You are on page 1of 243

OUTCLASSED

The NPC Statblock Compendium

180 NPC Statblocks for 5th Edi on Dungeons and Dragons


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

Blood Hunter
Chronomancer
Legal Stuff
Dark Arts Player's Companion DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Long Ranger Realms, the dragon ampersand, Player’s Handbook, Monster
Order of the Lycan Manual, Dungeon Master’s Guide, D&D Adventurers League, all
The Rouge other Wizards of the Coast product names, and their respective
Shrouded Arts Wizard logos are trademarks of Wizards of the Coast in the USA and
Warlock of the Leviathan other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected

Usage Recommendations under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork
1. Bigger numbers don't make better stories. contained herein is prohibited without the express written
2. There are lies, damned lies, and statistics. permission of Wizards of the Coast.
3. Those who fight alone die alone. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA
98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
It's also highly recommended using the CR guidelines in the
Boé chat 31, 2800 Delé mont, CH. Represented by Hasbro
DMG (or online here) to tailor the challenge to your group. In
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
addition, this document includes a list of statblocks arranged by
UB11 1ET, UK.
thematic similarity which should help you group up NPCs so
they can be more effective in a ight.
Contents
Barbarians (19) Monks (90)
Ancestral Inheritor (24) Blood Bender (94)
Berserker (25) Death Researcher (95)
Blood Rager (26) Drunken Master (96)
Kuldjargh (27) Kensei (97)
Spirit Totem Barbarians (28) Open Hand Monk (98)
Storm Herald (29) Quadruple Master (99)
Zealot (30) Shadow Monk (100)
Sun Soul Monk (101)
Bards (31) Tranquil Master (102)

Blade (35)
Glamour Bard (36)
Paladins (103)
Jester (37) Aspect of Vengeance (110)
Lore Bard (38) Feysworn (111)
Shadow Dancer (39) Holy Redeemer (112)
Valor Bard (40) Kingsguard (113)
Whisper Bard (41) Knight Conqueror (114)
Mortal Traitor (115)
Clerics (42) Oathbreaker (116)
Sovereign Knight (117)
Arcana Priest (51) Winter Knight (118)
Death Priest (52)
Forge Priest (53)
Grave Priest (54)
Rangers (119)
Knowledge Priest (55) Beastmaster (123)
Life Priest (56) Gloom Stalker (124)
Light Priest (57) Herbalist (125)
Nature Priest (58) Horizon Walker (126)
Night Priest (59) Hunter (127)
Protection Priest (60) Monster Hunter (128)
Tempest Priest (61) Nightstalker (129)
Trickery Priest (62) Primeval Guardian (130)
War Priest (63)
Rogues (131)
Druids (64) Arcane Thief (135)
Arch Shepherd (68) Assassin (136)
Dream Guardian (69) Guerilla Scout (137)
Land Druid (70) Inquisitor (138)
Liminal Druid (71) Mastermind (139)
Moon Druid (72) Shadow Rogue (140)
Spore Spreader (73) Privateer (141)
Twilight Mendicant (74) Thief (142)

Fighters (75) Sorcerers (143)


Banneret (79) Deathtouched Sorcerer (149)
Battlemasters (80) Dragon Sorcerers (150)
Blood Knight (81) Favoured Chosen (151)
Brute (82) Phoenix Sorcerer (152)
Cavalier (83) Sea Sorcerer (153)
Champion (84) Shadow Sorcerer (154)
Eldritch Knight (85) Stone Sorcerer (155)
Elite Elven Archer (86) Storm Sorcerer (156)
Samurai (87) Vampiric Sorcerer (157)
Sharpshooter (88) Wild Magic Sorcerer (158)
Standard Bearer (89)

3
Warlocks (159) Miscellaneous (202)
Celestial Servant (161) Archer (202)
Faith Seeker (162) Bait Mage (203)
Hexblade Wielder (163) Brawler (204)
The Undying (164) Church Hand (205)
Warlock of the Archfey (165) Commander (206)
Warlock of the Archlich (166) Courtier (207)
Warlock of the Fiend (167) Cultist of the Archfey (208)
Warlock of the Great Old One (168) Cultist of the Archlich (209)
Warlock of the Leviathan (169) Cultist of the Fiend (210)
Warlock of the Raven Queen (170) Cultist of the Great Old One (211)
Cultist of the Leviathan (212)
Wizards (171) Cultist of the Raven Queen (213)
Defender (214)
Bladesingers (175) Dirty Fighter (215)
Chronomancer (176) Duelist (216)
Hemomancer (177) Eco-Terrorist (217)
Inventor (178) Elemental Benders (218)
Lore Master (179) Joker (219)
Reawakener (180) King / Queen (220)
Scholarly Wizards (181) Mariner (221)
Shrouded Wizard (182) Medic (222)
Theurge (183) Mercenary (223)
War Wizard (184) Of iciant (224)
Outlaw (225)
Arti icers (185) Rune Scribe (226)
Siege Mage (227)
Alchemist (185)
Squire (228)
Artillerist (182)
Soldier (229)
Attuner (187)
Spell Sniper (230)
Templar (231)
Blood Hunters (188) Witch Doctor (232)
Ghostbane Blood Hunter (188) Wrestler (233)
Lycan Blood Hunter (189) Other (234)
Mutant Blood Hunter (190)
Profane Blood Hunter (191) Appendices (235)
Applying Races (235)
Long Rangers (192) Applying Classes (238)
General Discussion (240)
Beast Tamer (192)
Bounty Hunter (193)
Primal Warden (194) Bonus Statblocks
Enduring Barbarian (20)
Mystics (195) Legendary Barbarian (21)
Awakened Mystic (195) Peak Barbarian (21)
Immortal Mystic (196) One Hit Wonder (33)
Rock Legend (33)

Rouges (197) Bishop (47)


Cardinal (48)
Clown (197) Avatar (48)
Effects Master (198) Archdruid Coven Leader (65)
Fashionista (199) The Indefatigable (77)
Goth (200) Martial Arts Master (91)
Pretty Face (201) Enlightened Master (92)
Oathkeeper (116)
Fiendbane (107)
Mortal Enemy of Evil (107)
Wild Guardian (121)
Crime Boss (132)
Crime Lord (133)
Matriarch/Patriarch Sorcerer (145)
4
Suggestions for Tiered NPCs Clerics
with Class Levels Tier One
Acolyte (MM pg. 342)
Tier One works best against a party of up to 5th level. Arcana Priest (NPC pg. 51)
Tier Two works best against a party of up to 10th level. Church Hand (NPC pg. 205)
Tier Three works best against a party of up to 15th level. Death Priest (NPC pg. 52)
Tier Four works best against a party of up to 20th level. Forge Priest (NPC pg. 53)
Remember the three tenets of this document: Grave Priest (NPC pg. 54)
Knowledge Priest (NPC pg. 55)
1. Bigger numbers don't make better stories. Life Priest (NPC pg. 56)
2. There are lies, damned lies, and statistics. Light Priest (NPC pg. 57)
3. Those who ight alone die alone. Nature Priest (NPC pg. 58)
Night Priest (NPC pg. 59)
Barbarians Of iciant (NPC pg. 224)
Outlaw (Banished Deacon) (NPC pg. 225)
Tier One Priest (MM pg. 348)
Ancestral Inheritor (NPC pg. 24) Protection Priest (NPC pg. 60)
Berserker (MM pg. 344) Squire (NPC pg. 228)
Blood Rager (NPC pg. 26) Tempest Priest (NPC pg. 61)
Chief Berserker (NPC pg. 25) Trickery Priest (NPC pg. 62)
Kuldjargh (NPC pg. 27)
Spirit Totem Barbarians (NPC pg. 28) Tier Two
Storm Herald (NPC pg. 29) Bishop (NPC pg. 47)
Wrestler (NPC pg. 233) War Priest (VGM pg. 218)

Tier Two Tier Three


Enduring Barbarian (NPC pg. 20) Cardinal (NPC pg. 48)
Zealot (NPC pg. 30)
Tier Four
Tier Three Avatar (NPC pg. 48)
Legendary Barbarian (NPC pg. 21)

Tier Four
Druids
Peak Barbarian (NPC pg. 21) Tier One
Dream Guardian (NPC pg. 69)
Bards Druid (MM pg. 346)
Eco-Terrorist (NPC pg. 217)
Tier One Twilight Mendicant (NPC pg. 74)
Bard (VGM pg. 211) Witch Doctor (NPC pg. 232)
Blade (NPC pg. 35)
Glamour Bard (NPC pg. 36) Tier Two
Jester (NPC pg. 37) Arch Shepherd (NPC pg. 68)
Joker (NPC pg. 219) Spore Spreader (NPC pg. 73)
Shadow Dancer (NPC pg. 39)
Squire (NPC pg. 228) Tier Three
Valor Bard (NPC pg. 40) Archdruid (VGM pg. 210)
Whisper Bard (NPC pg. 41) Liminal Druid (NPC pg. 71)

Tier Two Tier Four


One Hit Wonder (NPC pg. 33) Archdruid Coven Leader (NPC pg. 65)

Tier Four
Rock Legend (NPC pg. 33)

5
Fighters Paladins
Tier One Tier One
Archer (VGM pg. 210) Knight (MM pg. 347)
Cavalier (NPC pg. 83) Priest (MM pg. 348)
Commander (NPC pg. 206) Squire (NPC pg. 228)
Defender (NPC pg. 214) Templar (NPC pg. 231)
Duelist (NPC pg. 216)
Elite Elven Archer (NPC pg. 86) Tier Two
Gladiator (MM pg. 346) Blackguard (VGM pg. 211)
Knight (MM pg. 347) Feysworn (NPC pg. 111)
Mariner (NPC pg. 221) Holy Redeemer (NPC pg. 112)
Mercenary (NPC pg. 223) Knight Conqueror (NPC pg. 114)
Sharpshooter (NPC pg. 88) Mortal Traitor (NPC pg. 115)
Squire (NPC pg. 228) Oathkeeper (NPC pg. 106)
Standard Bearer (NPC pg. 89) Winter Knight (NPC pg. 118)
Templar (NPC pg. 231)
Veteran (MM pg. 350) Tier Three
Aspect of Vengeance (NPC pg. 110)
Tier Two Fiendbane (NPC pg. 107)
Banneret (NPC pg. 79) Kingsguard (NPC pg. 113)
Battlemasters (NPC pg. 80) Sovereign Knight (NPC pg. 117)
Blood Knight (NPC pg. 81)
Brute (NPC pg. 82) Tier Four
Champion (VGM pg. 212) Death Knight (MM pg. 47)
Eldritch Knight (NPC pg. 85) Mortal Enemy of Evil (NPC pg. 107)
Samurai (NPC pg. 87)

Tier Three
Rangers
Warlord (VGM pg. 220) Tier One
Beast Tamer (NPC pg. 192)
Tier Four Beastmaster (NPC pg. 123)
The Indefatigable (NPC pg. 77) Bounty Hunter (NPC pg. 193)
Gloom Stalker (NPC pg. 124)
Monks Herbalist (NPC pg. 125)
Horizon Walker (NPC pg. 126)
Tier One Hunter (NPC pg. 127)
Air Bender (NPC pg. 218) Monster Hunter (NPC pg. 128)
Blood Bender (NPC pg. 94) Nightstalker (NPC pg. 129)
Brawler (NPC pg. 204) Primal Warden (NPC pg. 194)
Death Researcher (NPC pg. 95)
Earth Bender (NPC pg. 218) Tier Two
Fire Bender (NPC pg. 218) Primeval Guardian (NPC pg. 130)
Kensei (NPC pg. 98)
Martial Arts Adept (VGM pg. 216) Tier Three
Shadow Monk (NPC pg. 100) Horizon Walker (Legendary Actions) (NPC pg. 126)
Sun Soul Monk (NPC pg. 101)
Tranquil Master (NPC pg. 102) Tier Four
Water Bender (NPC pg. 218) Wild Guardian (NPC pg. 121)
Wrestler (NPC pg. 233)

Tier Two
Drunken Master (NPC pg. 96)

Tier Three
Martial Arts Master (NPC pg. 91)
Quadruple Master (NPC pg. 99)

Tier Four
Enlightened Master (NPC pg. 92)

6
Rogues Warlocks
Tier One Tier One
Arcane Thief (NPC pg. 135) Celestial Servant (NPC pg. 161)
Bandit (MM pg. 343) Cultist (MM pg. 345)
Bandit Captain (MM pg. 344) Cultist of the Archfey (NPC pg. 208)
Discount Assassin (NPC pg. 136) Cultist of the Archlich (NPC pg. 209)
Guerilla Scout (NPC pg. 137) Cultist of the Fiend (NPC pg. 210)
Inquisitor (NPC pg. 138) Cultist of the Great Old One (NPC pg. 211)
Mastermind (NPC pg. 139) Cultist of the Leviathan (NPC pg. 212)
Master Thief (VGM pg. 216) Cultist of the Raven Queen (NPC pg. 213)
Privateer (NPC pg. 141) Cult Fanatic (MM pg. 345)
Scout (MM pg. 349) Faith Seeker (NPC pg. 162)
Shadow Rogue (NPC pg. 140) Warlock of the Archfey (VGM pg. 219)
Spy (MM pg. 349) Warlock of the Raven Queen (NPC pg. 170)
Swashbuckler (VGM pg. 217)
Thug (MM pg. 350) Tier Two
Hexblade Wielder (Vorpal Greataxe) (NPC pg. 163)
Tier Two Kraken Priest (VGM pg. 215)
Assassin (MM pg. 343) The Undying (NPC pg. 164)
Warlock of the Archlich (NPC pg. 166)
Tier Three Warlock of the Fiend (VGM pg. 219)
Crime Boss (NPC pg. 132) Warlock of the Great Old One (VGM pg. 220)
Warlock of the Leviathan (NPC pg. 169)
Tier Four
Crime Lord (NPC pg. 133) Tier Three
Hexblade Wielder (Blackrazor) (NPC pg. 163)
Sorcerers
Tier One
Wizards
Apprentice Mage (VGM pg. 209) Tier One
Deathtouched Sorcerer (NPC pg. 149) Matriarch/Patriarch SorcererApprentice Wizard (VGM pg.
Shadow Sorcerer (NPC pg. 154) 209)
Vampiric Sorcerer (NPC pg. 157) Bait Mage (NPC pg. 203)
Bladesingers (NPC pg. 175)
Tier Two Enchanter (VGM pg. 213)
Dragon Sorcerers (NPC pg. 150) Illusionist (VGM pg. 214)
Mage (MM pg. 347) Inventor (NPC pg. 178)
Sea Sorcerer (NPC pg. 153) Outlaw (Exiled Mage) (NPC pg. 225)
Storm Sorcerer (NPC pg. 154) Shrouded Wizard (NPC pg. 182)
Siege Mage (NPC pg. 224)
Tier Three Spell Sniper (NPC pg. 226)
Archmage (MM pg. 342) Theurge (NPC pg. 183)
Favoured Chosen (NPC pg. 151) Transmuter (VGM pg. 218)
Phoenix Sorcerer (NPC pg. 152)
Stone Sorcerer (NPC pg. 155) Tier Two
Abjurer (VGM pg. 209)
Tier Four Chronomancer (NPC pg. 176)
Matriarch/Patriarch Sorcerer (NPC pg. 145) Conjurer (VGM pg. 212)
Diviner (VGM pg. 213)
Evoker (VGM pg. 214)
Lore Master (NPC pg. 179)
Mage (MM pg. 347)
Necromancer (VGM pg. 217)
War Wizard (NPC pg. 184)

Tier Three
Archmage (MM pg. 342)

Tier Four
Lich (MM pg. 202)

7
Statblocks Listed by CR 1
Challenge Rating Awakened Mystic (195)
Commander (206)
Deathtouched Sorcerer (149)
CR 0 Defender (214)
Commoner (MM) Discount Assassin (136)
Duelist (216)

CR 1/8 Herbalist (125)


Mariner (221)
Bandit (MM) Mercenary (223)
Church Hand (205) Nature Priest (58)
Courtier (207) Shadow Dancer (39)
Cultist (MM) Shadow Rogue (140)
Joker (219) Siege Mage (227)
Medic (222)
Noble (MM)
Of iciant (224)
CR 2
Soldier (229) Air Bender (218)
Tribal Warrior (MM) Alchemist (182)
Wrestler (233) Arcana Priest (51)
Artillerist (182)

CR 1/4 Bait Mage (203)


Bandit Captain (MM)
Acolyte (MM) Beastmaster (123)
Apprentice Mage (VGM) Berserker (MM)
Archer (202) Cult Fanatic (MM)
Cultist of the Archfey (208) Death Priest (52)
Cultist of the Archlich (209) Druid (MM)
Cultist of the Fiend (210) Earth Bender (218)
Cultist of the Great Old One (211) Fire Bender (218)
Cultist of the Raven Queen (212) Grave Priest (54)
Eco-Terrorist (217) Guerilla Scout (137)
Guard (MM) Hunter (127)
Jester Inquisitor (138)
Outlaw (225) Kensei (97)
Rune Scribe (226) Knowledge Priest (55)
Squire (228) Life Priest (56)
Spell Sniper (230) Mastermind (139)
Witch Doctor (232) Mechanical Servant (187)
Night Priest (59)
CR 1/2 Nightstalker (129)
Priest (MM)
Brawler (204) Shadow Monk (100)
Celestial Servant (161) Spy (MM)
Cultist of the Leviathan (212) Sun Soul Monk (101)
Dirty Fighter (215) Theurge (183)
Faith Seeker (162) Tranquil Master (102)
Outlaw (Banished Deacon) (225) Trickery Priest (62)
Outlaw (Discharged Soldier) (225) Water Bender (218)
Outlaw (Exiled Mage) (225)
Scout (MM)
Thug (MM)
Warlock of the Raven Queen (170)

8
CR 3 CR 5
Arcane Thief (135) Ancestral Inheritor (24)
Archer (VGM) Bear Totem Barbarian (28)
Alchemist (184) Blood Rager (26)
Bard (VGM) Cavalier (83)
Blood Bender (94) Dream Guardian (69)
Bounty Hunter (193) Eagle Totem Barbarian (28)
Death Researcher (95) Elk Totem Barbarian (28)
Elite Elven Archer (86) Enchanter (VGM)
Illusionist (VGM) Horizon Walker (126)
Knight (MM) Gladiator (MM)
Lore Bard (38) Glamour Bard (36)
Martial Arts Adept (VGM) King / Queen (220)
Master Thief (VGM) Kraken Priest (VGM)
Monster Hunter (128) Mutant Blood Hunter (190)
Privateer (141) Primal Warden (194)
Protection Priest (60) Profane Blood Hunter (191)
Raven Servant (213) Red Tiger Bladesinger (175)
Sharpshooter (88) Shadow Sorcerer (154)
Swashbuckler (VGM) Standard Bearer (89)
Templar (231) Tiger Totem Barbarian (28)
Twilight Mendicant (74) Transmuter (VGM)
Veteran (MM) Wolf Totem Barbarian (28)
Whisper Bard (41)
CR 6
CR 4 Bishop (47)
Beast Tamer (192) Chronomancer (176)
Blade (35) Conjurer (VGM)
Chief Berserker (25) Eldritch Knight (85)
Clown (197) Enduring Barbarian (20)
Effects Master (198) Green Dragon Sorcerer (150)
Fashionista (199) Knight Conqueror (114)
Forge Priest (53) Light Priest (57)
Gloom Stalker (124) Lore Master (179)
Goth (200) Lycan Blood Hunter (189)
Inventor (178) Mage (MM)
Kuldjargh (27) Rally Guard (80)
Pretty Face (201) Samurai (87)
Shrouded Wizard (182) Sea Sorcerer (153)
Storm Herald (29) The Undying (164)
Tempest Priest (61) Warlock of the Great Old One (VGM)
Valor Bard (40) Warlock of the Leviathan (169)
Vampiric Sorcerer (157)
Warlock of the Archfey (VGM)

9
CR 7 CR 12
Banneret (79) Archdruid (VGM)
Black/Copper Dragon Sorcerer (150) Archmage (MM)
Blood Knight (81) Crime Boss (132)
Blue/Bronze Dragon Sorcerer (150) Fiendbane (107)
Brass/Gold/Red Dragon Sorcerer (150) Liminal Druid (71)
Feysworn (111) Moon Druid
Hexblade Wielder (Vorpal Greataxe) (163) Phoenix Sorcerer (152)
Immortal Mystic (196) Sovereign Knight (117)
Oathkeeper (116) Warlord (VGM)
Warlock of the Fiend (VGM)
CR 13
CR 8 Quadruple Master (99)
Arch Shepherd (68)
Assassin (MM)
Blackguard (VGM)
CR 14
Diviner (VGM) Favoured Chosen (151)
Holy Redeemer (112)
Master-At-Arms (80) CR 15
Primeval Guardian (130)
Hexblade Wielder (Blackrazor) (163)
Silver/White Dragon Sorcerer (150)

CR 9 CR 16
Archdruid Coven Leader (65)
Abjurer (VGM)
Matriarch/Patriarch Sorcerer (145)
Champion (VGM)
Mortal Enemy of Evil (107)
Evoker (VGM)
Ghostbane Blood Hunter (188)
Necromancer (VGM) CR 17
Warlock of the Archlich (166) Crime Lord (133)
War Priest (VGM) Death Knight (MM)
Zealot (30) Peak Barbarian (21)
Wild Guardian (121)
CR 10
Brute (82) CR 18
Drunken Master (96) Avatar (48)
Mortal Traitor (115)
One Hit Wonder (33)
Spore Spreader (73) CR 19
Stone Sorcerer (155) Enlightened Master (92)
Storm Sorcerer (156) The Indefatigable (77)
War Wizard (184)
Winter Knight (118)
CR 20
CR 11 Rock Legend (33)

Aspect of Vengeance (110)


Cardinal (48)
CR 21
Horizon Walker (Legendary Actions) (126) Solar (MM)
Kingsguard (113)
Legendary Barbarian (21)
Martial Arts Master (91)

10
Statblocks Listed by Death
Thematic Similarity Ancestral Inheritor (24)
Aspect of Vengeance (110)
Awakened Mystic (195)
Academic Clown (197)
Acolyte (MM) Cultist of the Archlich (209)
Arcana Priest (51) Cultist of the Raven Queen (213)
Arcane Thief (135) Death Priest (52)
Bait Mage (203) Death Researcher (95)
Battlemasters (80) Deathtouched Sorcerer (149)
Chronomancer (176) Ghostbane Blood Hunter (188)
Courtier (207) Goth (200)
Cultist (MM) Grave Priest (54)
Cult Fanatic (MM) Immortal Mystic (196)
Death Researcher (95) Hemomancer (177)
Eldritch Knight (85) Scholarly Wizards (Necromancer) (181)
Effects Master (198) Night Priest (59)
Hemomancer (177) Oathbreaker (116)
Inquisitor (138) Raven Servant (213)
Inventor (178) Reawakener
Kensei (97) Scholarly Wizards (181)
Knight (MM) Shadow Rogue (140)
Knowledge Priest (55) Spore Spreader (73)
Lore Bard (38) The Undying (164)
Lore Master (179) Twilight Mendicant (74)
Mastermind (139) Vampiric Sorcerer (157)
Monster Hunter (128) Warlock of the Archlich (166)
Noble (MM) Warlock of the Raven Queen (170)
Of iciant (224) Winter Knight (118)
Reawakener (180)
Rune Scribe (226) Elements
Samurai (87)
Blood Bender (94)
Scholarly Wizards (181)
Cultist of the Leviathan (212)
Shrouded Wizard (182)
Dragon Sorcerers (150)
Theurge (183)
Elemental Benders (218)
Forge Priest (53)
Celestial Light Priest (57)
Aspect of Vengeance (110) Horizon Walker (126)
Avatar (48) Phoenix Sorcerer (152)
Awakened Mystic (195) Quadruple Master (99)
Celestial Servant (161) Rune Scribe (226)
Church Hand (205) Sea Sorcerer (153)
Favoured Chosen (151) Stone Sorcerer (155)
Healing Squire (228) Storm Herald (29)
Holy Redeemer (112) Storm Sorcerer (156)
Kingsguard (113) Tempest Priest (61)
Life Priest (56) Warlock of the Leviathan (169)
Light Priest (57) Winter Knight (118)
Protection Priest (60)
Sun Soul Monk (101)
Theurge (183)
Zealot (30)

11
Fiendish For Hire
Blood Knight (81) Alchemist (182)
Blood Rager (26) Arcane Thief (135)
Cultist (MM) Archer (VGM) / Archer (202)
Cultist of the Fiend (210) Assassin (136)
Cult Fanatic (MM) Bait Mage (203)
Forge Priest (53) Bandit (MM)
Knight Conqueror (114) Bandit Captain (MM)
Oathbreaker (116) Battlemasters (80)
Mortal Traitor (115) Beast Tamer (192)
Profane Blood Hunter (191) Blade (35)
Warlock of the Fiend (167) Brawler (204)
Zealot (30) Bounty Hunter (193)
Brute (82)
Healing Champion (84)
Clown (197)
Acolyte (MM) Church Hand (205)
Alchemist (182) Commoner (MM)
Arcana Priest (51) Courtier (207)
Avatar (48) Defender (214)
Awakened Mystic (195) Dirty Fighter (215)
Bishop (47) Duelist (216)
Cardinal (48) Effects Master (198)
Church Hand (205) Fashionista (199)
Celestial Servant (161) Forge Priest (53)
Fashionista (199) Ghostbane Blood Hunter (188)
Favoured Chosen (151) Guard (MM)
Grave Priest (54) Guerilla Scout (137)
Healing Squire (228) Herbalist (125)
Herbalist (125) Hunter (127)
Holy Redeemer (112) Inventor (178)
Kingsguard (113) Jester
Knowledge Priest (55) Joker (219)
Land Druid (70) Lore Bard (38)
Life Priest (56) Lycan Blood Hunter (189)
Light Priest (57) Mariner (221)
Medic (222) Martial Arts Master (91)
Moon Druid (72) Medic (222)
Nature Priest (58) Mercenary (223)
Pretty Face (201) Monster Hunter (128)
Priest (MM) Mutant Blood Hunter (190)
Protection Priest (60) Of iciant (224)
The Undying (164) One Hit Wonder (33)
Theurge (183) Privateer (141)
Tranquil Master (102) Profane Blood Hunter (191)
Valor Bard (40) Protection Priest (60)
War Priest (63) Rock Legend (33)
Rune Scribe (226)
Scholarly Wizards (181)
Scout (MM)
Sharpshooter (88)
Shrouded Wizard (182)
Soldier (229)
Spell Sniper (230)
Squire (228)
Storm Sorcerer (156)
Thief (142)
Thug (MM)
Valor Bard (40)
Witch Doctor (232)
Wrestler (233)

12
High Seas Mage
Air Bender (218) Abjurer (VGM)
Arcane Thief (135) Arcana Priest (51)
Artillerist (182) Bait Mage (203)
Bandit (MM) Chronomancer (176)
Bandit Captain (MM) Conjurer (VGM)
Berserker (MM) Diviner (VGM)
Blood Bender (94) Dragon Sorcerers (150)
Bounty Hunter (193) Effects Master (198)
Champion (VGM) Enchanter (VGM)
Chief Berserker (25) Evoker (VGM)
Commander (206) Hemomancer (177)
Commoner (MM) Illusionist (VGM)
Courtier (207) Inventor (178)
Cultist of the Leviathan (212) Lore Bard (38)
Dirty Fighter (215) Lore Master (179)
Duelist (216) Matriarch/Patriarch Sorcerer (145)
Guard (MM) Necromancer (VGM)
Inquisitor (138) Phoenix Sorcerer (152)
Kraken Priest (VGM) Reawakener (180)
Mariner (221) Rune Scribe (226)
Master-At-Arms (80) Sea Sorcerer (153)
Master Thief (VGM) Shrouded Wizard (182)
Mastermind (139) Siege Mage (227)
Mercenary (223) Spell Sniper (230)
Noble (MM) Stone Sorcerer (155)
Outlaw (225) Storm Sorcerer (156)
Privateer (141) Theurge (183)
Sea Sorcerer (153) Transmuter (VGM)
Scout (MM) War Wizard (184)
Spy (MM) Wild Magic Sorcerer (158)
Storm Herald (29)
Storm Sorcerer (156)
Swashbuckler (VGM)
Tempest Priest (61)
Thug (MM)
Valor Bard (40)
Veteran (MM)
Warlock of the Leviathan (169)
Water Bender (218)

13
Nature Nonmagical
Archdruid Coven Leader (65) Archer (VGM) / Archer (202)
Archer (VGM) Archer Squire (228)
Arch Shepherd (68) Assassin (136)
Beastmaster (123) Bandit (MM)
Beast Tamer (192) Bandit Captain (MM)
Bladesingers (175) Banneret (79)
Cultist of the Archfey (208) Battlemasters (80)
Cultist of the Leviathan (212) Beastmaster (123)
Dream Guardian (69) Beast Tamer (192)
Eco-Terrorist (217) Berserker (25)
Elite Elven Archer (86) Bounty Hunter (193)
Feysworn (111) Brawler (204)
Herbalist (125) Brute (82)
Hunter (127) Cavalier (83)
Land Druid (70) Commoner (MM)
Liminal Druid (71) Champion (84)
Moon Druid (72) Commander (206)
Glamour Bard (36) Courtier (207)
Nature Priest (58) Cultist (MM)
Night Priest (59) Defender (214)
Primeval Guardian (130) Dirty Fighter (215)
Primal Warden (194) Duelist (216)
Scout (MM) Enlightened Master (92)
Sea Sorcerer (153) Guard (MM)
Spirit Totem Barbarians (28) Guerilla Scout (137)
Warlock of the Archfey (165) Herbalist (125)
Warlock of the Leviathan (169) Hunter (127)
Wild Guardian (121) The Indefatigable (77)
Winter Knight (118) King / Queen (220)
Witch Doctor (232) Knight (MM)
Kuldjargh (27)
Peace Mariner (221)
Martial Arts Adept (VGM)
Awakened Mystic (195) Martial Arts Master (91)
Bait Mage (203) Martial Squire (228)
Church Hand (205) Medic (222)
Commoner (MM) Mercenary (223)
Courtier (207) Mounted Squire (228)
Dream Guardian (69) Noble (MM)
Faith Seeker (162) Open Hand Monk (98)
Holy Redeemer (112) Outlaw (Discharged Soldier) (225)
Jester Privateer (141)
Noble (MM) Samurai (87)
Of iciant (224) Scout (MM)
Protection Priest (60) Soldier (229)
Samurai (87) Sharpshooter (88)
Scholarly Wizards (181) Standard Bearer (89)
Tranquil Master (102) Thief (142)
Thug (MM)
Tribal Warrior (MM)
Wrestler (233)

14
Planes Tribal
Ancestral Inheritor (24) Archdruid Coven Leader (65)
Awakened Mystic (195) Archer (VGM) / Archer (202)
Cultist of the Great Old One (211) Ancestral Inheritor (24)
Dream Guardian (69) Beastmaster (123)
Faith Seeker (162) Beast Tamer (192)
Horizon Walker (126) Berserker (25)
Immortal Mystic (196) Bladesingers (175)
Phoenix Sorcerer (152) Brawler (204)
Scholarly Wizards (181) Cultist of the Archfey (208)
Sea Sorcerer (153) Eco-Terrorist (217)
Stone Sorcerer (155) Elite Elven Archer (86)
Storm Sorcerer (156) Enduring Barbarian (20)
Warlock of the Great Old One (168) Guerilla Scout (137)
Wild Magic Sorcerer (158) Herbalist (125)
Hunter (127)
Shadow Kraken Priest (VGM)
Land Druid (70)
Cultist of the Raven Queen (212) Legendary Barbarian (21)
Hexblade Wielder (163) Liminal Druid (71)
Gloom Stalker (124) Lycan Blood Hunter (189)
Goth (200) Moon Druid (72)
Liminal Druid (71) Mutant Blood Hunter (190)
Night Priest (59) Peak Barbarian (21)
Nightstalker (129) Primal Warden (194)
Raven Servant (213) Scout (MM)
Shadow Dancer (39) Soldier (229)
Shadow Monk (100) Spirit Totem Barbarians (28)
Shadow Rogue (140) Tribal Warrior (MM)
Shadow Sorcerer (154) Warlock of the Archfey (165)
Shrouded Wizard (182) Witch Doctor (232)
Twilight Mendicant (74)
Warlock of the Raven Queen (170)
Winter Knight (118)

15
Urban War
Acolyte (MM) Archer (VGM) / Archer (202)
Alchemist (182) Artillerist (182)
Arcana Priest (51) Assassin (136)
Arcane Thief (135) Banneret (79)
Assassin (136) Battlemasters (80)
Attuner (187) Blood Knight (81)
Bait Mage (203) Blood Rager (26)
Banneret (79) Cavalier (83)
Bishop (47) Champion (84)
Blade (35) Commander (206)
Bounty Hunter (193) Defender (214)
Brute (82) Fiendbane (107)
Cardinal (48) Forge Priest (53)
Church Hand (205) Guard (MM)
Clown (197) Guerilla Scout (137)
Commoner (MM) Immortal Mystic (196)
Courtier (207) The Indefatigable (77)
Crime Boss (132) King / Queen (220)
Crime Lord (133) Kingsguard (113)
Dirty Fighter (215) Knight (MM)
Drunken Master (96) Knight Conqueror (114)
Duelist (216) Kuldjargh (27)
Effects Master (198) Mariner (221)
Eldritch Knight (85) Mastermind (139)
Fashionista (199) Medic (222)
Forge Priest (53) Mercenary (223)
Goth (200) Mortal Enemy of Evil (107)
Guard (MM) Oathkeeper (116)
Inquisitor (138) Protection Priest (60)
Inventor (178) Scholarly Wizards (181)
Jester Scout (MM)
Joker (219) Sharpshooter (88)
King / Queen (220) Siege Mage (227)
Kingsguard (113) Soldier (229)
Knight (MM) Sovereign Knight (117)
Knight Conqueror (114) Spell Sniper (230)
Knowledge Priest (55) Squire (228)
Kuldjargh (27) Standard Bearer (89)
Lore Bard (38) Templar (231)
Lore Master (179) Valor Bard (40)
Mastermind (139) War Priest (63)
Mortal Traitor (115) War Wizard (184)
Noble (MM)
Of iciant (224)
One Hit Wonder (33)
Pretty Face (201)
Protection Priest (60)
Rock Legend (33)
Rune Scribe (226)
Scholarly Wizards (181)
Shadow Rogue (140)
Shrouded Wizard (182)
Sovereign Knight (117)
Standard Bearer (89)
Templar (231)
Thief (142)
Thug (MM)
Trickery Priest (62)
Whisper Bard (41)
Wrestler (233)

16
Statblocks Listed by Source Xanathar's Guide to Everything
(Order of Appearance) Ancestral Inheritor (Path of the Ancestral Guardian) (24)
Storm Herald (29)
Zealot (30)
Player's Handbook Blade (College of Swords) (35)
Berserker (25) Glamour Bard (36)
Spirit Totem Barbarians (Totem of Bear, Eagle, Wolf) (28) Whisper Bard (41)
Lore Bard (38) Forge Priest (53)
Valor Bard (40) Grave Priest (54)
Knowledge Priest (55) Arch Shepherd (Circle of the Shepherd) (68)
Life Priest (56) Dream Guardian (Circle of Dreams) (69)
Light Priest (57) Cavalier (83)
Nature Priest (58) Elite Elven Archer (Arcane Archer Archetype) (86)
Tempest Priest (61) Samurai (87)
Trickery Priest (62) Drunken Master (96)
War Priest (63) Kensei (97)
Land Druid (70) Sun Soul Monk (101)
Moon Druid (72) Holy Redeemer (Oath of Redemption) (112)
Battlemasters (80) Knight Conqueror (Oath of Conquest) (114)
Champion (84) Gloom Stalker (124)
Eldritch Knight (85) Horizon Walker (126)
Quadruple Master (Way of the Four Elements) (99) Monster Hunter (128)
Open Hand Monk (98) Guerilla Scout (Scout Archetype) (137)
Shadow Monk (100) Inquisitor (Inquisitive Archetype) (138)
Aspect of Vengeance (Oath of Vengeance) (110) Mastermind (139)
Feysworn (Oath of the Ancients) (111) Privateer (Swashbuckler Archetype) (141)
Kingsguard (Oath of Protection) (113) Favoured Chosen (Divine Soul Bloodline) (151)
Beastmaster (123) Shadow Sorcerer (Shadow Magic Bloodline) (154)
Hunter (127) Storm Sorcerer (156)
Arcane Thief (Arcane Trickster Archetype) (135) Celestial Servant (Warlock of the Celestial) (161)
Assassin (136) Hexblade Wielder (Warlock of the Hexblade) (163)
Thief (142) War Wizard (184)
Dragon Sorcerers (150)
Wild Magic Sorcerer (158) Unearthed Arcana
Warlock of the Archfey (165)
Jester
Warlock of the Fiend (167)
Protection Priest (60)
Warlock of the Great Old One (168)
Spore Spreader (Circle of Spores) (73)
Scholarly Wizards (All Schools) (181)
Twilight Mendicant (Circle of Twilight) (74)
Brute (82)
Dungeon Master's Guide Sharpshooter (88)
Death Priest (52) Standard Bearer (Knight) (89)
Oathbreaker (116) Tranquil Master (Way of Tranquility) (102)
Mortal Traitor (Oath of Treachery) (115)

