You are on page 1of 43

OUTCLASSED

The NPC Statblock Compendium


Teaser Document: 47 statblocks out of 174
Contents
This Document Full NPC Statblock
Archdruid Coven Leader (21)
Avatar (10) Compendium
Bait Mage (3) In addition to the statblocks included here, the full NPC
Bishop (9) Compendium contains ...
Brawler (7)
Cardinal (9) Seven Barbarians
Church Hand (8) Seven Bards
Commander (11) Thirteen Clerics
Courtier (12) Seven Druids
Crime Boss (35) Eleven Fighters
Crime Lord (35) Nine Monks
Cultist of the Archfey (13) Nine Paladins
Cultist of the Archlich (14) Eight Rangers
Cultist of the Fiend (15) Eight Rogues
Cultist of the Great Old One (16) Ten Sorcerers
Cultist of the Leviathan (17) Ten Warlocks
Cultists of the Raven Queen (18) Ten Wizards
Defender (19) Three Arti icers
Dirty Fighter (20) Four Blood Hunters
Duelist (22) Three Long Rangers
Eco-Terrorist (23) Two Mystics
Enduring Barbarian (4) Five Rouges
Enlightened Master (29)
... and a tonne of supplementary material to help integrate
Fiendbane (32)
these NPCs into your game. You can access the full book
The Indefatigable (24)
OUTCLASSED: The NPC Statblock Compendium through the
Joker (25)
following link, either for free or for a donation of your choice.
Legendary Barbarian (4)
Mariner (26)
Martial Arts Master (29)
Matriarch/Patriarch Sorcerer (39)
Medic (27) Click here for OUTCLASSED:
Mercenary (28) The NPC Statblock Compendium
Mortal Enemy of Evil (33)
Oathkeeper (32)
Of iciant (30)
One Hit Wonder (6)
Outlaw (31)
Credits
Peak Barbarian (5) These statblocks were designed by /u/gaylordqueen69.
Rock Legend (6)
Rune Scribe (36)
Siege Mage (37)
Squire (38)
Spell Sniper (40)
Templar (41)
Wild Guardian (34)
Witch Doctor (42)
Wrestler (43)

2
Bait Mage (GQ69)
Valuable items need protecting, and sometimes the regular Bait Mage
defenses against thieves aren't enough. To secure your Medium humanoid (any race), any neutral alignment
belongings, you need a bait mage. Trained by royalty, nobility, or
military for very speci ic purposes, their knowledge of magic Armor Class 12
trades breadth for depth. If you need something hidden, a bait Hit Points 27 (6d8)
mage is your best bet, and if you need to test out your security Speed 30 ft.
system, there's no one better than a bait mage to tell you exactly
how badly you've messed things up.
Bait mages refuse to ight in combat for their employers.
STR DEX CON INT WIS CHA
Spells in their book such as ireball, sleep, and web are meant to 8 (-1) 15 (+2) 10 (+0) 17 (+3) 13 (+1) 10 (+0)
be paired with glyph of warding as traps, not as spells to be used
against people actively trying to kill them. A bait mage is a Skills Arcana +5, Sleight of Hand +4, Stealth +4,
security consultant, not a god damn evoker. Thieves' Tools +4
Senses passive Perception 11
Languages Thieves' Cant, plus any two languages
Challenge 4 (1,100 XP)

Ritual Adept. The bait mage is a ritual caster. Its


spellcas ng ability is Intelligence (spell save DC 13, +5
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.

