move within 30 feet of it. It can't take reac ons
and must either use the Dash ac on or try to escape
from an effect that stops it from moving. If it can't
move, it can take the Dodge ac on.

45
Mission Strategies Helm's Holy Vigilance
Each mission has a vastly different method of conducting battle,
often depending more on the personality of its god than on the
Against Evil
abilities of its missionaries. Even so, missions can share a few Race. Human.
common strategies. Higher Power. Helm, God of Protection.
Death Never Comes. When a missionary falls in battle, other Featured Subclass. Protection Priest.
members are there to pick them up with a healing spell. Some Helm's Holy Vigilance Against Evil is the designation of a
evil missions may even use the bodies of their comrades as mission for the church of Helm based out of Baldur's Gate.
undead soldiers, picking up fallen weapons and throwing Clerics for Helm helped protect the city against recent raids
themselves ever further into the fray. After a battle, the from a gnoll warband, yet for worshippers of Helm, protection is
wounded are dragged back to their temples to be healed fully, not enough: they must venture out to seek the source of evil and
and, if possible, the dead are resurrected. Just as though they smite it down. Only then can evil truly be vanquished. As such,
were termites, it's nearly impossible to wipe out a mission this small mission has been sent out by the church to stake out
unless you can take out every member at once, or cripple their the small town of Grull's March after hearing a rumour that a
ability to get back up and keep ighting. cultist of Yeenoghu was hiding amidst the villagers. If the
Dignity in Peace and Battle. A mission never ights unless rumour is right, the cultist is the one who steered the warband
it is necessary to do so and the results of the ight will be towards Baldur's Gate. Killing him or her might prevent future
bene icial to their goals (in some cases, even a defeat can garner attacks.
support). Missions are not always meant to be a ighting force.
They exist to demonstrate the superiority of the principles of
their god, for which glory in battle is not always valued. Far Grimbald Tyresian
better to negotiate an alliance than to draw blood. Grimbald Tyresian is a young bishop in the church of Helm who
was given the position after many of the church's members of
Cleric Tactics higher standing were killed in a battle against a demon a few
years back. Since then, members with higher seniority and
Clerics come as varied as their gods. A grave priest might hang capability have rejoined the church and resent the fact that
at the edges of the battle, dragging the wounded to safety. A war someone with so little experience outranks them. He had no
priest might leap into the fray, urging its companions to do the intention of leading the mission into Grull's March, but after
same. A death priest might cackle as it puppeteers its fallen being found in a compromising position with a deacon, his
enemies to ight against their former allies. Clerics do, however, superiors took pleasure in assigning him to the investigation of
all prepare their spells from the same limited list of this backwater town to prove himself worthy of retaining his
availabilities, and certain tactics are preferred over others. status as bishop. Grimbald knows they fully expect him to make
Swirling Celestial Fury. If a high-level cleric knows they will a mistake that will cost him his bishopship, and he is
be going into battle, they will cast guardian of faith ahead of determined to avoid that outcome at all costs by completing the
time to give themselves an extra edge. Spirit guardians is usually mission with blinding ef iciency.
the irst spell cast once the battle begins, punishing any who As a bishop of Helm embodying the domain of protection,
come close. Once these spells are activated, a typical cleric will Grimbald replaces his Turn Undead action with the Radiant
rain down blow after blow from its spiritual weapon and its Defense of a protection priest. Outside of combat, he relies on
sacred lame. If the battle lasts for a long time, a cleric can have his zone of truth to help with the investigation, and given his
guardian of faith, spirit guardians, and spiritual weapon all active inexperience he is not quite capable yet of determining whether
while it casts even more instantaneous spells like lame strike someone under the effects of the spell is telling the whole truth
and guiding bolt. or using tricky language to avoid suspicion.
Push Back the Tide. Much of the cleric's arsenal encourages
it to push against the tides of battle, forcing the enemy to retreat
with their tail between their legs. In addition to spells like
Cassandra Pascale
guardian of faith and spirit guardians that lash out against Cassandra was a deacon of Helm before her dalliance with
enemies close to the cleric, the cleric can also use its Turn Grimbald resulted in her expulsion. Grimbald carries a lot of
Undead to knock back waves of undead creatures if need be, guilt as they both suspect that her expulsion was meant more as
and spells like banishment, hallow, and dispel evil and good force a punishment for him than for her. Grimbald has secretly
otherworldly enemies to retreat, even if it's only temporarily. brought her along on the mission in an attempt to prove that she
Warding off an invasion without drawing blood can be just as should be reinstated as a deacon (or perhaps even promoted to
useful as slaughtering the invaders outright. priesthood). She is in disguise as a servant and plans to reveal
herself only to help ight off any threats that face the mission. In
the mean time, she divides her time between pursuing leads
with the villagers and sharing a tent with Grimbald.
Despite her expulsion, Cassandra still maintains her faith in
Helm and carries with her the powers of an acolyte.

46
Perhaps if the party can convince the missionaries to disband,
Kaspar Barkley the town can return to its everyday business. The rumours are
false, after all; there is no cultist. Right?
Grimbald doesn't know it, but Kaspar was only assigned to the
mission to ensure that the young bishop remained steadfast to
the principles of Helm. With such an emphasis on vigilance
Nobody Leaves
The party is staying overnight in Grull's March to rest from a
against evil, any hint that Grimbald is pulled in one direction by
previous adventure, only to ind in the morning that nobody has
his duties and another by his carnal desires could be grounds
been allowed to leave the town until the cultist is located.
for expulsion. Kaspar has his suspicions about the pretty young
The party inds themselves directly interrogated by several
servant that tagged along with the caravan. If he inds out that
missionaries. As adventurers, they are already held in suspicion
Cassandra is distracting Grimbald, the whole investigation could
by the missionaries for their presumably arcane dabbling. Any
be called off and Grimbald could face tribunal.
warlock in the group will be hounded with particular intensity.
Other than that, Kaspar does genuinely believe in the
righteousness of the mission. He prepares himself each morning
for the potential of having to exercise his powers as a The Cultist of Yeenoghu
protection priest to guard his allies from danger. It's up to the DM whether the rumours are true. If the rumours
are not true, Grimbald is so desperate for results that he may be
Raphaela Rohaise willing to see signs of Yeenoghu's in luence in anyone and use it
as evidence to kill them and bring their head back in triumph,
With everyone else concerned with proving themselves or
guilt or innocence be damned. The party can either ight him
keeping an eye on each other, Raphaela sees herself as the only
and his group directly or pit the missionaries against each other
one who actually cares about conducting a successful mission.
by revealing Grimbald and Cassandra's relationship to Kaspar.
Far more than any other member of the mission, she is out
If the rumours are indeed true, the cultist of Yeenoghu might
interrogating villagers and pursuing any leads she inds. She
in fact be using the magic that emanates off of the party to
wishes that more of her allies would put in the same effort as
conceal their own magical power. If discovered quickly, the
her so she isn't always off on her own; a protection priest is
cultist might attempt to lee, but if given time to prepare, the
most comfortable while surrounded by friends. Raphaela is
cultist might call forth a pack of gnolls that attacks the city from
certainly not surrounded by friends.
its borders to overwhelm both the party and Grimbald's
missionaries. The cultist himself can be represented by the cult
Other Investigators fanatic statblock or, for a greater challenge, a warlock of the
In addition to the bishop, the two priests, and the secret acolyte, fiend. You can use the information from the section on gnolls in
the mission has nine people involved. Volo's Guide to Monsters or the section on demon lords from
Mordenkainen's Tome of Foes to add lavour to the cultist.
Deacons
Three deacons conduct the administrative aspect of the mission,
dutifully cataloguing every encounter and poring over past
documents to search for anything that might lead them to the
cultist of Yeenoghu. They are each represented by the noble
statblock.

Servants
There are six servants helping out with the mission in addition
to Cassandra. None of the other servants have seen her around
before and occasionally express their concern about the
newcomer to Kaspar. Each servant other than Cassandra is
represented by the commoner statblock.

Con lict
The party might come into con lict with the mission in one or
more of the following ways, or through another way that its
more directly with your campaign.

Request for Help


One of the villagers from Grull's March has secretly sent out a
raven requesting help from a party of adventurers to assist
against what they see is a violation of their rights as tax-paying
villagers. Grimbald's investigation can be brutal and torturous,
as any amount of force that would lead them to the cultist is
justi ied by its very nature. Since their cause is righteous, their
methods must also be righteous, so they say.

47
Arcana Priest (SCAG) Arcana Priest
Arcana priests reject the notion that divine and arcane magic Medium humanoid (any race), any alignment
are fundamentally different. They believe that magic, just as all
things, come from the will of the gods and should be
Armor Class 12 (15 with mage armor)
worshipped as such. Hit Points 36 (8d8)
Speed 30 ft.
Gods of the Arcana Priests
Azuth, God of Wizards STR DEX CON INT WIS CHA
Followers ind their homes piling up with books of arcane 8 (-1) 14 (+2) 10 (+0) 17 (+3) 17 (+3) 10 (+0)
knowledge they have no recollection of acquiring.
Skills Arcana +5, Religion +5
Mystra, Goddess of Magic Senses passive Perception 12
Opposing magic always seems to just barely miss followers. Languages any one language
They're just outside of the blast of a ireball, or the eldritch blast Challenge 2 (450 XP)
strikes their ally instead, or a paladin decides to use his words
rather than a zone of truth. Spell Breaker. When the cleric restores hit points to an
ally with a spell of 1st level or higher, it can also end
Oghma, God of Knowledge one spell affec ng that creature. The level of the spell
Followers are occasionally struck by facts they would have had ended must be equal to or lower than the level of the
no way of iguring out on their own. spell slot expended to heal the ally.
Spellcasting. The cleric is a 6th-level spellcaster. It
spellcas ng ability is Wisdom (spell save DC 13, +6 to hit
with spell a acks). It has the following cleric spells
prepared.
Cantrips (at will): prestidigitation, mending, chill touch,
thaumaturgy
1st Level (4 slots): cure wounds, detect magic, inflict
wounds, magic missile
2nd Level (3 slots): lesser restoration, magic weapon,
Nystul's magic aura
3rd Level (3 slots): mass healing word, dispel magic,
magic circle

Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.
Abjure the Supernatural (Recharges after a Short or Long
Rest). One celes al, elemental, fey, or fiend the cleric
can see within 30 feet of it that can see and hear the
cleric must succeed on a DC 13 Wisdom saving throw or
become frightened by the cleric. While it is frightened,
it cannot take ac ons or reac ons and must use its
movement to move as far away from the cleric as it can.
The target can repeat the save at the end of its turn if
the cleric isn't in line of sight, ending the effect on a
success.

48
Death Priest (DMG)
Death priests worship foul gods. While some might intend to Death Priest
further the study of medicine and alleviate the suffering of those Medium humanoid (any race), any alignment (usually
in need, most are drawn to this domain by the blackness in their evil)
hearts.
Armor Class 13 (chain shirt)
Gods of the Death Priests Hit Points 27 (5d8 + 5)
Speed 30 ft.
Bhaal, God of Murder
Followers must wipe their faces to remove the blood that
STR DEX CON INT WIS CHA
periodically leaks from their eyes.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Kelemvor, God of the Dead
Out of the corner of one's eye, one can see, only through the Skills Medicine +7, Persuasion +3, Religion +3
re lection of a mirror, a skeletal apparition where the follower Senses passive Perception 13
would be standing. Languages any two languages
Challenge 2 (450 XP)
Loviatar, Goddess of Pain
Followers can withstand brutal torture without breaking a Morbid Weapons. The priest's weapon a acks are
sweat. magical. When the priest hits a creature with a melee
weapon a ack, it deals an addi onal 9 (2d8) necro c
Myrkul, God of Death damage (included in the a ack).
Followers are pale as a ghost. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
Shar, Goddess of Darkness and Loss with spell a acks). It has the following cleric spells
Followers frequently seem to disappear into the shadows. prepared.
Cantrips (at will): chill touch, spare the dying,
Talona, Goddess of Disease and Poison thaumaturgy
Followers are carriers and spreaders of countless debilitating
1st level (4 slots): false life, inflict wounds, ray of
diseases, yet suffer no symptoms themselves. sickness
2nd level (3 slots): blindness/deafness, ray of
enfeeblement
3rd level (2 slots): animate dead, vampiric touch

Ac ons
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage plus 9 (2d8)
necro c damage.

49
Forge Priest (XGE)
A priest won't consider themselves worthy of the domain of the Forge Priest
forge unless they have produced armor worthy of combat Medium humanoid (any race), any alignment
against demons and other creatures that would challenge the
forward march of civilisation. Armor Class 19 (Armor of the Divine Forge)
Many forge priests forgo the strongest aspects of divine magic Hit Points 60 (8d8 + 24)
in exchange for weapons and armor blessed by the gods. Speed 30 ft.

Gods of the Forge Priests STR DEX CON INT WIS CHA
Chauntea, Goddess of Agriculture 19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)
Followers are never wanting for bountiful crops.
Damage Resistances fire
Gond, God of Craft Senses passive Perception 11
Followers suffer agonising dreams of others destroying their Languages Primordial plus any one language
creations and live in constant paranoia when working on a Challenge 4 (1,100 XP)
project around others.
Innate Spellcasting. The priest's innate spellcas ng
Helm, God of Protection ability is Wisdom (spell save DC 11, +3 to hit with spell
A shield is always at the side of a follower, whether they're a acks). It can cast the following spells innately:
carrying it or someone else is. At will: create bonfire, guidance, mending
1/day: continual flame
Ilmater, God of Endurance
Followers can run for a thousand miles without stopping to
catch their breath.
Ac ons
Hammer of the Divine Forge. Melee Weapon Attack: +6
Tempus, God of War to hit, reach 5 ., one target. Hit: 11 (2d6 + 4)
No follower has ever been caught at home when there's a ight bludgeoning damage, plus 9 (2d8) fire damage, and the
to be had. target must succeed on a DC 11 Cons tu on saving
throw or ignite in flames. At the start of each of the
target's turns, the target makes another Cons tu on
Torm, God of Courage and Self-Sacri ice saving throw, taking 4 (1d8) fire damage on a failed
Nearly everyone has a story of the heroism of a dead follower
save, or ending the effect on a success. The effects end
they once knew. when the target or a creature within 5 feet of it uses an
ac on to put out the flames, or if some other effect
Waukeen, Goddess of Trade douses the flames. This is a magic weapon.
There isn't a business deal in the known world that doesn't
bene it a follower in some obscure, roundabout way.

50
Grave Priest (XGE)
In opposition to priests of the domain of Death, grave priests Grave Priest
consider themselves caretakers and shepherds of the living to Medium humanoid (any race), any neutral alignment
their rightful plane of existence after passing on. Neither good
nor evil, to grave priests death is simply a facet of existence that Armor Class 14 (chain shirt)
must be nurtured and respected. Hit Points 44 (8d8 + 8)
Speed 30 ft.
Gods of the Grave Priests
Eldath, Goddess of Peace STR DEX CON INT WIS CHA
Others feel a palpable sense of warmth and comfort from 13 (+1) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1)
followers.
Senses passive Perception 12
Helm, God of Protection Languages any one language
A shield is always at the side of a follower, whether they're Challenge 2 (450 XP)
carrying it or someone else is.
Circle of Mortality. When the cleric would normally roll
Kelemvor, God of the Dead one or more dice to restore hit points with a spell to a
Out of the corner of one's eye, one can see, only through the creature at 0 hit points, it instead uses the highest
re lection of a mirror, a skeletal apparition where the follower number possible for each die.
would be standing.
Spellcasting. The cleric is a 6th-level spellcaster. It
spellcas ng ability is Wisdom (spell save DC 12, +4 to hit
Lathander, God of Birth and Renewal with spell a acks). It has the following cleric spells
The families of followers contain twins and triplets exclusively, prepared.
and their children are always healthy.
Cantrips (at will): mending, sacred flame, spare the
Myrkul, God of Death dying, thaumaturgy
1st Level (4 slots): bane, cure wounds, false life, healing
Followers are pale as a ghost.
word, inflict wounds, sanctuary
2nd Level (3 slots): blindness/deafness, feign death,
Savras, God of Divination and Fate gentle repose, lesser restoration
Keen observers know to avoid a room that a follower refuses to 3rd Level (3 slots): ray of enfeeblement, revivify, speak
walk into. with dead, vampiric touch
Torm, God of Courage and Self-Sacri ice
Nearly everyone has a story of the heroism of a dead follower
Ac ons
they once knew. Grave Scythe. Melee Spell Attack: +4 to hit, reach 5 .,
one target. Hit: 13 (2d12) slashing damage.
Protect the Dying (Recharge 5-6). The cleric chooses up
to three unconscious creatures it can see within 30 feet
of it. The priest can choose to spend one spell slot of
1st level or higher; if it does so, each target regains 6 hit
points. If the priest doesn't spend a spell slot, the
targets are instead stabilised.

51
Knowledge Priest (PHB)
Knowledge priests took a liking to the studious nature of their Knowledge Priest
profession rather than the martial responsibilities. Medium humanoid (any race), any alignment

Gods of the Knowledge Priests Armor Class 13 (chain shirt)


Hit Points 27 (5d8 + 5)
Azuth, God of Wizards Speed 30 ft.
Followers ind their homes piling up with books of arcane
knowledge they have no recollection of acquiring.
STR DEX CON INT WIS CHA
Deneir, God of Writing 10 (+0) 10 (+0) 12 (+1) 16 (+3) 16 (+3) 13 (+1)
Followers often carry a quill pen that never seems to run out of
ink, and their packs are always illed with paper. Skills Arcana +5, History +5, Insight +5, Medicine +7,
Persuasion +3, Religion +5
Gond, God of Craft Senses passive Perception 13
Followers suffer agonising dreams of others destroying their Languages any four languages
creations and live in constant paranoia when working on a Challenge 2 (450 XP)
project around others.
Innate Spellcasting. The priest's innate spellcas ng
Mystra, Goddess of Magic ability is Wisdom (save DC 13). The priest can cast the
Opposing magic always seems to just barely miss followers. following spells innately.
They're just outside of the blast of a ireball, or the eldritch blast 3/day each: detect thoughts, suggestion
strikes their ally instead, or a paladin decides to use his words
rather than a zone of truth. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
Oghma, God of Knowledge with spell a acks). It has the following cleric spells
Followers are occasionally struck by facts they would have had
prepared.
no way of iguring out on their own. Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
Savras, God of Divination and Fate 2nd level (3 slots): lesser restoration, spiritual weapon
Keen observers know to avoid a room that a follower refuses to 3rd level (2 slots): dispel magic, spirit guardians
walk into.
Ac ons
Selune, Goddess of the Moon Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
In the waxing period, followers are exuberant, youthful, and target. Hit: 3 (1d6) bludgeoning damage.
optimistic. In the waning period, followers are mellow, dour, and
pessimistic.

Waukeen, Goddess of Trade


There isn't a business deal in the known world that doesn't
bene it a follower in some obscure, roundabout way.

52
Life Priest (PHB)
Life priests are devoted to the preservation of life at all costs. Life Priest
They are numerous and highly valued as doctors, healers, and Medium humanoid (any race), any alignment (usually
medics in times of peace and war. good)

Gods of the Life Priests Armor Class 16 (chain mail)


Hit Points 27 (5d8 + 5)
Chauntea, Goddess of Agriculture Speed 30 ft.
Followers are never wanting for bountiful crops.
STR DEX CON INT WIS CHA
Eldath, Goddess of Peace
Others feel a palpable sense of warmth and comfort from 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
followers.
Skills Medicine +7, Persuasion +3, Religion +3
Helm, God of Protection Senses passive Perception 13
A shield is always at the side of a follower, whether they're Languages any two languages
carrying it or someone else is. Challenge 2 (450 XP)

Ilmater, God of Endurance Spellcasting. The priest is a 5th-level spellcaster. Its


Followers can run for a thousand miles without stopping to spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
catch their breath. with spell a acks). It has the following cleric spells
prepared.
Lathander, God of Birth and Renewal Cantrips (at will): light, mending, spare the dying
The families of followers contain twins and triplets exclusively, 1st level (4 slots): cure wounds, guiding bolt, sanctuary
and their children are always healthy. 2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): mass healing word, spirit guardians
Lliira, Goddess of Joy
Others are often unsettled by the relentless smiles of followers. Ac ons
Selune, Goddess of the Moon Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
In the waxing period, followers are exuberant, youthful, and target. Hit: 3 (1d6) bludgeoning damage.
optimistic. In the waning period, followers are mellow, dour, and Preserve Life (Recharges after a Short or Long Rest). The
pessimistic. priest targets up to six creatures it can see within 30
feet. The priest heals these creatures, dividing up 30 hit
Sune, Goddess of Love and Beauty points between them.
Followers are supernaturally beautiful.

53
Light Priest (PHB)
Light priests emanate radiant energy wherever they go, whether Light Priest
through their personality or through their deeds. They are Medium humanoid (any race), any alignment
generally focused on spreading the word of their gods rather
than performing miracles, though miracles do tend to follow Armor Class 13 (chain shirt)
them. Hit Points 82 (15d8 + 15)
Speed 30 ft.
Gods of the Light Priests
Helm, God of Protection STR DEX CON INT WIS CHA
A shield is always at the side of a follower, whether they're 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2)
carrying it or someone else is.
Skills Medicine +7, Persuasion +4, Religion +3
Lathander, God of Birth and Renewal Senses passive Perception 13
The families of followers contain twins and triplets exclusively, Languages any two languages
and their children are always healthy. Challenge 5 (1,800 XP)

Milil, Goddess of Poetry and Song Spellcasting. The priest is a 5th-level spellcaster. Its
Followers noticeably glow when they sing or recite poetry. spellcas ng ability is Wisdom (spell save DC 14, +6 to hit
with spell a acks). It has the following cleric spells
Sune, Goddess of Love and Beauty prepared.
Followers are supernaturally beautiful. Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): burning hands, cure wounds, faerie
fire
2nd level (3 slots): flaming sphere, scorching ray
3rd level (2 slots): daylight, fireball

Ac ons
Mace. Melee Weapon Attack: +3 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.
Radiance of the Dawn (Recharge 5-6). Each creature
within 30 feet of the priest that can see it must make a
DC 14 Cons tu on saving throw, taking 33 (6d10)
radiant damage on a failed save, or half as much
damage on a successful one.

54
Nature Priest (PHB)
Nature priests, like druids, revere the beauty of the natural Nature Priest
world. They build temples and churches glorifying the Medium humanoid (any race), any alignment
architecture from which the world was made.
Armor Class 16 (chain mail)
Gods of the Nature Priests Hit Points 27 (5d8 + 5)
Speed 30 ft.
Auril, Goddess of Winter
Followers are cold to the touch and rarely complain about chilly
weather.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Chauntea, Goddess of Agriculture
Followers are never wanting for bountiful crops. Skills Medicine +7, Persuasion +3, Religion +3
Senses passive Perception 13
Eldath, Goddess of Peace Languages any two languages
Others feel a palpable sense of warmth and comfort from Challenge 1 (200 XP)
followers.
Spellcasting. The priest is a 5th-level spellcaster. Its
Malar, God of the Hunt spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
Followers are adept trackers regardless of their environment, with spell a acks). It has the following cleric spells
and once they've found their quarry they are ravenous in prepared.
appetite, even if this causes some awkwardness. Cantrips (at will): guidance, thorn whip, druidcraft
1st level (4 slots): animal friendship, goodberry, speak
Mielikki, Goddess of Forests with animals
Followers are never found sleeping inside. 2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth, wind wall
Sylvanus, God of Wild Nature
Followers are prone to its of unbridled rage followed quickly by Ac ons
apologies.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.
Charm Animals and Plants (Recharge After a Short or
Long Rest). Each animal and plant within 30 feet of the
priest that can see and hear it must make a DC 13
Wisdom saving throw. On a failed save, the target is
charmed by the priest un l the end of its next turn.

55
Night Priest (DAPC)
The night may not necessarily be full of terrors, nor should it Night Priest
always be dark when the moon is full. A night priest may Medium humanoid (any race), chaotic evil (50%) or
provide relief from the darkness of night, or it may bring it chaotic good (50%)
down upon its enemies.
Armor Class 13 (chain shirt)
Gods of the Night Priests Hit Points 55 (10d8 + 10)
Speed 30 ft.
Auril, Goddess of Winter
Followers are cold to the touch and rarely complain about chilly
STR DEX CON INT WIS CHA
weather.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Lathander, God of Birth and Renewal
The families of followers contain twins and triplets exclusively, Skills Medicine +7, Persuasion +3, Religion +3
and their children are always healthy. Senses passive Perception 13
Languages any two languages
Savras, God of Divination and Fate Challenge 2 (450 XP)
Keen observers know to avoid a room that a follower refuses to
walk into. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
Shar, Goddess of Darkness and Loss with spell a acks). It has the following cleric spells
Followers frequently seem to disappear into the shadows. prepared.
Cantrips (at will): chill touch, light, thaumaturgy
Selune, Goddess of the Moon 1st level (4 slots): bane (evil), guiding bolt (good),
In the waxing period, followers are exuberant, youthful, and protection from evil and good, sleep
optimistic. In the waning period, followers are mellow, dour, and 2nd level (3 slots): blindness/deafness (evil), darkness,
pessimistic. gentle repose (good), moonbeam, silence
3rd level (2 slots): animate dead (evil), daylight (good),
Sune, Goddess of Love and Beauty fear, feign death
Followers are supernaturally beautiful.
Ac ons
Sylvanus, God of Wild Nature Moonlight Sickle. Melee Weapon Attack: +2 to hit,
Followers are prone to its of unbridled rage followed quickly by
reach 5 ., one target. Hit: 2 (1d4) slashing damage plus
apologies.
7 (2d6) radiant damage, and the target is bathed in
moonlight, gran ng advantage to the next a ack roll
made against it made before the end of the priest's
next turn. This is a magic weapon.
Midnight Gloom (Recharge 5-6). All magical and
nonmagical lights within 30 feet of the priest are
ex nguished. Each hos le creature within that radius
must make a DC 13 Cons tu on saving throw. On a
failed save, the target takes 14 (4d6) necro c damage
and can't benefit from darkvision for 1 minute. On a
successful save, the target takes half damage instead
and suffers no other effects.

56
Protection Priest (UA)
While priests devoted to the life domain heal the sick and the Protection Priest
weak, those devoted to the protection domain strive to ensure Medium humanoid (any race), any alignment (usually
nobody becomes sick or weak through unjust means. good)

Gods of the Protection Priests Armor Class 20 (plate, shield)


Hit Points 55 (10d8 + 10)
Helm, God of Protection Speed 30 ft.
A shield is always at the side of a follower, whether they're
carrying it or someone else is.
STR DEX CON INT WIS CHA
Ilmater, God of Endurance 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Followers can run for a thousand miles without stopping to
catch their breath. Skills Medicine +7, Persuasion +3, Religion +3
Senses passive Perception 13
Torm, God of Courage and Self-Sacri ice Languages any two languages
Nearly everyone has a story of the heroism of a dead follower Challenge 3 (700 XP)
they once knew.
Spellcasting. The priest is a 5th-level spellcaster. Its
Tyr, God of Justice spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
Followers are capable of coming to moral and ethical with spell a acks). It has the following cleric spells
conclusions in a fraction of a second, and their decisions are prepared.
almost always fair. Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): compelled duel, cure wounds,
protection from evil and good, sanctuary
2nd level (3 slots): aid, lesser restoration, protection
from poison
3rd level (2 slots): protection from energy, slow

Ac ons
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.
Radiant Defense (Recharges after a Short or Long Rest).
The priest chooses an ally it can see within 30 feet of it.
The first me that creature is hit by an a ack in the
next minute, the a acker takes 16 (3d10) radiant
damage.

Reac ons
Protection. When a creature a acks a target other than
the priest within 30 feet of the priest, and the priest can
see them both, the priest can move up to its speed. If it
ends this movement within 5 feet of the a acker and its
target, the priest can impose disadvantage on the a ack
roll.

57
Tempest Priest (PHB)
Tempest priests chase the thrill of great storms, taking great Tempest Priest
interest in weather patterns and the chaos of nature. While Medium humanoid (any race), any alignment
others run from tornadoes and avalanches, a tempest cleric can
often be found standing their ground, arms outstretched, Armor Class 18 (chain mail, shield)
whispering a prayer in awe. Hit Points 55 (10d8 + 10)
Speed 30 ft.
Gods of the Tempest Priests
Akadi, Goddess of Air STR DEX CON INT WIS CHA
Followers are light as a feather, skipping and dancing in de iance 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
of gravity.
Skills Medicine +7, Persuasion +3, Religion +3
Auril, Goddess of Winter Senses passive Perception 13
Followers are cold to the touch and rarely complain about chilly Languages any two languages
weather. Challenge 4 (1,100 XP)

Talos, God of Storms Spellcasting. The priest is a 5th-level spellcaster. Its


Followers feel a great ache in their bones when the weather is spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
about to change dramatically. with spell a acks). It has the following cleric spells
prepared.
Umberlee, Goddess of the Sea Cantrips (at will): gust, shocking grasp, thaumaturgy
Followers can hold their breath far longer than they should be 1st level (4 slots): create or destroy water, purify food
able to. and drink, thunderwave
2nd level (3 slots): shatter, spiritual weapon
3rd level (2 slots): create food and water, water walk

Ac ons
Warhammer. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or
7 (1d10 + 2) bludgeoning damage if wielded with two
hands to make a melee a ack.

Reac ons
Thunderous Rebuke. When a creature hits the priest
with a melee weapon a ack, the priest can force the
creature to make a DC 13 Dexterity saving throw, taking
9 (2d8) lightning or thunder damage on a failed save, or
half as much damage on a successful one.

58
Trickery Priest (PHB)
Trickery priests worship trickster gods whose mad schemes and Trickery Priest
inscrutable motivations excite them to no end. Medium humanoid (any race), any alignment

Gods of the Trickery Priests Armor Class 15 (chain shirt)


Hit Points 27 (5d8 + 5)
Beshaba, Goddess of Misfortune Speed 30 ft.
Even masters of their craft tend to trip up and make mistakes
around followers.
STR DEX CON INT WIS CHA
Cyric, God of Lies 10 (+0) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 14 (+2)
Followers enjoy the feeling of lies lowing off their tongue and
ind it physically painful to tell the truth. Skills Deception +6, Medicine +7, Persuasion +3,
Religion +3, Stealth +6
Leira, Goddess of Illusion Senses passive Perception 13
Followers have a knack for spotting illusions and tend to Languages any two languages
examine their world in more detail. Challenge 2 (450 XP)

Mask, God of Thieves Spellcasting. The priest is a 5th-level spellcaster. Its


Pairs of followers often "swap faces" for a day or two. spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
with spell a acks). It has the following cleric spells
Shar, Goddess of Darkness and Loss prepared.
Followers frequently seem to disappear into the shadows. Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): command, detect magic, inflict
Waukeen, Goddess of Trade wounds
There isn't a business deal in the known world that doesn't 2nd level (3 slots): pass without trace, spiritual weapon
bene it a follower in some obscure, roundabout way. 3rd level (2 slots): invisibility, tongues

Ac ons
Duplicitous Dagger. Melee or Ranged Weapon Attack:
+5 to hit, reach 5 . or range 20/60 ., one target. Hit:
5 (1d4 + 3) piercing damage, plus 7 (2d6) psychic
damage if the target can see the priest's illusion from
Invoke Duplicity. This is a +1 magic weapon.
Cloak of Shadows (Recharge After a Short or Long Rest).
The priest becomes invisible un l the end of its next
turn, or un l it casts a spell.
Invoke Duplicity. The priest creates a perfect illusion of
itself that lasts for 1 minute or un l it loses its
concentra on, as if concentra ng on a spell. The illusion
appears in an unoccupied space within 30 feet of the
priest. As a bonus ac on, the priest can move the
illusion up to 30 feet to a space within 120 feet of the
priest that it can see. Addi onally, when both the priest
and its illusion are within 5 feet of a creature that can
see the illusion, the priest has advantage on a ack rolls
against that creature.

59
War Priest (PHB)
War priests view battle ields as sacred ground. While not
soldiers themselves, they are often found among the ranks of
armies, providing aid and bolstering the resolve of their allies to
spur them into victory. Even a lost battle, and death at the hands
of the enemy, is something to strive for in the eyes of a war
priest.

War Priest, VGM pg. 218


The war priest in Volo's Guide to Monsters is suf icient to
represent this subclass.

Gods of the War Priests


Tempus, God of War
No follower has ever been caught at home when there's a ight
to be had.

Torm, God of Courage and Self-Sacri ice


Nearly everyone has a story of the heroism of a dead follower
they once knew.

Tyr, God of Justice


Followers are capable of coming to moral and ethical
conclusions in a fraction of a second, and their decisions are
almost always fair.

60
Druids

W
itches is a nebulous term for those who take
their power from non-traditional sources, the
Unlock the Power of Dreams
Dream guardians lead their covens in a philosophy of
primal powers that have long existed before the
analysing and acting upon the omens found in one's dreams.
gods ever turned their pretentious gaze towards
the Material Plane. Hags are called witches for Creatures can make a lat DC 15 Charisma check to take
their dark powers. Warlocks are called witches conscious control of their dreams, becoming a lucid dreamer.
for their dark pacts. Druids are called witches Whenever a creature awakens from a dream, it rolls a d6. On
simply because of their connection to the natural world. It is a a roll of 1 or 2, they instead remain dreaming but believe that
meaningless term. And yet, many druids embrace the label. they have awoken.
Creatures have disadvantage on saving throws made when
Druid Covens targeted by the dream spell.

Like-minded druids gather together into a coven, a group of Maintain the Land
witches. With each other as support, they can achieve greater Land druids lead their covens in a philosophy of caring for the
ends than any single druid on their own. Most civilised places land. They preserve its natural state through powerful curses on
look down upon covens of druids as subversive and those who dare trespass.
disestablishmentarian, to the point of occasionally hunting them
down and killing them. Over thousands of years, the most Creatures that harbor hostilities towards the coven or the
successful covens have been those that can maintain a low land the coven protects are more likely to get lost, suffering
pro ile, operating almost as secret societies that meet monthly disadvantage on Wisdom (Survival) checks.
or yearly. No coven's charter has ever been written down; it is a Mechanical contraptions and arti icially constructed objects
social construct at its most basic level, nothing more. break down frequently. Wheels fall off their axles, mirrors
Covens aren't exclusive to druids. Although all covens have break, and armor rusts.
powerful druids as their leaders, many include people with When the spell plant growth is cast over the course of 8
weaker powers (or no powers at all), as well as those who take hours in the region, the entire region bene its from the
their power from a different source, such as warlocks or clerics, effects, not just a half mile radius around the caster.
as long as they follow the coven's philosophy.
Destroy the Interlopers
Liminal druids lead their covens in a philosophy of the old
Demographics gods great and terrible, disallowing any to cross their land, ill-
In a coven of 12 people ... intentioned or otherwise. They are universally hostile towards
anyone outside of their coven, and are the most likely to garner
1 is an archdruid attention from civilised militaries rather than just adventuring
2 are druids parties. A coven led by a liminal druid is a signi icant threat to
4 are witch doctors civilisation itself.
5 are any mix of eco-terrorists, herbalists, nature
priests, primal wardens, and warlocks of the archfey Beasts mindlessly attack outsiders.
Beasts are far more likely to be their "giant" variants or to
Coven Manifestations gather in swarms.
Rivers run red with blood.
A coven's philosophy manifests in the world as environmental Trees bleed with red sap.
effects surrounding their region. Generally, the effect is related The land shifts and molds itself to confuse and trap
to the circle from which the druid draws its power. These outsiders, leading them in circles or sending them tumbling
regional effects apply in a 10 mile radius around the meeting into dark caves.
site of the coven (unless noted otherwise) and fade over the Heavy winds, fog, hail, and lightning strikes plague the region
course of two weeks if the coven is disbanded. until the interlopers leave or are killed off.

Protect the Animal Kingdom Embrace Change


Arch shepherds lead their covens in a philosophy of Moon druids lead their covens in a philosophy of embracing
protecting the innocence and sanctity of wildlife. change. Because all are part of the natural world, individuality is
a myth. We are the trees, the grass, the beasts that walk the
As a reaction to being targeted by an attack or being forced Earth, the rocks, the sun, the stars, the moon. We are everything,
to make a saving throw, any beast can teleport to the coven's and everything is us.
meeting place.
Wisdom (Animal Handling) checks are made with advantage. Creatures have disadvantage on saving throws against spells
Beasts gather in swarms of at least eight of their own kind that would alter their form, such as polymorph.
when threatened, quickly overwhelming enemies. When it is silent, creatures can hear the whispers of the
Beasts summoned through magic have double hit points. rocks, trees, bushes, insects, and other small things.
The moon shines almost as bright as the sun.

61
Absorb the Living
Spore spreaders lead their covens in a philosophy of speeding
up the process of rot after death. Their meeting site changes Archdruid Coven Leader
frequently, as once a region has been consumed, nothing but Medium humanoid (any race, shapechanger), any non-
fungus can ever grow there again. lawful alignment

Dead bodies and dead plants rot away to nothing in less than Armor Class 12 (16 with barkskin)
a day. Fungal growths sprout from the carcass and spread Hit Points 208 (32d8 + 64)
quickly. Speed 30 ft.
Beasts are likely to be a spore servant.

Banish the Undead STR DEX CON INT WIS CHA


Twilight mendicants lead their covens in a philosophy of 10 (+0) 14 (+2) 15 (+2) 15 (+2) 20 (+5) 19 (+4)
crusading against the in luence of the undead. These covens are
formed quickly and disband just as fast, achieving their purpose
Saves Wis +10
before moving on. In order to combat the undead, one must Skills Nature +7, Perception +10, Survival +10
respond quickly and without mercy, stemming the tide before it Senses truesight 60 ft., passive Perception 20
can spread. Languages Druidic plus any two languages
Challenge 16 (25,000 XP)
Newly created undead start with half hit points.
Non-undead have resistance to necrotic damage and
Spellcasting. The archdruid is a 20th-level spellcaster. Its
advantage on saving throws made against effects from
spellcas ng ability is Wisdom (spell save DC 18, +10 to
undead creatures. hit with spell a acks). It has the following druid spells
WHen a creature makes a death saving throw, it regains 1 hit prepared.
point and can immediately take its turn on a result of 10 or
higher. Cantrips (at will): druidcraft*, guidance*, mold earth*
1st level (4 slots): animal friendship, detect poison and
Statblocks disease, entangle*, goodberry, purify food and drink*,
speak with animals*, thunderwave*
2nd level (3 slots): barkskin, lesser restoration*,
Tier One moonbeam, spike growth
3rd level (3 slots): plant growth*, speak with plants*
Dream Guardian (NPC pg. 66) 4th level (3 slots): conjure woodland beings,
Druid (MM pg. 346) hallucinatory terrain, polymorph
Eco-Terrorist (NPC pg. 213) 5th level (2 slots): awaken, tree stride*
Twilight Mendicant (NPC pg. 71) 6th level (2 slots): transport via plants*, wall of thorns
Witch Doctor (NPC pg. 225) 7th level (2 slots): fire storm*, regenerate
8th level (1 slot): earthquake
Tier Two 9th level (1 slot): storm of vengeance*

Arch Shepherd (NPC pg. 65) Ac ons


Spore Spreader (NPC pg. 70)
Shillelagh Staff. Melee Spell Attack: +10 to hit, reach 5
., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Tier Three
Change Shape (2/Day). The archdruid magically
Archdruid (VGM pg. 210)
polymorphs into a beast or elemental with a challenge
Liminal Druid (NPC pg. 68) ra ng of 6 or less, and can remain in this form for up to
9 hours. The archdruid can choose whether its
Tier Four equipment falls to the ground, melds with its new form,
or is worn by the new form. The archdruid reverts to its
Archdruid Coven Leader (NPC pg. 62) true form as a bonus ac on or if it is knocked to 0 hit
points, with excess damage carrying over to its new
Coven Strategies form. While in a new form, the archdruid retains its
game sta s cs and ability to speak, but its AC,
We Preserve the World and the World Preserves Us. Druid movement modes, Strength, Dexterity, and Cons tu on
covens use the natural world to their advantage, slinking are replaced by those of the new form, and it gains any
between trees, disappearing into the mist, creating illusory special senses, proficiencies, traits, ac ons, and
spaces for others to get lost in and for them to pass through reac ons (except class features, legendary ac ons, and
harmlessly, living off the land while their enemies starve lair ac ons) that the new form has. It can cast its spells
themselves out. The land is their friend, and to those hostile to with verbal or soma c components in its new form
the coven, it is their enemy. (marked with an asterisk*). The new form's a acks are
magical.

62
Never Trust Your Senses. Druids are extremely dif icult to
ight, as they don't play by the same rules as everyone else. A Newly-Appointed Druids
druid could be the bird alighting on a branch, or it could be
Having just completed their rituals of the circle of the moon, two
melded into the tree you're leaning against, or it could be
human druids, Polymus Fensworth and Penny Barnes, have
completely invisible, standing right beside you as you
joined the Coven of the Lunar Madness to recapture the thrill
desperately try to search for it. When a ight goes sour, a druid
they irst had when they transformed into wolves. The two of
disappears through the trees, travelling tens of miles in a single
them fell in love as wolves even though they aren't otherwise
step. Those who try to chase them become entangled in weeds,
attracted to each other as humans, and, more importantly,
only to ind that the weeds were only in their mind.
despite the fact that they are both married to different people. In
their human forms, they are distant. They barely acknowledge
Druid Tactics each other. But in wolf form, they are inseparable. They claim
that their wolf form is a distinct entity and thus they are not
Gifts of the Land. Druids are never alone. Aside from other
cheating on their spouses, especially since their human forms
druids, they are often supported by a group of beasts and plants
are repugnant to each other, but the fact that they only join
that ight alongside them in battle. They might have eight
together in secret suggests that they understand, on a deep
wolves or blink dogs they've summoned with conjure animals
level, that what they are doing is wrong.
or conjure woodland beings, they might have a brown bear
Polymus and Penny have the Change Shape feature of an
they've charmed with animal friendship, and they might have an
archdruid, but they can transform only into creatures of CR 1 or
awakened tree they've given life through awaken.
lower, and only for 2 hours at a time. They usually take the form
Wild Shape. During combat, druids will typically transform
of dire wolves.
into a great beast such as a giant crocodile, a triceratops, a
giant ape, or a mammoth. Add the XP for a druid's wild
shapes to the total encounter XP. Werewolves
The werewolves consist of two brothers, Zach and Henry, and
Coven of the Lunar Madness their sister, Jezebel, triplets of a small farming family close to the
meeting site of the coven. As kids entering their teenage years,
Coven Manifestation. Embrace Change they were all playing together in the woods when a werewolf
Featured Subclass. Moon Druid attacked and bit all three of them before they ultimately drove it
The Coven of the Lunar Madness is a group of shifters and off with a torch. The werewolf was slain a few days later by an
shapechangers who gather under the light of the full moon adventurer, and the town breathed a sigh of relief, not realizing
every month to transform into wolves, capturing the beauty and that three of their own would soon fall under the curse.
togetherness of the pack. The pack's numbers luctuate, as well Luckily, Ico approached the triplets before their lycanthropy
as their shapeshifting abilities, but its leadership stays the same: manifested within them and offered to help them conceal it from
Ico Magyerius, an wood elf archdruid, manages the land upon their family and their village. For the past ten years, they have
which they meet and protects the coven from outsiders with his travelled together to the meeting place of the Coven of the Lunar
careful administration. Madness every full moon. Jezebel, however, is getting restless.
Within the coven are 2 newly-appointed druids still trying to She's met a very nice man from a big city who has offered her a
get a handle on their wild shape, 3 werewolves who otherwise place to stay while she practices her weaving. Despite her
appear as commoners to their friends and family, a changeling brothers' insistence, she is planning to leave the coven and
who adopts animal forms instead of humanoid forms, and an attempt to conceal her lycanthropy without any further
awakened wolf that polymorphs into a humanoid to blend with assistance.
society before returning to its true form on a full moon.
Changeling
Ico Magyerius Changelings are creepy to look upon, with pasty skin, purple
Ico is an archdruid who considers himself to be the "alpha" of hair, and solid black eyes punctuated only by a pinprick white
the Coven of the Lunar Madness. For six hundred years he has dot. They stand out in a civilised region. Most changelings avoid
been the warden of the Moonlight Woods. He founded the coven being noticed by physically changing their appearance to
to help conceal several werewolves who had sought out his another type of humanoid, but for Ysilda, her powers seem to
protection, and although he has lived far beyond their lifespans, have mutated beyond what is expected for her race. She can only
he has maintained the coven as an open organisation for any transform into animals. Unlike most of the other coven
who seek guidance in managing their shapeshifting ways. members, she stays with Ico every day. In fact, she has fallen in
When Ico uses his Change Shape ability, he can take the love with the old elf, but has kept her crush a secret. He is
form of a Wolf Guardian, which uses the statistics of a incredibly old and incredibly powerful, and she is nothing
tyrannosaurus rex, with the following changes: compared to him. She knows it is best to move on, but she can't
bring herself to leave and face society. This is the only place she
It has the *Pack Tactics feature. feels at home.
It can't make attacks with its tail.

63
Ysilda is a changeling with the statistics of a witch doctor.
Instead of the normal racial features for a changeling, Ysilda Con lict
shares the Change Shape trait of an archdruid, with the
The party might come into con lict with the coven in one or
following changes.
more of the following ways, or through another way that its
Ysilda can only transform into animals of CR 1/4 or lower. more directly with your campaign.
Ysilda can stay in beast form for 2 hours.
Ysilda has no restriction on the number of times she can use Private Investigation
this ability per day. The spouse of Polymus Fensworth, a hardy beet farmer named
Belle Fensworth, hires the party to investigate her husband's
Generally, Ysilda takes the form of a wolf. activities. For the past few years she's noticed more and more
that he isn't there when she rolls over in the night. She suspects
Awakened Wolf that he is having an affair and wants the party to track him
down. She knows that, as a druid, he will be very dif icult to
In a far off land, an evil liminal druid had awakened dozens of track, so a party of adventurers is a good bet. She just wants to
wolves that it used as indentured servants to tear apart know for certain so she can divorce him. Their seven children
trespassers limb from limb. After observing the other wolves kill deserve better.
an innocent family, followed by the druid using their blood to As the party igures out the unusual arrangement between
create a plague that wiped out a nearby village, one of the Polymus and Penny, they might also come into contact with
wolves secretly organised a revolt among the pack. While the Penny's spouse, a very good-natured lumberjack named
druid slept, the wolves leapt upon him and tore out his throat, Gregson Barnes. They haven't had any children, to his
but as he lay dying, he caused the earth to erupt around them disappointment, but he's learned to accept it because he's fond
all, swallowing and killing all but one of the pack. of Penny's free-spirited nature and comfortable with the life
That wolf wandered the world for years, overcome with they have built together. Learning that she has been seeing
sorrow for its lost pack. Few recognised its intelligence and someone behind his back would destroy him.
would drive it off like any other wolf. Soon, however, the wolf
befriended a much nicer druid who replaced one of the wolf's Mob Justice
teeth with a magical fang granting it the power of a modi ied After last full moon, three dogs and two cats went missing from
polymorph, transforming the wolf into a human. As the wolf townhomes in the city center. A guardsman claims that he saw
grew used to its human form, it took on the role of a herbalist the young new iance of Professor Charles Lance, a weaver girl
using its experience of the forest. The wolf has the following named Jezebel, returning home in the middle of the night
changes to its statblock: wearing nothing but a bloodstained fur coat. A large mob of city
folk is planning on raiding Lance's home next full moon to catch
Medium beast (shapechanger), neutral good
her in the act and, presumably, hang her for being a werewolf.
INT 11 (+0) | WIS 17 (+3) | CHA 11 (+0)
The party might be working with the town guard to
Fang of Human Shape (2/Day). The wolf can transform
investigate further before the mob attacks, or they might be
into his human form, a herbalist. The wolf's statistics are
participating in the mob itself. Alternatively, Jezebel herself
replaced by the herbalist's statistics (including hit points),
might ask the party to help her escape back to her coven,
but he retains his alignment and personality. His Fang of
although she is too proud to ask for help unless there is no other
Human Shape does not transform with the rest of his body,
option.
remaining clearly visible when his mouth is opened. The
Professor Charles Lance does not know about Jezebel's
transformation lasts for 6 hours or until the wolf uses his
lycanthropy, but he does suspect that the townsfolk are
bonus action to return to his true form. The wolf returns to
suspicious of his wife-to-be for some kind of witchcraft or
his true form if he is reduced to 0 hit points, with excess
something like that. He believes her to be innocent and hires
damage carrying over to his wolf form. The herbalist's
two mercenaries to help protect his home on the night of the
equipment is stowed in a pack that is carried by both forms.
mob's attack. His former military experience gives him the
Unfortunately, the druid that helped the wolf died shortly of statistics of a commander. He can hold off the mob long
old age, and the wolf wandered the world, taking on jobs as a enough for Jezebel to escape out the back.
herbalist and hiding its true form until eventually it was picked If the party uncovers the Coven of the Lunar Madness, they
up by Ico, who offered it a place where it could always be its true might discover that Jezebel's brothers were the ones who
self without judgement. originally spread the rumours of lycanthropy in the hopes of
The wolf doesn't have a name; it just goes by "Wolf", even in getting their sister back.
human form.
Lycanthropy
The party contracts lycanthropy and starts their own gathering
of lycanthropes, not realizing that they are competing with Ico's
hard work on the Coven of the Lunar Madness. There can only
be one wolf pack, and this territory has been claimed.

64
Arch Shepherd (XGE)
An arch shepherd is a powerful igure strongly in tune with Arch Shepherd
animals. They use their powers to protect the animal kingdom, Medium humanoid (any race), any alignment
but at the same time understand that the natural cycle of birth
and death must also be preserved. Armor Class 14 (hide armor)
This druid is a member of the Circle of the Shepherd. Hit Points 154 (28d8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 17 (+3)

Skills Medicine +8, Nature +4, Perception +8


Senses passive Perception 18
Languages Druidic and Sylvan plus any one language
Challenge 8 (3,900 XP)

Spellcasting. The arch shepherd is an 9th-level


spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 16, +8 to hit with spell a acks). It has the following
druid spells prepared.
Cantrips (at will): druidcraft, mending, thorn whip
1st Level (4 slots): animal friendship, beast bond, speak
with animals
2nd Level (3 slots): animal messenger, beast sense,
enhance ability, locate animals or plants
3rd Level (3 slots): conjure animals
4th level (3 slots): conjure woodland beings, dominate
beast, giant insect, locate creature
5th level (1 slot): awaken, commune with nature, insect
plague

Ac ons
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 5 (1d6 + 2) slashing damage.
Animal Aura (Recharges on a Short or Long Rest). The
arch shepherd chooses a point within 60 feet that it can
see and calls forth an aura with a 30-foot radius around
that point. The arch shepherd can move the aura up to
60 feet to a point it can see as a bonus ac on. The aura
persists for 1 minute or un l the arch shepherd is
incapacitated. The aura has one of the following effects:
Bear Aura. Each creature in the aura when it appears
gains 14 (4d6) temporary hit points and has
advantage on Strength checks and saving throws
while in the aura.
Hawk Aura. When a creature in the aura makes an
attack roll, the arch shepherd can use its reaction to
grant advantage on that roll.
Unicorn Aura. An allied creature that starts its turn in
the aura gains 3 (1d6) hit points.

65
Dream Guardian (XGE)
Some druids are so consumed by the magic of forests that they Dream Guardian
live equally in a dreaming state and a waking state. A visit by a Medium humanoid (any race), any alignment
dream guardian is a sure ire sign that one has yet to awaken
from their slumber. Armor Class 11
This druid is a member of the Circle of Dreams. Hit Points 71 (13d8 + 13)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 15 (+2)

Saving Throws Wis +7, Cha +5


Skills Insight +7, Nature +3, Perception +7, Persuasion
+5
Senses passive Perception 17
Languages Druidic plus any one language
Challenge 5 (1,800 XP)

Moonlight Hearth. During a short or long rest, the


dream guardian touches a point in space, and an
invisible, 30-foot-radius sphere of magic appears,
centered on that point. Total cover blocks the sphere.
While within the sphere, the dream guardian and its
allies gain a +5 bonus to Dexterity (Stealth) and Wisdom
(Percep on) checks, and any light from open flames in
the sphere isn't visible outside of it. The sphere
vanishes at the end of the rest or when the dream
guardian leaves the sphere.
Spellcasting. The dream guardian is a 9th-level
spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 15, +7 to hit with spell a acks). It has the following
druid spells prepared.
Cantrips (at will): create bonfire, guidance
1st Level (4 slots): charm person, create or destroy
water, faerie fire, sleep
2nd Level (3 slots): enhance ability, invisibility, mirror
image, moonbeam, pass without trace
3rd Level (3 slots): daylight, meld into stone, slow
4th level (3 slots): confusion, divination, freedom of
movement, greater invisibility, hallucinatory terrain
5th level (2 slots): dream, geas, tree stride
Summer Balm (3/Day). As a bonus ac on, the dream
guardian blesses a creature it can see within 120 feet of
it. The target regains 10 (3d6) hit points and 9
temporary hit points.

Ac ons
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
., one target. Hit: 3 (1d6) bludgeoning damage, or 4
(1d8) bludgeoning damage if used with two hands to
make a melee a ack.

66
Land Druid (PHB)
The vast majority of druids are protectors of their land, drawing
upon special powers drawn from the elemental nature of the
region that they use in turn to nourish it.

Druid, MM pg. 346


Archdruid, VGM pg. 210
To signify either of these druids as land druids of a particular
circle, you can add the Circle Spells from PHB pg. 68 to their list
of prepared spells, as long as they have spell slots of the same
level or higher. This does not affect their challenge ratings.

Arctic
2nd level: hold person, spike growth
3rd level: sleet storm, slow
4th level: freedom of movement, ice storm
5th level: commune with nature, cone of cold

Coast
2nd level: mirror image, misty step
3rd level: water breathing, water walk
4th level: control water, freedom of movement
5th level: conjure elemental, scrying

Desert
2nd level: blur, silence
3rd level: create food and water, protection from energy
4th level: blight, hallucinatory terrain
5th level: insect plague, wall of stone

Forest
2nd level: barkskin, spider climb
3rd level: call lightning, plant growth
4th level: divination, freedom of movement
5th level: commune with nature, tree stride

Grassland
2nd level: invisibility, pass without trace
3rd level: daylight, haste
4th level: divination, freedom of movement
5th level: dream, insect plague

Mountain
2nd level: spider climb, spike growth
3rd level: lightning bolt, meld into stone
4th level: stone shape, stoneskin
5th level: pass wall, wall of stone

Swamp
2nd level: darkness, Melf's acid arrow
3rd level: water walk, stinking cloud
4th level: freedom of movement, locate creature
5th level: insect plague, scrying

Underdark
2nd level: spider climb, web
3rd level: gaseous form, stinking cloud
4th level: greater invisibility, stone shape
5th level: cloudkill, insect plague

67
Liminal Druid (DAPC)
Most druids ind some way to reconcile their beliefs about the Liminal Druid
sanctity of nature with the existence of civilisation and the Medium humanoid (any race), chaotic neutral or
encroachment of alien races on their homes. A harmonic chaotic evil
existence is achievable despite it all, isn't it?
Not for liminal druids. They follow the ways of the old druids, Armor Class 12
far before the humanoid races ever managed to build walls and Hit Points 165 (30d8 + 30)
wheels and weapons. Their power is ancient and inscrutable, Speed 30 ft.
and they are to be feared. The nature they revere is not one of
harmony -- it is one of teetering perilously on the edge of death.
STR DEX CON INT WIS CHA
While they may not look much different from regular druids,
it is vitally important to recognise one when you see it and lee 10 (+0) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 15 (+2)
as soon as you can, for they can easily slay one of your
companions and use their blood to make the very air you and all Senses truesight 60 ft., passive Perception 15
of your companions breathe rot your lungs from the inside out, Languages Druidic plus any one language
an af liction that spreads for miles across the land and cannot be Challenge 12 (8,400 XP)
escaped.
This druid is a member of the Circle of Twilight. This is a Ritual Sacrifice. When the druid reduces a creature to 0
separate circle to the one of twilight mendicants. hit points, that creature dies and the druid can
immediately cast one of the following spells without
material components, triggering its effects immediately.
Once it has cast one of these ritual spells, it can't cast
the same spell using this trait un l it finishes a long rest.
Wisdom is its spellcas ng ability for these spells (spell
save DC 17, +9 to hit with spell a acks).
Ritual Spells: augury, commune with nature, find
familiar, forbiddance (deals necro c damage and
targets humanoids), meld into stone, silence
Spellcasting. The druid is a 13th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 17, +9 to hit
with spell a acks). It has the following druid spells
prepared.
Cantrips (at will): create bonfire, druidcraft, infestation,
primal savagery
1st level (4 slots): create or destroy water, earth tremor,
entangle, faerie fire
2nd level (3 slots): darkness, earthbind, enhance ability,
gentle repose, spike growth
3rd level (3 slots): erupting earth, plant growth, speak
with dead, tidal wave, wind wall
4th level (3 slots): blight, dominate beast, guardian of
nature, hallucinatory terrain
5th level (2 slots): antilife shell, contagion, dominate
person, insect plague, wrath of nature
6th level (1 slot): bones of the earth, conjure fey
7th level (1 slot): control weather

Ac ons
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.

68
Moon Druid (PHB)
Druids of the moon often consider their wild shapes to be their
true form while their humanoid bodies are but a disguise.