Sword Coast Adventurer's Herbalist (Ranger: No Spells / Spell-less Ranger) (125)


Primeval Guardian (130)
Guide Phoenix Sorcerer (152)
Sea Sorcerer (153)
Kuldjargh (Path of the Battlerager) (27) Stone Sorcerer (155)
Spirit Totem Barbarians (Totem of Elk, Tiger) (28) Faith Seeker (Warlock of the Seeker) (162)
Arcana Priest (51) Warlock of the Raven Queen (170)
Banneret (Purple Dragon Knight) (79) Inventor (School of Invention) (178)
Death Researcher (Way of the Long Death) (95) Lore Master (School of Lore Mastery) (179)
Sun Soul Monk (101) Theurge (School of Theurgy) (183)
Sovereign Knight (Oath of the Crown) (117) Alchemist (182)
Mastermind (139) Artillerist (182)
Privateer (Swashbuckler Archetype) (141) Attuner (No associated subclass) (187)
Storm Sorcerer (156) Awakened Mystic (195)
The Undying (164) Immortal Mystic (196)
Bladesingers (175) Rune Scribe (226)

17
Matt Mercer
Homebrew Ghostbane Blood Hunter (Order of the Ghostslayer) (188)
Dark Arts Player's Companion Lycan Blood Hunter (189)
Blood Rager (Path of Blood) (26) Mutant Blood Hunter (190)
Shadow Dancer (College of the Shadowfell) (39) Profane Blood Hunter (Order of the Profane Soul) (191)
Night Priest (59)
Liminal Druid (Circle of Twilight) (71) CaelReader
Blood Knight (81) Warlock of the Leviathan (169)
Blood Bender (Way of the Bloodied Fist) (94)
Winter Knight (Oath of the Grave) (118)
SargeBriar
Shrouded Wizard (School of the Shrouded Arts) (182)
Nightstalker (129)
Shadow Rogue (140)
Deathtouched Sorcerer (149)
TehlalTheAllTelling
Chronomancer (School of Chronomancy) (176)
Vampiric Sorcerer (157)
Warlock of the Archlich (166)
Hemomancer (School of Hemomancy) (177)
Reawakener (School of Reawakening) (180)

William Rotor
Archer (202)
Beast Tamer (192)
Bounty Hunter (193)
Primal Warden (194)
Clown (197)
Effects Master (198)
Fashionista (199)
Goth (200)
Pretty Face (201)
Bait Mage (203)
Brawler (204)
Church Hand (205)
Commander (206)
Courtier (207)
Cultist of the Archfey (208)
Cultist of the Archlich (209)
Cultist of the Fiend (210)
Cultist of the Great Old One (211)
Cultist of the Leviathan (212)
Cultists of the Raven Queen (213)
Defender (214)
Dirty Fighter (215)
Duelist (216)
Eco-Terrorist (217)
Elemental Benders (218)
Joker (219)
King / Queen (220)
Mariner (221)
Medic (222)
Mercenary (223)
Of iciant (224)
Outlaw (225)
Siege Mage (227)
Squire (228)
Spell Sniper (230)
Templar (231)
Witch Doctor (232)
Wrestler (233)

18
Barbarians

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

19
Gond, God of Craft
The tribe holds a particular reverence towards its crafters,
elevating them to positions of power. Shamans must prove Enduring Barbarian
themselves by crafting a holy symbol to Gond worthy of his Medium humanoid (any race), any alignment
attention.
Armor Class 17
Kuldjargh Hit Points 102 (12d8 + 48)
Spirit Totem Barbarians Speed 40 ft.
Ilmater, God of Endurance
The tribe under Ilmater is much more nomadic than usual, STR DEX CON INT WIS CHA
travelling across vast distances sustained by seemingly
18 (+4) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0)
limitless energy. They can often be found in climates that
otherwise would be inhospitable to life.
Saving Throws Dex +6
Berserker Skills Athletics +7
Spirit Totem Barbarians
Damage Resistances nonmagical bludgeoning,
piercing, and slashing
Malar, God of the Hunt Senses passive Perception 11
Languages any one language
The tribe elevates its hunters of old to legendary status, and
Challenge 6 (2,300 XP)
they pay respect to all the game the tribe eats, attempting to
use every part of the animal and waste nothing.
Brutal Critical. If the barbarian scores a cri cal hit, it
Ancestral Inheritor rolls its damage dice three mes, instead of twice.
Spirit Totem Barbarians Feral Instinct. If the barbarian isn't unconscious, it can't
be surprised and has advantage on ini a ve rolls.
Savras, God of Divination and Fate
Shamans of the tribe rely on spells such as augury to determine Reckless. At the start of its turn, the barbarian can gain
the direction the tribe will take going into the future. While advantage on all melee weapon a ack rolls during that
augury is often opaque in its meaning, the tribe's shamans ind turn, but a ack rolls against it have advantage un l the
a much easier time understanding its idiosyncrasies.
start of its next turn.
Unarmored Defense. While not wearing armor, the
Ancestral Inheritor barbarian's AC includes its Cons tu on modifier.
Spirit Totem Barbarians

Sylvanus, God of Wild Nature


Ac ons
The tribe rejects any form of technology beyond simple scraps Multiattack. The berserker makes two melee weapon
of clothing and weapons more complicated than a spear or a a acks.
club. They sleep outside and speak only a faltering language, Greataxe. Melee Weapon Attack: +7 to hit, reach 5 .,
little more than animals, yet somehow still living a long and one target. Hit: 10 (1d12 + 4) slashing damage.
happy life.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
Berserker reach 5 . or range 20/60 ., one target. Hit: 7 (1d6 +
Spirit Totem Barbarians 4) piercing damage, or 8 (1d8 + 4) piercing damage if
used with two hands to make a melee a ack.
Talos, God of Storms
Shamans of the tribe alternate between believing they can
predict great storms to believing, perhaps foolishly, that they Tier Two
can control them. Enduring Barbarian (NPC pg. 20)
Zealot (NPC pg. 30)
Storm Herald
Zealot Tier Three
Legendary Barbarian (NPC pg. 21)
Statblocks Tier Four
Tier One Peak Barbarian (NPC pg. 21)
Ancestral Inheritor (NPC pg. 24)
Berserker (MM pg. 344) Variant Rule: Calming the Beast
Blood Rager (NPC pg. 26) If any barbarian starts its turn without having made an attack
Chief Berserker (NPC pg. 25) roll or without having taken damage during the previous round,
Kuldjargh (NPC pg. 27) it loses its multiattack action and its resistance to nonmagical
Spirit Totem Barbarians (NPC pg. 28) bludgeoning, piercing, and slashing damage. The barbarian can
Storm Herald (NPC pg. 29) regain these features the next time it takes damage or after
Wrestler (NPC pg. 233) completing a short or long rest. Legendary barbarians and
peak barbarians can ignore this rule.
20
Legendary Barbarian Peak Barbarian
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 19 Armor Class 22


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

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

Saving Throws Dex +8 Saving Throws Dex +11


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

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

Ac ons Unarmored Defense. While not wearing armor, the


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

21
Alert. Barbarians at Tier Two or higher are highly alert to
Tribe Strategies danger and can react much quicker than their allies. A
barbarian at this level is extremely useful for keeping watch, as
The tribe works together as a community to repel hostile
they can disrupt any ambush attempts and instantly alert their
forces. Each member of the community, no matter how well
allies to an attack. It also allows them to more quickly set
they might be able to defend themselves individually,
themselves up in the middle of the fray to draw ire away from
contributes to the defense of the tribe.
their allies and distract tougher foes.
Covering Their Tracks. The best ights are those that are
avoided altogether. Cooks learn to prepare food using a
smokeless ire. Crafters prepare false trails that lead trackers The Clan of the Iron Moon
astray. A game is made for children to erase footprints left
Race. Goliath.
behind in the dirt. The old, sick, and weak willingly choose to be
Higher Power. Savras, God of Divination and Fate.
left behind as a distraction to pursuers. Gatherers pick their
Featured Subclass. Ancestral Inheritor.
food carefully to mimic the natural plucking of berries by
wildlife. Hunters stay home so as not to disturb a creature that The goliaths of the clan of the Iron Moon live in the
might give away their tribe's position. Shamans call upon mountains North of the Sword Coast. Through powerful
ancient forces to conceal their tribe with magic and consult fortune-telling magic, they have seen a future where a child of
their auguries to identify paths of least resistance. their clan achieves ultimate physical and mental perfection and
Leaving Traps. Gatherers work together with shamans to saves the world from a terrible future. Since divination is by its
create poisoned berries and cleverly leave them among the nature complex and often opaque, the tribe doesn't know when
healthy berries in the bushes. Crafters and hunters combine such a paragon will be born. They are also well aware that
their skills to dig deadly pitfalls and other traps for pursuers to through neglect or apathy of the tribe this paragon may never
haplessly fall prey to. Shamans leave glyphs and half-complete come to exist at all. The tribe as a result has a reverence for its
rituals that burst with magical force when triggered. children and its future generations, with all members of the
Overwhelming Force. The tribe's warrior (barbarian) is tribe collectively attempting to shape any given child into
usually irst to the fray, engaging as many enemies as they can perfection. Many of the strongest and most magically gifted of
in a frenzy of bloodlust and anger. The hunters (tribal the tribe are capable of astrally projecting themselves into the
warriors) can use their pack tactics to more easily pick off future to provide support for future generations directly. This
enemies the warrior engages. Spellcasting shamans can use manifests in certain barbarians as the powers of an ancestral
spells like guiding bolt to highlight key threats, silence to neuter inheritor.
enemy spellcasters, or entangle to slow down an approaching At the moment, the clan has forty- ive people, two of which
force. In general, tribes prefer to strike hard and fast with are ancestral inheritor barbarians, a brother and sister team
everything they have, disable a major threat, then retreat to that compete for the attentions of their ancestors by achieving
safety or lead the enemies away from those in the tribe that greater and greater feats of strength and intelligence. Some say
cannot defend themselves. that one of them may become the paragon that the shamans of
old have so often dreamed about, but this is unlikely, as both of

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

22
Parental Responsibility
Hyeggle Iron Moon Nundle's children have run away to be adopted by a rival
Hyeggle is represented by a theurge statblock. She can speak goliath clan closer to civilisation at the base of the mountains.
Celestial, Common, and Giant, and she has given herself With Hyeggle's urging, Nundle reluctantly leads her tribal
pro iciency in Persuasion (+2) to better deal with Stem and warriors on a mission to get her children back. The rival clan
Nundle. She has an Athletics pro iciency (+2) and the Stone's asks the party to help defend their territory against what they
Endurance reaction from being a goliath. As a Large creature, see as clear expansionary tactics of the clan of the Iron Moon.
her hit points increase to 78 (12d10 + 12). Since the rival clan refuses to divulge the true purpose of
Hyeggle is getting on in age and is frustrated by her failing Nundle's attack (as adopting another clan's children is a deeply
strength. She is constantly exhausted as she spends her days dishonorable act in goliath culture), the issue is not necessarily
nagging Nundle to be a more present parent and berating Stem black and white.
for his choice of partner, while also spending all night
projecting herself into the future trying in vain to ind the next Paragon
ancestral inheritor of the future to aid them as well. She has not Hyeggle is plagued by visions of her tribe's future paragon, but
yet been successful, which worries her as she believes that instead of a goliath of the clan of the Iron Moon, she sees one of
neither Stem nor Nundle is the true paragon of legend. the members of the party (goliath or otherwise).
Confused and outraged by the absurdity of such a vision, and
Other Tribespeople convinced that the party is using dark magic to affect her
dreams, she invites the party to join the tribe for a massive
Hunters feast with secret plans to murder the entire party in their sleep.
The tribe has ten hunters. They are represented by the tribal Stem and Nundle are privy to the plan, but few of the other
warrior statblock. They have Stone's Endurance as a members of the clan know the true purpose of the feast.
reaction, Athletics as a skill (+3), and are Large creatures with Both Stem and Nundle have some hang-ups about
hit points of 13 (2d10 + 2). dishonorably murdering a guest in their sleep and may slyly
All other tribe members who are not hunters are orchestrate something to wake the party up before they are
commoners. As goliaths, they have Stone's Endurance as a murdered. Hopefully, they will be able to ight the party in a
reaction, have Athletics as a skill (+2), and are Large creatures manner that is more consistent with the tenets of the honor of
with hit points of 5 (1d10) unless otherwise noted. goliath clans.
If one party member is a goliath, Hyeggle's visions may truly
Gatherers apply to them, and that party member might gain the Boon of
The tribe has eight gatherers with Survival as a skill (+2). Fate from Savras. Otherwise, the visions may come from an
otherworldly malicious force such as a devil or an arch-fey.
Cooks
The tribe has two cooks with pro iciency in Cook's Utensils
(+2).
The Paragon of the Iron Moon
If either Stem or Nundle are killed, but not both, the surviving
Crafters sibling may quickly realize their true potential as a paragon of
The tribe has six crafters with pro iciency in Woodcarver's the Iron Moon and undergo a dramatic transformation over the
Tools (+2). course of 24 hours.
If so, they replace their statblock with that of a peak
Children barbarian, shedding off the need for support from their
The tribe has four young children who are Small creatures with ancestors in favour of pure mental and physical perfection.
hit points of 3 (1d6) and four older children who are Medium As goliaths, they gain the Stone's Endurance reaction and
creatures with hit points of 4 (1d8). are Large creatures with hit points of 250 (20d10 + 140). They
also increase their Intelligence to 18 (+4) and retain their skill
Elders in History (+10). They also gain the Boon of Fate.
The tribe has eight elders with History as a skill (+2).

Con lict Boon of Fate (Recharges after a Short or Long Rest).


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

23
Ancestral Inheritor (XGE)
The ancestral inheritor is accompanied by the spirits of its Ancestral Inheritor
ancestors who assist it in glorious battle for its tribe, knowing Medium humanoid (any race), any alignment
that should it die in combat while its sons and daughters still
live, its soul will join theirs and be passed down through Armor Class 15
generations. Hit Points 85 (10d8 + 40)
This barbarian follows the Path of the Ancestral Guardians. Speed 30 ft.

You watch from your hiding place high up in the STR DEX CON INT WIS CHA
craggy rocks as the search party below you scours the
canyon. The largest among them is an orc dressed in 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
religious robes with fossilised orc tusks hanging from a
necklace and three bangles on each wrist. When the Skills Athletics +7, History +2, Survival +5
search party comes up with nothing, he kneels down Damage Resistances nonmagical bludgeoning,
and sca ers the tusks into the sand. He stares at their piercing, and slashing
configura on in deep thought. As he stares, ghostly Senses passive Perception 12
figures orbit around him, ruffling his hair, stroking his Languages any one language
cheek, whispering in his ear. He sweeps up the tusks, Challenge 5 (1,800 XP)
rea aches them, and points directly at your hiding
place. "There." Innate Spellcasting. The inheritor's spellcas ng ability is
Wisdom (spell save DC 13, +5 to hit with spell a acks).
It can cast the following spells innately:
1/day each: augury, clairvoyance
Ancestral Demise. When the inheritor dies, it
disintegrates and becomes an ancestral spirit, joining
the other ancestral spirits as they pass on to guard one
of the inheritor's children chosen at random. If the
inheritor has no children, it dies, along with all of its
ancestral spirits.
Ancestral Protectors. In ba le, the inheritor is
surrounded and protected by ancestral spirits, the
souls of its ancestors. The first me the inheritor hits a
creature with a melee weapon a ack on its turn, the
creature becomes the target of the ancestral spirits,
hindering its a acks. The target has disadvantage on
a acks rolls un l the start of the inheritor's next turn.
Unarmored Defense. While the inheritor is wearing no
armor, its AC includes its Cons tu on modifier.

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

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

24
Berserker (PHB)
Berserkers are wild, uncontained beasts who fear not death nor Chief Berserker
pain. They will defend their tribes with their lives. Some Medium humanoid (any race), any chaotic alignment
gladiators, pirates, soldiers, and others may also become
berserkers in combat. Armor Class 16
Hit Points 67 (9d8 + 27)
Berserker, MM pg. 344. Speed 40 ft.
The berserker in the monster manual is suf icient to represent
a berserker, but for a higher challenge or for higher level play,
included is a slightly more powerful version of the berserker. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 10 (+0)
As you strike down their leader, the other berserkers
seem to lose their will. They step back, uncertain. But Damage Resistances nonmagical bludgeoning,
then one roars and charges, and as you ready to strike piercing, and slashing
them down as well, they dive to their chief's body and Senses passive Perception 11
roll, picking up the chief's greataxe. A surge of energy Languages any one language
seems to flow through them, and as they swing that Challenge 4 (1,100 XP)
greataxe at your head, the other berserkers rally back
to the fight. Look at Me. I'm the Chief Now. When the chief
berserker is killed, one berserker ally within 30 feet of
the berserker can magically and permanently adopt
the chief berserker's statblock. The berserker ally
retains its hit points and its equipment.
Reckless Rally. At the start of its turn, the chief
berserker can gain advantage on all melee weapon
a ack rolls during that turn, but a ack rolls against it
have advantage un l the start of its next turn.
Berserker allies within 30 feet of the berserker also
have advantage on the first a ack they make on their
next turn against any creature the berserker a acked
with its reckless trait ac ve.
Unarmored Defense. While not wearing armor, the
chief berserker's AC includes its Cons tu on modifier.

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

25
Blood Rager (DAPC
(DAPC))
Using ancient forbidden practices of channeling their own Blood Rager
expelled blood in combat, blood ragers seek out greater and Medium humanoid (any race), any chaotic alignment
greater dangers, growing steadily in power and control with
each ordeal they survive. Armor Class 16
Hit Points 95 (10d8 + 50)
You slice through the barbarian with a cri cal hit, Speed 30 ft.
carving a gash clean across its forearm. Blood drips to
the ground. The barbarian stumbles back, then grins
STR DEX CON INT WIS CHA
with stained yellow teeth. He rears back and screams,
and all his shed blood quivers and rises from the 16 (+3) 13 (+1) 20 (+5) 10 (+0) 13 (+1) 10 (+0)
ground, hovering with an cipa on. He swings his
ba leaxe and the blood compacts around his muscles, Skills Perception +7
hi ng you harder than you had ever thought possible. Damage Resistances nonmagical bludgeoning,
piercing, and slashing
Senses passive Perception 16
Having retreated from the fight, you think you are Languages any one language
safe. At least un l you see cres ng a hill on the Challenge 5 (1,800 XP)
horizon, sniffing the air like a bloodhound, following
the trail of blood you've le behind from your Blood Points. When the blood rager has taken more
wounds. than 20 damage in the previous round, it chooses one
of the following effects this turn:
Empowered Attack. The blood rager adds an extra 10
damage to the first a ack it hits with.
Empowered Senses. Un l the end of its turn, the blood
rager can see invisible creatures as if they were visible
up to a range of 60 feet.
Empowered Speed. Un l the end of its turn, the blood
rager's speed increases by 30 feet.
Bloodshed Armor. While the blood rager is not wearing
armor, its AC includes its Cons tu on modifier.
Reckless. At the start of its turn, the blood rager can
gain advantage on all melee weapon a ack rolls it
makes during that turn, but a ack rolls against it have
advantage un l the start of its next turn.
The Smell of Blood. The blood rager has advantage on
Wisdom (Percep on) checks that rely on smell to
detect creatures that are at half their maximum hit
points or fewer. Creatures up to 1 mile away smell as
strongly to the blood rager as they would if they were
only 5 feet away.

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

26
Kuldjargh (SCAG)
The kuldjargh (literally, "axe idiot") are specialised dwarven Kuldjargh
warriors who throw themselves into battle, using their armor Medium humanoid (dwarf), any alignment
as a weapon as much as their axes. They don't tend to live very
long, but they irmly believe that their gods will resurrect them Armor Class 16 (spiked armor)
after death. Hit Points 102 (12d8 + 48)
This barbarian follows the Path of the Battle Rager. Speed 35 ft.

"Just run!" screams your dwarven sherpa. "This path is STR DEX CON INT WIS CHA
blocked!"
You give your sherpa a weird look. All that blocks 18 (+4) 14 (+2) 18 (+4) 7 (-2) 8 (-1) 8 (-1)
your path is a single hunchbacked dwarf in big black
robes. The hunchbacked dwarf has two small axes, Skills Athletics +6
one in each hand, but that's not so unusual for Damage Resistances poison; nonmagical bludgeoning,
dwarves. piercing, and slashing
"You have to listen to me!" pleads your sherpa. "She Senses darkvision 60 ft., passive Perception 9
is a kuldjargh -- an axe idiot!" Languages Dwarvish plus any one language
You think to yourself that "axe idiot" doesn't sound Challenge 4 (1,100 XP)
too bad. It's then that the hunchback throws off her
cloak to reveal her armor. Unlike most dwarven armor Aggressive. As a bonus ac on, the kuldjargh can move
that is intricate, cra ed with care over many years and up to its speed towards a hos le creature that it can
s tched with the names of one's clan and other see.
important figures in one's life, this armor looks like it
has been pounded together with nails from spare Dwarven Resilience. The kuldjargh has advantage on
parts. The axe idiot cackles with manic energy and saving throws to resist being poisoned.
charges. A massive spike protrudes from her hunched Grappling Armor. The kuldjargh can make a grapple
back, aimed directly at your neck. check as a bonus ac on a er it hits a creature with a
weapon a ack. The kuldjargh doesn't need a free hand
to grapple.
Reckless. At the start of its turn, the kuldjargh can gain
advantage on all melee weapon a ack rolls it makes
during that turn, but a ack rolls against it have
advantage un l the start of its next turn.
Spiked Armor. A creature within 5 feet of the kuldjargh
that hits it with a melee weapon a ack takes 2 (1d4)
piercing damage. Addi onally, a creature grappling or
grappled by the kuldjargh takes 2 (1d4) piercing
damage at the start of the kuldjargh's turn.

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

27
Spirit Totem Barbarians Bear Totem Barbarian
Barbarians who worship the power of the natural world often Medium humanoid (any race), any alignment
craft totems based on an animals whose traits they wish to
emulate.
Armor Class 13 (hide armor)
Hit Points 85 (10d8 + 40)
Bear Totem (PHB) Speed 40 ft.
Bear totem barbarians are included as a full statblock here.
Your NPC barbarian might have another animal totem instead.
If so, the barbarian loses its Totem of the Bear feature and STR DEX CON INT WIS CHA
its damage resistances (except bludgeoning, piercing, and 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
slashing from nonmagical weapons). Its CR is unaffected.
Skills Athletics +7
Eagle Totem Barbarian (PHB) Damage Resistances acid, cold, fire, force, lightning,
The barbarian gains pro iciency in the Perception skill and a ly necrotic, poison, radiant, thunder; nonmagical
speed of 40 feet. bludgeoning, piercing, and slashing
Senses passive Perception 12
Elk Totem Barbarian (SCAG) Languages any one language
The barbarian increases its speed by 15 feet. It changes its Challenge 5 (1,800 XP)
scimitars for the following weapon, making four attacks:
Innate Spellcasting. The barbarian's spellcas ng ability
is Wisdom (spell save DC 13, +5 to hit with spell
a acks). It can cast the following spells innately, but
Mace. Melee Weapon Attack: +7 to hit, reach 5 ., one only as a ritual:
target. Hit: 7 (1d6 + 4) bludgeoning damage.
At will: beast sense, speak with animals
Tiger Totem Barbarian (SCAG) Totem of the Bear. Hos le creatures within 5 feet of the
The barbarian gains pro iciency in the Stealth and Survival barbarian that can see and hear it have disadvantage
skills and the following trait: on a ack rolls against creatures other than the
barbarian.
Totem of the Tiger. The barbarian's long jump is up to 20
feet and its high jump is up to 10 feet, with or without a
running start.
Ac ons
Multiattack. The barbarian makes four a acks with its
Wolf Totem Barbarian (PHB) scimitars.
The barbarian gains the following trait:
Totem of the Wolf (1/Turn). When the barbarian hits a
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 7 (1d6 + 4) slashing damage.
Large or smaller creature with a melee weapon attack, it can
choose to force the target to make a DC 15 Strength saving
throw. The target falls prone on a failed save.

The cubs disappear into the brush, and you hear a


bear's snarl from behind the shrubbery. A nameless
fear strikes your heart, the fear that ancient humans
must have felt on the great plains before the
predators struck, a feeling rooted deep in your
ancestral history. But your fears are assuaged when
what emerges from the trees is just a man, tall and
wiry, with a long black beard and two swords at his
waist. He consults with the two cubs, a series of barks
and growls, then he stands before them, guarding
them, snarling, warding you away rather than pushing
for a fight. You know, deep down, through that same
nameless feeling in your gut that you felt before, that
if a fight were to break out this man would never, ever
back down.
Perhaps it is best to leave the cubs alone.

28
Storm Herald (XGE)
Compelled by dark shamans and unknowable gods, the arrival Storm Herald
of a band of storm heralds portends great natural disasters in a Medium humanoid (any race), any chaotic alignment
region. Storm heralds work together to cleanse the land of the
in luence of humanoid civilisation just before nature reclaims Armor Class 15 (scale mail)
it. Hit Points 67 (9d8 + 27)
This statblock is for a barbarian whose storm is the sea. For Speed 40 ft., swim 40 ft.
other types of storms, remove the storm herald's swim speed,
then replace the storm herald's resistance to lightning damage,
their Aura of the Sea, and their trident with the following traits.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
Desert
Damage Resistances ire Damage Resistances lightning; nonmagical
Aura of the Desert. Creatures that start their turn within 5 bludgeoning, piercing, and slashing
feet of the storm herald or hit the storm herald with a melee Senses passive Perception 10
attack take 3 (1d6) ire damage. Languages Primordial plus any one language
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 4 (1,100 XP)
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands. Aggressive. As a bonus ac on, the storm herald can
move up to its speed towards a hos le creature that it
Tundra can see.
Damage Resistances cold
Aura of the Sea. Creatures that start their turn within 5
Aura of the Tundra. Allied creatures that start their turn feet of the storm herald must make a DC 13 Dexterity
within 30 feet of the storm herald gain 3 (1d6) temporary saving throw, taking 7 (2d6) lightning damage on a
hit points. failed save, or half as much damage on a successful
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one one.
target. Hit: 8 (1d10 + 3) piercing damage. Additionally, the
Reckless. At the start of its turn, the storm herald can
target must succeed on a DC 13 Constitution saving throw
gain advantage on all melee weapon a ack rolls during
or have its speed reduced to 0 until the end of its next turn.
that turn, but a ack rolls against it have advantage
un l the start of its next turn.
Lightning flashes. Thunder rolls. Rain s ngs at your
eyes. You're so busy figh ng off the pirate crew that
you're too late to react to the captain's deck door
Ac ons
smashing open to reveal a woman clad in a navy Trident. Melee or Ranged Weapon Attack: +5 to hit,
uniform wielding a five-pronged trident. She raises her reach 5 . or range 20/60 ., one target. Hit: 6 (1d6 +
trident high, and a flash of lightning strikes it, turning 3) piercing damage, or 7 (1d8 + 3) piercing damage if
it white hot and making it crackle with electricity. She used with two hands to make a melee a ack.
rushes towards you, faster than you ever thought Addi onally, the target must succeed on a DC 13
possible, and the lightning from her trident arcs off to Strength saving throw or fall prone.
all of her useless crew ... and to you. With two hands
she thrusts her trident into your chest and li s you
clean up off the ground. Even as the blood flows down
your shirt, you are much more concerned about the
next lightning strike.

29
Zealot (XGE)
Zealots are those from uncivilised tribes whose sheer force of Zealot
will has garnered them the attention of gods, good or evil. Medium humanoid (any race), any non-good
Powered by holy (or unholy) energy, zealots lead their tribes to alignment
glory, often armed with powerful magic weapons that bolster
the resolve of their allies. Armor Class 17 (half plate, shield)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
The knight lies before you, knocked hard onto his
back. You've shot him clean through his breastplate,
hacked off six of his fingers, broken his knee, dented STR DEX CON INT WIS CHA
his helmet so deeply that you suspect you've made his
skull concave, and hit him so hard in the face that his 16 (+3) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
jaw hangs loose like the pendulum of a broken clock.
But he stands. And he raises his weapon. Damage Resistances necrotic, radiant; nonmagical
bludgeoning, piercing, and slashing
Senses passive Perception 10
Languages Abyssal, Celestial, or Infernal, plus any one
language
Challenge 9 (5,000 XP)

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


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

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

30
Bards

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

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

Blade The Power of Music


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

31
Heroism
Each member of the audience receives temporary hit points Statblocks
equal to the combined level (or CR) of the bards in the band,
Tier One
lasting for 24 hours.
Bard (VGM pg. 211)
Additionally, each audience member becomes more likely to Blade (NPC pg. 35)
throw themselves at dangerous situations they would have Glamour Bard (NPC pg. 36)
otherwise been hesitant to expose themselves to. They might Jester (NPC pg. 37)
volunteer for a dangerous mission, take a stand against bullying Joker (NPC pg. 219)
they see in the street, or investigate corruption in their place of Shadow Dancer (NPC pg. 39)
business when they should instead be keeping their head Squire (NPC pg. 228)
down. Valor Bard (NPC pg. 40)
Whisper Bard (NPC pg. 41)
Melancholia
Each member of the audience gains a bonus to all saving throws Tier Two
equal to the number of members in the bard band. This lasts for One Hit Wonder (NPC pg. 33)
24 hours.
Additionally, each member of the audience feels a deep Tier Four
sadness and sense of unplaceable regret that will not go away. Rock Legend (NPC pg. 33)
They ind it easier to ignore moments of sadness, but also more
dif icult to get excited about the things that bring them joy.
They feel numb to life events both wonderful and catastrophic.
Band Strategies
They sleep in later and ind it dif icult to bring up the Rock of Ages. Bands of regular musicians can have an agenda
motivation to work. They can better weather the bad, but it that they express through their music. Bard bands are no
comes at the expense of the good. exception, and unlike cleric missions and paladin nemeses,
their strategies for achieving their goals is less about getting in
Compassion there and wreaking havoc and more about using their music to
Each member of the audience gains a pool of hit points equal to instill a sense of purpose in the general populace. They don't
the number of members in the bard band. Like the paladin's lay ight. They rock.
on hands, they can use their action to touch a creature and Rabid Fanbase. A bard band uses its popularity as a
restore a number of hit points of their choice, drawing from the weapon, inciting riots, sowing discord, inspiring heroics, or
pool. Unlike lay on hands, these can be used to heal hit points even pacifying insurrections. The magic granted to them from
but not to cure diseases or poisons. After 24 hours, this pool of their unity as a band scales up depending on how many people
hit points dries up. attend their performances, so the more popular a band, the
Additionally, each member of the audience gains a bleeding more potent its control over the general populace.
heart towards all living things, feeling their pain, loss, and Public Image. Given their dependency on the masses, the
anxiety as deeply as their own. Those they could safely ignore band, especially the manager and the frontliner, must work to
at the dredges of society can no longer be ignored, and simply maintain the kind of image that sells their performances. This
granting them a share of their pool of hit points may not be doesn't necessarily mean a squeaky clean persona, but it does
enough. More must be done to help the downtrodden. More mean a persona that is consistent and carries a strong, clear
must always be done. message. It's okay for the band to be known for hitting the
taverns after a performance and lirting with fans as long as
Aggression they do this every night, but as soon as one of the members
Once a turn for the next 24 hours, each member of the audience expresses their preference for going to bed early with a good
deals an additional 1d6 damage when they hit a hostile book, the whole band is in jeopardy.
creature with a melee weapon.
Additionally, each member of the audience is illed with rage
for the things they cannot control in their lives. No longer Bard Tactics
acceptable are those who cut ahead of them in line. No longer We're Keeping the Band Together. In a ight, bards are
tolerable are those who interrupt them in conversation. No outwardly focused. They make sure that all of their team is
longer innocent are those who step on their toes. Everyone is doing well through buffs and make sure that the enemy team
out to get them, and the world would be better if everyone just falls apart through banes and other magic. If one bard falls, they
respected them and didn't piss them off. all have failed. Many bards learn healing word so they can keep
bringing their fallen allies back in case of emergency, but
generally they prefer to prevent these emergencies altogether.
Management, Not Ferocity. Bards are not generally
inclined towards aggression and murder. They use spells like
calm emotions, hypnotic pattern, and various illusions as an
excuse to make a clean getaway. A ight avoided is a ight won.

32
One Hit Wonder Rock Legend
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

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


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

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

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

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

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

33
The Fire Beetles Connection Tanarrya
Race. Tie ling. The youngest and most energetic member of the group is
Musical Power. Compassion. Connection, Optimism's younger sister, whose style of
percussion is to carry all of her drums and prance around on
The Fire Beetles are a band of tie ling bards who formed
stage banging away. Her own style is in con lict with the band's
their band for the express purpose of building greater
intended image of slow, sentimental music, and the others are
acceptance for tie lings in society. Their music is sentimental,
constantly having to get her to calm down. Like Change, she
nostalgic, and languid, in great contrast to their fearsome
would probably be more comfortable inciting a riot than
appearance. They started with a large fanbase of other tie lings,
singing sad songs about prejudice.
but have been attempting more and more to gain a following
Connection is a jester who uses clubs and drums. Her off-
amongst the other races, which their new manager is focusing
colour jokes are just as often aimed at her band members
his efforts on. Some of their original fans are annoyed that they
(especially her uptight sister) than at their foes.
are selling out. Some of their current detractors claim that they
have an ulterior motive: to pacify the public enough to overlook
the insidious in luence of a great evil. Markets Excize (Mr. X)
As a tie ling who has wormed his way up into the ranks of the
Optimism Tanarrya property business, Markets, or "Mr. X" to the band, is well
aware of the challenges that tie lings must overcome in order to
Optimism is the frontliner and vocalist of the Fire Beetles. To
improve their lot in life. When the Devinnilus brothers irst
her fans, her voice is that of wind through a cave, haunting,
played in his tavern, he immediately introduced them to his
mournful, but comforting as a reminder that there is light at the
nieces Optimism and Connection and suggested that they work
end of the tunnel. To her detractors, her voice is that of a
together to achieve something greater.
succubus, alluring, yet false, and possibly deadly. To ensure that
Despite introducing the band members to each other, he had
these detractors have little to go on, she has publically taken a
little to do with the band's overall style and message, which
vow of celibacy. Few know that she is deeply in love with a
was largely outlined and iterated upon by Egality. Instead, Mr. X
wealthy sea trader whose city she constantly pushes the band
focuses his efforts on obtaining the band more and more
to visit.
prestigious gigs, getting as many eyes on them as possible. The
Optimism is a glamour bard. She wields no weapons or
more popular the band, after all, the heavier his pockets. His
instruments, using only her voice as her source of power.
lack of explicit commitment to their message has led many to
believe that he might have an ulterior motive.
Egality Devinnilus They would be right. Mr. X wishes to use the band's
popularity to give tie lings greater public visibility. That way,
As the principle song writer, Egality's quiet masculinity and
his devilish contacts from the lower planes can walk around the
reputation as a strong, silent bad boy makes him extremely
major cities without raising quite as many eyebrows. With any
popular with the fans. Although his role on stage is only to ring
luck, he will be able to negotiate his way into power.
his bells, he is known to step up at the end of a performance
and deliver a poetry reading, each show a different Mr. X is a noble who prefers not to get his hands dirty. He's
composition. Many die-hard fans consider Egality to be the true always conspicuously absent if the band gets in a ight.
"face" of the Fire Beetles, though whether his reputation has
gotten to his head is unclear, as he spends most of his nights Con lict
writing furiously by candlelight. What dark secrets does he
The party may come into con lict with the Fire Beetles.
hold? None shall know.
Egality is a whisper bard whose instrument is a set of
Conspiracy
haunting bells. His quill pen doubles as a +1 magic dagger.
The party's spy contacts in the city warn that the Fire Beetles
are smuggling in devils in disguise as tie lings into the city,
Change Devinnilus perhaps planning a coup.
Egality's older brother, Change, was initially hesitant to join the
band, as his own personal philosophy in the matter of tie ling
Obsession
One of the party members is the object of Optimism's
acceptance is through active political engagement, not through
affections, and she has been stalking him or her for months,
music. As a gifted player of the cello, however, he went along
constantly showing up in backwater locations just for the
with his brother's 'overly romantic poetic nonsense' for a night
chance to see him or her again. The other members of the Fire
and was immediately blown away by the response from the
Beetles, incited by Markets, decide to deal with the party. While
diverse crowd, who were buying him drinks and clapping his
the party is still around, Optimism will constantly be
back for the rest of the night when before they had looked at
demanding they go to unpro itable areas. And if the band isn't
him with distrust. Although Change would still probably prefer
pro itable, their message isn't heard. The party needs to go.
to be protesting, he has taken to the life of a touring band quite
well.
Change is a blade from the college of swords who uses a
Suppression
The party is ordered by the lord of a city to prevent the Fire
cello. The wand of his cello doubles as a hidden rapier, which he
Beetles from playing here. They are a group that inspires
constantly practices with in secret, almost hoping that he will
political unrest and they cannot be allowed to corrupt the
get to use it once more.
public. Get rid of them!
34
Blade (XGE)
Blades are guards that master the use of swords and other Blade
deadly weapons. They turn combat into an artform, dancing Medium humanoid (any race), any alignment
and singing with glee for every enemy they cut down. They're
also often employed as spies and dignitaries, in iltrating enemy Armor Class 16 (breastplate)
soirees until the critical moment when they open their Hit Points 72 (16d8)
technicolor coats to reveal their swords and armor hidden Speed 40 ft.
within.
This bard is a student of the College of Swords.
STR DEX CON INT WIS CHA
With a flash of his curved blades, a sliver of glass 12 (+1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
hovers between the eyes of the turbaned man. He lets
out the most beau ful musical note that the bandits Skills Acrobatics +5, Performance +6
had ever heard. With its resonant frequency hit, the Senses passive Perception 10
glass sha ers and the turbaned man becomes Languages any four languages
surrounded by whipping daggers. The bandits run, but Challenge 4 (1,100 XP)
he closes the distance, carving through them two at a
me. Blade Flourish (1/Turn). When the blade hits with an
a ack on its turn, the blade can use one of the
following op ons.
Defensive Flourish. The blade rolls 1d8 and adds the
amount to the damage of its attack. It also adds this
amount to its AC until the start of its next turn.
Mobile Flourish. The blade rolls 1d8 and adds the
amount to the damage of its attack. Additionally,
the blade pushes its target a number of feet equal
to 5 + the amount rolled. The blade can then move
up to its speed.
Slashing Flourish. The blade chooses a creature
within 5 feet of its original target. Both targets take
an additional 4 (1d8) slashing damage.