3
Barbarians
Legendary Barbarian
Medium humanoid (any race), any alignment
Enduring Barbarian Armor Class 19
Medium humanoid (any race), any alignment
Hit Points 152 (16d8 + 80)
Speed 40 ft.
Armor Class 17
Hit Points 102 (12d8 + 48)
Speed 40 ft. STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 10 (+0)
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0) Saving Throws Dex +8
Skills Athletics +9
Damage Resistances bludgeoning, piercing, and
Saving Throws Dex +6 slashing
Skills Athletics +7 Damage Immunities nonmagical bludgeoning, piercing,
Damage Resistances nonmagical bludgeoning, piercing, and slashing
and slashing Senses passive Perception 12
Senses passive Perception 11 Languages any one language
Languages any one language Challenge 11 (7,200 XP)
Challenge 6 (2,300 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 three 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
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
start of its next turn. Reckless. At the start of its turn, the barbarian can gain
advantage on all melee weapon a ack rolls during that
Unarmored Defense. While not wearing armor, the turn, but a ack rolls against it have advantage un l the
barbarian's AC includes its Cons tu on modifier. start of its next turn.
Ac ons Relentless (Recharges after a Short or Long Rest). If the
barbarian takes damage that reduces it to 0 hit points
Multiattack. The berserker makes two melee weapon without being killed outright, it can choose to fall to 1
a acks. hit point instead.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ., Unarmored Defense. While not wearing armor, the
one target. Hit: 10 (1d12 + 4) slashing damage. barbarian's AC includes its Cons tu on modifier.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 . or range 20/60 ., one target. Hit: 7 (1d6 + 4) Ac ons
piercing damage, or 8 (1d8 + 4) piercing damage if used Multiattack. The berserker makes three melee weapon
with two hands to make a melee a ack. a acks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 .,
one target. Hit: 18 (2d12 + 5) slashing damage.
Spear. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 . or range 20/60 ., one target. Hit: 12 (2d6 +
5) piercing damage, or 14 (2d8 + 5) piercing damage if
used with two hands to make a melee a ack.

4
Peak Barbarian
Medium humanoid (any race), any alignment

Armor Class 22
Hit Points 230 (20d8 + 140)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 20 (+5) 24 (+7) 15 (+2) 20 (+5) 15 (+2)

Saving Throws Dex +11


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

Brutal Critical. If the barbarian scores a cri cal hit, it rolls


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

Ac ons
Multiattack. The berserker makes four melee weapon
a acks.
Greataxe. Melee Weapon Attack: +13 to hit, reach 5 .,
one target. Hit: 20 (2d12 + 7) slashing damage.
Spear. Melee or Ranged Weapon Attack: +13 to hit,
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.

5
Bards
Rock Legend
Medium humanoid (any race), any alignment
One Hit Wonder Armor Class 15 (chain shirt)
Medium humanoid (any race), any alignment
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Armor Class 15 (chain shirt)
Hit Points 88 (16d8 + 16)
Speed 30 ft. STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 22 (+6)
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4) Skills Acrobatics +15, Performance +18
Senses passive Perception 13
Languages any two languages
Skills Acrobatics +11, Performance +12 Challenge 20 (25,000 XP)
Senses passive Perception 11
Languages any two languages
Challenge 10 (5,900 XP) Countercharm. While playing music, the rock legend and
allied creatures that can hear it within 30 feet of it have
advantage on all saving throws and are immune to the
Countercharm. While playing music, the one hit wonder frightened and charmed condi ons.
and allied creatures that can hear it within 30 feet of it
have advantage on all saving throws and are immune to Bardic Inspiration (1/Turn). As a bonus ac on, the rock
the frightened and charmed condi ons. legend chooses an ally that can see and hear it within
30 feet of its posi on. In the next minute, the target can
Bardic Inspiration (1/Turn). As a bonus ac on, the one add 1d12 to one ability check, a ack roll, or saving
hit wonder chooses an ally that can see and hear it throw of its choice. Once a target has benefited from
within 30 feet of its posi on. In the next minute, the this feature, it must finish a short or long rest before it
target can add 1d10 to one ability check, a ack roll, or can benefit from it again.
saving throw of its choice. Once a target has benefited
from this feature, it must finish a short or long rest Spellcasting. The rock legend is an 18th-level spellcaster
before it can benefit from it again. (spell save DC 20, +12 to hit with spell a acks). It can
cast the following bard spells.
Spellcasting. The one hit wonder is a 10th-level
spellcaster (spell save DC 16, +8 to hit with spell Cantrips (at will): dancing lights, friends, minor illusion,
a acks). It can cast the following bard spells. vicious mockery
1st level (4 slots): charm person, disguise self, faerie
Cantrips (at will): dancing lights, friends, minor illusion, fire, silent image, thunderwave
vicious mockery 2nd level (3 slots): calm emotions, enthrall,
1st level (4 slots): charm person, disguise self, faerie pyrotechnics, suggestion
fire, silent image, thunderwave 3rd level (3 slots): hypnotic pattern, major image
2nd level (3 slots): calm emotions, enthrall, 4th level (3 slots): hallucinatory terrain
pyrotechnics 5th level (3 slots): mass cure wounds
3rd level (3 slots): hypnotic pattern, major image 6th level (1 slot): programmed illusion, mass
4th level (3 slots): hallucinatory terrain suggestion
5th level (2 slots): mass cure wounds 7th level (1 slot): symbol
8th level (1 slot): glibness
Ac ons 9th level (1 slot): psychic scream
Axe. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 2 (1d4) bludgeoning damage. 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.