Archdruid, VGM pg. 210


The archdruid is suf icient to represent a moon druid if you add
the (shapechanger) tag to its statblock.
For a more interesting battle with an archdruid, you can
change the rules of its Change Shape ability to more accurately
re lect the class feature: instead of the archdruid sharing its pool
of hit points with its animal shapes, each animal shape has its
original hit points which are independent of the archdruid's.
The party must defeat each animal shape individually before
ultimately defeating the archdruid in its true form. This works
best if you choose two different animals.
Additionally, you can remove the CR limitation on the
archdruid's animal shapes, allowing it to transform into any
beast that exists in its world.
If you make these changes, the CR of the archdruid isn't
changed. Instead, you add the appropriate XP of each animal
shape to the amount of XP your party gains upon defeating the
archdruid.

69
Spore Spreader (UA)
Worshippers of Zuggtmoy, Lady of Fungi are sometimes granted Spore Spreader
dark gifts that mimic the powers of the druids of the overworld. Medium humanoid (any race), any alignment (usually
Spore spreaders disguise themselves as land druids while evil)
secretly seeding the earth with their dark children.
Many spore spreaders wield a mace shaped like a mushroom. Armor Class 14 (natural armor)
Fungal infections across their skin offer them a degree of natural Hit Points 165 (30d8 + 30)
protection. Speed 30 ft.
For reference on how to transform a monster into a spore
servant, please refer to the MM pg. 230.
STR DEX CON INT WIS CHA
This druid is a member of the Circle of Spores.
15 (+2) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 10 (+0)

Senses passive Perception 14


Languages Druidic and Undercommon plus any one
language
Challenge 10 (5,900 XP)

Halo of Spores. As a bonus ac on, the spore spreader


can ac vate or deac vate its halo of spores. While
ac vated, the spore spreader is surrounded by deadly
fungal spores: creatures that start their turn within 10
feet of the spore spreader take 7 (2d6) poison damage.
Servitude. When the spore spreader reduces a creature
to 0 hit points, the creature dies. If the body isn't
destroyed, the creature returns to life in 1d4 hours as a
spore servant.
Spellcasting. The spore spreader is a 9th-level
spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 16, +8 to hit with spell a acks). It has the following
druid spells prepared.
Cantrips (at will): chill touch, druidcraft
1st Level (4 slots): disguise self, sleep
2nd Level (3 slots): gentle repose, ray of enfeeblement
3rd Level (3 slots): animate dead, gaseous form
4th level (3 slots): blight, confusion
5th level (2 slots): cloudkill, contagion

Ac ons
Mushroom Mace. Melee Weapon Attack: +7 to hit,
reach 5 ., one target. Hit: 6 (1d6 + 3) bludgeoning
damage plus 3 (1d6) poison damage. This is a +1 magic
weapon.

70
Twilight Mendicant (UA)
Druids who have peeled back the veil between worlds and seen Twilight Mendicant
the the Shadowfell in all its gloomy glory may devote their lives Medium humanoid (any race), any non-evil alignment
to banishing undead beings whose life force is powered by the
realm of darkness and death. Armor Class 12 (leather armor)
Many wear dark cloaks and wield manifested spectral scythes, Hit Points 49 (9d8 + 9)
imitating the look of an Avatar of Death. Speed 30 ft.
This druid is a member of the Circle of Twilight. This is a
separate circle to the one of liminal druids.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 19 (+4) 11 (+0)

Senses passive Perception 14


Languages Druidic plus any one language
Challenge 3 (700 XP)

Aura of the Threshold. Allied creatures within 30 feet of


the mendicant have advantage on death saving throws.
Death Speech. When the mendicant converses with
undead or dead humanoids, it can communicate as if
they share a language.
Innate Spellcasting. The mendicant's innate spellcas ng
ability is Wisdom (spell save DC 14, +6 to hit with spell
a acks). It has the following spells prepared, which it
can cast without material components.
3/day: speak with dead
1/day: etherealness

Ac ons
Multiattack. The mendicant makes two a acks with its
Harvest's Scythe.
Harvest's Scythe. Melee Spell Attack: +6 to hit, reach 5
., one target. Hit: 11 (2d10) force damage, and the
wielder regains 5 hit points. If the target is undead, the
wielder regains 10 hit points instead.

71
Fighters

C
ontrary to popular belief, not everyone with a
sword and shield has the skills to become a ighter. Squad Goals
A ighter is a master of all weapons, capable of near-
supernatural speed and agility, capable of shrugging Glory
off terrible injuries just by pumping themselves up The ighter squad ights for glory and renown. This is your
full of adrenaline. They hit harder and last longer typical heroic adventuring party who ights purely because they
and, in a world regularly beset by dragons, demons, believe it is the right thing to do. Choose one of the sources of
and spellcasters that wield the powers of the in inite realms, the party's glory.
squads of trained ighters still somehow hold their own against
Defeat a terrible monster (Neutral Good).
these threats. They are not to be taken lightly.
Overthrow a tyrannical despot (Chaotic Good).
Locate a legendary object (Neutral).
Fighter Squads Banish a terrible evil (Lawful Good).

A ighter squad is any group of ighters that ight side by side for Typical ighters in this squad might include ...
a common goal. The goal of such a squad can be as varied as the
goals of any random person you meet, concerning matters of Banneret
politics, war, personal issues, and other such reasons to take up Battlemaster
arms. The one string of commonality between all goals is their Cavalier
steadfast loyalty to one another. They are brothers and sisters in Champion
arms who ight together or don't ight at all. Eldritch Knight
Samurai

Demograhics Standard Bearer

A Fighter Squad can refer to any number of allied combatants Politics


that ight as a coordinated militaristic team. Most squads have a The ighter squad aims to further a political goal. They might
small number of ighters, between 4-8, but some could be better work for local lords who wish to consolidate their power, for a
classi ied as a battalion. Generally, ighter squads are self- king who wishes to maintain order in his kingdom, or for rebels
suf icient and carry their supplies with them, not requiring a who wish to overthrow the government entirely. Choose one of
host of squires and other support staff in the way that cleric the party's political goals.
missions and paladin nemeses might need. You can roll on the
Quash a rebellion (Lawful Evil).
following table to randomly determine the size of a squad.
Collect taxes from an unruly populace (Lawful Neutral).
d8 Number of Fighters in the Squad Remove the current government in a coup (Chaotic Neutral).
Plunge a rival state into anarchy (Chaotic Evil).
1 2 fighters
2 1d4+2 fighters Typical ighters in this squad might include ...
3 1d6+3 fighters Banneret
4 1d8+4 fighters Battlemaster
Brute
5 2d10 fighters
Cavalier
6 3d12 fighters Champion
7 4d20 fighters Eldritch Knight
Samurai
8 5d100 fighters
Standard Bearer
For determining what kinds of ighters are within the squad,
you can roll on the following table. Generally, most ighters in a
squad will be tier 1. Many have a strong leader who is a
champion, a warlord, or an indefatigable.

d100 Squad Leadership


1-60 All fighters are er 1.
61-85 The squad is led by a champion.
86-99 The squad is led by a warlord.
100 The squad is led by an indefa gable.

72
Pro it
The ighter squad consists of mercenaries willing to do anything Statblocks
for coin. They are the most easily recruited, and also the least
loyal. Often it is easier to pay them off than to ight them Tier One
outright. Archer (VGM pg. 210)
Most importantly, they have no speci ic goals aside from what Cavalier (NPC pg. 80)
their patrons tell them to do. They are almost universally lawful Commander (NPC pg. 202)
neutral in alignment. Defender (NPC pg. 210)
Typical ighters in this squad might include ... Duelist (NPC pg. 212)
Elite Elven Archer (NPC pg. 83)
Arcane Archer
Gladiator (MM pg. 346)
Battlemaster
Knight (MM pg. 347)
Brute
Mariner (NPC pg. 215)
Champion
Mercenary (NPC pg. 217)
Sharpshooter
Sharpshooter (NPC pg. 85)
Squire (NPC pg. 222)
Vendetta
Standard Bearer (NPC pg. 86)
The ighter squad came together for one shared goal: to take
Templar (NPC pg. 224)
revenge on someone who has wronged them. Choose one of the
Veteran (MM pg. 350)
fools who crossed all of these killers.

The boss of an organised crime gang (Chaotic Good).


The sneering vizier of a foolish king (Chaotic Neutral).
Tier Two
Banneret (NPC pg. 76)
A trickster spirit of the woods (Lawful Neutral).
Battlemasters (NPC pg. 77)
A cackling demon of betrayal (Lawful Good).
Blood Knight (NPC pg. 78)
A cardinal who outed their evil actions (Chaotic Evil).
Brute (NPC pg. 79)
Typical ighters in this squad might include ... Champion (VGM pg. 212)
Eldritch Knight (NPC pg. 82)
Battlemaster Samurai (NPC pg. 84)
Blood Knight
Brute
Champion Tier Three
Samurai Warlord (VGM pg. 220)

War
The ighter squad is an elite force trained for war. Each member
Tier Four
has been hand-crafted for their prowess in battle and their keen The Indefatigable (NPC pg. 74)
analytical mind. Choose one of the party's specialisations in war.

Search and Destroy (Lawful Neutral). Squad Strategies


Asset Recovery (Lawful Neutral). Forward Planning. The biggest asset to a ighter is not his
Target Elimination (Lawful Neutral). sword but his mind. Fighter squad's won't just throw
Supply Chain Sabotage (Lawful Neutral). themselves at a ight with no preparation; any ighter worth his
Frontline Disruptor (Lawful Neutral). salt knows that failing to plan means planning to fail. If a squad
has a battlemaster in their ranks (and most do), or another
Typical ighters in this squad might include ...
intellectual type of ighter like an eldritch knight or samurai,
Banneret they will likely be conducting hours upon hours of research into
Arcane Archer their foes before a single axe is drawn or arrow is nocked.
Battlemaster Never Split the Squad. The squad ights as a unit. You're not
Blood Knight ighting, for example, a brute. You're ighting a brute who has his
Cavalier friends controlling the ield of play to clear a path from that
Eldritch Knight brute to its target and ensure that escape is impossible. You
Sharpshooter might escape the brute only to ind that you've tripped an
Standard Bearer eldritch knight's alarms and ind your retreat cut short. You
might dig in hard only to ind that a samurai has negotiated your
allies into abandoning you when you need them the most. A
good squad makes careful use of all of its members.
Solidarity. Fighter squads work best when every member is
working in concert. The best way to break their advantage is to
pick off the weakest members; often a squad's plan relies on
every member being there to cover all possibilities, and
removing one early can give you the edge you need to survive.

73
They Just Keep Going. Unlike magic users, ighters are just as
effective at the end of the day as they are at the start. Rather
The Indefatigable than risk everything on a single battle, a squad is much more
likely to chip away at an enemy's resources over a longer period
Medium humanoid (any race), any alignment
of time, wearing them down until they are practically zombies. A
worn out enemy is an enemy that the squad can beat with less
Armor Class 26 (plate mail, shield)
risk, and being a ighter is all about managing risk.
Hit Points 190 (20d8 + 100)
Speed 30 ft.
Fighter Tactics
STR DEX CON INT WIS CHA The Scourge of Spells. The biggest threat to a ighter is magic.
Most haven't the faintest clue what it is, just from the fact that
20 (+5) 15 (+2) 20 (+5) 17 (+4) 14 (+2) 14 (+2)
the vast majority of people living in the world don't interact
with magic on a daily basis. Often, one member of a ighter
Skills Athletics +11, History +10, Intimidation +8,
squad will take the feat mage slayer expressly for the purpose of
Painter's Tools +10, Perception +8, Persuasion +8
eliminating enemy mages as quickly as possible. Other effective
Condition Immunities exhaustion
Senses passive Perception 18 tools against magic might include speed, sending a mounted
Languages any three languages cavalier or knight to close the distance on the wizard, or taking
Challenge 19 (22,000 XP) advantage of cover, tossing up smoke to undercut spells that
require line of sight, or even some magical effects themselves if
Action Surge (Recharges after a Short or Long Rest). The they have them available. An eldritch knight with a few scrolls of
indefa gable can take one addi onal ac on on its turn. counterspell can completely neutralise an enemy spellcaster.
Hit and Run. The irst round of combat is the most useful for
Disarming Attack (1/Turn). When the indefa gable hits a a squad, especially if they have prepared an ambush spot ahead
creature with a melee a ack, it can deal an addi onal 6 of time. Given time to prepare, even ighters wearing heavy
(1d12) damage and force the target to succeed on a DC armor can effectively hide themselves in an ambush spot. Once
19 Dexterity saving throw or drop a weapon or object of
their ambush goes off, every ighter can burn their action surge
the indefa gable's choice that it is holding.
to rain hell on their opponents faster than they can react. A
Duelist. As a bonus ac on, the indefa gable can force battlemaster can spur an arcane archer to use multiple magical
one creature it can see within 30 feet of it to make a DC arrows on the same turn. A blood knight can release all of its
18 Wisdom saving throw. On a failed save, the target pent up energy at once. A samurai can strike down its enemies
has disadvantage on a ack rolls made against creatures with a single draw of its blade. And once the dust settles and the
other than the indefa gable and can't willingly move blood hits the dirt, the ighters can gallop away, leaving their
further away from it. These effects end at the start of
opponents dazed, wounded, and demoralised, only for the
the indefa gable's next turn. Addi onally, the
ighters to strike again a few hours later.
indefa gable gains a +2 to damage rolls when it hits
with its legendary longsword when wielded with one Fighting Styles. A igher's ighting style plays a large role in
hand (included in the a ack). how they are laid out tactically in a ight. Heavy weapons
specialists and armored tanks rush forward, gaining extra
Legendary Resistance (3/Day). When the indefa gable attacks, inspiration, and heroic fortitude from support ighters
fails a saving throw, it can choose to succeed instead. like battlemasters and purple dragon knights. If many of the
Magic Armor. The indefa gable's plate mail and shield squad have shields, they will form up to defend each other (once
are both magical, contribu ng to a +3 increase in AC spellcasters with area of effect spells have been dealt with).
each while the indefa gable wears them. Archers, naturally, hang out in the back, dealing with stragglers
Superior Critical. The indefa gable scores a cri cal hit on and applying pressure. Different lines of battle naturally develop
a roll of 18-20. based on the individual strengths of each ighter within the
squad. Throughout the ight, their constant barks of
Survivor. The indefa gable regains 20 hit points at the communication confuse the enemy while directing their
start of its turn if it isn't incapacitated.
teammates, and seeing a full squad acting in synchronisation is a
Weapon Bond. The indefa gable can summon its sight to behold, at least until you're dead.
legendary longsword to its hand or banish it to a demi-
plane as a bonus ac on. The indefa gable can't be
disarmed of this weapon unless it is incapacitated.

Ac ons
Multiattack. The indefa gable makes four a acks with
its legendary longsword.
Legendary Longsword. Melee Weapon Attack: +14 to
hit, reach 5 ., one target. Hit: 14 (1d8 + 10) slashing
damage or 13 (1d10 + 8) slashing damage if wielded
with two hands. This is a +3 magic weapon.

74
Bobbie's Bludgers Haghadag Gaghadagank
Race. Dwarf. Haghadag, a compulsive gambler, is strangely risk-averse in
Squad Goal. Mercenaries. battle. He stays far in the back, picking off enemies and
Featured Subclass. Battlemasters. providing support to his friends. He's also a great cook and a
minor inventor of clockwork machinery. His incredibly long and
Bobbie's Bludgers are a rough-and-tumble gang of hard-
greasy grey beard hides an assortment of weighted dice which
drinking dwarven outlaws who once served together in the
sometimes clatter away during combat.
military before all being dishonorably discharged for showing
He is an archer wielding a heavy crossbow. He has the
up to battle too inebriated to ight properly. For dwarves, this
crossbow expert feat, allowing him to ire his crossbow multiple
took some effort.
times a round with the help of a mechanical dwarven speed
Their shared disgrace, surprisingly, brought them closer
loader.
together and with their former sergeant as their new leader,
they formed a formidable mercenary gang. Their prices are
cheap, but they expect their drinking habits to also be Junbun Moooooop
subsidised by their employers, and this can occasionally rack up As the most deadly member of the squad, the rest of the
a much larger cost than you'd get for a more professionally- Bludgers just try to stay out of Junbun's way. Once she has
minded group of sellswords. None get the job done quite as well locked onto a target, she will not rest until they are lying
as the Bludgers, however, as their over-the-top antics translate prostrate in front of her, disarmed, defeated, and begging for
to over-the-top supremacy in battle. their life. While she is a frightening force of nature on the
battle ield, she's a bit of a lirt in the pub. Her massive bushy red
Bobbie Bonebuoy beard puts off a few people, but not as much as you'd think.
Junbun is a master-at-arms who wields a magic
Formerly a sergeant, Bobbie is a natural leader for his crew. He
warhammer of unnatural strength.
drinks the hardest, parties the hardest, and hits the hardest out
of everyone in his crew, leading by example and knowing that
his loyal Bludgers are inspired by his lack of shame. He wears Con lict
his big red beard and long red hair in beautiful, eye-catching The party may come into con lict with Bobbie's Bludgers in a
braids. variety of ways. Essentially, anyone opposed to the party may
Bobbie is a champion wielding a maul. He can take the have hired this squad as protection, support, or disruption,
Commander's Strike action (from the rally guard statblock) sending them in direct opposition to the party.
as a bonus action each turn. Outside of being hired to ight the party, however, the
Bludgers are a fun group of partiers that are welcoming of
Harshackle Lashwrangle anyone who feels cast aside as they once were. The Bludgers
aren't evil, they're just motivated entirely by hedonism.
Harshackle is the team's resident spellcaster killer, trained as
such in the military before a wizard cursed his ale to always
taste of beetles. Since he loves the taste of beetles, this only
made him even more of a drunk than before. His copper-tinged
beard merges with his hair to form a wreath around his angry
little face.
Harshackle is a gladiator. He wields primarily a warhammer,
but also uses a garrote which he uses to bind a mage's hands. He
will often use his action surge to close the distance with enemy
mages, triggering many of the effects of his mage slayer feat.

Thinbelinda Bitmalinen
As the party's largest and most well-armoured member,
Thinbelinda can be seen cackling as she shrugs off mortal blows
in the heat of battle, satis ied that she is drawing in enemies that
would otherwise be aiming at her friends. She shaves her beard
each day so her pale face catches more of the light and gets
attention quicker. Sometimes she gets a sun-burn.
Thinbelinda is a rally guard with a shield and warhammer.
She has the defense ighting style which increases her armor
class by 1 (21 AC total).

75
Banneret (SCAG)
Bannerets (in the Forgotten Realms, called Purple Dragon Banneret
Knights) are noble protectors of the realm whose devotion to Medium humanoid (any race), any alignment
the state inspires their allies to strive beyond their capabilities.
This ighter its the archetype of the Purple Dragon Knight. Armor Class 20 (plate, shield)
Hit Points 135 (18d8 + 54)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

Skills Animal Handling +4, Athletics +8, History +4,


Persuasion +5
Senses passive Perception 11
Languages any one language
Challenge 7 (2,900 XP)

Inspiring Surge (Recharges after a Short or Long Rest).


A er taking an ac on on its turn, the banneret can take
one addi onal ac on. When it does so, it can also
choose up to two friendly creatures within 60 feet of it
that can see and hear the banneret. A target can
immediately use its reac on to make one melee or
ranged weapon a ack.

Ac ons
Multiattack. The banneret makes two melee weapon
a acks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 .,
one target. Hit: 9 (1d8 + 5) slashing damage, or 10
(1d10 + 5) slashing damage if used with two hands to
make a melee a ack.
Rallying Cry (Recharge 5-6). The banneret and up to
three creatures within 60 feet of it that can hear it gain
10 temporary hit points.

76
Battlemasters (PHB)
Battlemasters are students of warfare, using their knowledge Rally Guard
and research to develop new tactics, strategies, and maneuvers Medium humanoid (any race), any alignment
in battle. Some of them even employ magical weapons to bolster
their natural abilities. Armor Class 20 (plate, shield)
Included are two very different battlemasters: a duelist who Hit Points 135 (18d8 + 54)
leads their forces by example, and a protector of the weak who Speed 30 ft.
inspires others to ight in their stead.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
Master-at-Arms
Medium humanoid (any race), any alignment Skills Athletics +7, History +4, Sculptor's Tools +4
Senses passive Perception 10
Armor Class 18 (plate) Languages any three languages
Hit Points 135 (18d8 + 54) Challenge 6 (2,300 XP)
Speed 30 ft.
Rally. As a bonus ac on, the rally guard chooses a
friendly creature within 30 feet of it that can see and
STR DEX CON INT WIS CHA hear it. The target gains 5 (1d8 + 1) temporary hit
points.
22 (+6) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0)

Skills Athletics +9, History +4, Painter's Tools +4 Ac ons


Senses passive Perception 10 Multiattack. The rally guard makes two melee weapon
Languages any three languages a acks, or it makes one melee weapon a ack and uses
Challenge 8 (3,900 XP) its Commander's Strike.

Action Surge (Recharges after a Short or Long Rest). A er Warhammer. Melee Weapon Attack: +7 to hit, reach 5
taking an ac on on its turn, the master-at-arms can take ., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or
one addi onal ac on. 9 (1d10 + 4) bludgeoning damage if used with two
hands to make a melee a ack.
Maneuvers (1/Turn). When the master-at-arms hits with
a melee weapon a ack, it can choose to apply a Commander's Strike. The rally guard chooses one
maneuver to that a ack. The a ack deals an addi onal friendly creature within 30 feet of it that can see and
5 (1d10) damage, and the master-at-arms chooses one hear it. That creature can immediately use its reac on
of the following effects. to make one weapon a ack, adding 4 (1d8) to the
a ack's damage roll.
Disarming Attack. The target must succeed on a DC
15 Strength saving throw or drop an object it is
holding of the master-at-arms's choice. The object
Reac ons
lands at its feet. Protection. When a creature a acks a target other than
Distracting Strike. The next attack roll against the the rally guard within 30 feet of the rally guard, and the
target by an attacker other than the master-at-arms rally guard can see them both, the rally guard can move
has advantage if that attack is made before the start up to its speed. If it ends this movement within 5 feet of
of the master-at-arms's next turn. the a acker and its target, the rally guard can impose
Trip Attack. If the target is Large or smaller, it must disadvantage on the a ack roll.
succeed on a DC 15 Strength saving throw or fall
prone.

Ac ons
Multiattack. The master-at-arms makes three melee
weapon a acks.
Longsword of Unnatural Strength. Melee Weapon
Attack: +9 to hit, reach 5 ., one target. Hit: 10 (1d8 +
6) slashing damage, or 11 (1d10 + 6) slashing damage if
used with two hands to make a melee a ack. This is a
magic weapon. While a uned to this sword, the
wielder's Strengh is increased by 2, poten ally above
the maximum of 20.

77
Blood Knight (DAPC)
Blood knights are scarcely more than maniacs driven mad by Blood Knight
their lust for battle and engorged with the sweet metallic taste Medium humanoid (any race), chaotic evil
of blood.
Armor Class 18 (plate)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

Saves Int +2, Wis +3, Cha +2


Skills Perception +3
Senses passive Perception 13
Languages any one language
Challenge 7 (2,900 XP)

Innate Spellcasting. The knight's innate spellcas ng


ability is Cons tu on (spell save DC 14, +6 to hit with
spell a acks). It knows the following spells, which it can
cast without material or soma c components.
3/day: bestow curse, compelled duel, false life
Madness. The knight has advantage on saving throws
against being charmed or frightened.
The Smell of Blood. The knight has advantage on
Wisdom (Percep on) checks that rely on smell to detect
creatures that are at half their maximum hit points or
fewer. Creatures up to 1 mile away smell as strongly to
the knight as they would if they were only 5 feet away.

Ac ons
Multiattack. The knight makes two a acks with its
greatsword. It can subs tute one of these a acks with
its Draining Touch.
Draining Touch. The knight touches a creature within 5
feet of it. The creature must make a DC 14 Cons tu on
saving throw, taking 14 (4d6) necro c damage on a
failed save, or half as much on a successful one. The
knight regains hit points equal to the necro c damage
dealt.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5
., one target. Hit: 10 (2d6 + 3) slashing damage.

78
Brute (UA)
Brutes are dumb brawlers who get by on sheer force of will. Brute
They're not good at anything except for hitting things hard and Medium humanoid (any race), any alignment
getting hit harder.
Armor Class 16 (chain mail)
Hit Points 153 (18d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 18 (+4) 8 (-1) 9 (-1) 9 (-1)

Saving Throws Str +8, Con +7


Skills Athletics +8
Senses passive Perception 9
Languages any one language
Challenge 10 (5,900 XP)

Brute Force. When the brute hits with a melee weapon


a ack, it rolls one addi onal damage die and adds it to
the damage of the a ack (included in the a ack).
Legendary Resistance (3/Day). When the brute fails a
saving throw, it can choose to succeed instead.
Survivor. The brute regains 10 hit points at the start of
its turn if it has at least 1 hit point but fewer hit points
than half its hit point maximum.

Ac ons
Multiattack. The brute makes three a acks with its
greataxe.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 .,
one target. Hit: 18 (2d12 + 5) slashing damage.

79
Cavalier (XGE) Cavalier
Cavaliers ride their mounts into battle, propelled by an Medium humanoid (any race), any alignment
enthusiasm for crushing their enemies under their feet.
Armor Class 20 (plate, shield)
Cavalier Mounts Hit Points 47 (5d8 + 25)
Speed 30 ft.
While most cavaliers ride warhorses, your cavalier NPC might
be riding any of the following mounts depending on many
factors, including their homeland, their personal experiences, or STR DEX CON INT WIS CHA
the speci ic designs of their army.
18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
Allosaurus, MM pg. 80
Aurochs, VGM pg. 207 Skills Animal Handling +6
Axe Beak, MM pg. 317 Senses passive Perception 12
Brown Bear, MM pg. 319 Languages any one language
Camel, MM pg. 320 Challenge 4 (1,100 XP)
Deinonychus, VGM pg. 139 (Small riders only)
Dire Wolf, MM pg. 321 Charger. If the cavalier moves at least 20 feet in a
Elephant, MM pg. 322 straight line towards a creature and then hits it with a
Elk, MM pg. 322
lance a ack, the creature takes an addi onal 6 (1d12)
piercing damage and must succeed on a DC 14 Strength
Giant Bat, MM pg. 323
saving throw or be knocked prone.
Giant Boar, MM pg. 323
Giant Eagle, MM pg. 324 Saddle Master. Moun ng or dismoun ng a creature
Giant Owl, MM pg. 327 costs 5 feet of movement for the cavalier. It has
Giant Scorpion, MM pg. 327 advantage on saving throws made to avoid falling off its
Giant Sea Horse, MM pg. 328 mount, and if it falls, it can automa cally land on its
Giant Spider, MM pg. 328 feet if it falls less than 10 feet and isn't incapacitated.
Giant Strider, VGM pg. 143
Griffon, MM pg. 174 Ac ons
Guard Drake, VGM pg. 158 (Small riders only) Multiattack. If the cavalier is mounted, it can make two
Hell Hound, MM pg. 182 lance a acks. These a acks cannot be made against the
Hippogriff, MM pg. 184 same target.
Mastiff, MM pg. 332 (Small riders only)
Nightmare, MM pg. 235 Lance. Melee Weapon Attack: +6 to hit, reach 10 .,
Owlbear, MM pg. 249 one target. Hit: 10 (1d12 + 4) piercing damage. The
Pegasus, MM pg. 250 cavalier has disadvantage on this a ack if it isn't
Plesiosaurus, MM pg. 80
mounted.
Riding Horse, MM pg. 336 War Pick. Melee Weapon Attack: +6 to hit, reach 5 .,
Unicorn, MM pg. 293 one target. Hit: 8 (1d8 + 4) piercing damage.
Warhorse, MM pg. 340
Winter Wolf, MM pg. 340 Reac ons
Worg, MM pg. 341
Warding Maneuvers. When a creature the cavalier can
Wyvern, MM pg. 303
see targets the cavalier or its mount with an a ack, the
Yeth Hound, VGM pg. 201 cavalier adds 2 to the AC of both itself and its mount
against a acks from that creature un l the start of the
Mounts in Battle cavalier's next turn.
To streamline the use of mounts in battle, a DM can adopt the
following variant rules.

The rider and the mount share the same initiative (using the
rider's score).
Both the mount and the rider take actions on their shared
turn.
The mount determines movement while it is being ridden.
Any of the actions or attacks from both rider and mount can
occur in any order (even alternating between mount and
rider) and can be split up by the mount's movement.

80
Champion (PHB)
Most ighters found in the world are champions: they ight for a
cause (though not necessarily one that comes from their own
ideals) and can be hired as soldiers, mercenaries, duelists, or
performance artists. Anyone who needs someone to ight and
die for their cause can ind a champion willing to help for a coin
or two.

Champion, VGM pg. 212


Gladiator, MM pg. 346
Veteran, MM pg. 350
Warlord, VGM pg. 220.
Any of these are suf icient to represent a champion ighter.

81
Eldritch Knight (PHB)
Combining martial prowess with partial training as a wizard, Eldritch Knight
eldritch knights use arcane powers to gain an edge in battle. Medium humanoid (any race), any alignment
This eldritch knight uses a javelin to take advantage of its
returning weapon to make two thrown spear attacks each turn. Armor Class 18 (chain mail, shield)
You can choose other one-handed melee weapons for your Hit Points 105 (14d8 + 42)
eldritch knight's bonded weapon instead, such as a battleaxe or Speed 30 ft.
a lail. This does not change its CR.

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0)
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
+ 4) slashing damage if used with two hands. Skills Arcana +5, Athletics +7
Senses passive Perception 10
Languages any two languages
Challenge 6 (2,300 XP)

Flail. Melee Weapon Attack: +7 to hit, reach 5 ., one Bonded Weapon. The knight's bonded weapon is its
target. Hit: 8 (1d8 + 4) bludgeoning damage. javelin. The eldritch knight cannot be disarmed if it is
wielding its javelin. As a bonus ac on, the eldritch
knight can magically teleport its javelin into its hand.
Spellcasting. The knight is a 2nd-level spellcaster. Its
spellcas ng ability is Intelligence (spell save DC 13, +5
to hit with spell a acks). It knows the following wizard
spells, which it can cast without soma c or material
components.
Cantrips (at will): prestidigitation, ray of frost
1st level (3 slots): alarm, shield, unseen servant

Ac ons
Multiattack. The knight makes two a acks with its
javelin.
Javelin. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 . or range 30/120 ., one target. Hit: 7 (1d6 +
4) piercing damage.

82
Elite Elven Archer (XGE)
The most venerated archers in elven society use their innate Elite Elven Archer
magical abilities to infuse their arrows with deadly effects. Medium humanoid (elf), any alignment
This ighter its the archetype of the Arcane Archer.
Armor Class 16 (studded leather)
Hit Points 66 (12d8 + 12)
Speed 35 ft.

STR DEX CON INT WIS CHA


14 (+2) 19 (+4) 13 (+1) 16 (+3) 14 (+2) 10 (+0)

Skills Perception +4, Stealth +6


Senses darkvision 60 ft., passive Perception 14
Languages Elvish plus any one language
Challenge 3 (700 XP)

Arcane Shot (1/Turn). When the archer hits a creature


with a ranged weapon a ack, it can apply one of the
following effects to the target in addi on to the damage
of the a ack:
Grasping Arrow. The target takes 7 (2d6) poison
damage, its speed is reduced by 10 feet, and it is
overwhelmed by brambles, taking 7 (2d6) slashing
damage the first time on each turn it moves 1 foot
or more without teleporting. The target or any
creature that can reach it can use its action to
remove the brambles. Otherwise, they last for 1
minute.
Shadow Arrow. The target takes 7 (2d6) psychic
damage, and it must succeed on a DC 13 Wisdom
saving throw or be blinded until the start of the
archer's next turn.

Fey Ancestry. The archer has advantage on saving


throws against being charmed, and magic can't put it to
sleep.
Magic Arrows. The archer's ranged weapon a acks are
magical.
Mask of the Wild. The archer can take the Hide ac on
when lightly obscured by natural phenomena.

Ac ons
Multiattack. The archer makes two a acks with its
longbow.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ., one target. Hit: 8 (1d8 + 4) piercing
damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ., one
target. Hit: 8 (1d8 + 4) piercing damage.
Piercing Arrow (Recharge 5-6). The archer looses a
magic arrow in a 30 foot by 1 foot line, passing
harmlessly through objects and ignoring cover. Each
creature in the line must make a DC 13 Dexterity saving
throw, taking 17 (3d8 + 4) piercing damage on a failed
save, or half as much damage on a successful one.

83
Samurai (XGE)
Samurai are noblemen trained from birth to master the two Samurai
greatest tests of ability: paragon of the sword, and paragon of Medium humanoid (any race), any lawful alignment
the social code. They are equally comfortable slicing their foes in
two as they are hosting a feast for a foreign dignitary. Armor Class 17 (splint mail)
Hit Points 110 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)

Saving Throws Str +6, Wis +5, Int +5


Skills History +5, Persuasion +7
Senses passive Perception 12
Languages any three languages
Challenge 6 (2,300 XP)

Fighting Spirit (3/Day). As a bonus ac on, the samurai


gains 10 temporary hit points, plus advantage on melee
weapon a acks un l the end of its turn.
Master of the Blade (1/Turn). When the samurai makes a
melee weapon a ack against a creature on its turn, the
samurai can apply one of the following bonuses to the
a ack. On a hit, the target takes an addi onal 5 (1d10)
damage.
Disarming Attack. The samurai chooses an item its
target is holding. On a hit, the target must succeed
on a DC 14 Dexterity saving throw or drop the
object. The object lands at its feet.
Lunging Attack. The samurai's reach for the attack is
increased by 5 feet.
Pushing Attack. On a hit, if the target is Large or
smaller, it must succeed on a DC 14 Strength saving
throw or be pushed up to 15 feet away from the
samurai.

Ac ons
Multiattack. The samurai makes three a acks with its
katana.
Katana. Melee Weapon Attack: +6 to hit, reach 5 ., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if wielded with two hands to make a
melee a ack.

Reac ons
Parry. The samurai adds 3 to its AC against one melee
a ack that would hit it. To do so, the samurai must see
the a acker and be wielding a melee weapon.

84
Sharpshooter (UA)
The worst part of getting shot through the head with an arrow is Sharpshooter
you'll never see who shot you. Medium humanoid (any race), any alignment

Armor Class 15 (leather)


Hit Points 60 (8d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Skills Perception +7, Stealth +6


Senses passive Perception 15
Languages any one language
Challenge 1 (200 XP)

Steady Aim. The sharpshooter's longbow a acks ignore


half and three quarters cover and deal an addi onal 4
(1d8) damage (included in the a ack).
World-Class Bowmanship. If the sharpshooter has
disadvantage on a ack rolls made with its longbow, it
can choose to ignore the disadvantage. If it does so, it
cannot benefit from effects that would grant it
advantage on the a ack.

Ac ons
Multiattack. The sharpshooter makes two a acks with
its longbow.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ., one target. Hit: 13 (2d8 + 4) piercing
damage.

85
Standard Bearer (UA)
In battle, the nation's lag held high signals to the soldiers that Standard Bearer
they may ight on in service of the crown, and if it should fall, Medium humanoid (any race), any alignment
their hope is lost. A standard bearer is expected to wade
through the unwashed masses of its nation's enemies, seek out Armor Class 16 (chain mail)
its rival standard bearer, and defeat him or her in single combat. Hit Points 120 (16d8 + 48)
These duels often decide the outcome of the war. Speed 30 ft.
This ighter its the archetype of the Knight.

STR DEX CON INT WIS CHA


Standard Bearer Mounts 19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 16 (+3)
Standard bearers are discerning with their mounts, choosing a
creature that either can communicate effectively with its rider Skills Animal Handling +8, Athletics +7, History +4,
or can be trained to obey without question. Intimidation +9, Persuasion +6
Senses passive Perception 12
Camel, MM pg. 320 Languages any two languages
Dire Wolf, MM pg. 321 Challenge 5 (1,800 XP)
Elephant, MM pg. 322
Elk, MM pg. 322 Bearer of Resolve. Allied creatures that can see the
Giant Bat, MM pg. 323 standard bearer have advantage on saving throws
Giant Eagle, MM pg. 324 against being frightened.
Giant Owl, MM pg. 327
Griffon, MM pg. 174 Innate Spellcasting. The standard bearer's innate
Hippogriff, MM pg. 184 spellcas ng ability is Charisma (spell save DC 14, +6 to
Mastiff, MM pg. 332 (Small riders only)
hit with spell a acks). It can cast the following spells,
requiring no material components.
Nightmare, MM pg. 235
Pegasus, MM pg. 250 At will: compelled duel, enthrall
Riding Horse, MM pg. 336 Saddle Master. Moun ng or dismoun ng a creature
Unicorn, MM pg. 293 costs 5 feet of movement for the standard bearer. It has
Warhorse, MM pg. 340 advantage on saving throws made to avoid falling off its
Winter Wolf, MM pg. 340 mount, and if it falls, it can automa cally land on its
Worg, MM pg. 341 feet if it falls less than 10 feet and isn't incapacitated.
Wyvern, MM pg. 303
Ac ons
Mounts in Battle Multiattack. The standard bearer makes two a acks with
To streamline the use of mounts in battle, a DM can adopt the its pike or its longsword.
following variant rules.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 .,
The rider and the mount share the same initiative (using the
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
+ 4) slashing damage if used with two hands to make a
rider's score).
melee a ack.
Both the mount and the rider take actions on their shared
turn. Pike. Melee Weapon Attack: +7 to hit, reach 10 ., one
The mount determines movement while it is being ridden. target. Hit: 9 (1d10 + 4) piercing damage.
Any of the actions or attacks from both rider and mount can
occur in any order (even alternating between mount and Reac ons
rider) and can be split up by the mount's movement. Hold the Line. When a creature moves at least 1 foot
while within 5 feet of the standard bearer (or within 10
feet while it wields its pike), the standard bearer can
make an opportunity a ack against that creature. If it
hits, the creature's speed is reduced to 0 un l the end
of its turn.

86
Monks

H
idden away deep in monasteries live sects of
monks who train both in research and in martial
Way of the Long Death
For monks, being one with all things doesn't just extend to living
arts. By cleansing their minds of the outside
things. Researchers within these monasteries study how the
world, they can ind the answers to the
natural aging process affects one's abilities in the context of the
universe's greatest questions within themselves.
world at large. They extend their own lifespans so they have
A monk isn't strong because they are physically
longer to observe each stage of their own slowly decaying
it or because they possess hidden knowledge.
bodies.
They are strong because they are one with existence itself.
Con lict isn't a monk versus a non-believer. It is merely the Death Researchers
correction of an imbalance within the same being.
Way of the Drunken Master
Monk Monasteries These monasteries don't take on the traditional appearance of a
monastery. Most people who pass through would assume that it
A monastery typically has isolated itself in a secluded area. Its is a tavern, or at least one with a suspiciously large amount of
monks must undergo a series of trials to prove their dedication land out back, far more than one would expect a tavern to be
to the way of the monastery, not least of which is just getting to able to pay for. Monks of this monastery brew specialised
the monastery in the irst place. Some are located high in the concoctions and imbibe them to push their bodies and minds to
mountains where the air is thin. Others are surrounded by the limits of what they can accomplish. To most, this looks like a
crashing waves on rocky shores. Once a monk has sworn him or bunch of drunkards stumbling around.
herself to the monastery, their former lives are erased, and they
become an extension of the monastery's philosophy rather than Drunken Masters
a person with individual thoughts and desires. Every monk from
every monastery is considered to be the same as every other Way of the Four Elements
monk. Some take this a step further and adopt each other's Monasteries of the four elements are located in the most
names, faces, and relationships, swapping each other out as if inhospitable environments in the world. Monasteries that focus
they were one continuous mind transferred between many on training air benders can be found perched precariously on
bodies. All are one, and one is all. stilts off the side of mountains. Those training earth benders are
deep underground in darkness. Fire benders train on the lip of

Demographics an active volcano. Water benders live on a massive ship tethered


to the ocean loor that rocks with the waves of a storm.
In a monastery of 50 people ...
Elemental Benders
20 are monks of various levels of skill
20 are full-time staff (commoners) Way of the Kensei
5 are instructors (martial arts adepts) The most martially-focused of any monasteries around, monks
5 are outsiders, such as merchants, hermits, or librarians who follow the way of the kensei choose their weapons at a
who stay only for a short time (commoners) young age and train with nothing else until they are old enough
to ight. As monks are all things in the universe, a way for the

Monastic Ideals universe to study itself, it is therefore true that a weapon is not a
tool, it is, in a very literal sense, an extension of the monk's body.
Way of Blood Kensei
These secret sects of blood benders study the ways of
controlling others by manipulating the water within their
Way of the Open Hand
enemies' bodies. They disguise themselves as an ordinary
Monks who study under the way of the open hand train their
monastery while torturing their staff behind closed doors. When
bodies to become pure physical perfection. Since they are the
one of their subjects dies from the strain of their experiments,
manifestation of the universe's desire to correct its own
they simply replace them with the next hapless traveller to come
imbalances, it is only right that they train themselves to be the
upon them looking for enlightenment.
most capable of doing so. Their monasteries take on the form of
Blood Benders complicated obstacle courses.

Open Hand Monks

87
Way of Shadow
Some monasteries are more conceptual than physical. Monks
who study under a monastery of the way of shadow are joined Martial Arts Master
not by a physical location, but a mental location. They consider Medium humanoid (any race), any alignment
any area of darkness to be a training ground for their talents.
Armor Class 18
Shadow Monks Hit Points 214 (33d8 + 66)
Speed 45 ft.
Way of the Sun Soul
Carefully positioned to best absorb the light of the sun, a
monastery of the way of the sun soul keeps an eternal lame STR DEX CON INT WIS CHA
burning at its center. Once during the training of a sun soul
13 (+1) 19 (+4) 15 (+2) 13 (+1) 18 (+4) 12 (+0)
monk, an initiate is tasked with transferring this lame to a dark
corner of the world that needs it the most. If the lame should
Skills Acrobatics +8, Insight +8, Stealth +8
die out, the monk fails and can never return to the monastery.
Condition Immunities charmed, frightened
He or she must start a new life wherever the ire died. Senses passive Perception 14
Languages any one language
Sun Soul Monks
Challenge 11 (7,200 XP)
Way of Tranquility
Monasteries of the way of tranquility are safe havens for all who Evasive Maneuvers. When the mar al arts master is
would seek refuge from the cruel world outside. In times of
subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, it instead takes
peace, the monastery is bare, with plenty of space gone unused.
no damage if it succeeds on the saving throw, and only
In times of strife, the monastery is packed to the brim with
half damage if it fails.
refugees, and any who might come to do those refugees harm
will face the full wrath of its martial arts masters. Unarmored Defense. While the mar al arts master is
wearing no armor and wielding no shield, its AC
Tranquil Masters includes its Wisdom modifier.

Statblocks Ac ons
Multiattack. The mar al arts master makes four
Tier One unarmed strikes.
Air Bender (NPC pg. 94) Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
Blood Bender (NPC pg. 91) 5 ., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Brawler (NPC pg. 200) This is a magic weapon a ack. If the target is a creature,
Death Researcher (NPC pg. 92) the mar al arts master can choose one of the following
Earth Bender (NPC pg. 94) addi onal effects.
Fire Bender (NPC pg. 94) The target must succeed on a DC 16 Strength saving
Kensei (NPC pg. 95) throw or drop one item it is holding (martial arts
Martial Arts Adept (VGM pg. 216) master's choice).
Shadow Monk (NPC pg. 97)
The target must succeed on a DC 16 Dexterity saving
Sun Soul Monk (NPC pg. 98)
throw or be knocked prone.
Tranquil Master (NPC pg. 99)
Water Bender (NPC pg. 94) The target must succeed on a DC 16 Constitution
Wrestler (NPC pg. 226) saving throw or be stunned until the end of the
martial arts master's next turn.
Tier Two
Improvised Missile. Ranged Weapon Attack: +8 to hit,
Drunken Master (NPC pg. 93)
range 20/60 ., one target. Hit: 9 (1d10 + 4)
bludgeoning, piercing, or slashing damage (depending
Tier Three on the nature of the missile thrown).
Martial Arts Master (NPC pg. 88)
Reac ons
Tier Four Deflect Missile. In response to being hit by a ranged
weapon a ack, the mar al arts master deflects the
Enlightened Master (NPC pg. 89) missile. The damage it takes from the a ack is reduced
by 13 (2d10 + 4). If the damage is reduced to 0, it
catches the missile if it's small enough to hold in one
hand and a hand is free. It can then make an improvised
missile a ack.

88
Monastery Strategies
Enlightened Master Show Them the Way. It's not enough to win. For a monk to be
Medium celestial, any alignment successful in battle, they must defeat their enemies in such a
way that proves that the way of their monastery is correct. A
Armor Class 25 (natural armor) shadow monk that resorts to ighting in sunlight has failed even
Hit Points 280 (33d8 + 132) if they win the ight. A drunken master fails if they are sobered
Speed 45 ft., fly 45 ft. (hover) up. An earth bender fails if they must give ground to the enemy.
Winning is half the battle. The other half is moral superiority.
STR DEX CON INT WIS CHA
19 (+4) 25 (+7) 19 (+4) 18 (+4) 25 (+7) 18 (+4) Monk Tactics
Close the Distance. Monks are at their best within melee
Saves Str +10, Dex +13, Wis +13 range. They use their high speed and defense to get close to
Skills Acrobatics +13, Insight +13, Stealth +13 enemies and engage them in hand-to-hand combat.
Condition Immunities charmed, frightened Stunning Blows. Tough enemies need to be stunned. The
Senses passive Perception 17 bigger they are, the harder they stun. If at irst you don't
Languages Celestial, plus any one language succeed, stun, stun again.
Challenge 19 (22,000 XP)
Threat Management. Stunning tough enemies is a good
start to managing the threat of a battle ield. Many monks have
Evasive Maneuvers. When the enlightened master is
abilities that allow them to quickly overcome resistances and
subjected to an effect that allows it to make a Dexterity
immunities to magical attacks, so enemies that would otherwise
saving throw to take only half damage, it instead takes
no damage if it succeeds on the saving throw, and only feel con ident in their defenses are good targets to start with.
half damage if it fails. Ranged enemies can be dealt with later, as many monks possess
abilities to handily de lect missiles.
Ac ons
Multiattack. The enlightened master makes four The Rityethi Pagoda
enlightened strikes. Monastic Ideal. Way of Tranquility
Alignment Lawful Neutral
Enlightened Strike. Melee Spell Attack: +13 to hit, reach
Featured Subclass. Tranquil Master
5 ., one target. Hit: 20 (2d12 + 7) bludgeoning
damage. If the target is a creature, the enlightened Out in a deep valley amidst idyllic scenery, the Rityethi
master can choose one of the following addi onal Pagoda sits at the peak of a large hill, surrounded on all sides by
effects. thick stone walls. The Pagoda is isolated from society save for
The target must succeed on a DC 21 Strength saving the frequent shipments of goods and services to its gates, where
throw or drop one item it is holding (enlightened the monks trade their crops and wine in a barter system with
master's choice). local merchants. The Pagoda acts as a shelter to anyone who
swears to live their lives in hermitage within its walls.
The target must succeed on a DC 21 Constitution
saving throw or be knocked prone and stunned until Visitors can negotiate with merchants, peruse the Pagoda's
the end of the martial arts master's next turn. extensive library, spar with a martial arts instructor, or discover
a deep evil within that is protected by the Pagoda's staunch
Reac ons advocacy for peace.

Reflect Missile. When the enlightened master is


targeted by a ranged weapon or spell a ack, roll a d6. Aldine
On a roll of 1-4, the a ack hits, but can't cri cally hit Having taken a vow of silence, Aldine is a human woman who
the enlightened master. On a roll of 5-6, the a ack keeps her face perpetually clovered with a black headwrap and
misses. In either case, the a acker must make a DC 21 hood. She is the most senior martial arts instructor, a martial
Wisdom saving throw, taking 13 (2d12) force damage arts adept, who teaches a small group of 4 brawlers and 7
on a failed save, or half damage on a successful one. wrestlers in the ways of defending oneself against those who
would do the Pagoda harm. She also makes sure that all 35
commoner workers in the Pagoda are well taken care of.
Underneath her wraps is an incredibly beautiful face. Perhaps
the most beautiful woman that anyone has ever or will ever
meet. She will not show her face to anyone for as long as she
maintains her vow of silence, as when she was younger, several
innocent people were murdered by a serial killer who wanted to
keep her for himself. She has covered her face and remained
silent ever since, taking shelter in the Pagoda where no one can
recognise her.

89
Nurreytha Gnolls
The head gardener of the Pagoda is a very old woman, a Hidden away in a dark basement in the Pagoda, three gnolls
tranquil master, who claims she once was the gardener for a hide from society. These gnolls have broken away from
powerful noble family in a major city. This is a lie; she was a Yeenoghu's grasp and, unlike the overwhelming majority of
poison brewer for the Assassin's Guild. She has a small plot in their kind, had the presence of mind to ask for help. They
the backyard of her accommodations where she continues to arrived at the gates of the Pagoda on a dark and stormy night,
grow potent poisonous herbs. A death by poisoning is, after all, a their fur matted and bloodsoaked, desperately seeking shelter
much less violent death than beating someone to death with as there was no where else to go. The Pagoda accepted the
your bare hands, wouldn't you say? It's all for the best. gnolls. The Pagoda would accept anyone.
Each night, Nurreytha slaughters a pig for the gnolls to feast
Gradane on. They won't eat anything else. She thinks she is being clever
by using her powers as a tranquil master to calm down the pigs
Gradane is a warforged commoner with a perpetual grin, quite before she slits their throats, but the sudden ceasing of squeals
creepy and lifeless. He was constructed as a merchant that acts and snorts is way more suspicious than the sound of a pig
on behalf of his gnome wizard creator, negotiating prices with screaming. Anyone with experience on a farm should be able to
expertise thanks to his limitless stores of historical accounting tell that something ishy is going on.
information in his brain. He has a +4 to Charisma (Persuasion)
checks made to negotiate.
Unlike most of the other merchants who stay in the Pagoda,
Con lict
Gradane puts on a cheerful persona. Most take it as cloyingly Gnoll Country for Old Men
sarcastic due to his monotone delivery, but Gradane's delivery is Many of the local townships are being terrorised by a warband
always monotone ... and he is always cheery, even in dire of gnolls, requiring mass evacuations. The only place that hasn't
circumstances. yet been evacuated is the Rityethi Pagoda, who have simply
Gradane sells the following goods: barred their gates. Normally a bustling little hive of merchant
activity, it is now in lockdown mode.
Items found in an explorer's pack (PHB prices)
The local militia is convinced that the Pagoda is working with
Common magic items (10 gp each)
the gnolls, perhaps corrupted by the Demon Lord Yeenoghu
Spellcasting focii or material components for arcane casters
himself. They keep scouts in the hills always watching who goes
(2 sp each or PHB prices)
in or out. The gnolls themselves also seem to be angry with the
Pagoda, as gnoll hunters gallop around the walls at night,
Yll and Yllia howling and cackling and laughing maniacally.
The two elf twins are in charge of the administration of the The militia asks the party to in iltrate the Pagoda, ind out
Pagoda, negotiating with outsiders and making large-scale what's getting the gnolls so worked up, and stamp out any
decisions about the fate of the Pagoda itself. The Pagoda has heretical activity.
largely been unchanged in the last century because the two of For a full adventure, include the following encounters.
them cannot stop bickering long enough to actually make a Caravan to the Rityethi Pagoda. The party and six guards
decision. They are both tranquil masters. from the militia take a covered wagon in the freezing rain to
travel up to the dirt path to the Pagoda. They are ambushed by 4
Bofe gnolls, 2 gnoll hunters, and a gnoll flesh gnawer which rip
the guards to shreds in front of the party, using their rampage
Bofe is the biggest, toughest, meanest-looking orc in the entire ability to tear through them them like parchment.
region. One day, he grew tired of always being chosen as the Seeking Refuge. The party must convince Yll and Yllia to let
tribe's champion in battles, inding that ights would always go them into the Pagoda as an even larger pack of gnolls bears
quicker if he just calmly demanded that the opponent lay down down on them, laughing and spitting and gnashing their teeth.
their weapons and surrender. Almost all of them complied. He's The party must prove that they mean no harm.
enormous. The traditional values of his tribe, however, dictated Investigating the Pagoda. The party splits up and spends
that he must ight, not just intimidate his foes into surrendering. the next few days learning about each of the Pagoda's residents
He elected to leave the tribe and join the Pagoda instead. He has and what exactly is going on with those pigs. Eventually, the
taken a vow of absolute non-violence. It would take a lot for him party comes across the three gnolls in the basement and must
to break his vow, and to be honest, you don't want to see that. confront the Pagoda's monks about their transgressions.
He uses the tranquil master statblock with the following Gnoll Siege. The gnoll warband smashes through one of the
adjustments. walls in the middle of the night and swarms the entire Pagoda.
The party ights a gnoll pack lord, two gnoll flesh gnawers,
Large humanoid (orc), lawful neutral
two gnoll hunters, and ive gnolls. Their battle against this
HP 114 (16d10 + 16)
squad of gnolls is representative of the Pagoda's overall success
STR 20 (+5)
in defending their home from the warband.
Skills Intimidation +6
Diplomat. Bofe has advantage on Charisma (Intimidation) If the party sides wholly with the monks, they might be able
checks made to calm violent emotions or to counsel peace. to convince the warband to abandon Yeenoghu and take on a life
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., of hermitage in the Pagoda. In that case, the local militia hires a
one target. Hit: 7 (1d4 + 5) bludgeoning damage. Fighter Squad to attack the party.

90
Blood Bender (DAPC)
There exists a secret sect of monks who once followed the Way Blood Bender
of the Water Element before they were excised from their order Medium humanoid (any race), any alignment
for practicing the forbidden technique of blood bending, where
they take total control over another person through the Armor Class 15 (studded leather)
manipulation of the blood in their veins. Hit Points 77 (14d8 + 14)
Blood benders still retain their ability to use water whips, but Speed 35 ft., swim 35 ft.
they prefer to use their ists and blood bending techniques.
This monk follows the Way of Blood.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 12 (+1)

Senses passive Perception 14


Languages Primordial plus any one language
Challenge 3 (700 XP)

Bleeding Edge. As a bonus ac on, the bender reduces its


hit points by any amount up to 7 and un l the end of its
turn increases its speed by 5 feet for each hit point lost
in this manner. Alterna vely, it can instead reduce its hit
points by 7 to take the Dodge ac on.
Fists of the Bloodied Soul. The bender's unarmed strikes
are considered to be magical for the purpose of
overcoming damage resistances and immuni es.
Transfusion. The bender regains 2 (1d4) hit points when
it hits a creature with a melee a ack, as long as that
creature has blood and isn't an undead or a construct.

Ac ons
Multiattack. The bender makes four unarmed strikes, or
makes two unarmed strikes and uses its Dominion of
Blood.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Dominion of Blood. The bender makes one unarmed
strike against a target that has blood. On a hit, it can
cast dominate person on the target. Wisdom is its
spellcas ng ability for this spell (spell save DC 14, +6 to
hit with spell a acks). Once a creature has failed its
saving throw against this spell, the bender can't use this
ac on un l it finishes a long rest.
Water Whip. Melee Spell Attack: +6 to hit, reach 30 .,
one target. Hit: 9 (1d10 + 4) bludgeoning damage, and
the target must make a DC 14 Dexterity saving throw.
On a failed save, the target takes 11 (2d10) bludgeoning
damage and is knocked prone or pulled up to 25 feet
toward the bender (bender's choice). On a successful
save, the target takes half as much damage and isn't
pulled or knocked prone.

91
Death Researcher (SCAG)
Some monks devote their lives to the study of the liminal space Death Researcher
between life and death. To augment their research, they are Medium humanoid (any race), any alignment
required by their abbeys to put their theory into practice
through mortal combat. Armor Class 15
This monk follows the Way of the Long Death. Hit Points 38 (7d8 + 7)
Speed 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12


Languages any two languages
Challenge 3 (700 XP)

Mastery of Death (2/Day). When the death researcher is


reduced to 0 hit points and not killed outright, it can
choose to drop to 1 hit point instead.
Unarmored Defense. While the death researcher isn't
wearing armor, its armor class includes its Wisdom
modifier.

Ac ons
Multiattack. The death researcher makes two a acks
with its Death Strike.
Death Strike. Melee Spell Attack: +5 to hit, reach 5 .,
one target. Hit: 5 (1d4 + 3) bludgeoning damage, plus
11 (2d10) necro c damage. If the damage from this
a ack reduces a creature to 0 hit points, the death
researcher gains 13 (2d10 + 2) temporary hit points.
Empty Face (Recharge 5-6). Each creature within 30 feet
of the death researcher that can see it must succeed on
a DC 12 Wisdom saving throw or become frightened by
it un l the end of the death researcher's next turn.

92
Drunken Master (XGE)
Be wary of the old red-nosed alcoholic you see stumbling in the Drunken Master
alleys behind your local tavern. Medium humanoid (any race), any alignment
Druken masters typically ight by launching themselves into a
crowd of enemies and dropping prone, spinning and kicking Armor Class 20
wildly within the fray. Overwhelming numbers is nothing to a Hit Points 109 (12d8 + 55)
drunken master. Speed 50 ft.