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


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

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

35
Glamour Bard (XGE)
Glamour bards embrace the theatricality of a bard's life, Glamour Bard
performing for roaring crowds and cavorting among adoring Medium humanoid (any race), any alignment
fans. Many glamour bards view their performative selves as
their true self and their regular face as a disguise. Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
You shield your eyes from the majesty of the elf that Speed 30 ft.
steps before you into the clearing between the willow
trees. The elf points to you and speaks a single word.
STR DEX CON INT WIS CHA
"Kneel." You drop to your knees. And with the rest of
your party's eyes all locked on the elf, they don't 11 (+0) 14 (+2) 12 (+1) 14 (+2) 7 (-2) 14 (+2)
no ce the ambushers to the sides that pelt them with
arrows. Saving Throws Wis +1, Cha +5
Skills Performance +8
Senses passive Perception 8
Languages any four languages
Challenge 5 (1,800 XP)

Innate Spellcasting. The bard's innate spellcas ng ability


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

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

36
Jester (UA
(UA))
Jesters draw their magic power from embarrassing people Jester
more important than them. Medium humanoid (any race), any chaotic alignment

"A proclivity for ale! A belly like a whale!" laughs the Armor Class 14
jester, bells jingling and batons twirling. The dwarf lord Hit Points 40 (9d8)
lunges for the saucy half-elf, but she is too quick, Speed 30 ft., climb 30 ft.
ducking under his arms and bopping him on the head.
The dwarf lord orders the guards to throw the jester
off the balcony, but the jester just throws herself over STR DEX CON INT WIS CHA
instead, landing awkwardly, rolling, and dus ng 13 (+1) 19 (+4) 10 (+0) 13 (+1) 10 (+0) 20 (+5)
herself off. She blows a raspberry at the guards.
"Should've taken the joke," she mu ers. "Wasn't even Skills Acrobatics +8, Performance +9, Sleight of Hand
that insul ng." +6, Thieves' Tools +6
Senses passive Perception 10
Languages any two languages
Challenge 1/4 (50 XP)

Light-Footed. The jester has resistance to damage taken


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

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

37
Lore Bard (PHB)
Lore bards use music as a pathway to understanding deeper
truths about the universe they live in, truths with manifest in
exotic magical abilities.

Bard, VGM pg. 211.


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

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

Additionally, the lore bard removes the Taunt ability and adds
the following reaction:

Cutting Words. When a creature the bard can see within


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

These changes do not adjust the bard's CR.

You swing for the bard, but their words cut you to the
core: "I've fought baby orcs tougher than you!" Being
a half-orc, they have touched on one of your biggest
insecuri es. You splu er a response, but it's too late,
as the bard follows it up by strumming a chord on
their lute, which reverberates into a rolling wave of
thunder. You feel your bones cracking from the force
as you're knocked back into the scorching bonfire
behind you.

38
Shadow Dancer (DAPC
(DAPC))
The best stories have the darkest endings. Tellers of tales of Shadow Dancer
terror, shadow dancers use the medium of shadows to Medium humanoid (any race), any alignment
entertain their thralls, whether that's dancing around a roaring
bon ire in the darkest woods, casting puppets with their hands Armor Class 14 (hide armor)
against the wet walls of a rainy alley, or dousing all the lights in Hit Points 66 (12d8 + 12)
the room and communicating through the senses that are only Speed 30 ft.
unlocked when all eyes are closed.

STR DEX CON INT WIS CHA


The witch lets her clothing burn away to ash. As she
dances around the fire, the shadows splayed across 11 (+0) 16 (+3) 12 (+1) 13 (+1) 13 (+1) 17 (+3)
her body preserve her modesty. From her hair she
pulls a strip of fleece that she wraps around her eyes, Skills Performance +7, Stealth +7
and with a hoarse whisper, the bonfire leaps to life Senses passive Perception 11
before her. A beau ful young woman wreathed in Languages any four languages, usually including at
flames emerges from the fire, and a proud nobleman least one from Abyssal, Infernal, or Undercommon
turns her away. The young woman presses further, Challenge 1 (200 XP)
and the nobleman relents, just a few seconds of
weakness, and a knife is plunged into his heart. The Spellcasting. The dancer is an 8th-level spellcaster. The
witch whispers, "Your king is in grave danger ..." dancer's spellcas ng ability is Charisma (spell save DC
13, +5 to hit with spell a acks). It knows the following
bard spells.
Cantrips (at will): chill touch, dancing lights, minor
illusion
1st level (4 slots): bane, disguise self, dissonant
whispers, silent image, sleep
2nd level (3 slots): blindness/deafness, darkvision,
enthrall, invisibility
3rd level (3 slots): fear, major image, nondetection
4th level (2 slots): confusion, greater invisibility
Spreading Shadow. When the dancer rolls ini a ve, it
chooses itself and up to 3 allies within 60 feet of it.
Creatures chosen by the dancer can move an
addi onal 20 feet on their first turn as long as that
movement is in dim light or darkness, and they can
take the Disengage or Hide ac on as a bonus ac on on
their first turn.

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

39
Valor Bard (PHB)
While other bards are often content to sing tunes in taverns or Valor Bard
lose themselves in love of literature, valor bards are at the front Medium humanoid (any race), any alignment
lines of battle, inspiring soldiers to push themselves beyond
their limitations, and leading by example at the irst charge. Armor Class 18 (scale mail, shield)
Hit Points 44 (8d8 + 8)
You've pushed back the first hobgoblin charge against Speed 30 ft.
your entrenched trebuchet, and you take a moment to
rest. As long as you keep pel ng the castle with your
STR DEX CON INT WIS CHA
trebuchet, you'll eventually break through its walls.
But you grab your spear when a single hobgoblin 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
approaches the camp, wielding nothing but a buckskin
drum hooked to his shoulder. Boom ... boom ... boom. Saving Throws Dex +4, Wis +3
He says, "We are good friends," and you know it to be Skills Acrobatics +4, Perception +5, Performance +8
true. Your men look to you in confusion. You insist that Senses passive Perception 15
he is allowed to come closer. When he stands before Languages any two languages
you, he smirks, and he smacks his drum with a chip of Challenge 4 (1,100 XP)
mica. The noise bursts your eardrums, and the
trebuchet collapses into rubble. You come to your Spellcasting. The bard is a 4th-level spellcaster. Its
senses and, ears s ll ringing, you order the hobgoblin spellcas ng ability is Charisma (spell save DC 12, +4 to
to be killed, but your best archer fumbles the shot hit with spell a acks). It knows the following bard
when the hobgoblin shouts a nasty taunt. The bard spells.
escapes.
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word,
heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The bard can perform a song while taking
a short rest. Any ally who hears the song regains an
extra 1d6 hit points if it spends a Hit Dice to regain hit
points at the end of that rest. The bard can confer this
benefit on itself as well.

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

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

40
Whisper Bard (XGE)
Bards of this school would never identify themselves as such. Whisper Bard
Glamour bards might take pleasure in the profession of illusion, Medium humanoid (any race), chaotic neutral or
but whisper bards live and die by their disguises. Assassins and chaotic evil
thieves that lack true morals, they tarnish the reputation of any
school they come from and spread chaos and distrust wherever Armor Class 13
they emerge from hiding. Hit Points 36 (8d8)
Most whisper bards carry a dagger that they feed all of their Speed 30 ft.
nasty, intrusive thoughts, and when they wield it against a
living creature, all of the bard's pent-up hatred and chaos is
STR DEX CON INT WIS CHA
funneled into that creature's mind.
10 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 16 (+3)
You emerge into the glorious light of the parade.
You've made it out of the alleyway, and you've lost Skills Deception +7, Performance +5
your pursuer. You call back for your friend Basil, but Senses passive Perception 10
when you turn to look, you see his hand stretched out Languages any six languages
for help from the shadows. You rush back in, sword Challenge 3 (700 XP)
drawn.
Lying on the ground is the assassin, curled up in a Spellcasting. The bard is a 4th-level spellcaster. Its
dead heap. Basil heaves from the effort, s ll alive, spellcas ng ability is Charisma (spell save DC 13, +5 to
blood dripping from his knife, a bit of fleece from the hit with spell a acks). It knows the following bard
assassin's shirt adhered to his cheek with blood. "It's spells.
okay. It's okay. I got him. We're safe. Remember back
when we were kids and we fought off that vicious Cantrips (at will): dancing lights, vicious mockery
stray cat? No worse than that." You nod and Basil joins 1st level (4 slots): bane, charm person, disguise self,
you as you head into the safety of daylight. Tasha's hideous laughter
But as you cross into sunlight, you no ce that Basil 2nd level (3 slots): detect throughts, invisibility, knock,
no longer has a shadow. phantasmal force, suggestion
He sighs. "You're too percep ve for your own
good." And you feel the knife against your throat. Ac ons
Intrusive Dagger. Melee or Ranged Weapon Attack: +5
to hit, reach 5 . or range 20/60 ., one creature. Hit:
5 (1d4 + 3) piercing damage plus 10 (3d6) psychic
damage.
Mantle of Whispers. The bard dons a shadow it has
captured through its Whispers of Death like a coat. The
bard vanishes, magically transforming into a disguise of
the person whose shadow the bard has captured. The
bard takes on the appearance of the dead person, but
healthy and alive. The disguise lasts for 1 hour un l the
bard ends it as a bonus ac on. While in the disguise,
the bard gains access to all informa on that the
humanoid would freely share with a casual
acquaintance and can easily pass as the person by
drawing on its memories. Another creature can see
through the disguise by succeeding on a DC 17 Wisdom
(Insight) check.

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

41
Clerics

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

Demographics
In a mission of 20 people ...

1 is a high priest (cleric)


2 are priests (clerics or priests)
4 are acolytes (clerics or acolytes)
5 are deacons (acolytes or nobles)
8 are servants (commoners)
42
Beshaba, Goddess of Misfortune Eldath, Goddess of Peace
Chaotic Evil. Like many evil gods, Beshaba's missionaries ight Neutral Good. While the untrained eye may see a mess of
for her out of fear, and in this case the fear is of bad luck. Since tangled roots in the shadows of a thick canopy, her priests see
the effects of luck are so impossible to discern, missions unmistakable messages passed down from the divine realm.
dedicated to Beshaba are often initiated without her direct Missions are often merely a search for meaning rather than a
in luence at all by communities desperate for any chance to ight; even in times of crisis, her priests are characterised by
turn around a bad situation. The lack of true conviction to her inaction.
cause (destroying the church of Tymora) can mean that her
missions are easily disbanded at the irst sign of strife, internal Grave Priest
or external. Life Priest
Nature Priest
Trickery Priest
Gond, God of Craft
Bhaal, God of Murder Neutral. Weapons that embody the power of the divine are not
Neutral Evil. Any traces of the church of Bhaal have all but so easily crafted. Missionaries who follow Gond care little about
been eradicated from the world, leaving only loose followers the con licts of the world save where such con licts give them
and secret worshippers. If any were to arise again, they would the opportunity to ind master blacksmiths with which
do so in the deepest recesses of the most corrupt cities, hiding construct magni icent, impossible tools imbued with godly
their symbol of bloody droplets around a skull from any except power.
those who can be trusted, or those who can be silenced. As
such, missions in the name of Bhaal are usually concerned with Forge Priest
preserving the secrecy of its followers. Knowledge Priest

Death Priest Helm, God of Protection


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

Knowledge Priest

43
Kelemvor, God of the Dead Lliira, Goddess of Joy
Lawful Neutral. Since the afterlife is real and provable, the Chaotic Good. Travelling from town to town in tents, the
church of Kelemvor urges its followers not to fear death, but to Joydancers of Lliira exist to provide a welcome distraction from
embrace it as a natural law. One day all creatures will die, the tribulations of the common people. Their dances are
civilisations will be reduced to dust, and the world shall be perhaps too seductive, pulling farmers from their families,
consumed by the ire of the very star that gives it life. Such knights from their quest, wives from their husbands, and
inevitability should not be viewed with terror, but with awe. children from their parents, all for a chance to be lost forever
Missionaries are expected to commit great deeds that will watching the hypnotic sway of the dance.
immortalise them after death and, for just a moment, extend
the limited time they have in existence. Life Priest

Death Priest Loviatar, Goddess of Pain


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

44
Milil, Goddess of Poetry and Song Savras, God of Divination and Fate
Neutral Good. A mission in Milil's name often involves a pop- Lawful Neutral. Missions in the name of Savras are ostensibly
up theatre that provides not just a place of worship but also of interested in travelling out on quests to divine the future of the
entertainment. Travellers come far and wide to experience the world, but it cherry-picks these forecasts in order to suit the
wonderfully pleasing music, the exiting plays, and the tear- narrative that bene its the priests most highly. A kingdom might
jerking poetry, but behind all of this happens to be a very clear be projected to lourish, but in order to secure funding for their
propaganda of adopting staunch paci ism in all con lict and public projects to ensure this future comes to pass, the priests
embracing only the healing power of performance above all might strategically leave out the part where the lourishing
else. requires the assassination of the standing lord.

Light Priest Grave Priest


Knowledge Priest
Myrkul, God of Death Night Priest
Neutral Evil. The afterlife is a myth. It is one and the same
with life, just a separate step, nothing more. Life is not the Selû ne, Goddess of the Moon
mortal body, but the soul, and in this world, even souls may die. Chaotic Good. The moon represents transformation. In the
The death of the soul is the true death, the death above all else, case of lycanthropes, this transformation is literal and visceral.
the end of existence, the eternity of time, the endless in inity At irst, missions were only sent out to support those who lived
that swallows all, rich and poor, good and evil, commoner and their lives under the light of the moon, but as the world grew
god alike. Even the god of death, Myrkul himself, is rumoured to more complicated and the night owls mixed with the morning
be dead. Death cannot be stopped. For the time being, however, larks, missions in the name of Selû ne began offering their
the existential fear it represents can be harnessed by support to all.
missionaries for their own bene it.
Knowledge Priest
Death Priest Life Priest
Grave Priest Night Priest

Mystra, Goddess of Magic Shar, Goddess of Darkness and Loss


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

Nature Priest
Night Priest

45
Sune, Goddess of Love and Beauty Torm, God of Courage and Self-Sacri ice
Chaotic Good. Sune represents the perfect idealisation of Lawful Good. The goal of a mission to Torm is temperance.
beauty. Those with good in their very soul show their goodness They have the might and power to conquer, but they choose to
on the outside and are born beautiful as a result. Those with keep the peace. They have the wisdom to change the world, but
evil in their hearts express that ugliness inside and out. Beauty they choose to guide it. They have the power to silence those
is good, and the lack thereof is evil. Missions, therefore, set who disagree, but they choose to change the minds of
their goals around improving the aesthetic value of their dissenters instead. Whether their methods are effective is
surroundings, for if they can surround themselves with beauty, another matter entirely.
they are, in essence, also fortifying themselves against evil.
Forge Priest
Life Priest Grave Priest
Light Priest Protection Priest
Night Priest War Priest

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


Chaotic Evil. Deep within the temples and palaces of the Chaotic Good. Missions for Tymora across the world share
Night's Embrace lay the worshippers of Talona conducting their little in terms of goals. The various sects of her worshippers
evil missions, bent over cauldrons of bubbling green soup. The differ dramatically in their structure and duties. However, just
smell of rotten eggs permeates the air, and the ground seems to like concepts of happiness and health that defy any one
heave beneath their feet like the regular inhaling and exhaling de inition, everyone knows implicitly in their hearts the
of a lung. It is not enough that plagues and poisons bring a importance of bringing good fortune into everyday life.
natural and horrible death on their own. Here, they are
manufactured. Trickery Priest

Death Priest Tyr, God of Justice


Lawful Good. The chief concern of any mission for Tyr is the
Talos, God of Storms punishment of wrong-doers. A city might have a perfectly
Chaotic Evil. Upon the top loors of great towers the priests of functional justice system in place, but if that justice system is
Talos hurl virgins into the swirling maelstroms before them as perceived by the high priests to be too lenient, the mission will
an offering to their god. Missionaries of Talos don't see step in to forcefully dismantle the entire system and rebuild it
themselves as evil -- they see themselves as necessary. Without from the ground up to resemble a more punitive structure
providing appeasement, they know that the fury of the Storm consistent with the values of the church. All for the greater
God may spread across the pantheon, bringing about not just good.
terrible storms but also endless winters, rising tides, and rabid
beasts descending on civilisation. Talos is the cornerstone of Protection Priest
the gods of natural chaos, and to incur his wrath is to incur the War Priest
wrath of all of nature itself.
Umberlee, Goddess of the Sea
Tempest Priest Chaotic Evil. Like many missions devoted to a chaotic evil
gods, the main focus of its missionaries is appeasement.
Tempus, God of War Worshippers must brave the sting of wind and the chill of the
Neutral. To become the god of war, one must destroy all who spray of water each morning to ensure safe passage of ships
seek the title themselves, of which there are many so and the quelling of her temper against those who build their
unbelievably powerful that were their ambitions set a little homes next to the sea. The tumultuous nature of Umberlee
lower they could rule the material realm with ease. Tempus extends to her followers, where disputes are solved through
killed them all and more. Missionaries in his name must do the duels rather than through discussion. The winner is truly it to
same, mobilising their forces with the power of industry and rule, for Umberlee would empower those most worthy with the
ighting off any who would dare to contest the rights to worship power to win the duel, wouldn't she?
Tempus. Nobody has challenged them in millennia, but why
should that be cause for disarmament? Tempest Priest

Forge Priest
War Priest

46
Uthgar, God of Physical Strength
Chaotic Neutral. The majority of Uthgar's followers make up
the barbaric Uthgardt tribes, forming simple collapsible huts as Bishop
places of worship. The Uthgardt tribes are as varied as the Medium humanoid (any race), any alignment
beasts that roam the plains and have little central principles
that guide them all, but the one thing they do share is the Armor Class 16 (chain mail, shield)
reverence of strength in battle. Missions for Uthgar, therefore, Hit Points 88 (16d8 + 16)
are perceived by outsiders as nothing more than raiding Speed 30 ft.
parties.

Nature Priest STR DEX CON INT WIS CHA


War Priest 12 (+1) 10 (+0) 12 (+1) 15 (+2) 17 (+3) 15 (+2)
Waukeen, Goddess of Trade Skills Persuasion +5, Religion +5
Neutral. A mission in the name of Waukeen often takes the
Senses passive Perception 13
form of an open market. Worshippers are encouraged to Languages any two languages
become entrepreneurs and share a portion of their pro its with Challenge 6 (2,300 XP)
the church in exchange for consultation and insurance against
misfortune. At least, this is the public face of the missions of Spellcasting. The bishop is an 8th-level spellcaster. Its
Waukeen. Underneath its bustling markets thrives a subculture spellcas ng ability is Wisdom (spell save DC 14, +6 to
of smuggling, thievery, and gambling. The underground hit with spell a acks). It has the following cleric spells
elements of a market are just as important as the loans and prepared.
mortgages above.
Cantrips (at will): light, sacred flame, spare the dying,
Forge Priest thaumaturgy
Knowledge Priest 1st level (4 slots): cure wounds, guiding bolt, purify
Trickery Priest food and drink, shield of faith
2nd level (3 slots): lesser restoration, spiritual weapon,
Statblocks zone of truth
3rd level (3 slots): mass healing word, spirit guardians
4th level (3 slots): banishment, guardian of faith
Tier One
Acolyte (MM pg. 342)
Arcana Priest (NPC pg. 51)
Ac ons
Church Hand (NPC pg. 205) Mace. Melee Weapon Attack: +4 to hit, reach 5 ., one
Death Priest (NPC pg. 52) target. Hit: 4 (1d6 + 1) bludgeoning damage.
Forge Priest (NPC pg. 53)
Turn Undead (Recharges after a Short or Long Rest). The
Grave Priest (NPC pg. 54) bishop presents its holy symbol and speaks a prayer.
Knowledge Priest (NPC pg. 55) Each undead that can see or hear the bishop must
Life Priest (NPC pg. 56) make a DC 14 Wisdom saving throw. If the target is an
Light Priest (NPC pg. 57) undead of CR 1 or lower, it is destroyed on a failed
Nature Priest (NPC pg. 58) save. Otherwise, on a failed save the target is turned
Night Priest (NPC pg. 59) for 1 minute or un l it takes any damage. A turned
Officiant (NPC pg. 224) creature moves up to its speed away from the bishop
Outlaw (Banished Deacon) (NPC pg. 225) and can't willingly move within 30 feet of it. It can't
Priest (MM pg. 348) take reac ons and must either use the Dash ac on or
Protection Priest (NPC pg. 60) try to escape from an effect that stops it from moving.
Squire (NPC pg. 228) If it can't move, it can take the Dodge ac on.
Tempest Priest (NPC pg. 61)
Trickery Priest (NPC pg. 62)

Tier Two
Bishop (NPC pg. 47)
War Priest (VGM pg. 218)

Tier Three
Cardinal (NPC pg. 48)

Tier Four
Avatar (NPC pg. 48)

47
Cardinal Avatar
Medium humanoid (any race), any alignment Medium celestial, any alignment

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


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

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

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


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

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

48
Mission Strategies Helm's Holy Vigilance
Each mission has a vastly different method of conducting battle,
often depending more on the personality of its god than on the
Against Evil
abilities of its missionaries. Even so, missions can share a few Race. Human.
common strategies. Higher Power. Helm, God of Protection.
Death Never Comes. When a missionary falls in battle, Featured Subclass. Protection Priest.
other members are there to pick them up with a healing spell. Helm's Holy Vigilance Against Evil is the designation of a
Some evil missions may even use the bodies of their comrades mission for the church of Helm based out of Baldur's Gate.
as undead soldiers, picking up fallen weapons and throwing Clerics for Helm helped protect the city against recent raids
themselves ever further into the fray. After a battle, the from a gnoll warband, yet for worshippers of Helm, protection
wounded are dragged back to their temples to be healed fully, is not enough: they must venture out to seek the source of evil
and, if possible, the dead are resurrected. Just as though they and smite it down. Only then can evil truly be vanquished. As
were termites, it's nearly impossible to wipe out a mission such, this small mission has been sent out by the church to
unless you can take out every member at once, or cripple their stake out the small town of Grull's March after hearing a
ability to get back up and keep ighting. rumour that a cultist of Yeenoghu was hiding amidst the
Dignity in Peace and Battle. A mission never ights unless villagers. If the rumour is right, the cultist is the one who
it is necessary to do so and the results of the ight will be steered the warband towards Baldur's Gate. Killing him or her
bene icial to their goals (in some cases, even a defeat can might prevent future attacks.
garner support). Missions are not always meant to be a ighting
force. They exist to demonstrate the superiority of the
principles of their god, for which glory in battle is not always Grimbald Tyresian
valued. Far better to negotiate an alliance than to draw blood. Grimbald Tyresian is a young bishop in the church of Helm
who was given the position after many of the church's members
Cleric Tactics of higher standing were killed in a battle against a demon a few
years back. Since then, members with higher seniority and
Clerics come as varied as their gods. A grave priest might hang capability have rejoined the church and resent the fact that
at the edges of the battle, dragging the wounded to safety. A someone with so little experience outranks them. He had no
war priest might leap into the fray, urging its companions to do intention of leading the mission into Grull's March, but after
the same. A death priest might cackle as it puppeteers its fallen being found in a compromising position with a deacon, his
enemies to ight against their former allies. Clerics do, however, superiors took pleasure in assigning him to the investigation of
all prepare their spells from the same limited list of this backwater town to prove himself worthy of retaining his
availabilities, and certain tactics are preferred over others. status as bishop. Grimbald knows they fully expect him to make
Swirling Celestial Fury. If a high-level cleric knows they a mistake that will cost him his bishopship, and he is
will be going into battle, they will cast guardian of faith ahead determined to avoid that outcome at all costs by completing the
of time to give themselves an extra edge. Spirit guardians is mission with blinding ef iciency.
usually the irst spell cast once the battle begins, punishing any As a bishop of Helm embodying the domain of protection,
who come close. Once these spells are activated, a typical cleric Grimbald replaces his Turn Undead action with the Radiant
will rain down blow after blow from its spiritual weapon and its Defense of a protection priest. Outside of combat, he relies on
sacred lame. If the battle lasts for a long time, a cleric can have his zone of truth to help with the investigation, and given his
guardian of faith, spirit guardians, and spiritual weapon all inexperience he is not quite capable yet of determining
active while it casts even more instantaneous spells like lame whether someone under the effects of the spell is telling the
strike and guiding bolt. whole truth or using tricky language to avoid suspicion.
Push Back the Tide. Much of the cleric's arsenal
encourages it to push against the tides of battle, forcing the
enemy to retreat with their tail between their legs. In addition
Cassandra Pascale
to spells like guardian of faith and spirit guardians that lash out Cassandra was a deacon of Helm before her dalliance with
against enemies close to the cleric, the cleric can also use its Grimbald resulted in her expulsion. Grimbald carries a lot of
Turn Undead to knock back waves of undead creatures if need guilt as they both suspect that her expulsion was meant more
be, and spells like banishment, hallow, and dispel evil and good as a punishment for him than for her. Grimbald has secretly
force otherworldly enemies to retreat, even if it's only brought her along on the mission in an attempt to prove that
temporarily. Warding off an invasion without drawing blood she should be reinstated as a deacon (or perhaps even
can be just as useful as slaughtering the invaders outright. promoted to priesthood). She is in disguise as a servant and
plans to reveal herself only to help ight off any threats that face
the mission. In the mean time, she divides her time between
pursuing leads with the villagers and sharing a tent with
Grimbald.
Despite her expulsion, Cassandra still maintains her faith in
Helm and carries with her the powers of an acolyte.

49
Perhaps if the party can convince the missionaries to disband,
Kaspar Barkley the town can return to its everyday business. The rumours are
false, after all; there is no cultist. Right?
Grimbald doesn't know it, but Kaspar was only assigned to the
mission to ensure that the young bishop remained steadfast to
the principles of Helm. With such an emphasis on vigilance
Nobody Leaves
The party is staying overnight in Grull's March to rest from a
against evil, any hint that Grimbald is pulled in one direction by
previous adventure, only to ind in the morning that nobody
his duties and another by his carnal desires could be grounds
has been allowed to leave the town until the cultist is located.
for expulsion. Kaspar has his suspicions about the pretty young
The party inds themselves directly interrogated by several
servant that tagged along with the caravan. If he inds out that
missionaries. As adventurers, they are already held in suspicion
Cassandra is distracting Grimbald, the whole investigation
by the missionaries for their presumably arcane dabbling. Any
could be called off and Grimbald could face tribunal.
warlock in the group will be hounded with particular intensity.
Other than that, Kaspar does genuinely believe in the
righteousness of the mission. He prepares himself each
morning for the potential of having to exercise his powers as a The Cultist of Yeenoghu
protection priest to guard his allies from danger. It's up to the DM whether the rumours are true. If the rumours
are not true, Grimbald is so desperate for results that he may be
Raphaela Rohaise willing to see signs of Yeenoghu's in luence in anyone and use it
as evidence to kill them and bring their head back in triumph,
With everyone else concerned with proving themselves or
guilt or innocence be damned. The party can either ight him
keeping an eye on each other, Raphaela sees herself as the only
and his group directly or pit the missionaries against each
one who actually cares about conducting a successful mission.
other by revealing Grimbald and Cassandra's relationship to
Far more than any other member of the mission, she is out
Kaspar.
interrogating villagers and pursuing any leads she inds. She
If the rumours are indeed true, the cultist of Yeenoghu might
wishes that more of her allies would put in the same effort as
in fact be using the magic that emanates off of the party to
her so she isn't always off on her own; a protection priest is
conceal their own magical power. If discovered quickly, the
most comfortable while surrounded by friends. Raphaela is
cultist might attempt to lee, but if given time to prepare, the
certainly not surrounded by friends.
cultist might call forth a pack of gnolls that attacks the city
from its borders to overwhelm both the party and Grimbald's
Other Investigators missionaries. The cultist himself can be represented by the cult
In addition to the bishop, the two priests, and the secret fanatic statblock or, for a greater challenge, a warlock of the
acolyte, the mission has nine people involved. fiend. You can use the information from the section on gnolls
in Volo's Guide to Monsters or the section on demon lords from
Deacons Mordenkainen's Tome of Foes to add lavour to the cultist.
Three deacons conduct the administrative aspect of the
mission, dutifully cataloguing every encounter and poring over
past documents to search for anything that might lead them to
the cultist of Yeenoghu. They are each represented by the
noble statblock.

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

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

Request for Help


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

50
Arcana Priest (SCAG) Arcana Priest
Arcana priests reject the notion that divine and arcane magic Medium humanoid (any race), any alignment
are fundamentally different. They believe that magic, just as all
things, come from the will of the gods and should be
Armor Class 12 (15 with mage armor)
worshipped as such. Hit Points 36 (8d8)
Speed 30 ft.
Gods of the Arcana Priests
Azuth, God of Wizards STR DEX CON INT WIS CHA
Followers ind their homes piling up with books of arcane 8 (-1) 14 (+2) 10 (+0) 17 (+3) 17 (+3) 10 (+0)
knowledge they have no recollection of acquiring.
Skills Arcana +5, Religion +5
Mystra, Goddess of Magic Senses passive Perception 12
Opposing magic always seems to just barely miss followers. Languages any one language
They're just outside of the blast of a ireball, or the eldritch Challenge 2 (450 XP)
blast strikes their ally instead, or a paladin decides to use his
words rather than a zone of truth. Spell Breaker. When the cleric restores hit points to an
ally with a spell of 1st level or higher, it can also end
Oghma, God of Knowledge one spell affec ng that creature. The level of the spell
Followers are occasionally struck by facts they would have had ended must be equal to or lower than the level of the
no way of iguring out on their own. spell slot expended to heal the ally.
Spellcasting. The cleric is a 6th-level spellcaster. It
You watch with sa sfac on as your paladin strikes the spellcas ng ability is Wisdom (spell save DC 13, +6 to
enemy champion with a wrathful smite, and the hit with spell a acks). It has the following cleric spells
champion, bleeding and afraid, stumbles back into the prepared.
arms of its companion, a priest clothed in the misty
garb of a follower of Mystra. The priest whispers a Cantrips (at will): prestidigitation, mending, chill
prayer to her god and runs her hands over the rippling touch, thaumaturgy
gash. The wounds close, and the terrifying effects of a 1st Level (4 slots): cure wounds, detect magic, inflict
wrathful smite dissipate away. To your great wounds, magic missile
annoyance, the champion charges back into ba le 2nd Level (3 slots): lesser restoration, magic weapon,
against your paladin, no worse for wear. Time to try Nystul's magic aura
something new. 3rd Level (3 slots): mass healing word, dispel magic,
magic circle

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

51
Death Priest (DMG)
Death priests worship foul gods. While some might intend to Death Priest
further the study of medicine and alleviate the suffering of Medium humanoid (any race), any alignment (usually
those in need, most are drawn to this domain by the blackness evil)
in their hearts.
Armor Class 13 (chain shirt)
Gods of the Death Priests Hit Points 27 (5d8 + 5)
Speed 30 ft.
Bhaal, God of Murder
Followers must wipe their faces to remove the blood that
STR DEX CON INT WIS CHA
periodically leaks from their eyes.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Kelemvor, God of the Dead
Out of the corner of one's eye, one can see, only through the Skills Medicine +7, Persuasion +3, Religion +3
re lection of a mirror, a skeletal apparition where the follower Senses passive Perception 13
would be standing. Languages any two languages
Challenge 2 (450 XP)
Loviatar, Goddess of Pain
Followers can withstand brutal torture without breaking a Morbid Weapons. The priest's weapon a acks are
sweat. magical. When the priest hits a creature with a melee
weapon a ack, it deals an addi onal 9 (2d8) necro c
Myrkul, God of Death damage (included in the a ack).
Followers are pale as a ghost. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 13, +5 to
Shar, Goddess of Darkness and Loss hit with spell a acks). It has the following cleric spells
Followers frequently seem to disappear into the shadows. prepared.
Cantrips (at will): chill touch, spare the dying,
Talona, Goddess of Disease and Poison thaumaturgy
Followers are carriers and spreaders of countless debilitating
1st level (4 slots): false life, inflict wounds, ray of
diseases, yet suffer no symptoms themselves. sickness
2nd level (3 slots): blindness/deafness, ray of
Five black-robed figures gather in a circle around the enfeeblement
pile of sickened corpses. You struggle against your 3rd level (2 slots): animate dead, vampiric touch
bindings, but the poison running through your body
has weakened you, and you have no choice but to Ac ons
watch as the priests snip off the ps of their fingers
with gardening shears, grind up the blood and bone Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
and flesh, and sprinkle it over the corpses. One by target. Hit: 3 (1d6) bludgeoning damage plus 9 (2d8)
one, the corpses groan and twitch to life. The priests necro c damage.
chant, "May the world fall ill to the sickness that is
Talona!"

52
Forge Priest (XGE)
A priest won't consider themselves worthy of the domain of the Forge Priest
forge unless they have produced armor worthy of combat Medium humanoid (any race), any alignment
against demons and other creatures that would challenge the
forward march of civilisation. Armor Class 19 (Armor of the Divine Forge)
Many forge priests forgo the strongest aspects of divine Hit Points 60 (8d8 + 24)
magic in exchange for weapons and armor blessed by the gods. Speed 30 ft.

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

The dwarf scoffs as he hammers out the kinks in the


latest batch of breastplates. The damage that these
pieces of armour had taken in the last ba le reform as
though they were freshly forged. "There's no such
thing as a free lunch. You pay me, or you stop was ng
my me. Besides, if the old hag wants to hang out in
her co age all day, what right do we have to intrude
on her property?"

53
Grave Priest (XGE)
In opposition to priests of the domain of Death, grave priests Grave Priest
consider themselves caretakers and shepherds of the living to Medium humanoid (any race), any neutral alignment
their rightful plane of existence after passing on. Neither good
nor evil, to grave priests death is simply a facet of existence that Armor Class 14 (chain shirt)
must be nurtured and respected. Hit Points 44 (8d8 + 8)
Speed 30 ft.
Gods of the Grave Priests
Eldath, Goddess of Peace STR DEX CON INT WIS CHA
Others feel a palpable sense of warmth and comfort from 13 (+1) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1)
followers.
Senses passive Perception 12
Helm, God of Protection Languages any one language
A shield is always at the side of a follower, whether they're Challenge 2 (450 XP)
carrying it or someone else is.
Circle of Mortality. When the cleric would normally roll
Kelemvor, God of the Dead one or more dice to restore hit points with a spell to a
Out of the corner of one's eye, one can see, only through the creature at 0 hit points, it instead uses the highest
re lection of a mirror, a skeletal apparition where the follower number possible for each die.
would be standing.
Spellcasting. The cleric is a 6th-level spellcaster. It
spellcas ng ability is Wisdom (spell save DC 12, +4 to
Lathander, God of Birth and Renewal hit with spell a acks). It has the following cleric spells
The families of followers contain twins and triplets exclusively, prepared.
and their children are always healthy.
Cantrips (at will): mending, sacred flame, spare the
Myrkul, God of Death dying, thaumaturgy
1st Level (4 slots): bane, cure wounds, false life,
Followers are pale as a ghost.
healing word, inflict wounds, sanctuary
2nd Level (3 slots): blindness/deafness, feign death,
Savras, God of Divination and Fate gentle repose, lesser restoration
Keen observers know to avoid a room that a follower refuses to 3rd Level (3 slots): ray of enfeeblement, revivify, speak
walk into. with dead, vampiric touch
Torm, God of Courage and Self-Sacri ice
Nearly everyone has a story of the heroism of a dead follower
Ac ons
they once knew. Grave Scythe. Melee Spell Attack: +4 to hit, reach 5 .,
one target. Hit: 13 (2d12) slashing damage.
"It was her me," whispers the priest as the body is Protect the Dying (Recharge 5-6). The cleric chooses up
lowered into the dirt. Li le did the mourners know to three unconscious creatures it can see within 30 feet
that the body was a double, a fake, and the real of it. The priest can choose to spend one spell slot of
princess was being carted away to safety as the 1st level or higher; if it does so, each target regains 6
funeral proceeded. It was only poe c that a pinch of hit points. If the priest doesn't spend a spell slot, the
dirt from what would have been her grave had been targets are instead stabilised.
used to save her life with the effects of feign death.