6
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.

7
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.

8
Clerics
Cardinal
Medium humanoid (any race), any alignment
Bishop Armor Class 20 (plate mail, shield)
Medium humanoid (any race), any alignment
Hit Points 195 (30d8 + 60)
Speed 30 ft.
Armor Class 16 (chain mail, shield)
Hit Points 88 (16d8 + 16)
Speed 30 ft. STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 15 (+2) 15 (+2) 19 (+4) 15 (+2)
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 15 (+2) 17 (+3) 15 (+2) Skills Persuasion +6, Religion +6
Senses passive Perception 14
Languages any two languages
Skills Persuasion +5, Religion +5 Challenge 12 (8,400 XP)
Senses passive Perception 13
Languages any two languages
Challenge 6 (2,300 XP) Spellcasting. The cardinal is a 15th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 16, +8 to hit
with spell a acks). It has the following cleric spells
Spellcasting. The bishop is an 8th-level spellcaster. Its prepared.
spellcas ng ability is Wisdom (spell save DC 14, +6 to hit
with spell a acks). It has the following cleric spells Cantrips (at will): light, mending, sacred flame, spare
prepared. the dying, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, purify
Cantrips (at will): light, sacred flame, spare the dying, food and drink, shield of faith
thaumaturgy 2nd level (3 slots): lesser restoration, spiritual weapon,
1st level (4 slots): cure wounds, guiding bolt, purify zone of truth
food and drink, shield of faith 3rd level (3 slots): remove curse, mass healing word,
2nd level (3 slots): lesser restoration, spiritual weapon, spirit guardians
zone of truth 4th level (3 slots): banishment, guardian of faith
3rd level (3 slots): mass healing word, spirit guardians 5th level (3 slots): flame strike, greater restoration,
4th level (3 slots): banishment, guardian of faith hallow, raise dead
6th level (1 slot): true seeing
Ac ons 7th level (1 slot): divine word
Mace. Melee Weapon Attack: +4 to hit, reach 5 ., one 8th level (1 slot): resurrection
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Ac ons
Turn Undead (Recharges after a Short or Long Rest). The
bishop presents its holy symbol and speaks a prayer. Mace. Melee Weapon Attack: +5 to hit, reach 5 ., one
Each undead that can see or hear the bishop must make target. Hit: 4 (1d6 + 1) bludgeoning damage.
a DC 14 Wisdom saving throw. If the target is an undead Turn Undead (Recharges after a Short or Long Rest). The
of CR 1 or lower, it is destroyed on a failed save. cardinal presents its holy symbol and speaks a prayer.
Otherwise, on a failed save the target is turned for 1 Each undead that can see or hear the cardinal must
minute or un l it takes any damage. A turned creature make a DC 16 Wisdom saving throw. If the target is an
moves up to its speed away from the bishop and can't undead of CR 3 or lower, it is destroyed on a failed save.
willingly move within 30 feet of it. It can't take reac ons Otherwise, on a failed save the target is turned for 1
and must either use the Dash ac on or try to escape minute or un l it takes any damage. A turned creature
from an effect that stops it from moving. If it can't moves up to its speed away from the cardinal and can't
move, it can take the Dodge ac on. 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.