STR DEX CON INT WIS CHA


20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

Skills Brewer's Supplies +9, Performance +9


Condition Immunities poisoned
Senses passive Perception 15
Languages any eight languages
Challenge 10 (5,900 XP)

Deflect Missiles. When the drunken master is hit by a


ranged weapon a ack, the damage is reduced by 25
(1d10 + 20).
Drunkard's Luck (1/Turn). When the drunken master has
disadvantage on an a ack roll, ability check, or saving
throw, it can choose either result for that roll.
Drunken Technique. The drunken master does not
trigger opportunity a acks when it moves on its turn.
Also, when prone, the drunken master can spend 5 feet
of movement to stand up.
Ki Fists. The drunken master's unarmed strikes are
magical.
Legendary Resistances (3/Day). When the drunken
master fails a saving throw, it can choose to succeed
instead.
Lucky (3/Day). The drunken master can re-roll an a ack
roll, ability check, or saving throw it makes and use
either result.
Slow Fall. The drunken master takes no damage as a
result of a fall.
Unarmored Defense. While the drunken master isn't
wearing armor, its armor class includes its Wisdom
modifier.

Ac ons
Flailing Arms. The drunken master makes two unarmed
strikes against each creature within 5 feet of its
posi on.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
5 ., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Reac ons
Redirect Attack. When a creature misses the drunken
master with a melee a ack roll, the drunken master can
use its reac on to cause that a ack to hit one creature
of its choice, other than the a acker, that it can see
within 5 feet of it.

93
Elemental Benders (PHB)
Monks who obsess over the four elements of the world can Fire Bender
unlock the power to control them. Medium humanoid (any race), any alignment
These monks follow the Way of the Four Elements.
Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 35 ft.
Air Bender
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA
Armor Class 13 (leather armor) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
Hit Points 22 (4d8 + 4)
Speed 40 ft., fly 40 ft. Damage Resistances cold, fire
Senses passive Perception 12
Languages Primordial plus any one language
STR DEX CON INT WIS CHA Challenge 2 (450 XP)
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

Senses passive Perception 12


Ac ons
Languages Primordial plus any one language Multiattack. The bender makes two Fangs of the Fire
Challenge 2 (450 XP) Snake a acks.
Fangs of the Fire Snake. Melee Spell Attack: +4 to hit,
Ac ons reach 10 ., one target. Hit: 13 (2d10 + 2) fire damage.

Fist of Unbroken Air. Melee Spell Attack: +4 to hit, reach


5 ., one target. Hit: 22 (4d10) bludgeoning damage,
and the target must make a DC 12 Strength saving
throw. On a failed save, the target is pushed 20 feet
away and knocked prone. On a successful save, it is
Water Bender
pushed 10 feet and isn't knocked prone. Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)


Hit Points 22 (4d8 + 4)
Earth Bender Speed 35 ft., swim 35 ft.

Medium humanoid (any race), any alignment


STR DEX CON INT WIS CHA
Armor Class 16 (natural armor) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
Hit Points 22 (4d8 + 4)
Speed 25 ft. Senses passive Perception 12
Languages Primordial plus any one language
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
Ac ons
Damage Resistances bludgeoning, piercing, and Water Whip. Melee Spell Attack: +4 to hit, reach 30 .,
slashing from nonmagical weapons one target. Hit: 7 (1d10 + 2) bludgeoning damage, and
Senses passive Perception 12 the target must make a DC 11 Dexterity saving throw.
Languages Primordial plus any one language On a failed save, the target takes 22 (4d10) bludgeoning
Challenge 2 (450 XP) damage and is knocked prone or pulled up to 25 feet
toward the bender (bender's choice). On a successful
save, the target takes half as much damage and isn't
Ac ons pulled or knocked prone.
Fist of Four Thunders. Melee Spell Attack: +4 to hit,
reach 5 ., one target. Hit: 7 (1d10 + 2) bludgeoning
damage, and each creature other than the bender
within 10 feet that can see and hear the bender must
succeed on a DC 12 Cons tu on saving throw or take
11 (2d10) thunder damage.

94
Kensei (XGE)
Kensei spend years practicing with a particular weapon to the Kensei
point where it feels as much a part of them as their hand or their Medium humanoid (any race), any alignment
face.
This kensei uses a katana, but your kensei NPC might use Armor Class 17 (katana)
other melee weapons, such as a warhammer or a rapier instead, Hit Points 49 (9d8 + 9)
as long as they aren't heavy. Using different weapons doesn't Speed 40 ft.
change the kensei's challenge rating.

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
Warhammer. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or
8 (1d10 + 3) bludgeoning damage if used with two Skills Painter's Supplies +5
hands. Senses passive Perception 12
Languages any two languages
Challenge 2 (450 XP)

Agile Parry. The kensei gains the same benefits from its
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ., one katana as it would from a shield.
target. Hit: 7 (1d8 + 3) piercing damage.
Kensei Weapons. The kensei can use its Dexterity
instead of its Strength for weapons that aren't heavy. Its
weapon a acks are magical.
Unarmored Defense. While the kensei isn't wearing
armor, its armor class includes its Wisdom modifier.

Ac ons
Multiattack. The kensei makes two a acks: one with its
unarmed strike and one with its katana.
Katana. Melee Weapon Attack: +5 to hit, reach 5 ., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

95
Open Hand Monk (PHB)
Monks who study the way of the open hand are masters of the
martial arts. Unique to other martial studies, their hands are as
deadly as any weapon.

Martial Arts Adept, VGM pg. 216


When using a martial arts adept, be aware that against a single
player, they can punch well above their weight class due to their
ability to stun on every hit.
While the martial arts adept is suf icient to represent a monk
that follows the way of the open hand, some adepts might
secretly possess the following technique, which they are sworn
against using except in the most dire situations.

Quivering Palm (Recharges after a Long Rest). When


the adept hits a creature with an unarmed strike, it can apply
hidden (but lethal) vibrations to their body. These vibrations
last for 14 (4d6) days or until the adept uses this action on
another creature, after which the effects end harmlessly.
Otherwise, the adept can use its action to force the target to
make a DC 13 Constitution saving throw. On a failed save, the
target falls to 0 hit points. On a successful save, the target
takes 33 (6d10) necrotic damage. The adept can also choose
to end the vibrations harmlessly as an action.

As this is a secret and forbidden technique that might go


unnoticed in a ight without affecting the outcome, and it's
impossible to tell without magic which martial arts adepts can
use this technique, it does not affect the CR.

"I'm sorry, master ... but I have to go all out ... just this
once ..."

96
Shadow Monk (PHB)
Shadow monks carry out deeds that other monks would balk at. Shadow Monk
They thrive in darkness and can strike their target and Medium humanoid (any race), any alignment
disappear faster than the target's allies can react.
Armor Class 15 (studded leather)
Hit Points 44 (8d8 + 8)
Speed 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12


Languages any two languages
Challenge 2 (450 XP)

Innate Spellcasting. The monk's innate spellcas ng


ability is Wisdom (spell save DC 12, +4 to hit with spell
a acks). It can cast the following spells innately without
expending material components.
At will: darkvision, minor illusion
1/day each: darkness, pass without trace, silence
Shadow Step. When the monk is in dim light or
darkness, as a bonus ac on it can teleport up to 60 feet
to an unoccupied space it can see that is also in dim
light or darkness. The monk gains advantage on the
next a ack it makes before the end of its turn.

Ac ons
Multiattack. The monk makes two a acks with its punch
dagger.
Punch Dagger. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 6 (1d6 + 3) piercing damage.
Cloak of Shadows (Recharge 5-6). The monk becomes
invisible un l the end of its next turn, or un l it a acks
or casts a spell.

97
Sun Soul Monk (SCAG, XGE)
Monks who follow the way of the sun soul are devoted to the Sun Soul Monk
elimination of dark in luences upon the world, venturing out in Medium humanoid (any race), any alignment
search of heretical beings to cleanse.
Armor Class 15
Hit Points 38 (7d8 + 7)
Speed 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12


Languages any one language
Challenge 2 (450 XP)

Unarmored Defense. While the monk isn't wearing


armor, its armor class includes its Wisdom modifier

Ac ons
Multiattack. The monk makes two a acks with its Sun
Bolt. It can then use its Radiant Swathe, if available.
Sun Bolt. Ranged Spell Attack: +5 to hit, range 30 .,
one target. Hit: 5 (1d4 + 3) radiant damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Radiant Swathe (Recharge 5-6). The monk swishes its
hands through the air, crea ng a streak of white-hot
light. Each creature in a 15-foot cone origina ng from
the monk must succeed on a DC 12 Dexterity saving
throw or take 14 (4d6) radiant damage.

98
Tranquil Master (UA)
Due to their virtues of peace, forgiveness, and reconciliation, the Tranquil Master
majority of monks do not achieve the power of a typical Medium humanoid (any race), any alignment
adventurer. Some of them, however, become powerful as a result
of these attributes, rather than despite them. Armor Class 14
This monk follows the Way of Tranquility. Hit Points 88 (16d8 + 16)
Speed 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 14 (+2)

Skills Performance +4, Persuasion +4


Senses passive Perception 12
Languages any one language
Challenge 2 (450 XP)

Diplomat. The tranquil master has advantage on


Charisma (Persuasion) checks made to calm violent
emo ons or to counsel peace.
Patient Defense. The tranquil master can use its bonus
ac on to take the Dodge ac on.
Unarmored Defense. While the tranquil master isn't
wearing armor, its armor class includes its Wisdom
modifier.

Ac ons
Multiattack. The tranquil master makes three a acks
with its unarmed strike, or it makes two a acks with its
unarmed strike then uses its Healing hands.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
5 ., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Calming Touch. The tranquil master touches a creature
that is at its hit point maximum. The creature must
succeed on a DC 12 Wisdom saving throw or lose its
ability to a ack for 1 minute. During that period, it also
cannot cast spells that deal damage or that force a
target to make a saving throw. The effect ends if the
target is a acked, takes damage, or is forced to make a
saving throw.
Healing Hands. The tranquil master touches a willing
creature. The target regains a number of hit points of
the tranquil master's choice, drawn from its Healing
Pool. Alterna vely, the tranquil master can spend 5 hit
points from its pool to cure one disease or one poison
afflic ng the target. The tranquil master has a pool of
20 hit points it can draw from to use its Healing Hands
ac on. It replenishes the pool when it completes a long
rest.

99
Paladins

F
iends plague the material realm. Far be it for the
lower planes to simply leave mortals to their own Great Evils
being. No, great evils must corrupt mortals,
swaying them from their natural propensity for Anthraxus
good. This is the logic a paladin must use to Anthraxus is the yugoloth lord of misery and despair. While his
convince themselves that the war and strife and neutral standing has occasionally contributed to his working for
pestilence wrought upon the world by the mortal the forces of good, his temporary enslavement to a scheming
races is not caused by some innate fault in their souls but only night hag has soured his temper, and the secrets revealed to him
by the in luence of corrupting evil. For this reason, many by a vicious rival have driven him into cynicism. As a yugoloth,
paladins swear their oaths speci ically to ight the iend they his neutrality in the matter of law and chaos represents to his
believe to have the greatest negative in luence on their world. Nemeses the banality of evil, the unconscionability of throwing
Such a paladin names themselves as that iend's Nemesis. Most up one's hands in defeat rather than ighting for what you
insist on the capitalisation. believe in.

Kingsguard
Paladin Nemeses Holy Redeemer

A Nemesis is a solitary igure standing tall against the forces of Asmodeus


darkness. Not all paladins are it to call themselves a Nemesis The greatest of all devils, Asmodeus is the Prince of the Nine
and ight the literal embodiment of their most hated sin. Hells and the truest representation of the nature of devils of
Paladins which lean towards evil or even neutrality may not ind furthering evil through ultimate law. A Nemesis of Asmodeus
these duties to their liking, with some exceptions. A Nemesis might claim that any other Nemesis who has chosen a lesser
might even think of themselves as the only true paladin, the devil to ight has, in fact, also chosen Asmodeus, as in the end
picture of righteousness in a world where sin propagates Asmodeus' strings puncture the shoulders of all devils, and,
unopposed. Such paladins initiate grand quests to quell the some claim, all mortals as well. Oddly enough, the most evil of
in luence of a speci ic "Great Evil", a powerful demon, devil, paladins, those who have joined the forces of undeath after
yugoloth, or other iend, which hopefully would culminate in a breaking their oath, are the most outspoken against him, for
duel to the death between the Nemesis and the Great Evil Asmodeus is bound by unbreakable universal laws, laws which
themselves. Nemeses must monitor themselves carefully, must be broken.
however, for the obsession over a Great Evil may make
themselves more susceptible to a fall than most. Even barring Kingsguard
that, many might see the duel as the end goal, with the result of Oathbreaker
such a duel practically irrelevant. Aspect of Vengeance

Demograhics Baalzebul
Once a fallen angel who had retained his beauty even in his
A Paladin Nemesis and their retainers might consist of ... devilish form, Baalzebul was transformed into a slug-like being,
the Lord of Flies, due to his insubordination against Asmodeus.
1 Nemesis (paladin)
His glorious cathedrals and castles in his realm of Malodomini,
2 squires (guards)
the result of his perfectionism, soon fell into decay due to his
1 bodyguard (fighter)
depression. To his Nemeses, Baalzebul represents the failure of
2 priests (priests or clerics)
the legal system to adapt to new circumstances, letting chaos
13 servants (commoners)
run rampant rather than ighting on against the tide.
1 warlock defector (warlock of the fiend)
Feysworn
Kingsguard
Mortal Traitor

Baphomet
As the demon lord of the Endless Maze, Baphomet takes the
form of a minotaur twice the height of a man that breeds hordes
of monsters in his own image. Baphomet corrupts mortals who
are driven mad by being lost either literally or iguratively, and
his Nemeses carry balls of yarn as a symbolic gesture to never
stray from the good things in life they ight for.

Feysworn
Kingsguard

100
Belial Fraz-Urb'luu
While his daughter Fierna rules Phlegethos, the devil Belial The Demon Prince of Deception sows doubt in one's mind about
holds true power. He is the man behind the throne, whispering those they trust. If Fraz-Urb'luu can spark illusions and craft lies,
and manipulating and puppeteering rather than exposing who is to say what is really true? Who is to say what the true
himself to true responsibility in the public eye. To his Nemeses, version of reality truly is? If there is a demon controlling
he represents the perverse power that viziers and whisperers everything that you see, manipulating your senses, then what
have over a just ruler. Not that any paladin would acknowledge assurance do you have about any of your beliefs? Any of your
Fierna as a just ruler, but the point still stands. experiences? Any of your senses? These thoughts can drive a
person insane. Nemeses of Fraz-Urb'luu soothe themselves with
Sovereign Knight the one truth they know Fraz-Urb'luu cannot hide from them: "I
Kingsguard think, therefore I am."
Holy Redeemer
Kingsguard
Demogorgon Holy Redeemer
Demogorgon is the truest representation of the chaos of the
demons. His form practically de ies description, with every part Glasya
of his body ripped and stitched together from different animals, Glasya has never fought for a single thing in her entire devilish
his two heads as much at war with each other as everyone else existence. As the daughter of Asmodeus she was born with
in existence. Nemeses of Demogorgon must be particularly inconceivable power. As the former consort of Mammon, she
careful to avoid strife among their retainers, for Demogorgon, was gifted with extravagant wealth and in luence. Even her
intentionally or not, quells threats by inciting bitter in ighting. current position, ruler of Malbolge, the sixth layer of the Nine
Hells, became available to her only by some miracle that its
Kingsguard previous ruler ballooned to planetary size and imploded -- a
Knight Conqueror remarkable coincidence considering Glasya had just decided
Aspect of Vengeance that the layer should be hers. Nemeses of Glasya worry that her
supernatural luck might inspire others to wait for fate itself to
Dispater give them what they want, rather than strive to improve
Dispater is the emotionless archdevil of Dis, narcissistic and
themselves and take what they want on their own merits.
paranoid to the extent that he has frozen his face for fear his
feelings would be used against him. There is only one person he Knight Conqueror
trusts, his consort Lilis, though by what method she has gained Kingsguard
his trust is unknown, as even his servants are tasked with Mortal Traitor
spying on one another for traitors. He represents the failure of
the legal system to provide insurance against all threats, for no Graz'zt
amount of legislation could ever quell his fears. For a demon, Graz'zt prides himself in his elegance and wit. A
most popular theory for his rise become to the Dark Prince is
Feysworn that he was once a devil who grew tired of the scheming and
Sovereign Knight backstabbing and migrated to the Abyss to more easily stake out
Kingsguard a claim for territory. No demon is as cunning as him. No demon
Mortal Traitor is as handsome. His followers are seduced rather than
corrupted, guided rather than conquered, and unlike a devil he
Fierna is not opposed to cheap tricks and lies. His Nemeses swear
Fierna is the embodiment of nepotism, having been given her
celibacy to resist his in luence.
position as ruler of Phlegethos only by virtue of her father's
in luence, and only retaining that power on condition of her Knight Conqueror
father's continued guidance. There are rumours of an Kingsguard
incestuous relationship between them as well, either illing the
role of debauchery that they must uphold, or as part of an
assurance that their power remains in the family. In either case,
their Nemeses condemn their relationship and the systems of
nepotism that corrode the lines of rulers.

Sovereign Knight
Kingsguard
Holy Redeemer
Mortal Traitor

101
The Hag Countess Levistus
Not a true devil, the Hag Countess, like other night hags, were For the murder of Bensozia, consort to Asmodeus and mother to
exiled to the Lower Planes for their extreme evil. Even for hags, his beloved daughter Glasya, the archdevil Levistus was encased
they took sadistic pleasure in the torture of lesser beings. The in ice. Somehow still considered to be the ruler of the frozen
Hag Countess was the worst of them all, manipulating the realm of Stygia, Levistus calls to those in hopeless situations and
archdevils against one another in a bid to take one of the layers provides them the strength and courage to break free and take
of the Nine Hells for herself. She inherited Malbolge for her revenge on those who have wronged them. His power of hope is
troubles, but when Asmodeus' daughter turned her greedy eyes not as wholesome as it seems, however, for he uses hope not just
to her, the Hag Countess mysteriously imploded, becoming one to inspire courage, but also to trap others in the same way that
with Malbolge in a twisted image of her viscera. Nemeses of the he has been trapped, drawing on their souls to fuel his own
Hag Countess believe her not to be truly dead, but instead to be escape. Not only does hope inspire inaction just as often as it
an abomination that seeps evil in through the ground, causing inspires action, but even the heroics that Levistus inspires are
famine and sickness in one last gasp of malevolence to all living propelled by raw emotion rather than careful consideration of
beings. what is right or wrong.

Feysworn Kingsguard
Kingsguard Holy Redeemer
Mortal Traitor
Juiblex
Juiblex is a conduit for chaos, a formless, shapeless blob of pure Mammon
evil that indiscriminately consumes all in its path. Gluttony in Mammon is the patron of greed and lust. He rules Minauros with
individuals, plus blind expansionism in empires that uselessly the lazy indifference of a baron to his serfs, letting the realm fall
destroy the very land they seek, are said by Nemeses to stem into disrepair in favour of slowly but surely expanding the
from the corruptive in luence of the Faceless Lord, the Lord of coffers hidden underneath his beautiful castle. Nemeses of
Shapeless Things, the Lord of Nothing. Mammon blame him for the greed of both governments and
corporations that exploit their workers and hoard money
Knight Conqueror without investing it back into the community.
Sovereign Knight
Kingsguard Feysworn
Knight Conqueror
Kalkan Kingsguard
Not all angels who fall become devils. Kalkan is a rakshasa, a Holy Redeemer
tireless immortal iend who takes on the appearance of a
humanoid tiger dressed in the re ined clothing of a sultan. Mephistopheles
Kalkan wishes to make the world his own and doesn't care how Mephistopheles presents himself as a gentleman willing to
he does it or how long it takes. Kalkan is only inconvenienced by negotiate any price, but in truth he boils with rage and anger
death, not stopped. He throws all of his powers at a problem underneath, for every step he takes towards ripping the throne
until either it goes away or he is resurrected to try once again. of the Nine Hells from under Asmodeus and sitting in it himself,
He represents to his Nemeses the ceaselessness of evil, the Asmodeus seems to have anticipated his move and pushed him
impossibility of their task, the sacri ice that good must make even further away. To his Nemeses, Mephistopheles represents
that evil may ignore. To swear to destroy Kalkan is not just to the futility of impotent ambition.
destroy a particularly powerful rakshasa. No, it is to prove that
diligence can be met with diligence, vigilance can be met with Knight Conqueror
vigilance, power can be met with power, and evil can be met Kingsguard
with good.
Moloch
Kingsguard As the only devil free to roam on the material plane, many
Aspect of Vengeance paladins view Moloch as not only a representation of the
consequences of unchecked evil, but also the only true evil that
is worth ighting at the present moment. The other iends are
locked away in the Lower Planes while Moloch corrupts the
material plane from the inside out. To his Nemeses, Moloch is
the dark side of freedom, the kind of freedom that allows for
hatred rather than love, for stupidity and anger rather than
togetherness. The world needs to be guided, not ignored.

Knight Conqueror
Kingsguard
Aspect of Vengeance

102
Orcus
Orcus is the perversion of the natural cycle of life and death. He
Tier Two
is the Demon Prince of Undeath and to refuse to take up arms Blackguard (VGM pg. 211)
against him is to allow the entire world to be violated. Feysworn (NPC pg. 108)
Holy Redeemer (NPC pg. 109)
Feysworn Knight Conqueror (NPC pg. 111)
Kingsguard Mortal Traitor (NPC pg. 112)
Winter Knight Oathkeeper (NPC pg. 103)
Aspect of Vengeance Winter Knight (NPC pg. 115)

Yeenoghu
A gnoll warband is more of a force of nature than an army. A Tier Three
hurricane. A lood. A famine. A plague. Their supernatural Aspect of Vengeance (NPC pg. 107)
hunger and brutal cycle of reproduction, devouring the lesh of Fiendbane (NPC pg. 104)
the fallen, stems from their demon master Yeenoghu, the crazed Kingsguard (NPC pg. 110)
representation of insatiable bloodthirst. Yeenoghu is more than Sovereign Knight (NPC pg. 114)
his hunger, however. He is also the inevitability of destruction.
The tide against progress. The end of civilisation.
Tier Four
Feysworn Death Knight (MM pg. 47)
Knight Conqueror Mortal Enemy of Evil (NPC pg. 104)
Sovereign Knight
Kingsguard
Winter Knight

Zariel
Oathkeeper
Medium humanoid (any race), any alignment (usually
Of all the fallen angels, Zariel has fallen the hardest, and the non-evil)
most irreversibly. Her lust for warfare drew her from her comfy
position on Mount Celestia down into the Blood Wars raging in
Armor Class 18 (plate; 20 with shield of faith)
Avernus, and once Asmodeus was inished with her, she was an
Hit Points 120 (16d8 + 48)
angel no more, but a burning general of the Nine Hells. Some Speed 30 ft.
angels thought they could save her, but she only dragged them
down with her in the end. Not only does Zariel represent the
very concept of war to her Nemeses, she also is a bitter STR DEX CON INT WIS CHA
reminder that some people simply cannot be redeemed.
18 (+4) 8 (-1) 16 (+3) 14 (+2) 15 (+2) 16 (+3)
Kingsguard
Holy Redeemer Saving Throws Wis +5, Cha +6
Skills Investigation +5, Persuasion +6, Religion +5
Zuggtmoy Senses passive Perception 12
In the wild woods, mushrooms break down that which is dead Languages any 3 (usually including Abyssal or Infernal)
and dying and restore its nutrients to the earth. Zuggtmoy, the
Challenge 7 (2,900 XP)
Demon Lady of Fungus, seems not to understand, for if she had
her way, her fungi would absorb all the earth and leave nothing
Aura of Protection. Friendly creatures within 10 feet of
the oathkeeper have advantage on saving throws while
left to grow. She represents premature death and decay.
the oathkeeper isn't unconscious.
Kingsguard
Spellcasting. The oathkeeper is a 5th level spellcaster. Its
Winter Knight spellcas ng ability is Charisma (spell save DC 14, +6 to
hit with spell a acks). It has the following paladin spells
Statblocks prepared.
1st level (4 slots): compelled duel, detect evil and
Tier One good, protection from evil and good, shield of faith
2nd level (2 slots): zone of truth
Knight (MM pg. 347)
Priest (MM pg. 348)
Squire (NPC pg. 222)
Ac ons
Templar (NPC pg. 224) Multiattack. The oathkeeper makes two melee weapon
a acks.
Sacred Greatsword. Melee Weapon Attack: +7 to hit,
reach 5 ., one target. Hit: 11 (2d6 + 4) slashing
damage, plus 7 (2d6) radiant damage. This is a magic
weapon.

103
Fiendbane Mortal Enemy of Evil
Medium humanoid (any race), any alignment (usually Medium humanoid (any race), any alignment (usually
non-evil) non-evil)

Armor Class 19 (+1 plate; 21 with shield of faith) Armor Class 21 (+3 adamantium plate; 23 with shield
Hit Points 150 (20d8 + 60) of faith)
Speed 30 ft. Hit Points 170 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 17 (+3) 15 (+2) 16 (+3) 17 (+3) STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 16 (+3) 17 (+3) 18 (+4)
Saving Throws Wis +7, Cha +7
Skills Investigation +6, Persuasion +7, Religion +6 Saving Throws Wis +8, Cha +9
Senses passive Perception 13 Skills Investigation +8, Persuasion +9, Religion +8
Languages any 3 (usually including Abyssal or Infernal) Senses passive Perception 13
Challenge 12 (8,400 XP) Languages any 2 (usually including Abyssal or Infernal)
Challenge 16 (15,000 XP)
Aura of Protection and Courage. Friendly creatures
within 10 feet of the fiendbane have advantage on Aura of Protection and Courage. Friendly creatures
saving throws and are immune to the frightened within 30 feet of the mortal enemy of evil have
condi on while the fiendbane isn't unconscious. advantage on saving throws and are immune to the
frightened condi on while the mortal enemy of evil
Spellcasting. The fiendbane is a 10th level spellcaster. Its isn't unconscious.
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It has the following paladin spells Spellcasting. The mortal enemy of evil is a 15th level
prepared. spellcaster. Its spellcas ng ability is Charisma (spell save
DC 17, +9 to hit with spell a acks). It has the following
1st level (4 slots): compelled duel, detect evil and
paladin spells prepared.
good, detect magic, protection from evil and good,
shield of faith 1st level (4 slots): compelled duel, detect evil and
2nd level (3 slots): locate object, zone of truth good, detect magic, protection from evil and good,
3rd level (2 slots): magic circle shield of faith
2nd level (3 slots): locate object, zone of truth
Ac ons 3rd level (3 slots): dispel magic, magic circle
4th level (2 slots): banishment, locate creature
Multiattack. The fiendbane makes two melee weapon
a acks. Ac ons
Fiendbane Greatsword. Melee Weapon Attack: +8 to hit, Multiattack. The mortal enemy of evil makes two melee
reach 5 ., one target. Hit: 11 (2d6 + 4) slashing weapon a acks.
damage, plus 14 (4d6) radiant damage. If the target is a
fiend or a warlock of a fiend, it takes an addi onal 7 Fiendbane Greatsword. Melee Weapon Attack: +10 to
(2d6) radiant damage. This is a magic weapon. hit, reach 5 ., one target. Hit: 12 (2d6 + 5) slashing
damage, plus 21 (6d6) radiant damage. If the target is a
Healing Touch (3/Day). The fiendbane touches a willing
fiend or a warlock of a fiend, it takes an addi onal 7
creature. The target regains 10 hit points and is cleared
(2d6) radiant damage. This is a magic weapon.
of the poisoned condi on, if applicable, as well as any
diseases. Healing Touch (3/Day). The mortal enemy of evil
touches a willing creature. The target regains 30 hit
points and is cleared of the poisoned condi on, if
applicable, as well as any diseases. Addi onally, the
mortal enemy of evil can end one spell affec ng the
target.

104
Nemesis Strategies Tianah's Quest
Oath. A Nemesis must stick to the tenets of their paladin oath Great Evil. Mammon.
when pursuing justice against the Great Evil they have sworn to Featured Subclass. Feysworn.
destroy. A vengeance paladin ignores lesser evils and goes
Lady Tianah and her retainers ight against the in luence of
straight for the heart, seeing any distractions as temptation
Mammon in the material realm. They rally against the greed of
away from their oath. An ancients paladin must not only defeat
massive institutions that leave the peasantry and common folk
the evil, but also provide a shining beacon of truth of what it
with nothing.
means to resist their temptations as inspiration to others. A
The irst phase of their quest is to defeat a greedy landowner
conquest paladin gains allies only by testing their mettle in
who has hoarded guards and wealth in his small fortress on a
combat irst. A redemption paladin seeks to turn people away
major highway, leecing travellers for petty cash. This landowner
from the Great Evil's temptation rather than kill them, hoping to
was funded by Queen Patricia of the Highlands.
blot out their in luence by lack of worship rather than through
The second phase of their quest is to depose Queen Patricia of
force. No two Nemeses go about their quest in the same way, nor
a small nation who has enslaved her people in horri ic work
do they ight the same either.
conditions in order to excavate a lost dwarven mine and keep
Paranoia. A Nemesis is vigilant against falling much more so
the gold for herself. There are rumours that her royal court is
than other paladins, for falling from their oath means that the
illed with cultists of Mammon.
Great Evil has been strengthened. They often go to extreme
The third phase of their quest is to wage war against the cult
measures to ensure that nothing sways them from their quest
of Mammon, striking them at the source and destroying the evil
and might view any attempt at stopping them as a sign of the
warlocks who have sowed so much evil in the world already. It
Great Evil's in luence. If the ight doesn't directly concern their
will not be an easy task, as much of the world's governing
quest, they would rather retreat than see it to the end.
bodies have been in iltrated by members of the cult.
Efficiency. A Nemesis uses all of the retainers at their
The fourth phase of their quest is to descend into Minauros
disposal to inish ights quickly and ef iciently, for their work is
and defeat Mammon personally in his lair, thus eradicating his
never inished and they have much to accomplish in a very short
in luence once and for all.
time. Idle worship of the Great Evil might be quickly stamped
out by their priests. Community reparations for damages done
in the name of the Great Evil might be undergone by their Lady Tianah McKelray
servants. The paladin themselves might be more inclined to heal
Lady Tianah is a half-elf paladin who has taken up the Oath of
than to ight, to persuade rather than demand, and to bribe
the Ancients, instructed in the ways of being a paladin by her
rather than face consequences.
adopted family, the McKelrays, who had taken her in after many
foster families had passed her by. She fought for several years as
Paladin Tactics a paladin against the unseelie fey, but never found any cause
worth her oath and was considering hanging up her sickle and
Paladin. The Nemesis is the front line in any battle, striking
simply inheriting her adopted family's vast fortune.
with the certainty and conviction of an executioner. They don't
However, her entire adventuring party became enslaved by
rely on their spells during combat, instead focusing on ensuring
the fey that they had promised to ight for. Each of her friends
that their weapon strikes true and the greatest threat is
succumbed to exhaustion and died one by one with nobody to
eliminated irst. High level paladins might banish the ringleader
help them. Tianah eventually escaped her enslavement,
rather than ight it head on, and lower level paladins would
slaughtered the fey tyrants, and vowed to strike against the
almost certainly cast compelled duel on the biggest threat to
representation of thoughtless exploitation embodied by
ward it away from their teammates. Outside of combat, the
Mammon, the archdevil of greed.
paladin sheaths their weapon and becomes more of a
Years later, she has managed to acquire a sponsorship from
spellcaster, using spells like magic circle and zone of truth as
the Church of Waukeen, granting her equipment and a small
interrogative techniques, or using spells like detect magic and
force of retainers. Tianah is mindful that this may be a test of
locate object to seek out information regarding the Great Evil.
her resolve, as it would be easy to push her retainers beyond
Bodyguard. The bodyguard's principle directive is not to
their limits in her quest, when exploiting the underclass is
protect the paladin, per se, but instead to ensure that its ight
exactly what she is ighting against.
against the most dangerous enemy is not interrupted. The
She is also tempted, each day, by the outrageous fortune
bodyguard sticks close, attacking any minions that might try to
awaiting her, as her inheritance will make her and her future
join in with their master.
family comfortable for generations to come. All she would have
Priests. The priests mainly act according to the tactics
to do is tell her retainers to go home and to put down her
available to a cleric, sticking to the back lines and providing ad
weapon, and she will never have to work another day in her life.
hoc support as needed. Outside of combat, their spells help with
Tianah can be represented by the feysworn statblock.
the reparations on communities affected by the Great Evil.
Defector. Many Nemeses have a warlock defector as a
retainer, either persuaded or intimidated into their service. This
defector acts according to the tactics of a warlock, also staying
far back and providing covering ire. They are also used to take
out enemy spellcasters. Outside of combat, a warlock defector is
sometimes used as a spy within the ranks of the Great Evil,
though this can back ire easily.

105
Of course, Victory never liked Mammon. His line is tainted by
Carlin Xandar Mammon's greedy ways and he has watched generations of
warlocks in his family see their fortunes squandered, their great
Carlin Xander is Lady Tianah's long lost old foster brother, a
hoards left behind as they were dragged screaming into the
human, who chanced a meeting with her during her recovery
desolate dungeons of Minauros. You can't take it with you, after
from her enslavement and swore a vow to protect her. The last
all. He doesn't want that for himself. If he can tear himself away
time they had seen each other was when they were separated
from Mammon's temptations, perhaps he can achieve long-term
when they were very young, and while Tianah had been
prosperity.
transferred to the McKelray family who had raised her in the
Victory can be represented by the warlock of the fiend
ways of the Ancients, in luencing her to take up her paladin
statblock.
oath, the Xander family had instead fallen into disrepute after
their Lord withheld their rightful taxes and forcefully evicted
them. Carlin took up the sword and fought against injustice in Other Retainers
his own way, but when he reconnected with Tianah, he knew
that her oath against evil was nobler than the life of a Squires
mercenary. Both Tianah and Carlin have young squires who take care of
their horses and equipment.
He has secretly been offered compensation by agents of
Mammon to betray Tianah, and with his past experiences of
being cast aside by a Lord who cared nothing for his family, he
Servants
Tianah employs 8 servants (commoners) to cook, clean, bathe,
has not revealed to her this offer. The temptation to defect is
tack, and maintain equipment.
always present in the form of a coin of Mammon hidden in his
breast pocket. Further strengthening this temptation is the fact
that he harbours secret romantic feelings for her, and if his
Priests
Severin occasionally links up with other followers of Waukeen,
feelings are not reciprocated, he may lip that coin after all.
and sometimes they hang around with the group to gain
Carlin can be represented by the veteran statblock.
experience for their standing in the church, much like an
internship. These are usually acolytes and there might be one
Severin Havel or two helping the quest at any given time.
Severin Havel is a human priest of Waukeen, the goddess of
commerce. He is a businessman irst and foremost and has been Con lict
sent to ensure the success of Tianah's quest, and, more
Con lict with Lady Tianah and her retainers might occur at
importantly, the return on the investment of the church.
various stages of her quest.
Severin's presence may not always be a good thing for Tianah, as
he is constantly urging her to ind a way to pro it from her quest.
Her beautiful suit of armour and masterwork weapons won't
Phase One
The party is employed by the landowner to intercept illegal
pay for themselves, nor will the continuous expenses required
transportation of goods across the highway. Lady Tianah
to feed and house her retainers magically grow from trees. Her
confronts them as they are part of a system of oppression.
quest requires sponsorship, and sponsorship requires a return.
Severin himself is not aware, but many of Mammon's agents
Phase Two
have in iltrated his church. Having seen the success that Tianah
The party is sent into the dwarven mines to slay a monster that
has achieved in bringing stability to regions that were otherwise
has lain hidden within. Lady Tianah is already there freeing
exploited and left to rot, he has loosened his insistence on
slaves (even though many of the freed slaves are eaten by the
bringing in gold for the church, but the agents of Mammon
monster). She confronts the party as they are part of a system of
within that church are not happy with this shift in priorities.
oppression.
They send frequent "auditors" to check up on him and bully him
into getting back to his original purpose. Severin is more of an Phase Three
accountant than a priest and is very susceptible to bullying. The party has been invited to a royal ball of many rich nobles,
Severin can be represented by the trickery priest statblock. perhaps hoping for pieces of valuable information or gaining
trusted allies in high places. Lady Tianah crashes the party and
Victory Sallubria starts openly murdering nobles she suspects to be warlocks of
Mammon. She also confronts the party as they are part of a
Victory Sallubria is a defected warlock of Mammon, a tie ling of
system of oppression.
scaly gold skin, long black hair, and sharp white teeth he
displays with a prideful smile. He was defeated and captured by
Phase Four
Tianah, but managed to convince her to let him defect and help
The party has been enslaved by Mammon and forced to ight for
her on her quest once he had convinced her that enslaving him
him in Minauros. Lady Tianah confronts the party as they are
made her no better than Mammon himself. Carlin Xander keeps
part of a system of oppression.
a careful eye on the tie ling, never trusting a devil to betray its
own kind, but Victory is nothing but a man of his word.

106
Aspect of Vengeance (PHB)
Powerful knights and ighters slain in the midst of a great Aspect of Vengeance
injustice sometimes return to the Material realm as Aspects of Medium celestial, any alignment
Vengeance, holy warriors possessed by a drive to right what has
been wronged. Armor Class 18 (plate)
This paladin has taken the Oath of Vengeance. Hit Points 150 (20d8 + 60)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

Saving Throws Wis +6, Cha +7


Condition Immunities frightened
Skills Intimidation +7, Investigation +5, Survival +4,
Senses passive Perception 12
Languages Celestial plus any two languages
Challenge 11 (7,200 XP)

Aura of Courage. The aspect and friendly creatures


within 30 feet of it can't be frightened while the aspect
is conscious.
Sacred Weapons. The aspect's weapon a acks are
magical. When the aspect hits with its maul, the
weapon deals an extra 18 (4d8) radiant damage
(included in the a ack).
Vow of Enmity (Recharges after a Short or Long Rest). As
a bonus ac on, the aspect targets a creature it can see
within 10 feet of it. The aspect always knows in which
direc on its target can be found, and the aspect has
advantage on a ack rolls against the creature un l the
creature dies or the aspect chooses another target.

Ac ons
Multiattack. The aspect uses its Abjure Enemy, if it can.
It then makes three a acks with its maul.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18
(4d8) radiant damage.
Abjure Enemy (Recharge 5-6). The aspect targets a
creature it can see within 60 feet of it. The creature
must make a DC 14 Wisdom saving throw, and the
creature has disadvantage on its save if it is a fiend or
undead. On a failed save, the the creature is frightened
for 1 minute or un l it takes any damage. While
frightened, the creature's speed is 0, and it can't benefit
from any bonus to speed. On a successful save, the
creature's speed is halved for 1 minute or un l it takes
any damage. This ac on has no effect on creatures
immune to being frightened.

107
Feysworn (PHB)
Paladins who willingly take on the mantle of an archfey and do Feysworn
great deeds to further its in luence in the world are called Medium humanoid (any race), any alignment
Feysworn.
This paladin has taken the Oath of the Ancients. Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)

Saving Throws Wis +5, Cha +7


Skills Nature +4, Perception +5, Religion +4
Senses passive Perception 15
Languages Sylvan plus any two languages
Challenge 7 (2,900 XP)

Aura of Warding. The feysworn and friendly creatures


within 30 feet of it have resistance to damage from
spells.
Innate Spellcasting. The feysworn's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately.
At will: speak with animals
3/day each: moonbeam, misty step
1/day each: plant growth, protection from energy,
commune with nature
Sacred Weapons. The feysworn's weapon a acks are
magical. When the feysworn hits with its sickle, the
weapon deals an extra 18 (4d8) radiant damage
(included in the a ack).

Ac ons
Multiattack. The feysworn uses its Nature's Wrath, if it
can. It then makes two a acks with its sickle.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ., one
target. Hit: 5 (1d4 + 3) slashing damage plus 18 (4d8)
radiant damage.
Nature's Wrath (Recharge 5-6). The feysworn targets a
creature it can see within 30 feet of it. The creature
must succeed on a DC 14 Dexterity saving throw or be
restrained by magical vines for 1 minute. The target can
repeat this saving throw at the end of each of its turns,
ending the effect on a success.

108
Holy Redeemer (XGE)
Paladins who break their oaths don't always go mad with self- Holy Redeemer
pity and regret. Some of them use their experiences to take on a Medium humanoid (any race), any good alignment
new oath: one where they seek redemption for themselves by
providing that same redemption to others. Armor Class 16 (chain mail)
This paladin has taken the Oath of Redemption. Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 18 (+4)

Skills Persuasion +10


Damage Resistances acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, thunder;
bludgeoning, piercing, and slashing
Senses passive Perception 11
Languages Celestial plus any one language
Challenge 8 (3,900 XP)

Emissary of Redemption. The paladin's resistances don't


func on against creatures it has a acked or targeted
with a spell since the last dawn.
Spellcasting. The paladin is a 5th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It has the following paladin spells
prepared.
1st level (4 slots): compelled duel, cure wounds,
protection from evil and good, sanctuary, sleep
2nd level (2 slots): calm emotions, hold person, lesser
restoration

Ac ons
Multiattack. The paladin makes two a acks with its
quarterstaff.
Sacred Staff. Melee Weapon Attack: +6 to hit, reach 5
., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
the target is an evil creature, the a ack deals an
addi onal 9 (2d8) radiant damage.

Reac ons
Protect the Innocent. When a creature within 30 feet of
the paladin takes damage, it can use its reac on to
magically take that damage instead. The paladin doesn't
transfer any other effects that might accompany the
damage, and this damage can't be reduced in any way.
Rebuke the Violent. When the paladin sees an a acker
within 30 feet of it deal damage with an a ack against a
creature other than the paladin, it can use its reac on
to force the a acker to make a DC 15 Charisma saving
throw. On a failed save, the a acker takes radiant
damage equal to the damage it just dealt. On a
successful save, it takes half as much damage.

109
Kingsguard (PHB)
The most devoted and religious of paladins take on an oath to Kingsguard
protect the realm from the in luence of the wrong religion. They Medium humanoid (any race), any alignment
are often sponsored by the state, taking on the mantle of a
Kingsguard. Armor Class 20 (plate, shield)
This paladin has taken the Oath of Devotion. Hit Points 120 (16d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

Saving Throws Wis +6, Cha +7


Skills Athletics +8, Intimidation +7, Perception +6
Senses passive Perception 16
Languages any three languages
Challenge 11 (7,200 XP)

Aura of Protection. The kingsguard and friendly


creatures within 30 feet of it have advantage on saving
throws.
Innate Spellcasting. The kingsguard's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately without
expending soma c or material components.
3/day each: protection from evil and good, sanctuary
1/day each: lesser restoration, zone of truth, dispel
magic
Sacred Weapons. The kingsguard's weapon a acks are
magical. When the kingsguard hits with its morningstar,
the weapon deals an extra 18 (4d8) radiant damage
(included in the a ack).

Ac ons
Multiattack. The kingsguard makes three a acks with its
morningstar.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5
., one target. Hit: 8 (1d8 + 4) piercing damage plus 18
(4d8) radiant damage.
Divine Sense (3/Day). Un l the end of the kingsguard's
next turn, it knows the loca on of any celes al, fiend,
or undead within 60 feet of it that is not behind total
cover. It knows the type of creature but not its iden ty.

110
Knight Conqueror (XGE)
Some paladins use their abilities for glory, either for themselves, Knight Conqueror
their nation, or their cause. Leading scores of heavily-armored Medium humanoid (any race), any lawful alignment
devotees, a knight conqueror becomes a igure of terrible power (usually evil)
carving its way through the battle ield.
This paladin has taken the Oath of Conquest. Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 15 (+2) 10 (+0) 19 (+4)

Skills History +5, Intimidation +7


Senses passive Perception 10
Languages any one language
Challenge 6 (2,300 XP)

Innate Spellcasting. The knight conqueror's innate


spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It can cast the following spells.
At will: command
3/day each: hold person, fear
1/day: bestow curse
Mark of the Conquered. As a bonus ac on, the knight
conqueror extends its finger towards a creature it can
see within 60 feet of it. The target is marked un l the
start of the knight conqueror's next turn. While the
target is marked, it has disadvantage on a ack rolls
against targets other than the knight conqueror.
Righteous Might. The knight conqueror scores a cri cal
hit on a roll of 18, 19, or 20.

Ac ons
Multiattack. The knight conqueror makes two a acks
with its flail.
Conqueror's Flail. Melee Weapon Attack: +7 to hit, reach
5 ., one target. Hit: 8 (1d8 + 4) bludgeoning damage
plus 9 (2d8) necro c damage.
Conquering Presence (1/Day). Each creature of the
knight conqueror's choice that can see it within 30 feet
of it must make a DC 15 Wisdom saving throw. On a
failed save, the target becomes frightened of the knight
conqueror for 1 minute. The target can repeat this
saving throw at the end of each of its turns, ending the
effect on itself on a success.

111
Mortal Traitor (UA)
Paladins wooed by demon lords such as Grazz't or Orcus take Mortal Traitor
upon their powers of deception and manipulation with one goal: Medium humanoid (any race), chaotic evil
bring chaos and destruction to the world. Their tactics often
include accusing virtuous paladins of being mortal traitors Armor Class 20 (plate, shield)
themselves. Hit Points 150 (20d8 + 60)
This paladin has taken the Oath of Treachery. Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Wis +6, Cha +8


Skills Deception +8, Stealth +6
Senses passive Perception 12
Languages Abyssal plus any one language
Challenge 10 (5,900 XP)

Aura of Treachery. The mortal traitor has advantage on


melee a ack rolls against any creature that has one or
more of its allies within 5 feet of it.
Deceitful Nature. The mortal traitor can use its bonus
ac on to turn invisible un l the end of its next turn or
un l it a acks, deals damage, or forces a creature to
make a saving throw. Addi onally, the mortal traitor can
choose to ignore the disadvantage imposed by heavy
armor when it makes a Dexterity (Stealth) check.

Ac ons
Multiattack. The mortal traitor makes two a acks with
its flail.
Flail. Melee Weapon Attack: +8 to hit, reach 5 ., one
target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18
(4d8) poison damage.

Reac ons
Treacherous Strike. If a creature within 5 feet of the
mortal traitor misses it with a melee a ack, the mortal
traitor can magically force it to reroll that a ack against
a creature of its choice that is within 5 feet of the
a acker. This reac on fails if the a acker is immune to
being charmed.

112
Oathbreaker (DMG)
Paladins that forsake their sacred oaths in pursuit of sel ish
goals risk losing their holy powers and falling from grace. Those
who have devoted their lives to the study of divine magic might
be unwilling (or outright incapable) of beginning a new life
devoid of power or strength and therefore seek out new sources
of power. Evil gods prey upon these fallen paladins, promising
them untold power in exchange for blind devotion, and the
weakest-willed of them become Oathbreakers, terrible forces of
necromantic energy that carve a path of destruction across the
world in service of their dark gods.

Blackguard, VGM pg. 211


Death Knight, MM pg. 47
Either of these are suf icient to represent a paladin that has
turned to dark forces as a result of falling from grace.

113
Sovereign Knight (SCAG)
Some nations have institutionalised paladin training, forcing Sovereign Knight
their most elite soldiers to take up the mantle of a sovereign Medium humanoid (any race), any lawful alignment
knight in service of their King or Queen. These men and women
often have their spirits broken and their wills driven to the dust Armor Class 18 (plate)
to make more obedient servants, more devoted protectors, and Hit Points 157 (21d8 + 63)
more deadly killers. Speed 30 ft.
This paladin has taken the Oath of the Crown.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 17 (+3) 10 (+0) 10 (+0) 17 (+3)

Saving Throws Wis +4, Cha +7


Skills Athletics +9, History +4, Persuasion +7
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities paralyzed, stunned
Senses passive Perception 10
Languages any two languages
Challenge 12 (8,400 XP)

Aura of the Exalted. The knight and friendly creatures


within 30 feet of the knight have advantage on Wisdom
saving throws and death saving throws.
Innate Spellcasting. The knight's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately without
expending soma c or material components.
At will: command, compelled duel
3/day each: warding bond, zone of truth
1/day each: banishment
Sacred Weapons. The knight's weapon a acks are
magical. When the knight hits with its halberd, the
weapon deals an extra 18 (4d8) radiant damage
(included in the a ack).

Ac ons
Multiattack. The knight makes three a acks with its
halberd.
Halberd. Melee Weapon Attack: +9 to hit, reach 10 .,
one target. Hit: 10 (1d10 + 5) piercing damage plus 18
(4d8) radiant damage.
Divine Sense (3/Day). Un l the end of the knight's next
turn, it knows the loca on of any celes al, fiend, or
undead within 60 feet of it that is not behind total
cover. It knows the type of creature but not its iden ty.

114
Winter Knight (DAPC)
Winter Knights struggle against the blight of undeath, seeing it Winter Knight
as a barrier between souls and their rightful place in the Medium humanoid, any alignment
afterlife. They take on forms that evoke the chill of death in
order to remind their enemies of that which necromancy seeks Armor Class 18 (plate)
to overcome, that which will always cede to the coming of Hit Points 150 (20d8 + 60)
winter. Speed 30 ft.
This paladin has taken the Oath of the Grave.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

Saving Throws Wis +6, Cha +7


Skills Intimidation +11, Nature +5
Damage Resistances necrotic
Senses passive Perception 12
Languages any two languages
Challenge 10 (5,900 XP)

Aura of the Winter Knight. Allied creatures within 30 feet


of the knight have resistance to necro c damage and
cannot be charmed, frightened, or possessed by
undead creatures. Hos le creatures that start their turn
within this radius take 10 cold damage, and their
movement speed is reduced by 10 feet un l the start of
their next turn.
Innate Spellcasting. The knight's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately,
requiring no material or soma c components.
At will: ice knife, wrathful smite
3/day each: Snilloc's snowball swarm, speak with dead
1/day each: cone of cold, gentle repose, ice storm
Vow of Death. Creatures reduced to 0 hit points by the
knight are killed and cannot become undead or return
to life through any method short of a wish spell.
Winter Weapons. The knight's weapon a acks are
magical and deal an addi onal 14 (4d6) cold damage on
a hit (included in the a ack).

Ac ons
Multiattack. The knight makes two a acks with its maul.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 14
(4d6) cold damage.

115
Rangers

K
nown primarily for their effortless ability to
survive in the wilds, rangers are often employed
Fallen Angel
As hapless bystanders peered over the crater of a fallen star, and
as guides, wardens, and escorts through perilous
as their hands dropped after shielding their faces from the
terrain. They are also used as consultants on
bright light, they saw a one-winged angel, skin crackling with
speci ic types of threats, such as orcs, gnolls, fey,
ire and light. Local paladins were quick to the scene,
or outsiders like demons and devils. Rangers are
collaborating with wizards to trap the fallen planetar in
experts just as much as they are combatants.
magical chains within a magic circle. With the angel's mouth
sewn shut by divine thread, there's no telling what caused its fall
Ranger Watches from grace. A ranger watch devoted to shadow magic protects
the meteor site, keeping the strength of the angel's beacon dim,
Sometimes, an ancient evil is sealed away by a powerful spell
for heroes may come to rescue the angel and unleash god-
such as imprisonment, or chained up through other means such
knows-what upon the material plane.
as a magic circle and guards and wards, or even mundane
restraints paired with an antimagic ield. While wizards are Gloom Stalkers
generally the ones who prepare the mode of imprisonment, the Horizon Walkers
guarding of this ancient evil is left up to a faction of rangers Nightstalkers
called a watch. These Ranger Watches devote their lives (or at
least a period of service) towards guarding the region where an Machine of Death
ancient evil is locked away, ensuring that no one, maliciously or A rock gnome city was completely destroyed by a machine built
accidentally, will release what must be contained. by a legendary tinkerer. A few adventuring parties have gone
into the ruined dungeon city in search of loot, but they never
Demographics emerged, and, shortly, earthquakes throughout the region
threatened to bury other nearby cities as well. A ranger watch
In a ranger watch of 40 people ... was formed under the assumption that the machine has fed
upon these idiotic adventuring parties. If any more go down
10 are rangers (alternatively, some might be long rangers
there, it will only get stronger and cause irreplaceable damage
or blood hunters)
to the surrounding area.
20 are outlaws, bandits, eco-terrorists, witch doctors,
mercenaries, archers, and scouts, usually atoning for past Gloom Stalkers
crimes Hunters
10 are merchants, indentured servants, and other sorts of
mundane companions (commoners) Sleeping Dragon
Cursed by a wish to slumber forever, an ancient green dragon
Sealed Evil lies at the bottom of a swamp. Over the course of hundreds of
years, the swamp has grown around the dragon. Its spine has
Eldritch Horror become a great hill stretching above the muck. At the present
An eldritch horror from beyond the Astral Sea migrated to the moment, it's unknown what could wake up the dragon, but a
Material Plane and landed next to an arctic wizard school. A few ranger watch guards the area just to be sure. It could be any
mages were able to encase the horror deep beneath the ice, but random traveller that triggers some contingency in the wish
knowing enough about the creature to trap it drove every mage that awakens the dragon to wreak havoc once again.
insane. Arctic rangers patrol the frozen wasteland, warding off
anyone seeking to learn about the creature. Many rangers in the Beastmasters
watch have forgotten why they need to protect this place, and, Herbalists
honestly, it's better that way. Hunters
Monster Hunters
Horizon Walkers Primeval Guardians
Monster Hunters
Leviathan
Beast King Slumbering at the bottom of the deepest ocean, an elemental
On an isolated island far from the coast, where tribal hunters leviathan risks being awakened by the environmental impact of
and dinosaurs tentatively coexist, a giant ape rules over all local industry. A ranger watch has formed to launch raids
other beasts as king. After an expedition to bring the beast to against ishing organisations and drive cities to dump their
civilisation failed, a ranger watch was formed to return the king waste in other locations. A leviathan rising could mean the
to its island and prevent any from stealing it away again. looding of every city within ten miles of the coast.