54
Knowledge Priest (PHB)
Knowledge priests took a liking to the studious nature of their Knowledge Priest
profession rather than the martial responsibilities. Medium humanoid (any race), any alignment

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


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

Waukeen, Goddess of Trade


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

The human, unassuming in a peasant's garb, gently


pulls away the guard's hand. "Bea ng the prisoner
won't get them to talk. Move aside." He runs his
hands over your bruises and mu ers, "Deneir, remove
these lumps so our acquaintance can think clearly
through the pain." Your wounds close up. The man
puts a thumb to your forehead, and to your surprise
and horror, you feel a burrowing arrow pressing
through the folds of your brain. You scream in
resistance, but it's not enough, and the man pulls out
everything he needs to know. He jots down his
findings in a li le black notebook. "The princess is s ll
alive. We have no more use for this prisoner. Kill him."

55
Life Priest (PHB)
Life priests are devoted to the preservation of life at all costs. Life Priest
They are numerous and highly valued as doctors, healers, and Medium humanoid (any race), any alignment (usually
medics in times of peace and war. good)

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


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

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


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

"How are you s ll alive?" shouts the commander.


"How are any of you s ll alive?"
The soldiers part to reveal an old woman with hard,
angry features. She must be over a hundred years old,
s ll with the energy of someone decades younger.
"Raining arrows on your own men!" she shrieks. "You
ought to be ashamed of yourself! But if you wish to
betray them, you had best kill them cleanly!" She
raises a sprig of mistletoe, and dancing fey creatures
surround her in a whirlwind. She steps closer and the
commander is consumed.

56
Light Priest (PHB)
Light priests emanate radiant energy wherever they go, Light Priest
whether through their personality or through their deeds. They Medium humanoid (any race), any alignment
are generally focused on spreading the word of their gods
rather than performing miracles, though miracles do tend to Armor Class 13 (chain shirt)
follow them. Hit Points 82 (15d8 + 15)
Speed 30 ft.
Gods of the Light Priests
Helm, God of Protection STR DEX CON INT WIS CHA
A shield is always at the side of a follower, whether they're 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2)
carrying it or someone else is.
Skills Medicine +7, Persuasion +4, Religion +3
Lathander, God of Birth and Renewal Senses passive Perception 13
The families of followers contain twins and triplets exclusively, Languages any two languages
and their children are always healthy. Challenge 5 (1,800 XP)

Milil, Goddess of Poetry and Song Spellcasting. The priest is a 5th-level spellcaster. Its
Followers noticeably glow when they sing or recite poetry. spellcas ng ability is Wisdom (spell save DC 14, +6 to
hit with spell a acks). It has the following cleric spells
Sune, Goddess of Love and Beauty prepared.
Followers are supernaturally beautiful. Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): burning hands, cure wounds, faerie
"You dare invade the peace of this shrine?" shrieks the fire
head priest. She whips off her golden hood to reveal 2nd level (3 slots): flaming sphere, scorching ray
the face of the most beau ful woman you have ever 3rd level (2 slots): daylight, fireball
seen. "All for what? To gaze upon my beauty? Then
gaze!" The room explodes in golden light. You shield Ac ons
your eyes, but your companions are not so lucky. Their
eyes melt from their skulls. Mace. Melee Weapon Attack: +3 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.
Radiance of the Dawn (Recharge 5-6). Each creature
within 30 feet of the priest that can see it must make a
DC 14 Cons tu on saving throw, taking 33 (6d10)
radiant damage on a failed save, or half as much
damage on a successful one.

57
Nature Priest (PHB)
Nature priests, like druids, revere the beauty of the natural Nature Priest
world. They build temples and churches glorifying the Medium humanoid (any race), any alignment
architecture from which the world was made.
Armor Class 16 (chain mail)
Gods of the Nature Priests Hit Points 27 (5d8 + 5)
Speed 30 ft.
Auril, Goddess of Winter
Followers are cold to the touch and rarely complain about chilly
weather.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Chauntea, Goddess of Agriculture
Followers are never wanting for bountiful crops. Skills Medicine +7, Persuasion +3, Religion +3
Senses passive Perception 13
Eldath, Goddess of Peace Languages any two languages
Others feel a palpable sense of warmth and comfort from Challenge 1 (200 XP)
followers.
Spellcasting. The priest is a 5th-level spellcaster. Its
Malar, God of the Hunt spellcas ng ability is Wisdom (spell save DC 13, +5 to
Followers are adept trackers regardless of their environment, hit with spell a acks). It has the following cleric spells
and once they've found their quarry they are ravenous in prepared.
appetite, even if this causes some awkwardness. Cantrips (at will): guidance, thorn whip, druidcraft
1st level (4 slots): animal friendship, goodberry, speak
Mielikki, Goddess of Forests with animals
Followers are never found sleeping inside. 2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth, wind wall
Sylvanus, God of Wild Nature
Followers are prone to its of unbridled rage followed quickly
by apologies.
Ac ons
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.
The hunter snarls for the plants to obey, and they do.
As you run, roots wrap around your ankle. Branches Charm Animals and Plants (Recharge After a Short or
pierce through your skin. "Sic," says the hunter, and Long Rest). Each animal and plant within 30 feet of the
the wolves descend. "A feast worthy of Malar." priest that can see and hear it must make a DC 13
Wisdom saving throw. On a failed save, the target is
charmed by the priest un l the end of its next turn.

58
Night Priest (DAPC
(DAPC))
The night may not necessarily be full of terrors, nor should it Night Priest
always be dark when the moon is full. A night priest may Medium humanoid (any race), chaotic evil (50%) or
provide relief from the darkness of night, or it may bring it chaotic good (50%)
down upon its enemies.
Armor Class 13 (chain shirt)
Gods of the Night Priests Hit Points 55 (10d8 + 10)
Speed 30 ft.
Auril, Goddess of Winter
Followers are cold to the touch and rarely complain about chilly
STR DEX CON INT WIS CHA
weather.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Lathander, God of Birth and Renewal
The families of followers contain twins and triplets exclusively, Skills Medicine +7, Persuasion +3, Religion +3
and their children are always healthy. Senses passive Perception 13
Languages any two languages
Savras, God of Divination and Fate Challenge 2 (450 XP)
Keen observers know to avoid a room that a follower refuses to
walk into. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 13, +5 to
Shar, Goddess of Darkness and Loss hit with spell a acks). It has the following cleric spells
Followers frequently seem to disappear into the shadows. prepared.
Cantrips (at will): chill touch, light, thaumaturgy
Selune, Goddess of the Moon 1st level (4 slots): bane (evil), guiding bolt (good),
In the waxing period, followers are exuberant, youthful, and protection from evil and good, sleep
optimistic. In the waning period, followers are mellow, dour, 2nd level (3 slots): blindness/deafness (evil), darkness,
and pessimistic. gentle repose (good), moonbeam, silence
3rd level (2 slots): animate dead (evil), daylight (good),
Sune, Goddess of Love and Beauty fear, feign death
Followers are supernaturally beautiful.
Ac ons
Sylvanus, God of Wild Nature Moonlight Sickle. Melee Weapon Attack: +2 to hit,
Followers are prone to its of unbridled rage followed quickly
reach 5 ., one target. Hit: 2 (1d4) slashing damage
by apologies.
plus 7 (2d6) radiant damage, and the target is bathed
in moonlight, gran ng advantage to the next a ack roll
The mob raises its torches against the witch, but she made against it made before the end of the priest's
smirks, snaps her fingers, and all the torches are next turn. This is a magic weapon.
ex nguished. What remains is only the full moon. And
the wails of the commoners as they die. You feel sick, Midnight Gloom (Recharge 5-6). All magical and
like the life force is being wrenched from your lungs, nonmagical lights within 30 feet of the priest are
and even when you blink, the darkness remains. Even ex nguished. Each hos le creature within that radius
your eyes, adapted to the blackness of the night, no must make a DC 13 Cons tu on saving throw. On a
longer seem to work in the dark. failed save, the target takes 14 (4d6) necro c damage
A beam of silver light pierces through the black sky, and can't benefit from darkvision for 1 minute. On a
and you scream. successful save, the target takes half damage instead
and suffers no other effects.

59
Protection Priest (UA
(UA))
While priests devoted to the life domain heal the sick and the Protection Priest
weak, those devoted to the protection domain strive to ensure Medium humanoid (any race), any alignment (usually
nobody becomes sick or weak through unjust means. good)

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


Hit Points 55 (10d8 + 10)
Helm, God of Protection Speed 30 ft.
A shield is always at the side of a follower, whether they're
carrying it or someone else is.
STR DEX CON INT WIS CHA
Ilmater, God of Endurance 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Followers can run for a thousand miles without stopping to
catch their breath. Skills Medicine +7, Persuasion +3, Religion +3
Senses passive Perception 13
Torm, God of Courage and Self-Sacri ice Languages any two languages
Nearly everyone has a story of the heroism of a dead follower Challenge 3 (700 XP)
they once knew.
Spellcasting. The priest is a 5th-level spellcaster. Its
Tyr, God of Justice spellcas ng ability is Wisdom (spell save DC 13, +5 to
Followers are capable of coming to moral and ethical hit with spell a acks). It has the following cleric spells
conclusions in a fraction of a second, and their decisions are prepared.
almost always fair. Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): compelled duel, cure wounds,
"You want her? Come and take her," says the knight. protection from evil and good, sanctuary
He stands between you and the princess, shield raised 2nd level (3 slots): aid, lesser restoration, protection
high. You signal for your archer to take out the from poison
princess, but the knight lunges a seemingly impossible 3rd level (2 slots): protection from energy, slow
distance and catches the arrow on his shield. With
disgust, you draw your sword and swing for the Ac ons
princess yourself, but as you slice through her leg, the
blood bursts into bright light that sears your flesh. You Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
stumble back. target. Hit: 3 (1d6) bludgeoning damage.
"Fight someone your own size," growls the knight, Radiant Defense (Recharges after a Short or Long Rest).
and you feel your a en on drawn solely to him. He The priest chooses an ally it can see within 30 feet of it.
plants his feet. You and him. It's on. The first me that creature is hit by an a ack in the
next minute, the a acker takes 16 (3d10) radiant
damage.

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

60
Tempest Priest (PHB)
Tempest priests chase the thrill of great storms, taking great Tempest Priest
interest in weather patterns and the chaos of nature. While Medium humanoid (any race), any alignment
others run from tornadoes and avalanches, a tempest cleric can
often be found standing their ground, arms outstretched, Armor Class 18 (chain mail, shield)
whispering a prayer in awe. Hit Points 55 (10d8 + 10)
Speed 30 ft.
Gods of the Tempest Priests
Akadi, Goddess of Air STR DEX CON INT WIS CHA
Followers are light as a feather, skipping and dancing in 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
de iance of gravity.
Skills Medicine +7, Persuasion +3, Religion +3
Auril, Goddess of Winter Senses passive Perception 13
Followers are cold to the touch and rarely complain about chilly Languages any two languages
weather. Challenge 4 (1,100 XP)

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


Followers feel a great ache in their bones when the weather is spellcas ng ability is Wisdom (spell save DC 13, +5 to
about to change dramatically. hit with spell a acks). It has the following cleric spells
prepared.
Umberlee, Goddess of the Sea Cantrips (at will): gust, shocking grasp, thaumaturgy
Followers can hold their breath far longer than they should be 1st level (4 slots): create or destroy water, purify food
able to. and drink, thunderwave
2nd level (3 slots): shatter, spiritual weapon
"Give me your best shot!" screams the pirate lord. 3rd level (2 slots): create food and water, water walk
"Fire that cannon! Hit me right in the chest! See if it
stops me!" Ac ons
With trembling hands, your first mate strikes a
Warhammer. Melee Weapon Attack: +4 to hit, reach 5
match. The cannon fires. The cannonball strikes the
., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or
pirate lord in the chest, but stops, and with a crackle
7 (1d10 + 2) bludgeoning damage if wielded with two
from the sky, lightning blasts through the first mate,
hands to make a melee a ack.
frying him to a crisp. In shock, you step back to the
edge of your ship. The pirate lord just cackles, "Akadi,
bless this man." A gust of wind knocks you right over Reac ons
the side. Thunderous Rebuke. When a creature hits the priest
with a melee weapon a ack, the priest can force the
creature to make a DC 13 Dexterity saving throw,
taking 9 (2d8) lightning or thunder damage on a failed
save, or half as much damage on a successful one.

61
Trickery Priest (PHB)
Trickery priests worship trickster gods whose mad schemes Trickery Priest
and inscrutable motivations excite them to no end. Medium humanoid (any race), any alignment

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


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

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


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

The priest in purple robes laughs and spreads his cloak Ac ons
wide. From within, a marione e, seemingly made to Duplicitous Dagger. Melee or Ranged Weapon Attack:
look like him, crawls out all tangled up in its own +5 to hit, reach 5 . or range 20/60 ., one target. Hit:
strings. A flash of the holy symbol of Cyric, and the 5 (1d4 + 3) piercing damage, plus 7 (2d6) psychic
marione e transforms into a perfect copy of the damage if the target can see the priest's illusion from
priest, and the two copies flash and twitch and merge Invoke Duplicity. This is a +1 magic weapon.
and part un l you have no idea who is the puppet and
who is the master. You loose an arrow, and you guess Cloak of Shadows (Recharge After a Short or Long Rest).
wrong. They both descend on you with their daggers, The priest becomes invisible un l the end of its next
and despite knowing that one is an illusion, you feel turn, or un l it casts a spell.
both ps plunging through your skin at once.
Invoke Duplicity. The priest creates a perfect illusion of
itself that lasts for 1 minute or un l it loses its
concentra on, as if concentra ng on a spell. The
illusion appears in an unoccupied space within 30 feet
of the priest. As a bonus ac on, the priest can move
the illusion up to 30 feet to a space within 120 feet of
the priest that it can see. Addi onally, when both the
priest and its illusion are within 5 feet of a creature
that can see the illusion, the priest has advantage on
a ack rolls against that creature.

62
War Priest (PHB)
War priests view battle ields as sacred ground. While not
soldiers themselves, they are often found among the ranks of
armies, providing aid and bolstering the resolve of their allies
to spur them into victory. Even a lost battle, and death at the
hands of the enemy, is something to strive for in the eyes of a
war priest.

War Priest, VGM pg. 218


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

Gods of the War Priests


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

Torm, God of Courage and Self-Sacri ice


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

Tyr, God of Justice


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

"Tyr, guide our arrows!" A gli ering flash of light


strikes you in the chest. The bounty hunter next to the
priest aims a longbow and, with the priest's
encouraging words of "Let thine magic arrow fly true,"
strikes you in the chest with divine accuracy. Your
power starts to wane.

63
Druids

W
itches is a nebulous term for those who take
their power from non-traditional sources, the
Unlock the Power of Dreams
Dream guardians lead their covens in a philosophy of
primal powers that have long existed before the
analysing and acting upon the omens found in one's dreams.
gods ever turned their pretentious gaze towards
the Material Plane. Hags are called witches for Creatures can make a lat DC 15 Charisma check to take
their dark powers. Warlocks are called witches conscious control of their dreams, becoming a lucid
for their dark pacts. Druids are called witches dreamer.
simply because of their connection to the natural world. It is a Whenever a creature awakens from a dream, it rolls a d6. On
meaningless term. And yet, many druids embrace the label. a roll of 1 or 2, they instead remain dreaming but believe
that they have awoken.
Druid Covens Creatures have disadvantage on saving throws made when
targeted by the dream spell.
Like-minded druids gather together into a coven, a group of
witches. With each other as support, they can achieve greater Maintain the Land
ends than any single druid on their own. Most civilised places Land druids lead their covens in a philosophy of caring for the
look down upon covens of druids as subversive and land. They preserve its natural state through powerful curses
disestablishmentarian, to the point of occasionally hunting on those who dare trespass.
them down and killing them. Over thousands of years, the most
successful covens have been those that can maintain a low Creatures that harbor hostilities towards the coven or the
pro ile, operating almost as secret societies that meet monthly land the coven protects are more likely to get lost, suffering
or yearly. No coven's charter has ever been written down; it is a disadvantage on Wisdom (Survival) checks.
social construct at its most basic level, nothing more. Mechanical contraptions and arti icially constructed objects
Covens aren't exclusive to druids. Although all covens have break down frequently. Wheels fall off their axles, mirrors
powerful druids as their leaders, many include people with break, and armor rusts.
weaker powers (or no powers at all), as well as those who take When the spell plant growth is cast over the course of 8
their power from a different source, such as warlocks or clerics, hours in the region, the entire region bene its from the
as long as they follow the coven's philosophy. effects, not just a half mile radius around the caster.

Destroy the Interlopers


Demographics Liminal druids lead their covens in a philosophy of the old
In a coven of 12 people ... gods great and terrible, disallowing any to cross their land, ill-
intentioned or otherwise. They are universally hostile towards
1 is an archdruid anyone outside of their coven, and are the most likely to garner
2 are druids attention from civilised militaries rather than just adventuring
4 are witch doctors parties. A coven led by a liminal druid is a signi icant threat to
5 are any mix of eco-terrorists, herbalists, nature civilisation itself.
priests, primal wardens, and warlocks of the archfey
Beasts mindlessly attack outsiders.
Coven Manifestations Beasts are far more likely to be their "giant" variants or to
gather in swarms.
A coven's philosophy manifests in the world as environmental Rivers run red with blood.
effects surrounding their region. Generally, the effect is related Trees bleed with red sap.
to the circle from which the druid draws its power. These The land shifts and molds itself to confuse and trap
regional effects apply in a 10 mile radius around the meeting outsiders, leading them in circles or sending them tumbling
site of the coven (unless noted otherwise) and fade over the into dark caves.
course of two weeks if the coven is disbanded. Heavy winds, fog, hail, and lightning strikes plague the
region until the interlopers leave or are killed off.
Protect the Animal Kingdom
Arch shepherds lead their covens in a philosophy of Embrace Change
protecting the innocence and sanctity of wildlife. Moon druids lead their covens in a philosophy of embracing
change. Because all are part of the natural world, individuality
As a reaction to being targeted by an attack or being forced is a myth. We are the trees, the grass, the beasts that walk the
to make a saving throw, any beast can teleport to the coven's Earth, the rocks, the sun, the stars, the moon. We are
meeting place. everything, and everything is us.
Wisdom (Animal Handling) checks are made with
advantage. Creatures have disadvantage on saving throws against spells
Beasts gather in swarms of at least eight of their own kind that would alter their form, such as polymorph.
when threatened, quickly overwhelming enemies. When it is silent, creatures can hear the whispers of the
Beasts summoned through magic have double hit points. rocks, trees, bushes, insects, and other small things.
The moon shines almost as bright as the sun.
64
Absorb the Living
Spore spreaders lead their covens in a philosophy of
speeding up the process of rot after death. Their meeting site Archdruid Coven Leader
changes frequently, as once a region has been consumed, Medium humanoid (any race, shapechanger), any non-
nothing but fungus can ever grow there again. lawful alignment

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

Banish the Undead STR DEX CON INT WIS CHA


Twilight mendicants lead their covens in a philosophy of 10 (+0) 14 (+2) 15 (+2) 15 (+2) 20 (+5) 19 (+4)
crusading against the in luence of the undead. These covens are
formed quickly and disband just as fast, achieving their
Saves Wis +10
purpose before moving on. In order to combat the undead, one Skills Nature +7, Perception +10, Survival +10
must respond quickly and without mercy, stemming the tide Senses truesight 60 ft., passive Perception 20
before it can spread. Languages Druidic plus any two languages
Challenge 16 (25,000 XP)
Newly created undead start with half hit points.
Non-undead have resistance to necrotic damage and
Spellcasting. The archdruid is a 20th-level spellcaster.
advantage on saving throws made against effects from
Its spellcas ng ability is Wisdom (spell save DC 18, +10
undead creatures. to hit with spell a acks). It has the following druid
When a creature makes a death saving throw, on a result of spells prepared.
10 or higher it regains 1 hit point and can immediately take
its turn. Cantrips (at will): druidcraft*, guidance*, mold earth*
1st level (4 slots): animal friendship, detect poison and
Statblocks disease, entangle*, goodberry, purify food and drink*,
speak with animals*, thunderwave*
2nd level (3 slots): barkskin, lesser restoration*,
Tier One moonbeam, spike growth
Dream Guardian (NPC pg. 69) 3rd level (3 slots): plant growth*, speak with plants*
Druid (MM pg. 346) 4th level (3 slots): conjure woodland beings,
Eco-Terrorist (NPC pg. 217) hallucinatory terrain, polymorph
Twilight Mendicant (NPC pg. 74) 5th level (2 slots): awaken, tree stride*
Witch Doctor (NPC pg. 232) 6th level (2 slots): transport via plants*, wall of thorns
7th level (2 slots): fire storm*, regenerate
Tier Two 8th level (1 slot): earthquake
Arch Shepherd (NPC pg. 68) 9th level (1 slot): storm of vengeance*
Spore Spreader (NPC pg. 73)
Ac ons
Tier Three Shillelagh Staff. Melee Spell Attack: +10 to hit, reach 5
Archdruid (VGM pg. 210)
., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Liminal Druid (NPC pg. 71)
Change Shape (2/Day). The archdruid magically
Tier Four polymorphs into a beast or elemental with a challenge
Archdruid Coven Leader (NPC pg. 65) ra ng of 6 or less, and can remain in this form for up to
9 hours. The archdruid can choose whether its
Coven Strategies equipment falls to the ground, melds with its new
form, or is worn by the new form. The archdruid
We Preserve the World and the World Preserves Us. Druid reverts to its true form as a bonus ac on or if it is
covens use the natural world to their advantage, slinking knocked to 0 hit points, with excess damage carrying
between trees, disappearing into the mist, creating illusory over to its true form. While in a new form, the
spaces for others to get lost in and for them to pass through archdruid retains its game sta s cs and ability to
harmlessly, living off the land while their enemies starve
speak, but its AC, movement modes, Strength,
Dexterity, and Cons tu on are replaced by those of
themselves out. The land is their friend, and to those hostile to
the new form, and it gains any special senses,
the coven, it is their enemy.
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.

65
Never Trust Your Senses. Druids are extremely dif icult to
ight, as they don't play by the same rules as everyone else. A Newly-Appointed Druids
druid could be the bird alighting on a branch, or it could be
Having just completed their rituals of the circle of the moon,
melded into the tree you're leaning against, or it could be
two human druids, Polymus Fensworth and Penny Barnes,
completely invisible, standing right beside you as you
have joined the Coven of the Lunar Madness to recapture the
desperately try to search for it. When a ight goes sour, a druid
thrill they irst had when they transformed into wolves. The
disappears through the trees, travelling tens of miles in a single
two of them fell in love as wolves even though they aren't
step. Those who try to chase them become entangled in weeds,
otherwise attracted to each other as humans, and, more
only to ind that the weeds were only in their mind.
importantly, despite the fact that they are both married to
different people. In their human forms, they are distant. They
Druid Tactics barely acknowledge each other. But in wolf form, they are
inseparable. They claim that their wolf form is a distinct entity
Gifts of the Land. Druids are never alone. Aside from other
and thus they are not cheating on their spouses, especially
druids, they are often supported by a group of beasts and
since their human forms are repugnant to each other, but the
plants that ight alongside them in battle. They might have eight
fact that they only join together in secret suggests that they
wolves or blink dogs they've summoned with conjure animals
understand, on a deep level, that what they are doing is wrong.
or conjure woodland beings, they might have a brown bear
Polymus and Penny have the Change Shape feature of an
they've charmed with animal friendship, and they might have an
archdruid, but they can transform only into creatures of CR 1 or
awakened tree they've given life through awaken.
lower, and only for 2 hours at a time. They usually take the form
Wild Shape. During combat, druids will typically transform
of dire wolves.
into a great beast such as a giant crocodile, a triceratops, a
giant ape, or a mammoth. Add the XP for a druid's wild
shapes to the total encounter XP. Werewolves
The werewolves consist of two brothers, Zach and Henry, and
Coven of the Lunar Madness their sister, Jezebel, triplets of a small farming family close to
the meeting site of the coven. As kids entering their teenage
Coven Manifestation. Embrace Change years, they were all playing together in the woods when a
Featured Subclass. Moon Druid werewolf attacked and bit all three of them before they
The Coven of the Lunar Madness is a group of shifters and ultimately drove it off with a torch. The werewolf was slain a
shapechangers who gather under the light of the full moon few days later by an adventurer, and the town breathed a sigh
every month to transform into wolves, capturing the beauty of relief, not realizing that three of their own would soon fall
and togetherness of the pack. The pack's numbers luctuate, as under the curse.
well as their shapeshifting abilities, but its leadership stays the Luckily, Ico approached the triplets before their lycanthropy
same: Ico Magyerius, an wood elf archdruid, manages the land manifested within them and offered to help them conceal it
upon which they meet and protects the coven from outsiders from their family and their village. For the past ten years, they
with his careful administration. have travelled together to the meeting place of the Coven of the
Within the coven are 2 newly-appointed druids still trying Lunar Madness every full moon. Jezebel, however, is getting
to get a handle on their wild shape, 3 werewolves who restless. She's met a very nice man from a big city who has
otherwise appear as commoners to their friends and family, a offered her a place to stay while she practices her weaving.
changeling who adopts animal forms instead of humanoid Despite her brothers' insistence, she is planning to leave the
forms, and an awakened wolf that polymorphs into a coven and attempt to conceal her lycanthropy without any
humanoid to blend with society before returning to its true further assistance.
form on a full moon.
Changeling
Ico Magyerius Changelings are creepy to look upon, with pasty skin, purple
Ico is an archdruid who considers himself to be the "alpha" of hair, and solid black eyes punctuated only by a pinprick white
the Coven of the Lunar Madness. For six hundred years he has dot. They stand out in a civilised region. Most changelings avoid
been the warden of the Moonlight Woods. He founded the being noticed by physically changing their appearance to
coven to help conceal several werewolves who had sought out another type of humanoid, but for Ysilda, her powers seem to
his protection, and although he has lived far beyond their have mutated beyond what is expected for her race. She can
lifespans, he has maintained the coven as an open organisation only transform into animals. Unlike most of the other coven
for any who seek guidance in managing their shapeshifting members, she stays with Ico every day. In fact, she has fallen in
ways. love with the old elf, but has kept her crush a secret. He is
When Ico uses his Change Shape ability, he can take the incredibly old and incredibly powerful, and she is nothing
form of a Wolf Guardian, which uses the statistics of a compared to him. She knows it is best to move on, but she can't
tyrannosaurus rex, with the following changes: bring herself to leave and face society. This is the only place she
feels at home.
It has the *Pack Tactics feature.
It can't make attacks with its tail.

66
Ysilda is a changeling with the statistics of a witch doctor.
Instead of the normal racial features for a changeling, Ysilda Con lict
shares the Change Shape trait of an archdruid, with the
The party might come into con lict with the coven in one or
following changes.
more of the following ways, or through another way that its
Ysilda can only transform into animals of CR 1/4 or lower. more directly with your campaign.
Ysilda can stay in beast form for 2 hours.
Ysilda has no restriction on the number of times she can use Private Investigation
this ability per day. The spouse of Polymus Fensworth, a hardy beet farmer named
Belle Fensworth, hires the party to investigate her husband's
Generally, Ysilda takes the form of a wolf. activities. For the past few years she's noticed more and more
that he isn't there when she rolls over in the night. She suspects
Awakened Wolf that he is having an affair and wants the party to track him
down. She knows that, as a druid, he will be very dif icult to
In a far off land, an evil liminal druid had awakened dozens of track, so a party of adventurers is a good bet. She just wants to
wolves that it used as indentured servants to tear apart know for certain so she can divorce him. Their seven children
trespassers limb from limb. After observing the other wolves deserve better.
kill an innocent family, followed by the druid using their blood As the party igures out the unusual arrangement between
to create a plague that wiped out a nearby village, one of the Polymus and Penny, they might also come into contact with
wolves secretly organised a revolt among the pack. While the Penny's spouse, a very good-natured lumberjack named
druid slept, the wolves leapt upon him and tore out his throat, Gregson Barnes. They haven't had any children, to his
but as he lay dying, he caused the earth to erupt around them disappointment, but he's learned to accept it because he's fond
all, swallowing and killing all but one of the pack. of Penny's free-spirited nature and comfortable with the life
That wolf wandered the world for years, overcome with they have built together. Learning that she has been seeing
sorrow for its lost pack. Few recognised its intelligence and someone behind his back would destroy him.
would drive it off like any other wolf. Soon, however, the wolf
befriended a much nicer druid who replaced one of the wolf's Mob Justice
teeth with a magical fang granting it the power of a modi ied After last full moon, three dogs and two cats went missing from
polymorph, transforming the wolf into a human. As the wolf townhomes in the city center. A guardsman claims that he saw
grew used to its human form, it took on the role of a herbalist the young new iance of Professor Charles Lance, a weaver girl
using its experience of the forest. The wolf has the following named Jezebel, returning home in the middle of the night
changes to its statblock: wearing nothing but a bloodstained fur coat. A large mob of city
folk is planning on raiding Lance's home next full moon to catch
Medium beast (shapechanger), neutral good
her in the act and, presumably, hang her for being a werewolf.
INT 11 (+0) | WIS 17 (+3) | CHA 11 (+0)
The party might be working with the town guard to
Fang of Human Shape (2/Day). The wolf can transform
investigate further before the mob attacks, or they might be
into his human form, a herbalist. The wolf's statistics are
participating in the mob itself. Alternatively, Jezebel herself
replaced by the herbalist's statistics (including hit points),
might ask the party to help her escape back to her coven,
but he retains his alignment and personality. His Fang of
although she is too proud to ask for help unless there is no
Human Shape does not transform with the rest of his body,
other option.
remaining clearly visible when his mouth is opened. The
Professor Charles Lance does not know about Jezebel's
transformation lasts for 6 hours or until the wolf uses his
lycanthropy, but he does suspect that the townsfolk are
bonus action to return to his true form. The wolf returns to
suspicious of his wife-to-be for some kind of witchcraft or
his true form if he is reduced to 0 hit points, with excess
something like that. He believes her to be innocent and hires
damage carrying over to his wolf form. The herbalist's
two mercenaries to help protect his home on the night of the
equipment is stowed in a pack that is carried by both forms.
mob's attack. His former military experience gives him the
Unfortunately, the druid that helped the wolf died shortly of statistics of a commander. He can hold off the mob long
old age, and the wolf wandered the world, taking on jobs as a enough for Jezebel to escape out the back.
herbalist and hiding its true form until eventually it was picked If the party uncovers the Coven of the Lunar Madness, they
up by Ico, who offered it a place where it could always be its might discover that Jezebel's brothers were the ones who
true self without judgement. originally spread the rumours of lycanthropy in the hopes of
The wolf doesn't have a name; it just goes by "Wolf", even in getting their sister back.
human form.
Lycanthropy
The party contracts lycanthropy and starts their own gathering
of lycanthropes, not realizing that they are competing with Ico's
hard work on the Coven of the Lunar Madness. There can only
be one wolf pack, and this territory has been claimed.

67
Arch Shepherd (XGE)
An arch shepherd is a powerful igure strongly in tune with Arch Shepherd
animals. They use their powers to protect the animal kingdom, Medium humanoid (any race), any alignment
but at the same time understand that the natural cycle of birth
and death must also be preserved. Armor Class 14 (hide armor)
This druid is a member of the Circle of the Shepherd. Hit Points 154 (28d8 + 28)
Speed 30 ft.
Variant Rules
You can change the lavour of the arch shepherd by adopting STR DEX CON INT WIS CHA
these variant rules. 10 (+0) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 17 (+3)
Story Summoning. The arch druid can summon any number
Skills Medicine +8, Nature +4, Perception +8
of animals of any type you see it when it rolls initiative. The Senses passive Perception 18
DM decides the number and type of animals based on what Languages Druidic and Sylvan plus any one language
would best it the story they are telling. Challenge 8 (3,900 XP)
Different Animal Auras. The arch druid's auras can be
renamed and re lavoured as the DM sees it. Some
Spellcasting. The arch shepherd is an 9th-level
spellcaster. Its spellcas ng ability is Wisdom (spell save
suggestions are provided, but any aura can be used for any
DC 16, +8 to hit with spell a acks). It has the following
animal.
druid spells prepared.
Bear Aura: This aura can be used to represent any animal that Cantrips (at will): druidcraft, mending, thorn whip
is tough (such as elephants or armadillos), any animal that is 1st Level (4 slots): animal friendship, beast bond,
strong (such as gorillas or rhinos), or any animal that is speak with animals
determined (such as sharks or honey badgers). 2nd Level (3 slots): animal messenger, beast sense,
enhance ability, locate animals or plants
Hawk Aura: This aura can be used to represent any animal that 3rd Level (3 slots): conjure animals
swarms (such as rats or insects), any animal that operates in 4th level (3 slots): conjure woodland beings, dominate
a pack (such as hyenas or wolves), or any animal with beast, giant insect, locate creature
remarkably good senses (such as owls or cats). 5th level (1 slot): awaken, commune with nature,
insect plague
Unicorn Aura: This aura can be used to represent any animal
associated with health and good fortune (such as doves or
butter lies) or for any mythical creature associated with
Ac ons
divinity (such as pegasi or couatls). Scimitar. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 5 (1d6 + 2) slashing damage.
Six lions circle your group. Five are female with slick Animal Aura (Recharges on a Short or Long Rest). The
yellow fur ma ed with blood, and the sixth is a male arch shepherd chooses a point within 60 feet that it
with a scraggly white mane. The pride leader morphs can see and calls forth an aura with a 30-foot radius
into an old man with a scraggly white beard. "The around that point. The arch shepherd can move the
pack must eat." Geysers erupt from the ground. Their aura up to 60 feet to a point it can see as a bonus
steam merges to form the head of a lion. The pack ac on. The aura persists for 1 minute or un l the arch
lunges forward as one, and each jaw seizes unwilling shepherd is incapacitated. The aura has one of the
flesh. following effects:
Bear Aura. Each creature in the aura when it appears
gains 14 (4d6) temporary hit points and has
advantage on Strength checks and saving throws
while in the aura.
Hawk Aura. When a creature in the aura makes an
attack roll, the arch shepherd can use its reaction to
grant advantage on that roll.
Unicorn Aura. An allied creature that starts its turn in
the aura gains 3 (1d6) hit points.

Before or a er taking the Animal Aura ac on, the arch


shepherd can cast a spell with a cas ng me of one
ac on.

68
Dream Guardian (XGE)
Some druids are so consumed by the magic of forests that they Dream Guardian
live equally in a dreaming state and a waking state. A visit by a Medium humanoid (any race), any alignment
dream guardian is a sure ire sign that one has yet to awaken
from their slumber. Armor Class 11
This druid is a member of the Circle of Dreams. Hit Points 71 (13d8 + 13)
Speed 30 ft.
"We just walked straight into their camp," gasps the
dying scout. "It was like they weren't there, and then STR DEX CON INT WIS CHA
suddenly, they were. I watched three of my friends
slow down to a crawl, just like molasses, and then the 10 (+0) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
goblins all just rose out of the ground and stuck them
like pigs. I managed to escape by braining a goblin Saving Throws Wis +7, Cha +5
with my mace and booking it for the trees, but when I Skills Insight +7, Nature +3, Perception +7, Persuasion
looked back, their leader had her hands on his skull, +5
and the god damn goblin was good as new!" Senses passive Perception 17
You consult with your party. Seems like the scout's Languages Druidic plus any one language
gone crazy. Best to send another group to verify his Challenge 5 (1,800 XP)
wild claims.
Moonlight Hearth. During a short or long rest, the
dream guardian touches a point in space, and an
invisible, 30-foot-radius sphere of magic appears,
centered on that point. Total cover blocks the sphere.
While within the sphere, the dream guardian and its
allies gain a +5 bonus to Dexterity (Stealth) and
Wisdom (Percep on) checks, and any light from open
flames in the sphere isn't visible outside of it. The
sphere vanishes at the end of the rest or when the
dream guardian leaves the sphere.
Spellcasting. The dream guardian is a 9th-level
spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 15, +7 to hit with spell a acks). It has the following
druid spells prepared.
Cantrips (at will): create bonfire, guidance
1st Level (4 slots): charm person, create or destroy
water, faerie fire, sleep
2nd Level (3 slots): enhance ability, invisibility, mirror
image, moonbeam, pass without trace
3rd Level (3 slots): daylight, meld into stone, slow
4th level (3 slots): confusion, divination, freedom of
movement, greater invisibility, hallucinatory terrain
5th level (2 slots): dream, geas, tree stride
Summer Balm (3/Day). As a bonus ac on, the dream
guardian blesses a creature it can see within 120 feet
of it. The target regains 10 (3d6) hit points and 9
temporary hit points.

