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ARMIES OF WAR hhaos divides the central kingdom. Children are born into the war, live until they are of age, and die in the war. Warring factions sac prosperous cities, laying siege to their castles for months at a time, Massive battalions meet each other in the ‘countryside, sewing the fields with more bodies than seeds, The arcane colleges have turned their research tothe killing arts. Even the hymnals of the holy royal chorus have warped into elegies. In this time of war, the lords of the land rely on armies and mighty commanders to represent their interests on the battlefield. Within this supplement are all ofthe simple but powerful rules you will need to command your own sprawling armies, defend keeps from invasion or reduce them to ruin, and to decide the fate of the central kingdom, CONTENT ige 1: Armies of War art by John Anthony Di Giovanni Page 2: Commanders of War, Siege Defense art by Milosz Wojtasik Page 3: Archer Line art by Stefan Kopinski Page 4: Camp Followers art by Jon Pintar Page 5: Conscript Infantry art by Michael Kormarck Page 6: Heavy Cavalry art by Melvin Chan Page 7:Heavy Crossbow Line art by Heroes of Camelot Page 8: Holy Chorus art by Geistig Page 9: Knightly Order art by Fadly Romdhani Page 10: Light Infantry art by Simon Gocal Page 11: Martial Band art by Dionisis Milonis Page 12: Scouting Troop art by Joseph Qiu Page 13: Skirmishers art by Martin de Diego ge 14: Soldiers-At Arms art by Stefan Kopinski Page 15: Wall of Shields art by justin Hill .ge 16: War Academy Mages art by Jason Felix Layout and design by filmatra COMMANDERS OF WAR Every army functions best with a commander, an experienced individual capable of leading them to glory. ‘Typically, an army swears fealty to a commander who pays for their service, serves their lord or has otherwise earned their respect through the completion of some other task. An army may only have one commander ata time, but may change from one commander to another over the course of short or long rest. ‘To gain the benefits of being a commander, a commander's Charisma score must be higher than the total Challenge Rating ofall armies he or she commands, ComManpeEr's LEGENDARY ACTIONS ‘The commander can take I legendary action, choosing from the options below. Only one legendary action option can be used at atime and only at the end of another creature's turn. ‘The commander regains spent legendary actions atthe start ofits turn. Advance/Retreat. Each army of your choice maves up to halfof its speed. ‘Commanded Strike (Costs 2 Actions) One army of your choice makes a single attack targeting another creature of your choice that you can see, ‘Defensive Command (Costs 2 Actions). One army of your choice gains the benefits of the Dodge action until the end of its next turn, Detect. You make a Wisdom (Perception) check. Inspiring Command One army of your choice that you control may add a d10 to ite next attack roll skill check, or saving throw. Gatninc COMMANDER ACTIONS ‘Some powerful commanders can take more than 1 legendary action each round As a general cule, a non-player commander can take 1 legendary action for every 5 levels of its Challenge Rating. For example, a Warlord (CR 12) may take 2 legendary actions each round. Ifyou are using the optional rules for Feats (PHB pg 165) player may gain I legendary action instead of taking a feat level SIEGE DEFENSE ‘Sturdy stone keeps, from looming tolbridge towers to glorious castles in the hearts of thriving cities, are icons of| security in an insecure age. ‘When a keep is beseiged, its defenders have access oa variety of protective tools. ‘Keeps vary drastically in size and location, but all serve the ‘same purpose—to rebuke invaders and protect their {inhabitants from harm, Keep Lair ACTIONS (On initiative count 20 (losing initiative tes) the keep's commander takes a lair action to cause one of the following effects; the commander e ‘case the same effect two rounds + Rocks are thrown to a 15 ft radius point within 30 ft. of the keep's walls. Each creature in the area must make a DC 15 Dexterity saving throw, taking 7 (246) bludgeoning damage on a failed save, or half as much damage on a successful one. + Boiling oil pours from the keep onto all ereatures within a 10 ft radius point along the keep's walls. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (4d) fre damage and 5 (244) additional fire damage at the beginning of each ofits turns until it uses its action to clean itself of oil On 2 successful save, a creature takes no damage. + The keeps defenders use its passageways, architecture, and simple machinery to their advantage. Until the end of the round, melee attacks against creatures of the commander's choice are made with disadvantage. + A glyph of warding, cast atthe 3rd level appears at an ‘unoccupied location of the commander's choice somewhere within the keep. One of the commander's allies may expend a spell slot to store a spell they have prepared within the spell glyph. Otherwise, the glyph is explosive rune, REGIONAL EFFECTS ‘The region containing the keep may be altered by the keeps presence, which creates one or more of the following effects: ‘+ Moats, trenches, and chevaux de frise mar the landscape, ‘making travel exhausting. The area within 1 mile of the keep is dificult terrain, + The keeps guards have illuminated the lands with blazing fires, and thoroughly patrol the lands at all hours. Dexterity (Stealth) checks made within 1 mile ofthe keep are made with disadvantage. + The commander's subordinates have been convinced to areatly respect or ear their leader. Charisma (Deception, Intimidation, and Persuasion) checks against the people of the keep are made with disadvantage. ‘The lordship burned its lands as it recalled its population into the keepis walls. No rations may be foraged or hunted ‘within one day's travel ofthe keep. Ifthe keep is taken, these effects fade over the course of 110 days. LONGBOWMAN ‘Medium humanoid (any race), any alignment ‘Armor Class 12 (Padded Armor) Hit Points 9 (248) Speed 30 STR DEX CON INT WIS CHA 14 (42) 13 (+1) 10 (40) 10 (+0) 11 (+0) 10 (+0) ‘Senses passive Perception 10 Languages Any one language (sully Common) Cfalerge 1/4 60%) Actions Shortsword Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (146 + 2) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft, one target. Hit:5 (1d8 + 1) piercing damage. SSS ARCHER LINE ‘Huge army of medium humanoids (any ace, 10-20 members), any alignment ‘Armor Class 12 (Padded Armor) Hit Points 60 (848 + 24) Speed 30% STR DEX CON INT WIS CHA 22 (16) 13 (41) 16 (+3) 10 (+0) 11 (40) 10 (+0) Skills Athletics +8 Senses passive Perception 10 ages Any one language (usually Common) lenge 3 (700 XP) ‘Any, The unit can occupy another creature's space and vice versa, and the unit can move through any ‘opening large enough for a medium humanoid. The unit can't regain hit points or gain ternporary hit points during combat. Morale 'f the unit becomes frightened or when itis reduced to half hit points, it must succeed on aDC 13 Wisdom saving throw or take 2d8 damage as some of its members break away and flee. Actions ‘Blacken Sky (rust be above half hit points), The unit chooses a point within 600 feet. All creatures within 30 feet of that point must make aDC 15 Dexterity saving throw, taking 21 (646) piercing damage on a failed save or half as much on a successful one. Creatures wearing heavy armor and carrying a shield make this save with advantage and take no damage instead of half on a successfull Shortsword Flury. Melee Weapon Attack: +8 to hit, each ft, one target, Hit: 14 (4d6) piercing damage, or 7 (2d6) ithe units below half hit points Targeted Fire Ranged Weapon Attack: +4 to hit, range 150/600 fone target. Hit: 18 (48) piercing damage or 9 (2d8) plercing damage ifthe Unit is Below haf Bit points. Camp FOLLOWERS luge army of medium humanoids (any race, 20-40 members), any alignment ‘Armor Class 10 Hit Points 44 (8d8 + 8) Speed 30 STR DEX CON INT WIS CHA 16 (+3) 10 (40) 13 (41) 13 1) 142) 13 +1) —— Senses passive Perception 12 Languages Any four languages Challenge 1 (200 xP) Amy, The unit can occupy another creature's space and vice versa, and the unit can move through any opening large enough for a medium hurmanoid. The Unit can't regain hit points or gain temporary hit points during combat. Comforts of Home. As long as this unit is within 300 ft. ‘of an army for the duration ofa rest, that army regains the maxirourn arnount of hit points on any hit dice it spends during each short rest and loses one additional level of exhaustion at the end of each long rest. Diverse, The unit is comprised of merchants, doctors, artisans, courtesans, and solgiers'farilies from all walks of life, Whenever the unit makes a skill check, roll 1d4. On a 2-3, the unit adds its proficiency bonus (+2) to the check On a4, it adds twice its proficiency bonus (+4) to the check Weak Moral Ifthe unit becoms frightened or is reduced to half hit points, it immediately takes 248 damage as sorne of its members break away and fle. Actions ‘Makeshift Attack Melee Weapon Attack: +6 to it, reach 5ft, one target. Hit: 10 (4d4) bludgeoning damage, or 5 (204) bludgeoning damage ifthe unit is below half it points. CONSCRIPTED FOOTMAN ‘Medium humanoid (any race), any alignment ‘Armor Class 11 (Padded Armor) Hit Points 11 (208 + 2) Speed 30 STR DEX CON INT WIS CHA 12 (+1) 11 (40) 12 (#1) 10 (+0) 9(-1) 10 (+0) Senses passive Perception 10 Languages Any one language (usually Common) Challenge 1/8 (25 %°) Undlsciplined. The footman has disadvantage on saving throws against being frightened. Actions ‘Spear. Melee Weapon Attack: +3 to hit, reach Sf tone target. Hit: 4 (16 4 1) piercing damage. ‘Sing. Ranged Weapon Attack: +2 to hit, range 30/120 ft, one target. Hit: 3 (1d4+ 1) bludgeoning damage. Conscrirr INFANTRY Huge army of mediurn humanoids (any ace, 20-40 members), any alignment ‘Ammar Class 11 (Padded Armor) Hit Points 60 (848 + 24) Speed 30% STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 10 (+0) 9(-1) 10 (+0) Skills Athletics +6 Serses passive Perception 10 Languages Anyone language (usually Common) lerge 1 (200 XP) Amy. The unit can occupy another creature's space and vice versa, and the unit can move through any ‘opening large enough for a medium humanoid, The unit can't regain hit points or gain ternporary hit points during combat, Horde. & creature that begins its turn within the army's space takes 14 (406) piercing damage, or 7 (2d6) if the unit is below half hit points. Scavergers ifthe unit spends 10 or more minutes picking through the remains of a defeated army, its ‘Armor Class permanently increases by 1 (to a ‘maximum of 16, only once per remains). Weak Morale Ifthe unit becoms frightened or is reduced to hal hit points, it immediately takes 248 damage as sore of its members break away and flee Actions ‘Spear Formation, Melee Weapon Attack: +7 to hit, teach Sft, one target. Hit: 14 (406) piercing damage or 7 (2d6) piercing damage if the unit is below half hit points. ‘ain ofjaelirs Ranged Weapon Attack: +2 to hit, range 30/120 fone target. Hit: 14 (4d8) piercing damage, 0 7 (2d6) if the unitis below half hit points HEAvy CAVALRY CGargantuan army of medlum humanoids (any race, 10- 20 members) and large beasts (warhorses), ny alignment ‘Armor Class 17 (Splint) Hit Points 189 (18¢8 + 81) ‘Speed 3Oft, 60ft. while mounted STR DEX CON INT WIS CHA 22 (46) 13 (+1) 22 (+6) 11 (40) 11(+0) 10 (40) Skills Athletics +10, Perception +4 Senses passive Perception 14 Languages Any one language (usually Common) Challenge 12 (8,400 XP) Anry. The unit can occupy another creature's space and vce versa, and the unit can move through any opening large enough for a large beast while mounted or amedium humanoid while unmounted. The unit ‘can't regain hit points or gain temporary hit points during combat. Trampling Charge. If the unit moves at least 20 ft straight foward a creature and then hits it with @ hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. ifthe target