Beastmasters Herbalists
Herbalists Horizon Walkers
Hunters Primeval Guardians
Primeval Guardians

116
Disgraced Arch-Fey Senseless Monster
Not all powerful fey can lay claim to the title of an arch-fey. A deadly and conniving spirit naga lays trapped in its own
When this particular arch-fey was cast out of the Feywild, it mind by the spell imprisonment. As an immortal being, simply
attempted to terraform a region of forest in the Material Plane killing the evil creature would only cause it to return to life more
to better match its home. At least until a heroic band of angry than ever. Instead, it has been rendered senseless to the
adventurers put a stop to that and -- supposedly -- killed it. Of real world, incapacitated and helpless to its surroundings.
course, it's not quite so easy to kill an arch-fey; its consciousness Within its own mind is a vibrant and colourful fake world that it
has been passed down through generations of squirrels. Should fully believes is real, where its enemies are driven before it and
these squirrels ever realize their true potential, the arch-fey will its greatest achievements are realised. Its ranger watch ensures
return at full strength. A watch of rangers has been dispatched that no idiots come wandering by and break the spell somehow.
to keep the area protected and to monitor the squirrels for If the spirit naga realizes that it is being imprisoned, there's no
intelligent behaviour. telling what it will do to escape, and being an immortal creature,
its fury knows not the bounds of time.
Beastmasters
Herbalists Herbalists
Horizon Walkers Hunters
Hunters Monster Hunters
Nightstalkers Primeval Guardians
Primeval Guardians
Grey Goo
Devil An experiment gone wrong. A wizard school destroyed. A sea of
A horned devil was outsmarted by a mortal being and, due to grey ooze consuming all living material that it touches. Only
the stipulations in its contract, has been chained up in an through a controlled scorched-earth policy of the entire
abandoned temple in a magic circle, forever surrounded by surrounding area could its expansion be stopped. Many within
reminders of the holy order it double-crossed. The ranger watch the radius of the ires perished, either by the goo or by burning
assigned to the temple and the surrounding area has been to death trying to escape. This was the work of a hastily-
specially trained in the deontological rule of never dealing with gathered watch of volunteer rangers who took on the solemn
devils, but random travellers certainly haven't been. They must duty of stopping the spread of the grey goo before it's too late.
be dealt with before they are enthralled by the devil's silver Now, those that condemned the local people to death have taken
tongue. a vow to preserve the area and make sure that the grey goo
never inds a way to eat through the blasted heath. It may not be
Horizon Walkers acceptable to a tree-hugging druid, but sometimes hard
Hunters decisions must be made in the name of the greater good.
Monster Hunters
Herbalists
Demon Hunters
Deep in the Underdark is demon on the loose. There's no telling
how big it is or what its powers are, but its presence is Infestation
corrupting the region. People have been evacuated and a watch Deep in a dark forest, a mound of shambling and twitching vines
of rangers has been dispatched under two orders. First, dispatch has come alive in its own right. Its in luence over the forest is
the demon through any means necessary. This watch has an insidious and absolute, and it wishes only for one thing: to
archmage in its ranks with three scrolls of banishment at the expand. Like a weed, it smothers the "lower" plant life and
ready. Second, remove anyone else in the area by any means replaces it with its own. Entire forests have now been
necessary, up to and including deadly force. Can't risk anyone swallowed up by this creature, with every tree another aspect of
being corrupted by the demonic energy and spreading the its consciousness. Through mind-control spores, it has managed
demon's in luence even further. to take control of a local ranger watch and uses them to patrol
the edges of its territory, warding away anyone who might pose
Gloom Stalkers a threat so it can reach its tendrils ever outward.
Horizon Walkers
Monster Hunters Herbalists
Primeval Guardians
Mad Giant
A mouth of Grolantor has gone mad, ravaging the Demilich
countryside. Once a regular hill giant, it was possessed by a After being defeated by great heroes, and with all of its
supernatural hunger and began to feast upon the livestock of phylacteries supposedly destroyed, a band of heroic adventurers
local farmers. Only by feeding it a dozen cows per day within an strode con idently back into town, certain that the threat of the
antimagic ield to quell the effects of its supernatural in luence lich had been lifted. Unfortunately, they missed one. Starved for
can the giant be satiated. The deft management of the giant by a souls, the lich has eroded away into a demilich whose necrotic
ranger watch has allowed farmers to return to their homes as energy is still felt in waves coming out from its old tower lair.
long as a tithe is paid to keep the giant out of trouble. Rangers keep a careful eye on the prevalance of undead
creatures that spring up nearby.
Beastmasters
Hunters Gloom Stalkers
Monster Hunters Nightstalkers

117
Statblocks
Wild Guardian
Tier One Large fey, any chaotic alignment
Beastmaster (NPC pg. 120)
Gloom Stalker (NPC pg. 121) Armor Class 18 (natural armor)
Herbalist (NPC pg. 122) Hit Points 204 (24d10 + 72)
Horizon Walker (NPC pg. 123)
Speed 30 ft.
Hunter (NPC pg. 124)
Monster Hunter (NPC pg. 125) STR DEX CON INT WIS CHA
Nightstalker (NPC pg. 126)
21 (+5) 21 (+5) 17 (+3) 15 (+2) 20 (+5) 15 (+2)
Tier Two Skills Nature +8, Perception +11, Survival +11
Primeval Guardian (NPC pg. 127) Damage Resistances nonmagical bludgeoning, piercing,
and slashing
Tier Three Senses passive Perception 26
Languages Sylvan, plus any one language
Horizon Walker (Legendary Actions) (NPC pg. 123) Challenge 17 (18,000 XP)

Tier Four Guardian Soul. The wild guardian gains 20 temporary hit
points at the beginning of each of its turns.
Wild Guardian (NPC pg. 118)
Innate Spellcasting. The wild guardian's spellcas ng
ability is Wisdom (spell save DC 19, +11 to hit with spell
Watch Strategies a acks). It can cast the following spells innately,
without expending material components.
Watch and Learn. The watch all share the same favoured
enemy based on the ancient evil they are sworn to keep hidden. At will: absorb elements, detect poison and disease,
This gives them intimate knowledge of those creature's hunter's mark, purify food and drink, tree stride
weaknesses and strengths which they can use to prepare ahead 1/day: goodberry, locate animals or plants, locate
of time. creature, lesser restoration
On the Prowl. Rangers of the watch aren't slowed by the
Keen Senses. The wild guardian has advantage on
terrain they patrol. They move quickly, silently, and with no
Wisdom (Percep on) checks.
chance of being lost, and they can forage food to feed themselves
inde initely. They know exactly how many creatures pass Wild Weapons. The wild guardian's weapon a acks are
through their lands as well as their size and type. Once you're magical and deal an addi onal 9 (2d8) force damage
aware you've wandered into the watch's territory, they've (included in the a ack).
already been following you for days.
Hyperaware. As a collective, the watch can each use their Ac ons
magical connection to the land to sense the presence of Multiattack. The wild guardian makes four a acks.
aberrations, celestials, dragons, elementals, fey, iends, and
undead. The ranger feature is expanded for the watch, giving Slam. Melee Weapon Attack: +11 to hit, reach 5 ., one
them information also on the direction and numbers of each target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9
type of monster. (2d8) force damage.
Greatbow. Ranged Weapon Attack: +11 to hit, range
Ranger Tactics 150/600 ., one target. Hit: 14 (2d8 + 5) piercing
damage plus 9 (2d8) force damage.
Ambush. Given their connection to the land, rangers have
Entangling Thorns (Recharges After a Short or Long Rest).
ample time to prepare their ambush. They can settle in and The wild guardian summons grasping vines in a 120 foot
launch a trap once they know where their opponents will be, radius centered on itself. Each creature in the area of
opening with a volley of arrows from dark alcoves and brush. effect must succeed on a DC 19 Strength saving throw
Range. Almost every ranger uses some type of bow, and they or be restrained by the entangling plants. Creatures that
keep their distance at all costs. They'll keep their distance for as start their turn restrained by this effect take 10 (3d6)
long as possible in each battle, starting ights at ranges that piercing damage from thorns. An affected creature can
would be uncomfortable for most. be freed with a DC 19 Strength check. The vines are
difficult terrain. All of the effects end a er 1 minute or
un l the primeval guardian ends the effects as an
ac on.

118
The Mezai The Archmage
Race. Elf Ordens Mactavius is an archmage usually acting as the advisor
Sealed Evil. Demon to a powerful noble family. When the noble family's daughter
Featured Subclass. Gloom Stalker was killed in the frantic escape from the region in the
Underdark, Ordens was offered up to the Mezai as assistance in
Nothing about the Underdark should necessarily make it
tracking down and defeating the demon.
more susceptible to corruption by demons. It's not an inherently
In truth, Ordens was the one who summoned the demon. He
magical place. It's just a very big cave. The Abyss is equidistant
has no plans of releasing it. In fact, his scrolls of banishment
from every point in the Prime Material. And yet, demons seem
have been disguised with illusory script and Nystul's magic aura
to use the Underdark as a stepping stone to the overworld. Their
and are actually rituals to open up the gates for further demons.
in luence is felt much more strongly down there. The high elves
If Ordens can destabilise the region, he'll be granted more
and wood elves on the surface blame the drow. If it weren't for
power to conquer the Underdark and bring those "savages"
those Lolth-worshipping psychopaths, there wouldn't be so
down there to the light.
much demonic activity down there.
Now there's some damnable creature that has clawed its way
out of a portal. An ancient and respected ranger watch, the The Drow
Mezai, has been tasked with hunting down this demon and The Mezai are assisted by two drow gloom stalkers, Skimbrith
disposing of it through any means possible. While it lives, the Allevaria and her manservant Daghev Villivandus. They are
region devolves into greater and greater chaos. Soon, more technically equal in power, but Daghev is completely deferent to
demons might be able to claw their way up after it. Skimbrith's authority, as is customary in drow culture. She's
First point of order is to remove the demon. Killing it might easily three feet taller than him.
not be the easiest option; the Mezai are accompanied by an Skimbrith doesn't agree with the reasons behind the Mezai's
archmage who has three scrolls of banishment (in case the irst slaughter of her people, but she does agree with the slaughter in
two don't stick). That's the best option. general, believing those who could not escape the demon to be
Second point of order is to remove anyone else in the area. weak and deserving of culling. She will argue with Coelanth for
With a demon on the loose, anyone susceptible to corruption hours about the unjust nature of killing her people, but then
will be much more easily swayed to darkness. Demons are whoop with sick joy when the act of killing transpires in front of
usually chaotic creatures, but some have enough intelligence to her.
gather followers rather than body parts. Can't take any chances. Skimbrith has also brought along 4 male drow commoners
The Mezai take this duty with a certain degree of satisfaction, as as servants to dote on her. The servants offer to help cook and
the biggest populated area of the region belongs to the drow. clean for the entire Mezai, but nobody else seems comfortable
with it.
The High Elves
The leader of the Mezai is a high-elf horizon walker named The Demon
Coelanth Hydrangus. As the representative of 3 high-elf gloom The demon is a glabrezu. It is scouring the Underdark looking
stalkers and 2 archers, he exempli ies the haughty and proud for an opportunity to reach the surface, but the maze of caves
nature of his people, believing that his men and women could has proved too dif icult for its chaotic mind to map. While it's
take down the demon without help from the others. still in the underdark, it causes mass panic with its spells
After all, the Mezai were originally founded by a high elf darkness and confusion. When it wants to lay low, it will cast ly
demon hunter. It's only right that they should lead the search for on itself and nestle into the stalactites on the ceiling, dropping
the demon. down on anything that comes by and ripping it to shreds when
it's ready to move on.
The Wood Elves The glabrezu's continued presence causes strange effects in
the region. Magical items glow brightly and cannot be concealed.
Taerith Emanthala is a wood elf monster hunter who has
Spells izzle out on 10% of castings. Animals (especially insects)
taken on her irst major mission. She represents 2 wood elf
are born with mutated pincers and horns.
gloom stalkers and 6 scouts. She believes that the monster
should be slain, not banished, as it may be able to replicate the
steps needed to reach the Material Plane once again. Banishing Con lict
it is temporary. If they can use Coelanth's horizon walker The party might come into con lict with the Mezai in the
abilities to kill the demon while it's technically in a portal to the following ways.
Abyss, they can kill it for good, and with it, the dangerous
knowledge it possesses. The only problem is convincing Monster Hunters
Coelanth of her idea -- he dismisses all of her ideas re lexively. The party has joined with the Mezai to hunt down the demon,
not realizing that the archmage has sinister intentions.

Refugees
The party is attempting to escape the demon and leave the
Underdark, but the Mezai suspects the party of being corrupted
by the demon and decides to kill them, just to be sure.

119
Beastmaster (PHB)
Beastmasters are legendary animal tamers. Their words calm Beastmaster
their beasts and terrify their animals. Medium humanoid (any race), any alignment
The beastmaster's challenge rating doesn't include its animal
companion. Since we're not strictly limited by what the class can Armor Class 15 (hide armor)
actually do, we can give the beastmaster any animal companion Hit Points 75 (10d8 + 30)
available in a published book. Included are some randomly- Speed 30 ft.
picked suggestions.

Dire Wolf (MM pg. 321) STR DEX CON INT WIS CHA
The enormous hound sticks loyally by the woman's heel, head 12 (+1) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
down, fangs bared. Its eyes lick meaningfully to its master's face,
reading her expression and relaxing when it sees that she's in a Skills Animal Handling +8, Survival +6
good mood. Senses passive Perception 14
Languages any one language
Giant Scorpion (MM pg. 327) Challenge 2 (450 XP)
The clicking of its claws fades as its master strokes its head. "Not
yet," the man says. "Knock them out irst." And with that, the Animal Companion. The beastmaster is bonded to a
stinger shoots down. beast, which is its animal companion. The companion
acts on its own ini a ve, but otherwise obeys the
Hunter Shark (MM pg. 330) beastmaster's commands. As a bonus ac on, the
The merfolk seems surprised to see a boat so far out to sea. He beastmaster can command its companion to use its
uncorks a potion to release a foul-smelling aroma, and in less than reac on to take the Dash, Disengage, Dodge, or Help
a minute, a in emerges from the waters. A striped shark sidles up
ac on.
beside him, nudging him for food.
Ac ons
Tyrannosaurus Rex (MM pg. 80) Multiattack. The beastmaster makes two weapon
The monster leaps across the plains, crossing the width of rivers in a acks.
a single bound, shaking the foundations of the earth with every
thunderous step. Clinging to its neck, hollering words of Whip. Melee Weapon Attack: +4 to hit, reach 10 ., one
encouragement, is a little old lady gnome. target. Hit: 4 (1d4 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
Quetzalcoatlus (VGM pg. 140) 150/600 ., one target. Hit: 6 (1d8 + 2) piercing
The sky darkens and the usual lively sounds of birds chirping goes damage.
deadly silent. A single lap of the beast's wings sends the grass
bouncing and dancing. With a gust strong enough to blow down a
house, the beast lands in front of its master.
Mounts in Battle
Aurochs (VGM pg. 207) To streamline the use of mounts in battle, a DM can adopt the
The young hill dwarf can barely hold on as the big-horned following variant rules.
creature sprints at the side of the red barn. He hides his face just
before he feels the crunch of splintering wood. The rider and the mount share the same initiative (using the
rider's score).
Goat (MM pg. 330) Both the mount and the rider take actions on their shared
The ranger kneels down by her goat and lifts up its big loppy ear. turn.
She whispers, "If you don't stop eating random trash while we're The mount determines movement while it is being ridden.
supposed to be ighting off orcs, I'll take you to the market and Any of the actions or attacks from both rider and mount can
trade you for a box of apples." occur in any order (even alternating between mount and
rider) and can be split up by the mount's movement.

Other Beastmasters
For another version of the beastmaster that gives more
independence to its animal companion, see the beast tamer in
the Long Ranger chapter.

120
Gloom Stalker (XGE)
Gloom stalkers skulk around the underdark, killing and eating Gloom Stalker
spiders for sustenance. Every now and then someone asks them Medium humanoid (any race), any alignment
to be their guide through the caves, and the gloom stalkers kill
and eat them too. Armor Class 14 (leather)
Hit Points 38 (7d8 + 7)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 10 (+0) 15 (+2) 8 (-1)

Skills Perception +4, Stealth +5, Survival +4


Senses darkvision 120 ft., passive Perception 14
Languages Undercommon plus any one language
Challenge 4 (1,100 XP)

Surprise Attack (Recharges on a Short or Long Rest). If


the gloom stalker surprises a creature and hits it with
an a ack on the first turn of combat, the target takes an
addi onal 9 (2d8) damage from the a ack.
Umbral Shroud. While in darkness, the gloom stalker is
invisible to any creature that relies on darkvision to see
it in that darkness.
Vanish. The gloom stalker can take the Hide or
Disengage ac on as a bonus ac on.

Ac ons
Multiattack. On the first turn of combat, the gloom
stalker makes two a acks with its darts.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 .,
one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4)
poison damage, and the target must succeed on a DC
13 Cons tu on saving throw or become poisoned by
the darts for 1 hour. If the target fails this save by 5 or
more, it is also unconscious while poisoned in this way.
The target wakes up if it takes damage or another
creature takes an ac on to shake it awake.

Reac ons
Shadowy Dodge. When a creature targets the gloom
stalker with an a ack, the gloom stalker can use its
reac on to impose disadvantage on that a ack.

121
Herbalist (UA)
Herbalists are nonmagical guardians of the natural land, whose Herbalist
expertise in gathering and brewing rare lora allows them to Medium humanoid (any race), any alignment
create delicious, healing concoctions. They're also deadly
ighters, using natural poisons to augment their strikes. Armor Class 14 (hide armor)
This is a ranger with no spells. Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 11 (+0) 17 (+3) 11 (+0)

Skills Nature +4, Perception +5, Survival +7


Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 15
Languages Druidic plus any one language
Challenge 1 (200 XP)

Disarming Attack (1/Turn). When the herbalist hits a


creature with an a ack from its shortsword or
shortbow, it can choose to force the target to succeed
on a DC 12 Strength saving throw or take an addi onal
3 (1d6) piercing damage from the a ack and drop an
object it is holding of the herbalist's choice. The object
lands at its feet.
Poisoned Weapons. The herbalist's weapon a acks deal
an extra 7 (2d6) poison damage (included in the a ack).
Poultice (3/Day). The herbalist spends 1 minute to apply
a poul ce to a wounded creature. That creature regains
14 (4d6) hit points. Alterna vely, it can use this ability
to cure the creature of one poison afflic ng it.

Ac ons
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage plus 7
(2d6) poison damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ., one target. Hit: 5 (1d6 + 2) piercing damage
plus 7 (2d6) poison damage.

122
Horizon Walker (XGE)
Horizon walkers slip through gaps between the realms to cross Horizon Walker
a thousand miles in a single step. Medium humanoid (any race), any alignment
For an additional challenge, you can give the horizon walker
the following legendary actions. Armor Class 14 (studded leather)
Hit Points 60 (11d8 + 11)
Speed 30 ft.

Legendary Ac ons STR DEX CON INT WIS CHA


The horizon walker can take 3 legendary ac ons, 10 (+0) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 10 (+0)
choosing from the op ons below. Only one legendary
ac on can be used at a me, and only at the end of Skills Arcana +5, Perception +7, Survival +7
another creature's turn. Spent legendary ac ons are Senses passive Perception 17
regained at the start of each turn. Languages Deep Speech and Primordial plus any one
language
Open Portal to the Elemental Plane of Air. The horizon Challenge 5 (1,800 XP)
walker uses its subtle knife to open a two-way portal to
the Elemental Plane of Air. Un l the end of the Horizon
Walker's next turn, the portal stays open and emanates Distant Strike. When the horizon walker takes the
a gust of wind in a 60 foot by 5 foot line. Creatures that Mul a ack ac on, it can teleport up to 10 feet before
start their turn in the area of effect must succeed on a each a ack to an unoccupied space it can see.
DC 15 Strength saving throw or be pushed 30 feet in the Ethereal Jaunt. As a bonus ac on, the horizon walker can
direc on of the wind. Ranged weapon a acks that pass magically shi from the Material Plane to the Ethereal
through the area of effect are made with disadvantage. Plane, or vice versa.
A creature moving against the wind must spend 3 feet
of movement for every 1 foot moved.
Ac ons
Open Portal to the Elemental Plane of Earth (Costs 2
Actions). The horizon walker uses its subtle knife to Multiattack. The horizon walker makes three a acks
open a two-way portal to the Elemental Plane of Earth. with its subtle knife. Each a ack must be against a
The portal opens and immediately closes. A 10 foot different target.
high, 5 foot wide, and 30 foot long wall of stone Subtle Knife. Melee Weapon Attack: +5 to hit, reach 5
appears next to the portal in a configura on of the ., one creature or one planar opening. Hit: 13 (1d4 +
horizon walker's choice. The wall has an AC of 18 and 2d8 + 2) force damage. On a cri cal hit against a target
100 hit points. in an astral body (as with the astral projec on spell),
Open Portal to the Elemental Plane of Fire (Costs 2 the horizon walker can cut the silvery cord that tethers
Actions). The horizon walker uses its subtle knife to the target to its material body, instead of dealing
open a two-way portal to the Elemental Plane of Fire. damage. This is a magic weapon.
The portal opens and immediately closes. Creatures in a Open Portal. The horizon walker targets a planar
15-foot cone origina ng from the portal must make a opening with its subtle knife, crea ng a one-way portal
DC 15 Dexterity saving throw, taking 33 (6d10) fire to a randomly-determined plane of existence. The
damage on a failed save, or half as much damage as a portal stays open un l the end of the horizon walker's
successful one. turn.
Open Portal to the Elemental Plane of Water. The horizon
walker uses its subtle knife to open a two-way portal to Reac ons
the Elemental Plane of Air. The portal opens and
immediately closes. Creatures in a 20-foot cube Spectral Defense. When the horizon walker takes
origina ng from the portal must make a DC 15 Strength damage from an a ack, it can give itself resistance to
saving throw. On a failed save, a target takes 11 (2d10) the damage of the a ack for this turn.
bludgeoning damage and is knocked prone. On a
successful save, a target takes half as much damage and
isn't knocked prone.

This increases the horizon walker's challenge rating to 11 (7200


XP). This also causes the following changes.

Skills Arcana +6, Perception +8, Survival +8


Senses passive Perception 18
Subtle Knife. +6 to hit

123
Hunter (PHB)
Scouring the wilderness across the entire material realm are Hunter
mendicants and peregrines who are really good with a bow. Medium humanoid (any race), any alignment

Armor Class 14 (hide armor)


Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +2, Perception +5, Stealth +4, Survival +3


Senses passive Perception 15
Languages any one language
Challenge 2 (450 XP)

Colossus Slayer (1/Turn). The hunter deals an addi onal


4 (1d8) damage with its weapons when it hits a
creature below its hit point maximum.
Keen Hearing and Sight. The hunter has advantage on
Wisdom (Percep on) checks that rely on hearing and
sight.

Ac ons
Multiattack. The hunter makes two ranged a acks then
one addi onal ranged a ack against a creature within 5
feet of one of the original targets.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ., one target. Hit: 6 (1d8 + 2) piercing
damage.

Reac ons
Giant Killer. A er a Large or larger creature hits or
misses the hunter with a melee weapon a ack, the
hunter can make one weapon a ack against that
creature.

124
Monster Hunter (XGE)
When innocent people are terrorised by monstrosities, they Monster Hunter
might recall seeing a scrap of parchment nailed to a job board: Medium humanoid (any race), any alignment
"For hire: a guy who kills monsters." Monster hunters know that
the one thing that keeps them from becoming the monster's Armor Class 14 (hide armor)
next meal is preparation. A monster hunter uses spells like Hit Points 82 (11d8 + 22)
chromatic orb and protection from good and evil to take Speed 30 ft.
advantage of creature types, vulnerabilities, and resistances, as
well as using a magic weapon that can adapt to different
situations. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)

Skills Investigation +4, Nature +4, Perception +5,


Stealth +5, Survival +5
Senses passive Perception 15
Languages any two languages
Challenge 3 (700 XP)

Hunter's Sense (3/Day). As a bonus ac on, the monster


hunter examines a creature it can see within 60 feet of
it, discerning whether the creature has any damage
immuni es, resistances, or vulnerabili es and what
they are. If the creature is hidden from divina on
magic, it senses that it has no damage immuni es,
resistances, or vulnerabili es.
Innate Spellcasting. The monster hunter's spellcas ng
ability is Wisdom (spell save DC 13, +5 to hit with spell
a acks). It can cast the following spells innately,
without expending material components.
3/Day each: absorb elements, chromatic orb, detect
magic, detect poison and disease
1/Day each: fog cloud, protection from evil and good
Slayer's Prey. As a bonus ac on, the monster hunter
designates one creature it can see within 60 feet of it as
its prey. The first me on the monster hunter's turn that
it hits its prey with a weapon a ack, the prey takes an
extra 7 (2d6) damage from the weapon.

Ac ons
Multiattack. The monster hunter makes two longsword
a acks.
Adaptive Halberd. Melee Weapon Attack: +5 to hit,
reach 10 ., one target. Hit: 8 (1d10 + 3) bludgeoning,
piercing, or slashing damage (the monster hunter's
choice). This is a magic weapon.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ., one target. Hit: 8 (1d10 + 3) piercing
damage.

Reac ons
Slayer's Counter. When the monster hunter's prey forces
it to make a saving throw, the monster hunter can use
its reac on to immediately make one weapon a ack
against the prey, which it makes before the saving
throw. If the a ack hits, the monster hunter
automa cally succeeds on the saving throw against the
prey's effect.

125
Nightstalker (DAPC)
Lost in the Shadowfell, nightstalkers are forced to turn to Nightstalker
shadowy magics in order to survive, binding the corruption of Medium humanoid (any race), any alignment
the Shadowfell to unsuspecting beasts and bending them to
their will. The beasts have been stripped of their physical bodies Armor Class 14 (hide armor)
and exist only as extensions of the nightstalker. Although the Hit Points 55 (10d8 + 10)
nightstalker has since torn their way out of the Shadowfell and Speed 30 ft.
back to civilisation, they ind it nearly impossible to return to
normal life with the constant reminder of their dark deeds
simmering in a pocket dimension in their brain, with only one STR DEX CON INT WIS CHA
carefully spoken word the barrier to being released once more. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 16 (+3) 11 (+0)
Nightstalkers are naturally drawn to one another, as they are the
only ones in the world who can understand. Skills Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Alternative Beasts Languages any one language
Challenge 2 (450 XP)
A given nightstalker may have chosen a different form for its
animal thrall. If so, replace the nightstalker's Piercing Howl Shadow Thrall. The nightstalker has an animal thrall,
action with a new action listed below, based on the animal. which is a wolf. The thrall has the following rules.
Beast Ac on The nightstalker can summon or dismiss their thrall
as a bonus action. The thrall appears within 5 feet of
Roar (Recharges after a Short or Long Rest). The wolf
the nightstalker when summoned. The thrall is
lets out a wail that infuses nearby creatures with
automatically dismissed if the nightstalker starts its
Bear false energy. The nightstalker and up to 3 creatures
turn more than 120 feet from its thrall.
of its choice within 30 feet of the wolf gain 10 (3d6)
The thrall has the base speed of the animal form it
temporary hit points.
has taken, plus it gains a flying speed of 30 feet if it
Electric Zipper (Recharge 5-6). The eel flies 30 feet in can't fly already.
a straight line. Each creature within 5 feet of any As a bonus action, the thrall and the nightstalker can
Eel
posi on along that line must succeed on a Dexterity magically swap places.
saving throw or take 7 (2d6) lightning damage. The thrall is an illusion. Attacks made against the
Shadow Splash (Recharge 5-6). The octopus casts thrall automatically miss. It cannot be made to make
Octopus color spray as a 2nd level spell, emi ng black oil a saving throw. It is immune to magical effects.
instead of a rainbow of colours. Truesight and other methods of seeing through
illusions reveal the animal to be nothing more than a
Pounce. The panther moves up to 30 feet towards a twitching black ball of dark energy.
creature. If it ends this movement within 5 feet of
Panther
the target, the target must succeed on a Strength
saving throw or be knocked prone. Ac ons
Pursuit. The raven moves up to 45 feet towards a Multiattack. The nightstalker makes two a acks. It can
creature. If it ends this movement within 5 feet of replace one of its a acks with either its Thrall Strike
Raven ac on or its wolf's Piercing Howl.
the target, the target's movement speed on its next
turn is halved.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Venom Strike. A target within 5 feet of the snake ., one target. Hit: 5 (1d6 + 2) piercing damage.
must succeed on a Cons tu on saving throw or take
Snake Longbow. Ranged Weapon Attack: +4 to hit, range
9 (2d8) poison damage and become poisoned un l
the end of its next turn. 150/600 ., one target. Hit: 6 (1d8 + 2) piercing
damage.
A nightstalker with an animal thrall not included here can Thrall Strike. Melee Spell Attack: +5 to hit, reach 5 .,
choose one of the listed effects that feels the most thematically one target within 5 feet of its animal thrall. Hit: 11
appropriate for their animal. (2d10) necro c damage. The animal thrall can move up
to its speed before or a er making this a ack.
Piercing Howl (Recharges after a Short or Long Rest). The
bear lets out a terrifying roar. Each creature within 30
feet of it must succeed on a Wisdom saving throw or
become frightened of the nightstalker for 1 minute. An
affected creature can remake this save at the end of
each of its turns, ending the effect on a success.

126
Primeval Guardian (UA)
Primeval guardians are rangers who were entranced by dryads Primeval Guardian
and gifted the power to transform into trees. This gift came with Large plant, any alignment (usually chaotic)
a curse, however, as soon a tree became the only thing they
could turn into. Soon the tree form was all they knew. It was all Armor Class 15 (natural armor)
they had ever been. Hit Points 204 (24d10 + 72)
Speed 20 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0)

Senses passive Perception 13


Languages Sylvan plus any one language
Challenge 8 (3,900 XP)

Guardian Soul. The primeval guardian gains 10


temporary hit points at the beginning of each of its
turns.
Rooted Defense. The ground within 30 feet of the
guardian is difficult terrain.
Sylvan Thorns. The guardian's weapon a acks are
magical. When the primeval guardian hits a creature
with a slam a ack, it deals an addi onal 7 (2d6)
piercing damage (included in the a ack).

Ac ons
Multiattack. The guardian makes two slam a acks.
Slam. Melee Weapon Attack: +7 to hit, reach 15 ., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7
(2d6) piercing damage.
Entangle. The primeval guardian summons grasping
vines in a 20-foot square centered on a point the
primeval guardian can see within 60 feet of its posi on.
Each creature in the area of effect must succeed on a
DC 14 Strength saving throw or be restrained by the
entangling plants. An affected creature can be freed
with a DC 14 Strength check. The vines are difficult
terrain. All of the effects end a er 1 minute or un l the
primeval guardian ends the effects as an ac on.

127
Rogues

B
lades lash in the darkness. Thugs surround the Espionage missions often end with dramatic chases across
helpless and the downtrodden. Thieves make their rooftops or on boats racing through canals and city streets, so an
escape through a crowd of hapless onlookers. espionage agent needs to be calm, cool, suave, and unafraid to
Rogues don't need the blessings of gods or a mark impale a few unnamed goons with a crossbow bolt now and
of fate to stake their claim on their own little then.
corner of the world. They just need their wits and
their hands. Arcane Thieves
Assassins

Rogue Gangs Inquisitors


Masterminds
Splintered Off. It's dangerous out there for a single rogue alone Swashbucklers
against the world. Many rogues gravitate towards like-minded Thieves
people, people who share a certain set of skills. Many cities have
a Thieves' Guild or some other loose organisation of crime, and
Grifts
Grifters build a social standing in high society, always looking
within these criminal organisations arise different factions of
for the next 'mark', a fool whose money shall soon be parted
rogues that pursue their own ends within the means of their
from them. Grifters are fast talkers and quick thinkers whose
guild. These smaller splinter groups are gangs.
con idence schemes are, for the most part, way more elaborate
Thief 's Signatures. Rogue gangs operate under a speci ic set
than necessary. But if they're not in it for the fun of the game,
of rules and customs stemming from the inside information of
what's the point of being in the game in the irst place?
their social circle and the speci ic set of skills that each rogue in
the group possesses. While it's not necessary for every rogue in Arcane Thieves
a gang to share the same archetype, it's more common than not. Inquisitors
Big Score. Rogue gangs don't settle for petty crime. They're Masterminds
after a big payout, a true test of their skills. Thieves
Slang. Every gang has its own set of speci ic slang terms and
shorthand depending on what they feel is most useful to Heists
communicate to one another. The gang can speak its own dialect Sometimes, valuable items are in the wrong place and need to
of Thieves' Cant that allows them to speak frankly about their be transferred to their improper owners. Your best bet is to get
criminal activities under the noses not just of the general the old team back together for one last score. You need the
populace but also from other gangs. This 'language' can be leader, the muscle, the brains, the charm, and the wild card.
referred to as Gang Slang to distinguish it from Thieves' Cant.
Arcane Thieves

Demographics Inquisitors
Masterminds
A rogue gang might include ... Swashbucklers
Shadow Rogues
20 rogues, which may include spies, master thieves, Thieves
assassins, and bandit captains
10 thugs, bandits, or dirty fighters as enforcers Reconnaissance
10 wretched commoners, such as hobos and street urchins, Squads of rogues in the military band together for strength in
who exchange information for scraps of food numbers. Their strong social bond makes them ideal for
5 city watch guards on the take carrying out dangerous missions in enemy territory without
5 contacts (commoners) who can get them what they need being seen. These might include assassinations, target
2 nobles susceptible to bribery extractions, kidnappings, intelligence gathering, or setting
deadly traps. When the mission inevitably goes south, everyone
Modus Operandi in the gang has each other's backs.

Espionage Assassins
Whether recruited for shady corporate embezzlement, Guerilla Scouts
blackmail on a political rival, or even private detective work, an Masterminds
espionage agent blends in and tries not to make themselves Swashbucklers
noticed. Their job is to gather information, not valuables. Of Shadow Rogues
course, most rogue gangs struggle to keep a low pro ile forever,
and these missions usually come with an expiration date: things
will soon start to unravel.

128
Statblocks
Crime Boss
Tier One Medium humanoid (any), any non-good alignment
Arcane Thief (NPC pg. 132)
Bandit (MM pg. 343) Armor Class 16 (breastplate)
Bandit Captain (MM pg. 344) Hit Points 110 (20d8 + 20)
Discount Assassin (NPC pg. 133)
Speed 30 ft.
Guerilla Scout (NPC pg. 134)
Inquisitor (NPC pg. 135) STR DEX CON INT WIS CHA
Mastermind (NPC pg. 136)
Master Thief (VGM pg. 216) 13 (+1) 17 (+3) 13 (+1) 18 (+4) 17 (+3) 19 (+4)
Privateer (NPC pg. 138)
Scout (MM pg. 349) Saving Throws Dex +7, Int +8, Wis +7
Shadow Rogue (NPC pg. 137) Skills Deception +12, History +8, Insight +11,
Spy (MM pg. 349)
Intimidation +12, Perception +8, Persuasion +8,
Sleight of Hand +7, Stealth +7, Thieves' Tools +11
Swashbuckler (VGM pg. 217)
Senses blindsight 10 ft., passive Perception 17
Thug (MM pg. 350)
Languages Thieves' Cant, plus any two languages
Challenge 12 (8,400 XP)
Tier Two
Assassin (MM pg. 343) Evasive. When the crime boss is targeted by an effect
that forces the crime boss to make a Dexterity saving
throw to take only half damage, it instead takes no
Tier Three damage if it succeeds and half if it fails.
Crime Boss (NPC pg. 129) Elusive. No a ack roll has advantage against the crime
boss while it isn't incapacitated.
Tier Four Legendary Resistance (3/Day). When the crime boss fails
Crime Lord (NPC pg. 130) a saving throw, it can choose to succeed instead.
Loyal Goons. When the crime boss is targeted by an
Gang Strategies a ack and an ally is within 10 feet of it, the crime boss's
ally can use its reac on to swap places with the crime
Friends Close, Enemies Closer. If a gang of rogues doesn't boss, and the ally becomes the target instead.
have to ight, they'll avoid it. They'd rather keep up appearances
Master of Tactics. The crime boss can use the Help
until there is absolutely no other option. ac on as a bonus ac on. When used to assist an ally in
Location, Location, Location. Ideally, a gang plans out its a acking a creature, the target of the a ack can be
engagements ahead of time, casing the encounter location with within 30 feet of the crime boss.
traps, cover, and methods of escape.
Sneak Attack (1/Turn). The crime boss deals an extra 24
Always Have a Getaway Plan. When a job goes south,
(7d6) damage when it hits a target with a weapon
rogues scatter. Each rogue has its own individual escape
a ack and has advantage on the a ack roll, or when
planned out, making it impossible to capture the entire gang at the target is within 5 feet of an ally of the crime boss
once. The rogues fan out across the entire city and wait for the that isn't incapacitated and the crime boss doesn't have
heat to die down. disadvantage on the a ack roll.

Rogue Tactics Ac ons


Sneak Attack. A rogue's tactics revolve wholly around Multiattack. The crime boss makes two a acks with its
maximising the potential of their sneak attack damage. rapier.
Generally, they achieve this in the following ways: Rapier. Melee Weapon Attack: +7 to hit, reach 5 ., one
target. Hit: 7 (1d8 + 3) piercing damage.
Strike from the Shadows. Rogues prepare ambushes
ahead of time so that when they pop out to make their attack,
the enemy is caught unawares and advantage is granted on
Reac ons
the attack roll. Uncanny Dodge. The crime boss halves the damage that
it takes from an a ack that hits it. The crime boss must
be able to see the a acker.

129
Send Out the Goons. Allies of the rogues without sneak
attack, such as thugs and bandits, are sent out to engage
Crime Lord tough enemies in melee combat. With an ally in melee range,
a rogue can land its sneak attack more easily. For rogues that
Medium humanoid (any), any non-good alignment
use daggers and shortswords rather than bows, their allies
might go one step further and use the Shove action to knock
Armor Class 17 (half plate)
an enemy prone so that the rogue can gain advantage on
Hit Points 220 (40d8 + 40)
attacks to kick the poor bastard while they're down.
Speed 30 ft.
Help. It's better for one rogue to gain sneak attack than for
two to strike without it, so rogues will often use the Help
STR DEX CON INT WIS CHA action to distract and disorient their foes so their ally can
land a precise shot.
13 (+1) 19 (+4) 13 (+1) 20 (+5) 18 (+4) 20 (+5)

Saving Throws Dex +10, Int +11, Wis +10 Tricksters Magnanimous
Skills Deception +17, History +11, Insight +16,
Modus Operandi. Grifts
Intimidation +17, Perception +10, Persuasion +11,
Sleight of Hand +10, Stealth +10, Thieves' Tools Featured Subclass. Arcane Trickster
+16 What's the point of training for years to master a skill if you
Senses blindsight 10 ft., passive Perception 20 can just use magic to ill in the gaps? Won't you have more time
Languages Thieves' Cant, plus any two languages to focus on all the fun stuff? Well, it's worked pretty effectively
Challenge 17 (18,000 XP) for the Tricksters Magnanimous, one of the most notorious
rogue gangs in the city, equally cursed for their thieving ways
Evasive. When the crime boss is targeted by an effect and swooned over for their rakish charm.
that forces the crime boss to make a Dexterity saving Unfortunately for the gang, after a burglary went wrong and
throw to take only half damage, it instead takes no
their youngest member was killed in the ensuing escape, the
damage if it succeeds and half if it fails.
Tricksters Magnanimous broke up and returned to their regular
Elusive. No a ack roll has advantage against the crime boring lives in the city. They haven't been heard from since. At
boss while it isn't incapacitated. least until now.
Legendary Resistance (3/Day). When the crime boss fails The leader of the Tricksters Magnanimous has been
a saving throw, it can choose to succeed instead. approached by a mysterious benefactor who wishes to steal a
dangerous magic item from a party of adventurers in town. The
Loyal Goons. When the crime boss is targeted by an payoff will be great, and the reckless challenge of stealing from
a ack and an ally is within 10 feet of it, the crime boss's adventurers is irresistible. All that's gotta happen now is getting
ally can use its reac on to swap places with the crime
the gang back together for one last score.
boss, and the ally becomes the target instead.
Master of Tactics. The crime boss can use the Help
ac on as a bonus ac on. When used to assist an ally in The Leader
a acking a creature, the target of the a ack can be Lucian Webb, former administrator in the Weaver's Guild, has
within 30 feet of the crime boss. been pulled out of retirement by a mysterious benefactor. He
Sneak Attack (1/Turn). The crime boss deals an extra 42 has two jobs: convince all the former members of the Tricksters
(12d6) damage when it hits a target with a weapon Magnanimous to get the gang back together, and somehow make
a ack and has advantage on the a ack roll, or when a plan to swindle an adventuring party out of their hard-earned
the target is within 5 feet of an ally of the crime boss magic items. He lives for the score. If he's not cheating someone
that isn't incapacitated and the crime boss doesn't have out of their money, he's not living his best life.
disadvantage on the a ack roll. Lucian is a mastermind who lies as easily as he breathes.
Outwardly handsome and charming, his inner mind is a turmoil
Ac ons of dark thoughts pushed away. He'll say whatever he needs to
say to get what he wants.
Multiattack. The crime boss makes two a acks with its
rapier.
Rapier of Warning. Melee Weapon Attack: +10 to hit,
The Muscle
reach 5 ., one target. Hit: 8 (1d8 + 4) piercing damage. Vano "Big Daddy" Burns and Veya "Big Momma" Marshall are
This is a magic weapon. While the crime lord is a uned the two meanest half-orc bouncers this side of the city. Their
to the rapier, the crime lord has advantage on ini a ve previous job as muscle for the Tricksters Magnanimous
rolls and can't be surprised. solidi ied them as devoted partners (ain't nothing like stepping
on a few necks to bring a couple closer together) and after The
Reac ons Accident, they now work for a gambling den as guards.
Uncanny Dodge. The crime lord halves the damage that Lucian convinces these two thugs to join to save their failing
it takes from an a ack that hits it. The crime lord must relationship. Without skulls to crush, the magic isn't there.
be able to see the a acker.

130
The Cover Story
The Brains Big Daddy and Big Momma pose as a soon-to-be-married
Fylo "King Bee" Baxter is a half-elf bartender. After The couple. They want to hold a lavish wedding ceremony, but being
Accident, which resulted in his best friend's death, he retired half-orcs, no wedding organisation will perform a ceremony for
and took on some low-skilled work. He was hired for his good them due to deep-seated prejudices against their kind. No
looks, but he's managed to stay at the same job for three years, organisation, at least, except for Fylo Baxter of King Bee
maintaining job security by proving himself invaluable at Ceremonial Services, who went against the advice of his
dealing with rowdy customers, supernaturally avoiding business consultant, Stefan Gallagher. King Bee took pity on the
disastrous breakages, and ... well ... sleeping with his boss. Little odd couple and promised them to have a ceremony as great as
lourishes of magic here and there are brushed aside due to his any "regular" couple would have.
elven heritage, even though the magic he knows has nothing to Worried that a riot might break out to protest the ceremony,
do with the elves and everything to do with his desire simply to Stefan offers the party a large sum of money to act as protection
steal. for the guests. They have to keep on the lookout for any anti-orc
Lucian convinces this arcane thief to join by convincing him sentiment and quash it immediately.
that his skills are wasted in a dingy little tavern in the wrong
side of town. Fylo should be seeing his face plastered across The Reception
wanted posters, living life at large right under the noses of the Lucian performs as the priest in the ceremony. Using some of
city watch. Isn't that what he wants? Isn't that what he Stefan's considerable savings, he has hired suits, ties, and a
deserves? shower for the local homeless population to act as seat- illers to
give off the impression of many guests. Feathers performs as a
The Charm wedding singer, and her song is so entrancing that the party
members have disadvantage on Wisdom saving throws and
Xelephise "Feathers" Anastasia is a harpy in disguise as a checks to identify illusions or see through disguises.
beautiful human woman. She came to the city decades ago with While Lucian reads out incredibly long-winded and self-
her human lover, but he left her destitute when someone even indulgent poetry about marriage, King Bee casts suggestion on a
more alluring came along. The big score of The Accident was party member to leave the magic item in question on a table at
meant to be her ticket out of the city, but when things went the back. If this doesn't work, King Bee will simply cast
south, she had to lay low for a while, rebuilding her life piece by invisibility on himself and steal it with his invisible mage hand.
piece. She has a fairly consistent career as a wedding singer, but If everything goes well, the party won't realize what's
the life of an artist is not the life of a wealthy woman. According happened until the wedding is all over. At which point, the
to her inances, it'll be ive years before she earns enough to Tricksters Magnanimous will have long made off with the prize.
charter passage on a ship back to her homeland. To prepare for everything going wrong, Lucian uses his rapier
Lucian convinces this arcane thief to join by promising her as a ceremonial sword and there are several conspicuously-
that this will be the biggest score yet. If she does this one job for placed ropes hanging in the reception hall.
him, she'll have enough money not just to charter passage on a
ship, but to buy that ship for herself. All she has to do is cozy up Everything Goes Wrong
to a few rough and tumble adventurers. What could be easier? No plan survives contact with the enemy. When things
inevitably go wrong for the Tricksters Magnanimous, they'll
The Wild Card start an encounter with the party, rolling initiative. All of the
homeless people immediately run for the door.
Stefan Gallagher now works for the city bank. He has put his life
Feathers immediately charms a party member to defend her
of crime behind him after his younger brother Newman was
(ideally the one with the magic item in question).
killed in The Accident. A few bribes, a few in luential
Lucian, Big Daddy, and Big Momma work together to take out
connections, and he's secured a high-paying job in an exciting
any threats in the party, particularly magic users. Lucian will use
sector of work that he inds emotionally rewarding. What could
his bonus action Help so Stefan or Fylo can get a sneak attack
possibly convince him to come back for one last score?
off.
Lucian convinces this arcane thief to come back for one last
Stefan and King Bee will help out Lucian only if they've
score by lying to him. Apparently, Newman Gallagher is still
successfully nabbed the magic item, but by then, it's probably
alive. The city watch faked Stefan's brother's death in order to
time to get the hell out of here.
break up the Tricksters Magnanimous, and Stefan was given a
new identity and a new life far away. These new adventurers,
the one we're running a heist on? They know where to ind him.
Getaway Plan
Once the Tricksters Magnanimous have their hand on the magic
They can tell you everything.
item, it's time to get out of the situation quick. Feathers casts
rope trick on the pre-planted ropes and just lies up into the
The Plan pocket, pulling the rope up behind her. Another member of the
Lucian's plan is elaborate (perhaps needlessly so) and requires gang may or may not be able to grab the rope quick enough to
the use of all six Tricksters Magnanimous working together in come with her. Otherwise, the gang casts invisibility when
perfect harmony. They've been rehearsing for weeks. possible or takes the Hide action to duck away through one of
the many secret exits. Big Daddy and Big Momma will have the
toughest time escaping and will probably want to grab onto
Feathers' rope before it's too late. With any luck, the whole crew
can safely get away and lie low.

131
Arcane Thief (PHB)
Thieves steal. Arcane thieves steal with dramatic lair. An Arcane Thief
invisible hand lifts an ancient vase and smacks it against the Medium humanoid (any race), any non-lawful
head of the auctioneer trying to sell it off. A burglar climbs a alignment
convenient rope and disappears impossibly into the ceiling. A
guard freezes in horror as someone with his own face brazenly Armor Class 15 (studded leather)
takes the keys out of his hands. Arcane thieves use magic even if Hit Points 77 (14d8 + 14)
it would be easier to just grab the gold and run. Speed 30 ft.
This rogue its the archetype of the Arcane Trickster.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 15 (+2)

Skills Deception +4, Sleight of Hand +7, Stealth +5,


Thieves' Tools +7
Senses passive Perception 11
Languages Thieves' Cant plus any two languages
Challenge 3 (700 XP)

Invisible Hand. The thief gains addi onal benefits when


it casts mage hand. For a creature to no ce the hand or
the tasks the hand is performing, it must succeed on a
Wisdom (Percep on) check.
The hand created by the spell is invisible.
The thief can use the hand to stow or retrieve one
object into or from a container worn or carried by
another creature, or to use its Thieves' Tools.
The thief can use its bonus action to control the
hand, or to distract a creature within range of the
spell. If it distracts a creature, it gains advantage on
attack rolls against the target until the end of the
thief's turn.

Sneak Attack (1/Turn). The thief deals an extra 10 (3d6)


damage when it hits a target with a weapon a ack and
has advantage on the a ack roll, or when the target is
within 5 feet of an ally of the thief that isn't
incapacitated and the thief doesn't have disadvantage
on the a ack roll.
Spellcasting. The thief is a 4th-level spellcaster. Its
spellcas ng ability is Intelligence (spell save DC 12, +4
to hit with spell a acks). It knows the following wizard
spells.
Cantrips (at will): mage hand, prestidigitation, shocking
grasp
1st level (4 slots): charm person, disguise self, silent
image, sleep
2nd level (3 slots): invisibility, rope trick, suggestion

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

132
Assassin (PHB)
Assassins kill people really well. They are as varied in their Discount Assassin
methods and their motives as the rest of all people in the world. Medium humanoid (any race), any alignment

Assassin, MM pg. 343. Armor Class 14 (studded leather)


This is suf icient to represent an assassin for higher level play, Hit Points 38 (7d8 + 7)
but an option for a weaker assassin is included here. Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

Skills Stealth +6
Senses passive Perception 10
Languages Thieves' Cant plus any one language
Challenge 1 (200 XP)

Ambusher. The assassin has advantage on a ack rolls


against creatures it has surprised.
Sneak Attack (1/Turn). The assassin deals an extra 7
(2d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of an ally of the assassin that
isn't incapacitated and the assassin doesn't have
disadvantage on the a ack roll.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.
Poisoned Blowgun. Ranged Weapon Attack: +4 to hit,
range 25/100 ., one target. Hit: 1 piercing damage
plus 5 (2d4) poison damage.

133
Guerilla Scout (XGE)
Great commanders aren't enough. A proper army needs people Guerilla Scout
who can sneak up on other people, murder them brutally, and Medium humanoid (any race), any alignment
get away clean.
This rogue its the archetype of the Scout. Armor Class 14 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 10 (+0)

Skills Athletics +2, Nature +8, Perception +6, Stealth


+5, Survival +8
Senses passive Perception 16
Languages Thieves' Cant plus any two languages
Challenge 2 (450 XP)

Guerilla Fighter. The scout has advantage on ini a ve


checks. The scout can ignore the limita on of 1 use of
sneak a ack per turn if each use of it is against a
different surprised enemy and as long as the
requirements for sneak a ack are otherwise met.
Sneak Attack (1/Turn). The scout deals an extra 10 (3d6)
damage when it hits a target with a weapon a ack and
has advantage on the a ack roll, or when the target is
within 5 feet of an ally of the scout that isn't
incapacitated and the scout doesn't have disadvantage
on the a ack roll.

Ac ons
Multiattack. The scout makes three a acks on the first
turn of combat.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.

Reac ons
Skirmisher. When a creature ends its turn within 5 feet
of the scout, the scout can move up to 20 feet without
provoking opportunity a acks.

134
Inquisitor (XGE)
In a world under siege by inconceivably powerful magic, Inquisitor
inquisitors can achieve all they can and more with nothing but a Medium humanoid (any race), any lawful alignment
few choice words and a knowing look. The people they lock up
often describe them as "emotionally terrifying". Armor Class 15 (chain shirt)
This rogue its the archetype of the Inquisitive. Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 15 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)

Skills Insight +7, Intimidation +6, Investigation +5,


Perception +5
Senses passive Perception 20
Languages Thieves' Cant plus any three languages
Challenge 2 (450 XP)

Eye for Detail. The inquisitor has advantage on Wisdom


(Percep on) and Intelligence (Inves ga on) checks.
Sneak Attack (1/Turn). The inquisitor deals an extra 10
(3d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of an ally of the inquisitor that
isn't incapacitated and the inquisitor doesn't have
disadvantage on the a ack roll. The inquisitor also
doesn't need advantage if it has detected the presence
of decep ve magic from its target creature using its
Unerring Eye.
Unerring Eye (3/Day). The inquisitor can use a bonus
ac on to sense the presence of illusions, shapechangers
not in their original form, and other magic designed to
deceive the senses within 30 feet of it, provided it isn't
blinded or deafened. The inquisitor senses only the
presence of these effects, not their form.

Ac ons
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ., one target. Hit: 7 (1d8 + 3) piercing
damage.

Reac ons
Parry. The inquisitor adds 2 to its AC against one melee
a ack that would hit it. To do so, the inquisitor must
see the a acker and be wielding a melee weapon.

135
Mastermind (SCAG, XGE)
A thousand strong warriors have died in battle, but if a Mastermind
mastermind is to believed, no smart one has. Medium humanoid (any race), any alignment

Armor Class 14 (leather armor)


Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 13 (+1) 20 (+5) 15 (+2) 18 (+4)

Skills Arcana +7, Deception +8, History +9, Persuasion


+6, Stealth +5
Senses passive Perception 12
Languages Thieves' Cant plus any four languages
Challenge 2 (450 XP)

Loyal Goons. When the mastermind is targeted by an


a ack and an ally is within 5 feet of it, the mastermind's
ally can use its reac on to swap places with the
mastermind, and the ally becomes the target instead.
Master of Tactics. The mastermind can use the Help
ac on as a bonus ac on. When used to assist an ally in
a acking a creature, the target of the a ack can be
within 30 feet of the mastermind.
Sneak Attack (1/Turn). The mastermind deals an extra
14 (4d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of an ally of the mastermind
that isn't incapacitated and the mastermind doesn't
have disadvantage on the a ack roll.
Soul of Deceit. The mastermind's thoughts can't be read
by telepathy or other means. The mastermind can
present false thoughts by succeeding on a Charisma
(Decep on) check contested by the mind reader's
Wisdom (Insight) check. Addi onally, the mastermind is
unaffected by magic that would compel it to tell the
truth; instead, such magic always indicates that the
mastermind is truthful.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

136
Privateer (SCAG, XGE)
Privateers man warships in search of lawbreakers to hunt down, Privateer
but they can also be tempted towards lawbreaking themselves Medium humanoid (any race), any alignment
without proper measures of control from their superiors.
This rogue its the archetype of the Swashbuckler. Armor Class 15 (studded leather)
Hit Points 60 (9d8 + 9)
Swashbuckler, VGM 217 Speed 40 ft., climb 40 ft., swim 40 ft.
The swashbuckler from Volo's Guide to Monsters is a good
statblock to represent a rogue with the swashbuckler archetype.
Presented is an alternate interpretation that uses further STR DEX CON INT WIS CHA
roguish tricks to supplement its ighting style. 12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 15 (+2)

Skills Acrobatics +5, Athletics +3, Survival +3, Vehicles


(Water) +3
Senses passive Perception 11
Languages Thieves Cant plus any two languages
Challenge 3 (700 XP)

Cunning Action. The privateer can take the Dash,


Disengage, or Hide ac ons as a bonus ac on on its turn.
Fancy Footwork. During the privateer's turn, if it makes
a melee a ack against a creature, that creature cannot
make opportunity a acks against it un l the end of the
privateer's turn.
Sneak Attack (1/Turn). The privateer deals an extra 7
(2d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of the privateer and the
privateer doesn't have disadvantage on the a ack roll.

Ac ons
Multiattack. The privateer makes two a acks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
range 30/120 ., one target. Hit: 6 (1d6 + 3) piercing
damage.

137
Shadow Rogue (DAPC)
A non-evil creature slain by a shadow has a new shadow rise up Shadow Rogue
from its corpse. Should the creature be returned to life, however, Medium humanoid (any race), any alignment
the undead monster remains. The creature's true shadow
disappears while its monstrous shadow stalks it, waiting for the Armor Class 14 (leather armor)
right moment to drain the life of its former host. Some deft Hit Points 44 (8d8 + 8)
rogues, however, are slippery enough to both cheat death and Speed 30 ft.
escape the consequences, and have formed a pact with their
monstrous shadow for greater collective power.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 15 (+2)

Skills Deception +6, Stealth +7


Senses passive Perception 12
Languages Thieves' Cant plus any two languages
Challenge 1 (200 XP)

Shadow Pact. The rogue casts no shadow. It has


advantage on Dexterity (Stealth) checks in dim light or
darkness. Its shadow, represented by the shadow
statblock, has a mental connec on with the rogue while
they are within 500 feet of each other. Within this
range, they have two-way telepathy. Addi onally, as a
bonus ac on, they can teleport to the other's loca on
as long as they are both on the same plane of existence.
They also share the Black Eyes ac on.
Shadowy Magic. The rogue and the shadow share the
same innate spellcas ng abili es, drawing from the
same pool of available spells. Spells unavailable to the
rogue also become unavailable to the shadow, and vice
versa. Their shared innate spellcas ng ability is Wisdom
(spell save DC 10, +2 to hit with spell a acks). They can
cast the following spells.
At will: chill touch, dancing lights, thaumaturgy
6/day: darkness, fog cloud, misty step, sleep
3/day: invisibility, pass without trace
1/day: hunger of Hadar
Shadowy Resurrection. If the rogue or the shadow are
killed, a member of the pair that is s ll alive can spend
1 hour to resurrect the other as long as 30 days have
not passed. If the rogue leaves behind a body, it
disintegrates. The resurrected rogue or shadow
reappears within 5 feet of the resurrector.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage. The rogue deals an addi onal 10
(3d6) necro c damage if it has advantage on the a ack
roll or if its shadow is within 5 feet of the target and
isn't incapacitated.
Black Eyes. The rogue becomes blind and deaf through
its own senses and instead sees and hears through the
senses of the shadow, or vice versa. Either the rogue or
the shadow can end this effect as an ac on.

138
Thief
Thieves are as varied as anyone else. Anyone from a poor urchin
to a bratty nobleman's son looking for adventure can be a thief.
All they need is a total disregard for the concept of ownership.

Master Thief, VGM pg. 216


Spy, MM pg. 349
The master thief is suf icient for an effective cat burglar or
dashing vagrant, while the spy is suf icient to represent the
roleplay focus of a more social setting.