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

69
Land Druid (PHB) Your captain surveys the beach. "Seems like a good
The vast majority of druids are protectors of their land, spot to set up an ambush. Are you all with me?" But
drawing upon special powers drawn from the elemental nature before the words are out of his mouth, the sand goes
of the region that they use in turn to nourish it.
grey and muddy, and from underneath the mud a
being of pure water emerges. You all grab your
weapons as the water elemental slithers through the
Druid, MM pg. 346 mud, but a glance behind you and you see a man in
Archdruid, VGM pg. 210 sea-green robes walking across the surface of the
To signify either of these druids as land druids of a particular waves. You blink and he's right next to you, staff
circle, you can add the Circle Spells from PHB pg. 68 to their list glowing bright, just as the water elemental collapses
of prepared spells, as long as they have spell slots of the same over the captain.
level or higher. This does not affect their challenge ratings.

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

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

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

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

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

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

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

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

70
Liminal Druid (DAPC
(DAPC))
Most druids ind some way to reconcile their beliefs about the Liminal Druid
sanctity of nature with the existence of civilisation and the Medium humanoid (any race), chaotic neutral or
encroachment of alien races on their homes. A harmonic chaotic evil
existence is achievable despite it all, isn't it?
Not for liminal druids. They follow the ways of the old druids, Armor Class 12
far before the humanoid races ever managed to build walls and Hit Points 165 (30d8 + 30)
wheels and weapons. Their power is ancient and inscrutable, Speed 30 ft.
and they are to be feared. The nature they revere is not one of
harmony -- it is one of teetering perilously on the edge of death.
STR DEX CON INT WIS CHA
While they may not look much different from regular druids,
it is vitally important to recognise one when you see it and lee 10 (+0) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 15 (+2)
as soon as you can, for they can easily slay one of your
companions and use their blood to make the very air you and Senses truesight 60 ft., passive Perception 15
all of your companions breathe rot your lungs from the inside Languages Druidic plus any one language
out, an af liction that spreads for miles across the land and Challenge 12 (8,400 XP)
cannot be escaped.
This druid is a member of the Circle of Twilight. This is a Ritual Sacrifice. When the druid reduces a creature to 0
separate circle to the one of twilight mendicants. hit points, that creature dies and the druid can
immediately cast one of the following spells without
material components, triggering its effects
"She's no hag," says Ger e. "We have to get out of immediately. Once it has cast one of these ritual spells,
these ruins. Now." it can't cast the same spell using this trait un l it
"Not while she's s ll got the staff!" shouts Horace. finishes a long rest. Wisdom is its spellcas ng ability for
He rushes her, swords flashing, but he barely makes it these spells (spell save DC 17, +9 to hit with spell
a few feet before the hag digs her claws under the a acks).
earth and sprays dirt into his face. The terrain erupts
in a pillar underneath him, sending him flying up into Ritual Spells: augury, commune with nature, find
the roof of the ruins. You hear a sickening splat. He's familiar, forbiddance (deals necro c damage and
fla ened. Blood drips down the pillar of stone, and targets humanoids), meld into stone, silence
the hag smirks. Spellcasting. The druid is a 13th-level spellcaster. Its
"We're going! Now!" insists Ger e. You're not ready spellcas ng ability is Wisdom (spell save DC 17, +9 to
to go yet. This hag just killed your friend. Ger e makes hit with spell a acks). It has the following druid spells
a run for it, but you stand your ground. prepared.
The hag swipes the blood from the stone and slams
it into the earth. Red blood seeps through the ground, Cantrips (at will): create bonfire, druidcraft, infestation,
spreading slowly at first, then exponen ally faster. You primal savagery
don't stand a chance. You can feel your own blood 1st level (4 slots): create or destroy water, earth
boiling in your skin. Maybe Ger e can escape. She was tremor, entangle, faerie fire
smart. 2nd level (3 slots): darkness, earthbind, enhance
But being smart won't save her. She can't outrun ability, gentle repose, spike growth
the earth itself. 3rd level (3 slots): erupting earth, plant growth, speak
with dead, tidal wave, wind wall
4th level (3 slots): blight, dominate beast, guardian of
nature, hallucinatory terrain
5th level (2 slots): antilife shell, contagion, dominate
person, insect plague, wrath of nature
6th level (1 slot): bones of the earth, conjure fey
7th level (1 slot): control weather

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

71
Moon Druid (PHB)
Druids of the moon often consider their wild shapes to be their
true form while their humanoid bodies are but a disguise.

Archdruid, VGM pg. 210


The archdruid is suf icient to represent a moon druid if you add
the (shapechanger) tag to its statblock.
For a more interesting battle with an archdruid, you can
change the rules of its Change Shape ability to more
accurately re lect the class feature, exchanging it with this
variant ability:

Change Shape (2/Day). The archdruid magically


polymorphs into a beast 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 true form. While in
a new form, the archdruid retains its game sta s cs,
but its AC, movement modes, ability to speak, and
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. The new form's a acks are magical.

This means that instead of the druid and each of its new shapes
sharing the same pool of hit points like in the regular archdruid
statblock, a moon druid gains the extra hit points of all of its
new shapes, in addition to other bene its.
This allows a ight with the archdruid to naturally split into
three stages. The ight can begin with the archdruid
transforming into a powerful beast, then trying a new beast
with different strengths and weaknesses, and then inally facing
the party in its true form.
Be sure to add the XP of each beast the druid transformed
into to the total XP of the encounter.

With one final blow to the eye, the hippopotamus


sinks below the river's currents. The paladin curses.
"Lathander, dammit! We need to strike her with all
we've got before she turns again! Where is she?" But
his companions are all dead or wounded, and they can
barely hold their spears. A few ps plunge into the
water, but find nothing. "Stab her while you s ll can,
dammit!" But it's too late. A crocodile, bigger than any
you've seen before, bursts from the water and clamps
its jaw around the paladin's waist with a crunch.

72
Spore Spreader (UA
(UA))
Worshippers of Zuggtmoy, Lady of Fungi are sometimes granted Spore Spreader
dark gifts that mimic the powers of the druids of the overworld. Medium humanoid (50%) or plant (50%), any
Spore spreaders disguise themselves as land druids while alignment (usually evil)
secretly seeding the earth with their dark children.
Many spore spreaders wield a mace shaped like a mushroom. Armor Class 14 (natural armor)
Fungal infections across their skin offer them a degree of Hit Points 165 (30d8 + 30)
natural protection. Speed 30 ft.
For reference on how to transform a monster into a spore
servant, please refer to the MM pg. 230.
STR DEX CON INT WIS CHA
This druid is a member of the Circle of Spores.
15 (+2) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 10 (+0)
The drow s cks to the shadows and cackles with
Senses passive Perception 14
amusement. "Down here in these caves, you are no
Languages Druidic and Undercommon plus any one
longer the dominant life form. You can't see, you can't
language
climb, you can't breathe. I'll make you an offer that
Challenge 10 (5,900 XP)
cannot be rejected. Adapt to the caves. Become one
with the caves. Become one with me." She steps out
of the shadows and from your flickering torchlight you Halo of Spores. As a bonus ac on, the spore spreader
can see that she is no drow at all, but the body of a can ac vate or deac vate its halo of spores. While
drow overtaken by rainbow fungal growths. She ac vated, the spore spreader is surrounded by deadly
cackles again as she cracks three nut shells in her fist, fungal spores: creatures that start their turn within 10
releasing spores throughout the cavern. You try to feet of the spore spreader take 7 (2d6) poison damage.
hold your breath, but it's too late. Servitude. When the spore spreader reduces a creature
The warlock mu ers a prayer to their patron as they to 0 hit points, the creature dies. If the body isn't
wander in a random direc on, pushing up against the destroyed, the creature returns to life in 1d4 hours as a
cave walls, smearing their face in the fungal growths. spore servant.
The fighter stands perfectly s ll, as though not moving
will protect them from the spores. The rogue stabs Spellcasting. The spore spreader is a 9th-level
you in the neck. spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 16, +8 to hit with spell a acks). It has the following
druid spells prepared.
Cantrips (at will): chill touch, druidcraft
1st Level (4 slots): disguise self, sleep
2nd Level (3 slots): gentle repose, ray of enfeeblement
3rd Level (3 slots): animate dead, gaseous form
4th level (3 slots): blight, confusion
5th level (2 slots): cloudkill, contagion

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

73
Twilight Mendicant (UA
(UA))
Druids who have peeled back the veil between worlds and seen Twilight Mendicant
the the Shadowfell in all its gloomy glory may devote their lives Medium humanoid (any race), any non-evil alignment
to banishing undead beings whose life force is powered by the
realm of darkness and death. Armor Class 12 (leather armor)
Many wear dark cloaks and wield manifested spectral Hit Points 49 (9d8 + 9)
scythes, imitating the look of an Avatar of Death. Speed 30 ft.
This druid is a member of the Circle of Twilight. This is a
separate circle to the one of liminal druids.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 19 (+4) 11 (+0)
The reaper scoffs. "You must be mistaken. I don't need
you alive at all. When you say 'over my dead body',
you had be er mean it." He plunges his scythe Senses passive Perception 14
through your chest, and the last thing you see is your Languages Druidic plus any one language
blood transferring to his wounds, healing him. Challenge 3 (700 XP)
Just as you gain sight of the a erlife that you were
promised, you are yanked back into your body, a body Aura of the Threshold. Allied creatures within 30 feet of
already showing signs of decay, and your spirit the mendicant have advantage on death saving throws.
remains there, trapped, as the reaper asks one simple
ques on. "Why did you resist?" Death Speech. When the mendicant converses with
undead or dead humanoids, it can communicate as if
they share a language.
Innate Spellcasting. The mendicant's innate spellcas ng
ability is Wisdom (spell save DC 14, +6 to hit with spell
a acks). It has the following spells prepared, which it
can cast without material components.
3/day: speak with dead
1/day: etherealness

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

74
Fighters

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

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

Demograhics Standard Bearer

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


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

d100 Squad Leadership


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

75
Pro it
The ighter squad consists of mercenaries willing to do Statblocks
anything for coin. They are the most easily recruited, and also
Tier One
the least loyal. Often it is easier to pay them off than to ight
Archer (VGM pg. 210)
them outright.
Cavalier (NPC pg. 83)
Most importantly, they have no speci ic goals aside from Commander (NPC pg. 206)
what their patrons tell them to do. They are almost universally Defender (NPC pg. 214)
lawful neutral in alignment. Duelist (NPC pg. 216)
Typical ighters in this squad might include ... Elite Elven Archer (NPC pg. 86)
Gladiator (MM pg. 346)
Arcane Archer
Knight (MM pg. 347)
Battlemaster
Mariner (NPC pg. 221)
Brute
Mercenary (NPC pg. 223)
Champion
Sharpshooter (NPC pg. 88)
Sharpshooter
Squire (NPC pg. 228)
Vendetta Standard Bearer (NPC pg. 89)
The ighter squad came together for one shared goal: to take Templar (NPC pg. 231)
revenge on someone who has wronged them. Choose one of the Veteran (MM pg. 350)
fools who crossed all of these killers.
Tier Two
The boss of an organised crime gang (Chaotic Good). Banneret (NPC pg. 79)
The sneering vizier of a foolish king (Chaotic Neutral). Battlemasters (NPC pg. 80)
A trickster spirit of the woods (Lawful Neutral). Blood Knight (NPC pg. 81)
A cackling demon of betrayal (Lawful Good). Brute (NPC pg. 82)
A cardinal who outed their evil actions (Chaotic Evil). Champion (VGM pg. 212)
Eldritch Knight (NPC pg. 85)
Typical ighters in this squad might include ... Samurai (NPC pg. 87)
Battlemaster
Blood Knight
Tier Three
Warlord (VGM pg. 220)
Brute
Champion Tier Four
Samurai The Indefatigable (NPC pg. 77)
War
The ighter squad is an elite force trained for war. Each member Squad Strategies
has been hand-crafted for their prowess in battle and their
Forward Planning. The biggest asset to a ighter is not his
keen analytical mind. Choose one of the party's specialisations
sword but his mind. Fighter squad's won't just throw
in war.
themselves at a ight with no preparation; any ighter worth his
Search and Destroy (Lawful Neutral). salt knows that failing to plan means planning to fail. If a squad
Asset Recovery (Lawful Neutral). has a battlemaster in their ranks (and most do), or another
Target Elimination (Lawful Neutral). intellectual type of ighter like an eldritch knight or samurai,
Supply Chain Sabotage (Lawful Neutral). they will likely be conducting hours upon hours of research into
Frontline Disruptor (Lawful Neutral). their foes before a single axe is drawn or arrow is nocked.
Never Split the Squad. The squad ights as a unit. You're
Typical ighters in this squad might include ... not ighting, for example, a brute. You're ighting a brute who
has his friends controlling the ield of play to clear a path from
Banneret
that brute to its target and ensure that escape is impossible.
Arcane Archer
You might escape the brute only to ind that you've tripped an
Battlemaster
eldritch knight's alarms and ind your retreat cut short. You
Blood Knight
might dig in hard only to ind that a samurai has negotiated
Cavalier
your allies into abandoning you when you need them the most.
Eldritch Knight
A good squad makes careful use of all of its members.
Sharpshooter
Solidarity. Fighter squads work best when every member is
Standard Bearer
working in concert. The best way to break their advantage is to
pick off the weakest members; often a squad's plan relies on
every member being there to cover all possibilities, and
removing one early can give you the edge you need to survive.

76
They Just Keep Going. Unlike magic users, ighters are just as
effective at the end of the day as they are at the start. Rather
The Indefatigable than risk everything on a single battle, a squad is much more
likely to chip away at an enemy's resources over a longer
Medium humanoid (any race), any alignment
period of time, wearing them down until they are practically
zombies. A worn out enemy is an enemy that the squad can
Armor Class 26 (plate mail, shield)
beat with less risk, and being a ighter is all about managing
Hit Points 190 (20d8 + 100)
risk.
Speed 30 ft.

STR DEX CON INT WIS CHA


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

77
Bobbie's Bludgers Haghadag Gaghadagank
Race. Dwarf. Haghadag, a compulsive gambler, is strangely risk-averse in
Squad Goal. Mercenaries. battle. He stays far in the back, picking off enemies and
Featured Subclass. Battlemasters. providing support to his friends. He's also a great cook and a
minor inventor of clockwork machinery. His incredibly long and
Bobbie's Bludgers are a rough-and-tumble gang of hard-
greasy grey beard hides an assortment of weighted dice which
drinking dwarven outlaws who once served together in the
sometimes clatter away during combat.
military before all being dishonorably discharged for showing
He is an archer wielding a heavy crossbow. He has the
up to battle too inebriated to ight properly. For dwarves, this
crossbow expert feat, allowing him to ire his crossbow multiple
took some effort.
times a round with the help of a mechanical dwarven speed
Their shared disgrace, surprisingly, brought them closer
loader.
together and with their former sergeant as their new leader,
they formed a formidable mercenary gang. Their prices are
cheap, but they expect their drinking habits to also be Junbun Mooop With Three Os
subsidised by their employers, and this can occasionally rack As the most deadly member of the squad, the rest of the
up a much larger cost than you'd get for a more professionally- Bludgers just try to stay out of Junbun's way. Once she has
minded group of sellswords. None get the job done quite as locked onto a target, she will not rest until they are lying
well as the Bludgers, however, as their over-the-top antics prostrate in front of her, disarmed, defeated, and begging for
translate to over-the-top supremacy in battle. their life. While she is a frightening force of nature on the
battle ield, she's a bit of a lirt in the pub. Her massive bushy
Bobbie Bonebuoy red beard puts off a few people, but not as much as you'd think.
Junbun is a master-at-arms who wields a magic
Formerly a sergeant, Bobbie is a natural leader for his crew. He
warhammer of unnatural strength.
drinks the hardest, parties the hardest, and hits the hardest out
of everyone in his crew, leading by example and knowing that
his loyal Bludgers are inspired by his lack of shame. He wears Con lict
his big red beard and long red hair in beautiful, eye-catching The party may come into con lict with Bobbie's Bludgers in a
braids. variety of ways. Essentially, anyone opposed to the party may
Bobbie is a champion wielding a maul. He can take the have hired this squad as protection, support, or disruption,
Commander's Strike action (from the rally guard statblock) sending them in direct opposition to the party.
as a bonus action each turn. Outside of being hired to ight the party, however, the
Bludgers are a fun group of partiers that are welcoming of
Harshackle Lashwrangle anyone who feels cast aside as they once were. The Bludgers
aren't evil, they're just motivated entirely by hedonism.
Harshackle is the team's resident spellcaster killer, trained as
such in the military before a wizard cursed his ale to always
taste of beetles. Since he loves the taste of beetles, this only
made him even more of a drunk than before. His copper-tinged
beard merges with his hair to form a wreath around his angry
little face.
Harshackle is a gladiator. He wields primarily a
warhammer, but also uses a garrote which he uses to bind a
mage's hands. He will often use his action surge to close the
distance with enemy mages, triggering many of the effects of
his mage slayer feat.

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

78
Banneret (SCAG)
Bannerets (in the Forgotten Realms, called Purple Dragon Banneret
Knights) are noble protectors of the realm whose devotion to Medium humanoid (any race), any alignment
the state inspires their allies to strive beyond their capabilities.
Most bannerets are sponsored by the royal family and thus Armor Class 20 (+2 adamantium plate)
can afford magical armor that grants greater protections. Hit Points 135 (18d8 + 54)
This ighter its the archetype of the Purple Dragon Knight. Speed 30 ft.

"Onward, men! Onward to glory!" The banneret waves STR DEX CON INT WIS CHA
the banner of his people high against the cloudless
sky, and the armies charge down the hill to meet in 20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
the valley with clashing swords and shields. The
enemy's front line is broken as three of the banneret's Skills Animal Handling +4, Athletics +8, History +4,
champions shrug off mortal blows and push through Persuasion +5
the gap. Senses passive Perception 11
Languages any one language
Challenge 7 (2,900 XP)

Adamantium Armor. Cri cal hits against the banneret


become regular hits.
Inspiring Surge (Recharges after a Short or Long Rest).
A er taking an ac on on its turn, the banneret can
take one addi onal ac on. When it does so, it can also
choose up to two friendly creatures within 60 feet of it
that can see and hear the banneret. A target can
immediately use its reac on to make one melee or
ranged weapon a ack.

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

79
Battlemasters (PHB)
Battlemasters are students of warfare, using their knowledge Rally Guard
and research to develop new tactics, strategies, and maneuvers Medium humanoid (any race), any alignment
in battle. Some of them even employ magical weapons to
bolster their natural abilities. Armor Class 20 (plate, shield)
Included are two very different battlemasters: a duelist who Hit Points 135 (18d8 + 54)
leads their forces by example, and a protector of the weak who Speed 30 ft.
inspires others to ight in their stead.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
Master-at-Arms
Medium humanoid (any race), any alignment Skills Athletics +7, History +4, Sculptor's Tools +4
Senses passive Perception 10
Armor Class 18 (plate) Languages any three languages
Hit Points 135 (18d8 + 54) Challenge 6 (2,300 XP)
Speed 30 ft.
Rally. As a bonus ac on, the rally guard chooses a
friendly creature within 30 feet of it that can see and
STR DEX CON INT WIS CHA hear it. The target gains 5 temporary hit points.
22 (+6) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0)
Ac ons
Skills Athletics +9, History +4, Painter's Tools +4 Multiattack. The rally guard makes two melee weapon
Senses passive Perception 10 a acks, or it makes one melee weapon a ack and uses
Languages any three languages its Commander's Strike.
Challenge 8 (3,900 XP)
Longsword. Melee Weapon Attack: +7 to hit, reach 5
Action Surge (Recharges after a Short or Long Rest). ., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
A er taking an ac on on its turn, the master-at-arms (1d10 + 4) slashing damage if used with two hands to
can take one addi onal ac on. make a melee a ack.

Maneuvers (1/Turn). When the master-at-arms hits with Commander's Strike. The rally guard chooses one
a melee weapon a ack, it can choose to apply a friendly creature within 30 feet of it that can see and
maneuver to that a ack. The a ack deals an addi onal hear it. That creature can immediately use its reac on
5 (1d10) damage, and the master-at-arms chooses one to make one weapon a ack, adding 4 (1d8) to the
of the following effects. a ack's damage roll.

Disarming Attack. The target must succeed on a DC


17 Strength saving throw or drop an object it is
Reac ons
holding of the master-at-arms's choice. The object Protection. When a creature a acks a target other than
lands at its feet. the rally guard within 30 feet of the rally guard, and the
Distracting Strike. The next attack roll against the rally guard can see them both, the rally guard can
target by an attacker other than the master-at-arms move up to its speed. If it ends this movement within 5
has advantage if that attack is made before the start feet of the target of the a ack, the rally guard can
of the master-at-arms's next turn. impose disadvantage on the a ack roll.
Trip Attack. If the target is Large or smaller, it must
succeed on a DC 17 Strength saving throw or fall
prone. "Behind me," says the rally guard to the princess, his
voice calm and measured despite the gaping wound in
Ac ons his side. You frown and rush the guard. Who is he to
stand in your way? You are the hero of legend. Your
Multiattack. The master-at-arms makes three melee des ny is due. You toss a javelin towards the princess,
weapon a acks. but the guard is between you and her in a flash, and
the javelin bounces off his shield. You draw your
Longsword of Unnatural Strength. Melee Weapon sword. It's on.
Attack: +9 to hit, reach 5 ., one target. Hit: 10 (1d8 + But before you can meet the guard in ba le, he
6) slashing damage, or 11 (1d10 + 6) slashing damage if barks an order, and the other fighter to your side
used with two hands to make a melee a ack. This is a lunges with more speed than you had expected, and
magic weapon. While a uned to this sword, the your sword cla ers to the ground. You feel steel at
wielder's Strengh is increased by 2, poten ally above your throat.
the maximum of 20. The master-at-arms says, as calm and measured as
the rally guard, "I don't care what des ny you think
you have. You will not lay a hand upon her."

80
Blood Knight (DAPC
(DAPC))
Blood knights are scarcely more than maniacs driven mad by Blood Knight
their lust for battle and engorged with the sweet metallic taste Medium humanoid (any race), chaotic evil
of blood.
Armor Class 18 (plate)
"Fight me," mu ers the knight. His voice is wet with Hit Points 150 (20d8 + 60)
blood pouring from his mouth. His helmet has been Speed 30 ft.
bent into his jaw. "Come on. Fight me. Fight me."
Despite yourself, you find your vision narrowing. Your
feet moving almost without your consent. Your STR DEX CON INT WIS CHA
weapon drawn from its scabbard. 18 (+4) 15 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
As a last ditch effort, you flash an image of a skull, a
reminder of mortality. This crazed knight could due Saves Int +2, Wis +3, Cha +2
with a reminder that he is about to die, a er all. But Skills Perception +3
to your surprise, he isn't affected at all by your spell. Senses passive Perception 13
In fact, he almost seems excited. He licks his broken Languages any one language
jaw. He brandishes his weapon. And you feel the same Challenge 7 (2,900 XP)
fear you wanted to ins ll in him. This man will not rest
un l every muscle in his body has been severed. You Innate Spellcasting. The knight's innate spellcas ng
have no choice now. Fight or flight, and flight is no ability is Cons tu on (spell save DC 14, +6 to hit with
longer an op on. spell a acks). It knows the following spells, which it
can cast without material or soma c components.
3/day: bestow curse, compelled duel, false life
Madness. The knight has advantage on saving throws
against being charmed or frightened.
The Smell of Blood. The knight has advantage on
Wisdom (Percep on) checks that rely on smell to
detect creatures that are at half their maximum hit
points or fewer. Creatures up to 1 mile away smell as
strongly to the knight as they would if they were only 5
feet away.

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

81
Brute (UA
(UA))
Brutes are dumb brawlers who get by on sheer force of will. Brute
They're not good at anything except for hitting things hard and Medium humanoid (any race), any alignment
getting hit harder.
Armor Class 16 (chain mail)
"HERK SMASH!" screams the orc. You raise your shield Hit Points 153 (18d8 + 72)
against his axe, but it's no use. The axe cleaves straight Speed 30 ft.
through your shield and much too far into your
shoulder for you to have any hope of survival. You
weakly plunge your sword into his chest, but it's not STR DEX CON INT WIS CHA
enough. He laughs off the pain and pushes his axe 20 (+5) 8 (-1) 18 (+4) 8 (-1) 9 (-1) 9 (-1)
deeper.
Saving Throws Str +8, Con +7
Skills Athletics +8
Senses passive Perception 9
Languages any one language
Challenge 10 (5,900 XP)

Brute Force. When the brute hits with a melee weapon


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

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

82
Cavalier (XGE) Cavalier
Cavaliers ride their mounts into battle, propelled by an Medium humanoid (any race), any alignment
enthusiasm for crushing their enemies under their feet.
Armor Class 20 (plate, shield)
Cavalier Mounts Hit Points 47 (5d8 + 25)
Speed 30 ft.
While most cavaliers ride warhorses, your cavalier NPC might
be riding any of the following mounts depending on many
factors, including their homeland, their personal experiences, STR DEX CON INT WIS CHA
or the speci ic designs of their army.
18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
Allosaurus, MM pg. 80
Aurochs, VGM pg. 207 Skills Animal Handling +6
Axe Beak, MM pg. 317 Senses passive Perception 12
Brown Bear, MM pg. 319 Languages any one language
Camel, MM pg. 320 Challenge 4 (1,100 XP)
Deinonychus, VGM pg. 139 (Small riders only)
Dire Wolf, MM pg. 321 Charger. If the cavalier moves at least 20 feet in a
Elephant, MM pg. 322 straight line towards a creature and then hits it with a
Elk, MM pg. 322
lance a ack, the creature takes an addi onal 6 (1d12)
piercing damage and must succeed on a DC 14
Giant Bat, MM pg. 323
Strength saving throw or be knocked prone.
Giant Boar, MM pg. 323
Giant Eagle, MM pg. 324 Saddle Master. Moun ng or dismoun ng a creature
Giant Owl, MM pg. 327 costs 5 feet of movement for the cavalier. It has
Giant Scorpion, MM pg. 327 advantage on saving throws made to avoid falling off
Giant Sea Horse, MM pg. 328 its mount, and if it falls, it can automa cally land on its
Giant Spider, MM pg. 328 feet if it falls less than 10 feet and isn't incapacitated.
Giant Strider, VGM pg. 143
Griffon, MM pg. 174 Ac ons
Guard Drake, VGM pg. 158 (Small riders only) Multiattack. If the cavalier is mounted, it can make two
Hell Hound, MM pg. 182 (Small riders only) lance a acks. These a acks cannot be made against
Hippogriff, MM pg. 184 the same target.
Mastiff, MM pg. 332 (Small riders only)
Nightmare, MM pg. 235 Lance. Melee Weapon Attack: +6 to hit, reach 10 .,
Owlbear, MM pg. 249 one target. Hit: 10 (1d12 + 4) piercing damage. The
Pegasus, MM pg. 250 cavalier has disadvantage on this a ack if it isn't
Plesiosaurus, MM pg. 80
mounted.
Riding Horse, MM pg. 336 War Pick. Melee Weapon Attack: +6 to hit, reach 5 .,
Unicorn, MM pg. 293 one target. Hit: 8 (1d8 + 4) piercing damage.
Warhorse, MM pg. 340
Winter Wolf, MM pg. 340 Reac ons
Worg, MM pg. 341
Warding Maneuvers. When a creature the cavalier can
Wyvern, MM pg. 303
see targets the cavalier or its mount with an a ack, the
Yeth Hound, VGM pg. 201 cavalier adds 2 to the AC of both itself and its mount
against a acks from that creature un l the start of the
Mounts in Battle cavalier's next turn.
To streamline the use of mounts in battle, a DM can adopt the
following variant rules.
Atop a nightmare steed of fire and darkness, the she-
The rider and the mount share the same initiative (using the devil skewers your best soldier and hoists him high in
rider's score).
the air while another soldier is trampled underneath
her nightmare's burning hooves. You load a magic
Both the mount and the rider take actions on their shared
arrow into your crossbow and hope to god you hit, but
turn.
the devil leans impossibly far back and the arrow sails
The mount determines movement while it is being ridden. harmlessly just inches from her face.
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.

83
Champion (PHB)
Most ighters found in the world are champions: they ight for a
cause (though not necessarily one that comes from their own
ideals) and can be hired as soldiers, mercenaries, duelists, or
performance artists. Anyone who needs someone to ight and
die for their cause can ind a champion willing to help for a coin
or two.

Champion, VGM pg. 212


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

The general sneers at the audacity of your challenge.


He nods to his right hand man, a knight in shining
golden armor, and the hulking knight drags his sword
across the ground to meet you. He swings straight
over his head, faster than you could possibly react. As
you reel back from the force against your shield, he
follows it up with a thrust that dents your armor and
breaks your ribs. You cough and raise your hand, no
more, but a third a ack cracks your shield in half. The
knight stands tall before your prostrate body and
huffs, "Surrender." You've fought demons and you've
never felt this scared. You gulp. You surrender. The
general pats the knight on the back.

84
Eldritch Knight (PHB)
Combining martial prowess with partial training as a wizard, Eldritch Knight
eldritch knights use arcane powers to gain an edge in battle. Medium humanoid (any race), any alignment
This eldritch knight uses a javelin to take advantage of its
returning weapon to make two thrown javelin attacks each Armor Class 18 (chain mail, shield)
turn. You can choose other one-handed melee weapons for your Hit Points 105 (14d8 + 42)
eldritch knight's bonded weapon instead, such as a battleaxe or Speed 30 ft.
a lail. This does not change its CR.

STR DEX CON INT WIS CHA


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

Flail. Melee Weapon Attack: +7 to hit, reach 5 ., one Bonded Weapon. The knight's bonded weapon is its
target. Hit: 8 (1d8 + 4) bludgeoning damage. javelin. The eldritch knight cannot be disarmed if it is
wielding its javelin. As a bonus ac on, the eldritch
knight can magically teleport its javelin into its hand.
"We thought you had come in peace!" protests the
vizier. Spellcasting. The knight is a 2nd-level spellcaster. Its
The knight shrugs. "Changed my mind." She spellcas ng ability is Intelligence (spell save DC 13, +5
clenches her fist, and with a CRACK of magic, her to hit with spell a acks). It knows the following wizard
javelin materializes in her hand. She chucks it at the spells, which it can cast without soma c or material
vizier, nailing him right in the chest, then clenches her components.
fist again and, with another CRACK, she is holding her Cantrips (at will): prestidigitation, ray of frost
javelin once more and she plunges it through a weak 1st level (3 slots): alarm, shield, unseen servant
point in the nearest guard's armor. The other guard
thrusts a spear at her head, but another CRACK of
magic intercepts the spear with a spectral barrier,
Ac ons
stopping it inches from her face. She plucks the Multiattack. The knight makes two a acks with its
guard's spear from the air and throws it right back at javelin.
him.
The lord of the manor makes a run for it, but with a Javelin. Melee or Ranged Weapon Attack: +7 to hit,
blast of frigid blue-white magic to his back, his legs reach 5 . or range 30/120 ., one target. Hit: 7 (1d6 +
turn sluggish. The knight easily catches up. She grabs 4) piercing damage.
him by the collar. "I'm not much for nego a ons."

85
Elite Elven Archer (XGE)
The most venerated archers in elven society use their innate Elite Elven Archer
magical abilities to infuse their arrows with deadly effects. Medium humanoid (elf), any alignment
The elite elven archer statblock works best for elves, but if
you'd like a non-elf NPC to use this statblock, you can remove Armor Class 16 (studded leather)
the Fey Ancestry and Mask of the Wild abilities. This does Hit Points 66 (12d8 + 12)
not change its CR. Speed 35 ft.
You can also exchange any number of the archer's arrow
options (Grasping Arrow or Shadow Arrow from Arcane Shot,
STR DEX CON INT WIS CHA
or the Piercing Arrow action) by replacing it with the following
options. These do not change the CR, but they do drastically 14 (+2) 19 (+4) 13 (+1) 16 (+3) 14 (+2) 10 (+0)
affect how the archer plays in combat.
The following options are for the Arcane Shot ability. Skills Perception +4, Stealth +6
Senses darkvision 60 ft., passive Perception 14
Languages Elvish plus any one language
Challenge 3 (700 XP)
Banishing Arrow. The target must succeed on a DC
13 Charisma saving throw or be banished to the Arcane Shot (1/Turn). When the archer hits a creature
ethereal plane. While in the ethereal plane in this with a ranged weapon a ack, it can apply one of the
manner, the target has a speed of 0 and is following effects to the target in addi on to the
incapacitated. At the end of its next turn, the target damage of the a ack:
reappears in the space it vacated or in the nearest
unoccupied space if that space is occupied. Grasping Arrow. The target takes 7 (2d6) poison
Beguiling Arrow. The target takes 7 (2d6) psychic damage, its speed is reduced by 10 feet, and it is
damage, and it must succeed on a DC 13 Wisdom overwhelmed by brambles, taking 7 (2d6) slashing
saving throw or become charmed by the archer damage the first time on each turn it moves 1 foot
until the start of the archer's next turn. or more without teleporting. The target or any
Detonating Arrow. The target and all other creatures creature that can reach it can use its action to
within 10 feet of the target take 7 (2d6) force remove the brambles. Otherwise, they last for 1
damage. minute.
Enfeebling Arrow. The target takes 7 (2d6) necrotic Shadow Arrow. The target takes 7 (2d6) psychic
damage, and it must succeed on a DC 13 damage, and it must succeed on a DC 13 Wisdom
Constitution saving throw or the damage dealt by saving throw or be blinded until the start of the
its weapon attacks is halved until the start of the archer's next turn.
archer's next turn.
Fey Ancestry. The archer has advantage on saving
The following option is an action that the archer can take. throws against being charmed, and magic can't put it
to sleep.
Magic Arrows. The archer's ranged weapon a acks are
Seeking Arrow (Recharge 5-6). The archer makes a magical.
longbow a ack against a creature it has seen in the
past minute, even if the creature isn't in line of sight. Mask of the Wild. The archer can take the Hide ac on
The arrow flies around corners and obstacles. On a hit, when lightly obscured by natural phenomena.
the archer learns the target's loca on.
Ac ons
The following option is a reaction that the archer can take. Multiattack. The archer makes two a acks with its
longbow.
Longbow. Ranged Weapon Attack: +6 to hit, range
Curving Arrow. When the archer misses a target with a 150/600 ., one target. Hit: 8 (1d8 + 4) piercing
ranged weapon a ack, it can reroll the a ack against a damage.
different target within 60 feet of the original target. Rapier. Melee Weapon Attack: +6 to hit, reach 5 .,
one target. Hit: 8 (1d8 + 4) piercing damage.
This ighter its the archetype of the Arcane Archer.
Piercing Arrow (Recharge 5-6). The archer looses a
magic arrow in a 30 foot by 1 foot line, passing
From the darkest boughs of the trees, a single arrow harmlessly through objects and ignoring cover. Each
flies true and strikes you in the arm. You feel dark creature in the line must make a DC 13 Dexterity saving
energy worming its way up your arm, and your vision throw, taking 17 (3d8 + 4) piercing damage on a failed
goes black. You don't hear the elves approach, but you save, or half as much damage on a successful one.
do feel their ropes around you.

86
Samurai (XGE)
Samurai are noblemen trained from birth to master the two Samurai
greatest tests of ability: paragon of the sword, and paragon of Medium humanoid (any race), any lawful alignment
the social code. They are equally comfortable slicing their foes
in two as they are hosting a feast for a foreign dignitary. Armor Class 17 (splint mail)
Many samurai wield magic weapons, gifted to them from Hit Points 110 (10d8 + 20)
noble houses or taken from an honourable foe. Speed 30 ft.