9
Avatar
Medium celestial, any alignment

Armor Class 23 (natural armor)


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

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 20 (+5) 15 (+2) 20 (+5) 19 (+4)

Skills Persuasion +5, Religion +5


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

Divine Intervention (Recharges after a Long Rest). As a


bonus ac on, the avatar can cast any spell with a
cas ng me of one ac on from the cleric spell list
without expending a spell slot or components, even if
the spell isn't on its prepared spell list or if it has
already cast a spell on its turn. A er doing so, the
avatar regains all of its expended spell slots.
Spellcasting. The avatar is a 20th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 19, +11 to
hit with spell a acks). It has the following cleric spells
prepared.
Cantrips (at will): light, mending, sacred flame, spare
the dying, thaumaturgy
1st level (4 slots): command, cure wounds, guiding
bolt, purify food and drink, shield of faith
2nd level (3 slots): lesser restoration, spiritual weapon,
zone of truth
3rd level (3 slots): create food and water, remove curse,
mass healing word, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (3 slots): dispel evil and good, flame strike,
greater restoration, hallow, raise dead
6th level (2 slots): true seeing, word of recall
7th level (2 slots): divine word, symbol
8th level (1 slot): holy aura
9th level (1 slot): true resurrection

Ac ons
Mace. Melee Weapon Attack: +8 to hit, reach 5 ., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Turn Undead (Recharges after a Short or Long Rest). The
avatar presents its holy symbol and speaks a prayer.
Each undead that can see or hear the avatar must make
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.

10
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.

11
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.

12
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.

18
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.

19
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.

20
Druids

Archdruid Coven Leader


Medium humanoid (any race, shapechanger), any non-
lawful alignment

Armor Class 12 (16 with barkskin)


Hit Points 208 (32d8 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 15 (+2) 15 (+2) 20 (+5) 19 (+4)

Skills Nature +7, Perception +10, Survival +10


Senses truesight 60 ft., passive Perception 20
Languages Druidic plus any two languages
Challenge 16 (25,000 XP)

Spellcasting. The archdruid is a 20th-level spellcaster. Its


spellcas ng ability is Wisdom (spell save DC 18, +10 to
hit with spell a acks). It has the following druid spells
prepared.
Cantrips (at will): druidcraft*, guidance*, mold earth*
1st level (4 slots): animal friendship, detect poison and
disease, entangle*, goodberry, purify food and drink*,
speak with animals*, thunderwave*
2nd level (3 slots): barkskin, lesser restoration*,
moonbeam, spike growth
3rd level (3 slots): plant growth*, speak with plants*
4th level (3 slots): conjure woodland beings,
hallucinatory terrain, polymorph
5th level (2 slots): awaken, tree stride*
6th level (2 slots): transport via plants*, wall of thorns
7th level (2 slots): fire storm*, regenerate
8th level (1 slot): earthquake
9th level (1 slot): storm of vengeance*

Ac ons
Shillelagh Staff. Melee Spell Attack: +10 to hit, reach 5
., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Change Shape (2/Day). The archdruid magically
polymorphs into a beast or elemental with a challenge
ra ng of 6 or less, and can remain in this form for up to
9 hours. The archdruid can choose whether its
equipment falls to the ground, melds with its new form,
or is worn by the new form. The archdruid reverts to its
true form as a bonus ac on or if it is knocked to 0 hit
points, with excess damage carrying over to its new
form. While in a new form, the archdruid retains its
game sta s cs and ability to speak, but its AC,
movement modes, Strength, Dexterity, and Cons tu on
are replaced by those of the new form, and it gains any
special senses, proficiencies, traits, ac ons, and
reac ons (except class features, legendary ac ons, and
lair ac ons) that the new form has. It can cast its spells
with verbal or soma c components in its new form
(marked with an asterisk*). The new form's a acks are
magical.

21
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.

22
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.

