Professional Documents
Culture Documents
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)
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.
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.
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.
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
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.
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)
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)
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)
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)
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)
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)
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)
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.
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)
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
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.
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.
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
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.
Skills Performance +3
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)
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.
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.
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.
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)
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.
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)
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
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.
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)
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
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)
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.
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.