"My name is Tanaka," says the old man. "I'm 68 years STR DEX CON INT WIS CHA
old. I have lived in this small village of Kan for my
en re life, with only a brief s nt in the palace of 16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)
Ninben where I learned of the art of watercolor
pain ng. Now that my children are grown and they Saving Throws Str +6, Wis +5, Int +5
have le for Ninten to earn their fortune, I spend all of Skills History +5, Painter's Tools +5, Persuasion +7
my days in my home pain ng. I get up with the sunrise Senses passive Perception 12
and have a simple breakfast before I begin, and by Languages any three languages
lunch me, I will have completed my warmups. I Challenge 6 (2,300 XP)
usually work on one of several pain ngs on the go
before dinner, and a er dinner I relax with my wife. Draw. The samurai deals an extra 5 (1d10) damage on
She makes the best tea in the village. the first a ack it makes during the first turn of combat.
"Each night, a er my wife has gone to sleep, I go
out into my yard and I train with my sword. It is an old Fighting Spirit (3/Day). As a bonus ac on, the samurai
sword, and it did not always belong to me, but I like to gains 10 temporary hit points, plus advantage on
think that this sword and I have a stronger bond than melee weapon a acks un l the end of its turn.
even the one I swore to my wife. I train with my sword Master of the Blade (1/Turn). When the samurai hits a
un l my body is as red as my mind, and then I re re creature with a melee weapon a ack on the samurai's
to bed. I sleep like a baby, and by morning I again have turn, the target takes an addi onal 5 (1d10) damage
the energy I need to paint. and the the samurai can apply one of the following
"However, each night, my sword asks if there are bonuses to the a ack.
any enemies to take, and each night I have to soothe
its troubled mind. For each day my sword does not Disarming Attack. The samurai chooses an item its
taste blood, its nights remain restless." The old man target is holding. On a hit, the target must succeed
rests his hand on the hilt, s ll in its scabbard. You can on a DC 14 Dexterity saving throw or drop the
almost hear the sword humming with an cipa on. "It object. The object lands at its feet.
is your choice which one of us sleeps well tonight." Lunging Attack. The samurai's reach for the attack is
increased by 5 feet.
Pushing Attack. On a hit, if the target is Large or
smaller, it must succeed on a DC 14 Strength
saving throw or be pushed up to 15 feet away from
the samurai.

Ac ons
Multiattack. The samurai makes three a acks with its
katana.
Katana. Melee Weapon Attack: +8 to hit, reach 5 .,
one target. Hit: 9 (1d8 + 5) slashing damage, or 10
(1d10 + 5) slashing damage if wielded with two hands
to make a melee a ack. This is a +2 magic weapon.

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

87
Sharpshooter (UA
(UA))
The worst part of getting shot through the head with an arrow Sharpshooter
is you'll never see who shot you. Medium humanoid (any race), any alignment

"They're entrenched!" you hear the enemy soldier Armor Class 15 (leather)
yell. "They're just shoo ng spells out of that gap in the Hit Points 60 (8d8 + 24)
bunker! How are we gonna hit them?" Speed 30 ft.
"Get out of my way," says another soldier. Silence,
and then you hear the whizz of an arrow right before
it slams into your companion's skull. Damn! STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Skills Perception +7, Stealth +6


Senses passive Perception 15
Languages any one language
Challenge 3 (700 XP)

Steady Aim. The sharpshooter's longbow a acks ignore


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

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

88
Standard Bearer (UA
(UA))
In battle, the nation's lag held high signals to the soldiers that Standard Bearer
they may ight on in service of the crown, and if it should fall, Medium humanoid (any race), any alignment
their hope is lost. A standard bearer is expected to wade
through the unwashed masses of its nation's enemies, seek out Armor Class 16 (chain mail)
its rival standard bearer, and defeat him or her in single Hit Points 120 (16d8 + 48)
combat. These duels often decide the outcome of the war. Speed 30 ft.
This ighter its the archetype of the Knight.

STR DEX CON INT WIS CHA


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

Atop a glorious pegasus, a man with flowing golden


Reac ons
hair and glowing silver skin descends from the Hold the Line. When a creature moves at least 1 foot
heavens. You all stand slack-jawed as you stare at the while within 5 feet of the standard bearer (or within 10
glorious rider and its glorious mount, and you don't feet while it wields its pike), the standard bearer can
see his allies pick up their dropped weapons and make an opportunity a ack against that creature. If it
charge back into the fight. hits, the creature's speed is reduced to 0 un l the end
of its turn.

89
Monks

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

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


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

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

Open Hand Monks

90
Way of Shadow
Some monasteries are more conceptual than physical. Monks
who study under a monastery of the way of shadow are joined Martial Arts Master
not by a physical location, but a mental location. They consider Medium humanoid (any race), any alignment
any area of darkness to be a training ground for their talents.
Armor Class 18
Shadow Monks Hit Points 214 (33d8 + 66)
Speed 45 ft.
Way of the Sun Soul
Carefully positioned to best absorb the light of the sun, a
monastery of the way of the sun soul keeps an eternal lame STR DEX CON INT WIS CHA
burning at its center. Once during the training of a sun soul
13 (+1) 19 (+4) 15 (+2) 13 (+1) 18 (+4) 12 (+0)
monk, an initiate is tasked with transferring this lame to a dark
corner of the world that needs it the most. If the lame should
Skills Acrobatics +8, Insight +8, Stealth +8
die out, the monk fails and can never return to the monastery.
Condition Immunities charmed, frightened
He or she must start a new life wherever the ire died. Senses passive Perception 14
Languages any one language
Sun Soul Monks
Challenge 11 (7,200 XP)
Way of Tranquility
Monasteries of the way of tranquility are safe havens for all Evasive Maneuvers. When the mar al arts master is
who would seek refuge from the cruel world outside. In times
subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, it instead takes
of peace, the monastery is bare, with plenty of space gone
no damage if it succeeds on the saving throw, and only
unused. In times of strife, the monastery is packed to the brim
half damage if it fails.
with refugees, and any who might come to do those refugees
harm will face the full wrath of its martial arts masters. Unarmored Defense. While the mar al arts master is
wearing no armor and wielding no shield, its AC
Tranquil Masters includes its Wisdom modifier.

Statblocks Ac ons
Multiattack. The mar al arts master makes four
Tier One unarmed strikes.
Air Bender (NPC pg. 218)
Blood Bender (NPC pg. 94) Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
Brawler (NPC pg. 204) 5 ., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Death Researcher (NPC pg. 95) This is a magic weapon a ack. If the target is a
Earth Bender (NPC pg. 218) creature, the mar al arts master can choose one of the
Fire Bender (NPC pg. 218) following addi onal effects.
Kensei (NPC pg. 98) The target must succeed on a DC 16 Strength saving
Martial Arts Adept (VGM pg. 216) throw or drop one item it is holding (martial arts
Shadow Monk (NPC pg. 100) master's choice).
Sun Soul Monk (NPC pg. 101)
The target must succeed on a DC 16 Dexterity saving
Tranquil Master (NPC pg. 102) throw or be knocked prone.
Water Bender (NPC pg. 218)
Wrestler (NPC pg. 233) The target must succeed on a DC 16 Constitution
saving throw or be stunned until the end of the
Tier Two martial arts master's next turn.
Drunken Master (NPC pg. 96)
Improvised Missile. Ranged Weapon Attack: +8 to hit,
Tier Three range 20/60 ., one target. Hit: 9 (1d10 + 4)
Martial Arts Master (NPC pg. 91) bludgeoning, piercing, or slashing damage (depending
Quadruple Master (NPC pg. 99) on the nature of the missile thrown).
Tier Four
Enlightened Master (NPC pg. 92)
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 15 (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.

91
Monastery Strategies
Enlightened Master Show Them the Way. It's not enough to win. For a monk to be
Medium celestial, any alignment successful in battle, they must defeat their enemies in such a
way that proves that the way of their monastery is correct. A
Armor Class 25 (natural armor) shadow monk that resorts to ighting in sunlight has failed even
Hit Points 280 (33d8 + 132) if they win the ight. A drunken master fails if they are sobered
Speed 45 ft., fly 45 ft. (hover) up. An earth bender fails if they must give ground to the enemy.
Winning is half the battle. The other half is moral superiority.
STR DEX CON INT WIS CHA
19 (+4) 25 (+7) 19 (+4) 18 (+4) 25 (+7) 18 (+4) Monk Tactics
Close the Distance. Monks are at their best within melee
Saves Str +10, Dex +13, Wis +13 range. They use their high speed and defense to get close to
Skills Acrobatics +13, Insight +13, Stealth +13 enemies and engage them in hand-to-hand combat.
Condition Immunities charmed, frightened Stunning Blows. Tough enemies need to be stunned. The
Senses passive Perception 17 bigger they are, the harder they stun. If at irst you don't
Languages Celestial, plus any one language succeed, stun, stun again.
Challenge 19 (22,000 XP)
Threat Management. Stunning tough enemies is a good
start to managing the threat of a battle ield. Many monks have
Evasive Maneuvers. When the enlightened master is
abilities that allow them to quickly overcome resistances and
subjected to an effect that allows it to make a Dexterity
immunities to magical attacks, so enemies that would
saving throw to take only half damage, it instead takes
no damage if it succeeds on the saving throw, and only otherwise feel con ident in their defenses are good targets to
half damage if it fails. start with. Ranged enemies can be dealt with later, as many
monks possess abilities to handily de lect missiles.
Ac ons
Multiattack. The enlightened master makes four The Rityethi Pagoda
enlightened strikes. Monastic Ideal. Way of Tranquility
Alignment Lawful Neutral
Enlightened Strike. Melee Spell Attack: +13 to hit, reach
Featured Subclass. Tranquil Master
5 ., one target. Hit: 20 (2d12 + 7) bludgeoning
damage. If the target is a creature, the enlightened Out in a deep valley amidst idyllic scenery, the Rityethi
master can choose one of the following addi onal Pagoda sits at the peak of a large hill, surrounded on all sides
effects. by thick stone walls. The Pagoda is isolated from society save
The target must succeed on a DC 21 Strength saving for the frequent shipments of goods and services to its gates,
throw or drop one item it is holding (enlightened where the monks trade their crops and wine in a barter system
master's choice). with local merchants. The Pagoda acts as a shelter to anyone
who swears to live their lives in hermitage within its walls.
The target must succeed on a DC 21 Constitution
saving throw or be knocked prone and stunned Visitors can negotiate with merchants, peruse the Pagoda's
until the end of the martial arts master's next turn. extensive library, spar with a martial arts instructor, or discover
a deep evil within that is protected by the Pagoda's staunch
Reac ons advocacy for peace.

Reflect Missile. When the enlightened master is


targeted by a ranged weapon or spell a ack, roll a d6. Aldine
On a roll of 1-3, the a ack hits, but can't cri cally hit Having taken a vow of silence, Aldine is a human woman who
the enlightened master. On a roll of 4-6, the a ack keeps her face perpetually clovered with a black headwrap and
misses. In either case, the a acker must make a DC 21 hood. She is the most senior martial arts instructor, a martial
Wisdom saving throw, taking 13 (2d12) force damage arts adept, who teaches a small group of 4 brawlers and 7
on a failed save, or half damage on a successful one. wrestlers in the ways of defending oneself against those who
would do the Pagoda harm. She also makes sure that all 35
commoner workers in the Pagoda are well taken care of.
Underneath her wraps is an incredibly beautiful face.
Perhaps the most beautiful woman that anyone has ever or will
ever meet. She will not show her face to anyone for as long as
she maintains her vow of silence, as when she was younger,
several innocent people were murdered by a serial killer who
wanted to keep her for himself. She has covered her face and
remained silent ever since, taking shelter in the Pagoda where
no one can recognise her.

92
Nurreytha Gnolls
The head gardener of the Pagoda is a very old woman, a Hidden away in a dark basement in the Pagoda, three gnolls
tranquil master, who claims she once was the gardener for a hide from society. These gnolls have broken away from
powerful noble family in a major city. This is a lie; she was a Yeenoghu's grasp and, unlike the overwhelming majority of
poison brewer for the Assassin's Guild. She has a small plot in their kind, had the presence of mind to ask for help. They
the backyard of her accommodations where she continues to arrived at the gates of the Pagoda on a dark and stormy night,
grow potent poisonous herbs. A death by poisoning is, after all, their fur matted and bloodsoaked, desperately seeking shelter
a much less violent death than beating someone to death with as there was no where else to go. The Pagoda accepted the
your bare hands, wouldn't you say? It's all for the best. gnolls. The Pagoda would accept anyone.
Each night, Nurreytha slaughters a pig for the gnolls to feast
Gradane on. They won't eat anything else. She thinks she is being clever
by using her powers as a tranquil master to calm down the pigs
Gradane is a warforged commoner with a perpetual grin, before she slits their throats, but the sudden ceasing of squeals
quite creepy and lifeless. He was constructed as a merchant and snorts is way more suspicious than the sound of a pig
that acts on behalf of his gnome wizard creator, negotiating screaming. Anyone with experience on a farm should be able to
prices with expertise thanks to his limitless stores of historical tell that something ishy is going on.
accounting information in his brain. He has a +4 to Charisma
(Persuasion) checks made to negotiate.
Unlike most of the other merchants who stay in the Pagoda,
Con lict
Gradane puts on a cheerful persona. Most take it as cloyingly Gnoll Country for Old Men
sarcastic due to his monotone delivery, but Gradane's delivery Many of the local townships are being terrorised by a warband
is always monotone ... and he is always cheery, even in dire of gnolls, requiring mass evacuations. The only place that hasn't
circumstances. yet been evacuated is the Rityethi Pagoda, who have simply
Gradane sells the following goods: barred their gates. Normally a bustling little hive of merchant
activity, it is now in lockdown mode.
Items found in an explorer's pack (PHB prices)
The local militia is convinced that the Pagoda is working with
Common magic items (10 gp each)
the gnolls, perhaps corrupted by the Demon Lord Yeenoghu
Spellcasting focii or material components for arcane casters
himself. They keep scouts in the hills always watching who goes
(2 sp each or PHB prices)
in or out. The gnolls themselves also seem to be angry with the
Pagoda, as gnoll hunters gallop around the walls at night,
Yll and Yllia howling and cackling and laughing maniacally.
The two elf twins are in charge of the administration of the The militia asks the party to in iltrate the Pagoda, ind out
Pagoda, negotiating with outsiders and making large-scale what's getting the gnolls so worked up, and stamp out any
decisions about the fate of the Pagoda itself. The Pagoda has heretical activity.
largely been unchanged in the last century because the two of For a full adventure, include the following encounters.
them cannot stop bickering long enough to actually make a Caravan to the Rityethi Pagoda. The party and six
decision. They are both tranquil masters. guards from the militia take a covered wagon in the freezing
rain to travel up to the dirt path to the Pagoda. They are
Bofe ambushed by 4 gnolls, 2 gnoll hunters, and a gnoll flesh
gnawer which rip the guards to shreds in front of the party,
Bofe is the biggest, toughest, meanest-looking orc in the entire using their rampage ability to tear through them them like
region. One day, he grew tired of always being chosen as the parchment.
tribe's champion in battles, inding that ights would always go Seeking Refuge. The party must convince Yll and Yllia to let
quicker if he just calmly demanded that the opponent lay down them into the Pagoda as an even larger pack of gnolls bears
their weapons and surrender. Almost all of them complied. He's down on them, laughing and spitting and gnashing their teeth.
enormous. The traditional values of his tribe, however, dictated The party must prove that they mean no harm.
that he must ight, not just intimidate his foes into Investigating the Pagoda. The party splits up and spends
surrendering. He elected to leave the tribe and join the Pagoda the next few days learning about each of the Pagoda's residents
instead. He has taken a vow of absolute non-violence. It would and what exactly is going on with those pigs. Eventually, the
take a lot for him to break his vow, and to be honest, you don't party comes across the three gnolls in the basement and must
want to see that. confront the Pagoda's monks about their transgressions.
He uses the tranquil master statblock with the following Gnoll Siege. The gnoll warband smashes through one of the
adjustments. walls in the middle of the night and swarms the entire Pagoda.
The party ights a gnoll pack lord, two gnoll flesh gnawers,
Large humanoid (orc), lawful neutral
two gnoll hunters, and ive gnolls. Their battle against this
HP 114 (16d10 + 16)
squad of gnolls is representative of the Pagoda's overall success
STR 20 (+5)
in defending their home from the warband.
Skills Intimidation +6
Diplomat. Bofe has advantage on Charisma (Intimidation) If the party sides wholly with the monks, they might be able
checks made to calm violent emotions or to counsel peace. to convince the warband to abandon Yeenoghu and take on a
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 life of hermitage in the Pagoda. In that case, the local militia
ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. hires a Fighter Squad to attack the party.
93
Blood Bender (DAPC
(DAPC))
There exists a secret sect of monks who once followed the Way Blood Bender
of the Water Element before they were excised from their order Medium humanoid (any race), any alignment
for practicing the forbidden technique of blood bending, where
they take total control over another person through the Armor Class 15 (studded leather)
manipulation of the blood in their veins. Hit Points 77 (14d8 + 14)
Blood benders still retain their ability to use water whips, Speed 35 ft., swim 35 ft.
but they prefer to use their ists and blood bending techniques.
This monk follows the Way of Blood.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 12 (+1)
The crazed monk rears back from the dagger strike to
its chest, its movements puppet-like, unnatural. He
pulls out the dagger and then, to your horror, stabs Senses passive Perception 14
himself again and becomes a blur of blood, cloth, and Languages Primordial plus any one language
skin. As you throw more daggers at the monk, he is Challenge 3 (700 XP)
never where he seems to be, un l he stands right in
front of you, strikes you in two specific loca ons, then Bleeding Edge. As a bonus ac on, the bender reduces
a third, right in the forehead, and your en re body its hit points by any amount up to 7 and un l the end
seizes up. You feel the blood churning within your of its turn increases its speed by 5 feet for each hit
veins, and your limbs move outside of your control. point lost in this manner. Alterna vely, it can instead
reduce its hit points by 7 to take the Dodge ac on.
Fists of the Bloodied Soul. The bender's unarmed
strikes are considered to be magical for the purpose of
overcoming damage resistances and immuni es.
Transfusion. The bender regains 2 (1d4) hit points when
it hits a creature with a melee a ack, as long as that
creature has blood and isn't an undead or a construct.

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

94
Death Researcher (SCAG)
Some monks devote their lives to the study of the liminal space Death Researcher
between life and death. To augment their research, they are Medium humanoid (any race), any alignment
required by their abbeys to put their theory into practice
through mortal combat. Armor Class 15
This monk follows the Way of the Long Death. Hit Points 38 (7d8 + 7)
Speed 40 ft.
You smack her head with a hammer, and her mask
flips fully around her head. Where once her mask STR DEX CON INT WIS CHA
displayed a smiling theatrical performer, now it is
twisted into a wrinkled face of sorrow. Disgusted, you 10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
smack her again and the mask sha ers to reveal her
face: an ugly mess of bruises and melted flesh, barely Senses passive Perception 12
recognisable as human. You reel back in horror. Languages any two languages
Challenge 3 (700 XP)

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


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

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

95
Drunken Master (XGE)
Be wary of the old red-nosed alcoholic you see stumbling in the Drunken Master
alleys behind your local tavern. Medium humanoid (any race), any alignment
Drunken masters typically ight by launching themselves into
a crowd of enemies and dropping prone, spinning and kicking Armor Class 20
wildly within the fray. Overwhelming numbers is nothing to a Hit Points 109 (12d8 + 55)
drunken master. Speed 50 ft.

All of the bandits and thugs on the bridge turn their STR DEX CON INT WIS CHA
steely gaze to the one drunken old man stumbling into
the middle of their group. The man puts an arm on 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
the leader and slurs, "Nice day for a brawl, eh? Ehhh?"
Everything happens in a flash. A bandit looses a Skills Brewer's Supplies +9, Performance +9
crossbow bolt at the drunken master, and he catches it Condition Immunities poisoned
in mid-air and slams it into the leader's ear. One of the Senses passive Perception 15
bandit mages lets loose a puff of frosty air but the Languages any eight languages
drunken master dives to the ground and avoids it Challenge 10 (5,900 XP)
en rely. From the ground, he finds himself
surrounded by five bandits, and his legs and arms Deflect Missiles. When the drunken master is hit by a
become a blur, star ng with a sweep from the ground, ranged weapon a ack, the damage is reduced by 25
then he rises and slams the bandit to the floor, then (1d10 + 20).
three punches all around him, a headbu , a twist of a
neck, two more punches, and a kick to the head, each Drunkard's Luck (1/Turn). When the drunken master
a ack looking like drunken flailing but landing with has disadvantage on an a ack roll, ability check, or
perfect precision. The drunken master waves goodbye, saving throw, it can choose either result for that roll.
then ducks out of reach with ease and dives off the Drunken Technique. The drunken master does not
edge of the bridge into the dry riverbed below. He trigger opportunity a acks when it moves on its turn.
lands with the grace of a cat and takes off. Also, when prone, the drunken master can spend 5 feet
The survivors pick themselves off the ground, of movement to stand up.
nursing their wounds. "What in the Nine Hells was
that?" Ki Fists. The drunken master's unarmed strikes are
magical.
Legendary Resistances (3/Day). When the drunken
master fails a saving throw, it can choose to succeed
instead.
Lucky (3/Day). The drunken master can re-roll an a ack
roll, ability check, or saving throw it makes and use
either result.
Slow Fall. The drunken master takes no damage as a
result of a fall.
Unarmored Defense. While the drunken master isn't
wearing armor, its armor class includes its Wisdom
modifier.

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

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

96
Kensei (XGE)
Kensei spend years practicing with a particular weapon to the Kensei
point where it feels as much a part of them as their hand or Medium humanoid (any race), any alignment
their face.
This kensei uses a katana, but your kensei NPC might use Armor Class 17 (agile parry)
other melee weapons, such as a bo staff or a foil instead, as long Hit Points 49 (9d8 + 9)
as they aren't heavy. Using different weapons doesn't change Speed 40 ft.
the kensei's challenge rating.

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
Bo Staff. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7
(1d8 + 3) bludgeoning damage if used with two hands. Skills Painter's Supplies +5
Senses passive Perception 12
Languages any two languages
Challenge 2 (450 XP)

Foil. Melee Weapon Attack: +5 to hit, reach 5 ., one Agile Parry. While wielding a melee weapon that isn't
target. Hit: 7 (1d8 + 3) piercing damage. heavy, the kensei's armor class increases by 2.
Kensei Weapons. The kensei can use its Dexterity
"He's just deflec ng everything we throw at him! We instead of its Strength for a melee weapons that isn't
fired a bloody cannon and he just carved through the heavy. When it does so, its a acks with the weapon are
cannonball as though it were bu er! How is that even magical.
possible?" Unarmored Defense. While the kensei isn't wearing
"Hit him again! Where's our ogre?" armor, its armor class includes its Wisdom modifier.
"He blocked the ogre's greatclub with his sword!
With his sword! What the hell are we going to do?"
"More ogres!"
Ac ons
"Is that even going to help?!" Multiattack. The kensei makes two a acks: one with its
unarmed strike and one with its katana.
Katana. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Reac ons
Deflect Missile. In response to being hit by a ranged
weapon a ack, the kensei deflects the missile. The
damage it takes from the a ack is reduced by 14 (2d10
+ 3) and the missile is destroyed.

97
Open Hand Monk (PHB)
Monks who study the way of the open hand are masters of the
martial arts. Unique to other martial studies, their hands are as
deadly as any weapon. Their most deadly technique, the
Quivering Palm, is a secret and forbidden technique that might
go unnoticed in a ight without affecting the outcome, and it's
impossible to tell without magic which monks have been taught
this technique.

Martial Arts Adept, VGM pg. 216


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

Quivering Palm (Recharges after a Long Rest). When the


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

A martial arts adept who uses this technique in battle has a


challenge rating of 4 (1,100 XP).

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

98
Quadruple Master (PHB)
Fire. Earth. Air. Water. A master of all four elements, the Quadruple Master
quadruple master is the ultimate wielder of elemental power, Medium humanoid (any race), any alignment
as well as a formidable martial artist.
This monk follows the Way of the Four Elements. Armor Class 19 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft., fly 40 ft. (hover)
"Fist of Unbroken Air!" shouts the master, knocking his
challenger into a row of spikes.
"Fist of Four Thunders!" shouts the master, causing STR DEX CON INT WIS CHA
each of his opponents' ears to bleed with a sickening
crack. 12 (+1) 20 (+5) 19 (+4) 14 (+2) 20 (+5) 14 (+2)
"Fangs of the Fire Snake!" shouts the master,
punching forth a hissing, wavering snake of pure Skills Acrobatics +15
flame. Senses passive Perception 15
"Water Whip!" shouts the master, wrapping an Languages Primordial, plus any three languages
undula ng tube of water around his enemy's foot and Challenge 13 (10,000 XP)
knocking them flat on their face.
"You really shouldn't declare all of your moves," you Evasive Maneuvers. When the quadruple master is
start to say, but the master shouts "Flurry of Blows!" subjected to an effect that allows it to make a Dexterity
and the next thing you know you wake up in the saving throw to take only half damage, it instead takes
hospital. no damage if it succeeds on the saving throw, and only
half damage if it fails.

Ac ons
Multiattack. The quadruple master makes four a acks.
Unarmed Strike. Melee Weapon Attack: +10 to hit,
reach 5 ., one target. Hit: 10 (1d10 + 5) bludgeoning
damage.

Legendary Ac ons
The quadruple master can take 2 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the
end of another creature's turn. The quadruple master
regains spent legendary actions at the start of its turn.
Fist of Unbroken Air. Melee Spell Attack: +10 to hit,
reach 5 ., one target. Hit: 22 (4d10) bludgeoning
damage, and the target must make a DC 18 Strength
saving throw. On a failed save, the target is pushed 30
feet away and knocked prone. On a successful save, it
is pushed 15 feet and isn't knocked prone.
Fist of Four Thunders. Melee Spell Attack: +10 to hit,
reach 5 ., one target. Hit: 10 (1d10 + 5) bludgeoning
damage, and each creature other than the bender
within 10 feet of the quadruple master that can see
and hear it must succeed on a DC 18 Cons tu on
saving throw or take 11 (2d10) thunder damage.
Fangs of the Fire Snake. Melee Spell Attack: +10 to hit,
reach 15 ., one target. Hit: 32 (5d10 + 5) fire damage.
Water Whip. Melee Spell Attack: +10 to hit, reach 35
., one target. Hit: 10 (1d10 + 5) bludgeoning damage,
and the target must make a DC 18 Dexterity saving
throw. On a failed save, the target takes 15 (3d10)
bludgeoning damage and is knocked prone or pulled
up to 30 feet toward the quadruple master (quadruple
master's choice). On a successful save, the target takes
half as much damage and isn't pulled or knocked
prone.

99
Shadow Monk (PHB)
Shadow monks carry out deeds that other monks would balk at. Shadow Monk
They thrive in darkness and can strike their target and Medium humanoid (any race), any alignment
disappear faster than the target's allies can react.
Armor Class 15 (studded leather)
"Into the alley!" shout the guards. "He can't have gone Hit Points 44 (8d8 + 8)
far!" But when they rush into the alley, the assassin is Speed 40 ft.
gone. Knowing that something was strange about the
way the black-clothed monk looked, you close your
eyes, trace a sigil of detec on of magical energy, and STR DEX CON INT WIS CHA
open your third eye to see that the monk is not in the 11 (+0) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
alley at all, but watching from a shadowy alcove
above. The monk seems to sense that you can see Senses passive Perception 12
him, and he gives you a wave of respect before Languages any two languages
dropping a bit of fleece on the guard's heads, a bit of Challenge 2 (450 XP)
fleece that transforms into a flu ering bat. The guards
barely have a chance to realize that the bat makes no Innate Spellcasting. The monk's innate spellcas ng
noise and is en rely incorporeal before the monk has ability is Wisdom (spell save DC 12, +4 to hit with spell
escaped across the roo ops into the night. a acks). It can cast the following spells innately
without expending material components.
At will: darkvision, minor illusion
1/day each: darkness, pass without trace, silence
Shadow Step. When the monk is in dim light or
darkness, as a bonus ac on it can teleport up to 60
feet to an unoccupied space it can see that is also in
dim light or darkness. The monk gains advantage on
the next a ack it makes before the end of its turn.

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

100
Sun Soul Monk (SCAG, XGE)
Monks who follow the way of the sun soul are devoted to the Sun Soul Monk
elimination of dark in luences upon the world, venturing out in Medium humanoid (any race), any alignment
search of heretical beings to cleanse.
Armor Class 15
As the sun shines burning red in the sky, two monks Hit Points 38 (7d8 + 7)
break down the fence with their fists and charge Speed 40 ft.
towards your party. The ritual shall not be interfered
with. The first monk punches the air twice and a
shimmering wave of heat slams into you. You fall STR DEX CON INT WIS CHA
down, clutching your burned arms, and out of luck 10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
you manage to avoid the swathe of white-hot light
emana ng from the other monk that sears your Senses passive Perception 12
companions alive. Languages any one language
Challenge 2 (450 XP)

Unarmored Defense. While the monk isn't wearing


armor, its armor class includes its Wisdom modifier

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

101
Tranquil Master (UA
(UA))
Due to their virtues of peace, forgiveness, and reconciliation, Tranquil Master
the majority of monks do not achieve the power of a typical Medium humanoid (any race), any alignment
adventurer. Some of them, however, become powerful as a
result of these attributes, rather than despite them. Armor Class 14
This monk follows the Way of Tranquility. Hit Points 88 (16d8 + 16)
Speed 40 ft.
You take a swing at the annoying half-orc, but a hand
on your shoulder fills you with a sense of peace. You STR DEX CON INT WIS CHA
try to bring your arms up in an a acking stance, but
you just can't find the energy or the mo va on 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
anymore. The half-orc growls and draws a club to hit
the strange woman who has interfered in the bar Skills Performance +4, Persuasion +4
brawl, but she expertly ducks out of reach. "Look at Senses passive Perception 12
this weakling," she says, gesturing at you. "Wouldn't Languages any one language
be spor ng to fight someone like that, wouldn't you Challenge 2 (450 XP)
agree?"
You start to protest, but the half-orc just grunts, Diplomat. The tranquil master has advantage on
shrugs, and nods. He puts away the club and goes Charisma (Persuasion) checks made to calm violent
back to his drink. emo ons or to counsel peace.
The monk pats you on the head. "Just stay out of
trouble." Patient Defense. The tranquil master can use its bonus
ac on to take the Dodge ac on.
Unarmored Defense. While the tranquil master isn't
wearing armor, its armor class includes its Wisdom
modifier.

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

102
Paladins

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

Kingsguard
Paladin Nemeses Holy Redeemer

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


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

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

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

Feysworn
Kingsguard

103
Belial Fraz-Urb'luu
While his daughter Fierna rules Phlegethos, the devil Belial The Demon Prince of Deception sows doubt in one's mind
holds true power. He is the man behind the throne, whispering about those they trust. If Fraz-Urb'luu can spark illusions and
and manipulating and puppeteering rather than exposing craft lies, who is to say what is really true? Who is to say what
himself to true responsibility in the public eye. To his Nemeses, the true version of reality truly is? If there is a demon
he represents the perverse power that viziers and whisperers controlling everything that you see, manipulating your senses,
have over a just ruler. Not that any paladin would acknowledge then what assurance do you have about any of your beliefs? Any
Fierna as a just ruler, but the point still stands. of your experiences? Any of your senses? These thoughts can
drive a person insane. Nemeses of Fraz-Urb'luu soothe
Sovereign Knight themselves with the one truth they know Fraz-Urb'luu cannot
Kingsguard hide from them: "I think, therefore I am."
Holy Redeemer
Kingsguard
Demogorgon Holy Redeemer
Demogorgon is the truest representation of the chaos of the
demons. His form practically de ies description, with every part Glasya
of his body ripped and stitched together from different animals, Glasya has never fought for a single thing in her entire devilish
his two heads as much at war with each other as everyone else existence. As the daughter of Asmodeus she was born with
in existence. Nemeses of Demogorgon must be particularly inconceivable power. As the former consort of Mammon, she
careful to avoid strife among their retainers, for Demogorgon, was gifted with extravagant wealth and in luence. Even her
intentionally or not, quells threats by inciting bitter in ighting. current position, ruler of Malbolge, the sixth layer of the Nine
Hells, became available to her only by some miracle that its
Kingsguard previous ruler ballooned to planetary size and imploded -- a
Knight Conqueror remarkable coincidence considering Glasya had just decided
Aspect of Vengeance that the layer should be hers. Nemeses of Glasya worry that her
supernatural luck might inspire others to wait for fate itself to
Dispater give them what they want, rather than strive to improve
Dispater is the emotionless archdevil of Dis, narcissistic and
themselves and take what they want on their own merits.
paranoid to the extent that he has frozen his face for fear his
feelings would be used against him. There is only one person he Knight Conqueror
trusts, his consort Lilis, though by what method she has gained Kingsguard
his trust is unknown, as even his servants are tasked with Mortal Traitor
spying on one another for traitors. He represents the failure of
the legal system to provide insurance against all threats, for no Graz'zt
amount of legislation could ever quell his fears. For a demon, Graz'zt prides himself in his elegance and wit. A
most popular theory for his rise become to the Dark Prince is
Feysworn that he was once a devil who grew tired of the scheming and
Sovereign Knight backstabbing and migrated to the Abyss to more easily stake
Kingsguard out a claim for territory. No demon is as cunning as him. No
Mortal Traitor demon is as handsome. His followers are seduced rather than
corrupted, guided rather than conquered, and unlike a devil he
Fierna is not opposed to cheap tricks and lies. His Nemeses swear
Fierna is the embodiment of nepotism, having been given her
celibacy to resist his in luence.
position as ruler of Phlegethos only by virtue of her father's
in luence, and only retaining that power on condition of her Knight Conqueror
father's continued guidance. There are rumours of an Kingsguard
incestuous relationship between them as well, either illing the
role of debauchery that they must uphold, or as part of an
assurance that their power remains in the family. In either case,
their Nemeses condemn their relationship and the systems of
nepotism that corrode the lines of rulers.

Sovereign Knight
Kingsguard
Holy Redeemer
Mortal Traitor

104
The Hag Countess Levistus
Not a true devil, the Hag Countess, like other night hags, were For the murder of Bensozia, consort to Asmodeus and mother
exiled to the Lower Planes for their extreme evil. Even for hags, to his beloved daughter Glasya, the archdevil Levistus was
they took sadistic pleasure in the torture of lesser beings. The encased in ice. Somehow still considered to be the ruler of the
Hag Countess was the worst of them all, manipulating the frozen realm of Stygia, Levistus calls to those in hopeless
archdevils against one another in a bid to take one of the layers situations and provides them the strength and courage to break
of the Nine Hells for herself. She inherited Malbolge for her free and take revenge on those who have wronged them. His
troubles, but when Asmodeus' daughter turned her greedy eyes power of hope is not as wholesome as it seems, however, for he
to her, the Hag Countess mysteriously imploded, becoming one uses hope not just to inspire courage, but also to trap others in
with Malbolge in a twisted image of her viscera. Nemeses of the the same way that he has been trapped, drawing on their souls
Hag Countess believe her not to be truly dead, but instead to be to fuel his own escape. Not only does hope inspire inaction just
an abomination that seeps evil in through the ground, causing as often as it inspires action, but even the heroics that Levistus
famine and sickness in one last gasp of malevolence to all living inspires are propelled by raw emotion rather than careful
beings. consideration of what is right or wrong.

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

Knight Conqueror
Kingsguard
Aspect of Vengeance

105
Orcus Tier Two
Orcus is the perversion of the natural cycle of life and death. He Blackguard (VGM pg. 211)
is the Demon Prince of Undeath and to refuse to take up arms Feysworn (NPC pg. 111)
against him is to allow the entire world to be violated. Holy Redeemer (NPC pg. 112)
Knight Conqueror (NPC pg. 114)
Feysworn Mortal Traitor (NPC pg. 115)
Kingsguard Oathkeeper (NPC pg. 106)
Winter Knight Winter Knight (NPC pg. 118)
Aspect of Vengeance
Tier Three
Yeenoghu Aspect of Vengeance (NPC pg. 110)
A gnoll warband is more of a force of nature than an army. A Fiendbane (NPC pg. 107)
hurricane. A lood. A famine. A plague. Their supernatural Kingsguard (NPC pg. 113)
hunger and brutal cycle of reproduction, devouring the lesh of Sovereign Knight (NPC pg. 117)
the fallen, stems from their demon master Yeenoghu, the crazed
representation of insatiable bloodthirst. Yeenoghu is more than Tier Four
his hunger, however. He is also the inevitability of destruction. Death Knight (MM pg. 47)
The tide against progress. The end of civilisation. Mortal Enemy of Evil (NPC pg. 107)
Feysworn
Knight Conqueror
Sovereign Knight
Kingsguard
Oathkeeper
Medium humanoid (any race), any alignment (usually
Winter Knight non-evil)
Zariel
Of all the fallen angels, Zariel has fallen the hardest, and the Armor Class 18 (plate; 20 with shield of faith)
most irreversibly. Her lust for warfare drew her from her comfy Hit Points 120 (16d8 + 48)
position on Mount Celestia down into the Blood Wars raging in
Speed 30 ft.
Avernus, and once Asmodeus was inished with her, she was an
angel no more, but a burning general of the Nine Hells. Some STR DEX CON INT WIS CHA
angels thought they could save her, but she only dragged them
down with her in the end. Not only does Zariel represent the 18 (+4) 8 (-1) 16 (+3) 14 (+2) 15 (+2) 16 (+3)
very concept of war to her Nemeses, she also is a bitter
reminder that some people simply cannot be redeemed. Saving Throws Wis +5, Cha +6
Skills Investigation +5, Persuasion +6, Religion +5
Kingsguard Senses passive Perception 12
Holy Redeemer Languages any 3 (usually including Abyssal or Infernal)
Challenge 7 (2,900 XP)
Zuggtmoy
In the wild woods, mushrooms break down that which is dead Aura of Protection. Friendly creatures within 10 feet of
and dying and restore its nutrients to the earth. Zuggtmoy, the the oathkeeper have advantage on saving throws while
Demon Lady of Fungus, seems not to understand, for if she had the oathkeeper isn't unconscious.
her way, her fungi would absorb all the earth and leave nothing
Spellcasting. The oathkeeper is a 5th level spellcaster.
left to grow. She represents premature death and decay. Its spellcas ng ability is Charisma (spell save DC 14, +6
to hit with spell a acks). It has the following paladin
Kingsguard
spells prepared.
Winter Knight
1st level (4 slots): compelled duel, detect evil and
Statblocks good, protection from evil and good, shield of faith
2nd level (2 slots): zone of truth
Tier One
Knight (MM pg. 347)
Ac ons
Priest (MM pg. 348) Multiattack. The oathkeeper makes two melee weapon
Squire (NPC pg. 228) a acks.
Templar (NPC pg. 231)
Sacred Greatsword. Melee Weapon Attack: +7 to hit,
reach 5 ., one target. Hit: 11 (2d6 + 4) slashing
damage, plus 7 (2d6) radiant damage. This is a magic
weapon.