is prone, the unit can make another attack with its hooves against it as a bonus action, ‘Morale |f the unit becomes frightened or when itis, reduced to half hit points, it must succeed on aDC 13 ‘Wisdom saving throw or take 2d8 damage as some of its members break away and flee. Actions ‘Maltittack I the unit has moved atleast 20 ft. in a straight line this turn, it makes one spear charge and fone hooves attack. Otherwise, it makes a sidearm flurry attack Spear Charge, Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 28 (8d6) piercing damage, or 14 (48) if the unitis below half hit points. ‘Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft. cone target. Hit: 28 (846) bludgeoning damage, or 14 (46) if the unitis Below half hit points. ‘Sidearm Fiury. Melee Weapon Attack:+10 to hit, reach 5 fe, one target. Hit: 28 (8d6) slashing damage, or 14 (448) if the unitis below half hit points. Heavy CROSSBOWMAN ‘Medium humanoid (any race), any alignment ‘Armor Class 14 (Chain Shirt) Hit Points 11 (248 + 2) Speed 30 STR DEX CON INT WIS CHA 14 (42) 13 (41) 13 (41) 10 (40) 11 (40) 10 (40) ‘Senses passive Perception 10 SEE amap ee cece Actions. Gossbow, Ranged Weapon Attack +3 to hit, range 100/400 ft, one target. Hit:6 (110 + 1) piercing damage, ‘Shortsword Melee Weapon Attack: +4 to hit, reach Bfe, one target. Hit: 4 (1d4 + 2) piercing damage. Heavy Crosssow Ling Fuge army of medium humanoids (any race, 10-20 members) any alignment ‘Armor Class 14 (Chain Shirt) Hit Points 68 (8d8 + 32) Speed 30ft. STR DEX CON INT WIS CHA 22 (16) 11 (40) 19 (+4) 10 (+0) 11 (40) 10 (+0) Skills Athletics +8 Senses passive Perception 10 uages Any one language (usually Common) lenge 3 (700 XP) ‘Amry, The unit can occupy another creature's space and vice versa, and the unit can move through any ‘opening large enough for a medium humanoid. The unit can't regain hit points or gain ternporary hit points during combat. Rotatirg Fire. The unit alternates between lines of shooting and reloading crossbowmen. While it has ‘more than half ofits hit points, it ignores the loading property of the heavy crossbow. ‘Morale. |f the unit becomes frightened or when itis reduced to half hit points, it must succeed on aDC 13 Wisdom saving throw or take 2d8 damage as some of its members break away and flee. Actions ‘Muttiattack The unit makes two targeted fire attacks. Suffocatng Volley (must be above halfhit points) Al Creatures in a 15 ft. wide, 100 ft. long line must make a DC 15 Dexterity saving throws taking 22 (4610) piercing damage on a failed save or half as much on a successful one. Creatures more than 50 fi away from the unit mate this save with advantage. Shortsword Flury. Melee Weapon Attack: +8 to hit, reach Sft, one target. Hit: 14 (4d6) piercing damage, 0° 7 (2d6) ifthe unit is below half hit points Plant Pavise, The unit deploys aline of tower shields before its front line. Untl the next time it roves or rakes a melee attack, the unit has three-quarters Cover (+5 borus to AC and Dexterity saving throws) Tageted Fire, Ranged Weapon Attack: +2 to hit, range 100/400 ft, one target. Hit: 22 (4410) piercing damage or 11 (2d10) piercing darmage if the unit is below half hit points Hoty Cxorus Large army of medium humanoids (any race, 5-10 members), any lawful alignment ‘Armor Class 13 (Chain Shirt) Hit Points 60 (848 + 24) Speed 3 STR DEX CON INT WIS CHA 16 (43) 10 (+0) 16 (+3) 13 (41) 16 (43) 13 (1) Skills Medicine +9, Persuasion +4, Religion +4 Senses passive Perception 13 Languages Any one language (usually Common) Challenge 7 (2,900 xP) Jay. The uni can occupy another creature's space andvice versa, and the unfe can move through any pening large enough fora medium humanotd. The tnitcart regan hit plnts organ temporary hit points during combat Convoke, The unit is a 9th-level spelicaster. Its spellcasting abilty is Wisdom (spell save DC 14, +6 to hit with spel attacks) Ifit is reduced to less than half ofits hit points, the unit becomes a 5th-level spelleaster (it loses its 4th and 5th level