139
Sorcerers

B
lood is thicker than water. Friends are for life, but
family is forever. When magic af inity is passed Sources of Power
down through bloodlines, those who inherit the
power of their mother and father might still have The Touch of Death
to contend with the overwhelming power that still A distant ancestor survived a harrowing encounter with an
rests within that very same mother and that very undead and was permanently scarred by the touch of undeath.
same father, and perhaps even further back into Their family home transformed into a dark, gothic castle that
the bloodline. Sorcerers that intermarry and produce off-spring has remained in a permanent state of decay for hundreds of
even more powerful than their ancestors must stick together years, incapable of repair yet also incapable of inally and
against the tide of misunderstanding and hatred that could mercifully falling into ruin.
follow them throughout the known world.
Deathtouched Sorcerer

Sorcerer Families Draconic Bloodline


A polymorphed dragon seduced and mated with a human, and
A sorcerer family is a line of several generations of sorcerers the children produced as a result became draconic sorcerers. As
that live together under a collective roof. They are often rich, they grew of age, they found that the only creatures that
inheriting the collective wealth of all the generations above appealed to them as partners were dragonborn, half-dragons,
them in a home that was constructed well before their time. The and other draconic sorcerers. Regular humanoids became ugly
secrets of a sorcerous family are jealously guarded and pressure and imperfect. Subsequent generations quickly shed away the
for children to keep the bloodline pure can be overwhelming. typical homes of their people in favour of dungeons illed with
Idiosyncrasies are passed down just as easily as powers. glorious mountains of loot.
Paranoia is spread the same as seed.
Dysfunctional. Sorcerer families are never normal, and their Dragon Sorcerers
relationships to one another are often strained almost but not
quite to the point of breaking. Given the nature of their powers Divine Intervention
and the fear of outsiders, this breaking point is further than Gods may take particular interest in a mortal that embodies
most families and the weirdness of each family member is their values perfectly throughout their life, gifting that mortal
accentuated beyond what any normal person would ind with a touch of the divine. These favoured sorcerers spread that
acceptable. Abuse and gaslighting are as common as eating and divine touch throughout generation after generation, each
sleeping. Love is intermingled with hate. expected to complete greater and greater deeds than the
Corruptive. Depending on the nature of a sorcerer's magical generation before them. They live in great palaces, lavished with
powers, the family home takes on some of the aspects of the wealth and praise, as every act that supports their god puts
people within it, and subsequent generations are corrupted by them in the way of even greater fortune.
the same aspects that the home embodies. A sorcerer prone to
Favoured Chosen
its of violent rage will imbue his home with crashing shuttered
windows, rocking towers, and bursts of ire exploding from the
hearth, and each of his children will be illed with the same
Searing Flame
There are many forms of resurrection, but none provide the
untamed rage, only this time turned inward at the house rather
bene its of being reborn by the lames of a phoenix. They are
than at the source of their pain. A sorcerer who shakes and
granted power over lame, and their irstborn child is born a
shivers from her fear of the outside world will ind her house
husk, soulless and empty, a vessel for the sorcerer to inhabit
boarded up, pushed underground, with cold breezes preventing
once their mortal body decays. While the irst of the family line
a good night's sleep while the world chatters outside, and her
can be assured that they have been granted something close to
children's eyes will grow dark circles as every night is spent
immortality, any additional children by the same sorcerer can
vigilant against intrusion from the outside world.
only discover whether the lame rests in themselves as well by
tasting the threshold of death, a risk that many are unwilling to
Demographics take. Instead, they live out their lives in their family's suffocating
forge, always with the ultimate question unspoken on their lips.
In a family of 20 people ...
Phoenix Sorcerer
1 is a matriarch (sorcerer)
1 is a patriarch (sorcerer)
1 is a mother (sorcerer or commoner)
The Song of the Sea
Floating together on a houseboat, families of sea sorcerers are
1 is a father (sorcerer or commoner)
nomadic, sailing the oceans and the rivers ever in search of
2 are children (sorcerers)
something that none can put into words but all share a deep
2 are uncles (sorcerers or commoners)
yearning for. Their ancestors were seduced by sirens, and that
2 are aunts (sorcerers or commoners)
yearning has been passed down for centuries.
4 are cousins (sorcerers)
1 is a bachelor (sorcerer) Sea Sorcerer
1 is a spinster (sorcerer)
4 are duds (commoners)
140
The Shadowfell
It would be foolish to enter a realm of loss and think that such a Statblocks
realm wouldn't take a part of you with it. The home of a family Given the heavy reliance on the sorcerer's bloodline in
of shadow sorcerers is a mansion that is half real and half fake, determining their powers and spells, it's recommended to use
with children claiming the existence of a dozen false doors and the sorcerers from the NPC Statblock Compendium to represent
secret passages that were never there in the irst place while the the matriarchs, patriarchs, and parental sorcerers within a
elders constantly stumble into walls and doors that weren't family. Vampiric Sorcerer families might use a vampire
there when they were young. The Shadowfell hangs over their statblock as its matriarch or patriarch, and it's recommended to
home like a magician's curtain, taking what it wants and leaving use this as inspiration for other possibilities for the sorcerer
behind only sorrow and regret. family you create (such as the patriarch of a stone sorcerer
family becoming a galeb duhr or the matriarch of a phoenix
Shadow Sorcerer
sorcerer family literally becoming a phoenix elemental).
Buried Alive Tier One
An ancestor unjustly buried alive can grant their children and
Apprentice Mage (VGM pg. 209)
their children's children the power to harness the power of the
Deathtouched Sorcerer (NPC pg. 146)
earth to take vengeance on those who wronged them. Such a
Shadow Sorcerer (NPC pg. 151)
power is as much a curse as it is a boon, as the starkly apparent
Vampiric Sorcerer (NPC pg. 154)
skin of stone is impossible to hide. While the culprits may be
centuries dead, all trace of them erased from the world once and
for all, the powers remain and the drive to exact justice never
Tier Two
Dragon Sorcerers (NPC pg. 147)
fades away, spurring the family to seek out ever more loosely
Mage (MM pg. 347)
related quests in the hope that this time it will be enough to rid
Sea Sorcerer (NPC pg. 150)
their line of their curse. It never will be enough.
Storm Sorcerer (NPC pg. 151)
Stone Sorcerer
Tier Three
A Dark and Stormy Night Archmage (MM pg. 342)
In a rickety lighthouse on the edge of the world, where howling Favoured Chosen (NPC pg. 148)
winds rock babies to sleep and the crack of thunder rouses Phoenix Sorcerer (NPC pg. 149)
parents from their slumber, a family of sorcerers resides, forever Stone Sorcerer (NPC pg. 152)
locked in their tower lest the raging storm inally overpower
their magic and spread across the world, destroying everything Tier Four
it touches. Matriarch/Patriarch Sorcerer (NPC pg. 142)

Storm Sorcerer
Family Strategies & Tactics
A Vampire's Kiss A sorcerer family's main prerogative is to keep one another safe.
The matriarch or patriarch of a vampiric sorcerer family might No matter how dysfunctional or downright abusive they might
be an actual vampire instead of a sorcerer, having sired a be to one another, they're still family at the end of the day. At
generation of mortal children from their greatest love, mortal least, that's what the patriarch and matriarch insist.
children who adopt some aspects of vampirism without With Our Powers Combined. Given that members of the
becoming true vampires themselves. A castle of towering spires family all share similar powers and spells, they all are well
and sprawling gardens is where such a vampire would make its aware of each other's capabilities and can communicate their
home, attempting to replace the coldness of its heart with the ideas in battle with near-perfect silent communication. If one
warmth of a beautiful home. member of the family is preparing to launch a ireball, another
knows to use restraining spells in order to hamper any saving
Vampiric Sorcerer throws to dive out of the blast.
Sibling Rivalry. If one member of the family casts a spell
Raw Magic that fails or falls short, another is quick to launch the same spell
Not all sorcery can be explained. Sometimes someone is born
again in order to ill in the gaps. Failure is weakness, and
with magic in their blood, and on even rarer occasions this
weakness means brutal humiliation. Every member of the family
magic can be passed down. The homes of wild magic sorcerers
vigilantly watches for others to demonstrate this weakness in
are particularly susceptible to change, constantly modifying
order for them to come out on top.
themselves dramatically to the momentary unconscious whims
Sacrificial Lambs. Duds, or members of the family who have
of whoever is inside them, leading to houses that look like they
demonstrated no af inity for sorcerous powers, are treated little
were cobbled together from spare parts and keep their shape as
better than slaves. They are barely acknowledged as part of the
easily as a blob of wet clay. Children who grow up in a wild
family at all and in a life-or-death situation will be thrown to
magic sorcerer family's home might have little conception of
their attackers as a distraction with nary a second thought.
how ordinary houses tend to stay the same over time, or in fact
Although the duds are not valued by the family, they know the
that ordinary people aren't as volatile as their own family.
family's deepest secrets and insecurities.
Wild Magic Sorcerer

141
A few of these abilities are included here to quickly get across
the lavour of a certain bloodline of sorcerer. You can refer to the
Matriarch/Patriarch relevant subclass listed in the NPC Statblock Compendium for
the full text of the abilities. Any changes are listed here.
Sorcerer Deathtouched Sorcerer
Medium humanoid (any race), any alignment

Armor Class 13 (16 with mage armor) Possession (Recharge 6). DC 18 Charisma saving throw.
Hit Points 170 (20d8 + 80)
Speed 30 ft.
Dragon Sorcerers
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 19 (+4) 10 (+0) 15 (+2) 20 (+5) Damage Immunities Any relevant to the type of dragon.

Senses passive Perception 12


Languages any two languages
Favoured Chosen
Challenge 16 (15,000 XP)
Favoured by the Gods. Adds 10 (4d4) to the result.
Metamagic (1/Turn). When the sorcerer casts a spell of
1st level or higher, it can apply one of the following
metamagic op ons to that spell. Phoenix Sorcerer
Distant Spell. If the spell has a range of 5 feet or
greater, the sorcerer can double the range of the
Phoenix Spark (1/Day). DC 18 Dexterity saving throw.
spell, or it can extend the range to 30 feet if the
spell has a range of touch.
Heightened Spell. One creature affected by the spell Sea Sorcerer
(sorcerer's choice) has disadvantage on the first
saving throw it must make against the spell's
effects. Watery Form.
Subtle Spell. The sorcerer can ignore any somatic or
verbal components of the spell.
Twinned Spell. If the spell targets only one creature Shadow Sorcerer
and doesn't have a range of self, the sorcerer can
target a second creature in range with the same
spell. Darkness Incarnate.
Spellcasting. The sorcerer is a 20th level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 18, +10 Stone Sorcerer
to hit with spell a acks). It can cast the following
sorcerer spells.
Cantrips (at will): dancing lights, mage hand, message, Damage Resistances nonmagical bludgeoning, piercing,
minor illusion, prestidigitation, shocking grasp and slashing
1st-level (4 slots): mage armor, magic missile, shield
2nd-level (3 slots): hold person, invisibility Storm Sorcerer
3rd-level (3 slots): counterspell, slow
4th-level (3 slots): confusion, dimension door
5th-level (3 slots): animate objects, telekinesis Wind's Lash. DC 18 Cons tu on saving throw.
6th-level (2 slots): disintegrate
7th-level (2 slots): power word pain
8th-level (1 slot): dominate monster Vampiric Sorcerer
9th-level (1 slot): gate

Ac ons Misty Escape.


Unarmed Strike. Melee Weapon Attack: +5 to hit, range
5 ., one target. Hit: 1 bludgeoning damage. Wild Magic Sorcerer

Additional Abilities Wild Magic Surge. The matriarch or patriarch rolls twice
For the matriarch or patriarch to capture the lavour of their
and chooses either effect, or chooses the effect directly
above or below either of the op ons.
family line, you may be inclined to add in an appropriate ability.

142
The Lovelace Family Isaiah Lovelace and Amelia
Race. Human. Norwood-Lovelace
Source of Power. The Shadowfell. Professor Ellison Lovelace's eldest son became a renowned
Featured Subclass. Shadow Sorcerer. architect, contributing to several important buildings in
The Lovelace family lives in a mansion (called Shadowmend) Waterdeep and Baldur's Gate, mainly theatres (for he loved the
on a hill above a sparkling lake, an idyllic plot of land that theatre). He built the family's mansion Shadowmend for
lourishes and thrives in the day but becomes hard with frost at everyone to stay when his father's painful arthritis lared up.
night. Starting at dusk, howling winds cause shutters to slam At the time work started on the mansion, he was engaged to a
periodically. The glow of the moon turns threateningly green in theatre actress named Amelia Norwood with whom he now has
the re lection of the water. A thick black fog creeps up the side of three young girls. Amelia was known for her work portraying
the hill, pawing at the slats of the mansion's supports, bombastic villains in plays and was entranced by Isaiah's "inner
threatening to bring the whole thing crashing down into the lake darkness" while they were young. The novelty of a tortured
until inally the irst rays of the sun in the morning push back inner soul wore thin, but by then she traded her love of his
the darkness. Once the light of dawn strikes the house, the darkness for a love of his thoughtfulness. Despite his shadowy
terrors of the night are over. powers, she sensed that he was a man who put a lot of effort
These terrors come from the troubled dreams of the family's into making life better for those he cared about.
patriarch, once a powerful noble who funded, with considerable Which is why she has been trying to tear him away from his
expense, several expeditions into the Shadowfell in the hopes father.
that what the adventurers he had hired brought back with them Isaiah is represented by a shadow sorcerer statblock with
would be enough to off-set the cost and propel him into a more an Intelligence of 18 (+4). He has pro iciency in Carpenter's
venerable position at his university. On the last expedition, only Tools (+7) and Mason's Tools (+7). Amelia is represented by a
one survivor returned, and once the patriarch had welcomed commoner statblock with a Charisma of 17 (+3) and
him back, that survivor evaporated into black fog and pressed pro iciency and expertise in Performance (+7).
itself into the screaming professor's skin.
While no side effects were observed at the time, the
professor's wife soon had a baby that undoubtedly carried with
Batilda and Hector Morgan
it the taint of the Shadowfell. And thus that shadow's bloodline The professor's second child was a daughter, Batilda, named
was passed down with the professor's. More than half a century after her mother. She has pale features, big black eyes, and long
later and the entire family is consumed with the taint of the raven hair that seems to low with ghostly energy. On account of
Shadowfell, still somehow obsessed with retaining their family's her otherworldly beauty, she has never had need of work, nor
venerable position as nobility. ever been wanting of suitors. It came as a bit of a shock when
she married Hector Morgan.

Professor Ellison Lovelace Thirty years her senior, Hector Morgan was a twice-widowed
isherman whose children had all either died or led his small
Ninety- ive years old and barely mobile, the professor is the town for good. He had resigned himself to living out his days
patriarch of the Lovelace family, and despite his age he still alone in his hometown, calming his troubled thoughts with the
believes he has his mind. He is represented by the patriarch calm of ishing and letting his skin turn tough and leathery
sorcerer statblock with Darkness Incarnate granted from his under the sun. When Batilda Lovelace visited his small town
shadowy in luence. His speed is 5 feet and he requires support during an excursion as part of her university studies, he took
from an ally to prevent falling prone. He has an Intelligence of her out ishing on a whim and, against all the odds, she instantly
18 (+4) and skill in Arcana (+9) and History (+9). He almost fell in love.
always uses Subtle Spell as his metamagic option because his With Batilda now forty years old and having lost none of her
voice is shaky with age and his hands are always curled up beauty, her seventy-year-old isherman husband looks
painfully from arthritis. He can cast spells without this extremely out of place in Shadowmend amidst the weirdness of
metamagic option, but it's dif icult for him to do. Despite being the Lovelace family. Some days he wonders if he had traded one
physically fragile, his huge pool of hit points is justi ied by the life of sadness for another, and he spends most afternoons out
protection of his shadowy interloper who has remained with on the lake ishing. He knows well not to stay out past dusk.
him all this time. Batilda sometimes joins him, though the difference in their age
Professor Lovelace has a ierceness to his gaze, his voice, and is starting to catch up with her and she spends much more time
his actions that has remained with him despite his age. He is with her two children and on shopping trips to the nearby cities.
strongly opinionated about political concerns and still thinks Batilda is represented by a shadow sorcerer statblock.
that the academy should have recognised him for his Hector is represented by a commoner statblock with
contributions to the world's understanding of the Shadowfell. pro iciency in Survival (+2).
He expects his children and his grandchildren to continue his
academic pursuits. Often a crafty "investor" will attempt to
siphon some of his family's money for a fruitless undertaking,
but the professor will have none of it. He can sense scammers
from a mile away, he claims. Instead, he has invested a
considerable amount of his family's money in property and
renovations for a few different academies. It's what his late wife
Batilda would have wanted.

143
Sable and Karver Crighton Ethel and Finch Morgan
While the professor's irst two children were born with the Batilda's spoiled little brats are Ethel, fourteen, and Finch,
same powers of the Shadowfell that he possessed himself, his twelve. The only people who seem to love them are Batilda. Even
second daughter Sable was born without. While most people Hector has grown exhausted by their antics. His daily ishing
would celebrate the lack of darkness within her, her family trips are in part an excuse to get away from the two snivelling
certainly did not, and she was relentlessly bullied by Batilda little rodents he calls his children.
throughout her childhood. Ethel has little concept of ownership, having been given
As soon as she turned eighteen, she led to Waterdeep to practically everything she has desired for her entire life. She
make a new life for herself in the city, becoming an apprentice frequently steals jewellery off of Aunt Sable's dresser, costumes
jeweller and historian thanks to her knowledge of relics from from Aunt Amelia's wardrobe, and relics from Grandfather's
her father's collection. She married another historian, Karver, private study, decorating her room with her prizes without the
after bonding over their analysis of the indings of an slightest fear of reproach. Each time Hector has dared to return
archaeological dig underneath some ancient Dwarven ruins. something she's stolen to its rightful owner, he has had to deal
Karver is an arrogant, prideful man who takes his own with screaming tantrums that can last for weeks. He's learned to
intelligence a little too seriously, a trait which Sable found just accept her thieving ways and no longer makes any attempt
attractive even if her friends did not. He never hid the fact that to try to teach her that her actions are wrong. Her mother
part of his interest in her stemmed from his respect for her doesn't just enable her behaviour, she sometimes actually
father's work as an academic. encourages it.
While Sable planned never to return to her family, and Finch is a dud -- he has inherited no sorcerous powers from
certainly not to join them in the newly constructed his mother. Despite this, he insists that he be treated as though
Shadowmend, her plans had to be rewritten when her irst child he were a sorcerer. He keeps a mastiff named Nightshade as a
was born with the taint of the Shadowfell clearly marked on his pet that he smears black paint all over to make it look like a
features. Reluctantly, she packed up her life in the city and hound of ill omen. When he screams "DARKNESS" his mother
rejoined her family. Karver, of course, was delighted to inally insists that everyone closes their eyes, and each time he enters a
meet the great Professor Ellison Lovelace, and the two of them room his mother races to extinguish every lit candle. He loves
get along very well even after all this time. most of all screaming "FEAR" and demanding that everyone
Sable is a commoner with an Intelligence of 15 (+2) and kneel to him in deference. If he doesn't get his way, the
pro iciency in Jeweler's Tools (+4) and History (+4). She can screaming it can be exceptionally destructive. Again, Hector has
read and write Dwarven but can't speak it. Karver is a given up on his brat of a son while his mother goes out of her
commoner with an Intelligence of 19 (+4) and pro iciency in way to enable his every deluded whim.
History (+6). In addition to Common, he can speak, read, and Ethel is a shadow sorcerer who is Small. Her hit points are
write Dwarven and Elvish and is a bit of a stickler for grammar. 38 (7d6 + 14). Finch is a commoner who is Small and has hit
points of 3 (1d6).
Isette, Ashley, and Beatrix
Norwood-Lovelace Ursula Crighton
The only child of Sable and Karver, Ursula is a quiet child who
The three girls of Isaiah and Amelia are twenty, nineteen, and takes the responsibility of being a shadow sorcerer very
ifteen, respectively. Isaiah is amused that all three of them seem seriously. Despite only being ten years old, she tries to be a
to take after their mother in both appearance and personality; mediator for her misbehaving cousins whenever possible. On
they're all quite melodramatic about every little problem and some days she quietly replaces one of Ethel's stolen relics with a
love to be the center of attention, constantly competing with one faithful copy. When Beatrix forgets to feed her owls, Ursula is
another for every scrap of attention they can get from the rest of there with a small morsel from dinner. When Grandfather starts
the family. shrieking about the failure of the university to live up to his
Isette is often overcome with lethargy, fainting over the expectations, Ursula is there to calm him down with a light
slightest surprise and carrying herself like a delicate touch on the palm of his hand.
hummingbird. She rarely ventures outside the house due to her She can sense that her mother feels trapped here and tries to
fears of the outside world. make it as easy for her as possible. Unfortunately, the only way
Ashley wants to be an actress like her mother and practices she knows how to do this is by driving a wedge between
inspirational speeches in front of a beautiful silver hand mirror Grandfather and his son-in-law Karver. As long as Karver still
that she carries around with her. In the night she can often be reveres Grandfather, Sable will be trapped here, miserable and
found sleepwalking with her mirror, muttering about the lonely.
inimitable courage of mankind or whatnot. Ursula is represented by a shadow sorcerer statblock. She
Beatrix is obsessed with nocturnal wildlife and keeps two is Small and her hit points are 38 (7d6 + 14). She has a skill in
owls locked up in her room, feeding them dead mice she keeps Persuasion (+7).
inding in the cellar. Being wild animals, they snap iercely at
anyone who comes close. The pecking, clawing, and biting
against the bars of their cages can be heard nonstop throughout
the night.
Each of the three sisters are represented by the shadow
sorcerer statblock.

144
Argent Con lict
Argent is a hell hound iercely loyal to Ellison Lovelace, though The party might come into con lict with the family in one or
he is willing to protect and can be summoned by anyone from more of the following ways, or through another way that its
the family using their Hound of Ill Omen. He tirelessly patrols more directly with your campaign.
the lake at night. Ideally, each of these con licts brings the party into
While he has the appearance of a iery black hound, he is Shadowmend and forces them to confront the disturbing
otherworldly. He has the soul of a devil trapped in the torturous life of the family, similar to pieces of media like the
Shadowfell and corrupted in much the same way as Ellison Texas Chainsaw Massacre. Through all of the interesting
Lovelace. He can speak Common, Dwarven, Elvish, and Infernal, characters presented, the reality is that the members of the
though he speaks only rarely and only to members of the family Lovelace family are deeply abusive to one another, and it all
with sorcerous powers. stems from the twisted will of the patriarch.
Argent has a friendship with Ellison Lovelace. He enjoys the
company of Isaiah Lovelace and Ursula Crighton, both for their An Illicit Affair
patience. He has a fondness for Ashley Norwood-Lovelace and One of the party members is having an affair with Batilda
has spent more than a few late nights talking with her about the Morgan. She hasn't told them that she is related to Ellison
philosophical tribulations of mankind. The rest of the sorcerous Lovelace by blood, nor that she has a family.
side of the family (Batilda, Isette, Beatrix, and Ethel) are not While Hector has since resigned himself to the fact that he is
quite up to his high standards and though he obeys their too old and frail to prevent his wife from being led astray, her
summons he isn't enthusiastic about it. The non-sorcerous father Ellison doesn't care about age or frailty and demands that
members of the family (Amelia, Hector, Karver, and Finch) are the homewrecker be brought to justice before the family. Batilda
not worth his attention at all, possibly with the exception of goes along with his plan simply because she likes the drama,
Hector. During the day, Argent sits in the shade underneath a and to be perfectly frank much of the family would also like to
great oak tree and watches Hector ish in his little dinghy out on see some drama.
the lake. Hector sometimes looks over to Argent and waves, and For a few of the members of the family, namely Ellison,
Argent will lift his head in acknowledgement. They don't speak, Batilda, and the two Morgan children, "some drama" most likely
but they seem to have a sort of understanding. includes screaming and pain.
Batilda invites the party over for dinner to "meet the family".
Shadowmend An Academic Curiosity
The mansion's name is a reference to the Shadowfell and, quite After recovering a mysterious artifact from an ancient dungeon,
explicitly by Isaiah, an attempt to represent the mending of the the party is contacted by a representative of Karver Crighton to
fractured Lovelace family by gathering them all back together set up a meeting. If they accept, they meet Karver in Waterdeep
under the same roof. Although Isaiah may not be ready to admit who explains that his father-in-law is a collector of ancient
it, his attempt at reconciliation may have enabled his father to artifacts and he would love to have them over to their lake house
wrestle greater control over the family, and being of closer to discuss the relic.
proximity may not necessarily translate to being closer While Karver's intentions are benign, he hasn't quite
spiritually. The family has never been more at odds with one considered the consequences of bringing a bunch of armed
another until now. adventurers over to Shadowmend. His father-in-law will
The mansion is three stories high and seems to teeter certainly be interested in their relic, but he may not take so
precariously above the lake, as though the slightest gust of wind kindly to the intrusion, and he will certainly not be willing to let
could knock it clean over (though of course it never does). Given them leave, not when he could bend them to his will.
the obsessions of the architect's father, it borrows designs from
ancient civilisations, particularly the shadar-kai and darklings of
the Shadowfell whose structures are designed to block out light
with the least amount of materials possible, allowing for
intricate criss-crossing patterns along the roof and walls and
including built-in umbrellas and canopies for shade.
Within the house, the interplay of light and shadow can
sometimes give the illusion of doors and walls that are actually
opaque blocks of darkness and not material at all. The children
run recklessly through what look like solid walls, only for the
adults to ind that there was nothing there at all in the irst
place. Ellison Lovelace moves at his slow pace through the house
with expert precision; he knows this place better than its own
architect. Meanwhile, the non-sorcerous members of the family
constantly bash their heads and shins on things they didn't
know were there and stumble and fall over nothing.
At night, the howl of the Shadowfell seeps through the walls,
quietly at irst, before coming to a thunderous crescendo at
midnight. Proper sleep is nearly impossible.

145
Deathtouched Sorcerer (DAPC)
Survivors of an attack by an undead creature may ind that the Deathtouched Sorcerer
necromantic energy fueling that creature has seeped into their Medium humanoid (any race), any alignment
very bones, unlocking a dark and costly power within them.
Deathtouched sorcerers often take on visual aspects of the Armor Class 13
creature that nearly killed them, such as sharp fangs for Hit Points 41 (7d8 + 14)
survivors of a vampire's bite, deathly pale skin for those that Speed 30 ft.
withstood the paralysis of a ghoul, or empty, glassy eyes for
victims of a ghost's possession.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 16 (+3)

Skills Stealth +6, Survival +4


Senses passive Perception 11
Languages any one language
Challenge 1 (200 XP)

Innate Spellcasting. The sorcerer's innate spellcas ng


ability is Charisma (spell save DC 14, +6 to hit with spell
a acks). The sorcerer can cast the following spells
innately.
At will: invisibility, speak with dead
3/day: etherealness
Spellcasting. The sorcerer is a 4th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 14, +6 to
hit with spell a acks). It knows the following sorcerer
spells.
Cantrips (at will): chill touch, dancing lights, message,
minor illusion
1st level (4 slots): charm person, disguise self, false life,
ray of sickness
2nd level (3 slots): darkness, levitate, misty step

Ac ons
Possession (Recharge 6). One humanoid that the
sorcerer can see within 5 feet of it must succeed on a
DC 14 Charisma saving throw or be possessed by the
sorcerer; the sorcerer then disappears, and the target is
incapacitated and loses control of its body. The sorcerer
now controls the body but doesn't deprive the target of
awareness. While doing so, the sorcerer is considered
to be undead. The sorcerer can't be targeted by any
a ack, spell, or other effect, except ones that turn
undead, and it retains its alignment and its Intelligence,
Wisdom, and Charisma scores. It otherwise uses the
possessed target's sta s cs, but doesn't gain access to
the target's knowledge, class features, or proficiencies.
The possession lasts un l the body drops to 0 hit points,
the sorcerer ends it as a bonus ac on, or the sorcerer is
forced out by an effect like the dispel good and evil
spell. When the possession ends, the sorcerer
reappears in an unoccupied space within 5 feet of the
body. The target is immune to the sorcerer's Possession
for 24 hours a er succeeding on the saving throw or
a er the possession ends.

146
Dragon Sorcerers (PHB)
Dragon sorcerers gain their powers in a myriad of ways, from Red Dragon Sorcerer
being born as a result of a polymorphed dragon mating with a Medium humanoid (any race), any alignment
human, or other ways. It's mostly the polymorph thing.
The included statblock is for a red, gold, or brass dragon Armor Class 15 (natural armor)
sorcerer. For other subtypes, remove the ire immunity and Hit Points 117 (18d8 + 36)
make the following changes. Speed 30 ft., fly 30 ft.

Black or Copper Dragon Sorcerer


Damage Immunities acid STR DEX CON INT WIS CHA
Spellcasting. The sorcerer replaces its list of spells with the 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)
following.
Cantrips (at will): acid splash, dancing lights, minor illusion, Skills Arcana +3, Persuasion +7
friends Damage Immunities fire
1st level (4 slots): charm person, chromatic orb (acid only), Senses passive Perception 10
silent image, sleep Languages Draconic plus any one language
2nd level (3 slots): crown of madness, hold person, levitate, Challenge 7 (2,900 XP)
Melf's acid arrow
3rd level (3 slots): counterspell, fear Spellcasting. The sorcerer is a 7th-level spellcaster. Its
4th level (2 slots): vitriolic sphere spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It knows the following sorcerer
Blue or Bronze Dragon Sorcerer spells.
Damage Immunities lightning Cantrips (at will): control flames, create bonfire, fire
Spellcasting. The sorcerer replaces its list of spells with the bolt, light
following. 1st level (4 slots): burning hands, color spray, detect
Cantrips (at will): gust, minor illusion, mold earth, shocking magic, expeditious retreat
grasp 2nd level (3 slots): agnazzar's scorcher, pyrotechnics,
1st level (4 slots): absorb elements, chromatic orb (lightning scorching ray
only), create or destroy water, silent image 3rd level (3 slots): daylight, fireball, protection from
2nd level (3 slots): dust devil, earthbind, gust of wind, mirror energy
image 4th level (1 slots): wall of fire
3rd level (3 slots): erupting earth, hypnotic pattern, lightning
bolt Ac ons
4th level (2 slots): blight, storm sphere Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
Green Dragon Sorcerer piercing damage.
Damage Immunities poison
Challenge 6 (2,300 XP)
Spellcasting. The sorcerer replaces its list of spells with the
following.
Cantrips (at will): friends, minor illusion, poison spray
1st level (4 slots): fog cloud, ray of sickness, sleep
2nd level (3 slots): phantasmal force, suggestion
3rd level (3 slots): gaseous form, stinking cloud
4th level (2 slots): blight, confusion

Silver or White Dragon Sorcerer


Damage Immunities cold
Challenge 8 (3,900 XP)
Spellcasting. The sorcerer replaces its list of spells with the
following.
Cantrips (at will): frostbite, gust, ray of frost, shape water
1st level (4 slots): chromatic orb (cold only), ice knife
2nd level (3 slots): gust of wind, misty step, Snilloc's snowball
swarm, warding wind
3rd level (3 slots): protection from energy, sleet storm
4th level (2 slots): ice storm

147
Favoured Chosen (XGE)
A favoured chosen is a mortal being chosen by the gods for Favoured Chosen
mysterious reasons. Through absolutely no hard work or effort Medium humanoid (any race), chaotic good (75%) or
on their part whatsoever, they are suddenly saddled with chaotic evil (25%)
extreme divine power. Most of them go completely insane as a
result. Armor Class 15 (breastplate)
This sorcerer has the bloodline of the Divine Soul. Hit Points 247 (26d8 + 130)
Speed 30 ft., 30 ft. fly

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 20 (+5) 15 (+2) 15 (+2) 20 (+5)

Saving Throws Dex +6, Con +10, Wis +7, Cha +10
Skills Arcana +7, Intimidation +10, Persuasion +10,
Religion +7
Damage Immunities necrotic, radiant
Senses passive Perception 12
Languages Abyssal, Celestial, or Infernal, plus any one
language
Challenge 14 (11,500 XP)

Favored by the Gods. The chosen magically adds 5 (2d4)


to the result of each a ack roll, ability check, and saving
throw it makes.
Spellcasting. The chosen is an 18th-level spellcaster. The
chosen's spellcas ng ability is Charisma (spell save DC
18, +10 to hit with spell a acks). The chosen has the
following spells prepared, which it can cast without
material components.
At will: light, mending, sacred flame, thunderclap
1st level (4 slots): charm person, comprehend
languages, cure wounds (good), inflict wounds (evil),
magic missile
2nd level (3 slots): detect thoughts, enhance ability,
levitate, spiritual weapon (a scepter)
3rd level (3 slots): crusader's mantle, fireball (evil),
mass healing word (good), protection from energy
4th level (3 slots): banishment, polymorph
5th level (3 slots): commune, creation, hallow
6th level (1 slot): harm (evil), heal (good), sunbeam
7th level (1 slot): divine word, plane shift
8th level (1 slot): earthquake (evil), holy aura (good),
sunburst
9th level (1 slot): gate

Ac ons
Multiattack. The chosen makes two a acks with its royal
scepter.
Royal Scepter. Melee Weapon Attack: +10 to hit, reach 5
., one target. Hit: 8 (1d6 + 5) bludgeoning damage
plus 9 (2d8) radiant damage (good) or necro c damage
(evil). This is a magic weapon.

148
Phoenix Sorcerer (UA)
Humanoids reborn by the ires of a phoenix may inherit some of Phoenix Sorcerer
the phoenix's abilities, which may only manifest in times of Medium humanoid (any race), any alignment
stress, or even remain latent until their children's children feel
the ires awakening within them. Armor Class 12
They are among the least subtle sorcerers in the world, given Hit Points 187 (22d8 + 88)
that they literally give off light and they have giant iery wings Speed 40 ft., fly 40 ft.
erupting from their back.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 18 (+4) 10 (+0) 11 (+0) 20 (+5)

Damage Immunities fire


Senses passive Perception 10
Languages Primordial plus any one language
Challenge 12 (8,400 XP)

Burning Aura. When a creature hits the sorcerer with a


melee a ack, it takes 7 (2d6) fire damage.
Glowing Skin. As a bonus ac on, the sorcerer can
ac vate or deac vate its glowing skin. While ac ve, it
sheds bright light in a 30 foot radius and dim light 30
feet beyond that.
Phoenix Spark (1/day). When the sorcerer is reduced to
0 hit points, it can instead choose to drop to 1 hit point.
If it does so, each creature within 30 feet of it must
make a DC 17 Dexterity saving throw, taking 28 (8d6)
fire damage on a failed save, or half as much damage
on a successful one.
Spellcasting. The sorcerer is a 10th-level spellcaster. The
sorcerer's spellcas ng ability is Charisma (spell save DC
17, +9 to hit with spell a acks). The sorcerer has the
following spells prepared, which it can cast without
material components.
At will: control flames, create bonfire, fire bolt, light,
produce flame
1st level (4 slots): burning hands, chromatic orb (fire
only), faerie fire, searing smite
2nd level (3 slots): agnazzar's scorcher, continual flame,
flame blade, flaming sphere, heat metal, pyrotechnics,
scorhing ray
3rd level (3 slots): daylight, elemental weapon (fire
only), fireball, flame arrows
4th level (3 slots): conjure minor elementals (magmin
only), elemental bane (fire only), fire shield, wall of fire
5th level (2 slots): conjure elemental (fire elemental
only), flame strike, immolation
Untamed Flame. When the sorcerer rolls fire damage on
its turn, it deals an addi onal 5 fire damage to each
affected creature.

Ac ons
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 .,
one target. Hit: 5 (1d6 + 2) slashing damage.

149
Sea Sorcerer (UA)
Sons and daughters of a siren or a merfolk who've enraptured a Sea Sorcerer
mortal landlubber can manifest the power of the sea ... but most Medium humanoid (any race), any alignment
never realize their true potential. Their powers are only
unlocked by scraping the veil of death through drowning. Armor Class 12
Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

Damage Resistances fire; bludgeoning, piercing, and


slashing damage from nonmagical weapons
Senses passive Perception 10
Languages Primordial plus any one language
Challenge 6 (2,300 XP)

Amphibious. The sorcerer can breathe on land and


under water.
Curse of the Sea. When a sorcerer targets a creature
with a spell that deals cold damage, deals lightning
damage, or forces the target to move, the target suffers
addi onal effects on a hit or a failed save, as listed
below.
Cold Damage. The target's speed is reduced by 15 feet.
Lightning Damage. The target takes an addi onal 7
(2d6) lightning damage.
Forced movement. The target is moved an addi onal 15
feet.
Spellcasting. The sorcerer is a 6th-level spellcaster. The
sorcerer's spellcas ng ability is Charisma (spell save DC
15, +7 to hit with spell a acks). The sorcerer has the
following spells prepared, which it can cast without
material components.
At will: gust, ray of frost, shape water, shocking grasp
1st level (4 slots): chromatic orb (cold or lightning only),
create or destroy water, thunderwave, witch bolt
2nd level (3 slots): gust of wind, Snilloc's snowball
swarm, warding wind
3rd level (3 slots): lightning bolt, wall of water, water
breathing, water walk
Watery Form. The sorcerer can move through a space as
narrow as 3 inches wide without squeezing.

Ac ons
Trident. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d6)
piercing damage or 4 (1d8) piercing damage if used
with two hands to make a melee a ack.

Reac ons
Watery Defense. When a creature hits the sorcerer with
an a ack, the sorcerer can move up to its speed
without provoking opportunity a acks.

150
Shadow Sorcerer (XGE)
Shadow sorcerers draw their power from the Shadowfell. The Shadow Sorcerer
wrath, anguish, despair, and hopelessness of an entire doomed Medium humanoid (any race), any evil alignment
realm fuels the shadow sorcerer with their magic, and this is
re lected in their deathly appearance. Armor Class 13
This sorcerer has the bloodline of Shadow Magic. Hit Points 41 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

Skills Deception +7, Stealth +6


Damage Immunities necrotic
Senses darkvision 120 ft., passive Perception 10
Languages Deep Speech plus any one language
Challenge 5 (1,800 XP)

Darkness Incarnate. The sorcerer can cast darkness at


will as a bonus ac on without expending verbal or
material components.
Douser of Light. Natural fires and other light sources not
worn or carried by a creature are magically
ex nguished when the sorcerer starts its turn within 30
feet of them. While not in direct sunlight, the sorcerer
can choose to magically appear as a black silhoue e,
gran ng it advantage on Dexterity (Stealth) checks. A
DC 10 Wisdom (Insight) check exposes the sorcerer's
true appearance (but doesn't reveal the sorcerer if it is
hidden).
Innate Spellcasting. The sorcerer's spellcas ng ability is
Charisma (spell save DC 15, +7 to hit with spell a acks).
The sorcerer can cast the following spells innately:
At will: chill touch, false life, minor illusion, sleep
3/day each: blindness/deafness, disguise self, fear, ray
of sickness
1/day each: blink, circle of death, invisibility
Undead Fortitude. If damage reduces the sorcerer to 0
hit points, it must make a Cons tu on saving throw
with a DC of 5 plus the damage taken, unless the
damage is radiant or from a cri cal hit. On a success,
the sorcerer drops to 1 hit point instead.

Ac ons
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ., one
target. Hit: 5 (1d4 + 3) slashing damage.
Summon Hound of Ill Omen (1/Day). The sorcerer
summons a hell hound from the Nine Hells to an empty
space within 30 feet of it. The hell hound is fiercely loyal
to the sorcerer and remains in the material realm for 1
minute or un l the sorcerer dismisses it as an ac on.

151
Stone Sorcerer (UA)
When a humanoid is unjustly buried alive, their cries are Stone Sorcerer
sometimes answered by the elemental plane of earth. Like a Medium humanoid (any race), any alignment
revenant, they return from the dead to wreak their revenge.
Gifted with weapons that do not break and a resolve that will Armor Class 16 (natural armor)
not shatter, they hunt down and personally duel anyone who Hit Points 170 (24d8 + 80)
had wronged them in life. Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 17 (+3) 10 (+0) 16 (+3) 16 (+3)

Skills Intimidation +7, Investigation +4, Perception +7


Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical weapons
Senses Tremorsense 30 ft., passive Perception 17
Languages Primordial plus any one language
Challenge 11 (7,200 XP)

Blessed by Stone. The sorcerer's weapon a acks are


magical. When the sorcerer hits a creature with a melee
weapon a ack, it deals an addi onal 22 (4d10) force
damage (included in the a ack).
Earth Aegis. Up to three friendly creatures of the
sorcerer's choice within 30 feet of it also benefit from
the sorcerer's resistances to bludgeoning, piercing, and
slashing damage from nonmagical weapons.
Spellcasting. The sorcerer is an 8th-level spellcaster. The
sorcerer's spellcas ng ability is Charisma (spell save DC
15, +7 to hit with spell a acks). The sorcerer has the
following spells prepared, which it can cast without
material components.
At will: booming blade, gust, mold earth, thunderclap
1st level (4 slots): absorb elements, compelled duel,
earth tremor, thunderwave, wrathful smite
2nd level (3 slots): dust devil, earthbind, gust of wind,
hold person, Maximilian's earthen grasp
3rd level (3 slots): dispel magic, erupting earth, Melf's
minute meteors, protection from energy
4th level (2 slots): staggering smite

Ac ons
Multiattack. The sorcerer makes two weapon a acks.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 22
(4d10) force damage. This is a magic weapon.

152
Storm Sorcerer (SCAG, XGE)
Storm sorcerers are often found in the employ of merchant Storm Sorcerer
ships, as their powers lend themselves well to good winds and Medium humanoid (any race), neutral
strong currents.
Armor Class 12
Hit Points 54 (12d8)
Speed 30 ft., 30 ft. fly

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 18 (+4)

Damage Immunities lightning, thunder


Senses passive Perception 11
Languages Primordial plus any one language
Challenge 10 (5,900 XP)

Breath of the Wind. The sorcerer doesn't trigger


opportunity a acks when it flies out of a hos le
creature's reach.
Conductor of the Wind. The sorcerer can use its bonus
ac on to change the direc on of the wind within a 100-
foot radius around it. The sorcerer can choose the
direc on but not the strength of the wind.
Innate Spellcasting. The sorcerer's spellcas ng ability is
Charisma (spell save DC 16, +8 to hit with spell a acks).
The sorcerer can cast the following spells innately:
At will: gust, shocking grasp, thunderclap, thunderwave
3/day each: gust of wind, shatter, thunderous smite
1/day each: call lightning, storm sphere, warding wind,
wind wall

Ac ons
Lightning Dagger. Melee or Ranged Weapon Attack: +6
to hit, reach 5 . or range 20/60 ., one target. Hit: 4
(1d4 + 2) piercing damage plus 2 (1d4) lightning
damage, and the target must succeed on a DC 16
Cons tu on saving throw or be stunned un l the end
of its next turn. This is a magic weapon.

Reac ons
Wind's Lash. When the sorcerer is hit by an a ack, it can
use its reac on to force its a acker to make a DC 16
Cons tu on saving throw. On a failed save, the target
takes 14 (4d6) thunder damage and is pushed 20 feet in
a direc on of the sorcerer's choice. On a successful
save, the target takes no damage and is pushed 10 feet.

153
Vampiric Sorcerer (DAPC)
Not all vampires turn their thralls into other vampires. Vampiric Sorcerer
Sometimes mortals are more useful as slaves. Mortals under the Medium humanoid (any race, shapechanger), any
servitude of a vampire are permanently scarred by their alignment (usually evil)
experiences, and this scarring may travel down their bloodline
to reawaken in their children's children as unholy powers, Armor Class 12
mimicking the best and worst of the vampiric curse. While some Hit Points 105 (14d8 + 42)
vampiric sorcerers attempt to use their evil powers for good, Speed 30 ft.
others revel in cruelty and make arrangements to become true
vampires after death.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 19 (+4)

Saves Dex +4, Wis +3, Cha +6


Skills Perception +3, Stealth +5
Senses darkvision 30 ft., passive Perception 13
Languages any two languages
Challenge 4 (1,100 XP)

Misty Escape. When the sorcerer drops to 0 hit points


and isn't killed outright, it can instead drop to 1 hit
point and cast gaseous form on itself without
expending a spell slot or components. If it can't cast this
spell, it drops to 0 hit points as usual.
Partial Regeneration. The sorcerer gains 10 temporary
hit points at the start of its turn if it has at least 1 hit
point. If it starts its turn in sunlight or running water, it
gains 5 temporary hit points instead, replacing any
temporary hit points it might have gained through other
sources. This trait doesn't func on if the sorcerer is
prevented from regaining hit points on its turn, such as
through the chill touch spell.
Shapechanger. The sorcerer can use its ac on to
polymorph into a Tiny bat or back into its true form.
While in bat form, the sorcerer can't speak, its walking
speed is 5 feet, and it has a flying speed of 30 feet. Its
sta s cs, other than its size and speed, are unchanged.
Anything it is wearing transforms with it, but nothing it
is carrying does. It reverts to its true form if it dies.
Spellcasting. The sorcerer is a 4th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 14, +6 to
hit with spell a acks). It knows the following sorcerer
spells.
Cantrips (at will): control flames, friends, infestation,
minor illusion
1st level (4 slots): charm person, false life, fog cloud,
sleep
2nd level (3 slots): hold person, misty step, suggestion

Ac ons
Multiattack. The sorcerer makes two unarmed strikes.
Unarmed Strike (Humanoid Form Only). Melee Spell
Attack: +6 to hit, reach 5 ., one target. Hit: 8 (1d8 + 4)
bludgeoning damage. Instead of dealing damage, the
sorcerer can grapple the target (escape DC 13). This is a
magic weapon a ack.

154
Wild Magic Sorcerer (PHB)
If anyone knew how wild magic sorcerers were created, they
would probably shut it down somehow.
This warlock's patron is the Celestial.

Apprentice Mage, VGM pg 209


Mage, MM pg. 347
Archmage, MM pg. 342.
Any of these, or in fact any creature with spellcasting, can
represent a wild magic sorcerer. Simply add the following trait
to that creature:

Wild Magic Surge. When the creature casts a spell of 1st-


level or higher, it rolls twice on the Wild Magic Surge Table
(PHB pg. 104) and uses either result.

As the effects are unpredictable, this does not change a


creature's challenge rating.

155
Warlocks

N
ever in history will the world ever starve for
lack of warlocks. Wherever there is a great
The Great Old One
Cults of the great old one hopelessly look for signs that their
being with power to share, followers will
patron notices their existence. They read into the stars, into tea
lock to its side. Even creatures that don't
leaves, into the words not written on the page, for even the
want to mentor some puny mortal eventually
slightest indication that their existence is worthwhile. And, for
give in if it suits their interests in the Prime
most, the lack of evidence only strengthens their belief. Their
Material plane.
minds become twisted and mad, and their power stems from
this madness alone.
Warlock Cults
Megalomaniacal beings of great power attract cults devoted to
The Hexblade
Cults of the hexblade are generally much smaller than others,
their worship. No matter how obscure, a cult or two will
focused around a central igure of great power who wields a
inevitably pop up in the hopes of being noticed and blessed with
weapon of the Shadowfell. These cults of personality are led by
otherworldly power. Just ask a great old one that has never even
the whims of the hexblade wielder, for better or for worse.
heard of the Material plane, or Bael, a devil that has actively
attempted to squash his own cults only to ind more and more of
The Leviathan
them desperately seeking his approval.
Waves crashing against the bow of a broken ship. Salty mist in
the air. Wind whipping through ripped sails. Cults of the
Demographics leviathan take to the seas as pirates.
In a cult of 20 people ...
The Raven Queen
1 is a warlock Cults of the Raven Queen are sombre affairs. Cultists meditate
2 are cult fanatics on the role of death in their lives and seek counsel from the
2 are cultists with a small degree of power Raven Queen on how to maintain the balance. Without the
15 are regular cultists formal structure of a church, their methods of determining the
Raven Queen's will are ... unorthodox at best.
Otherworldly Patron The Seeker
The Archfey Cults of the seeker are completely decentralised. Cultists wander
Cults of the archfey worship powerful fey from the Feywild. the world on half-remembered whims and only recognise each
They camp out in the woods, hold orgies, and engage in ritual other by shared symbols, prayers, and items that identify the
sacri ice of wild animals like deer. seeker as their great patron.

The Celestial The Undying


Cults of the celestial worship gods in a way that would be seen Cults of the undying attempt to achieve immortality for their
as profane to clerics and paladins, embracing anarchy and blind members. This might take the form of powerful magic they
worship rather than devoted prayer. Of course, some might say should not be wielding, dark alchemy of forbidden reagents, or
there is in fact no deep fundamental difference between a theorising the perfect wish in preparation for the kidnapping of
church devoted to a god and a cult that worships the same god. a being that can grant it to them.
After all, aren't they both gaining their power through divine
will? What exactly sets them apart, philosophically? Statblocks
The Fiend
Cults of the iend worship devils or demons. While they're
Tier One
lumped together here, they are extremely distinguishable in Celestial Servant (NPC pg. 158)
behaviour and appearance. Cults of demons are disorganised, Cultist (MM pg. 345)
chaotic, leaderless, and soaked in blood for the sake of shedding Cultist of the Archfey (NPC pg. 204)
blood. Cults of devils are run almost like a business, attempting Cultist of the Archlich (NPC pg. 205)
to keep up an air of legitimacy even in major cities. You don't Cultist of the Fiend (NPC pg. 206)
question that your local tavern is run by a cult of the devil, you Cultist of the Great Old One (NPC pg. 207)
just enjoy the ine quality of ale. Cultist of the Leviathan (NPC pg. 208)
Cultist of the Raven Queen (NPC pg. 209)
Cult Fanatic (MM pg. 345)
Faith Seeker (NPC pg. 159)
Warlock of the Archfey (VGM pg. 219)
Warlock of the Raven Queen (NPC pg. 167)

156
Tier Two Cult of She Who Sleeps
Hexblade Wielder (Vorpal Greataxe) (NPC pg. 160) Otherworldly Patron. The Leviathan
Kraken Priest (VGM pg. 215) Featured Subclass. Warlock of the Leviathan
The Undying (NPC pg. 161)
The Cult of She Who Sleeps is a crew of Whipping Wave, a
Warlock of the Archlich (NPC pg. 163)
ship that should have sunk years ago. Its wooden panels are
Warlock of the Fiend (VGM pg. 219)
warped. Its sails are ripped. Its rudder is broken. By all accounts,
Warlock of the Great Old One (VGM pg. 220)
it should be an immobile, unmaneuverable wreck at the bottom
Warlock of the Leviathan (NPC pg. 166)
of the sea. And yet, by the power granted to the cult by their

Tier Three kraken, the ship loats.

Hexblade Wielder (Blackrazor) (NPC pg. 160) Captain Laodora


Tier Four Captain Laodora is a human warlock of the leviathan. She
has the Voice of the Kraken ability shared by her kraken priests,
In the highest tiers of play, the party should be ighting the through which she claims to make known the will of She Who
patrons, not the warlocks. Sleeps, an ancient kraken that has grown weak through lack of
fear. By spreading the word of She Who Sleeps, more and more

Cult Strategies will come to know and fear her, and the kraken will rise in
power once again.
Dark Devotion. With few exceptions, cultists throw themselves Captain Laodora has a gift from her kraken: a giant squid
at their enemies with no regard for their own personal safety. (using the statistics of a giant octopus). The squid has a lying
The life of one individual is nothing compared to the glory of speed of 30 ft. (hover) and can be summoned to the captain's
their patron. The leader of a cult sees its followers as utterly side as a bonus action.
disposable.
Hidden Secrets. Cults operate outside of the light of civilised
society, in dark basements and narrow alleys, in abandoned lots
Kraken Priests
and under crumbling bridges. A cult works best when nobody is The two human kraken priests are Captain Laodora's irst and
paying attention to it. second mates, Ichthyaltamis and Menilliphon. They are Captain
Overwhelming Madness. The biggest threat to anyone Laodora's eyes and ears (literally; she can choose to see through
trying to take a cult down is the sheer audacity of their beliefs. A their senses instead of hers). Like the rest of the crew, these
detective who thought he's seen it all will be so appalled at a cult kraken priests' bodies are almost completely taken over by
that he may drink himself to death trying to investigate them. A brine and coral.
noble paladin might give up their oath when they are pushed to
slaughter the cult rather than let them continue. A king may ind Cultists of the Leviathan
the inances of his entire kingdom in ruin when his family is
The crew is primarily made up of cultists of the leviathan
drawn into a predatory cult without his knowledge. Cults are
(12 in total). They are the deck crew and primary ighting force
maddening, sickening, dreadful, and useful to those who would
when the ship engages in piracy. The cultists ind it hard to obey
wish the world harm.
avoid whipping everyone they meet to death. The cultists just
want to kill, but without survivors, who will be left to fear the
Warlock Tactics kraken? There must be a modicum of restraint. The good ship
Whipping Wave plays catch and release, not catch and kill.
Eldritch Blast. Warlocks are very good at using eldritch blast.
Many of them bolster this spell with extra damage and effects,
such as pushing or pulling people, sniping from great distances, Sea Spawn
and causing agonising pain. It's popular for a reason.
In the lower deck of Whipping Wave, where sloshing water has
Hit Hard or Not at All. Warlocks give the irst few rounds of risen up to one's knees, live 5 sea spawn (VGM pg. 189). These
a ight everything they've got. No sense dying with resources agents of the kraken emerge only to repel invaders or when they
and abilities unused. Once the ight is over, they can rest for an are summoned through the voice of Captain Leodora to strike
hour and get it all back, making them just as dangerous in the fear in the hearts of those she has captured. See these wretched
next battle as they were in the last. creatures? Soon you will join their ranks! Flee! Flee while you
Pact Boons. Most warlocks have access to a pact boon from still have the chance!
their patron. Those who take the Pact of the Blade are more
comfortable in melee range, picking spells and abilities that give
them extra defenses. Those who take the Pact of the Chain use Con lict
their familiar in tandem with their eldritch blast, swooping in Whipping Wave launches an attack on the party's ship at sea,
and out of the fray to give them advantage on their attacks. intending to instill fear of She Who Sleeps in their hearts.
Those who take the Pact of the Tome prepare exhaustively for
every conceivable outcome, paranoid that a possibility has
slipped their mind.

157
Celestial Servant (XGE)
Servants of angels and other great celestial beings are often Celestial Servant
granted small boons to assist them in their work. Medium humanoid (any race), lawful good (75%) or
lawful evil (25%)
Celestial Gifts Armor Class 16 (scale mail)
Patron Chain Blade Tome Hit Points 26 (4d8 + 8)
An eagle Speed 30 ft.
A war pick in A silken scroll
with a
The Kirin the shape of a woven from the
golden
horseshoe kirin's hair STR DEX CON INT WIS CHA
beak
A greatsword 14 (+2) 14 (+2) 15 (+2) 8 (-1) 8 (-1) 15 (+2)
Michail, An Glowing runes on
that some mes
Solar aarokocra the warlock's body Skills Religion +1
flies away
Damage Resistances necrotic, radiant
A black A small shield with Senses passive Perception 9
Godsworth, A maul made of
bear with ritual carvings on Languages Celestial plus any one language
Empyrean solid light
white fur the inside Challenge 1/2 (100 XP)

Spellcasting. The servant is a 2nd-level spellcaster. Its


spellcas ng ability is Charisma (spell save DC 12, +4 to
War Pick. Melee Weapon Attack. +4 to hit, reach 5 .,
hit with spell a acks). It regains its expended spell slots
one target. Hit: 6 (1d8 + 2) piercing damage. This is a
when it finishes a short or long rest. It knows the
magic weapon a ack.
following warlock spells.
Cantrips (at will): guidance (good), light, sacred flame,
thaumaturgy (evil)
Greatsword. Melee Weapon Attack. +4 to hit, reach 5 ., 1st level (2 slots): cure wounds (good), guiding bolt,
one target. Hit: 9 (2d6 + 2) slashing damage. This is a inflict wounds (evil), protection from evil and good
magic weapon a ack.
Ac ons
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.
Maul. Melee Weapon Attack. +4 to hit, reach 5 ., one
target. Hit: 9 (2d6 + 2) bludgeoning damage. This is a
magic weapon a ack.

158
Faith Seeker (UA)
Warlocks that wander through the astral planes in search of Faith Seeker
deeper knowledge are called Faith Seekers, their ingertips Medium humanoid (any race), any alignment (usually
brushing across the stars themselves. While they can use their good)
magical chain in combat, they prefer to resolve con licts
peacefully. Armor Class 12
This warlock's patron is the Seeker. Hit Points 32 (5d8 + 10)
Speed 30 ft.
Faith Seeker Gifts
Patron Chain Blade Tome STR DEX CON INT WIS CHA
Planes A long-legged A star A sack full of 11 (+0) 14 (+2) 15 (+2) 14 (+2) 12 (+1) 15 (+2)
Walker stork chain feathers
Skills Arcana +4, Insight +3, Investigation +4,
Perception +3, Persuasion +4, Religion +4
Damage Resistances cold, fire
Star Flail. Melee Weapon Attack. +4 to hit, reach 5 ., Senses passive Perception 13
one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 Languages any two languages
(1d8) force damage. This is a magic weapon. Challenge 1/2 (100 XP)

Aurora (3/day). As a bonus ac on, the faith seeker


ac vates an aurora in a 10-foot radius around itself un l
the end of its next turn. While the aurora is ac ve, the
faith seeker has resistance to all damage, and if a
hos le creature ends its turn within the radius, it takes
9 (2d8) radiant damage.
Innate Spellcasting. The faith seeker's innate spellcas ng
ability is Charisma (spell save DC 12, +4 to hit with spell
a acks). It can cast the following spells without material
components.
3/day: augury
1/day: plane shift
Spellcasting. The faith seeker is a 3rd-level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 12, +4
to hit with spell a acks). It regains its expended spell
slots when it finishes a short or long rest. It knows the
following warlock spells.
Cantrips (at will): mage hand, minor illusion,
prestidigitation
1st-2nd level (2 2nd-level slots): feather fall, levitate,
locate object, jump

Ac ons
Star Chain. Melee Weapon Attack: +4 to hit, reach 10 .,
one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3
(1d6) force damage. This is a magic weapon.

159
Hexblade Wielder (XGE)
Like shadow sorcerers, wielders of a hexblade draw their power Hexblade Wielder
from mighty creatures from the Shadowfell. These warlocks' Medium humanoid (any race), chaotic neutral or the
powers are often presented in the form of legendary weapons alignment of its bonded weapon
such as Blackrazor, the Life Drinker, and without such
weapons they are rendered powerless or killed outright. Armor Class 17 (half plate)
Hexblade wielders in your campaign might have different Hit Points 97 (15d8 + 30)
weapons to Blackrazor. You can replace the bonded weapon Speed 30 ft.
with a sentient weapon listed in the DMG or with a custom
weapon of your design. Note that the challenge rating might not
STR DEX CON INT WIS CHA
accurately re lect the power of other weapons.
This warlock's patron is the Hexblade. 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)

Hexblade Gifts Senses passive Perception 10


Languages any one language, plus one language shared
Patron Chain Blade Tome with its bonded weapon
Challenge 15 (13,000 XP)
A twelve- A shadowy orb that
Shadowfell A vorpal
legged whispers its spells in your
Wanderer greataxe Hexblade. The hexblade wielder is bonded to a sen ent
spider ear
weapon, for which it uses its Charisma modifier for its
For a hexblade wielder with a setting-neutral weapon, you
a ack and damage rolls. The hexblade wielder and its
weapon can communicate telepathically, and the
can replace the hexblade wielder's Weapon Bond and
hexblade wielder obeys its bonded weapon's
Blackrazor action with the following features.
commands. The hexblade wielder can use its bonus
ac on to teleport its bonded weapon into a free hand,
or a bonus ac on to temporarily dismiss the bonded
Weapon Bond: Vorpal Greataxe. The hexblade wielder's weapon into a pocket dimension. If the hexblade
bonded weapon is a vorpal greataxe, a chao c evil wielder spends at least 1 hour without touching its
greataxe that can speak Common and Sylvan (Int 15, bonded weapon, the hexblade wielder dies and the
Wis 15, Cha 19). The vorpal greataxe is a +3 legendary weapon appears in an empty space within 10 feet of it.
weapon. Spellcasting. The hexblade wielder is a 5th-level
Vorpal Greataxe. Melee Weapon Attack. +10 to hit, spellcaster. Its spellcas ng ability is Charisma (spell save
reach 5 ., one target. Hit: 13 (1d12 + 7) slashing DC 17, +9 to hit with spell a acks). It regains its
damage. When the hexblade wielder scores a cri cal hit expended spell slots when it finishes a short or long
on a creature that has at least on ehead, it cuts off one rest. It knows the following warlock spells.
of the creature's heads. The creature dies if it can't Cantrips (at will): eldritch blast, true strike
survive without the lost head. A creature is immune to 1st-3rd level (2 3rd-level slots): blur, shield, wrathful
this effect if it is immune to slashing damage, doesn't smite
have or need a head, if it has legendary ac ons, or if it
is too big for its head to be cut off in this way. Such a Weapon Bond: Blackrazor. The hexblade wielder's
creature instead takes an extra 27 (6d8) slashing bonded weapon is Blackrazor, a chao c neutral sen ent
damage from the hit. This is a +3 magic weapon that greatsword that can speak Common and Deep Speech
ignores resistance to slashing damage. (Int 21, Wis 17, Cha 25). Blackrazor is a legendary +3
magic weapon.