106
Fiendbane Mortal Enemy of Evil
Medium humanoid (any race), any alignment (usually Medium humanoid (any race), any alignment (usually
non-evil) non-evil)

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

STR DEX CON INT WIS CHA


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

107
Nemesis Strategies Tianah's Quest
Oath. A Nemesis must stick to the tenets of their paladin oath Great Evil. Mammon.
when pursuing justice against the Great Evil they have sworn to Featured Subclass. Feysworn.
destroy. A vengeance paladin ignores lesser evils and goes
Lady Tianah and her retainers ight against the in luence of
straight for the heart, seeing any distractions as temptation
Mammon in the material realm. They rally against the greed of
away from their oath. An ancients paladin must not only defeat
massive institutions that leave the peasantry and common folk
the evil, but also provide a shining beacon of truth of what it
with nothing.
means to resist their temptations as inspiration to others. A
The irst phase of their quest is to defeat a greedy landowner
conquest paladin gains allies only by testing their mettle in
who has hoarded guards and wealth in his small fortress on a
combat irst. A redemption paladin seeks to turn people away
major highway, leecing travellers for petty cash. This
from the Great Evil's temptation rather than kill them, hoping
landowner was funded by Queen Patricia of the Highlands.
to blot out their in luence by lack of worship rather than
The second phase of their quest is to depose Queen Patricia
through force. No two Nemeses go about their quest in the
of a small nation who has enslaved her people in horri ic work
same way, nor do they ight the same either.
conditions in order to excavate a lost dwarven mine and keep
Paranoia. A Nemesis is vigilant against falling much more so
the gold for herself. There are rumours that her royal court is
than other paladins, for falling from their oath means that the
illed with cultists of Mammon.
Great Evil has been strengthened. They often go to extreme
The third phase of their quest is to wage war against the cult
measures to ensure that nothing sways them from their quest
of Mammon, striking them at the source and destroying the evil
and might view any attempt at stopping them as a sign of the
warlocks who have sowed so much evil in the world already. It
Great Evil's in luence. If the ight doesn't directly concern their
will not be an easy task, as much of the world's governing
quest, they would rather retreat than see it to the end.
bodies have been in iltrated by members of the cult.
Efficiency. A Nemesis uses all of the retainers at their
The fourth phase of their quest is to descend into Minauros
disposal to inish ights quickly and ef iciently, for their work is
and defeat Mammon personally in his lair, thus eradicating his
never inished and they have much to accomplish in a very
in luence once and for all.
short time. Idle worship of the Great Evil might be quickly
stamped out by their priests. Community reparations for
damages done in the name of the Great Evil might be Lady Tianah McKelray
undergone by their servants. The paladin themselves might be
Lady Tianah is a half-elf paladin who has taken up the Oath of
more inclined to heal than to ight, to persuade rather than
the Ancients, instructed in the ways of being a paladin by her
demand, and to bribe rather than face consequences.
adopted family, the McKelrays, who had taken her in after many
foster families had passed her by. She fought for several years
Paladin Tactics as a paladin against the unseelie fey, but never found any cause
worth her oath and was considering hanging up her sickle and
Paladin. The Nemesis is the front line in any battle, striking
simply inheriting her adopted family's vast fortune.
with the certainty and conviction of an executioner. They don't
However, her entire adventuring party became enslaved by
rely on their spells during combat, instead focusing on ensuring
the fey that they had promised to ight for. Each of her friends
that their weapon strikes true and the greatest threat is
succumbed to exhaustion and died one by one with nobody to
eliminated irst. High level paladins might banish the ringleader
help them. Tianah eventually escaped her enslavement,
rather than ight it head on, and lower level paladins would
slaughtered the fey tyrants, and vowed to strike against the
almost certainly cast compelled duel on the biggest threat to
representation of thoughtless exploitation embodied by
ward it away from their teammates. Outside of combat, the
Mammon, the archdevil of greed.
paladin sheaths their weapon and becomes more of a
Years later, she has managed to acquire a sponsorship from
spellcaster, using spells like magic circle and zone of truth as
the Church of Waukeen, granting her equipment and a small
interrogative techniques, or using spells like detect magic and
force of retainers. Tianah is mindful that this may be a test of
locate object to seek out information regarding the Great Evil.
her resolve, as it would be easy to push her retainers beyond
Bodyguard. The bodyguard's principle directive is not to
their limits in her quest, when exploiting the underclass is
protect the paladin, per se, but instead to ensure that its ight
exactly what she is ighting against.
against the most dangerous enemy is not interrupted. The
She is also tempted, each day, by the outrageous fortune
bodyguard sticks close, attacking any minions that might try to
awaiting her, as her inheritance will make her and her future
join in with their master.
family comfortable for generations to come. All she would have
Priests. The priests mainly act according to the tactics
to do is tell her retainers to go home and to put down her
available to a cleric, sticking to the back lines and providing ad
weapon, and she will never have to work another day in her life.
hoc support as needed. Outside of combat, their spells help
Tianah can be represented by the feysworn statblock.
with the reparations on communities affected by the Great Evil.
Defector. Many Nemeses have a warlock defector as a
retainer, either persuaded or intimidated into their service.
This defector acts according to the tactics of a warlock, also
staying far back and providing covering ire. They are also used
to take out enemy spellcasters. Outside of combat, a warlock
defector is sometimes used as a spy within the ranks of the
Great Evil, though this can back ire easily.
108
Of course, Victory never liked Mammon. His line is tainted by
Carlin Xandar Mammon's greedy ways and he has watched generations of
warlocks in his family see their fortunes squandered, their
Carlin Xander is Lady Tianah's long lost old foster brother, a
great hoards left behind as they were dragged screaming into
human, who chanced a meeting with her during her recovery
the desolate dungeons of Minauros. You can't take it with you,
from her enslavement and swore a vow to protect her. The last
after all. He doesn't want that for himself. If he can tear himself
time they had seen each other was when they were separated
away from Mammon's temptations, perhaps he can achieve
when they were very young, and while Tianah had been
long-term prosperity.
transferred to the McKelray family who had raised her in the
Victory can be represented by the warlock of the fiend
ways of the Ancients, in luencing her to take up her paladin
statblock.
oath, the Xander family had instead fallen into disrepute after
their Lord withheld their rightful taxes and forcefully evicted
them. Carlin took up the sword and fought against injustice in Other Retainers
his own way, but when he reconnected with Tianah, he knew
that her oath against evil was nobler than the life of a Squires
mercenary. Both Tianah and Carlin have young squires who take care of
their horses and equipment.
He has secretly been offered compensation by agents of
Mammon to betray Tianah, and with his past experiences of
being cast aside by a Lord who cared nothing for his family, he
Servants
Tianah employs 8 servants (commoners) to cook, clean,
has not revealed to her this offer. The temptation to defect is
bathe, tack, and maintain equipment.
always present in the form of a coin of Mammon hidden in his
breast pocket. Further strengthening this temptation is the fact
that he harbours secret romantic feelings for her, and if his
Priests
Severin occasionally links up with other followers of Waukeen,
feelings are not reciprocated, he may lip that coin after all.
and sometimes they hang around with the group to gain
Carlin can be represented by the veteran statblock.
experience for their standing in the church, much like an
internship. These are usually acolytes and there might be one
Severin Havel or two helping the quest at any given time.
Severin Havel is a human priest of Waukeen, the goddess of
commerce. He is a businessman irst and foremost and has Con lict
been sent to ensure the success of Tianah's quest, and, more
Con lict with Lady Tianah and her retainers might occur at
importantly, the return on the investment of the church.
various stages of her quest.
Severin's presence may not always be a good thing for Tianah,
as he is constantly urging her to ind a way to pro it from her
quest. Her beautiful suit of armour and masterwork weapons
Phase One
The party is employed by the landowner to intercept illegal
won't pay for themselves, nor will the continuous expenses
transportation of goods across the highway. Lady Tianah
required to feed and house her retainers magically grow from
confronts them as they are part of a system of oppression.
trees. Her quest requires sponsorship, and sponsorship
requires a return.
Phase Two
Severin himself is not aware, but many of Mammon's agents
The party is sent into the dwarven mines to slay a monster that
have in iltrated his church. Having seen the success that Tianah
has lain hidden within. Lady Tianah is already there freeing
has achieved in bringing stability to regions that were
slaves (even though many of the freed slaves are eaten by the
otherwise exploited and left to rot, he has loosened his
monster). She confronts the party as they are part of a system
insistence on bringing in gold for the church, but the agents of
of oppression.
Mammon within that church are not happy with this shift in
priorities. They send frequent "auditors" to check up on him Phase Three
and bully him into getting back to his original purpose. Severin The party has been invited to a royal ball of many rich nobles,
is more of an accountant than a priest and is very susceptible to perhaps hoping for pieces of valuable information or gaining
bullying. trusted allies in high places. Lady Tianah crashes the party and
Severin can be represented by the trickery priest statblock. starts openly murdering nobles she suspects to be warlocks of
Mammon. She also confronts the party as they are part of a
Victory Sallubria system of oppression.

Victory Sallubria is a defected warlock of Mammon, a tie ling of


Phase Four
scaly gold skin, long black hair, and sharp white teeth he
The party has been enslaved by Mammon and forced to ight for
displays with a prideful smile. He was defeated and captured by
him in Minauros. Lady Tianah confronts the party as they are
Tianah, but managed to convince her to let him defect and help
part of a system of oppression.
her on her quest once he had convinced her that enslaving him
made her no better than Mammon himself. Carlin Xander keeps
a careful eye on the tie ling, never trusting a devil to betray its
own kind, but Victory is nothing but a man of his word.

109
Aspect of Vengeance (PHB)
Powerful knights and ighters slain in the midst of a great Aspect of Vengeance
injustice sometimes return to the Material realm as Aspects of Medium celestial, any alignment
Vengeance, holy warriors possessed by a drive to right what has
been wronged. Armor Class 18 (plate)
This paladin has taken the Oath of Vengeance. Hit Points 150 (20d8 + 60)
Speed 30 ft., fly 30 ft.
"You were dead," you say. "I watched you die. I burned
your body. You're undead. You're a revenant." STR DEX CON INT WIS CHA
"No," he says. His armor is a golden shimmer. His
face glows with divine light. He points a finger at you, 18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
and you feel marked, and you feel scared, and you feel
frozen in place. You can hardly move your feet, and Saving Throws Wis +6, Cha +7
when the maul comes at you, you reflect on all the Condition Immunities frightened
mistakes you've made that have led you here. Skills Intimidation +7, Investigation +5, Survival +4,
Senses passive Perception 12
Languages Celestial plus any two languages
Challenge 11 (7,200 XP)

Aura of Courage. The aspect and friendly creatures


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

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

110
Feysworn (PHB)
Paladins who willingly take on the mantle of an archfey and do Feysworn
great deeds to further its in luence in the world are called Medium humanoid (any race), any alignment
Feysworn.
This paladin has taken the Oath of the Ancients. Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 45)
Speed 30 ft.
You land the final hit on the shrine. The statue
crumbles. You turn to head home, having completed
your mission, but all of the grass suddenly grows five STR DEX CON INT WIS CHA
feet in an instant, and you are lost in the tall grass. A
swarm of fairies bursts forth from the shrine. Having 15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)
desecrated the sacred rites of the fey, their champion
has been sent to kill you. A beau ful woman in armor Saving Throws Wis +5, Cha +7
laced with wreathes approaches you slowly, and then, Skills Nature +4, Perception +5, Religion +4
with flu ering moths escaping from the cracks in her Senses passive Perception 15
armor, she disappears and reappears right in front of Languages Sylvan plus any two languages
you, her harvest sickle flashing in the moonlight. Challenge 7 (2,900 XP)
A fireball is your only chance. You blast the paladin
and the grass around her, but when the smoke clears, Aura of Warding. The feysworn and friendly creatures
the paladin stands tall. She brushes a flicker of flame within 30 feet of it have resistance to damage from
from a leaf on her armor, then flips her sickle spells.
backwards and jams it into your heart.
Innate Spellcasting. The feysworn's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately.
At will: speak with animals
3/day each: moonbeam, misty step
1/day each: plant growth, protection from energy,
commune with nature
Sacred Weapons. The feysworn's weapon a acks are
magical. When the feysworn hits with its sickle, the
weapon deals an extra 18 (4d8) radiant damage
(included in the a ack).

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

111
Holy Redeemer (XGE)
Paladins who break their oaths don't always go mad with self- Holy Redeemer
pity and regret. Some of them use their experiences to take on a Medium humanoid (any race), any good alignment
new oath: one where they seek redemption for themselves by
providing that same redemption to others. Armor Class 16 (chain mail)
This paladin has taken the Oath of Redemption. Hit Points 90 (12d8 + 36)
Speed 30 ft.
"No!" pleads the knight, a dragonborn with topaz-blue
chain armor that gli ers with magical power. His king STR DEX CON INT WIS CHA
scoffs and orders the first prisoner to be executed, but
as the axe slams into the poor commoner's neck, it's 17 (+3) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 18 (+4)
instead the knight who reels back, blood pouring from
his neck right where the axe would have landed. He Skills Persuasion +10
stays on his feet. "That ... that was your warning." Damage Resistances acid, cold, fire, force, lightning,
The king just laughs and takes the axe. "I'll do it necrotic, poison, psychic, radiant, thunder;
myself!" He swings, and this me, with one clean bludgeoning, piercing, and slashing
strike, he removes the commoner's head. Blood spurts Senses passive Perception 11
across the throne room floor. The king laughs, but his Languages Celestial plus any one language
laughs turn to gurgles as an axe wound appears in his Challenge 8 (3,900 XP)
neck. The hole gleams bright with divine light, and the
king collapses to the floor, dead. Emissary of Redemption. The paladin's resistances don't
func on against creatures it has a acked or targeted
with a spell since the last dawn.
Spellcasting. The paladin is a 5th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It has the following paladin
spells prepared.
1st level (4 slots): compelled duel, cure wounds,
protection from evil and good, sanctuary, sleep
2nd level (2 slots): calm emotions, hold person, lesser
restoration

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

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

112
Kingsguard (PHB)
The most devoted and religious of paladins take on an oath to Kingsguard
protect the realm from the in luence of the wrong religion. They Medium humanoid (any race), any alignment
are often sponsored by the state, taking on the mantle of a
Kingsguard. Armor Class 20 (plate, shield)
This paladin has taken the Oath of Devotion. Hit Points 120 (16d8 + 48)
Speed 30 ft.
The queen bristles from within her carriage. "I thought
we weren't making any stops." STR DEX CON INT WIS CHA
"Bandits," says her guard, nearly eight feet tall and
completely covered in armor lined with gold and set 19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
with rubies. He places a small silver mirror in the
queen's hand, then he approaches your party, Saving Throws Wis +6, Cha +7
unhooking his morningstar from his waist. "Do you Skills Athletics +8, Intimidation +7, Perception +6
know who you've stopped?" Senses passive Perception 16
You feel a bit uneasy challenging this guard, Languages any three languages
especially considering he is the only person standing Challenge 11 (7,200 XP)
between you and the queen herself, but the poten al
reward for the queen's capture is too great. You draw Aura of Protection. The kingsguard and friendly
your sword. creatures within 30 feet of it have advantage on saving
The guard smacks away your first mercenary, throws.
reducing him to blood and bones in one strike. Fear
strikes your heart. Your only hope is that your bounty Innate Spellcasting. The kingsguard's innate spellcas ng
hunter can remain hidden. You spot the bounty hunter ability is Charisma (spell save DC 15, +7 to hit with spell
sneaking into the carriage with a net, and you smile as a acks). It can cast the following spells innately
he readies his net, but something seems to stop him. without expending soma c or material components.
Something stays his hand. He can't make his a ack at 3/day each: protection from evil and good, sanctuary
all. 1/day each: lesser restoration, zone of truth, dispel
The guard grabs the bounty hunter by the neck, li s magic
him up, and crushes his skull. The rest of your party
turns tail and runs. Sacred Weapons. The kingsguard's weapon a acks are
You fall to your knees. Mission failed. You expect magical. When the kingsguard hits with its
mercy, but there is no mercy for bandits. morningstar, the weapon deals an extra 18 (4d8)
radiant damage (included in the a ack).

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

113
Knight Conqueror (XGE)
Some paladins use their abilities for glory, either for Knight Conqueror
themselves, their nation, or their cause. Leading scores of Medium humanoid (any race), any lawful alignment
heavily-armored devotees, a knight conqueror becomes a igure (usually evil)
of terrible power carving its way through the battle ield.
This paladin has taken the Oath of Conquest. Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
The city burns. You take a route through the back
gates to make your escape, but you would have been
be er to fight the main raiding force, for before you STR DEX CON INT WIS CHA
stands the conqueror himself, clad in spiked black
armor with a spiked black flail trailing lazily and 18 (+4) 10 (+0) 16 (+3) 15 (+2) 10 (+0) 19 (+4)
confidently along the ground to his side.
He points to you. "This is between us." The Skills History +5, Intimidation +7
conqueror's men take a step back, and although yours Senses passive Perception 10
a empt to guard you, but the conqueror squeezes a Languages any one language
bleeding heart in his fist and a wave of primal terror Challenge 6 (2,300 XP)
washes over your men. They retreat. You fumble for
your bowstring. The conqueror states, "Genuflect Innate Spellcasting. The knight conqueror's innate
before me," and you drop your bow and fall to your spellcas ng ability is Charisma (spell save DC 15, +7 to
knees, completely out of your control. He doesn't hit with spell a acks). It can cast the following spells.
even bother to swing his flail against you. He just
places a hand on your head and whispers a curse of At will: command
death. 3/day each: hold person, fear
1/day: bestow curse
Mark of the Conquered. As a bonus ac on, the knight
conqueror extends its finger towards a creature it can
see within 60 feet of it. The target is marked un l the
start of the knight conqueror's next turn. While the
target is marked, it has disadvantage on a ack rolls
against targets other than the knight conqueror.
Righteous Might. The knight conqueror scores a cri cal
hit on a roll of 18, 19, or 20.

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

114
Mortal Traitor (UA
(UA))
Paladins wooed by demon lords such as Grazz't or Orcus take Mortal Traitor
upon their powers of deception and manipulation with one Medium humanoid (any race), chaotic evil
goal: bring chaos and destruction to the world. Their tactics
often include accusing virtuous paladins of being mortal Armor Class 20 (plate, shield)
traitors themselves. Hit Points 150 (20d8 + 60)
This paladin has taken the Oath of Treachery. Speed 30 ft.

"We have you now, Captain Natwitch Blastwitch!" You STR DEX CON INT WIS CHA
shout with confidence. With your trusty knight by
your side, it was all too easy for your party to corner 18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
this criminal.
"Sorry, boss," says your knight. "But she's offering Saving Throws Wis +6, Cha +8
double." The knight disappears into thin air, then Skills Deception +8, Stealth +6
reappears behind you, where the chain of his flail Senses passive Perception 12
wraps around your neck. Languages Abyssal plus any one language
"Kill him!" you plead your barbarian. He swings with Challenge 10 (5,900 XP)
his maul, but the maul seems to redirect in mid-flight
and slams hard into your chest. "No!" you gasp. "Not Aura of Treachery. The mortal traitor has advantage on
me, him!" melee a ack rolls against any creature that has one or
With a snide laugh, the traitor and Captain more of its allies within 5 feet of it.
Blastwitch escape.
Deceitful Nature. The mortal traitor can use its bonus
ac on to turn invisible un l the end of its next turn or
un l it a acks, deals damage, or forces a creature to
make a saving throw. Addi onally, the mortal traitor
can choose to ignore the disadvantage imposed by
heavy armor when it makes a Dexterity (Stealth) check.

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

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

115
Oathbreaker (DMG)
Paladins that forsake their sacred oaths in pursuit of sel ish
goals risk losing their holy powers and falling from grace.
Those who have devoted their lives to the study of divine magic
might be unwilling (or outright incapable) of beginning a new
life devoid of power or strength and therefore seek out new
sources of power. Evil gods prey upon these fallen paladins,
promising them untold power in exchange for blind devotion,
and the weakest-willed of them become Oathbreakers, terrible
forces of necromantic energy that carve a path of destruction
across the world in service of their dark gods.

Blackguard, VGM pg. 211


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

"This vault has lain unopened for centuries," says the


librarian. "Even I don't know what lies within."
"Open it," you say. You haven't come all this way for
nothing.
The vault doors slide open, revealing a pitch black
room. You think you can make out a suit of armor. As
you peer closer, the suit of armor rises.
"No," says the librarian. "Impossible. No one could
survive down here. The vault is air ght. This is
impossible." But his ramblings are cut short when a
bead of purple and red energy shoots out of the vault
and explodes. Your last thought is that you have let
loose something that should have stayed locked up
forever.

116
Sovereign Knight (SCAG)
Some nations have institutionalised paladin training, forcing Sovereign Knight
their most elite soldiers to take up the mantle of a sovereign Medium humanoid (any race), any lawful alignment
knight in service of their King or Queen. These men and women
often have their spirits broken and their wills driven to the dust Armor Class 18 (plate)
to make more obedient servants, more devoted protectors, and Hit Points 157 (21d8 + 63)
more deadly killers. Speed 30 ft.
This paladin has taken the Oath of the Crown.

STR DEX CON INT WIS CHA


"Isn't it so much less barbaric?" muses the queen.
"Pi ng champions against each other rather than 20 (+5) 10 (+0) 17 (+3) 10 (+0) 10 (+0) 17 (+3)
figh ng a war? Our people are safe and happy in their
homes, and all that they need to know is that our Saving Throws Wis +4, Cha +7
champion will protect their way of life against our Skills Athletics +9, History +4, Persuasion +7
enemies." Damage Resistances bludgeoning, piercing, and
Your kingdom's sovereign knight circles the fiendish slashing from nonmagical weapons
knight. You feel uneasy pi ng a man against a devil, Condition Immunities paralyzed, stunned
but you were assured that devils will always uphold Senses passive Perception 10
their end of the contract. You had replied that the Languages any two languages
contract was not what you were worried about. Challenge 12 (8,400 XP)
The devil strikes out with its trident, and the
sovereign knight takes the hit to the gut. He pulls out Aura of the Exalted. The knight and friendly creatures
the trident. He spits blood. And without even within 30 feet of the knight have advantage on
unsheathing his sword, he grabs the devil by the arm. Wisdom saving throws and death saving throws.
"Foolish mortal!" says the devil. "My skin will burn
your flesh!" Innate Spellcasting. The knight's innate spellcas ng
The sovereign knight says nothing. He presses his ability is Charisma (spell save DC 15, +7 to hit with spell
holy symbol against the devil's skin, and with a horrific a acks). It can cast the following spells innately
shriek, the devil is banished with a faint popping without expending soma c or material components.
noise. He ignores the round of applause and simply At will: command, compelled duel
sits down, medita ng and concentra ng. As his squire 3/day each: warding bond, zone of truth
rushes to treat his wounds, a harsh look keeps the 1/day each: banishment
squire back. A er one minute has passed, the
sovereign knight nods, rises, and allows his squire to Sacred Weapons. The knight's weapon a acks are
bandage him up. magical. When the knight hits with its halberd, the
"It is done." weapon deals an extra 18 (4d8) radiant damage
(included in the a ack).

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

117
Winter Knight (DAPC
(DAPC))
Winter Knights struggle against the blight of undeath, seeing it Winter Knight
as a barrier between souls and their rightful place in the Medium humanoid, any alignment
afterlife. They take on forms that evoke the chill of death in
order to remind their enemies of that which necromancy seeks Armor Class 18 (plate)
to overcome, that which will always cede to the coming of Hit Points 150 (20d8 + 60)
winter. Speed 30 ft.
This paladin has taken the Oath of the Grave.

STR DEX CON INT WIS CHA


The blizzard rages. You hunt desperately for your
father. You hear him behind you. "I can't run! I can't 18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
run!" he screams. "This snow, it clings to my legs! You
have to--" He's cut off by a maul to the back of his Saving Throws Wis +6, Cha +7
head, killed instantly, no chance, no mercy. You quickly Skills Intimidation +11, Nature +5
crush a diamond in your palm and pull your father up Damage Resistances necrotic
off the ground, but for the first me, the spell doesn't Senses passive Perception 12
work. You fall to your knees before the winter knight. Languages any two languages
"That which is dead must remain dead," he says. Challenge 10 (5,900 XP)
And he lets you go.
Aura of the Winter Knight. Allied creatures within 30
feet of the knight have resistance to necro c damage
and cannot be charmed, frightened, or possessed by
undead creatures. Hos le creatures that start their
turn within this radius take 10 cold damage, and their
movement speed is reduced by 10 feet un l the start
of their next turn.
Innate Spellcasting. The knight's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately,
requiring no material or soma c components.
At will: ice knife, wrathful smite
3/day each: Snilloc's snowball swarm, speak with dead
1/day each: cone of cold, gentle repose, ice storm
Vow of Death. Creatures reduced to 0 hit points by the
knight are killed and cannot become undead or return
to life through any method short of a wish spell.
Winter Weapons. The knight's weapon a acks are
magical and deal an addi onal 14 (4d6) cold damage
on a hit (included in the a ack).

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

118
Rangers

K
nown primarily for their effortless ability to
survive in the wilds, rangers are often employed
Fallen Angel
As hapless bystanders peered over the crater of a fallen star,
as guides, wardens, and escorts through
and as their hands dropped after shielding their faces from the
perilous terrain. They are also used as
bright light, they saw a one-winged angel, skin crackling with
consultants on speci ic types of threats, such as
ire and light. Local paladins were quick to the scene,
orcs, gnolls, fey, or outsiders like demons and
collaborating with wizards to trap the fallen planetar in
devils. Rangers are experts just as much as they
magical chains within a magic circle. With the angel's mouth
are combatants.
sewn shut by divine thread, there's no telling what caused its
fall from grace. A ranger watch devoted to shadow magic
Ranger Watches protects the meteor site, keeping the strength of the angel's
beacon dim, for heroes may come to rescue the angel and
Sometimes, an ancient evil is sealed away by a powerful spell
unleash god-knows-what upon the material plane.
such as imprisonment, or chained up through other means such
as a magic circle and guards and wards, or even mundane Gloom Stalkers
restraints paired with an antimagic ield. While wizards are Horizon Walkers
generally the ones who prepare the mode of imprisonment, the Nightstalkers
guarding of this ancient evil is left up to a faction of rangers
called a watch. These Ranger Watches devote their lives (or at Machine of Death
least a period of service) towards guarding the region where an A rock gnome city was completely destroyed by a machine built
ancient evil is locked away, ensuring that no one, maliciously or by a legendary tinkerer. A few adventuring parties have gone
accidentally, will release what must be contained. into the ruined dungeon city in search of loot, but they never
emerged, and, shortly, earthquakes throughout the region
Demographics threatened to bury other nearby cities as well. A ranger watch
was formed under the assumption that the machine has fed
In a ranger watch of 40 people ... upon these idiotic adventuring parties. If any more go down
there, it will only get stronger and cause irreplaceable damage
10 are rangers (alternatively, some might be long rangers
to the surrounding area.
or blood hunters)
20 are outlaws, bandits, eco-terrorists, witch doctors, Gloom Stalkers
mercenaries, archers, and scouts, usually atoning for Hunters
past crimes
10 are merchants, indentured servants, and other sorts of Sleeping Dragon
mundane companions (commoners) Cursed by a wish to slumber forever, an ancient green dragon
lies at the bottom of a swamp. Over the course of hundreds of
Sealed Evil years, the swamp has grown around the dragon. Its spine has
become a great hill stretching above the muck. At the present
Eldritch Horror moment, it's unknown what could wake up the dragon, but a
An eldritch horror from beyond the Astral Sea migrated to the ranger watch guards the area just to be sure. It could be any
Material Plane and landed next to an arctic wizard school. A few random traveller that triggers some contingency in the wish
mages were able to encase the horror deep beneath the ice, but that awakens the dragon to wreak havoc once again.
knowing enough about the creature to trap it drove every mage
insane. Arctic rangers patrol the frozen wasteland, warding off Beastmasters
anyone seeking to learn about the creature. Many rangers in the Herbalists
watch have forgotten why they need to protect this place, and, Hunters
honestly, it's better that way. Monster Hunters
Primeval Guardians
Horizon Walkers
Monster Hunters Leviathan
Slumbering at the bottom of the deepest ocean, an elemental
Beast King leviathan risks being awakened by the environmental impact of
On an isolated island far from the coast, where tribal hunters local industry. A ranger watch has formed to launch raids
and dinosaurs tentatively coexist, a giant ape rules over all against ishing organisations and drive cities to dump their
other beasts as king. After an expedition to bring the beast to waste in other locations. A leviathan rising could mean the
civilisation failed, a ranger watch was formed to return the king looding of every city within ten miles of the coast.
to its island and prevent any from stealing it away again.
Herbalists
Beastmasters Horizon Walkers
Herbalists Primeval Guardians
Hunters
Primeval Guardians
119
Disgraced Arch-Fey Senseless Monster
Not all powerful fey can lay claim to the title of an arch-fey. A deadly and conniving spirit naga lays trapped in its own
When this particular arch-fey was cast out of the Feywild, it mind by the spell imprisonment. As an immortal being, simply
attempted to terraform a region of forest in the Material Plane killing the evil creature would only cause it to return to life
to better match its home. At least until a heroic band of more angry than ever. Instead, it has been rendered senseless
adventurers put a stop to that and -- supposedly -- killed it. Of to the real world, incapacitated and helpless to its
course, it's not quite so easy to kill an arch-fey; its surroundings. Within its own mind is a vibrant and colourful
consciousness has been passed down through generations of fake world that it fully believes is real, where its enemies are
squirrels. Should these squirrels ever realize their true driven before it and its greatest achievements are realised. Its
potential, the arch-fey will return at full strength. A watch of ranger watch ensures that no idiots come wandering by and
rangers has been dispatched to keep the area protected and to break the spell somehow. If the spirit naga realizes that it is
monitor the squirrels for intelligent behaviour. being imprisoned, there's no telling what it will do to escape,
and being an immortal creature, its fury knows not the bounds
Beastmasters of time.
Herbalists
Horizon Walkers Herbalists
Hunters Hunters
Nightstalkers Monster Hunters
Primeval Guardians Primeval Guardians

Devil Grey Goo


A horned devil was outsmarted by a mortal being and, due to An experiment gone wrong. A wizard school destroyed. A sea of
the stipulations in its contract, has been chained up in an grey ooze consuming all living material that it touches. Only
abandoned temple in a magic circle, forever surrounded by through a controlled scorched-earth policy of the entire
reminders of the holy order it double-crossed. The ranger surrounding area could its expansion be stopped. Many within
watch assigned to the temple and the surrounding area has the radius of the ires perished, either by the goo or by burning
been specially trained in the deontological rule of never dealing to death trying to escape. This was the work of a hastily-
with devils, but random travellers certainly haven't been. They gathered watch of volunteer rangers who took on the solemn
must be dealt with before they are enthralled by the devil's duty of stopping the spread of the grey goo before it's too late.
silver tongue. Now, those that condemned the local people to death have
taken a vow to preserve the area and make sure that the grey
Horizon Walkers goo never inds a way to eat through the blasted heath. It may
Hunters not be acceptable to a tree-hugging druid, but sometimes hard
Monster Hunters decisions must be made in the name of the greater good.

Demon Herbalists
Deep in the Underdark is demon on the loose. There's no telling Hunters
how big it is or what its powers are, but its presence is
corrupting the region. People have been evacuated and a watch Infestation
of rangers has been dispatched under two orders. First, Deep in a dark forest, a mound of shambling and twitching
dispatch the demon through any means necessary. This watch vines has come alive in its own right. Its in luence over the
has an archmage in its ranks with three scrolls of banishment forest is insidious and absolute, and it wishes only for one
at the ready. Second, remove anyone else in the area by any thing: to expand. Like a weed, it smothers the "lower" plant life
means necessary, up to and including deadly force. Can't risk and replaces it with its own. Entire forests have now been
anyone being corrupted by the demonic energy and spreading swallowed up by this creature, with every tree another aspect
the demon's in luence even further. of its consciousness. Through mind-control spores, it has
managed to take control of a local ranger watch and uses them
Gloom Stalkers to patrol the edges of its territory, warding away anyone who
Horizon Walkers might pose a threat so it can reach its tendrils ever outward.
Monster Hunters
Herbalists
Mad Giant Primeval Guardians
A mouth of Grolantor has gone mad, ravaging the
countryside. Once a regular hill giant, it was possessed by a Demilich
supernatural hunger and began to feast upon the livestock of After being defeated by great heroes, and with all of its
local farmers. Only by feeding it a dozen cows per day within an phylacteries supposedly destroyed, a band of heroic
antimagic ield to quell the effects of its supernatural in luence adventurers strode con idently back into town, certain that the
can the giant be satiated. The deft management of the giant by a threat of the lich had been lifted. Unfortunately, they missed
ranger watch has allowed farmers to return to their homes as one. Starved for souls, the lich has eroded away into a
long as a tithe is paid to keep the giant out of trouble. demilich whose necrotic energy is still felt in waves coming
out from its old tower lair. Rangers keep a careful eye on the
Beastmasters prevalance of undead creatures that spring up nearby.
Hunters
Monster Hunters Gloom Stalkers
Nightstalkers 120
Statblocks
Tier One
Wild Guardian
Large fey, any chaotic alignment
Beast Tamer (NPC pg. 192)
Beastmaster (NPC pg. 123)
Bounty Hunter (NPC pg. 193) Armor Class 18 (natural armor)
Gloom Stalker (NPC pg. 124)
Hit Points 204 (24d10 + 72)
Speed 30 ft.
Herbalist (NPC pg. 125)
Horizon Walker (NPC pg. 126)
Hunter (NPC pg. 127) STR DEX CON INT WIS CHA
Monster Hunter (NPC pg. 128)
Nightstalker (NPC pg. 129)
21 (+5) 21 (+5) 17 (+3) 15 (+2) 20 (+5) 15 (+2)
Primal Warden (NPC pg. 194)
Skills Nature +8, Perception +11, Survival +11
Tier Two Damage Resistances nonmagical bludgeoning,
Primeval Guardian (NPC pg. 130)
piercing, and slashing
Senses passive Perception 26
Languages Sylvan, plus any one language
Tier Three Challenge 17 (18,000 XP)
Horizon Walker (Legendary Actions) (NPC pg. 126)

Tier Four Guardian Soul. The wild guardian gains 20 temporary


Wild Guardian (NPC pg. 121)
hit points at the beginning of each of its turns.
Innate Spellcasting. The wild guardian's spellcas ng
Watch Strategies ability is Wisdom (spell save DC 19, +11 to hit with spell
a acks). It can cast the following spells innately,
Watch and Learn. The watch all share the same favoured without expending material components.
enemy based on the ancient evil they are sworn to keep hidden.
At will: absorb elements, detect poison and disease,
This gives them intimate knowledge of those creature's
hunter's mark, purify food and drink, tree stride
weaknesses and strengths which they can use to prepare ahead
of time. 1/day: goodberry, locate animals or plants, locate
On the Prowl. Rangers of the watch aren't slowed by the creature, lesser restoration
terrain they patrol. They move quickly, silently, and with no Keen Senses. The wild guardian has advantage on
chance of being lost, and they can forage food to feed Wisdom (Percep on) checks.
themselves inde initely. They know exactly how many creatures
Wild Weapons. The wild guardian's weapon a acks are
pass through their lands as well as their size and type. Once magical and deal an addi onal 9 (2d8) force damage
you're aware you've wandered into the watch's territory, (included in the a ack).
they've already been following you for days.
Hyperaware. As a collective, the watch can each use their
magical connection to the land to sense the presence of
Ac ons
aberrations, celestials, dragons, elementals, fey, iends, and Multiattack. The wild guardian makes four a acks.
undead. The ranger feature is expanded for the watch, giving Slam. Melee Weapon Attack: +11 to hit, reach 5 ., one
them information also on the direction and numbers of each target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9
type of monster. (2d8) force damage.
Greatbow. Ranged Weapon Attack: +11 to hit, range
Ranger Tactics 150/600 ., one target. Hit: 14 (2d8 + 5) piercing
damage plus 9 (2d8) force damage.
Ambush. Given their connection to the land, rangers have
ample time to prepare their ambush. They can settle in and Entangling Thorns (Recharges After a Short or Long
launch a trap once they know where their opponents will be, Rest). The wild guardian summons grasping vines in a
opening with a volley of arrows from dark alcoves and brush. 120 foot radius centered on itself. Each creature in the
Range. Almost every ranger uses some type of bow, and they
area of effect must succeed on a DC 19 Strength saving
throw or be restrained by the entangling plants.
keep their distance at all costs. They'll keep their distance for as
Creatures that start their turn restrained by this effect
long as possible in each battle, starting ights at ranges that
take 10 (3d6) piercing damage from thorns. An affected
would be uncomfortable for most. 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.