23
Fighters

The Indefatigable
Medium humanoid (any race), any alignment

Armor Class 26 (plate mail, shield)


Hit Points 190 (20d8 + 100)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 20 (+5) 17 (+4) 14 (+2) 14 (+2)

Skills Painter's Tools +10, Perception +8


Condition Immunities exhaustion
Senses passive Perception 18
Languages any three languages
Challenge 19 (22,000 XP)

Action Surge (Recharges after a Short or Long Rest). The


indefa gable can take one addi onal ac on on its turn.
Disarming Attack (1/Turn). When the indefa gable hits a
creature with a melee a ack, it can deal an addi onal 6
(1d12) damage and force the target to succeed on a DC
19 Dexterity saving throw or drop a weapon or object of
the indefa gable's choice that it is holding.
Duelist. As a bonus ac on, the indefa gable can force
one creature it can see within 30 feet of it to make a DC
18 Wisdom saving throw. On a failed save, the target
has disadvantage on a ack rolls made against creatures
other than the indefa gable and can't willingly move
further away from it. These effects end at the start of
the indefa gable's next turn. Addi onally, the
indefa gable gains a +2 to damage rolls when it hits
with its legendary longsword when wielded with one
hand (included in the a ack).
Legendary Resistance (3/Day). When the indefa gable
fails a saving throw, it can choose to succeed instead.
Magic Armor. The indefa gable's plate mail and shield
are both magical, contribu ng to a +3 increase in AC
each while the indefa gable wears them.
Superior Critical. The indefa gable scores a cri cal hit on
a roll of 18-20.
Survivor. The indefa gable regains 20 hit points at the
start of its turn if it isn't incapacitated.
Weapon Bond. The indefa gable can summon its
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.

24
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.

25
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.

26
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.

27
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.

28
Monks
Enlightened Master
Medium celestial, any alignment
Martial Arts Master Armor Class 25 (natural armor)
Medium humanoid (any race), any alignment
Hit Points 280 (33d8 + 132)
Speed 45 ft., fly 45 ft. (hover)
Armor Class 18
Hit Points 214 (33d8 + 66)
Speed 45 ft. STR DEX CON INT WIS CHA
19 (+4) 25 (+7) 19 (+4) 18 (+4) 25 (+7) 18 (+4)
STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 15 (+2) 13 (+1) 18 (+4) 12 (+0) Saves Str +10, Dex +13, Wis +13
Skills Acrobatics +13, Insight +13, Stealth +13
Condition Immunities charmed, frightened
Skills Acrobatics +8, Insight +8, Stealth +8 Senses passive Perception 17
Senses passive Perception 14 Languages Celestial, plus any one language
Languages any one language Challenge 19 (22,000 XP)
Challenge 11 (7,200 XP)
Evasive Maneuvers. When the enlightened master is
Evasive Maneuvers. When the mar al arts master is subjected to an effect that allows it to make a Dexterity
subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes
saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
no damage if it succeeds on the saving throw, and only half damage if it fails.
half damage if it fails.
Unarmored Defense. While the mar al arts master is Ac ons
wearing no armor and wielding no shield, its AC
includes its Wisdom modifier. Multiattack. The enlightened master makes four
enlightened strikes.
Ac ons Enlightened Strike. Melee Spell Attack: +13 to hit, reach
Multiattack. The mar al arts master makes four 5 ., one target. Hit: 20 (2d12 + 7) bludgeoning
unarmed strikes. damage. If the target is a creature, the enlightened
master can choose one of the following addi onal
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach effects.
5 ., one target. Hit: 9 (1d10 + 4) bludgeoning damage. The target must succeed on a DC 21 Strength saving
This is a magic weapon a ack. If the target is a creature, throw or drop one item it is holding (enlightened
the mar al arts master can choose one of the following master's choice).
addi onal effects.
The target must succeed on a DC 21 Constitution
The target must succeed on a DC 16 Strength saving saving throw or be knocked prone and stunned until
throw or drop one item it is holding (martial arts the end of the martial arts master's next turn.
master's choice).
The target must succeed on a DC 16 Dexterity saving Reac ons
throw or be knocked prone.
Reflect Missile. When the enlightened master is
The target must succeed on a DC 16 Constitution targeted by a ranged weapon or spell a ack, roll a d6.
saving throw or be stunned until the end of the On a roll of 1-4, the a ack hits, but can't cri cally hit
martial arts master's next turn. the enlightened master. On a roll of 5-6, the a ack
misses. In either case, the a acker must make a DC 21
Wisdom saving throw, taking 13 (2d12) force damage
Improvised Missile. Ranged Weapon Attack: +8 to hit, on a failed save, or half damage on a successful one.
range 20/60 ., one target. Hit: 9 (1d10 + 4)
bludgeoning, piercing, or slashing damage (depending
on the nature of the missile thrown).