This changes the hexblade wielder's challenge rating to 7 (2,900 Ac ons


XP). This also changes the following features. Multiattack. The hexblade wielder makes three a acks
with its bonded weapon.
Spellcasting. (spell save DC 15, +7 to hit with spell attacks)
Blackrazor. Melee Weapon Attack: +12 to hit, reach 5
., one target. Hit: 14 (2d6 + 7) slashing damage, plus
14 (4d6) necro c damage. If a cri cal hit is scored with
Blackrazor, the wielder rolls damage dice three mes,
instead of twice. If a creature is reduced to 0 hit points
by this weapon, it dies; its body is destroyed, its soul is
absorbed by Blackrazor, and the wielder gains 54 (12d6)
temporary hit points. This is a +3 magic weapon.

160
The Undying (SCAG)
Those who fear the afterlife, or worse, the oblivion of true death, The Undying
seek out forces that can help them understand these processes Medium humanoid (any race), any alignment
better and even stay the hand of Death itself, for a time. When
they make pacts and deals in search of this knowledge, they Armor Class 13 (leather armor)
become Undying warlocks. Hit Points 114 (12d8 + 60)
Speed 30 ft.
Undying Gifts
Patron Chain Blade Tome STR DEX CON INT WIS CHA
A A very 10 (+0) 14 (+2) 20 (+5) 17 (+3) 17 (+3) 18 (+4)
Silk, Guardian An po ed cactus, each
poisonous long, scaly
Naga needle a different spell
snake whip Skills Religion +6
Arcy A dagger A small vial of liquid Condition Immunities exhaustion
Rackenwort, A skeleton carved that refills each me it Senses passive Perception 13
Lich from bone is drunken from Languages Celestial plus any one language
Challenge 6 (2,300 XP)
Princess An
Aursley, indignant A royal A love le er from the Death Defier (3/Day). When the undying succeeds on a
Cursed human scepter princess death saving throw or stabilises a creature with spare
Immortal guard the dying, it regains 11 (2d8 + 2) hit points.
Spellcasting. The undying is a 9th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
Whip. Melee Weapon Attack. +4 to hit, reach 10 ., one hit with spell a acks). It regains its expended spell slots
target. Hit: 4 (1d4 + 2) slashing damage. This is a magic when it finishes a short or long rest. It knows the
weapon a ack. following warlock spells.
Cantrips (at will): chill touch, spare the dying
1st-5th level (2 5th-level slots): aura of life,
blindness/deafness, contagion, deafness, death ward,
Dagger. Melee or Ranged Weapon Attack. +4 to hit, false life, feign death, legend lore, ray of sickness,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2) silence, speak with dead
piercing damage. This is a magic weapon a ack. Undying Nature. The undying can hold its breath
indefinitely, and it doesn't require food, water, or sleep.
Addi onally, undead have disadvantage on a ack rolls
against the undying, and the undying has advantage on
Scepter. Melee Weapon Attack. +4 to hit, reach 5 ., saving throws against spells and other magical effects
one target. Hit: 5 (1d6 + 2) slashing damage. This is a created by undead.
magic weapon a ack.
Ac ons
Sickle. Melee Weapon Attack: +5 to hit, reach 5 ., one
target. Hit: 4 (1d4 + 2) slashing damage.

161
Warlock of the Archfey (PHB)
The archfey of the Feywild are ickle beings known for making
promises they cannot possibly hope to keep. Those who fall prey
to such false promises become their warlocks.

Warlock of the Archfey, VGM pg. 219


The warlock in Volo's Guide to Monsters is suf icient to
represent this subclass.

Archfey Gifts
Patron Chain Blade Tome
Queen
A sickle that A bauble of light that
Titania of the A
waxes and wanes swims with magical
Summer pixie
with the moon incanta ons
Court
Hyrsam, the A book that never
A A net with holes
Prince of opens to the right
satyr that are too big
Fools page you need
A gnarled old A dissected sprite
Sheff,
A dagger with a with rituals carved
Ancient
goblin pickled eye set in into its internal
Green Hag
its hilt organs

Sickle. Melee Weapon Attack. +3 to hit, reach 5 ., one


target. Hit: 3 (1d4 + 1) slashing damage. This is a magic
weapon a ack.

Net. Ranged Weapon Attack. +3 to hit, reach 5 ., one


Large or smaller creature that isn't formless. Hit: The
target is restrained (escape DC 10).

Dagger. Melee or Ranged Weapon Attack. +3 to hit,


reach 5 . or range 20/60 ., one target. Hit: 3 (1d4 + 1)
piercing damage. This is a magic weapon a ack.

162
Warlock of the Archlich (DAPC)
Ancient liches who irst uncovered the secrets of lichdom are Warlock of the Archlich
powerful enough to promise foolish mortals a taste of their Medium humanoid (any race), any evil alignment
magic through a pact of evil. Just as the archlich amasses
warlocks, so too can their warlocks often be found surrounded Armor Class 12
by cultists and zealots, none of whom truly understand the price Hit Points 114 (12d8 + 60)
that such power demands from them. Speed 30 ft.

Archlich Gifts STR DEX CON INT WIS CHA


Patron Chain Blade Tome 10 (+0) 14 (+2) 20 (+5) 17 (+3) 17 (+3) 18 (+4)
A quarterstaff A stone tablet with
The A
constructed from a ancient spells carved Skills Arcana +7
Archlich mummy
human spine in its surface Damage Resistances necrotic
Senses passive Perception 13
Languages any three languages
Challenge 9 (5,000 XP)
Quarterstaff. Melee Weapon Attack. +4 to hit, reach 5
., one target. Hit: 3 (1d6) bludgeoning damage, or 4 Bond of Unlife. The warlock uses its bonus ac on to
(1d8) bludgeoning damage if used with two hands. This choose a willing creature within 30 feet of it that can
is a magic weapon a ack. see and hear it to form a dark bond. At the start of each
of the warlock's turns, it drains 10 hit points from that
creature, increasing its own hit points by the amount
drained. The warlock can dismiss such a bond as a
bonus ac on. It can have up to three bonded creatures
at the same me.
Innate Spellcasting. The warlock's innate spellcas ng
ability is Charisma (spell save DC 16, +8 to hit with spell
a acks). It can cast the following spells innately.
1/day: circle of death
2/day: animate dead
Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 16, +8 to
hit with spell a acks). It knows the following warlock
spells.
Cantrips (at will): chill touch, mage hand, minor
illusion, prestidigitation
1st-5th level (3 5th-level slots): cloudkill, contagion,
detect thoughts, Evard's black tentacles, fear, hex,
inflict wounds, Melf's acid arrow, ray of sickness, speak
with dead, vitriolic sphere
Unholy Resilience (1/Day). When the warlock is reduced
to 0 hit points and not killed outright, it can choose to
drop to 1 hit point instead.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
slashing damage.
Shared Fate. The warlock chooses a creature within 30
feet of it that can see and hear it. The target must make
a Wisdom saving throw. On a failed save, whenever the
warlock takes damage, the target takes the same
amount of damage as necro c damage. The target can
remake the save at the end of each of its turns, ending
the effect on a success.

163
Warlock of the Fiend (PHB) Dagger. Melee or Ranged Weapon Attack. +5 to hit,
While devils are more likely to approach mortals with deals they reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
can't possibly refuse, demons are often the ones being piercing damage. This is a magic weapon a ack.
approached instead, offering powers beyond comprehension
and giving the insane the hope that others may see the world
like they do. Yugoloths are more rare, but some yugoloths, like a
pyramid trickling down, employ mercenaries to serve the
Whip. Melee Weapon Attack. +5 to hit, reach 10 ., one
master that they themselves have been employed to serve.
target. Hit: 4 (1d4 + 2) slashing damage. This is a magic
weapon a ack.
Warlock of the Fiend, VGM pg. 219
The warlock in Volo's Guide to Monsters is suf icient to
represent this subclass.

Pike. Melee Weapon Attack. +3 to hit, reach 10 ., one


Fiend Gifts target. Hit: 5 (1d10) piercing damage. This is a magic
Patron Chain Blade Tome weapon a ack.
A dagger that A book that has
A
Arcanaloth func ons as a always been and
jackalwere
quill pen will always be
Poisoned Shortsword. Melee Weapon Attack. +5 to hit,
A jet-black book of reach 5 ., one target. Hit: 5 (1d6 + 2) piercing damage
A spined
Asmodeus A whip incomprehensible plus 7 (2d6) poison damage. This is a magic weapon
devil
runes a ack.
A silk gown with
A A three-
Belial embroidery that
succubus pronged pike
carries deep magic
A randomly A book wri en in Greataxe. Melee Weapon Attack. +3 to hit, reach 5 .,
determined an assortment of one target. Hit: 7 (2d6) slashing damage. This is a magic
A weapon that incompa ble weapon a ack.
Demogorgon
cockatrice changes form languages that
before every screeches when
a ack opened
An elven book Mace. Melee Weapon Attack. +3 to hit, reach 5 ., one
A giant A poisoned whose pages rot target. Hit: 3 (1d6) bludgeoning damage. This is a magic
Lolth weapon a ack.
spider shortsword and twist in one's
hands
Severed wings
A giant A wicked
Nycaloth cured and branded
boar greataxe
with runes Scimitar. Melee Weapon Attack. +5 to hit, reach 5 .,
A mace in the one target. Hit: 5 (1d6 + 2) slashing damage. This is a
form of a A flesh-bound book magic weapon a ack.
A crawling
Orcus scepter topped with a human spine
claw
with a encasing it
woman's skull
A mace that A cracked red book Flail. Melee Weapon Attack. +3 to hit, reach 5 ., one
Pit Fiend A magmin sizzles with whose pages smell target. Hit: 4 (1d8) bludgeoning damage. This is a magic
heat of brimstone weapon a ack.
A scimitar A set of scales, each
A winged
Tiamat made from a with a spell carved
kobold
dragon's claw on them
A flail with A book with teeth
A giant
Yeenoghu made of three and a habit of
hyena
cackling skulls bi ng its readers

164
Warlock of the Great Old One
(PHB)
Most Great Old Ones are too vast and powerful to even
understand that warlocks draw their power from them, much
like humans have no comprehension of the lives of the mites
that live in their eyelashes, feasting on their dead skin.
"Gifts" from a Great Old One are usually constructed (or
recruited) by the warlock themselves. The Great Old One
provides nothing but inspiration.

Warlock of the Great Old One, VGM pg. 220


The warlock in Volo's Guide to Monsters is suf icient to
represent this subclass.

Great Old One "Gifts"


Patron Chain Blade Tome
A heavy
Illusory texts that
Ghaunadaur, crossbow with a
only the holder
That Which A spectator spyglass
of a glass eye can
Lurks mounted on the
see
top
A flesh-bound
Great A giant
A hooked glaive book that reeks
Cthulhu octopus
of fish
Tharizdun, A small empty Ta oos inscribed
A
the Chained cage turned into over the
homunculus
God a maul warlock's body

Heavy Crossbow. Ranged Weapon Attack. +5 to hit,


range 100/400 ., one target. Hit: 7 (1d10 + 2) piercing
damage. This is a magic weapon a ack.

Glaive. Melee Weapon Attack. +5 to hit, reach 10 .,


one target. Hit: 7 (1d10 + 2) slashing damage. This is a
magic weapon a ack.

Maul. Melee Weapon Attack. +5 to hit, reach 5 ., one


target. Hit: 9 (2d6 + 2) bludgeoning damage. This is a
magic weapon a ack.

Increase the warlock's Strength to 14 (+2) for the glaive and the
maul.

165
Warlock of the Leviathan
(CaelReader) Warlock of the Leviathan
Medium humanoid (any race), any alignment
At the bottom of the world lie awesome and terrible creatures
tempered by the weight of the ocean above them and hardened Armor Class 12
by freezing cold and darkness. Their power can be borrowed, Hit Points 91 (14d8 + 28)
but it cannot be controlled. Speed 30 ft.
Kraken Priest, VGM pg. 215
The kraken priest is an unusual statblock given that it calls upon STR DEX CON INT WIS CHA
the naming conventions of the priest in the MM and clearly has 14 (+2) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
abilities based on class features, yet is not represented in any
way by any published subclasses. It has a very speci ic use as the
Saving Throws Wis +4, Cha +7
devoted religious follower of a kraken, which is not a being Damage Resistances cold, lightning, thunder
capable of granting it divine powers; hence, the kraken priest's Senses darkvision 60 ft., passive Perception 11
abilities suggest that it is more akin to a warlock than a cleric. Languages any two languages
The kraken priest is suf icient to represent a warlock of the Challenge 6 (2,300 XP)
leviathan, but a more speci ic statblock is included on the right
that is more based in the class features and design of the Amphibious. The warlock can breathe air and water.
homebrew subclass created by CaelReader.
Curse of the Sea. When the warlock damages a creature,
it can impose one of the following effects. The effects
Leviathan Gifts last un l the end of the warlock's next turn.
Patron Chain Blade Tome Calm Before the Storm. The target takes an additional
Iplix the A A war pick in 9 (2d8) cold, lightning, or thunder damage
A turtle shell with draconic (warlock's choice).
Dragon giant the shape of a
runes on the inside Rolling Fog. The target's vision is obscured by
Turtle turtle turtle's beak
illusory fog, giving them disadvantage on attack rolls
A A thick rubbery A book inked by a squid and Wisdom (Perception) checks made against
The
giant whip layered that lives in a glass case creatures more than 15 feet from them. Creatures
Kraken
squid with suckers strapped to the side that can see through illusions are unaffected.
Leviathan A A quarterstaff Treading Water. The target's speed is reduced to 0.
of giant pped with a A holy censer of Umberlee
Umberlee shark conch shell
Innate Spellcasting. The warlock's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately.
War Pick. Melee Weapon Attack. +4 to hit, reach 5 ., 1/day: investiture of wind
one target. Hit: 6 (1d8 + 2) piercing damage. This is a 2/day: hunger of Hadar
magic weapon a ack.
Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It knows the following warlock
spells.
Whip. Melee Weapon Attack. +4 to hit, reach 10 ., one
target. Hit: 4 (1d4 + 2) piercing damage. This is a magic Cantrips (at will): frostbite, mage hand (a tentacle),
weapon a ack. minor illusion, prestidigitation, shape water
1st-5th level (3 5th-level slots): arms of Hadar, augury,
call lightning, control water, control wind, create or
destroy water, darkness, Evard's black tentacles, fog
cloud, gust of wind, maelstrom, misty step, water
Quarterstaff. Melee Weapon Attack. +4 to hit, reach 5 breathing
., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
6 (1d8 + 2) bludgeoning damage if used with two hands.
This is a magic weapon a ack.
Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.

Reac ons
Inky Escape (Recharges after a Short or Long Rest). When
the warlock takes damage, it can cast darkness
centered on itself. It doesn't need to expend a spell slot
and it doesn't need to concentrate on the spell.

166
Warlock of the Raven Queen
(UA) Warlock of the Raven
Warlocks of the raven queen are lawful servants of Her Deathly Queen
Grace tasked with seeking out those who would cheat death, Medium humanoid (any race), any lawful alignment
bringing them towards the black void like everyone else.
Armor Class 14 (studded leather)
Raven Queen Gifts Hit Points 44 (8d8 + 8)
Speed 30 ft.
Patron Chain Blade Tome
The Raven A black silken A black curving A black velvet
Queen raven sickle book STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) 17 (+3)
The statblock on this page uses all three gifts.
Skills Perception +6
Damage Resistances necrotic
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 16
Languages any two languages
Challenge 1/2 (100 XP)

Raven Queen's Servant. The warlock has a familiar in the


form of a raven. While the raven is perched on its
shoulder, it cannot be targeted by a acks, spells, or
other harmful effects, it can't take damage, and it is
incapacitated un l the warlock releases it from its
shoulder as a bonus ac on. The warlock can perceive
through the raven's senses and the raven can use its
ac on to teleport to a space within 5 feet of the
warlock as long as they are on the same plane of
existence. The raven doesn't sleep and can wake the
warlock as a bonus ac on if it is within 100 feet of it.
The raven vanishes if it or the warlock is killed.
Raven's Gifts. If the warlock's raven isn't perched on its
shoulder, it loses its darkvision and its proficiency in
Percep on.
Spellcasting. The warlock is a 3rd-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 13, +5 to
hit with spell a acks). It can use its shadowy orb in
place of any material components. It regains its
expended spell slots when it finishes a short or long
rest. It knows the following warlock spells.
Cantrips (at will): chill touch
1st-2nd level (2 2nd-level slots): false life, sanctuary,
silence, spiritual weapon (a scythe)

Ac ons
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 4 (1d4 + 2) slashing damage.

167
Wizards

E
asily the most varied of any type of
spellcaster, wizards learn the old-fashioned
Conjuration
Academies of conjuration teach students to create objects out of
way: sitting down at a desk with a tome the
thin air and summon creatures from the Outer Planes. These
size of a horse and studying until their eyelids
schools are watched particularly carefully by higher institutions
fall off. You'd think wizards would be mad at
as the potential for disastrous outcomes is high. There can
warlocks, who just bargain for their power, or
sometimes be as many templars in an academy of conjuration as
sorcerers, who are born with it. But, no,
there are students. Without these measures in place, the risk is
wizards are as inscrutable as the ancient magic that they draw
high of students summoning a demon, or worse, subversively
their power from. One would sooner speculate on the inner
studying to become a reawakener that calls forth the spirits of
workings of a god than a wizard.
the dead.

Wizard Academies Conjurers


Reawakeners
Wizards learn their magic through rigorous study in an
academy. While there are dozens of "schools" of magic that Divination
de ine a wizard's specialty, in truth there are only eight types of Academies of divination teach students to read the Weave for
academies recognised as legitimate by higher authorities: clues of the future. Some students become so adept at reading
abjuration, conjuration, divination, enchantment, evocation, the future that time becomes luid for them and they seek out
illusion, necromancy, and transmutation. Wizards who wish to further study into the school of chronomancy. Without
study outside of these bounds must do so either as elective specialised teachers to harness their natural talent, however,
courses in the academies or, defying the sanctity of their their potential will be lost.
institution, through independent means.
Wizard academies are highly regulated by rigid multinational Chronomancers
overseers (each state having signed their treaties) and they are Diviners
almost always staffed with a small force of templars (wizard-
killing knights) in case students display subversive tendencies.
Enchantment
Academies of enchantment are hotly debated on an ethical level.
On the one hand, enchantment has been a legitimate area of
Demographics study for wizards for as far back as anyone can remember (and
In a school of 150 people ... for wizards, that is a very, very long time). Enchantment is also a
large part of divine magic, as the will of a god is always superior
1 is a headmaster (an archmage) to the will of a mortal. On the other hand, the very idea of
2 are specialist teachers (wizards) enchantment itself can be argued to be worse than necromancy.
3 are generalist teachers (mages) It perverts the mind. It robs you of your free will.
125 are students (apprentice wizards) At the moment, the future of many enchantment schools is
15 are state-sanctioned antimagic guards (templars and unclear. Perhaps they should've studied divination instead.
inquisitors)
4 are general staff (commoners) Enchanters
Theurges
Much of the work of maintaining the school is done through
the use of spells such as unseen servant and tiny servant. Evocation
Academies of evocation teach students to call forth the power of
Academy of Magic the Weave to rain death upon their enemies. Well, full ledged
evokers can do that. The students just study the theory, as the
Abjuration direct practice of their magic can lead to explosive
Academies of abjuration teach students to defend and protect. consequences. When you see a young wizard cast a spell like
In addition to abjurers, one can learn of theurgy, protecting burning hands to toast his enemy, it's very likely that this is the
others through divine power, or of the study of war, ensuring irst time he has ever successfully cast that spell, and he might
one's own personal protection in the midst of battle. be just as surprised at the results as you are.
High elven academies of abjuration also teach the art of Those who embrace the theory of magic over the casting may
bladesong. Many traditionalists in elven society believe that begin a masters degree in lore. Those who are frustrated with
bladesong should be a separate academy to abjuration, but they the lack of practicality may instead transfer to the study of war.
must obey the sanctions imposed upon them by the treaties
they've signed. Evokers
Lore Masters
Abjurers War Wizards
Bladesingers
Theurges
War Wizards

168
Illusion
The lack of apparent academies of illusion have caused a Statblocks
rumour that illusionists don't actually exist. Sure, there are
spells that allow you to make illusions, but they are inicky, Tier One
dif icult, and more reliant on the whims of the wind than on the Apprentice Wizard (VGM pg. 209)
intention of the caster. Perhaps there is no such thing as an Bait Mage (NPC pg. 199)
academy of illusion. Perhaps there are no illusionists. Bladesingers (NPC pg. 172)
Of course, there most certainly are academies of illusion. They Enchanter (VGM pg. 213)
propagate that rumour because it amuses them. Illusion is in Illusionist (VGM pg. 214)
fact a highly respected school of magic that dates back tens of Inventor (NPC pg. 175)
thousands of years. Outlaw (Exiled Mage) (NPC pg. 219)
And yet, this itself is yet another layer of the illusionists' Shrouded Wizard (NPC pg. 179)
tricks, for the rumours do have a spark of truth to them after all. Siege Mage (NPC pg. 221)
Some academies of illusion are very well hidden, as though they Spell Sniper (NPC pg. 223)
didn't exist at all, and they train their students not just in the art Theurge (NPC pg. 180)
of casting illusions but also in the practical matter of becoming Transmuter (VGM pg. 218)
spies. These students follow the tradition of the shrouded arts.

Illusionists Tier Two


Shrouded Wizards Abjurer (VGM pg. 209)
Chronomancer (NPC pg. 173)
Necromancy Conjurer (VGM pg. 212)
For a long time, necromancy was not a legitimate school of Diviner (VGM pg. 213)
magic. Only in the past few decades, due to the work of Evoker (VGM pg. 214)
in luential theurges who use necromancy in their healing magic, Lore Master (NPC pg. 176)
have necromancers lost enough of public distaste to found their Mage (MM pg. 347)
own academies of magic without being attacked by angry mobs. Necromancer (VGM pg. 217)
Like academies of conjuration, the presence of half a dozen War Wizard (NPC pg. 181)
templars in every classroom can be overwhelming to new
students, but over the years, they get used to it.
Necromancy, being traditionally a "dark" magic, does tend to Tier Three
attract those who might not want to study magic for the Archmage (MM pg. 342)
betterment of mankind. Students in an academy of necromancy
are more likely than those from other schools to sneak out and
teach themselves even darker forms of magic, like hemomancy
Tier Four
(blood magic) and reawakening (enslaving the spirits of the Lich (MM pg. 202)
dead). Every time one of these subversive students is
discovered, they are executed publically, and their former
classmates cheer on their deaths. You can't just go out and start
School Strategies
giving necromancers a bad name again, not after how hard Defenses. Wizard academies are among the most heavily-
we've all fought to shed those unsavoury images. defended places in the world, not out of necessity but out of
ability. Most wizards simply think in terms of "why not"? The
Hemomancers surrounding area is marked with alarm. Trespassers are warned
Reawakeners away with magic mouth. Paths that a thief might consider to be
Necromancers overlooked are trapped with snare. Doors have arcane locks.
Theurges Magical areas are hidden and mundane areas appear magical
with Nystul's magic aura. Guards watch over the entire campus
Transmutation with arcane eye, clairvoyance, and scrying. Walls are lined with
Often seen as a joke by other academies, academies of glyphs of warding. Magic circles activate to trap intruders.
transmutation center around altering the physical properties of Valuable items are stowed away in Leomund's secret chest or
objects and creatures. They may not be as powerful as evokers, with sequester. Important halls are guarded with
as mysterious as illusionists, or as con ident as diviners, but Mordenkainen's faithful hound. Captured prisoners' minds are
dammit, transmutation is as useful a school of magic as any wiped with modify memory or, in special cases, feeblemind. The
other. whole academy is lousy with guards and wards and symbols.
Frustrated by the lack of respect, some students secretly Certain sections are completely fake, created by programmed
construct magical suits of armor and experiment with chaotic illusion. Magical in iltration abilities like passwall are
arcana to prove the naysayers wrong. These are inventors. counteracted by antimagic ields. If anything goes wrong, there's
always contingency.
Inventors
It's almost as though the wizards want someone to break in
Transmuters
just so they have a legitimate excuse to use all these spells.

169
Unkillable. Most powerful archmages have hundreds of plans
to avoid being killed in battle, and this desire to cheat death is 0600 Hours
what compels them to become liches once they have grown
An alarm spell set to activate at 0600 hours wakes a bleary-eyed
powerful enough to manage it. Archmages prepare contingencies
Xadia up from a poor night's sleep. She groggily spends ten
to save them in times of crisis. They cast spells like plane shift
minutes preparing the ritual of alarm for the next day while she
and teleport to get away from dangerous situations. Body
gets dressed in her wizard's robes and Shroud of Oblivion. She
doubles from simulacrum are extremely effective at getting
uses prestidigitation to clean the sleep out of her eyes and ix
twice as much done while also having someone else to be killed
herself up a bit before stumbling out of her tiny dormitory
in one's stead. In the case of unavoidable violent death, the spell
(more of a closet, really) to join the other students for breakfast.
clone provides them a second chance. If the archmage can leave
The dry, grey food is prepared by dozens of unseen servants and
its body in a secure, untraceable location, astral projection
is nearly identical on every plate. Xadia joins a group of her
allows it to live on inde initely. If a wizard knows its end is near
friends who have already started casting prestidigitation to
despite its best efforts, it may cast sequester on itself to be
improve the taste and minor illusion to improve the appearance.
awakened when its name has been forgotten by history, back to
After that, it's not so bad. The boy she likes shows her how to
rise to power once again. If all else fails, a wizard can attempt
make it taste like raspberries. She lets him show her even
immortality through the use of wish, although everyone knows
though she already knows how.
this is ill-advised.

Wizard Tactics 0700 Hours


Xadia reports to her irst class, run by Master Finnickwits, a
Antimagic. A wizard knows that as long as they are the only gnome mage that teaches a generalist course. They are
ones casting spells, the battle is theirs to win. Many high- completing a project on the proper ways to copy spell scrolls.
levelled wizards take antimagic ield to cripple other Everyone in the class practices with a massp-produced spell
spellcasters. Without access to antimagic ield, most wizards scroll of identify and then attempts to cast it on a potion of
rely on dispel magic and counterspell in response to enemy healing that Master Finnickwits has placed in the center of the
mages. Many wizard battles devolve into using counterspell on a classroom as a test. One of the girls knocks over the potion and
counterspell to ensure their magic gets off, and some take it it shatters all over the ground, causing Master Finnickwits to ly
further by preparing a contingency to cast counterspell against into a frothing impotent rage and storm out of the classroom to
the counterspell that countered their counterspell. Some wizards ind another magic item he can use as a test.
even prepare dozens of scrolls of counterspell for their allies to While everyone else laughs at the clumsy girl and the angry
blindly read off. gnome, Xadia quietly cleans up the mess with prestidigitation
Unpredictability. The biggest strength of wizards is the and attempts to use mending to repair the potion bottle. She
sheer variety of spells they have access to. It's not possible to learns through doing this that mending can restore a physical
adequately prepare for a wizard's strategies, as every wizard object but can't return its magic.
has access to a wholly unique set of spells. Sure, there are some Master Finnickwits returns with two potions, one of which he
mainstays like ireball and shield that no wizard would be caught claims is a potion of healing and one of which is actually a potion
dead without, but beyond the obvious, a wizard's greatest of poison which he has disguised with illusion magic. Now they
strength is that you just never know what they're going to do have to identify the damn things. If you can't tell him which is
next. For very powerful wizards, the limitations of shapechange the real potion, he'll make you drink it. The class shuts up and
can be overcome by transforming into creatures with powerful follows his orders after that, and there are no further issues for
Innate Spellcasting (such as mind layers, onis, and hags), which the rest of the two-and-a-half-hour class.
gives the wizard even further options in battle far beyond what
would be expected of them.
0930 Hours
Orimorts Academy The students are given an hour of free time. Xadia disappears
for the irst half hour before meeting up with her friends. She
School of Magic. Illusion casts invisibility on herself and ducks into a secret passage to
Featured Subclass. Shrouded Arts touch base with her Shrouded Arts teacher, a drow shrouded
Orimorts is a small academy of illusion that appears wizard named Master Sellistraneth Mevailian. Sellistraneth led
toweringly grand at a distance but cute and cozy up close. It's a the drow city of Menzoberranzen when her family was enslaved
small school of only 3 teachers (including the headmaster) and by a more powerful drow matron. She intends to train Xadia to
about 60 students. While it has outwardly complied with all help her take revenge on those who have wronged her. This
regulations placed upon it by its governing overseer, the school meeting is just a check-in to prepare Xadia for her test later that
has a hidden secret: several of its students are trained in the day where she will have to remain invisible while still casting
ways of the Shrouded Arts. illusion spells that require concentration. Xadia assumes this is
We'll follow a day in the life of one of these students, Xadia a secret technique. Sellistraneth gives Xadia an amulet of proof
Mandalk, a human apprentice wizard. As she is trained in against detection and location to help conceal her movements
both illusion and the shrouded arts, she adds minor illusion and through the school.
silent image to her prepared spells and can cast invisibility and Xadia returns to her friends shortly after.
greater invisibility once per day each while wearing her Shroud
of Oblivion.

170
Onto the main test of her skill as a Shrouded Arts wizard: Xadia
1030 Hours is to remain invisible while concentrating on an illusion spell.
Xadia can cast silent image ine (in fact, better than ine -- she's a
Xadia talks for too long with her friends and arrives a few
prodigy, which is why she was chosen for the Shrouded Arts).
minutes late to her illusions class. The whole class is silent and
However, after escaping from the inquisitor, she can't cast any
Xadia's cheeks burn with embarassment as everyone just
invisibility spells anymore. She asks Master Sellistraneth to pass
silently stares at her, judging her. Even the teacher won't begin
her anyway, as she knows the trick answer: greater invisibility
his lesson until she has sat down. Or ... after she has sat down. In
doesn't require concentration, so she can have it active while
fact, everyone is still staring at her. She nudges the girl sitting
also casting other spells. Doesn't that count for something?
beside her only to ind that the girl is an illusion. Everyone is an
No. If Xadia knew the answer to the test, she shouldn't have
illusion. The entire class is illusory.
used greater invisibility earlier in the day. Preparation is what
Turns out the class had been studying the spell silent image
separates a wizard from other spellcasters. A wizard must
and the teacher, a good-natured human illusionist named
anticipate the spells they need and make sure that they are
Master Grotto, used Xadia's lack of punctuality as an
available at the critical moment. This is even more important for
opportunity to get the class to practice their technique. They all
the Shrouded Arts, which must be concealed at all costs. Xadia
emerge from another room laughing and clapping each other on
may have known the answer, but she has failed the test.
the back for a job well done. Xadia casts minor illusion to
generate a banshee's wail which stops the class in their tracks.
Master Grotto gives her a wink and a thumbs up, and the class 1530 Hours
resumes as normal. Xadia is called to the headmaster's of ice. Headmaster Brickshan
is an old human archmage whose eyes lash with different
1300 Hours colours depending on his mood. In his of ice, Inquisitor Shane
presents the amulet as proof of Xadia's subversive ways. The
The academy's lunch break is quite long. Xadia eats with her
headmaster asks Xadia to con irm that the amulet is magical and
friends then heads off to touch base with Master Sellistraneth
Xadia, trusting in her master, con idently claims that it is not. It
again, but on the way, she is stopped by two of the school's many
is a family heirloom.
templars, plus their boss, a human inquisitor named Henry
Headmaster Brickshan casts identify on the amulet and, sure
Shane. Shane interrogates Xadia about where she has been all
enough, inds that it is nonmagical. He returns it to Xadia and
day, and Xadia, unable to conceal her nervousness, triggers the
dismisses her. As Xadia leaves, she can hear the headmaster and
inquisitor's Unerring Eye. He searches her and inds the amulet
the inquisitor getting into a screaming match about respecting
of proof against detection and location. Unsure about what the
the poor students of this ine establishment.
amulet does, he pulls his two templars to the side to discuss the
matter with them, and Xadia takes the opportunity to cast
greater invisibility on herself and escape. 1600 Hours
The students are free for the rest of the day. Xadia rejoins her
1400 Hours friends and they play card games, study homework, practice
cantrips, and gossip about other students. They have dinner,
The inal class of the day is a short aptitude test on what the
resume their activities, and head back to their dormitories to go
students have learned in the morning. Xadia arrives a little bit
to sleep.
early, still shaken from her encounter with the templars. When
everyone else arrives and the test is passed out, she can't think
clearly enough to answer the trick questions and is reasonably 2130 Hours
certain she failed. She complains to her friends about how hard
Xadia tosses and turns for hours until, inally, she goes to sleep.
the test was afterwards, but they claim it was actually quite easy
Some days she wishes she could avoid setting an alarm and just
today, making her feel even worse.
sleep in as long as she wants. Tomorrow will not be that day.
There is much yet to learn.
1500 Hours
Xadia slips into the secret passageway and meets with Master Con lict
Sellistraneth. She can't help but burst into tears about losing the
The party might come into con lict with the Orimorts Academy
amulet that her master gave her. Sellistraneth says it was
in the following ways.
actually a fake amulet with no magical power. Didn't Xadia think
to cast identify on it? No matter. The amulet being con iscated is
21 Levitate Street
necessary to reduce the templar's control, as it will go
The party is tasked with identifying Shrouded Arts wizards in
unfavourably with the headmaster that they terrorised a young
the academy, as well as inding and con iscating any and all
student and stole her precious amulet passed down for
Shrouds of Oblivion. To do so, they must pose as students so as
generations in her family. Isn't that right, Xadia? It's an old
not to raise suspicion and risk the subversive wizards going into
family heirloom, isn't it? Xadia just nods.
hiding. It's an undercover mission.

171
Bladesingers (SCAG)
There exists a community of elves who believe that martial Red Tiger Bladesinger
mastery and arcane mastery are fundamentally interlinked. Medium humanoid (elf), any alignment
Master over the body equals mastery over the mind. These
bladesingers, as they're called, wield weapons according to their Armor Class 21 (studded leather)
af iliated faction and literally carve their spells out of the air. Hit Points 78 (12d8 + 24)
Included is a Red Tiger bladesinger. Your NPC bladesinger Speed 40 ft.
might be af iliated with a different bladesinger faction and as a
result wield a different weapon, such as a whip or a longsword.
It uses its Dexterity for any one-handed melee weapon it wields.
STR DEX CON INT WIS CHA
Changing the bladesinger's weapon does not affect its challenge 10 (+0) 20 (+5) 15 (+2) 18 (+4) 13 (+1) 15 (+2)
rating.
Saves Con +5
Lion Bladesinger Skills Acrobatics +8, Perception +4, Performance +8
Senses darkvision 60 ft., passive Perception 13
Languages Elvish plus any two languages
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ., Challenge 5 (1,800 XP)
one target. Hit: 13 (1d8 + 9) slashing damage.
Bladesong. While the bladesinger isn't wearing Medium
or Heavy armor or using a shield, its AC includes its
Eagle Bladesinger Intelligence modifier, and it has advantage on
Cons tu on saving throws made to maintain
concentra on on a spell.
Handaxe. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 . or range 20/60 ., one target. Hit: 12 (1d6 + Fey Ancestry. The bladesinger has advantage on saving
9) slashing damage. throws against being charmed, and magic can't put it to
sleep.
Raven Bladesinger Spellcasting. The bladesinger is a 5th-level spellcaster. It
spellcas ng ability is Intelligence (spell save DC 15, +7
to hit with spell a acks). It has the following wizard
War Pick. Melee Weapon Attack: +8 to hit, reach 5 ., spells prepared.
one target. Hit: 13 (1d8 + 9) piercing damage. Cantrips (at will): gust, mending, prestidigitation, ray of
frost
1st Level (4 slots): color spray, expditious retreat, false
Viper Bladesinger life, find familiar, shield
2nd Level (3 slots): cloud of daggers, hold person,
mirror image, misty step, see invisibility, spider climb
Whip. Melee Weapon Attack: +8 to hit, reach 10 ., one 3rd Level (2 slots): counterspell, fly, haste
target. Hit: 11 (1d4 + 9) slashing damage.
Victorious Blades. The bladesinger's melee weapon
a acks are magical, and it adds its Intelligence modifier
to the weapon's damage (included in the a ack). The
bladesinger can also use its Dexterity to wield one-
handed weapons that aren't heavy.

Ac ons
Multiattack. The bladesinger makes two a acks with its
scimitar.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 .,
one target. Hit: 12 (1d6 + 9) slashing damage.

172
Chronomancer Chronomancer
(TehlalTheAllTelling) Medium humanoid (any race), any alignment
Manipulators of time, a chronomancer takes on an appearance
that sparks pity to fool any who underestimate them. They often Armor Class 13 (16 with mage armor)
have an eccentricity that can indicate their unfamiliarity with
Hit Points 81 (18d8)
Speed 30 ft.
the way that time passes for other beings. You can roll randomly
to determine your chronomancer's eccentricity, or pick from the
following list (reprinted from the class document). STR DEX CON INT WIS CHA
This wizard studies the school of Chronomancy.
10 (+0) 16 (+3) 11 (+0) 17 (+3) 13 (+1) 11 (+0)
Chronomancer Eccentrici es
d6 Eccentricity Skills Arcana +6, History +6
Senses passive Perception 11
The chronomancer looks significantly younger or older Languages any two languages
1
than they are. Challenge 6 (2,300 XP)
The chronomancer always reports the me with the
2 Improved Ready Action. The chronomancer can take the
fullest amount of informa on.
Ready ac on as a bonus ac on. The chronomancer
3 The chronomancer gets their tenses mixed up very easily.
does not require concentra on to ready a spell using
The chronomancer uses "month" and "minute" the Ready ac on.
4
interchangeably.
Reactive. The chronomancer can take two reac ons
Some mes the chronomancer's beard or fingernails are each round, rather than one.
5 shorter at the end of the day than they were in the
morning. Spellcasting. The chronomancer is an 18th-level
spellcaster. Its spellcas ng ability is Intelligence (spell
The chronomancer is either very pa ent or very save DC 14, +6 to hit with spell a acks). It has the
6 impa ent, and some mes one a er the other following wizard spells prepared:
interchangeably.
Cantrips (at will): blade ward, true strike
1st level (4 slots): longstrider, mage armor, magic
missile, shield, sleep, snare, unseen servant
2nd level (3 slots): blur, continual flame, gentle repose,
hold person
3rd level (3 slots): clairvoyance, counterspell, dispel
magic, haste, slow
4th level (3 slots): arcane eye
5th level (3 slots): dream, far step, hold monster,
modify memory, scrying
6th level (1 slot): contingency, true seeing
7th level: (1 slot): delayed blast fireball, simulacrum,
time stop (considered to be a 7th-level spell)
8th level (1 slot): clone, mind blank, power word stun
9th level (1 slot): foresight

Ac ons
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach
5 ., one target. Hit: 1 bludgeoning damage.

Reac ons
Chronostasis (Recharges after a Short or Long Rest).
When the chronomancer takes damage, it can cast
either haste targe ng itself or slow centred on itself
(excluding itself from the area of effect) without
expending a spell slot or using components for either. If
it does so, the chronomancer does not need to
concentrate on either spell.
Drift Together. When a creature the chronomancer can
see casts time stop, the chronomancer can also cast
time stop if it can, expending a spell slot and using
components as normal. While time stop is ac ve for
both the target and the chronomancer, their turns
alternate star ng at the top of ini a ve.

173
Hemomancer (DAPC)
Hemomancers use forbidden blood magic to conduct dark
rituals.
This wizard studies the school of Hemomancy.

Necromancer, VGM pg. 217


The necromancer from Volo's Guide to Monsters is suf icient
to represent this subclass. You can add the following traits to get
across the lavour of a hemomancer.

Blood Pact. The hemomancer can reduce its hit points by 5


to cast a spell of irst level without expending a spell slot. It
can cast spells at higher level using this trait, but it must
expend an additional 5 hit points for each level of the spell
above 1st.
Deepen Wound. When the hemomancer hits a creature that
is below its hit point maximum with a spell, the creature
takes an additional 5 (1d10) necrotic damage.

These traits do not increase the challenge rating.

174
Inventor (UA)
Inventors hole themselves up in complicated suits of armor Inventor
bolstered by hundreds upon hundreds of runes that give the Medium humanoid (any race), any alignment (usually
inventor unmitigated protection and power at the expense of chaotic)
control over one's own magic.
This wizard studies the school of Invention. Armor Class 15 (arcanomechanical armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 14 (+2) 19 (+4) 10 (+0) 17 (+3)

Skills Arcana +6, Persuasion +5, Tinker's Tools +6


Senses passive Perception 10
Languages any three languages
Challenge 4 (1,100 XP)

Antimagic Susceptibility. The inventor is incapacitated


while it wears its armor in the area of an antimagic
field. If targeted by dispel magic while wearing its
armor, the inventor must succeed on a Cons tu on
saving throw against the caster's spell save DC or
become incapacitated for 1 minute.
Reckless Spellcasting. The inventor is a 4th-level
spellcaster. Its reckless spellcas ng ability is Intelligence
(spell save DC 14, +6 to hit with spell a acks). When the
inventor casts a spell, it rolls a d10 twice from the list of
cantrips or the list of spells of the same level of the
spell slot consumed and chooses either result. If the
inventor rolls a 10 and chooses to roll again, it can cast
both of the new results, but if either of the new results
are 10, it wastes the ac on and the spell slot. It knows
the following wizard spells.
Cantrips (at will): 1: acid splash, 2: chill touch, 3: fire
bolt, 4: light, 5: poison spray, 6: ray of frost, 7: sacred
flame, 8: shocking grasp, 9: thorn whip, 10: roll again

1st level (4 slots): 1: burning hands, 2: chromatic orb,


3: color spray, 4: faerie fire, 5: false life, 6: fog cloud,
7: jump, 8: magic missile, 9: thunderwave, 10: roll
again

2nd level (3 slots): 1: blur, 2: darkness, 3:


enlarge/reduce, 4: gust of wind, 5: invisibility, 6:
levitate, 7: Melf's acid arrow, 8: scorching ray, 9:
shatter, 10: roll again

Ac ons
Arcanomechanical Blast. Ranged Spell Attack: +6 to hit,
range 30 ., one target. Hit: 5 (2d4) force damage.

175
Lore Master (UA)
Lore masters prefer theory over practice. Although they have Lore Master
fought fewer battles and cast fewer spells overall than some of Medium humanoid (any race), any alignment
their contemporaries, particularly war wizards, the lore masters
know enough about the mechanics behind spellcasting that they Armor Class 12 (15 with mage armor)
can change the very nature of spells themselves. Hit Points 99 (18d8 + 18)
This wizard studies the school of Lore Mastery. Speed 30 ft.

Altering Spells STR DEX CON INT WIS CHA


Lore masters can change the damage type and saving throw of 8 (-1) 15 (+2) 12 (+1) 19 (+4) 9 (-1) 8 (-1)
their spells. A number of suggestions of how to thematically
adjust ireball are included below. You can use your own ideas Skills Arcana +8, History +8, Nature +8, Religion +8
for other ability scores or spells. Senses passive Perception 9
Languages any six languages
Cons tu on Saving Throw (Physical Effects) Challenge 6 (2,300 XP)
Damage Type Descrip on
Acid A popping bubble of acid Elemental Secrets (1/Turn). When the lore master deals
acid, cold, fire, force, lightning, necro c, radiant, or
Cold A cloud of chilling rain thunder damage, it can subs tute that damage type
Fire A box that fills with shimmering heat with one other type from that list.
Force Magical energy yanked out of the body Secrets of the Body and Mind (Recharges after a Short or
Lightning Two rota ng magne c stones Long Rest). When the lore master casts a spell that
forces the target to make a saving throw, the lore
Necro c Each creature ages 10 years master can change the saving throw from one ability
Radiant The clouds part and blast sunrays score to another of its choice.
Thunder Deafening sound Spellcasting. The lore master is a 6th-level spellcaster. Its
spellcas ng ability is Intelligence (spell save DC 15, +7
to hit with spell a acks). It has the following wizard
Intelligence Saving Throw (Unknown Interac ons) spells prepared.
Damage
Type Descrip on Cantrips (at will): fire bolt, mage hand, poison spray,
prestidigitation
Clear liquid spreads across the ground 1st level (4 slots): charm person, expeditious retreat,
Acid
(hydrochloric acid) identify, illusory script, mage armor, thunderwave,
Cold Slow, lazy fog fills the area (liquid nitrogen) unseen servant
2nd level (3 slots): arcane lock, detect thoughts,
Orange goop sprays and s cks to everything it
Fire invisibility, knock, locate object, see invisibility, shatter
touches (napalm)
3rd level (3 slots): counterspell, clairvoyance, fireball,
A speck of dust spins around the group, speeding sending
Force
up (par cle accelerator)
Lightning A so , felt carpet (sta c shock) Ac ons
Necro c A strange patch of mould (flesh-ea ng bacteria) Pencil. Melee Weapon Attack: +2 to hit, reach 5 ., one
A single green rock lands in the middle of the target. Hit: 1 piercing damage.
Radiant
group (uranium)
A small humming device rolls towards a black box
Thunder
(amplifier and feedback loop)

Wisdom Saving Throw (Inflicted Curses)


Damage Type Descrip on
Acid Nausea
Cold Hypothermia
Fire Heatstroke
Force Internal bleeding
Lightning Stroke
Necro c Runny nose, sore throat
Radiant Sunburn
Thunder Heart a ack

176
Reawakener (DAPC)
Reawakeners are dual practitioners of necromancy and
conjuration, taking the souls of creatures they have slain and
turning those souls against their former allies.
This wizard studies the school of Reawakening.

Conjurer, VGM pg. 212


Necromancer, VGM pg. 217
The conjurer or necromancer statblock from Volo's Guide to
Monsters is suf icient to represent this subclass. In addition, you
can choose up to 3 monsters that the reawakener has previously
defeated in combat, adding them to the encounter and giving
them the following template.

Reawakened Monster Template


The monster replaces its creature type with undead.
The monster losees its multiattack feature.
The monster's maximum hit points equal the mage's
maximum hit points.
The monster replaces its movement speed with ly 30 ft.
(hover).
The monster gains immunity to necrotic and poison damage.
The monster gains immunity to the charmed, exhaustion,
frightened, grappled, paralyzed, petri ied, poisoned, prone,
and restrained conditions.
Incorporeal Movement. The monster can move through
other creatures and objects as if they were dif icult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an
object.
Spectral Weapons. The monster's weapon attacks are
magical and deal force damage instead of their regular
damage type.

177
Scholarly Wizards (PHB) Wizard Companions
These wizards study the schools of Abjuration, Conjuration, A wizard might have companions that follow it around and do
Divination, ENchantment, Evocation, Illusion, Necromancy, and its bidding, willingly or otherwise. They are listed here for easy
Transmutation. reference while building your wizard encounters.

Abjurer, VGM pg. 209 Familiars


Abjurers use magic to protect those who cannot fend for Familiars are loyal servants that assist the wizard in arcane
themselves. They are often employed as champions to defeat matters and rituals.
other wizards.
Crawling Claw, MM pg. 44
Conjurer, VGM pg. 212 Gazer, VGM pg. 126
Conjurers create something out of nothing and bind the spirits Faerie Dragon, MM pg. 133
of extraplanar beings to their will. Imp, MM pg. 72
Pixie, MM pg. 253
Diviner, VGM pg. 213 Pseudodragon, MM pg. 254
The future is a limitless haze to most people, but to a diviner, it Quasit, MM pg. 63
is a certainty. Spectator, MM pg. 30
Sprite, MM pg. 283
Enchanter, VGM pg. 213
Enchanters and enchantresses are infamous for the hold they Guardians
take over another's will. Guardians are beings that wizards employ (or coerce) into their
service for physical protection.
Evoker, VGM pg. 214 Animated Armor, MM pg. 19
Explosive and vibrant, evokers are the artillery of any magical
Flying Sword, MM pg. 20
war, annihilating their enemies with destructive blasts.
Guard Drake, VGM pg. 158
Shield Guardian, MM pg. 271
Illusionist, VGM pg. 214 Skeleton, MM pg. 272
Illusionists don't actually exist. They're a myth.
Zombie, MM pg. 316
Necromancer, VGM pg. 217 Other Employees
Necromancers have a stereotype for committing nasty deeds.
For extra fun, your wizard can employ any humanoid of CR 3 or
Their stereotype is earned, unfortunately.
lower, in this document or from the Monster Manual or Volo's
Guide to Monsters. Humanoids of CR 1/4 or lower are usually
Transmuter, VGM pg. 218 paid about 2 sp per day, while more powerful or skilled
Transmuters look at the state the world is in and whisper to
humanoids insist on being paid 2 gp or more for a day's work.
themselves, "No. That simply shall not do."
Monstrous humanoids such as orcs and kobolds will probably
require another form of payment from their wizard employer,
such as land, resources, or license to kill and plunder as they
wish.

178
Shrouded Wizard (SargeBriar)
The shrouded arts of magic are not taught using textbooks. Shrouded Wizard
Prospective learners must irst prove themselves among the Medium humanoid (any race), any alignment
best and brightest among their classes, at which point they are
handpicked by a master to learn new techniques and spells Armor Class 13
through rote memorisation alone. This allows the wizards to be Hit Points 54 (12d8)
more effective spies, in litrators, and assassins. Speed 30 ft.
This wizard studies the school of Shrouded Arts.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 10 (+0) 20 (+5) 15 (+2) 14 (+2)

Skills Arcana +7, Deception +4, Stealth +5


Senses passive Perception 12
Languages any four languages
Challenge 4 (1,100 XP)

Shrouded Arts. The wizard requires no spellbook,


commi ng its spells to memory instead. It can replace
any verbal components of its spells with soma c
components instead.
Shroud of Oblivion. The wizard wears a magical shroud
that grants it certain innate spellcas ng abili es. The
wizard's innate spellcas ng ability is Intelligence (spell
save DC 15, +7 to hit with spell a acks). It can cast the
following spells innately, using the shroud as its focus.
At will: disguise self, nondetection
3/day each: greater invisibility, modify memory
1/day each: mind blank, Nystul's magic aura
Spellcasting. The wizard is a 10th-level spellcaster. The
wizard's spellcas ng ability is Intelligence (spell save DC
15, +7 to hit with spell a acks). It knows the following
wizard spells.
Cantrips (at will): dancing lights, friends, minor illusion,
prestidigitation
1st level (4 slots): charm person, color spray, fog cloud,
illusory script, silent image, sleep, Tasha's hideous
laughter, unseen servant
2nd level (3 slots): arcane lock, darkness, detect
thoughts, hold person, invisibility, knock, phantasmal
force, rope trick, suggestion
3rd level (3 slots): bestow curse, blink, counterspell,
enemies abound, glyph of warding, tiny servant
4th level (3 slots): arcane eye, charm monster,
confusion, dimension door, phantasmal killer
5th level (2 slots): dominate person, dream, geas,
mislead, scrying, seeming

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

179
Theurge (UA)
The gods of magic don't always compel their followers to be Theurge
clerics. Sometimes, a god is more esoteric in nature and needs to Medium humanoid (any race), any alignment
be studied, not just believed. Just as arcana clerics bring in
elements of wizardry into their magic, theurges bring in Armor Class 12
elements of the clergy. Hit Points 66 (12d8 + 12)
This wizard studies the school of Theurgy. Speed 30 ft.

Gods of the Theurgy STR DEX CON INT WIS CHA


Azuth, God of Wizards 10 (+0) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 10 (+0)
Followers ind their homes piling up with books of arcane
knowledge they have no recollection of acquiring. Saves Con +4
Skills Arcana +5, Religion +5
Deneir, God of Writing Senses passive Perception 12
Followers often carry a quill pen that never seems to run out of Languages Celestial plus any two languages
ink, and their packs are always illed with paper. Challenge 2 (450 XP)

Leira, Goddess of Illusion Knowledge of the Ages (Recharges after a Short or Long
Followers have a knack for spotting illusions and tend to Rest). As a bonus ac on, the theurge chooses one skill
examine their world in more detail. or tool and gains proficiency in it un l they use this
ability again.
Mystra, Goddess of Magic Spellcasting. The theurge is a 4th-level spellcaster. Its
Opposing magic always seems to just barely miss followers. spellcas ng ability is Intelligence (spell save DC 13, +5
They're just outside of the blast of a ireball, or the eldritch blast to hit with spell a acks). It has the following wizard and
strikes their ally instead, or a paladin decides to use his words cleric spells prepared.
rather than a zone of truth.
Cantrips (at will): light, mage hand, minor illusion,
prestidigitation, sacred flame, thaumaturgy
Oghma, God of Knowledge 1st level (4 slots): alarm, charm person, command,
Followers are occasionally struck by facts they would have had feather fall, identify, protection from evil and good,
no way of iguring out on their own. thunderwave, unseen servant
2nd level (3 slots): augury, blindness/deafness, gentle
Savras, God of Divination and Fate repose, hold person, magic mouth, scorching ray,
Keen observers know to avoid a room that a follower refuses to suggestion
walk into.
Ac ons
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.
Read Thoughts. The theurge targets one creature it can
see within 60 feet of it. The target must make a DC 13
Wisdom saving throw. On a successful save, the target is
immune to this effect for 24 hours. On a failed save, for
1 minute, the theurge can read the target's surface
thoughts while it is within 60 feet of the theurge.
During that me, the theurge can use its ac on to end
the effects and cast suggestion without spending a
spell slot; the target automa cally fails its saving throw
against suggestion.

180
War Wizard (XGE)
War wizards are bored senseless by the academic pursuits of War Wizard
their cohorts and believe warfare to be the true inal exam of Medium humanoid (any race), any alignment
any self-respecting arcane scholar.
Armor Class 12 (15 with mage armor)
Hit Points 72 (16d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1)

Senses passive Perception 11


Languages any two languages
Challenge 10 (5,900 XP)

Combat Caster. The wizard has advantage on


Cons tu on saving throws made to maintain
concentra on on a spell. While the wizard maintains
concentra on on a spell, it has a +3 bonus to AC and all
saving throws.
Spellcasting. The wizard is a 6th-level spellcaster. The
wizard's spellcas ng ability is Intelligence (spell save DC
16, +8 to hit with spell a acks). It has the following
wizard spells prepared.
Cantrips (at will): blade ward, fire bolt, mending,
shocking grasp
1st level (4 slots): absorb elements, expeditious retreat,
feather fall, fog cloud, grease, mage armor, magic
missile, protection from evil and good
2nd level (3 slots): blur, darkness, earthbind, invisibility,
pyrotechnics, web
3rd level (3 slots): blink, counterspell, dispel magic,
fireball, fly, protection from energy

Ac ons
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.

Reac ons
Arcane Deflection. When the wizard is hit by an a ack
or it fails a saving throw, it can use its reac on to gain a
+3 bonus to its AC against that a ack or a +6 bonus to
that saving throw. Addi onally, up to three creatures of
the wizard's choice that it can see within 60 feet of it
each take 10 (4d4) force damage.

181
Arti icers

F
or arti icer lavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
wizard academies to suit arti icers. Alchemist
Medium humanoid (any race), any alignment

Armor Class 13
Hit Points 63 (14d8)
Alchemist (UA) Speed 30 ft.
Not all magic is conducted through books. Sometimes, the true
potential of magic can only be unlocked through rigorous STR DEX CON INT WIS CHA
experimentation unchained by the puritanical concerns of 12 (+1) 17 (+3) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
"ethics" or "common decency".
While most spellcasters conjure forth spells from the aether, Skills Alchemist's Supplies +8, Herbalism Kit +5
alchemists instead use tools and physical objects to produce the Damage Resistances acid, poison
effects (though the result is still magical in nature). An acid Condition Immunities poisoned
splash may literally be a vial of magical acid chucked at a foe. Senses passive Perception 11
Invisibility might be an array of mechanical scales covering the Languages any two languages
alchemist that mimic the environment around them. Identify Challenge 2 (450 XP)
might involve a set of miniature drones that hover above the
item, scanning it with their mechanical eyeballs before reporting Innate Spellcasting. The alchemist's innate spellcas ng
back. Imagination is key to getting across how an alchemist ability is Intelligence (+6 to hit with spell a acks, spell
differentiates its spellcasting from wizards. save DC 14, +6 to hit with spell a acks). The alchemist
Most alchemists have created for themselves a homunculus to can cast the following spells innately.
function as their familiar, as per the familiar sidebar on the
4/day: lesser restoration
homunculus page in the Monster Manual. 1/day: greater restoration
Spellcasting. The alchemist is a 4th-level spellcaster. The
alchemist's spellcas ng ability is Intelligence (spell save
DC 14, +6 to hit with spell a acks). The alchemist knows
the following ar ficer spells.
Cantrips (at will): acid splash, prestidigitation
1st level (4 slots): alarm, detect magic, grease, identify,
purify food and drink, ray of sickness
2nd level (3 slots): alter self, invisibility, magic mouth,
Melf's acid arrow, spider climb, web

Ac ons
Multiattack. The alchemist makes two a acks with its
compound hand crossbow. It can replace one of these
a acks with its Po on Vial ac on.
Compound Hand Crossbow. Ranged Weapon Attack: +6
to hit, range 30/120 ., one target. Hit: 7 (1d6 + 4)
piercing damage. This crossbow does not have the
loading property of crossbows and does not need to be
reloaded between a acks. This is a +1 magic weapon.
Potion Vial. Ranged Weapon Attack: +5 to hit, range
15/40 ., one target. Hit: The target and all other
creatures within 5 feet of the target take 10 (3d6)
damage of a type of the alchemist's choosing. The type
can be acid, cold, fire, poison, or lightning.