spell slots and one ofits 3rd level slots). The unit has the following Cleric spells prepared: Cantrips (at will): light, mending, thaumaturgy, spare the hing savor guiding bot ‘st level (4 slots): divine favor, guiding bolt, healing nord sanctany, shod Sat 2nd level (3 slots): lesser restoration, magic ‘weapon, prayer of healing, silence, spiritual weapon 3rd level (3 slots): beacon of hope, crusader's ‘mantle, dispel magic, reviviy, spirit guardians, water wall Ath level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin Sth level (1 slot): flame strike, mass cure wounds; hold monster ‘Morale. \f the unit becomes frightened or when it is reduced to half hit points, it must succeed on a DC 13 Wisdor saving throw or take 248 damage as some of its embers break away and flee. War Healer, Spells cast by this unit can cause armies to regain hit points even during combat. Actions ‘Muttiattack, The unit casts one spell and uses its mace flurry attack. Mace Flury. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 28 (846) bludgeoning damage. KNIGHTLY ORDER Gargantuan army of medium humanoids (any race, 10- 20 members) and large beasts (warhorses), any lawful Signment ‘Armor Class 18 (Plate) Hit Points 189 (1848 + 81) ‘Speed 30ft, 60}. while mounted STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 22 (+6) 11 (+0) 11 (+0) 15 (2) Skils Athletics 411, Perception +5 Senses passive Perception 15 ‘Any one language (usually Common) (Challenge 15 (13,000 XP) Any. The unit can occupy another creature's space and vce versa, and the unit can move through ary opening large enough for a large beast while mounted or amediurn humanoid while unmounted. The unit ‘can't regain hit points or gain temporary hit points during combat. ‘Charge. ifthe unit moves at least 20 ft straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. ifthe target is prone, the unit can make another attack with its hooves against it as a bonus action. Unwaverirg Morale, The unit has advantage on saving throws against being frightened. Actions ‘Multiattack. \f the unit has moved at least 20 ft. in a straight line this turn, it makes one lance charge and ‘one hooves attack. Otherwise, it makes a sidearm flurry attack, Lance Charge. Melee Weapon Attack: +11 to hit, reach 10 fe, one target. Hit: 52 (8d12) piercing damage, or 26 (2412) ifthe unit is below half hit points. Hooves. Melee Weapon Attack:+11 to hit, reach 5 ft, ‘one target. Hit: 28 (846) bludgeoning damage, or 14 (46) if the unitis below half hit points. ‘Sidearm Fiury. Melee Weapon Attack:+11 to hit, reach 5 fone target. Hit: 28 (846) slashing damage, or 14 (4d8) if the unitis below half hit points. ‘Thunder of Crossbow Bolts Ranged Weapon Attack: +6 to hit, reach 100/400 f, one target. Hit: 28 (846) piercing damage, or 14 (4d6) ifthe unit is below half hit points. ‘Beacon of Guidance (Recharges after a Short or Long Rest), For 1 minute, all creatures of the unit's choice within 30 ft of itself that it can see add a d4 to each attack roll and saving throw, provided it can hear and understand the unit. This effect ends ifthe unit is incapacitated Reactions Wardirg Manewers The unit adds 2 to its AC against. ‘one melee attack that would hit it. To do so, the unit. ‘must see the attacker and be wielding a melee weapon, Licut CavALRY Huge army of medium humanoids (any race, 5-10 ‘members) and lage beasts (warhorses), any alignment Ammar Class 14 (Padded Arrmor) Hit Points 102 (1248 + 36) Speed 30ft, 60ft. while mounted STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 14 (+3) 18 (+4) 11 (+0) 14 (+2) Skills Athletics +8, Perception +3 Serses passive Perception 14 gnosis esr Conercn) lenge 7 (2,900 XP) ‘Amy, The unit can occupy another creature's space and vice versa, and the unit can move through any ‘opening large enough for a large beast while mounted or a medium hurnanoid while unmounted The unit can't regain hit points or gain terporary hit points during combat. Morale. the uit becomes frightened oF when itis reduced to haf hit points, it