Reac ons
Deflect Missile. In response to being hit by a ranged
weapon a ack, the mar al arts master deflects the
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.

29
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.

30
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

31
Paladins
Fiendbane
Medium humanoid (any race), any alignment (usually
Oathkeeper non-evil)
Medium humanoid (any race), any alignment (usually
non-evil) Armor Class 19 (+1 plate; 21 with shield of faith)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
Armor Class 18 (plate; 20 with shield of faith)
Hit Points 120 (16d8 + 48)
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
18 (+4) 8 (-1) 16 (+3) 14 (+2) 15 (+2) 16 (+3) Saving Throws Wis +7, Cha +7
Skills Investigation +6, Persuasion +7, Religion +6
Senses passive Perception 13
Saving Throws Wis +5, Cha +6 Languages any 3 (usually including Abyssal or Infernal)
Skills Investigation +5, Persuasion +6, Religion +5 Challenge 12 (8,400 XP)
Senses passive Perception 12
Languages any 3 (usually including Abyssal or Infernal)
Challenge 7 (2,900 XP) Aura of Protection and Courage. Friendly creatures
within 10 feet of the fiendbane have advantage on
saving throws and are immune to the frightened
Aura of Protection. Friendly creatures within 10 feet of condi on while the fiendbane isn't unconscious.
the oathkeeper have advantage on saving throws while
the oathkeeper isn't unconscious. Spellcasting. The fiendbane is a 10th level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
Spellcasting. The oathkeeper is a 5th level spellcaster. Its hit with spell a acks). It has the following paladin spells
spellcas ng ability is Charisma (spell save DC 14, +6 to prepared.
hit with spell a acks). It has the following paladin spells
prepared. 1st level (4 slots): compelled duel, detect evil and
good, detect magic, protection from evil and good,
1st level (4 slots): compelled duel, detect evil and shield of faith
good, protection from evil and good, shield of faith 2nd level (3 slots): locate object, zone of truth
2nd level (2 slots): zone of truth 3rd level (2 slots): magic circle
Ac ons Ac ons
Multiattack. The oathkeeper makes two melee weapon Multiattack. The fiendbane makes two melee weapon
a acks. a acks.
Sacred Greatsword. Melee Weapon Attack: +7 to hit, Fiendbane Greatsword. Melee Weapon Attack: +8 to hit,
reach 5 ., one target. Hit: 11 (2d6 + 4) slashing reach 5 ., one target. Hit: 11 (2d6 + 4) slashing
damage, plus 7 (2d6) radiant damage. This is a magic damage, plus 14 (4d6) radiant damage. If the target is a
weapon. fiend or a warlock of a fiend, it takes an addi onal 7
(2d6) radiant damage. This is a magic weapon.
Healing Touch (3/Day). The fiendbane touches a willing
creature. The target regains 10 hit points and is cleared
of the poisoned condi on, if applicable, as well as any
diseases.

32
Mortal Enemy of Evil
Medium humanoid (any race), any alignment (usually
non-evil)

Armor Class 21 (+3 adamantium plate; 23 with shield


of faith)
Hit Points 170 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 16 (+3) 17 (+3) 18 (+4)

Saving Throws Wis +8, Cha +9


Skills Investigation +8, Persuasion +9, Religion +8
Senses passive Perception 13
Languages any 2 (usually including Abyssal or Infernal)
Challenge 16 (15,000 XP)