182
Artillerist (UA)
Many wizards see magic as an opportunity to do good in the Artillerist
world. Artillerists would call them naive. Every use of magic is Medium humanoid (any race), any alignment
just a roundabout way to cause destruction and death. Why not
embrace that and just start with the mindset of blowing Armor Class 13
everything to smithereens? Hit Points 63 (14d8)
Artillerists use arcane turrets in battle. The arcane turret is Speed 30 ft.
included here as a statblock for reference.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
Arcane Turret
Medium construct, unaligned Skills Tinker's Tools +8, Woodcarver's Tools +6,
Smith's Tools +6
Armor Class 18 (natural armor) Senses passive Perception 11
Hit Points 31 (7d8) Languages any two languages
Speed 15 ft., climb 15 ft. Challenge 2 (450 XP)

Arcane Turret. As a bonus ac on, the ar llerist can


STR DEX CON INT WIS CHA summon an arcane turret, which appears within 5 feet
of it and acts on the ar llerist's ini a ve. The turret
10 (+0) 10 (+0) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
lasts un l it is dismissed by the ar llerist as a bonus
ac on or un l 10 minutes have passed. The ar llerist
Damage Immunities poison, psychic can have up to 3 turrets summoned at once.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, Spellcasting. The alchemist is a 4th-level spellcaster. The
petrified, poisoned, stunned, unconscious ar llerist's spellcas ng ability is Intelligence (spell save
Senses passive Perception 5 DC 14, +6 to hit with spell a acks). The ar llerist knows
Languages understands the languages of its creator but the following ar ficer spells.
can't speak
Cantrips (at will): firebolt, mending
Challenge 1 (200 XP)
1st level (4 slots): expeditious retreat, false life,
longstrider, shield, shield of faith, thunderwave
Arcane Repairs. If mending is cast on the turret, it 2nd level (3 slots): blur, continual flame, enhance
regains 10 (3d6) hit points. ability, heat metal, scorching ray, shatter

Ac ons Ac ons
Flamethrower. The turret exhales fire in a 15-foot cone. Multiattack. The ar llerist makes two a acks with its
Each creature in the area must make a DC 14 Dexterity compound hand crossbow.
saving throw, taking 9 (2d8) fire damage on a failed save
or half as much damage on a successful one. The fire Compound Hand Crossbow. Ranged Weapon Attack: +6
ignites any flammable objects in the area that aren't to hit, range 30/120 ., one target. Hit: 7 (1d6 + 4)
being worn or carried. piercing damage. This crossbow does not have the
loading property of crossbows and does not need to be
Force Arrow. Ranged Spell Attack: +6 to hit, range 120 reloaded between a acks. This is a +1 magic weapon.
., one target. Hit: 13 (3d8) force damage, and if the
target is a creature, it is pushed up to 5 feet away from
the target.
Detonation. Each creature within 10 feet of the turret
must make a DC 14 Dexterity saving throw, taking 14
(4d6) force damage on a failed save or half as much
damage on a successful one. The turret is destroyed.

183
Attuner (UA)
Spells are ephemeral. Items are not. Attuners mutilate the weave Attuner
until it lets them take more than most are allowed to handle, Medium humanoid (any race), any alignment
folding and tearing it even beyond that until it generates
clockwork monstrosities and explosive weapons for them as Armor Class 12
well. Hit Points 66 (12d8 + 12)
This arti icer doesn't conform to a speci ic specialisation, but Speed 30 ft.
can be used to represent a lavour of arti icers in general.

STR DEX CON INT WIS CHA


Attuner Inventory 12 (+1) 15 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0)
Your NPC attuner might have magical items on their person that
don't factor into their combat statblock. Roll 1d6 on the table of Skills Smith's Tools +5, Tinker's Tools +5
Attuner Inventory, then randomly determine which items from Senses passive Perception 10
the given lists the arti icer might have on them. Languages any three languages
You can also have the attuner be attuned to the magic items Challenge 3 (700 XP)
and use them in battle. Keep in mind that the challenge rating
doesn't account for magic items held by the attuner. Superior Attunement. The a uner can a une to four
magic items maximum, instead of three.
A uner Inventory
d6 Loot Ac ons
1 a set of broken tools Thunder Cannon. Ranged Weapon Attack: +4 to hit,
2 1 trinket range 150/500 ., one target. Hit: 9 (2d6 + 2) piercing
damage plus 7 (2d6) thunder damage. This is a magic
3 2d4 trinkets weapon.
4 1 trinket plus 1 uncommon magic item
Blast Wave (Recharge 5-6). The a uner releases energy
5 1d4+1 uncommon magic items from its cannon in a 15-foot cone. Each creature in the
6 1 rare magic item cone must succeed on a DC 13 Strength saving throw or
take 14 (4d6) thunder damage and be pushed 10 feet
away from the a uner.

Mechanical Servant Reac ons


Large construct, Lawful Neutral Aid Me, Servant! When a creature targets the a uner
with a melee a ack and the a uner's mechanical
Armor Class 12 (natural armor) servant is within 5 feet of the creature, the a uner can
Hit Points 45 (5d10 + 18) command its mechanical servant to make a melee
Speed 40 ft. weapon a ack against that creature. The mechanical
servant's a ack hits before the target creature's a ack.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2)
Suggested Magic Items
Different attuners could have vastly different magic items
Damage Immunities poison depending on their preferred tactics in battle.
Condition Immunities charmed, poisoned For an attuner that focuses on mobility, use the following
Senses darkvision 30 ft., passive Perception 11 magic items.
Languages understands the languages of its creator but
can't speak Boots of Striding and Springing
Challenge 2 (450 XP) Eyes of the Eagle
Necklace of Adaptation
Ring of Jumping
Ac ons For an attuner that focuses on stealth, use the following magic
Multiattack. The servant makes two a acks: one with its items.
slam and one with its slash.
Amulet of Proof Against Detection and Location
Slam. Melee Weapon Attack: +7 to hit, reach 5 ., one
Cloak of Elvenkind
target. Hit: 9 (1d8 + 5) bludgeoning damage.
Hat of Disguise
Slash. Melee Weapon Attack: +7 to hit, reach 5 ., one Slippers of Spider Climbing
target. Hit: 12 (2d6 + 5) slashing damage.

184
Blood Hunters

F
or blood hunter lavour similar to the twelve
primary Dungeons and Dragons classes, you can
adapt the ranger watches to suit blood hunters. Ghostbane Blood Hunter
Medium humanoid (any race), any alignment

Armor Class 16 (half plate)


Hit Points 112 (15d8 + 45)
Ghostbane Blood Hunter (Matt Speed 30 ft.

Mercer) STR DEX CON INT WIS CHA


The process of becoming a blood hunter and steeling oneself
against evil can take a blood hunter close to death. The
16 (+3) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
imbibement of the hunter's bane, a ritual sacred to the blood
hunters, can induce a state that is indistinguishable, for a Skills Insight +6, Intimidation +4, Survival +6
moment, from death itself. Many blood hunters embrace this
Senses truesight 60 ft., passive Perception 12
Languages any one language
aspect of their identity and seek to untether their souls from
Challenge 9 (5,000 XP)
their body to ight on past the darkness.
As a note, the blood hunter's spirit, a ghost, has a +5 to hit
Beyond Death. When the blood hunter is reduced to 0
with the rite scythe, and the scythe is a melee spell attack,
hit points, it falls unconscious and its spirit rises from its
appearing as a spectral weapon. body. Its spirit is a ghost that replaces its ac ons with
only the Rite Scythe a ack. If the blood hunter dies, its
spirit also dies, and vice versa. If the spirit reduces a
creature to 0 hit points, the blood hunter regains 9
(2d8) hit points. The blood hunter's spirit immediately
returns to its body if the blood hunter wakes up by any
means.
Hunter's Bane. The blood hunter has advantage on
Wisdom (Survival) checks to track fey, fiends, and
undead, and on Intelligence checks to recall informa on
about them.

Ac ons
Multiattack. The blood hunter makes three a acks with
its rite weapon.
Rite Scythe. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 12 (2d8 + 3) slashing damage plus 4
(1d8) necro c damage plus 4 (1d8) radiant damage. If
the damage reduces a creature to 0 hit points, the
blood hunter regains 9 (2d8) hit points. This is a magic
weapon.

Reac ons
Blood Curse of the Fallen Puppet. When an ally of the
blood hunter is reduced to 0 hit points while within 30
feet of it, the blood hunter can give the creature a final
act of aggression. Before it falls unconscious or dies, the
ally can make one weapon a ack against a target of the
blood hunter's choice within weapon range.

185
Lycan Blood Hunter (Matt
Mercer) Lycan Blood Hunter
Medium humanoid (any race, shapechanger), any
Blood hunters that embrace the aspect of the wolf in their alignment
rituals are among the most feared and the least trusted of their
order. Some turn to the order as penance for atrocities Armor Class 17 (half plate)
committed while under the in luence of the full moon, in an Hit Points 112 (15d8 + 45)
attempt to do enough good in the world to counteract the bad. Speed 40 ft.
Others deliberately undergo a ceremony to in lict lycanthropy
upon themselves, seduced by the potential it brings them.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 17 (+3) 8 (-1)

Skills Insight +6, Intimidation +5, Survival +6


Damage Resistances bludgeoning, piercing, and
slashing damage from weapons that aren't silvered
Senses passive Perception 12
Languages any one language
Challenge 6 (2,300 XP)

Hunter's Bane. The blood hunter has advantage on


Wisdom (Survival) checks to track fey, fiends, and
undead, and on Intelligence checks to recall informa on
about them.
Keen Hearing and Smell. The blood hunter has
advantage on Wisdom (Percep on) checks that rely on
hearing or smell.
Lycan Resistance. The blood hunter's damage
resistances func on only while in its hybrid form.
Feral Desperation. While in hybrid form, the blood
hunter has advantage on ability checks and saving
throws using Strength, and it has a +2 bonus to melee
a ack and damage rolls (included in the a ack).
Pack Tactics. The blood hunter has advantage on a ack
rolls against a creature if at least one of its allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Shapechanger. The blood hunter can use its bonus
ac on to polymorph into a wolf-humanoid hybrid, or
back into its true form, which is humanoid. Its sta s cs
are the same in each form. Any equipment it is wearing
or carrying isn't transformed. It reverts to its true form
if it dies.

Ac ons
Multiattack. The blood hunter makes two Rite Strikes.
Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +8 to hit, reach 5 . or range 20/60 ., one
target. Hit: 8 (1d6 + 5) piercing damage or 9 (1d8 + 5)
piercing damage if wielded with two hands to make a
melee a ack.
Rite Strike (Hybrid Form Only). Melee Weapon Attack:
+10 to hit, reach 5 ., one target. Hit: 16 (2d8 + 7)
slashing damage. This is a magic weapon a ack.

186
Mutant Blood Hunter (Matt
Mercer) Mutant Blood Hunter
Medium humanoid (any race), any alignment
Enchanted by the process of mutating their bodies in their
hunter's bane ritual, some blood hunters seek out new methods Armor Class 13 (half plate)
of mutating their bodies to suit their needs, side effects be Hit Points 112 (15d8 + 45)
damned. Speed 20 ft.

Other Mutations STR DEX CON INT WIS CHA


The blood hunter in this statblock has mutated its body in three
22 (+6) 6 (-2) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
ways: irst, it increased its maximum strength, but reduced its
dexterity in the process. Second, it gave itself the ability to
Skills Insight +5, Intimidation +3, Survival +5
regenerate at the cost of its top movement speed. Finally, it
Damage Immunities poison
allowed itself to ignore being grappled, paralyzed, or restrained,
Condition Immunities grappled, paralyzed, poisoned,
and it chose to ignore any side effects of this mutation using its restrained
strange metabolism. Senses passive Perception 12
The simplest way to change your blood hunter's mutations is Languages any one language
to change its speed to 30 ft., remove its reconstruction trait, and Challenge 5 (1,800 XP)
choose one of the following options to replace it. Using these
alternatives may affect the dif iculty of the blood hunter. Blood Curse of the Transfusion. As a bonus ac on, the
blood hunter can heal an allied creature within 30 feet
Muta on Effect Side Effect of it by 14 (4d6) hit points. The blood hunter takes
Aether Drain. The blood hunter damage equal to the hit points regained.
Speed 30 ., fly
Aether has disadvantage on ability checks
20 . Hunter's Bane. The blood hunter has advantage on
using Strength or Dexterity.
Wisdom (Survival) checks to track fey, fiends, and
Multiattack. The undead, and on Intelligence checks to recall informa on
blood hunter Cruel Punishment. The blood about them.
Cruelty makes three hunter has disadvantage on
a acks with its saving throws. Reconstruction. The blood hunter regains 5 hit points at
rite weapon. the start of its turn as long as it has more than 0 hit
points.
Sunlight Sensitivity. While in
Senses
Nighteye
darkvision 60
sunlight, the blood hunter has
disadvantage on a ack rolls, as
Ac ons
., passive
well as on Wisdom (Percep on) Multiattack. The blood hunter makes two a acks with its
Percep on 12
checks that rely on sight. rite weapon.
Weak Points. A acks made against Rite Greatsword. Melee Weapon Attack: +9 to hit, reach
Rapidity Speed. 45 . the blood hunter score a cri cal 5 ., one target. Hit: 13 (2d6 + 6) slashing damage plus
hit on a roll of 19 or 20. 4 (1d8) poison damage. This is a magic weapon.
Since the mutant blood hunter concocts slurries to mutate its
body, rather than the mutations being innate, the blood hunter
might have one or more of these mutations on its person as
potions that can be drunk by other creatures. Refer to the blood
hunter class mutagens for examples of how these potions might
affect a creature.
The rules for potions you pick up from a defeated mutant
blood hunter might be different to those in the class feature to
make for more interesting rewards. A creature must be a
humanoid of size Small or Medium to be affected by such a
potion. The creature both bene its from the effects and suffers
from the side effects. The effects and side effects last for 1
minute and are considered to be nonmagical. A creature can
discover the effects and side effects of such a potion given one
hour of study and a successful DC 20 Intelligence (Alchemist's
Tools) or Intelligence (Medicine) check.
Allies ighting alongside the mutant blood hunter might also
have some of the mutations active during a ight.

187
Profane Blood Hunter (Matt
Mercer) Profane Blood Hunter
Medium humanoid (any race), any alignment
Profane blood hunters make pacts with minor evils, a necessary
moral compromise to make in the face of greater threats. Armor Class 17 (half plate)
Hit Points 112 (15d8 + 45)
Profane Pacts Speed 30 ft.
The profane blood hunter in this statblock has made a pact with
a iend, such as an erinyes or a barlgura. As a result, its rite STR DEX CON INT WIS CHA
weapon deals ire damage and it has resistance to ire damage.
12 (+1) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
For other pacts, you can replace the damage resistance and the
damage in licted by its rite weapon with other types based on
Skills Insight +5, Intimidation +3, Survival +5
the creature it has made its pact with at your discretion. One of
Damage Resistances fire
its spells might also be swapped for a different spell depending
Senses passive Perception 12
on its pact. Some examples are listed below, none of which affect Languages any one language
the blood hunter's challenge rating. Challenge 5 (1,800 XP)
Patron Damage Spell Replaces ...
Hunter's Bane. The blood hunter has advantage on
Barbed Devil fire sword burst chill touch Wisdom (Survival) checks to track fey, fiends, and
Green Hag necro c invisibility earthbind undead, and on Intelligence checks to recall informa on
about them.
Ice Devil cold frostbite chill touch
Incubus/ Spellcasting. The blood hunter is a 5th-level spellcaster.
necro c suggestion hold person Its spellcas ng ability is Wisdom (spell save DC 13, +5 to
Succubus
hit with spell a acks). It regains its expended spell slots
Lamia psychic calm emotions earthbind when it finishes a short or long rest. It knows the
Oni cold sleep charm person following warlock spells, and can cast them using its rite
weapon as its spellcas ng focus.
crown of
Medusa poison blindness/deafness Cantrips (at will): blade ward, chill touch, mage hand
madness
1st-3rd level (2 3rd-level slots): charm person, crown of
Mindflayer psychic phantasmal force earthbind madness, earthbind, fear, hold person, ray of
Mummy necro c mending mage hand enfeeblement

Ac ons
Multiattack. The blood hunter can either make two
a acks with its rite weapon or cast a cantrip and make
one weapon a ack.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.
Rite Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing damage
plus 4 (1d8) fire damage. If the damage from this a ack
reduces a creature to 0 hit points, the blood hunter
regains an expended spell slot. This is a magic weapon.
Diabolic Channel. The blood hunter makes one a ack
with its rite longbow against a creature. If the a ack
hits, the blood hunter can cast one spell on the target,
regardless of the regular rules for range, affec ng only
that target. If the spell requires an a ack roll, it
automa cally hits. If the spell requires a saving throw,
the creature has disadvantage on the first saving throw
made against the spell.

188
Long Rangers

F
or long ranger lavour similar to the twelve
primary Dungeons and Dragons classes, you can
adapt the ranger watches to suit long rangers. Beast Tamer
Medium humanoid (any race), any alignment

Armor Class 15 (studded leather)


Hit Points 71 (13d8 + 13)
Beast Tamer (GQ69) Speed 40 ft.
With a loyal beast by its side to help it track down and tear apart
its foe, beast tamers are feared not for their strength but for STR DEX CON INT WIS CHA
their resourcefulness. The central tactic that underlines a beast 14 (+2) 17 (+3) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
tamer's approach is maneuverability, working in tandem with
its beast to expertly skirt around the lines of battle in a
Skills Animal Handling +8, Athletics +4, Perception +6
whirlwind of death. Senses passive Perception 21
A beast tamer's animal companion can be any beast that Languages any two languages
seems thematically appropriate to the encounter. You can add Challenge 4 (1,100 XP)
the following traits to that beast to make it more effective in
combat and demonstrate its connection with its master. These Follow Prey. The beast tamer and its animal companion
traits function while the animal companion is within 1 mile of have advantage on checks to track a target, and its
its beast tamer. passive Percep on is increased by 5.
Distracting Claws. When the beast hits a creature with an Thrown Weapon Specialist. The beast tamer can use its
attack, each attack made against that creature by the beast Dexterity instead of Strength to make ranged a acks
tamer before the end of the beast tamer's next turn is made with its handaxes. If it does so, it gains a +2 to its a ack
with advantage. roll (included in the a ack). The beast tamer has 12
Through Bared Fangs (Recharges after a Long Rest). handaxes available.
When the beast takes damage that would reduce it to 0 hit Tracker's Mark. As a bonus ac on, the beast tamer
points without killing it outright, it can choose to regain all of chooses one target within 60 feet of its posi on that it
its hit points instead of taking damage. can see, or replaces its mark with a new target it can
Vicious Loyalty. As a bonus action, the beast can move up see within range. The weapon a acks of the beast
to its speed towards the beast tamer if it can see the beast tamer and its animal companion ignore any damage
tamer. resistances of the marked target and deal an addi onal
7 (2d6) damage.
You can also give the beast the following reaction:

Distance Keeper. When a hostile creature ends its turn


Ac ons
within 5 feet of the beast, the beast can move up to half its Multiattack. The beast tamer makes three a acks with
speed without provoking opportunity attacks. its handaxes.

For suggestions on what kind of beasts might be appropriate Handaxe. Melee or Ranged Weapon Attack: +4 to hit
for the beast tamer, you can consult the beastmaster's page in with a melee a ack or +7 to hit with a ranged a ack,
this document and draw from the same set of creatures. reach 5 . or range 20/60 ., one target. Hit: 5 (1d6 + 2)
slashing damage, or 6 (1d6 + 3) slashing damage if used
to make a ranged weapon a ack. A er making this
Other Beast Tamers a ack, the beast tamer and its beast can both move up
to 5 feet without expending movement.
The beastmaster from the Ranger chapter offers the traditional
take on this concept in 5th edition. The beastmaster's animal
companion has less independence and relies much more on its
Reac ons
master, becoming less effective with a master than it would on Distance Keeper. When a hos le creature ends its turn
its own in the wild. Seeing as though these NPCs are meant to be within 5 feet of the beast tamer, the beast tamer can
forces to use against your party, this can be an element of the move up to 15 feet without provoking opportunity
story that is explicitly addressed and debated. a acks.

189
Bounty Hunter (GQ69)
Bounty hunters specialise in capturing and disabling their prey Bounty Hunter
to bring them in alive. They hunt dangerous monsters for Medium humanoid (any race), any alignment
zoological menageries, vile criminals for the city watch, slaves
for brutal despots, and anything and anyone for whoever pays Armor Class 15 (studded leather)
the right price. Hit Points 77 (14d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 13 (+1) 15 (+2) 18 (+4) 10 (+0)

Skills Intimidation +2, Investigation +4, Perception +6,


Survival +6
Senses passive Perception 21
Languages any two languages
Challenge 3 (700 XP)

Crossbow Specialist. The bounty hunter ignores the


loading property of crossbows, and it has a +2 to a ack
rolls made with its heavy crossbow (included in the
a ack).
Follow Prey. The bounty hunter has advantage on
checks to track a target, and its passive Percep on is
increased by 5.
Tracker's Mark. As a bonus ac on, the bounty hunter
chooses one target within 60 feet of its posi on that it
can see, or replaces its mark with a new target it can
see within range. The bounty hunter's weapon a acks
ignore any damage resistances of the marked target
and deal an addi onal 7 (2d6) damage.
Tripwire Specialist. The bounty hunter incurs no
disadvantage on ranged a acks made against targets
that are prone, and when it reduces a creature to 0 hit
points with a ranged weapon a ack, it can choose to
knock the creature unconscious and stabilise them
rather than kill them.

Ac ons
Multiattack. The bounty hunter makes two a acks with
its heavy crossbow.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
range 100/400 ., one target. Hit: 8 (1d10 + 3) piercing
damage, and the target must succeed on a DC 14
Dexterity saving throw or be knocked prone.
Restrain. The bounty hunter a empts to restrain a
prone creature within 5 feet of its posi on. The target
must succeed on a DC 14 Dexterity or Strength saving
throw (its choice) or become grappled and restrained
by the bounty hunter (escape DC 14).

Reac ons
Distance Keeper. When a hos le creature ends its turn
within 5 feet of the bounty hunter, the bounty hunter
can move up to 15 feet without provoking opportunity
a acks.

190
Primal Warden (GQ69)
As protectors of the natural world and an expert at living at one Primal Warden
with the land, it is the duty of a primal warden to extend Medium humanoid (any race), any alignment
protection to anyone who is an ally of the forests, and to strike
down any who threaten the natural order of things. Unlike a Armor Class 14 (hide armor)
druid, the primal warden's smaller pool of spells is focused Hit Points 104 (19d8 + 19)
around making itself a greater threat in combat. Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 12 (+1) 19 (+4) 10 (+0)

Skills Nature +4, Perception +7, Survival +7


Senses passive Perception 21
Languages any two languages
Challenge 5 (1,800 XP)

Follow Prey. The primal warden has advantage on


checks to track a target, and its passive Percep on is
increased by 5.
Innate Spellcasting. The primal warden's innate
spellcas ng ability is Wisdom (spell save DC 15, +7 to hit
with spell a acks). It can cast the following spells
innately.
1/day each: alter self, gaseous form, meld into stone,
polymorph
Longbow Specialist. The primal warden ignores half
cover and three quarters cover when it makes a acks
with its longbow, and it has a +2 to ranged weapon
a ack rolls (included in the a ack).
Spellcasting. The primal warden is a 4th-level
spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 15, +7 to hit with spell a acks). It has the following
spells prepared.
Cantrips (at will): druidcraft, guidance, mold earth
1st level (4 slots): absorb elements, alarm, ensnaring
strike, hail of thorns
2nd level (3 slots): cordon of arrows, pass without
trace, spike growth
Tracker's Mark. As a bonus ac on, the primal warden
chooses one target within 60 feet of its posi on that it
can see, or replaces its mark with a new target it can
see within range. The bounty hunter's weapon a acks
ignore any damage resistances of the marked target
and deal an addi onal 10 (3d6) damage.

Ac ons
Multiattack. The primal warden makes two a acks with
its longbow.
Longbow. Ranged Weapon Attack: +8 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.

191
Mystics

F
or mystic lavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
wizard academies to suit mystics. Awakened Mystic
Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)


Hit Points 45 (10d8)
Awakened Mystic (UA) Speed 30 ft.
This mortal form is merely a stepping stone for a mystic to
achieve the purest state of being: mental energy, and nothing STR DEX CON INT WIS CHA
else, loating in the void of existence. 8 (-1) 14 (+2) 10 (+0) 20 (+5) 15 (+2) 10 (+0)

Ultimate Form Saves Str +1, Con +2, Int +7, Wis +4
Skills Insight +6, Perception +4, Religion +7
Some awakened mystic achieve their ultimate form and
Senses truesight 30 ft., passive Perception 14
transcended their humanoid bodies, becoming a powerful Languages all, telepathy 120 ft.
celestial being. Challenge 1 (200 XP)
Solar (MM pg. 18) Borrow Expertise (Recharges after a Short or Long Rest).
A solar can be used to represent such a mystic. Instead of As a bonus ac on, the mys c chooses one creature with
presenting itself as a humanoid igure, the solar appears instead whom it is communica ng telepathically. The mys c
as a Large bauble of glowing white energy. It removes its gains one skill, tool, or weapon proficiency of that
damage resistances and the Angelic Weapons trait, replaces creature (mys c's choice), las ng un l it finishes a short
any reference to radiant damage with psychic damage, and or long rest.
makes the following changes to its statblock. These changes do
not affect its challenge rating.
Innate Spellcasting (Psionics). The mys c’s innate
spellcas ng ability is Intelligence (spell save DC 15, +7
Large celestial, any alignment to hit with spell a acks). It can innately cast the
Speed 0 ft., ly 150 ft. (hover) following spells, requiring no components:
Damage Immunities psychic; nonmagical bludgeoning, At will: spare the dying, vicious mockery
piercing, and slashing 3/day each: calm emotions, cure wounds, fear, lesser
Condition Immunities exhaustion, grappled, paralyzed, restoration
petri ied, poisoned, prone, restrained, unconscious 1/day each: charm monster, clairvoyance, greater
Languages can't speak but understands all languages, restoration, remove curse
telepathy 600 ft.
Incorporeal Movement. The solar can move through other Ac ons
creatures and objects as if they were dif icult terrain. It takes
Mind Thrust. The mys c blasts psychic energy at a
5 (1d10) force damage if it ends its turn inside an object. creature it can see within 5 feet of it. The target must
Psychic Weapons. The solar's weapon attacks are magical, succeed on a DC 15 Intelligence saving throw or take 12
and its weapons are illusions visible only to the solar and the (2d6 + 5) psychic damage and be pushed up to 10 feet
target of the attack. When the solar hits with any weapon, away from the mys c.
the weapon deals an extra 6d8 psychic damage (included in
the attack).

The solar can also add the spells from the awakened mystic's
Innate Spellcasting trait to its own Innate Spellcasting.

192
Immortal Mystic (UA)
This mortal form is weak. Fallible. Incomplete. Only by Immortal Mystic
unlocking one's true potential through psionic powers can one Medium humanoid (any race), any alignment
become inally whole.
Armor Class 18 (chain mail, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 15 (+2) 18 (+4) 11 (+0) 10 (+0)

Saves Str +4, Con +5, Int +7, Wis +3


Skills Insight +3, Perception +3
Senses passive Perception 13
Languages any three languages
Challenge 7 (2,900 XP)

Innate Spellcasting (Psionics). The mys c’s innate


spellcas ng ability is Intelligence (spell save DC 15, +7
to hit with spell a acks). It can innately cast the
following spells, requiring no components:
At will: vicious mockery
3/day each: shield, shield of faith
1/day each: haste
Psionic Resilience. If the mys c starts its turn with at
least 1 hit point, it gains 5 temporary hit points.
Psychic Weapons. The mys c's weapon a acks are
magical. Its weapons have a +1 to a ack and damage
rolls and deal an addi onal 13 (3d8) psychic damage on
a hit (included in the a ack). Its weapons are visible
only to the mys c and the target of the a ack.
Surge of Speed. As a bonus ac on, the mys c can take
both the Dash and Disengage ac ons.

Ac ons
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ., one
target. Hit: 9 (1d8 + 5) piercing damage plus 13 (3d8)
psychic damage.
Dart. Ranged Weapon Attack: +8 to hit, range 20/60 .,
one target. Hit: 7 (1d4 + 5) piercing damage plus 13
(3d8) psychic damage.

193
Rouges

F
or rouge lavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
bard bands to suit rouges. Clown
Medium humanoid (any race), any alignment (usually
chaotic evil)

Armor Class 13 (16 with mage armor)


Clown (GQ69) Hit Points 66 (12d8 + 12)
Speed 30 ft.
Children aren't afraid for nothing. Clowns are terrifying. The
way they move, they way they look, the way they act, all of it
gives off the impression of something that isn't quite real, some STR DEX CON INT WIS CHA
unholy creature whose derangement isn't just an act. A rouge 15 (+2) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 19 (+4)
that takes on the make-up of a clown is changing themselves
into something monstrous. Skills Acrobatics +5, Deception +6, Intimidation +6,
A clown might be wearing different make-up than usual. You Performance +6, Sleight of Hand +5
can replace its Penny Circus feature with one of the following Senses passive Perception 10
options. Aside from Penny Circus, a clown might usually be Languages any one language
found wearing Empty Doll or Shadowy Stalker make-up. Challenge 4 (1,100 XP)

Fearful Magic. When a creature fails a saving throw


against one of the clown’s spells of 1st level or higher, it
Blushing Bride. The clown has advantage on Charisma is also frightened of the clown for the dura on of the
checks to flirt with humanoid creatures. spell.
Light-Footed. The clown has resistance to damage taken
as a result of a fall.
Eyes of Horus. The clown has advantage on Wisdom Spellcasting. The clown is an 8th level spellcaster. The
(Percep on) checks that rely on sight. clown’s spellcas ng ability is Charisma (spell save DC
14, +6 to hit with spell a acks). It has the following
This increases the clown's passive Perception to 15.
rouge spells prepared.
Cantrips (at will): booming blade, friends,
prestidigitation, thaumaturgy, vicious mockery
1st level (4 slots): charm person, colour spray, disguise
Empty Doll. Creatures have disadvantage on Wisdom self, expeditious retreat, jump, mage armor, Tasha’s
(Insight) checks made to gain insight on the clown's hideous laughter
thoughts or behaviour. 2nd level (3 slots): crown of madness, enhance ability,
enthrall, magic mouth, mirror image
3rd level (3 slots): fear, feign death, tongues, vampiric
touch
Venomous Ivy. The clown kisses a humanoid creature 4th level (2 slots): confusion, divination, freedom of
on the lips. The target takes 13 (3d8) poison damage. movement, polymorph
An unwilling creature must succeed on a DC 14 Tumbler. As a bonus ac on, the clown can take the
Dexterity saving throw to avoid being kissed. Disengage ac on.

Ac ons
Clown’s Club. Melee or Ranged Weapon Attack: +4 to
Shadowy Stalker. The clown can take the Hide ac on as
hit, reach 5 . or range 20/60 ., one target. Hit: The
a bonus ac on while in dim light or darkness.
target takes 5 (1d6 + 2) bludgeoning damage.

Reac ons
Penny Circus. When a creature hits the clown with a
melee a ack, the clown can force it to succeed on a DC
14 Wisdom saving throw or become frightened of the
clown un l the end of the clown’s next turn.

194
Effects Master (GQ69)
Giddy and gleeful, the effects master weaves illusions to confuse Effects Master
and entertain others. Behind their veneer of playfulness, Medium humanoid (any race), any alignment
however, they harbour a dark and pressing need for validation
that can never be ful illed. Armor Class 13 (16 with mage armor)
An effects master might be wearing different make-up than Hit Points 66 (12d8 + 12)
usual. You can replace its Special Effect feature with one of the Speed 30 ft.
following options. Aside from Special Effect, an effects master
might usually be found wearing Empty Doll or Shadowy Stalker
make-up.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 19 (+4)

Skills Deception +6, Intimidation +6, Performance +6,


Blushing Bride. The effects master has advantage on Sleight of Hand +5, Stealth +5
Charisma checks to flirt with humanoid creatures. Senses passive Perception 10
Languages any one language
Challenge 4 (1,100 XP)

Eyes of Horus. The effects master has advantage on Fearful Magic. When a creature fails a saving throw
Wisdom (Percep on) checks that rely on sight. against one of the effects master's spells of 1st level or
higher, it is also frightened of the effects master for the
This increases the effects master's passive Perception to 15. dura on of the spell.
Illusory Visage. Creatures do not form memories of the
effects master's face unless they are immune to being
charmed. A creature can remember the effects master
Empty Doll. Creatures have disadvantage on Wisdom
in other ways, such as its clothes, its build, its ac ons,
(Insight) checks made to gain insight on the effects
its equipment, or its voice, but its face appears as a
master's thoughts or behaviour.
blurry smear in their memory. The effects master can
choose specific creatures to ignore this effect.
Special Effect. The effects master's face is a shi ing
miasma of shapes and colours. As an ac on, it can
Venomous Ivy. The effects master kisses a humanoid
reshape its make-up to form a scene from its memory
creature on the lips. The target takes 13 (3d8) poison
or imagina on, crea ng a rough visual approxima on
damage. An unwilling creature must succeed on a DC 14
within the limita ons of its make-up.
Dexterity saving throw to avoid being kissed.
Spellcasting. The fashionista is an 8th level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 14, +6
to hit with spell a acks). It can cast the following rouge
spells.
Shadowy Stalker. The effects master can take the Hide
ac on as a bonus ac on while in dim light or darkness. Cantrips (at will): booming blade, guidance,
prestidigitation, minor illusion, resistance,
thaumaturgy
1st-level (4 slots): charm person, color spray,
comprehend languages, detect magic, disguise self,
mage armor, silent image
2nd-level (3 slots): alter self, blur, enlarge/reduce,
enthrall, invisibility, mirror image, pass without trace,
phantasmal force
3rd-level (3 slots): fear, hypnotic pattern, major image,
nondetection, tongues
4th-level (2 slots): greater invisibility, hallucinatory
terrain, phantasmal killer

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

195
Fashionista (GQ69)
When a fashionista steps out onto the stage, there can be no Fashionista
doubt in anyone's minds that they were always meant to be Medium humanoid (any race), any alignment
here. Their make-up doesn't conceal their face; it is their face.
It's impossible to look away. Armor Class 13 (16 with mage armor)
A fashionista might be wearing different make-up than usual. Hit Points 66 (12d8 + 12)
You can replace its Gliding Model feature with one of the Speed 30 ft.
following options. Aside from Gliding Model, a fashionista might
usually be found wearing Blushing Bride, Eyes of Horus, or
Venomous Ivy make-up.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 20 (+5)

Skills Acrobatics +5, Perception +3 Performance +7,


Blushing Bride. The fashionista has advantage on Persuasion +7
Charisma checks to flirt with humanoid creatures. Senses passive Perception 13
Languages any one language
Challenge 4 (1,100 XP)

Eyes of Horus. The fashionista has advantage on Charming Magic. When a creature fails a saving throw
Wisdom (Percep on) checks that rely on sight. against one of the fashionista's spells of 1st level or
higher, it is also charmed by the fashionista for the
This increases the fashionista's passive Perception to 18. dura on of the spell.
Fashion Statement. As a bonus ac on, the fashionista
can ac vate or deac vate its glow. While its glow is
ac ve, it sheds bright light up to 10 feet and dim light
Empty Doll. Creatures have disadvantage on Wisdom
for 10 feet beyond that. A creature in the bright light
(Insight) checks made to gain insight on the
has disadvantage on melee a ack rolls against the
fashionista's thoughts or behaviour.
fashionista unless it can see the fashionista through
senses other than sight (such as blindsight or
tremorsense).
Gliding Model. The fashionista has advantage on saving
Venomous Ivy. The fashionista kisses a humanoid
throws and ability checks made to avoid being knocked
creature on the lips. The target takes 13 (3d8) poison
prone, and it can ignore the effects of difficult terrain.
damage. An unwilling creature must succeed on a DC 15
Dexterity saving throw to avoid being kissed. Spellcasting. The fashionista is an 8th level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 15, +7
to hit with spell a acks). It can cast the following rouge
spells.
Shadowy Stalker. The fashionista can take the Hide Cantrips (at will): dancing lights, friends, guidance,
ac on as a bonus ac on while in dim light or darkness. prestidigitation, thaumaturgy, vicious mockery
1st-level (4 slots): charm person, cure wounds, disguise
self, mage armor, faerie fire, guiding bolt, protection
from evil and good
2nd-level (3 slots): dragon's breath, enhance ability,
enlarge/reduce, enthrall, mirror image, pyrotechnics
3rd-level (3 slots): daylight, hypnotic pattern, tongues
4th-level (2 slots): dominate beast, freedom of
movement, hallucinatory terrain, polymorph

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

196
Goth (GQ69)
As darkness falls, the ignorant masses put their heads to rest, Goth
unaware that their limsy walls and locks can do little to protect Medium humanoid (any race), any alignment
them from the terrors of the night. Those whose nightmares
keep them up can whittle away the time with distractions, but Armor Class 13 (16 with mage armor)
that sense of helplessness, of being locked in one's own mind, Hit Points 66 (12d8 + 12)
never goes away. The most fearless of the sleepers, however, can Speed 30 ft.
take control of their nightmares and use them to combat the real
terrors of the world. The worst isn't inside of us. Inside of us is
the power to ensure that no innocent person will lay awake in STR DEX CON INT WIS CHA
fear again. 8 (-1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 19 (+4)
A goth might be wearing different make-up than usual. You
can replace its Veil of Death feature with one of the following Skills Deception +6, Intimidation +6, Perception +4,
options. Aside from Veil of Death, a goth might usually be found Sleight of Hand +5, Stealth +5
wearing Eyes of Horus, Empty Doll, Venomous Ivy, or Shadowy Senses passive Perception 14
Stalker make-up. Languages any one language
Challenge 4 (1,100 XP)

Fearful Magic. When a creature fails a saving throw


Blushing Bride. The goth has advantage on Charisma against one of the goth's spells of 1st level or higher, it
checks to flirt with humanoid creatures. is also frightened of the goth for the dura on of the
spell.
Spellcasting. The goth is a 9th level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 14, +6 to
Eyes of Horus. The goth has advantage on Wisdom hit with spell a acks). It can cast the following rouge
(Percep on) checks that rely on sight. spells.
Cantrips (at will): chill touch, guidance, mending,
This increases the goth's passive Perception to 19.
resistance, spare the dying, thaumaturgy
1st-level (4 slots): absorb elements, armor of Agathys,
detect poison and disease, false life, mage armor,
Empty Doll. Creatures have disadvantage on Wisdom protection from evil and good, sanctuary, sleep
(Insight) checks made to gain insight on the goth's 2nd-level (3 slots): blur, darkvision, darkness, detect
thoughts or behaviour. thoughts, gentle repose, invisibility, pass without trace,
see invisibility
3rd-level (3 slots): bestow curse, fear, feign death,
revivify, speak with dead, vampiric touch
4th-level (3 slots): banishment, death ward
Venomous Ivy. The goth kisses a humanoid creature on 5th-level (1 slot): dispel evil and good, dream
the lips. The target takes 13 (3d8) poison damage. An
unwilling creature must succeed on a DC 14 Dexterity Veil of Death. While mo onless, the goth is
saving throw to avoid being kissed. indis nguishable from a corpse.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Shadowy Stalker. The goth can take the Hide ac on as a reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
bonus ac on while in dim light or darkness. piercing damage.
Blanket of Darkness. The goth melds into an area of dim
light or darkness, becoming invisible un l the end of its
next turn or un l it makes an a ack roll or forces a
creature to make a saving throw. While invisible, the
goth's speed is 0, but, as a bonus ac on, it can teleport
up to 30 feet away to an empty space of dim light or
darkness it can see.

197
Pretty Face (GQ69)
Have you ever stopped and stared at someone walking by on the Pretty Face
street and marvelled at just how astoundingly, paralyzingly Medium humanoid (any race), any alignment
beautiful they were? Perhaps you noticed a rouge specialising in
its pretty face. If that were the case, it was probably best you Armor Class 14 (17 with mage armor)
were too nervous to approach. Their powers of suggestion also Hit Points 66 (12d8 + 12)
make you enamoured for them, sometimes for most of the day, Speed 30 ft.
oblivious until it wears off and you are far from home.
A pretty face might be wearing different make-up than usual.
You can replace its White as Snow feature with one of the
STR DEX CON INT WIS CHA
following options. Aside from White as Snow, a pretty face might 8 (-1) 18 (+4) 12 (+1) 12 (+1) 15 (+2) 20 (+5)
usually be found wearing Blushing Bride, Empty Doll, or
Venomous Ivy make-up. Skills Acrobatics +6, Deception +7, Insight +4,
Persuasion +9, Sleight of Hand +6
Senses passive Perception 12
Languages any one language
Blushing Bride. The pre y face has advantage on Challenge 4 (1,100 XP)
Charisma checks to flirt with humanoid creatures.
Charming Magic. When a creature fails a saving throw
against one of the pre y face's spells of 1st level or
higher, it is also charmed by the pre y face for the
Eyes of Horus. The pre y face has advantage on dura on of the spell.
Wisdom (Percep on) checks that rely on sight.
Spellcasting. The pre y face is a 6th level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
This increases the pretty face's passive Perception to 17. hit with spell a acks). It can cast the following rouge
spells.
Cantrips (at will): friends, guidance, mending,
Empty Doll. Creatures have disadvantage on Wisdom resistance, thaumaturgy, vicious mockery
(Insight) checks made to gain insight on the pre y face's 1st-level (4 slots): armor of Agathys, charm person,
thoughts or behaviour. command, cure wounds, detect poison and disease,
feather fall, mage armor, protection from evil and
good, sanctuary
2nd-level (3 slots): detect thoughts, enhance ability,
enthrall, gentle repose, see invisibility, suggestion
Venomous Ivy. The pre y face kisses a humanoid 3rd-level (3 slots): counterspell, feign death, hypnotic
creature on the lips. The target takes 13 (3d8) poison pattern, protection from energy, remove curse, revivify,
damage. An unwilling creature must succeed on a DC 15 vampiric touch
Dexterity saving throw to avoid being kissed.
White as Snow. The pre y face can communicate simple
ideas with ny beasts such as birds, squirrels, and fish
through sounds and gestures.
Shadowy Stalker. The pre y face can take the Hide
ac on as a bonus ac on while in dim light or darkness.
Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
piercing damage.

198
Miscellaneous

S
tatblocks included in this section don't conform to
speci ic subclasses, but can still be used to
represent NPCs with class levels, usually at low
levels.
Bait Mage
Medium humanoid (any race), any neutral alignment

Armor Class 12
Hit Points 27 (6d8)
Bait Mage (GQ69) Speed 30 ft.
Valuable items need protecting, and sometimes the regular
defenses against thieves aren't enough. To secure your STR DEX CON INT WIS CHA
belongings, you need a bait mage. Trained by royalty, nobility, or 8 (-1) 15 (+2) 10 (+0) 17 (+3) 13 (+1) 10 (+0)
military for very speci ic purposes, their knowledge of magic
trades breadth for depth. If you need something hidden, a bait
Skills Arcana +5, Sleight of Hand +4, Stealth +4,
mage is your best bet, and if you need to test out your security Thieves' Tools +4
system, there's no one better than a bait mage to tell you exactly Senses passive Perception 11
how badly you've messed things up. Languages Thieves' Cant, plus any two languages
Bait mages refuse to ight in combat for their employers. Challenge 4 (1,100 XP)
Spells in their book such as ireball, sleep, and web are meant to
be paired with glyph of warding as traps, not as spells to be used Ritual Adept. The bait mage is a ritual caster. Its
against people actively trying to kill them. A bait mage is a spellcas ng ability is Intelligence (spell save DC 13, +5
security consultant, not a god damn evoker. to hit with spell a acks). It can cast the following spells
as rituals in half the cas ng me they would normally
require.
Rituals: alarm, identify, illusory script, Leomund's tiny
hut, magic mouth, unseen servant
Spellcasting. The bait mage is a 6th-level spellcaster. Its
spellcas ng ability is Intelligence (spell save DC 13, +5
to hit with spell a acks). It has the following wizard
spells prepared.
Cantrips (at will): mending, message, mold earth
1st level (4 slots): ice knife, ray of sickness, sleep,
snare, Tasha's hideous laughter, thunderwave
2nd level (3 slots): arcane lock, continual flame, knock,
locate object, Nystul's magic aura, shatter, web
3rd level (3 slots): clairvoyance, dispel magic, fireball,
glyph of warding, magic circle, nondetection, remove
curse, sending, tiny servant

Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ., one target. Hit: 4 (1d4 + 2) piercing damage.

199
Brawler (GQ69)
Brawlers prefer to get up close and personal, forgoing the Brawler
weight of decent armor for the weight of a meaty strike to the Medium humanoid (any race), any alignment
temple. They can be found as boxers and ring ighters, as
acrobats and clowns in a sinister circus, or even stoic monks in a Armor Class 13 (padded armor)
temple. What they don't share in origin, they share in dogged Hit Points 19 (3d8 + 6)
determination and an unwillingness to retreat from danger. Speed 30 ft.

Alternative Weapons STR DEX CON INT WIS CHA


Instead of brass knuckles, a brawler might use any of the 15 (+2) 15 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
following weapons. This does not affect the brawler's challenge
rating. Senses passive Perception 10
Languages any one language
Challenge 1/2 (100 XP)
Club. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 4 (1d4 + 2) bludgeoning damage. Ac ons
Multiattack. The brawler makes three melee weapon
a acks.
Whip. Melee Weapon Attack: +4 to hit, reach 5 ., one Brass Knuckles. Melee Weapon Attack: +4 to hit, reach 5
target. Hit: 4 (1d4 + 2) slashing damage. ., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

The brawler can also instead use a quarterstaff. If it does so, it


makes two attacks instead of three. This does not affect the
brawler's challenge rating.

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5


., one target. Hit: 5 (1d8 + 2) bludgeoning damage, or
6 (1d8 + 2) bludgeoning damage if used with two hands
to make a melee a ack.

200
Church Hand (GQ69)
Priests aren't always available to help out the general public. Church Hand
There are always more pressing matters to attend to. If demand Medium humanoid (any race), any alignment
for a church's services becomes too high, they will ask their
clerics in training -- church hands -- to deal with the sick and Armor Class 10
dying while the priests tackle the real problems. Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 11 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0)

Skills Religion +2, Medicine +3


Senses passive Perception 11
Languages any one language
Challenge 1/8 (25 XP)

Initiate Spellcasting. The church hand is a magic ini ate.


Its spellcas ng ability is Wisdom (spell save DC 11, +3 to
hit with spell a acks). It can cast the following cleric
spells.
At will: guidance, spare the dying
1/day: cure wounds

Ac ons
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.

201
Commander (GQ69)
Commanders have seen better days, better battles, better men. Commander
But they still have a ire left in them, and years of experience in Medium humanoid (any race), any alignment
warfare have made them excellent leaders and strategists.
Commanders can be sergeants in an army, political leaders with Armor Class 18 (plate)
martial training, criminal lords, pirate captains, or even old Hit Points 33 (6d8 + 6)
women who have raised their children and grandchildren to be Speed 30 ft.
merciless protectors of their estate.

STR DEX CON INT WIS CHA


Alternative Weapons 15 (+2) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2)
Instead of a greatsword, a commander might use any of the
following weapons. This does not affect the commander's Skills Animal Handling +3, History +3, Intimidation +4,
challenge rating. Persuasion +4
Senses passive Perception 11
Languages any two languages
Challenge 1 (200 XP)
Lance. Melee Weapon Attack: +4 to hit, reach 10 .,
one target. Hit: 8 (1d12 + 2) piercing damage. The
commander's a ack roll has disadvantage if the target
is within 5 feet of the commander's posi on and the
Ac ons
commander is not mounted. Multiattack. The commander makes two melee weapon
a acks, or it makes one melee or ranged weapon a ack
and uses its Commander's Strike.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ., ., one target. Hit: 9 (2d6 + 2) slashing damage.
one target. Hit: 8 (1d12 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ., one target. Hit: 6 (1d10 + 1) piercing
damage.
Maul. Melee Weapon Attack: +4 to hit, reach 5 ., one Commander's Strike. The commander chooses one
target. Hit: 9 (2d6 + 2) bludgeoning damage. friendly creature within 30 feet of it that can see and
hear it. That creature can immediately use its reac on
to make one weapon a ack, adding 3 (1d6) to the
Mounts in Battle a ack's damage roll.

To streamline the use of mounts in battle, a DM can adopt the


following variant rules.

The rider and the mount share the same initiative (using the
rider's score).
Both the mount and the rider take actions on their shared
turn.
The mount determines movement while it is being ridden.
Any of the actions or attacks from both rider and mount can
occur in any order (even alternating between mount and
rider) and can be split up by the mount's movement.

202
Courtier (GQ69)
Courtiers aren't really cut out for the whole killing business. Courtier
However, they are often found in ights despite their best efforts Medium humanoid (any race), any alignment
to stop it ... or perhaps they self-sabotage because secretly they
enjoy the thrill. Nonetheless, courtiers use their natural Armor Class 11
charisma and ability to read others' emotional states to twist the Hit Points 9 (2d8)
battle to their liking and support their allies. Courtiers can be Speed 30 ft.
literal courtiers in a noble's palace, or they may have other roles
such as a young duke, the daughter of a master general, or an
entertainer in a bar. STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 15 (+2)

Skills History +3, Insight +4, Persuasion +4


Senses passive Perception 10
Languages any two languages
Challenge 1/8 (25 XP)

Ac ons
Multiattack. The cour er uses its Rally, if it can. It can
then either make a melee weapon a ack or take the
Dodge ac on.
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 . or range 20/60 ., one target. Hit: 3 (1d4 + 1)
piercing damage.
Rally (Recharges after a Short or Long Rest). The cour er
chooses up to 3 friendly creatures within 30 feet of it
that can see and hear it. Each target gains 5 (1d6 + 2)
temporary hit points.

203
Cultist of the Archfey (GQ69)
For popular archfey such as Queen Titania and Oberon, throngs Cultist of the Archfey
of adoring fanatics seek out their patronage every day. Not all Medium humanoid (any race), any chaotic alignment
are lucky enough to become warlocks. The vast majority are
given a few minor gifts and sent on their way. Armor Class 13 (leather armor)
Cultists use their skill in Deception, the spell charm person, Hit Points 9 (2d8)
and the friends cantrip to get their way even if it leaves a trail of Speed 30 ft.
broken people behind them. They use minor illusion more for
themselves than anyone else, creating beautiful representations
of fey courts to tide their longing for one more day. Perhaps this
STR DEX CON INT WIS CHA
day will be the day they are accepted. 10 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 12 (+1)

Skills Arcana +2, Deception +3


Senses passive Perception 10
Languages any one language
Challenge 1/4 (50 XP)

Dark Devotion. The cul st has advantage on saving


throws against being charmed or frightened.
Initiate Spellcasting. The cul st is a magic ini ate. Its
spellcas ng ability is Charisma (spell save DC 11, +3 to
hit with spell a acks). It can cast the following warlock
spells.
At will: friends, minor illusion
1/day: charm person

Ac ons
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 4 (1d4 + 2) slashing damage.
Cultist of the Archlich (GQ69)
Powerful liches don't ask for followers, they demand them. Cultist of the Archlich
Cultists of the archlich are forced to learn dark powers and Medium humanoid (any race), any alignment
serve their master against their will.
Cultists mainly perform daily chores for the archlich, Armor Class 13 (leather armor)
performing upkeep on the dungeon or cleaning out the bodies of Hit Points 11 (2d8 + 2)
failed adventuring parties. Their mage hand and unseen servant Speed 30 ft.
help them get more done in a day than a regular maid or cleaner
would. Occasionally, a servant might cast chill touch instead of
mage hand accidentally, reminding them that they live only at
STR DEX CON INT WIS CHA
the whim of their dark master. 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)

Skills Arcana +2, Deception +2


Senses passive Perception 10
Languages any one language
Challenge 1/4 (50 XP)

Dark Devotion. The cul st has advantage on saving


throws against being charmed or frightened.
Initiate Spellcasting. The cul st is a magic ini ate. Its
spellcas ng ability is Charisma (spell save DC 10, +2 to
hit with spell a acks). It can cast the following warlock
spells.
At will: chill touch, mage hand
1/day: unseen servant

Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.
Cultist of the Fiend (GQ69)
Demon princes and arch devils are vain, egotistical, narcissistic, Cultist of the Fiend
and sociopathic, and, unfortunately, many people are attracted Medium humanoid (any race), any evil alignment
to those traits. Cultists of iends learn evil magic in the hopes of
impressing their future patron. Armor Class 13 (leather armor)
Cultists hope to go out in a blaze of glory. They create blazing Hit Points 11 (2d8 + 2)
ires with produce lame for attention, lie and cheat their way to Speed 30 ft.
success with friends, and welcome the consequences, hoping to
cast hellish rebuke on anyone who dares raise a hand against
them.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 13 (+1)

Skills Deception +3, Performance +3


Senses passive Perception 10
Languages any one language
Challenge 1/4 (50 XP)

Dark Devotion. The cul st has advantage on saving


throws against being charmed or frightened.
Initiate Spellcasting. The cul st is a magic ini ate. Its
spellcas ng ability is Charisma (spell save DC 11, +3 to
hit with spell a acks). It can cast the following warlock
spells.
At will: friends, produce flame
1/day: hellish rebuke

Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.
Cultist of the Great Old One
(GQ69) Cultist of the Great Old
Cultists of the Great Old One don't worship their deity in the One
same way that other cultists might. Instead, the deity is merely a Medium humanoid (any race), chaotic neutral or
conduit for dark powers that allow the cultist to achieve its chaotic evil
sinister goals. They are usually aware of the disastrous
consequences of their meddling, but simply choose to ignore Armor Class 13 (leather armor)
them. Hit Points 9 (2d8)
Cultists weave visions of terrible futures with minor illusion Speed 30 ft.
and demonstrate their otherworldly power with thaumaturgy.
Those who get in the way of their research shall suffer at the
arms of Hadar. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 12 (+1) 8 (-1) 11 (+0)

Skills Deception +2, Investigation +3


Senses passive Perception 9
Languages any one language
Challenge 1/4 (50 XP)

Dark Devotion. The cul st has advantage on saving


throws against being charmed or frightened.
Initiate Spellcasting. The cul st is a magic ini ate. Its
spellcas ng ability is Charisma (spell save DC 10, +2 to
hit with spell a acks). It can cast the following warlock
spells.
At will: minor illusion, thaumaturgy
1/day: arms of Hadar

Ac ons
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.
Cultist of the Leviathan (GQ69)
Ungodly monsters of the sea will sometimes rescue drowning Cultist of the Leviathan
sailors if they pledge their loyalty to its ultimate destructive Medium humanoid (any race), any alignment
power. Those who accept are granted powers and equipment as
a cultist. The leviathan relies much more on its cultists than Armor Class 13 (leather armor)
other patrons might, as they are often its only link to the land Hit Points 16 (3d8 + 3)
above. Speed 30 ft.
Cultists gather in great numbers to terrorise local villages.
Their tentacle whip, bolstered with hex and booming blade, can
kill most commoners outright in a single blow, demonstrating
STR DEX CON INT WIS CHA
the storming might of their patron. This proves a dangerous 10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1)
combination even for any heroes who dare cross them.
Skills Deception +3, Survival +3
Senses passive Perception 11
Languages any one language
Challenge 1/2 (100 XP)

Amphibious. The cul st can breathe air and water.