must sueceed on a DC 13 Wisdom saving throw or take 248 damage as some of its members break away and flee Actions ‘Multicttack The unit makes two scimitar flurry or mounted archery attacks. Scimitar Fury, Melee Weapon Attack: +8 to hit, teach 5 fe, one target. Hit: 28 (8d6) slashing damage, or 1 (4d6) ifthe unitis below half hit points Hooves Melee Weapon Attack: 18 to hit, each 5 fi, one target, Hit: 28 (8d6) bludgeoning damage, oF 14 (4d6) ifthe unit is below half hit po Mounted Archery. Ranged Weapon Attack: +6 to bit, reach 150/600 ft, one target. Hit: 36 (8d8) Piercing damage, or 18 (4d8) ifthe units below half hit points Reactions Warding Maneuvers. The unit adds 2 to its AC against one melee attack that would hit it. To do so, the unit must see the attacker and be wielding a melee weapon, Army DRUMMER ‘Medium humanoid (any race), any alignment ‘Armor Class 12 (Padded Armor) HitPoints 11 (248 + 2) Speed 30 STR DEX CON INT WIS CHA 11 (40) 12. (41) 12 (+1) 10 (40) 11 (40) 12 (1) Skills Performance +3, Persuasion +3, Intimidation 3 ‘Senses passive Perception 10 Languages Any one language (usually Common) Gtalenge 1/8 (25 ¥°) Actions Inspire, One creature of the drummer's choice adds ‘1d4 to the next attack roll, skill check, or saving throw it makes until the end of its next turn Marta BAND Huge army of medium humanoids (any race, 20-40 members) any alignment ‘Armor Class 12 (Padded Armor) Hit Points 85 (10d8 + 40) Speed 30ft STR DEX CON INT WIS CHA 18 (44) 12 (41) 18 (4) 10 (40) 11 (40) 15 (42) Skils Athletics +7, Performance +5, Persuasion +5, Intimidation +5 Serses passive Perception 10 Larguages Any one language (usually Common) Challenge 3 (1,800 xP} “Any, The unit can occupy another creature's space and vice versa, and the unit can move through any opening large enough fora large beast while ‘mounted or a medium humanoid while unmounted ‘The unit car't regain hit points or gain temporary hit points during combat, ‘Marches of War. As an action on its tur, the unit begins playing one of the following rhythms. It may only play one thythm at a time, must use its action to continue the thythm's effects each turn, and rust maintain concentration on the rhythen as if concentrating on 2 spell: + Rhythm of Guidance. The song coordinates the mover ofarics Each a iin 130 that has at least one legendary action has one more legendary action and regains this action at the start ofits turn as long as it can hear the rhythrn + Rhythm of Tenor. The song is full of menace. Hostile creatures within 150 ft that can hear the rhythm have disadvantage on saving throws they make to resist becoming frightened, and take § (248) additional damage from losing morale. + Rhythm of Valor The song is bornbastic and epic. Each ally within 150 fl adds 144 to each ofits attack rolls, skill checks, and saving throws as long as it can hear the ehythr, Morale. I the unit becomes frightened or when it is reduced to half hit points, it must succeed on a C13 Wisdom saving throw or take 248 damage as some ofits members break away and flee. Actions ‘Shortsword Flr Melee Weapon Attack: +8 to hit, Teach Sft, one target, Hit: 14 (4d6) piercing damage, or 7 (2d6) ifthe unit is below half hit points ScouTinc Troop Large army of medlum hurmanolds (any race, 5-10 members, any neutral alignment ‘Armor Class 13 (Leather Armor) Hit Points 60 (848 + 24) Speed 30ft STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 11 (40) 13 (+1) 11 (40) Skills Nature +4, Perception +5, Stealth +6, Survival +5 ‘Senses passive Perception 15 Languages Anyone language (usually Common Ciderge 1 (200 x0) 8 28 (NAY Common) Ammy,.The unit ean occupy another creature's space and vice versa, and the unit can move through any opening large enough for a medium humanoid. The Unit cant regain hit points or gain temporary hit points during combat. Keen Hearing and Sight. The unit has advantage on Wisdom (Perception) checks that rely on hearing or sight. Landstrider, Armies accompanying the unit do not have their travel slowed by dificult terrain, While traveling alone, the unit can move stealthily at anormal pace. ; While resting, the unit protects an area of up to 300 ft as ifby the spell alarm with an inaudible ward ‘Morale i the uit becomes frightened or when itis reduced to half hit points, it must succeed on a DC 13 Wisdom saving throw or take 2d8 damage as some of its members break away and flee. Actions ‘Shortsword Flury. Melee Weapon Attack: +4 to hit, reach 5 fl, one target. Ait: 14 (4d6) piercing darnage, ‘or (246) piercing damage ifthe unit is below half hit points Rain of Needles. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft, one target. Hit: 14 (4d6) piercing damage, or 7 (246) piercing darnage i the unit is below half it points. SKIRMISHERS ‘Huge army of medium humanoids (any race, 20-40 members) any alignment ‘Armor Cass 15 (Scale Mail) HitPoints 105 (1088 + 60) Speed 30 STR DEX CON INT WIS CHA 22 (46) 12(+1) 22 (+6) 10(+0) 11 (40) 91) Skills Athletics +9, Intimidation +2 ‘Senses passive Perception 10 eee oe idiots 51800 x7 Anrry.The unit can occupy another creature's space and vice versa, and the unit can move through any opening large enough for a large beast while mounted or ammediurn humanoid while tnmounted, The unit can't regain hit points or gain temporary hit points, during combat. ‘Aggressive Asa bonus action, the unit can move upto cree! sata iorieceaieat ie eoaioea Horde, A creature that begins its turn within the unit's, space takes 21 (6d6) piercing damage, or 11 (346) if the unit is below half hit points, Reckless At the start of its turn, the unit can gain advantage on all melee weapon attack rolls during that tum, but attack rolls against it have advantage until the start of its next turn ‘Morale Ifthe unit becomes frightened or when itis reduced to half hit points, it must succeed on a DC 13 ‘Wisdom saving throw or take 2d8 damage as some of its members break away and fle. Actions ‘Multisttack The unit makes two flurry of axes attacks. Fury of Axes. Melee Weapon Attack:+9 to hit, reach 5 fe, one target. Hit: 21 (6d6) slashing darnage, or 11 (86) if the unit is below half hit points. Spear Rush. Melee Weapon Attack: +9 to hit, reach 5 ft, fone target. Hit: 21 (648) piercing damage, or 11 (346) ifthe unit is below half hit points. f the unit moved at least 15 ft. before making the attack and the target is a Medium or smaller creature, the target must succeed ‘on aDC 15 Strength saving throw or be knocked prone. SoLprEers-AT-ARMS Huge army of medium humanoids (any race, 20-40 members), any alignment ‘Armor Class 18 (Half-Plate, Shield) Hit Points 147 (1448 + 63) Speed 30 STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 22 (+6) 11 (+0) 11 (+0) 10 (+0) Skills Athletics +10, Perception +4 Senses passive Perception 14 Languages Any one language (usually Common) Challenge 10 (5,900 XP) Amy, The unit can occupy another creature's space andvice versa and the unfe can move through any opening large enough for a medium hurmanoid while mourited or amedium humanoid while Linrnounted, The unit ean regain hit points or gain temporary hit points during combat Horde & creature that begins its turn within the Unit's space takes 28 (8d6) piercing damage, or 14 (4d6) ifthe unit is below haf hit points. Unwavering Morale. he unit has advantage on saving throws against being frightened. Actions ‘Muttitack, The unit makes three melee attacks or two ranged attacks. Open Melee. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: The unit's choice of 28 (8d8) bludgeoning, piercing, or slashing damage, or 14 (4d6) ifthe unit is below half hit points. ‘Shield Push Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 20 (8d4) bludgeoning damage, or 10 (4d4) ifthe unit is below half hit points. Ifthe target is a Medium or smaller creature, itmust succeed on a DC 15 Strength saving throw or be knocked prone Reactions Waring Maneuvers The unit adds 2 to its AC against one melee attack that would hit it To do so, the unit must see the attacker and be wielding a rmelee weapon. WALL OF SHIELDS Huge army of mediurn humanoids (any race, 20-40 members), any alignment ‘Armor Class 16 (Chain Shirt, Shield) Hit Points 189 (1848 + 54) Speed 5ft STR DEX CON INT WIS CHA 22 (16) 13 (#1) 22 (+6) 11 (40) 11.