Aura of Protection and Courage. Friendly creatures


within 30 feet of the mortal enemy of evil have
advantage on saving throws and are immune to the
frightened condi on while the mortal enemy of evil
isn't unconscious.
Spellcasting. The mortal enemy of evil is a 15th level
spellcaster. Its spellcas ng ability is Charisma (spell save
DC 17, +9 to hit with spell a acks). It has the following
paladin spells prepared.
1st level (4 slots): compelled duel, detect evil and
good, detect magic, protection from evil and good,
shield of faith
2nd level (3 slots): locate object, zone of truth
3rd level (3 slots): dispel magic, magic circle
4th level (2 slots): banishment, locate creature

Ac ons
Multiattack. The mortal enemy of evil makes two melee
weapon a acks.
Fiendbane Greatsword. Melee Weapon Attack: +10 to
hit, reach 5 ., one target. Hit: 12 (2d6 + 5) slashing
damage, plus 21 (6d6) radiant damage. If the target is a
fiend or a warlock of a fiend, it takes an addi onal 7
(2d6) radiant damage. This is a magic weapon.
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.

33
Rangers

Wild Guardian
Large fey, any chaotic alignment

Armor Class 18 (natural armor)


Hit Points 204 (24d10 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 21 (+5) 17 (+3) 15 (+2) 20 (+5) 15 (+2)

Skills Nature +8, Perception +11, Survival +11


Damage Resistances nonmagical bludgeoning, piercing,
and slashing
Senses passive Perception 26
Languages Sylvan, plus any one language
Challenge 17 (18,000 XP)

Guardian Soul. The wild guardian gains 20 temporary hit


points at the beginning of each of its turns.
Innate Spellcasting. The wild guardian's spellcas ng
ability is Wisdom (spell save DC 19, +11 to hit with spell
a acks). It can cast the following spells innately,
without expending material components.
At will: absorb elements, detect poison and disease,
hunter's mark, purify food and drink, tree stride
1/day: goodberry, locate animals or plants, locate
creature, lesser restoration
Keen Senses. The wild guardian has advantage on
Wisdom (Percep on) checks.
Wild Weapons. The wild guardian's weapon a acks are
magical and deal an addi onal 9 (2d8) force damage
(included in the a ack).

Ac ons
Multiattack. The wild guardian makes four a acks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ., one
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9
(2d8) force damage.
Greatbow. Ranged Weapon Attack: +11 to hit, range
150/600 ., one target. Hit: 14 (2d8 + 5) piercing
damage plus 9 (2d8) force damage.
Entangling Thorns (Recharges After a Short or Long Rest).
The wild guardian summons grasping vines in a 120 foot
radius centered on itself. Each creature in the area of
effect must succeed on a DC 19 Strength saving throw
or be restrained by the entangling plants. Creatures that
start their turn restrained by this effect take 10 (3d6)
piercing damage from thorns. An affected creature can
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.