Dark Devotion. The cul st has advantage on saving
throws against being charmed or frightened.
Initiate Spellcasting. The cul st is a magic ini ate. Its
spellcas ng ability is Charisma (spell save DC 11, +3 to
hit with spell a acks). It can cast the following warlock
spells.
At will: booming blade, true strike
1/day: hex

Ac ons
Tentacle Whip. Melee Weapon Attack: +5 to hit, reach
10 ., one target. Hit: 5 (1d4 + 3) slashing damage. This
is a +1 magic weapon.
Cultists and servants of the Raven Queen make heavy use of
Cultists of the Raven Queen their raven familiar, scouting out locations, warning of danger,
and even sometimes using the raven to protect others from
(GQ69) dying before their time, just as the Raven Queen protected them.
Locked away in the Shadowfell, the Raven Queen needs Most of their tasks involve reconaissance and stealth, thieving
warlocks and other servants to carry out her wishes on other dangerous artefacts or frightening others with visions of death
planes. For small tasks, she will revive commoners who have through minor illusion. A raven servant is given even more
recently and unfairly died before their time and instruct them capabilities for subterfuge, turning invisible, placing hexes to rig
on what to do to earn back their lives. Her cultists are granted competitions, or freezing people in place while the raven
spells outside of the usual base of a warlock and are sent out as servant digs through their things.
spies and information gatherers rather than combatants. The
raven granted to them by ind familiar acts as the Raven Queen's
eyes, keeping track of their progress towards their goal. If the
cultist can't complete its goal in suf icient time, the Raven Queen Raven Servant
will rescind her offer and the cultist will fall dead on the spot, Medium undead, any neutral alignment
returned to the earth. If they succeed, however, she will give
them the choice to go back to their lives as they once were, Armor Class 15 (studded leather)
changing them back into a commoner, or to join her as a Hit Points 60 (8d8 + 24)
specialised warlock, a raven servant, to spread her in luence Speed 30 ft.
even further.
Undead Nature. The cultist and the raven servant don't need
STR DEX CON INT WIS CHA
to eat, drink, breathe, or sleep.
10 (+0) 17 (+3) 17 (+3) 12 (+1) 12 (+1) 16 (+3)

Skills Deception +5, History +3, Sleight of Hand +5,


Cultist of the Raven Queen Stealth +7
Medium undead, any neutral alignment Senses passive Perception 11
Languages any one language
Challenge 3 (700 XP)
Armor Class 13 (leather armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft. Dark Devotion. The raven servant has advantage on
saving throws against being charmed or frightened.
Spellcasting. The raven servant is a 3rd-level spellcaster.
STR DEX CON INT WIS CHA
Its spellcas ng ability is Charisma (spell save DC 13, +5
10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) to hit with spell a acks). It can cast the following
warlock spells.
Skills Deception +3, Stealth +4 Cantrips (at will): chill touch, minor illusion,
Senses passive Perception 10 thaumaturgy, spare the dying
Languages any one language 1st-2nd level (2 2nd-level slots): armor of Agathys,
Challenge 1/4 (50 XP) darkness, find familiar (a raven), hex, hold person,
invisibility
Dark Devotion. The cul st has advantage on saving
throws against being charmed or frightened. Raven Queen's Protection (1/Day). When the raven
servant is reduced to 0 hit points, it can drop to 1 hit
Initiate Spellcasting. The cul st is a magic ini ate. Its point instead, unless the damage is radiant or from a
spellcas ng ability is Charisma (spell save DC 11, +3 to cri cal hit, or the raven servant is killed outright.
hit with spell a acks). It can cast the following warlock Spy for the Raven Queen. The raven servant does not
spells. appear undead. A DC 18 Wisdom (Medicine) check can
At will: minor illusion, spare the dying determine the raven servant's undead nature.
1/day: find familiar (a raven)
Raven Queen's Protection (1/Day). When the cul st is Ac ons
reduced to 0 hit points, it can drop to 1 hit point Multiattack. The raven servant makes one a ack with its
instead, unless the damage is radiant or from a cri cal dagger and one a ack with its shadow blade.
hit, or the cul st is killed outright.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Spy for the Raven Queen. The cul st does not appear reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3)
undead. A DC 16 Wisdom (Medicine) check can piercing damage.
determine the cul st's undead nature.
Shadow Blade. Melee Weapon Attack: +5 to hit, reach 5
Ac ons ., one target. Hit: 12 (2d8 + 3) piercing damage. The
a ack roll is made with advantage if the raven servant is
Dagger. Melee or Ranged Weapon Attack: +4 to hit, in dim light or darkness. This is a magic weapon a ack.
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.

209
Defender (GQ69)
Weighed down by enormous armor and a hefty shield, Defender
defenders are often hired as guards and escorts. Their shield is Medium humanoid (any race), any alignment
an extension of their arm, compensating for their numerous
personality de iciencies. Defenders can be knights for a lowly Armor Class 20 (plate, shield)
lord, protectors of a general, or even priests without a blessing Hit Points 26 (4d8 + 8)
from their god. Some come from lowly stock, but most have Speed 30 ft.
enough money for armor.

STR DEX CON INT WIS CHA


Alternative Weapons 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Instead of a spear, a defender might use any of the following
weapons. This does not affect the defender's challenge rating. Senses passive Perception 10
Languages any one language
Challenge 1 (200 XP)
Handaxe. Melee Weapon Attack: +4 to hit, reach 5 .,
one target. Hit: 5 (1d6 + 2) slashing damage. Ac ons
Multiattack. The defender makes one melee weapon
a ack. If the a ack misses, the defender can
immediately use its shield bash against the same target.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 .,
one target. Hit: 5 (1d6 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d6 + 2)
piercing damage, or 6 (1d8 + 2) piercing damage if used
with two hands to make a melee a ack.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ., one Shield Bash. The defender bashes its shield against a
target. Hit: 5 (1d6 + 2) bludgeoning damage. creature within 5 feet of it. The target makes a DC 12
Strength saving throw. On a failed save, the target is
pushed 5 feet away.

Reac ons
Protection. When a creature a acks a target other than
the defender within 30 feet of the defender, and the
defender can see them both, the defender can move up
to its speed. If it ends this movement within 5 feet of
the a acker and its target, the defender can impose
disadvantage on the a ack roll.

210
Dirty Fighter (GQ69)
Some people prefer slinking about and stabbing someone in the Dirty Fighter
dark than running up foolishly and hitting a slavering monster Medium humanoid (any race), any alignment
with a stick. Those people are pretty smart. Dirty ighters rely
on opportunities and cheap tricks to get the upper hand. Dirty Armor Class 13 (leather)
Fighters can be princesses taught to use their slight frames to Hit Points 11 (2d8 + 2)
their advantage, gladiators who skirt around their opponents to Speed 30 ft.
tire them out, or squires to knights that can't quell their own
bloodlust.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Stealth +6
Senses passive Perception 10
Languages any one language
Challenge 1/2 (100 XP)

Sneak Attack (1/Turn). The dirty fighter can deal an extra


7 (2d6) damage to one creature it hits with an a ack if
it has advantage on the a ack roll. The dirty fighter
doesn't need advantage on the a ack roll if another
enemy of the target is within 5 feet of it, that enemy
isn't incapacitated, and the dirty fighter doesn't have
disadvantage on the a ack roll.

Ac ons
Multiattack. The dirty fighter makes two melee weapon
a acks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + 2)
piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ., one target. Hit: 5 (1d6 + 2) piercing damage.

211
Duelist (GQ69)
Duelists taunt their opponents into a hasty strike before making Duelist
a few quick cuts or jabs and darting away. They prefer one-on- Medium humanoid (any race), any alignment
one battles where they can show off their expert dexterity and
handiwork. Duelists can be swashbuckling pirates trading barbs, Armor Class 15 (chain shirt)
a noble who would die for his family's honor, or an old man Hit Points 16 (3d8 + 3)
relying on his old skills to defend his home from thieves. Speed 30 ft.

Alternative Weapons STR DEX CON INT WIS CHA


Instead of a rapier, a duelist might use any of the following 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
weapons. This does not affect the duelist's challenge rating.
Senses passive Perception 10
Languages any one language
Challenge 1 (200 XP)
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 .,
one target. Hit: 7 (1d6 + 4) slashing damage.
Duelist. The duelist has a +2 bonus to damage rolls with
melee weapons it wields with one hand, (included in
the a ack). It does not benefit from this trait if it is
holding an item or wielding a weapon in its other hand.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 7 (1d6 + 4) piercing damage.
Ac ons
Multiattack. The duelist makes two melee weapon
a acks.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 8 (1d8 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ., one target. Hit: 5 (1d6 + 2) piercing
damage.

Reac ons
Parry. The duelist adds 2 to its AC against one melee
a ack that would hit it. To do so, the duelist must see
the a acker and be wielding a melee weapon.

212
Eco-Terrorist (GQ69)
The world was not always dominated by men and humanoids Eco-Terrorist
like them. The world once was young, and it was green, and it Medium humanoid (any race), any chaotic alignment
was vibrant. While the 'civilised' races of the world compete to
see who can create larger and larger arti icial habitats for Armor Class 14 (hide armor)
themselves, eco-terrorists recognise expansionism as Hit Points 27 (5d8 + 5)
fundamentally destructive to the way that things should be. Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Nature +2, Survival +4


Senses passive Perception 12
Languages Druidic plus any one language
Challenge 1/4 (50 XP)

Spellcasting. The eco-terrorist is a magic ini ate. Its


spellcas ng ability is Wisdom (spell save DC 12, +4 to hit
with spell a acks). It can cast the following druid spells.
At will: druidcraft, thorn whip
1/day: entangle

Ac ons
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or
5 (1d8 + 1) bludgeoning damage if used with two hands.

213
Joker (GQ69)
We live in a society where everything that's interesting enough Joker
to write down has the ability to kill you. Where respect for your Medium humanoid (any race), any chaotic alignment
abilities is only measured in terms of how much damage you can
do before you are inevitably taken out. When the world is a joke Armor Class 11
on mortals, what can a mortal do but laugh? Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 13 (+1)

Skills Performance +3
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)

Spellcasting. The joker is a magic ini ate. Its spellcas ng


ability is Charisma (spell save DC 11, +3 to hit with spell
a acks). It can cast the following bard spells.
At will: friends, vicious mockery
1/day: Tasha's hideous laughter

Ac ons
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 . or range 20/60 ., one target. Hit: 3 (1d4 + 1)
piercing damage.

214
Mariner (GQ69)
Some ighters prefer to take a ighting style that allows them to Mariner
more easily maneuver around ships, climbing ropes and Medium humanoid (any race), any alignment
swimming through salty seas. Mariners advertise themselves as
mercenaries for ships that need extra protection or just have a Armor Class 16 (chain shirt)
shortage of crew members. Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Acrobatics +5, Athletics +4, Perception +4,


Survival +4, Vehicles (Water) +4
Senses passive Perception 14
Languages any two languags
Challenge 1 (200 XP)

Mariner. While the mariner isn't wearing heavy armor or


using a shield, its AC is increased by 1.

Ac ons
Multiattack. The mariner makes two a acks with its
scimitars. It can trade one of these a acks for an a ack
with its hand crossbow.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
range 80/320 ., one target. Hit: 6 (1d6 + 3) piercing
damage.

215
Medic (GQ69)
Not everyone has access to (or can afford) a divine spellcaster in Medic
the ield of battle. Most armies instead employ medics who can Medium humanoid (any race), any alignment
give nonmagical irst aid under ire.
Armor Class 12 (leather)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 10 (+0)

Skills Medicine +3
Senses passive Perception 11
Languages any one language
Challenge 1/8 (25 XP)

Ac ons
Scalpel. Melee Weapon Attack: +3 to hit, reach 5 .,
one target. Hit: 3 (1d4 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ., one target. Hit: 5 (1d8 + 1) piercing
damage.
Healer's Kit (10/Day). The medic targets a creature. If
the creature is unconscious, it is stabilised and regains 1
hit point. Otherwise, it regains 7 (1d6 + 4) hit points,
plus addi onal hit points equal to the creature's
maximum number of hit dice. A creature must finish a
short or long rest before it can receive the la er benefit
again.

216
Mercenary (GQ69)
Some guys and gals subsist on a couple scraps of armor and a Mercenary
big honking weapon. Whether they're a young farmboy seeking Medium humanoid (any race), any alignment
his destiny, a top thug for a criminal gang, a young woman trying
to return a sword to her ancestral home, or just your regular Armor Class 16 (half plate)
rank and ile soldier, a mercenary is a valuable companion in a Hit Points 19 (3d8 + 6)
ight. Most people with the skills to wield a big weapon will Speed 30 ft.
happily accept money for murder.

STR DEX CON INT WIS CHA


Alternative Weapons 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Instead of a longsword, a mercenary might use any of the
following weapons. This does not affect the mercenary's Senses passive Perception 10
challenge rating. Languages any one language
Challenge 1 (200 XP)

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 .,


one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
Ac ons
+ 2) slashing damage if used with two hands to make a Multiattack. The mercenary makes two melee weapon
melee a ack. a acks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 .,
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
+ 2) slashing damage if used with two hands to make a
Pike. Melee Weapon Attack: +4 to hit, reach 10 ., one melee a ack.
target. Hit: 7 (1d10 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ., one target. Hit: 5 (1d8 + 1) piercing
damage.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or
7 (1d10 + 2) bludgeoning damage if used with two
hands to make a melee a ack.

217
Of iciant (GQ69)
When two people love each other very much, they ind a witness Of iciant
who will con irm that they promise to live in the same house Medium humanoid (any race), any alignment
together until they die, usually making a baby sometime before
the dying part. In major cities, the witness is a priest. In smaller Armor Class 10
towns, they will have to settle for an of iciant. Hit Points 9 (2d8)
In many religions, the binding of two people together is more Speed 30 ft.
than a binding, it is a mending of one heart that until this
moment had been split in two, lost and forever searching for its
other half. Before the ceremony, a ribbon is cut in two. During
STR DEX CON INT WIS CHA
the ceremony, each half is wrapped around one of the 10 (+0) 10 (+0) 10 (+0) 13 (+1) 15 (+2) 10 (+0)
celebrant's wrists, and the ribbon is reconstructed with mending
to represent one heart put back together the way it was always Skills Religion +3
meant to be. Senses passive Perception 12
An of iciant carries a sword for ceremonial purposes but will Languages any one language
generally refuse to ight. Challenge 1/8 (25 XP)

Initiate Spellcasting. The officiant is a magic ini ate. Its


spellcas ng ability is Wisdom (spell save DC 12, +4 to hit
with spell a acks). It can cast the following cleric spells.
At will: mending, thaumaturgy
1/day: ceremony

Ac ons
Longsword. Melee Weapon Attack: +2 to hit, reach 5 .,
one target. Hit: 4 (1d8) slashing damage, or 5 (1d10)
slashing damage if used with two hands.

218
Outlaw (GQ69)
An outlaw is a lone wanderer who has been banished, exiled, or Outlaw
forcibly removed from their previous home, usually for some Medium humanoid (any race), any alignment
terrible transgression. Some outlaws seek redemption. Others
embrace the life of a wanderer. Others seek revenge. Armor Class 13 (padded armor)
The outlaw might have different reasons for becoming an Hit Points 19 (3d8 + 6)
outlaw. Three common backgrounds for the outlaw are included Speed 30 ft.
below.

Banished Deacon STR DEX CON INT WIS CHA


The outlaw has the following extra features. 15 (+2) 15 (+2) 15 (+2) 13 (+1) 13 (+1) 13 (+1)
Skills Religion +3 Skills Deception +3, Insight +3, Perception +3, Survival
Challenge 1/2 (100 XP) +3
Initiate Spellcasting. The outlaw is a magic initiate. Its Senses passive Perception 13
spellcasting ability is Wisdom (spell save DC 11, +3 to hit Languages any two languages
with spell attacks). It can cast the following cleric spells. Challenge 1/4 (50 XP)
At will: light, thaumaturgy
1/day: bane Suspicious. The outlaw has advantage on Wisdom
(Insight) checks made against strangers.
Discharged Soldier
The outlaw has the following extra features.
Ac ons
Skills Athletics +4, Dragon Dice +3, Intimidation +3 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
Challenge 1/2 (100 XP) ., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 6 (1d8 + 2) bludgeoning damage if used with two hands.
target. Hit: 9 (2d6 + 2) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
Exiled Mage range 30/120 ., one target. Hit: 5 (1d6 + 2) piercing
The outlaw has the following extra features. damage.

Skills Arcana +3
Challenge 1/2 (100 XP)
Initiate Spellcasting. The outlaw is a magic initiate. Its
spellcasting ability is Intelligence (spell save DC 11, +3 to hit
with spell attacks). It can cast the following wizard spells.
At will: prestidigitation, ray of frost
1/day: shield

219
Rune Scribe (UA)
A rune scribe is a scholar that gains their power through the Rune Scribe
power of ancient runes left by civilisations that have long passed Medium humanoid (any race), any alignment
their expiration date. Not all knowledge has been passed down
to modern society and some secrets long thought to have been Armor Class 12
erased from history have resurfaced, and as a result are Hit Points 31 (7d8)
jealously guarded by those who wish to keep their power for Speed 30 ft.
themselves.

STR DEX CON INT WIS CHA


Runes 10 (+0) 15 (+2) 10 (+0) 19 (+4) 12 (+1) 10 (+0)
Ild Rune
The rune scribe included here possesses a rapier bearing the Skills Arcana +6, Calligrapher's Supplies +6, History +6,
Opal of the Ild Rune, a magic weapon that deals ire damage Mason's Tools +3, Woodcarver's Tools +3
instead of piercing. The rune scribe might possess other runes, Damage Resistances cold
either in place of its Ild Rune or in addition to it. Changing runes Senses passive Perception 11
does not affect the rune scribe's challenge rating. Languages any three languages, at least one of which is
If your rune scribe does not possess its rapier bearing the
usually an exotic language
Challenge 1/4 (50 XP)
Opal of the Ild Rune, change the following aspects of its
statblock.
Spellcasting. The rune scribe is a 2nd-level spellcaster.
Remove its resistance to cold damage. Its spellcas ng ability is Intelligence. It can cast the
Remove its rapier, Combustion, Ignite, and Fire Tamer following spells.
actions. Cantrips (at will): mending
1st-level (3 slots): comprehend languages, identify
Stein Rune
If your rune scribe possesses a mace bearing the Orb of the Stein
Rune, add the following traits and abilities.
Ac ons
Ild Rapier. Melee Weapon Attack: +4 to hit, reach 5 .,
STR 15 (+2) one target. Hit: 6 (1d8 + 2) fire damage. This is a magic
Condition Immunities petri ied weapon.
Stein Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. If the rune Combustion (Recharge 5-6). The rune scribe marks the
scribe scores a critical hit, the target is knocked prone. This
Ild Rune with ash on a creature within 5 feet of its
posi on. The creature immediately takes 11 (2d10) fire
is a magic weapon that ignores resistances and immunities
damage.
to bludgeoning damage.
Indomitable Stand. The rune scribe scratches the Stein Ignite. The rune scribe marks the Ild Rune with ash on a
Rune with a chisel into the ground at its feet. Until it moves, flammable object. That object immediately bursts into
it gains advantage on all ability checks and saving throws flames.
that would force it to move, and it can force a creature that Fire Tamer. The rune scribe traces the Ild Rune with its
moves within 10 feet of its position to succeed on a DC 14 hand over an open flame. The rune scribe can
Strength saving throw or have its movement speed reduced manipulate the flame as per the control flames spell.
to 0 until the start of its next turn.
Stone's Secrets. The rune scribe scratches the Stein Rune
with a chisel into a stone wall or loor. It learns the location Kalt Rune
and size of any creatures touching the surface within 30 feet If the rune scribe possesses a war pick bearing the Shard of the
of its position at the moment it completes the rune. Kalt Rune, add the following traits and abilities.

Vind Rune STR 15 (+2)


If your rune scribe possesses a whip bearing the Pendant of the Damage Resistances ire
Vind Rune, it adds the following traits and abilities. Kalt War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) cold damage. This is a magic
Speed 30 ft., ly 30 ft. (hover) weapon.
Damage Immunities poison Frigid Touch. The rune scribe traces the Kalt Rune with its
Condition Immunities poisoned foot over a body of water. The water freezes in a 10-foot
Vind Whip. Melee Weapon Attack: +4 to hit, reach 20 ft., one radius around the rune.
target. Hit: 4 (1d4 + 2) slashing damage. While holding this Icy Mantle (Recharges after a Short or Long Rest). The
magic weapon, the rune scribe does not suffer disadvantage rune scribe paints the Kalt Rune with water on itself or a
due to range. willing creature, forming a mantle of ice that lasts for 8
Longbow. Ranged Weapon Attack: +4 to hit, range 600 ft., hours. While the mantle is active, the next time the target
one target. Hit: 6 (1d8 + 2) piercing damage. takes damage, the damage is reduced to 0 and the mantle is
destroyed.

220
Siege Mage (GQ69)
Siege mages have been trained with only a few magical abilities Siege Mage
that will allow them to break through the defenses of a castle. Medium humanoid (any race), any alignment
Siege mages are all-rounders who can hold their own in a ight
as well as cast spells to get out of (and into) trouble. Contingents Armor Class 15 (splint mail)
of siege mages are notorious for their recklessness and Hit Points 26 (4d8 + 8)
undeserved delusions of invincibility. Their performative antics Speed 30 ft.
are seen with amusement at best and hatred at worst.
A common tactic for siege mages is to be loaded into a
trebuchet and lung over the castle walls. They can then loat
STR DEX CON INT WIS CHA
gracefully down with feather fall and begin with the murdering. 16 (+3) 14 (+2) 15 (+2) 13 (+1) 8 (-1) 12 (+1)
They also use mold earth to dig through enemy entrenchments
and expose them to ranged attacks, and light as a signal to the Skills Athletics +5, Performance +3
rest of their force that it's clear to move in. Senses passive Perception 12
Languages any one language
Challenge 1 (200 XP)

Initiate Spellcasting. The siege mage is a magic ini ate.


Its spellcas ng ability is Intelligence (spell save DC 11,
+3 to hit with spell a acks). It can cast the following
wizard spells.
At will: light, mold earth
1/day: feather fall
Reckless. At the start of its turn, the siege mage can
gain advantage on all melee weapon a ack rolls it
makes during that turn, but a ack rolls against it have
advantage un l the start of its next turn.
Siege Warrior. The siege mage deals double damage to
objects and structures.

Ac ons
Battering Ram. Melee Weapon Attack: +9 to hit, reach 5
., one object (a door or a wall). Hit: 16 (3d6 + 6)
bludgeoning damage. Two siege mages are required to
use this ram.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or
8 (1d10 + 3) bludgeoning damage if used with two
hands.
Pepper Bomb (2/Day). The siege mage throws a pepper
bomb at a point within 30 feet of it that it can see. Each
creature within a 10 foot radius of that point must
succeed on a DC 11 Cons tu on saving throw or
become blinded for 1 minute. A target can repeat this
save at the end of each of its turns, ending the effect on
a success.

221
Squire (GQ69)
A squire is a knight in training. Squires serve a knight in the Squire
hopes of gaining the skills needed to one day become a knight Medium humanoid (any race), any alignment
themselves. The skills they learn as a squire, however, are skills
that they themselves will neglect in ten years when they order Armor Class 17 (splint mail, shield)
their own squire to do those nasty things for them instead. Hit Points 16 (3d8 + 3)
The squire might have extra abilities it has learned from its Speed 30 ft.
knight. To differentiate a character's squire, choose from the
following list and add the appropriate feature, or simply choose
a squire feature that best its the knight. If the knight isn't on the
STR DEX CON INT WIS CHA
list, choose the type of knight that best represents it. The 14 (+2) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 11 (+0)
squire's challenge rating isn't affected.
Skills Animal Handling +3, Athletics +4
Knight Squire Feature Senses passive Perception 11
Archer Archer Squire Languages any one language
Challenge 1/4 (50 XP)
Banneret Mar al Squire
Ba lemaster Mar al Squire
Cavalier Mounted Squire
Ac ons
Death Priest Strife Squire Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.
Forge Priest Mar al Squire
Kingsguard Healing Squire Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ., one target. Hit: 5 (1d8 + 1) piercing
Knight Mar al Squire damage.
Knight Conqueror Strife Squire
Life Priest Healing Squire
Martial Squire
Protec on Priest Mar al Squire
Noble Mar al Squire
Armor Assistant. With the squire's help, its knight can
Samurai Mounted Squire don or doff armor in one minute.
Sharpshooter Archer Squire
Sovereign Knight Mar al Squire The squire also gains the following reaction:
Standard Bearer Mounted Squire
Valor Bard Strife Squire
Another Set of Hands. At its knight's verbal request, as
War Priest Mar al Squire
long as the squire is within 5 feet of the knight and can
Winter Knight Strife Squire see the knight, the squire can draw or stow the knight's
weapon, put on or take off the knight's shield, or
Archer Squire performs the soma c components of the knight's spell.

Mounted Squire
Spotter. When the squire takes the Help ac on to assist
its knight in a acking a creature, the target of the a ack
can be within 30 feet of the squire. Saddle Up. If the knight is within 5 feet of the squire and
a mount the squire is riding, the squire can use its
Healing Squire bonus ac on to pull the knight onto the mount. The
knight takes control of the mount.

Magic Initiate. The squire is a magic ini ate. Its Strife Squire
spellcas ng ability is Wisdom (spell save DC 11, +3 to hit
with spell a acks). It can cast the following cleric spells.
At will: resistance, spare the dying Magic Initiate. The squire is a magic ini ate. Its
1/day: healing word spellcas ng ability is Wisdom (spell save DC 11, +3 to hit
with spell a acks). It can cast the following bard spells.
At will: dancing lights, vicious mockery
1/day: bane

222
Spell Sniper (GQ69)
The longest nonmagical range of a weapon falls to the longbow, Spell Sniper
which in the right hands can strike true at six hundred feet. With Medium humanoid (any race), any alignment
magic, however, even someone with barely any training or
experience can hit targets at the same distance with less effort. Armor Class 11
The signature spell of a spell sniper is ire bolt, which they Hit Points 9 (2d8)
shoot out from cover they create with mold earth. They can also Speed 30 ft.
cast chaos bolt, which has the same range with more power but
less predictable results, and, due to their inexperience with
magic, will almost always result in a wild magic surge.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 10 (+0) 14 (+2) 14 (+2)

Skills Perception +4
Senses passive Perception 14
Languages any one language
Challenge 1/4 (50 XP)

Initiate Spellcasting. The spell sniper is a magic ini ate.


Its spellcas ng ability is Charisma (spell save DC 12, +4
to hit with spell a acks). It can cast the following
sorcerer spells.
At will: fire bolt, mold earth
1/day: chaos bolt
Distant Spell. The range of the spell sniper's fire bolt and
chaos bolt is 600 feet.
Wild Magic Surge. When the spell sniper casts a spell of
1st-level or higher, it rolls twice on the Wild Magic
Surge Table (PHB pg. 104) and uses either result.

Ac ons
Sling. Ranged Weapon Attack: +3 to hit, range 20/60 .,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.

223
Templar (GQ69)
Templars are trained as slayers of those who use arcane power. Templar
They consider themselves the shields that protect the sanctity of Medium humanoid (any race), any lawful alignment
society at large. Templars are often employed as guards in major
cities to detect and destroy unlawful mages, or as mercenaries Armor Class 20 (plate, shield)
against wizards and sorcerers who have grown too great in Hit Points 39 (6d8 + 12)
power for the comfort of local lords. For dif icult investigations, Speed 30 ft.
they act as enforcers for inquisitors.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 15 (+2)

Saves Dex +2, Con +4, Wis +5


Skills Arcana +3, Religion +3, Intimidation +4,
Investigation +3
Senses passive Perception 13
Languages any one language
Challenge 3 (700 XP)

Initiate Spellcasting. The templar is a magic ini ate. Its


spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
with spell a acks). It can cast the following cleric spells.
At will: guidance, resistance
1/day: detect magic
Mage Slayer. The templar has advantage on saving
throws against spells cast by creatures within 5 feet of
its posi on. Addi onally, when the templar damages a
creature concentra ng on a spell, the target has
disadvantage on the saving throw it makes to maintain
concentra on.

Ac ons
Longsword. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.

Reac ons
Spell Breaker. When a creature within 5 feet of the
templar casts a spell, the templar can make a melee
weapon a ack against that creature. The templar's
a ack hits before the spell is cast. The target must make
a Cons tu on saving throw as though it were
maintaining concentra on on the spell. On failed save,
the target fails to cast the spell.

224
Witch Doctor (GQ69)
Many communities on the outskirts can't afford the protection Witch Doctor
of a church, so they turn to the old magics of the wilds. Witch Medium humanoid (any race), any alignment
doctors provide care in exchange for unusual requests far
beyond mortal comprehension. Armor Class 13 (hide armor)
These requests might be one of the following suggestions. Hit Points 18 (4d8)
Speed 30 ft.
Your ingerprints
Two dozen maple leaves
A recommendation for a good book STR DEX CON INT WIS CHA
A single electrum piece 10 (+0) 13 (+1) 11 (+0) 12 (+1) 15 (+2) 9 (-1)
A peck upon the lips
Material components for two of the witch doctor's spells Skills Animal Handling +4, Arcana +3, Medicine +4,
In addition, witch doctors generally have a familiar. Use the
Nature +3, Survival +4
Senses passive Perception 12
ind familiar spell to determine the rules and creature type of
Languages Druidic plus any one language
this familiar.
Challenge 1/4 (50 XP)
Lastly, before casting a spell with the witch doctor, read
through the components of the spell and play up the
Spellcasting. The witch doctor is a 1st-level spellcaster.
theatricality. The witch doctor uses material components Its spellcas ng ability is Wisdom (spell save DC 12, +4 to
directly and does not have a component pouch or other focus. hit with spell a acks). It has the following druid spells
prepared.
Cantrips (at will): druidcraft, guidance, thorn whip
1st level (2 slots): cure wounds, detect poison and
disease, find familiar, purify food and drink, speak with
animals

Ac ons
Shillelagh Staff. Melee Spell Attack: +4 to hit, reach 5 .,
one target. Hit: 6 (1d8 + 2) bludgeoning damage. This is
a magic weapon a ack.

225
Wrestler (GQ69)
Lethal ighting rings are common, but the majority simply Wrestler
feature wrestlers who take down their opponents using non- Medium humanoid (any race), any alignment
lethal pins. Their opponents are wrestled into submission, not
murdered in the ring. Wrestlers can usually ind side jobs as Armor Class 12
bouncers and enforcers for minor establishments. Hit Points 19 (3d8 + 6)
While watching two wrestlers ight, they will make opposed Speed 30 ft.
grappling checks until one of them is pinned, at which point the
grappler makes unarmed strikes against the target while the
target attempts to escape from the grapple. Generally, three to
STR DEX CON INT WIS CHA
four hits takes out an opponent in this fashion. 16 (+3) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
For a wrestling match, the two participants wear no armor,
wield no weapons, and cast no spells. Other class abilities are Skills Athletics +5, Performance +2
alright. Participating in a wrestling match is a good challenge for Senses passive Perception 10
a 1st- or 2nd-level ighter, barbarian, or paladin, or for other Languages any one language
characters up to 4th level with a Strength score of at least 13. Challenge 1/8 (25 XP)
Characters in the second tier of play or higher should ind
tougher opponents to test their mettle against. Grappler. The wrestler has advantage on a ack rolls
against creatures it is grappling.

Ac ons
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage. A
creature reduced to 0 hit points by this a ack is
stabilised.
Pin. The wrestler a empts to grapple a creature within
5 feet of it (escape DC 13). On a success, while the
target is grappled, the wrestler and the target are
restrained.

226
Scout (MM pg. 349)
Other (PHB, VGM) The scout might be a ighter, a ranger, or a rogue, or it might be a
There exist many statblocks from the Monster Manual and good it for the Long Ranger homebrew class.
Volo's Guide to Monsters for NPCs that have not otherwise been
listed in this document. They've been placed here for reference. Thug (MM pg. 350)
The thug could be a ledgling ighter given enough training, but
Acolyte (MM pg. 342) its domain seems to irmly be in the underworld of crime; giving
The acolyte can represent a cleric or a paladin in training. it some thief rogue features like Thieves' Cant and Second Story
Work could add colour to your thugs. Some thugs may even
Archer (VGM pg. 210) pivot their skill set to become a Blood Hunter as per the
The archer can represent a ighter, a ranger, or a rogue with a homebrew class by Matt Mercer.
specialty in longbows. It's also a good pick to represent the
homebrew Long Ranger class. Tribal Warrior (MM pg. 350)
The tribal warrior is a good it for a barbarian, but may also be
Bandit (MM pg. 343) receptive to training as a druid, ighter, ranger, rogue, or long
The bandit might be a person on the path to become a ighter, ranger.
rogue, or barbarian.

Bandit Captain (MM pg. 344)


The bandit captain is likely a ighter.

Commoner (MM pg. 345)


The commoner is intended to be used to represent the
overwhelming majority of people living within the world. For
every person strong enough to be represented by a statblock in
this document, there are hundreds of thousands of commoners
just living a normal life, completely oblivious to the
unimaginable cosmic power that those few with ambition seek
out.

Cultist (MM pg. 345)


The cultist might be the apprentice or minion of a cleric
(perhaps a death priest or a night priest), druid (perhaps
working under a liminal druid or spore spreader), paladin
(knight conqueror, mortal traitor, or oathbreaker), sorcerer
(deathtouched or vampiric), or most commonly a warlock of
almost any type.

Cult Fanatic (MM pg. 345)


The cult fanatic is likely well on their way to gaining the power
to become a sinister adventurer, most commonly a warlock.

Guard (MM pg. 347)


The guard can be used to represent a very low-powered ighter.

Knight (MM pg. 347)


The knight could be a ighter, or it could be a paladin that has yet
to gain the powers granted to them by their oath.

Noble (MM pg. 348)


The noble may have received some training as a ighter, but is
meant to represent an upper-class twit who has never been
shaken by the adrenaline of pitched combat.

Priest (MM pg. 348)


The priest is a stock standard representation of a low-level
cleric or paladin.

227
Appendices
Applying Races
Not all of the NPCs that your players face will be human. Some of them will be common races such as elves, dwarves, and hal lings.
Others will be uncommon, like tie lings or half-orcs. Others still will be exotic races like irbolgs or aasimar. And, of course, these are
good templates to add to particularly powerful versions of the monstrous humanoids your players might naturally encounter in combat
such as orcs, hobgoblins, troglodytes, or bullywugs. Further still, you might want to use intelligent monstrosities such as druidic
centaurs or sorcerous harpies.
For all of these needs, you can check out the DMG pg. 282 for suggestions on how to apply a humanoid template to your NPCs. I want
to streamline the process, so I've selected only one or two key features from each race, as well as a roleplaying suggestion, in order to
quickly get across the lavour of that race without having to adjust its ability scores and therefore also having to recalculate its skills,
saves, attacks, spellcasting, save DCs, and challenge rating. Aspects like languages and darkvision have also been left out as they should
be self-evident based on the creature's environment. The idea is that if you can get across the few features included here, you will have
believably identi ied the NPC as a member of your chosen race.
For simplicity, instead of recalculating hit dice for Large and Small creatures, simply use the hit points given in the statblock without
change. Also, for some features, the DC for effects is listed at 10; change this to an appropriate DC (8 + pro iciency bonus + relevant
ability modi ier) in the statblock.
With all of this in mind, here are simple adjustments to emphasize the racial aspect of an NPC. Just adding these traits is enough,
though you are always free to add more. These do not affect the challenge rating of the creature unless stated otherwise.

Quick Racial Feature Applica on Guide


Race Features Roleplaying
Aarokocra
Fly 50 . Screeches.
(EE, MM)
Can cast light at will and cure wounds 3/day.
Protector: Fly 30 .
Aasimar Scourge: Fire Aura. Creatures that start their turn within 5 feet of the aasimar or hit it with a melee
Hates lying.
(VGM) a ack take 3 (1d6) fire damage.
Fallen: Frightful Presence (1/Day). Each creature within 30 feet of the aasimar must succeed on a
DC 10 Wisdom saving throw or become frightened of the aasimar un l the end of their next turn.
Bugbear Stealth proficiency; Surprise Attack. If the bugbear surprises a creature and hits it with an a ack Bursts of
(MM, VGM) during the first round of combat, the target takes an extra 7 (2d6) damage from the a ack. energy.
Bullywug Swim 40 .; Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10
Croaks.
(MM) feet, with or without a running start.
Monstrosity; Large; 60 . movement.; Charge. If the centaur moves at least 30 feet straight toward
Centaur (MM, Despises
a target and then hits it with a melee weapon a ack on the same turn, the target takes an extra
UA) weakness.
10 (3d6) damage.
Demon/Devil Fiend; cold, fire, lightning, poison, and nonmagical bludgeoning, piercing, and slashing resistance;
Corrup ve
(MM, MTF, Magic Resistance. The demon or devil has advantage on saving throws against spells and other
force.
VGM) magical effects.
Can't pronounce
Dragonborn Use an appropriate dragon breath (30 . line or cone, 2d6 damage); give it an appropriate damage
"M" or "B"
(PHB) resistance.
sounds.
Reduce movement speed by 5 .; poison resistance; Dwarven Resilience. The dwarf has advantage
Dwarf (MM,
on saving throws against being poisoned. Gruff.
PHB)
Duergar: Enlarge. The duergar casts enlarge on itself.
Fey Ancestry. The elf has advantage on saving throws to resist being charmed, and magic can't put
it to sleep.
High: Can cast one wizard cantrip at will (Intelligence), usually mending, message,
prestidigitation, or fire bolt.
Elf (MM, MTF, Wood: Increase speed by 5 .
Aloof.
PHB) Drow: Can cast dancing lights at will and faerie fire and darkness 1/day (Charisma).
Eladrin: Fey; can cast misty step 3/day.
Sea: Swim 30 .
Shadar-Kai: Shadow Jaunt. As a bonus ac on, the shadar-kai magically teleports up to 15 feet to an
unoccupied space it can see and gains resistance to all damage un l the start of its next turn.

228
Race Features Roleplaying
E ercap
Monstrosity; climb 30 .; can cast web at will (Cons tu on). Drooling hungrily.
(MM)
Firbolg Large; can cast speak with animals at will and detect magic, disguise self, invisibility, and speak
Serene.
(VGM) with plants 3/day (Wisdom).
Uses Cons tu on for racial spellcas ng.
Air-headed, down-
Air: Can cast gust of wind and levitate 1/day each.
Genasi to-earth, hot-
Earth: Can cast earth tremor and pass without trace 1/day each.
(EE) headed, or go-with-
Fire: Fire resistance; can cast produce flame at will.
the-flow.
Water: Swim 30 .; can cast shape water at will and create or destroy water 1/day.
Can cast mage hand at will and the hand is invisible.
Gith (MM,
Githyanki: Can cast telekinesis 1/day and misty step 3/day. Bi er.
MTF)
Githzerai: Can cast sheild 3/day and detect thoughts 1/day (Wisdom).
Gnoll Rampage. When the gnoll reduces a creature to 0 hit points with a melee a ack on its turn, the
Blindly monstrous.
(MM) gnoll can take a bonus ac on to move up to half its speed and make a bite a ack.
Small; Magic Resistance. The gnome has advantage on saving throws against spells and other
magical effects.
Gnome Rock: Has a construct as a companion.
Twinkly.
(EE, PHB) Forest: Can cast minor illusion and speak with animals at will (Wisdom).
Svirfneblin: Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to
hide in rocky terrain.
Goblin
Small; Nimble Escape. The goblin can take the Disengage or Hide ac on as a bonus ac on on each
(MM, Cowardly.
of its turns.
VGM)
Goliath
Large; Athle cs proficiency; Stone's Endurance. Principled.
(EE, VGM)
Grimlock
Blindsight 30 . (blind beyond this radius) Clicking tongues.
(MM)
Smalll; Poisonous Skin. A creature that touches the grung or hits it with a melee a ack takes 3
Grung
(1d6) poison damage. Sizzling croaky gasps.
(VGM)
The variant Grung Poison is also highly recommended.
Half-Elf Fey Ancestry. The half-elf has advantage on saving throws against being charmed, and magic can't
Narcissis c.
(PHB) put it to sleep.
Half-Orc Relentless Endurance (1/Day). When the half-orc is reduced to 0 hit points and not killed outright, Tusks ge ng in the
(PHB) it can choose to drop to 1 hit point instead. way of speech.
Halfling Small; Lucky. When the halfling rolls a 1 on an a ack roll, ability check, or saving throw, it can
Cheerful.
(PHB) reroll the dice. It must use the new result.
Monstrosity; fly 40 .; Enthralling Song. The harpy sings to a creature that can hear it within 30
Harpy feet of it. The target must succeed on a DC 10 Wisdom saving throw or become charmed by the
Mournful.
(MM) harpy un l the end of the harpy's next turn. While charmed, the target will a empt to protect
the harpy with its life.
Hobgoblin Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it
(MM, hits with a weapon a ack if that creature is within 5 feet of an ally of the hobgoblin that isn't Disciplined.
VGM) incapacitated.
Human
-- --
(PHB)
Kenku
Mimicry. The kenku can mimic sounds it has heard, including voices. A creature that hears the Uses interes ng
(MM,
sounds it makes can tell they are imita ons with a successful DC 10 Wisdom (Insight) check. sound effects.
VGM)
Kobold
Small; Pack Tactics. The kobold has advantage on an a ack roll against a creature if at least one of
(MM, Manic.
the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
VGM)
Sounds like a drug-
Kuo-Toa Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it addled squid
(MM) that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. splashing around in
a bubble bath.

229
Race Features Roleplaying
Doesn't
Lizardfolk
understand
(MM, Swim 30 .
sarcasm or
VGM)
metaphors.
Refuses to
Monstrosity; Petrifying Gaze (1/Turn). Without spending an ac on, the medusa casts flesh to stone with
Medusa self-reflect
a range of 60 feet on a creature it can see as long as the target can also see the medusa. If petrified, the
(MM) figura vely
creature remains petrified indefinitely.
or literally.
Merfolk
Swim 40 . Teasing.
(MM)
Monstrosity; Large; Charge. If the minotaur moves at least 10 feet straight toward a target and then hits
Takes forever
Minotaur it with a melee weapon a ack on the same turn, the target takes an extra 9 (2d8) piercing damage. If
to get to its
(MM, UA) the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet
main point.
away and knocked prone.
Orc (MM,
Aggresive. As a bonus ac on, the orc can move up to its speed towards a hos le creature it can see. Aggressive.
VGM)
Dull, black,
Sahuagin Swim 40 .; Blood Frenzy. The sahuagin has advantage on a ack rolls against any creature that doesn't
featureless
(MM) have all its hit points.
eyes.
Channels the
Tabaxi mercurial
Increase its movement by 20 .; climb speed equal to movement speed.
(VGM) nature of a
cat.
Tiefling
Fire resistance; can cast thaumaturgy at will and darkness and hellish rebuke 1/day each (Charisma). Shi y.
(PHB)
Thri-Kreen Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture No sense of
(MM) of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. individuality.
Increase AC by 2; Shell Defense. The tortle retreats into its shell. While in its shell, it is prone, its speed is
Tortle
0 and can't increase, it has full cover from outside effects, its AC increases by 4, and it is incapacitated Pa ent.
(MTF)
(except to emerge from its shell as a bonus ac on).
Triton
Cold resistance; can cast fog cloud, gust of wind, and wall of water 1/day each (Charisma). Haughty.
(VGM)
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must No concept
Troglodyte
succeed on a DC 10 Cons tu on saving throw or be poisoned un l the start of the creature's next turn. of personal
(MM)
On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. space.
Warforged Unwaveringly
Construct; increase AC by 2.
(UA) lawful.
Yuan-Ti
Pureblood Poison immunity; Magic Resistance. The yuan- pureblood has advantage on saving throws against
Sibilant.
(MM, spells and other magical effects; can cast poison spray at will and suggestion 1/day (Charisma).
VGM)

230
More Animal Companions and Forms
General Discussion Similar to the familiars of the warlocks, the options presented
Challenge Rating Guidelines for beastmasters and other sublasses that incorporate beasts
The guidelines for determining challenge rating are located in into their statblock design (most notably the Cavalier and
the Dungeon Master's Guide, pgs. 274-282. Archdruid/Moon Druid) can ignore any class restrictions on the
kinds of beasts they can use. Since the beasts are balanced
Encounter Building around the power of player characters, there's no similar need
I'd like to talk about the concept of challenge rating in 5th to balance them for NPCs as they already come with a built-in
edition. Hopefully this can help inform the way that you build balancing system, namely their respective Challenge Ratings.
encounters using these NPCs and other monsters.
Challenge rating is an average score that attempts to Spellcasting
consolidate the defensive and offensive capabilities of a given Creatures in the PHB that are based on spellcasters without a
creature. A challenge rating of "1" suggests that a creature is full spellcasting progression (e.g. the Death Knight using a
strong enough to provide a "Medium" challenge for a standard paladin's progression) use the progression of the class they're
party of four 1st-level adventurers. A challenge rating of 2 is a mimicking rather than a full spellcasting progression.
Medium challenge for a party of 2nd level adventurers, etc. Keep What this means is that the Death Knight says it's an 18th-
in mind a single monster will be easily defeated regardless. level spellcaster despite only having up to 5th level spell slots.
This doesn't apply at levels lower than 1 (it can be CR 0, 1/8, Even though this is the convention, I've chosen to ignore it.
1/4, or 1/2) or for levels higher than 20, which is the level cap Each time the spellcasting trait is used, it's based off of a full
for 5th edition. The tarrasque is a CR 30 creature, but it will spellcasting progression. This helps keep things consistent and
never ight a party of four 30th-level adventurers. helps compare the relative power of different spellcasters. The
Having greater numbers of enemies or higher CR enemies death knight's 18th-level spellcasting ability is not at all
increases the dif iculty from Medium to Hard or Deadly. comparable to the archmage's 18th-level spellcasting ability,
Similarly, smaller numbers of enemies and weaker CR enemies which does follow the PHB rules but is kind of messy and
decreases the dif iculty from Medium to Easy or Trivial. There's unclear sometimes.
a formula for calculating it which I won't go into, but you can use Since it's simply a notation of the rules, rather than a rule
tools like this. The system for calculating the "deadliness" of an itself, I've chosen to maintain my own conventions in this
encounter is based on a two assumptions. document (such as for the Eldritch Knight and Arcane
First, it assumes that the party is not at full strength; they've Trickster). It doesn't have a measurable affect upon play.
been ighting for most of the day and can't just nuke the monster
with everything they've got. Using NPCs From Other Books
Throughout this document, many of the subclasses aren't given
Second, it assumes an "adventuring day", which is de ined as
statblocks. Instead, there are references to NPC statblocks from
eight encounters that decrease resources (hit points, class
the Monster Manual and Volo's Guide to Monsters. These are
features, gold pieces, NPC helpers, spell slots, etc). These are
also included in the Challenge Rating section of the index.
usually combat encounters, but they can be anything, including
traps and roleplay scenarios. These references to pre-built NPCs are intended to avoid
overshadowing the NPCs created already by Wizards of the
Xanathar's Guide to Everything goes into more detail about
Coast, and to encourage the acquisition of the aforementioned
the expectations (which you can read about in more detail here).
books, which I don't wish this document to be a replacement for.
In one hour of play, you should expect four easy ights or two
Instead of providing new options, I've merely turned your
dif icult ights.
attention to the options already available to you. For some, I've
Whether these are realistic assumptions is left up to the
provided some minor suggestions on how to adapt them to
reader, but the CR system is based upon these assumptions, and
focus more on the lavour of the subclass.
they should be considered when planning encounters using
That said, many of the statblocks in this document take heavy
these NPC statblocks.
inspiration from NPCs in these books. The privateer is an
Familiars alternative to the Swashbuckler in VGM, the Hunter is a Scout
The "Chain" options presented for warlocks in this document from the MM with expanded abilities, the Sharpshooter ful ills
are not representative of the options available to player the same function as an Archer from VGM, and many of the
characters and don't follow the same rules. priests here are "palette-swapped" from the Priest in the MM,
usually with some extra abilities or different spells.
Instead, the companions are independent creatures that serve
the patron in a partnership with the warlock. These creatures For many of these statblocks that take heavy inspiration from
might spy on their warlock "master" as much as they spy on its others, I've provided other bits of lavour to further differentiate
enemies. them, such as divine boons and patron gifts.
Together with the clari ications in the appendix, you can dig
into the nitty-gritty process of hacking together a statblock and
take initiative to see how a monster clicks together. I hope this
provides you with a small bit of inspiration to start working on
your own stuff.

231
Gloom Stalker
Other Clari ications Gets bonuses on irst turn of combat, like the scout. I'll give it
Aspect of Vengeance the same kind of multiattack that only functions on turn 1, plus
the bugbear's Surprise Attack trait that gives extra damage to
Offensive Challenge Rating creatures it has surprised.
Since it's inspired by drow tactics, we'll give it poison abilities
The aspect of vengeance deals 29 damage with every strike of
similar to the drow. I like to use the illustration in Xanathar's to
its maul, for a total of 87 per turn. Additionally, it has an ability
determine the weapon it uses but in this instance I'll do my own
which grants it, basically, permanent advantage.
thing because the pickaxes / shortsword combo doesn't really
87 damage is CR 14. Permanent advantage, as seen with Pack
make sense for the abilities it has; I'd prefer a ranged weapon.
Tactics, grants a +1 to effective attack bonus. Even upping this
It'll use darts because it shouldn't be able to multiattack with a
effective bonus to +2 doesn't change the ranking in this
crossbow, and a shortbow doesn't ... feel ... right. And also
situation, unfortunately.
because monster statblocks are a fun way to incorporate lesser-
What about Abjure Enemy? It's unclear, because there aren't
used weapons such as the dart anyway.
any precedents in the DMG about the impact of affecting an
Umbral Sight can be simpli ied to darkvision, but the
opponent's ability to escape a ight. However, the dire wolf and
"invisible in darkness" ability is cool enough to keep.
other creatures that can knock enemies prone (an ability which
Iron Mind isn't crucial to the concept of the class. It's nice but
also halves an enemy's speed and makes them vulnerable) don't
it's not necessary, so I won't include it.
seem to gain any bene it from it in terms of CR.
Same with the lurry ability which is also really inicky for the
It's still a potent ability. I'll give it the bene it of the doubt and
DM. Unnecessary.
say that it increases the attack bonus by another +1. This inally
brings our offensive CR up by one ranking. The shadowy dodge ability is cool, simple, and thematic, so
we'll add a Reactions section and include it there. We'll even
Offensive Challenge Rating: 15
boost it by removing a limitation -- the stipulation "as long as
Defensive Challenge Rating the attacker doesn't have advantage on the roll" will simply not
be mentioned, because the lavour is what we're going for, not
The aspect of vengeance has 150 hit points, AC 18, and some the balance.
saving throws, immunities, and light. The saving throws and
Most regular ranger abilities don't contribute to the "gloom
immunities are not suf icient enough to affect its ranking, and
stalker" aesthetic except for Hide in Plain Sight and Vanish,
without ranged weapons to take advantage of its light, it
which I'll include (in simpli ied form).
doesn't impact the ranking either.
I'll take out spellcasting because it isn't critical and it adds a
However, we can see that frightening an enemy does have an
layer of complexity.
effect! Having Frightful Presence, an ability that targets a large
First turn, two attacks with poison darts (1d4 + 3 piercing,
number of enemies, increases your effective hit points by a large
2d4 poison, Con save or asleep like the drow poison). Ambusher
amount if you're ighting a party of 10th level or lower.
gives extra 2d8 damage. Next two turns add two more attacks
This creature isn't meant to be a solo monster, as evidenced
with poison darts. Divide by three for total: 17 damage per
by its aura ability, which means it is meant to be included as part
round.
of a group of enemies ighting a higher-tiered party of
That's CR 2. We'll give it a +5 bonus to attack to boost it to CR
adventurers. Additionally, its Abjure Enemy only targets a single
3. Let's keep it at CR 3 -- we only need to get to CR 2 in defense,
creature, not a whole party. Ultimately I would say that it doesn't
so we'll aim for that.
affect the ranking.
We'll lump all of its stealth abilities together -- a goblin's
So, 150 hit points brings us to CR 6 and the AC increases that
nimble escape gives it +4 to AC and ... attack bonus ... which
to CR 7.
actually boosts our offensive CR to 5!
Defensive Challenge Rating: 7
I want to keep it at a +2 prof bonus, so CR 3 maximum for
Luckily for us, if my judgement is wrong for the offensive defense.
challenge rating and it should stay at CR 14 instead of 15, the
Shadowy Dodge itself adds a bonus to defense, which we'll
inal challenge rating is the same due to rounding.
simplify to +2 AC as a parry equivalent.
Final Challenge Rating +6 effective AC. If we start at AC 13, we want to be at least
three steps down from CR 3. We can give it leather armor and
15 + 7 = 22. boost its actual AC to 14 without changing this.
22 / 2 = 11. Hit points would therefore be between 50-70 HP. I still think
Challenge: 11 (7,200 XP). that's too much for a squishy ambusher so I'll make it between
36 and 49.
Constitution will be +1. 8d8 + 8 gives us 44 which is good.
Let's squish it a bit down to 38 (7d8 + 7).
So, Defensive CR 2, 38 HP, 14 AC, +6 effective AC.
Offensive CR 5, 17 DPR, +5 attack bonus, +4 effective attack
bonus.
Total CR: 7/2=3.5 round up to 4.
Challenge: 4 (1,100 XP).

232
Quality of life stuff: main stat Dex, secondary stat Wisdom.
Three skills: perception, survival, stealth. Extended darkvision.
Final Challenge Rating
Speaks Undercommon. Surprise Attack is limited to one To get the total, we add them together, divide by 2, and round
instance to account for the fact that Gloom Stalker has the result (favouring upwards). 2 + 1 = 3.
multiattack and the bugbear doesn't. Change "Umbral Sight" to 3 / 2 = 1.5. Round up to 2.
"Umbral Shroud" to re lect the change in focus of the ability.
Challenge: 2 (450 XP)
Take out Hide in Plain Sight after all because it's complicated
and redundant given all the other stealth bonuses. Silver/White Dragon Sorcerer
First round: activate ice storm. 46 damage
Master-At-Arms Second round: ice storm plus fourth level snowball storm.
The master-at-arms has a longsword (instead of a greatsword)
46+35=81 damage.
to make it more convenient for the DM to roll its damage dice,
Third round: ice storm plus fourth level snowball storm plus
considering it can make up to 6 attacks per turn and its
third level chromatic orb. 46+35+22.5=103.5 damage.
maneuvers also use a d10.
Total: 230.5/3 = 76.83, CR 12 offensive. Step down to 11.
Challenge Rating: Offensive: 3 rounds, 15d10 + 72 = 154.5.
Final CR: 5+11=16/2=8. Challenge: 8 (3,900 XP).
Average 51.5 dpr. +9 bonus. CR 9.
Defensive: 135 hp, 18 AC. CR 6.
Spirit Totem Barbarian
Total: (6+9)/2 = 7.5, round to 8.
The spirit totem barbarian gets all of the regular barbarian
Challenge Rating: 8 (3,900 XP) abilities: Rage, Unarmored Defense, Reckless Attack, Danger
Sense, Extra Attack, Fast Movement, Feral Instinct, Brutal
Shadow Monk Critical, Relentless Rage, Persistent Rage, Indomitable Might,
Offensive Challenge Rating and Primal Champion. On top of that, it gets features speci ic to
its subclass: Spirit Seeker, Totem Spirit, Aspect of the Beast,
To calculate the offensive challenge rating, we look at the Spirit Walker, and Totemic Attunement.
maximum amount of damage the monk can dish out on average As you can see, this is a lot. The goal is to it the statblock onto
over three turns. We can ignore Cloak of Shadows and the column on the right. Otherwise, a DM is going to be balk at
Spellcasting for now, as they don't contribute to damage. the statblock due to its complexity. Our design goals are
Additionally, the monk can max its damage on every turn, so simplicity while still capturing the essence of what makes the
we don't need to worry about taking the average of three turns subclass distinct: reckless attack is a good ability, but it's not
like we'd have to do for dragons (which only breathe ire about crucial to the "essence" of the spirit totem in the same way it is
once every three turns) or spellcasters (who might have to cast for the berserker. We're also focusing on combat-related
different spells as their slots get used). abilities: roleplay-focused "ribbons" like Spirit Walker don't
The monk makes two punch dagger attacks each turn. While need to be included in our statblocks.
1d6 + 3 is noted as 6 average damage, this is actually not quite The spirit totem barbarian is a creature that draws upon
right: it actually does 6.5 on average, but we round it down for animal spirits to give it unnatural strength in battle, so we're
notation. 1d6 does 3.5 damage, and we add its Dexterity going to focus on the following features and ignore the rest:
modi ier in this situation. So, adding both its attacks results in Rage, Extra Attack, Fast Movement, Feral Instinct, Spirit Seeker,
13 damage total instead of 12. Totem Spirit, and Totemic Attunement.
13 Damage is CR 1. The recommended attack bonus is +3, but Rage. Just resistance to physical damage. We don't need
we're two above that: the shadow monk has a +5 attack bonus. every bene it of rage to represent the essence of the spirit totem.
For every +2, we increase rank by 2, to CR 2. We also want to limit using class resources in a statblock,
But that's not all! It also has Shadow Step, an ability that considering it doesn't actually have a class, per se.
guarantees it advantage on one of its attacks. How do we factor Extra Attack. Use multiattack instead.
this into the calculation? Fast Movement. +10 movement speed.
On DMG, pgs 280-281, we can ind a list of sample abilities Feral Instinct. Looking over the feature, I don't feel it's
that affect CR. A kobold's pack tactics is another ability that necessary. I won't include it after all. Limited space.
grants advantage for free, so we'll simplify and use that bonus: Spirit Seeker. Innate spellcasting. At will, but only ritual.
increase the monster's effective attack bonus by 1. Totem Spirit. Our bear gives us resistance to all damage
We need at least a +2 bonus to go up one more step. except for psychic.
Offensive Challenge Rating: 2 Totemic Attunement. Don't need "while you're raging."
Defensive Challenge Rating This gives us the basis for our bear totem barbarian. The
other totems are presented as variants.
Other monsters that have more powerful stealth (imp, for
example) don't get any bene its from it, but I feel our monk can
use stealth well, so I'll grant him +2 effective AC as a consolation.
44 hit points is CR 1/4, and AC "17" is four greater than the
recommended AC of 13, so it becomes CR 1.
Defensive Challenge Rating: 1

233
NPC
Statblock
Compendium:
January 2020

Created by
/u/gaylordqueen69

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