(+0) 10 (40) Skills Athletics +10, Perception +4 Senses passive Perception 14 Languages Anyone language (usually Common) Calerge 10 (5.90098) Anrry. The unit can occupy another creature's space and vice versa, and the unit can move through any opening large enough for a medium humanoid. The Unit can't regain hit points or gain temporary hi during combat. Pike ard Shield Formation. The uit has advantage on all melee attacks against mounted units, and nonmagical ranged attacks made against it have disadvantage. Polearm Master. Other creatures provoke an opportunity atack from the unit when they enter its reach (10 ft) Sentinel When the unit hits a creature with an ‘opportunity attack, that creature's speed becornes 0 for the rest ofthe turn. In addition, creatures provoke ‘opportunity attacks from the unit even if they take the Disengage action before leaving the unit's reach, Vuherable Flank At the end of its turn, the unit declares wihich cardinal direction itis facing. Until the end of its next turn, attacks made against it rom the opposite cardinal dicection are made with advantage, and the unit has 3/45 cover from all other directions ‘Morale f the unit becomes frightened or when itis reduced to half hit points, it must succeed on a DC 13 Wisdom saving throw or take 2d8 damage as some of its members break away and flee. Actions ‘Malliatiack The unit makes one pike fury attack Pike Flury. Melee Weapon Attack: +10 to hit, each 10 ft, one target. Hit: 44 (8410) piercing damage, or 22 (4d10) ifthe unitis below half hit points Shield Push Melee Weapon Attack:~10 to hit, reach 5 fe, one target. Hit: 20 (8d4) bludgeoning damage, or 10 (404) ifthe unit is below half hit points. If the target is a Medium or smaller creature, it must succeed ‘on aDC 15 Strength saving throw or be pushed back 5 for knocked prone (unit's choice). ‘War ACADEMY MAGES 2 { Large army of medium humanoids (any race, 5-10 members), any alignment ‘Armor Class 13 (Chain Shirt) Hit Points 60 (848 + 24) Speed 3 STR DEX CON INT WIS CHA 12 (41) 14 (42) 16 (+3) 17 (43) 12 41) 10 40) Skills Arcana +7, History +7 ‘Senses passive Perception 11 Languages Any four languages Challenge 9 (5,000 XP) ‘The unit can occupy another creature's space and vice versa, and the unit can move through any ‘opening large enough for a medium hurmanoid. The unit cant regain hit points or gain temporary hit points during combat Arcane Ward Creatures of the unit’s choice within 30 ft. oft (including itself) have advantage on saving throws against spells and other magical effects. Convoke, The unit's a12th-level spelicaster. Its spellcasting abilty is Intelligence (spell save DC 15, +47 to hit with spel attacks) fit is reduced to less than half ofits hit points, the unit becomes an 8th- level spellcaster it loses its 5th and 6th level spell slots and one of its 4th evel slots). The unit has the following Wizard spells prepared + Cantrips (at will: fre bol, ight, prestidigitaion, ‘ay of fost + Ist level (4 slots): detect magic, mage armor, magic missile, shield + 2nd level (3 slots): mirror image, misty step, shatter + 3rd level (3 slots): counterspell fireball lightning bolt + 4th level (3 slots: ice storm, stoneskin Sth level (2 slots): Bigby's hand, cone of cold + &th level (1 slot): chain lightning, wall fice ‘Morale. If the unit becomes frightened or when it is reduced to half hit points, it must succeed on a DC 13 Wisdom saving throw or take 248 damage as some of its members break away and flee. Actions ‘Mutiattack, The unit casts one spell of 1st level or higher and one cantrip or casts two cantrips. Desperate Quarterstaves. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 14 (446) bludgeoning damage, or 7 (246) ifthe unit is below half hit points.

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