34
Rogues
Crime Lord
Medium humanoid (any), any non-good alignment
Crime Boss Armor Class 17 (half plate)
Medium humanoid (any), any non-good alignment
Hit Points 220 (40d8 + 40)
Speed 30 ft.
Armor Class 16 (breastplate)
Hit Points 110 (20d8 + 20)
Speed 30 ft. STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 13 (+1) 20 (+5) 18 (+4) 20 (+5)
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 18 (+4) 17 (+3) 19 (+4) Saving Throws Dex +10, Int +11, Wis +10
Skills Deception +17, History +11, Insight +16,
Intimidation +17, Perception +10, Persuasion +11,
Saving Throws Dex +7, Int +8, Wis +7 Sleight of Hand +10, Stealth +10, Thieves' Tools
Skills Deception +12, History +8, Insight +11, +16
Intimidation +12, Perception +8, Persuasion +8, Senses blindsight 10 ft., passive Perception 20
Sleight of Hand +7, Stealth +7, Thieves' Tools +11 Languages Thieves' Cant, plus any two languages
Senses blindsight 10 ft., passive Perception 17 Challenge 17 (18,000 XP)
Languages Thieves' Cant, plus any two languages
Challenge 12 (8,400 XP)
Evasive. When the crime boss is targeted by an effect
that forces the crime boss to make a Dexterity saving
Evasive. When the crime boss is targeted by an effect throw to take only half damage, it instead takes no
that forces the crime boss to make a Dexterity saving damage if it succeeds and half if it fails.
throw to take only half damage, it instead takes no
damage if it succeeds and half if it fails. Elusive. No a ack roll has advantage against the crime
boss while it isn't incapacitated.
Elusive. No a ack roll has advantage against the crime
boss while it isn't incapacitated. Legendary Resistance (3/Day). When the crime boss fails
a saving throw, it can choose to succeed instead.
Legendary Resistance (3/Day). When the crime boss fails
a saving throw, it can choose to succeed instead. Loyal Goons. When the crime boss is targeted by an
a ack and an ally is within 10 feet of it, the crime boss's
Loyal Goons. When the crime boss is targeted by an ally can use its reac on to swap places with the crime
a ack and an ally is within 10 feet of it, the crime boss's boss, and the ally becomes the target instead.
ally can use its reac on to swap places with the crime
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
Master of Tactics. The crime boss can use the Help a acking a creature, the target of the a ack can be
ac on as a bonus ac on. When used to assist an ally in within 30 feet of the crime boss.
a acking a creature, the target of the a ack can be
within 30 feet of the crime boss. Sneak Attack (1/Turn). The crime boss deals an extra 42
(12d6) damage when it hits a target with a weapon
Sneak Attack (1/Turn). The crime boss deals an extra 24 a ack and has advantage on the a ack roll, or when
(7d6) damage when it hits a target with a weapon the target is within 5 feet of an ally of the crime boss
a ack and has advantage on the a ack roll, or when that isn't incapacitated and the crime boss doesn't have
the target is within 5 feet of an ally of the crime boss disadvantage on the a ack roll.
that isn't incapacitated and the crime boss doesn't have
disadvantage on the a ack roll.
Ac ons
Ac ons Multiattack. The crime boss makes two a acks with its
rapier.
Multiattack. The crime boss makes two a acks with its
rapier. Rapier of Warning. Melee Weapon Attack: +10 to hit,
reach 5 ., one target. Hit: 8 (1d8 + 4) piercing damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ., one This is a magic weapon. While the crime lord is a uned
target. Hit: 7 (1d8 + 3) piercing damage. to the rapier, the crime lord has advantage on ini a ve
rolls and can't be surprised.
Reac ons
Uncanny Dodge. The crime boss halves the damage that Reac ons
it takes from an a ack that hits it. The crime boss must Uncanny Dodge. The crime lord halves the damage that
be able to see the a acker. it takes from an a ack that hits it. The crime lord must
be able to see the a acker.

35
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.

36
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.

37
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

38
Sorcerers

Matriarch/Patriarch
Sorcerer
Medium humanoid (any race), any alignment

Armor Class 13 (16 with mage armor)


Hit Points 170 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 19 (+4) 10 (+0) 15 (+2) 20 (+5)

Senses passive Perception 12


Languages any two languages
Challenge 16 (15,000 XP)

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.
Distant Spell. If the spell has a range of 5 feet or
greater, the sorcerer can double the range of the
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
(sorcerer's choice) has disadvantage on the first
saving throw it must make against the spell's
effects.
Subtle Spell. The sorcerer can ignore any somatic or
verbal components of the spell.
Twinned Spell. If the spell targets only one creature
and doesn't have a range of self, the sorcerer can
target a second creature in range with the same
spell.
Spellcasting. The sorcerer is a 20th level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 18, +10
to hit with spell a acks). It can cast the following
sorcerer spells.
Cantrips (at will): dancing lights, mage hand, message,
minor illusion, prestidigitation, shocking grasp
1st-level (4 slots): mage armor, magic missile, shield
2nd-level (3 slots): hold person, invisibility
3rd-level (3 slots): counterspell, slow
4th-level (3 slots): confusion, dimension door
5th-level (3 slots): animate objects, telekinesis
6th-level (2 slots): disintegrate
7th-level (2 slots): power word pain
8th-level (1 slot): dominate monster
9th-level (1 slot): gate

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

39
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.

40
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.

41
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.

42
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.

You might also like