121
The Mezai The Archmage
Race. Elf Ordens Mactavius is an archmage usually acting as the advisor
Sealed Evil. Demon to a powerful noble family. When the noble family's daughter
Featured Subclass. Gloom Stalker was killed in the frantic escape from the region in the
Underdark, Ordens was offered up to the Mezai as assistance in
Nothing about the Underdark should necessarily make it
tracking down and defeating the demon.
more susceptible to corruption by demons. It's not an
In truth, Ordens was the one who summoned the demon. He
inherently magical place. It's just a very big cave. The Abyss is
has no plans of releasing it. In fact, his scrolls of banishment
equidistant from every point in the Prime Material. And yet,
have been disguised with illusory script and Nystul's magic aura
demons seem to use the Underdark as a stepping stone to the
and are actually rituals to open up the gates for further demons.
overworld. Their in luence is felt much more strongly down
If Ordens can destabilise the region, he'll be granted more
there. The high elves and wood elves on the surface blame the
power to conquer the Underdark and bring those "savages"
drow. If it weren't for those Lolth-worshipping psychopaths,
down there to the light.
there wouldn't be so much demonic activity down there.
Now there's some damnable creature that has clawed its way
out of a portal. An ancient and respected ranger watch, the The Drow
Mezai, has been tasked with hunting down this demon and The Mezai are assisted by two drow gloom stalkers,
disposing of it through any means possible. While it lives, the Skimbrith Allevaria and her manservant Daghev Villivandus.
region devolves into greater and greater chaos. Soon, more They are technically equal in power, but Daghev is completely
demons might be able to claw their way up after it. deferent to Skimbrith's authority, as is customary in drow
First point of order is to remove the demon. Killing it might culture. She's easily three feet taller than him.
not be the easiest option; the Mezai are accompanied by an Skimbrith doesn't agree with the reasons behind the Mezai's
archmage who has three scrolls of banishment (in case the slaughter of her people, but she does agree with the slaughter
irst two don't stick). That's the best option. in general, believing those who could not escape the demon to
Second point of order is to remove anyone else in the area. be weak and deserving of culling. She will argue with Coelanth
With a demon on the loose, anyone susceptible to corruption for hours about the unjust nature of killing her people, but then
will be much more easily swayed to darkness. Demons are whoop with sick joy when the act of killing transpires in front
usually chaotic creatures, but some have enough intelligence to of her.
gather followers rather than body parts. Can't take any chances. Skimbrith has also brought along 4 male drow commoners
The Mezai take this duty with a certain degree of satisfaction, as servants to dote on her. The servants offer to help cook and
as the biggest populated area of the region belongs to the drow. clean for the entire Mezai, but nobody else seems comfortable
with it.
The High Elves
The leader of the Mezai is a high-elf horizon walker named The Demon
Coelanth Hydrangus. As the representative of 3 high-elf gloom The demon is a glabrezu. It is scouring the Underdark looking
stalkers and 2 archers, he exempli ies the haughty and proud for an opportunity to reach the surface, but the maze of caves
nature of his people, believing that his men and women could has proved too dif icult for its chaotic mind to map. While it's
take down the demon without help from the others. still in the underdark, it causes mass panic with its spells
After all, the Mezai were originally founded by a high elf darkness and confusion. When it wants to lay low, it will cast ly
demon hunter. It's only right that they should lead the search on itself and nestle into the stalactites on the ceiling, dropping
for the demon. down on anything that comes by and ripping it to shreds when
it's ready to move on.
The Wood Elves The glabrezu's continued presence causes strange effects in
the region. Magical items glow brightly and cannot be
Taerith Emanthala is a wood elf monster hunter who has
concealed. Spells izzle out on 10% of castings. Animals
taken on her irst major mission. She represents 2 wood elf
(especially insects) are born with mutated pincers and horns.
gloom stalkers and 6 scouts. She believes that the monster
should be slain, not banished, as it may be able to replicate the
steps needed to reach the Material Plane once again. Banishing Con lict
it is temporary. If they can use Coelanth's horizon walker The party might come into con lict with the Mezai in the
abilities to kill the demon while it's technically in a portal to the following ways.
Abyss, they can kill it for good, and with it, the dangerous
knowledge it possesses. The only problem is convincing Monster Hunters
Coelanth of her idea -- he dismisses all of her ideas re lexively. The party has joined with the Mezai to hunt down the demon,
not realizing that the archmage has sinister intentions.

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

122
Beastmaster (PHB)
Beastmasters are legendary animal tamers. Their words calm Beastmaster
their beasts and terrify their animals. Medium humanoid (any race), any alignment
The beastmaster's challenge rating doesn't include its animal
companion. Since we're not strictly limited by what the class Armor Class 15 (hide armor)
can actually do, we can give the beastmaster any animal Hit Points 75 (10d8 + 30)
companion available in a published book. Included are some Speed 30 ft.
randomly-picked suggestions.

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

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

123
Gloom Stalker (XGE)
Gloom stalkers skulk around the underdark, killing and eating Gloom Stalker
spiders for sustenance. Every now and then someone asks them Medium humanoid (any race), any alignment
to be their guide through the caves, and the gloom stalkers kill
and eat them too. Armor Class 14 (leather)
Hit Points 38 (7d8 + 7)
Two of your men go down in an instant, frothing at the Speed 30 ft.
mouth. You see a flash of a black cape and ins nc vely
loose a crossbow bolt, but the bolt cla ers against the
STR DEX CON INT WIS CHA
wall and the dark figure is gone as if it was never
there. 10 (+0) 17 (+3) 13 (+1) 10 (+0) 15 (+2) 8 (-1)

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


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

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


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

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

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

124
Herbalist (UA
(UA))
Herbalists are nonmagical guardians of the natural land, whose Herbalist
expertise in gathering and brewing rare lora allows them to Medium humanoid (any race), any alignment
create delicious, healing concoctions. They're also deadly
ighters, using natural poisons to augment their strikes. Armor Class 14 (hide armor)
This is a ranger with no spells (a.k.a. a spell-less ranger), as Hit Points 66 (12d8 + 12)
proposed originally in an early Unearthed Arcana document. Speed 30 ft.

A sharp pain in your hand and you drop your STR DEX CON INT WIS CHA
spellbook. "Ow!" you say, just before the world starts
to go fuzzy. You collapse. The elf looks you over with a 11 (+0) 14 (+2) 12 (+1) 11 (+0) 17 (+3) 11 (+0)
curious expression, then sighs and takes out a mortar
and pestle filled with red cream. The elf applies some Skills Nature +4, Perception +5, Survival +7
cream to your wound, and the wound closes. Your Damage Immunities poison
head clears. You mu er, "Why did you do that?" but Condition Immunities poisoned
the elf doesn't respond. Instead he takes your Senses passive Perception 15
spellbook and mo ons for you to follow. Languages Druidic plus any one language
Challenge 1 (200 XP)

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


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

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

125
Horizon Walker (XGE)
Horizon walkers slip through gaps between the realms to cross Horizon Walker
a thousand miles in a single step. Medium humanoid (any race), any alignment
For an additional challenge, you can give the horizon walker
the following legendary actions. Armor Class 14 (studded leather)
Hit Points 60 (11d8 + 11)
Speed 30 ft.

Legendary Ac ons STR DEX CON INT WIS CHA


The horizon walker can take 3 legendary ac ons, 10 (+0) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 10 (+0)
choosing from the op ons below. Only one legendary
ac on can be used at a me, and only at the end of Skills Arcana +5, Perception +7, Survival +7
another creature's turn. Spent legendary ac ons are Senses passive Perception 17
regained at the start of each turn. Languages Deep Speech and Primordial plus any one
language
Open Portal to the Elemental Plane of Air. The horizon Challenge 5 (1,800 XP)
walker uses its subtle knife to open a two-way portal to
the Elemental Plane of Air. Un l the end of the Horizon
Walker's next turn, the portal stays open and emanates Distant Strike. When the horizon walker takes the
a gust of wind in a 60 foot by 5 foot line. Creatures that Mul a ack ac on, it can teleport up to 10 feet before
start their turn in the area of effect must succeed on a or a er each a ack to an unoccupied space it can see.
DC 15 Strength saving throw or be pushed 30 feet in Ethereal Jaunt. As a bonus ac on, the horizon walker
the direc on of the wind. Ranged weapon a acks that can magically shi from the Material Plane to the
pass through the area of effect are made with Ethereal Plane, or vice versa.
disadvantage. A creature moving against the wind must
spend 3 feet of movement for every 1 foot moved.
Ac ons
Open Portal to the Elemental Plane of Earth (Costs 2
Actions). The horizon walker uses its subtle knife to Multiattack. The horizon walker makes three a acks
open a two-way portal to the Elemental Plane of Earth. with its subtle knife. Each a ack must be against a
The portal opens and immediately closes. A 10 foot different target.
high, 5 foot wide, and 30 foot long wall of stone Subtle Knife. Melee Weapon Attack: +5 to hit, reach 5
appears next to the portal in a configura on of the ., one target. Hit: 13 (1d4 + 2d8 + 2) force damage.
horizon walker's choice. The wall has an AC of 18 and On a cri cal hit against a target in an astral body (as
100 hit points. with the astral projection spell), the horizon walker can
Open Portal to the Elemental Plane of Fire (Costs 2 cut the silvery cord that tethers the target to its
Actions). The horizon walker uses its subtle knife to material body, instead of dealing damage. This is a
open a two-way portal to the Elemental Plane of Fire. magic weapon.
The portal opens and immediately closes. Creatures in Detect Portal (3/Day). The horizon walker magically
a 15-foot cone origina ng from the portal must make a detects the direc on and distance to the nearest
DC 15 Dexterity saving throw, taking 33 (6d10) fire planar portal or planar gash (a small hidden connec on
damage on a failed save, or half as much damage as a between worlds, a poten al planar portal) on the same
successful one. plane of existence as it.
Open Portal to the Elemental Plane of Water. The Open Portal. The horizon walker targets a hidden
horizon walker uses its subtle knife to open a two-way planar gash with its subtle knife, crea ng a one-way
portal to the Elemental Plane of Air. The portal opens portal to a randomly-determined plane of existence.
and immediately closes. Creatures in a 20-foot cube The portal stays open un l the end of the horizon
origina ng from the portal must make a DC 15 walker's next turn; the horizon walker can use its
Strength saving throw. On a failed save, a target takes ac on to keep the portal open.
11 (2d10) bludgeoning damage and is knocked prone.
On a successful save, a target takes half as much
damage and isn't knocked prone. Reac ons
Spectral Defense. When the horizon walker takes
damage from an a ack, it can give itself resistance to
This increases the horizon walker's challenge rating to 11 the damage of the a ack.
(7,200 XP) and comes with the following changes.

Hit Points 121 (22d8 + 22)


"I don't know what it was -- this lady just appeared
Skills Arcana +6, Perception +8, Survival +8 out of nowhere, cut open a portal to the plane of
Senses passive Perception 18 water, washed us all downstream, and then vanished.
Subtle Knife. +6 to hit It was crazy."

126
Hunter (PHB)
Scouring the wilderness across the entire material realm are Hunter
mendicants and peregrines who are really good with a bow. Medium humanoid (any race), any alignment
For a subsistence hunter, someone who hunts for their food
out of necessity and does not use their skills for combat, you Armor Class 14 (hide armor)
can use the archer statblock from the Miscellaneous chapter of Hit Points 55 (10d8 + 10)
this document or a scout from the Monster Manual. For Speed 30 ft.
someone who has particular expertise with a longbow, you can
use the archer statblock from Volo's Guide to Monsters. For
someone who speci ically hunts monsters, you can use the
STR DEX CON INT WIS CHA
Monster Hunter statblock on the next page. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

The centaur curses in Sylvan. This trap is meant for Skills Nature +2, Perception +5, Stealth +4, Survival
bears, not for centaurs. Its spikes dig into his calves. +3
He spots a man approaching from the crest of a Senses passive Perception 15
nearby hill. "Excuse me!" he shouts in Elvish. "Help me Languages any one language
out of this trap!" Challenge 2 (450 XP)
An arrow whizzes through the air and strikes the
centaur in the leg, further digging into his wounds, Colossus Slayer (1/Turn). The hunter deals an addi onal
and just as the centaur is processing what has 4 (1d8) damage with its weapons when it hits a
happened, a second arrow slams into his waist. The creature below its hit point maximum.
centaur cries out in pain and confusion, then draws his
own bow and looses an arrow at his a acker. Keen Hearing and Sight. The hunter has advantage on
The hunter just ducks his head, watches the arrow Wisdom (Percep on) checks that rely on hearing and
fly by, and then shoots another into the centaur's sight.
chest.
Ac ons
Multiattack. The hunter makes two ranged a acks then
one addi onal ranged a ack against a creature within
5 feet of one of the original targets.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ., one target. Hit: 6 (1d8 + 2) piercing
damage.

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

127
Monster Hunter (XGE)
When innocent people are terrorised by monstrosities, they Monster Hunter
might recall seeing a scrap of parchment nailed to a job board: Medium humanoid (any race), any alignment
"For hire: a guy who kills monsters." A monster hunter is that
guy. Monster hunters know that the one thing that keeps them Armor Class 14 (hide armor)
from becoming the monster's next meal is preparation. A Hit Points 82 (11d8 + 22)
monster hunter uses spells like chromatic orb and protection Speed 30 ft.
from good and evil to take advantage of creature types,
vulnerabilities, and resistances, as well as using a magic
weapon that can adapt to different situations. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)
"A minotaur skeleton?" laughs the monster hunter,
flipping his halberd around to the hammerhead side. Skills Investigation +4, Nature +4, Perception +5,
"I've taken down worse." The skeleton swings its axe, Stealth +5, Survival +5
but the sprinkle of holy water misted into the air Senses passive Perception 15
seems to s ffen the skeleton's joints, and the monster Languages any two languages
hunter just ducks out of the way. Challenge 3 (700 XP)
"You don't understand!" yells his companion. "This
is a fire-breathing minotaur skeleton!" Hunter's Sense (3/Day). As a bonus ac on, the monster
The monster hunter scoffs, and as the minotaur lets hunter examines a creature it can see within 60 feet of
loose a jet of flame, the monster hunter smacks it in it, discerning whether the creature has any damage
the jaw with his halberd, sending the jet of flame immuni es, resistances, or vulnerabili es and what
upwards instead of downwards, and what li le fire they are. If the creature is hidden from divina on
s ll hits the monster hunter is absorbed into his magic, it senses that it has no damage immuni es,
halberd. The skeleton stumbles back in shock, and the resistances, or vulnerabili es.
monster hunter smacks the skeleton in the skull. Fire
bursts forth from the hammer and the skeleton's Innate Spellcasting. The monster hunter's spellcas ng
bones crack into pieces. ability is Wisdom (spell save DC 13, +5 to hit with spell
a acks). It can cast the following spells innately,
without expending material components.
3/Day each: absorb elements, chromatic orb, detect
magic, detect poison and disease
1/Day each: fog cloud, protection from evil and good
Slayer's Prey. As a bonus ac on, the monster hunter
designates one creature it can see within 60 feet of it
as its prey. The first me on the monster hunter's turn
that it hits its prey with a weapon a ack, the prey
takes an extra 7 (2d6) damage from the weapon.

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

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

128
Nightstalker (DAPC
(DAPC))
Lost in the Shadowfell, nightstalkers are forced to turn to Nightstalker
shadowy magics in order to survive, binding the corruption of Medium humanoid (any race), any alignment
the Shadowfell to unsuspecting beasts and bending them to
their will. The beasts have been stripped of their physical Armor Class 14 (hide armor)
bodies and exist only as extensions of the nightstalker. Although Hit Points 55 (10d8 + 10)
the nightstalker has since torn their way out of the Shadowfell Speed 30 ft.
and back to civilisation, they ind it nearly impossible to return
to normal life with the constant reminder of their dark deeds
simmering in a pocket dimension in their brain, with only one STR DEX CON INT WIS CHA
carefully spoken word the barrier to being released once more. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 16 (+3) 11 (+0)
Nightstalkers are naturally drawn to one another, as they are
the only ones in the world who can understand. Skills Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Alternative Beasts Languages any one language
Challenge 2 (450 XP)
A given nightstalker may have chosen a different form for its
animal thrall. If so, replace the nightstalker's Piercing Howl Shadow Thrall. The nightstalker has a shadowy thrall
action with a new action listed below, based on the animal. which relies on the nightstalker to determine how it
acts during combat.
Beast Ac on
The nightstalker can summon or dismiss its thrall as
Roar (Recharges after a Short or Long Rest). The
a bonus action. The thrall appears within 5 feet of
bear lets out a roar that infuses nearby creatures
the nightstalker when summoned. The thrall is
Bear with false energy. The nightstalker and up to 3
automatically dismissed if the nightstalker starts its
creatures of its choice within 30 feet of the wolf
turn more than 120 feet from its thrall.
gain 10 (3d6) temporary hit points.
The thrall has the base speed of the animal form it
Electric Zipper (Recharge 5-6). The eel flies 30 feet has taken, plus it gains a flying speed of 30 feet if it
in a straight line. Each creature within 5 feet of any can't fly already.
Eel posi on along that line must succeed on a As a bonus action, the nightstalker can magically
Dexterity saving throw or take 7 (2d6) lightning swap places with its thrall.
damage. The thrall is an illusion. Attacks made against the
Shadow Splash (Recharge 5-6). The octopus casts thrall automatically miss. It cannot be made to
Octopus color spray as a 2nd level spell, emi ng black oil make a saving throw. It is immune to magical
instead of a rainbow of colours. effects. Truesight and other methods of seeing
through illusions reveal the animal to be nothing
Pounce. The panther moves up to 30 feet towards a more than a twitching black ball of dark energy.
creature. If it ends this movement within 5 feet of
Panther
the target, the target must succeed on a Strength
saving throw or be knocked prone. Ac ons
Pursuit. The raven moves up to 45 feet towards a Multiattack. The nightstalker makes two a acks. It can
creature. If it ends this movement within 5 feet of replace one of its a acks with either its Thrall Strike
Raven ac on or its wolf's Piercing Howl.
the target, the target's movement speed on its next
turn is halved.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Venom Strike. A target within 5 feet of the snake ., one target. Hit: 5 (1d6 + 2) piercing damage.
must succeed on a Cons tu on saving throw or
Snake Longbow. Ranged Weapon Attack: +4 to hit, range
take 9 (2d8) poison damage and become poisoned
un l the end of its next turn. 150/600 ., one target. Hit: 6 (1d8 + 2) piercing
damage.
A nightstalker with an animal thrall not included here can Thrall Strike. Melee Spell Attack: +5 to hit, reach 5 .,
choose one of the listed effects that feels the most thematically one target within 5 feet of its animal thrall. Hit: 11
appropriate for their animal. (2d10) necro c damage. The animal thrall can move up
to its speed before or a er making this a ack.
A shadow dances upon the walls of the castle with the Send Thrall. The nightstalker's thrall moves up to its
flickering of torch light. The guard yawns. There speed.
haven't been any murders in at least three weeks. Piercing Howl (Recharges after a Short or Long Rest).
What's all the fuss about, anyway? The wolf lets out a terrifying howl. Each creature
But the shadow peels itself off the wall, taking the within 30 feet of it must succeed on a Wisdom saving
form of a shiny black panther, an animal the country throw or become frightened of the nightstalker for 1
boy guard has never seen before in his life. As he tries minute. An affected creature can remake this save at
to make out what it is, it pounces and knocks him the end of each of its turns, ending the effect on a
clean over the edge of the wall. success.

129
Primeval Guardian (UA
(UA))
Primeval guardians are rangers who were entranced by dryads Primeval Guardian
and gifted the power to transform into trees. This gift came Large plant, any alignment (usually chaotic)
with a curse, however, as soon a tree became the only thing
they could turn into. Soon the tree form was all they knew. It Armor Class 15 (natural armor)
was all they had ever known. All they had ever been. Hit Points 204 (24d10 + 72)
Speed 20 ft.
"Why is it so hard to move through the bush in these
thick patches here?" you complain. "Aren't you STR DEX CON INT WIS CHA
supposed to be a guide?"
"I never said it would be easy. Oh no --" Your guide 19 (+4) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
disappears into the bushes with a puff of leaves and
vines. Senses passive Perception 13
"Vendros?" you ask, meekly. "Are you there?" Languages Sylvan plus any one language
A branch with curling thorns flies out of the Challenge 8 (3,900 XP)
darkness, ripping your shirt to shreds.
Guardian Soul. The primeval guardian gains 10
temporary hit points at the beginning of each of its
turns.
Rooted Defense. The ground within 30 feet of the
guardian is difficult terrain.
Sylvan Thorns. The guardian's weapon a acks are
magical. When the primeval guardian hits a creature
with a slam a ack, it deals an addi onal 7 (2d6)
piercing damage (included in the a ack).

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

130
Rogues

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

Rogue Gangs Inquisitors


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

Demographics Masterminds
Swashbucklers
A rogue gang might include ... Shadow Rogues
Thieves
20 rogues, which may include spies, master thieves,
assassins, and bandit captains Reconnaissance
10 thugs, bandits, or dirty fighters as enforcers Squads of rogues in the military band together for strength in
10 wretched commoners, such as hobos and street numbers. Their strong social bond makes them ideal for
urchins, who exchange information for scraps of food carrying out dangerous missions in enemy territory without
5 city watch guards on the take being seen. These might include assassinations, target
5 contacts (commoners) who can get them what they need extractions, kidnappings, intelligence gathering, or setting
2 nobles susceptible to bribery deadly traps. When the mission inevitably goes south, everyone
in the gang has each other's backs.
Modus Operandi Assassins
Espionage Guerilla Scouts
Whether recruited for shady corporate embezzlement, Masterminds
blackmail on a political rival, or even private detective work, an Swashbucklers
espionage agent blends in and tries not to make themselves Shadow Rogues
noticed. Their job is to gather information, not valuables. Of
course, most rogue gangs struggle to keep a low pro ile forever,
and these missions usually come with an expiration date:
things will soon start to unravel.

131
Statblocks
Tier One
Crime Boss
Medium humanoid (any), any non-good alignment
Arcane Thief (NPC pg. 135)
Bandit (MM pg. 343)
Bandit Captain (MM pg. 344) Armor Class 16 (breastplate)
Discount Assassin (NPC pg. 136)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
Guerilla Scout (NPC pg. 137)
Inquisitor (NPC pg. 138)
Mastermind (NPC pg. 139) STR DEX CON INT WIS CHA
Master Thief (VGM pg. 216)
Privateer (NPC pg. 141)
13 (+1) 17 (+3) 13 (+1) 18 (+4) 17 (+3) 19 (+4)
Scout (MM pg. 349)
Shadow Rogue (NPC pg. 140) Saving Throws Dex +7, Int +8, Wis +7
Spy (MM pg. 349)
Skills Deception +12, History +8, Insight +11,
Intimidation +12, Perception +8, Persuasion +8,
Swashbuckler (VGM pg. 217)
Sleight of Hand +7, Stealth +7, Thieves' Tools +11
Thug (MM pg. 350)
Senses blindsight 10 ft., passive Perception 17
Languages Thieves' Cant, plus any two languages
Tier Two Challenge 12 (8,400 XP)
Assassin (MM pg. 343)
Evasive. When the crime boss is targeted by an effect
Tier Three that forces the crime boss to make a Dexterity saving
Crime Boss (NPC pg. 132) throw to take only half damage, it instead takes no
damage if it succeeds and half if it fails.
Tier Four
Crime Lord (NPC pg. 133) Elusive. No a ack roll has advantage against the crime
boss while it isn't incapacitated.
Gang Strategies Legendary Resistance (3/Day). When the crime boss
fails a saving throw, it can choose to succeed instead.
Friends Close, Enemies Closer. If a gang of rogues doesn't
have to ight, they'll avoid it. They'd rather keep up Loyal Goons. When the crime boss is targeted by an
appearances until there is absolutely no other option. a ack and an ally is within 10 feet of it, the crime
boss's ally can use its reac on to swap places with the
Location, Location, Location. Ideally, a gang plans out its
crime boss, and the ally becomes the target instead.
engagements ahead of time, casing the encounter location with
traps, cover, and methods of escape. Master of Tactics. The crime boss can use the Help
Always Have a Getaway Plan. When a job goes south, ac on as a bonus ac on. When used to assist an ally in
rogues scatter. Each rogue has its own individual escape a acking a creature, the target of the a ack can be
planned out, making it impossible to capture the entire gang at
within 30 feet of the crime boss.
once. The rogues fan out across the entire city and wait for the Sneak Attack (1/Turn). The crime boss deals an extra 24
heat to die down. (7d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
Rogue Tactics the target is within 5 feet of an ally of the crime boss
that isn't incapacitated and the crime boss doesn't
Sneak Attack. A rogue's tactics revolve wholly around have disadvantage on the a ack roll.
maximising the potential of their sneak attack damage.
Generally, they achieve this in the following ways: Ac ons
Multiattack. The crime boss makes two a acks with its
Strike from the Shadows. Rogues prepare ambushes
rapier.
ahead of time so that when they pop out to make their
attack, the enemy is caught unawares and advantage is Rapier. Melee Weapon Attack: +7 to hit, reach 5 .,
granted on the attack roll. one target. Hit: 7 (1d8 + 3) piercing damage.

Reac ons
Uncanny Dodge. The crime boss halves the damage
that it takes from an a ack that hits it. The crime boss
must be able to see the a acker.

132
Send Out the Goons. Allies of the rogues without sneak
attack, such as thugs and bandits, are sent out to engage
Crime Lord tough enemies in melee combat. With an ally in melee range,
a rogue can land its sneak attack more easily. For rogues
Medium humanoid (any), any non-good alignment
that use daggers and shortswords rather than bows, their
allies might go one step further and use the Shove action to
Armor Class 17 (half plate)
knock an enemy prone so that the rogue can gain advantage
Hit Points 220 (40d8 + 40)
on attacks to kick the poor bastard while they're down.
Speed 30 ft.
Help. It's better for one rogue to gain sneak attack than for
two to strike without it, so rogues will often use the Help
STR DEX CON INT WIS CHA action to distract and disorient their foes so their ally can
land a precise shot.
13 (+1) 19 (+4) 13 (+1) 20 (+5) 18 (+4) 20 (+5)

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

133
The Cover Story
The Brains Big Daddy and Big Momma pose as a soon-to-be-married
Fylo "King Bee" Baxter is a half-elf bartender. After The couple. They want to hold a lavish wedding ceremony, but being
Accident, which resulted in his best friend's death, he retired half-orcs, no wedding organisation will perform a ceremony for
and took on some low-skilled work. He was hired for his good them due to deep-seated prejudices against their kind. No
looks, but he's managed to stay at the same job for three years, organisation, at least, except for Fylo Baxter of King Bee
maintaining job security by proving himself invaluable at Ceremonial Services, who went against the advice of his
dealing with rowdy customers, supernaturally avoiding business consultant, Stefan Gallagher. King Bee took pity on the
disastrous breakages, and ... well ... sleeping with his boss. Little odd couple and promised them to have a ceremony as great as
lourishes of magic here and there are brushed aside due to his any "regular" couple would have.
elven heritage, even though the magic he knows has nothing to Worried that a riot might break out to protest the ceremony,
do with the elves and everything to do with his desire simply to Stefan offers the party a large sum of money to act as protection
steal. for the guests. They have to keep on the lookout for any anti-orc
Lucian convinces this arcane thief to join by convincing him sentiment and quash it immediately.
that his skills are wasted in a dingy little tavern in the wrong
side of town. Fylo should be seeing his face plastered across The Reception
wanted posters, living life at large right under the noses of the Lucian performs as the priest in the ceremony. Using some of
city watch. Isn't that what he wants? Isn't that what he Stefan's considerable savings, he has hired suits, ties, and a
deserves? shower for the local homeless population to act as seat- illers to
give off the impression of many guests. Feathers performs as a
The Charm wedding singer, and her song is so entrancing that the party
members have disadvantage on Wisdom saving throws and
Xelephise "Feathers" Anastasia is a harpy in disguise as a checks to identify illusions or see through disguises.
beautiful human woman. She came to the city decades ago with While Lucian reads out incredibly long-winded and self-
her human lover, but he left her destitute when someone even indulgent poetry about marriage, King Bee casts suggestion on
more alluring came along. The big score of The Accident was a party member to leave the magic item in question on a table
meant to be her ticket out of the city, but when things went at the back. If this doesn't work, King Bee will simply cast
south, she had to lay low for a while, rebuilding her life piece by invisibility on himself and steal it with his invisible mage hand.
piece. She has a fairly consistent career as a wedding singer, but If everything goes well, the party won't realize what's
the life of an artist is not the life of a wealthy woman. According happened until the wedding is all over. At which point, the
to her inances, it'll be ive years before she earns enough to Tricksters Magnanimous will have long made off with the prize.
charter passage on a ship back to her homeland. To prepare for everything going wrong, Lucian uses his
Lucian convinces this arcane thief to join by promising her rapier as a ceremonial sword and there are several
that this will be the biggest score yet. If she does this one job conspicuously-placed ropes hanging in the reception hall.
for him, she'll have enough money not just to charter passage
on a ship, but to buy that ship for herself. All she has to do is Everything Goes Wrong
cozy up to a few rough and tumble adventurers. What could be No plan survives contact with the enemy. When things
easier? inevitably go wrong for the Tricksters Magnanimous, they'll
start an encounter with the party, rolling initiative. All of the
The Wild Card homeless people immediately run for the door.
Feathers immediately charms a party member to defend her
Stefan Gallagher now works for the city bank. He has put his life
(ideally the one with the magic item in question).
of crime behind him after his younger brother Newman was
Lucian, Big Daddy, and Big Momma work together to take out
killed in The Accident. A few bribes, a few in luential
any threats in the party, particularly magic users. Lucian will
connections, and he's secured a high-paying job in an exciting
use his bonus action Help so Stefan or Fylo can get a sneak
sector of work that he inds emotionally rewarding. What could
attack off.
possibly convince him to come back for one last score?
Stefan and King Bee will help out Lucian only if they've
Lucian convinces this arcane thief to come back for one last
successfully nabbed the magic item, but by then, it's probably
score by lying to him. Apparently, Newman Gallagher is still
time to get the hell out of here.
alive. The city watch faked Stefan's brother's death in order to
break up the Tricksters Magnanimous, and Stefan was given a
new identity and a new life far away. These new adventurers,
Getaway Plan
Once the Tricksters Magnanimous have their hand on the magic
the one we're running a heist on? They know where to ind him.
item, it's time to get out of the situation quick. Feathers casts
They can tell you everything.
rope trick on the pre-planted ropes and just lies up into the
pocket, pulling the rope up behind her. Another member of the
The Plan gang may or may not be able to grab the rope quick enough to
Lucian's plan is elaborate (perhaps needlessly so) and requires come with her. Otherwise, the gang casts invisibility when
the use of all six Tricksters Magnanimous working together in possible or takes the Hide action to duck away through one of
perfect harmony. They've been rehearsing for weeks. the many secret exits. Big Daddy and Big Momma will have the
toughest time escaping and will probably want to grab onto
Feathers' rope before it's too late. With any luck, the whole
crew can safely get away and lie low.
134
Arcane Thief (PHB)
Thieves steal. Arcane thieves steal with dramatic lair. An Arcane Thief
invisible hand lifts an ancient vase and smacks it against the Medium humanoid (any race), any non-lawful
head of the auctioneer trying to sell it off. A burglar climbs a alignment
convenient rope and disappears impossibly into the ceiling. A
guard freezes in horror as someone with his own face brazenly Armor Class 15 (studded leather)
takes the keys out of his hands. Arcane thieves use magic even if Hit Points 77 (14d8 + 14)
it would be easier to just grab the gold and run. Speed 30 ft.
This rogue its the archetype of the Arcane Trickster.
STR DEX CON INT WIS CHA
You feel your pockets. Nothing. God dammit, not
again. You dash around the corner to see Madame 10 (+0) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 15 (+2)
Puffre y, your trusted friend, hiking up her skirt as she
makes off with the amulet. And as she runs, her Skills Deception +4, Sleight of Hand +7, Stealth +5,
disguise melts away to reveal a scrawny urchin girl Thieves' Tools +7
instead. "You!" you shout. "Not this me, not a er Senses passive Perception 11
you got away with my earrings last week!" Languages Thieves' Cant plus any two languages
The girl giggles and chucks pocket sand -- powdered Challenge 3 (700 XP)
corn? -- onto a rope strewn about in the alley. The
rope rises high into the air like a dancing snake, and as Invisible Hand. The thief gains addi onal benefits when
she wraps a curly piece of parchment around it, she it casts mage hand. For a creature to no ce the hand or
shoots up the rope into a pocket in reality itself, the tasks the hand is performing, it must succeed on a
disappearing into thin air. You lunge for the rope, but Wisdom (Percep on) check.
she pulls it out of your reach. The li le door between
dimensions shrinks to a close, giving you one last The hand created by the spell is invisible.
glimpse of her blowing a raspberry at you. The thief can use the hand to stow or retrieve one
object into or from a container worn or carried by
another creature, or to use its Thieves' Tools.
The thief can use its bonus action to control the
hand, or to distract a creature within range of the
spell. If it distracts a creature, it gains advantage on
attack rolls against the target until the end of the
thief's turn.

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


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

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

135
Assassin (PHB)
Assassins kill people really well. They are as varied in their Discount Assassin
methods and their motives as the rest of all people in the world. Medium humanoid (any race), any alignment

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


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

"You said you'd make her sleep with the fishes," you STR DEX CON INT WIS CHA
say, sternly.
"I know," your assassin says. "Stuck her in the neck 10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
with a blowdart and she fell off the gondola into the
water. She was technically asleep, I think, and there Skills Stealth +6
were fishes." Senses passive Perception 10
"She survived!" Languages Thieves' Cant plus any one language
"I fulfilled my end of the bargain! Where's my Challenge 1 (200 XP)
twenty gold?"
Ambusher. The assassin has advantage on a ack rolls
against creatures it has surprised.
Sneak Attack (1/Turn). The assassin deals an extra 7
(2d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of an ally of the assassin that
isn't incapacitated and the assassin doesn't have
disadvantage on the a ack roll.

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

136
Guerilla Scout (XGE)
Great commanders aren't enough. A proper army needs people Guerilla Scout
who can sneak up on other people, murder them brutally, and Medium humanoid (any race), any alignment
get away clean.
The guerilla scout is most effective with the element of Armor Class 14 (leather armor)
surprise, where it can punch well above its weight class (i.e. Hit Points 44 (8d8 + 8)
challenge rating). After the irst turn, or if the scout can't Speed 40 ft.
surprise its foe, it is much less effective and much more easily
defeated. For a weaker, more generic scout statblock, you can
use the scout from the Monster Manual.
STR DEX CON INT WIS CHA
This rogue its the archetype of the Scout. 10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 10 (+0)

"What was that?" you say. You nudge your Skills Athletics +2, Nature +6, Perception +6, Stealth
companions awake. "I can feel eyes watching us." +7, Survival +8
"We're secure," says the lieutenant. "Unless Senses passive Perception 16
someone's pped the enemy off to our loca on, Languages Thieves' Cant plus any two languages
they'll never --" but he's cut off by an arrow straight Challenge 2 (450 XP)
through his cheek and into his brain.
You leap to your feet, and your squire tries to leap Guerilla Fighter. The scout has advantage on ini a ve
to his, but an arrow through his femoral artery and he checks. The scout can ignore the limita on of 1 use of
collapses in a pool of blood. You look up to see two sneak a ack per turn if each use of it is against a
yellow eyes in the darkness, then a whizz, and an different surprised enemy and as long as the
arrow flying at your head. requirements for sneak a ack are otherwise met.
Sneak Attack (1/Turn). The scout deals an extra 10 (3d6)
damage when it hits a target with a weapon a ack and
has advantage on the a ack roll, or when the target is
within 5 feet of an ally of the scout that isn't
incapacitated and the scout doesn't have disadvantage
on the a ack roll.

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

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

137
Inquisitor (XGE)
In a world under siege by inconceivably powerful magic, Inquisitor
inquisitors can achieve all they can and more with nothing but Medium humanoid (any race), any lawful alignment
a few choice words and a knowing look. The people they lock
up often describe them as "emotionally terrifying". Armor Class 15 (chain shirt)
This rogue its the archetype of the Inquisitive. Hit Points 66 (12d8 + 12)
Speed 30 ft.
A dark room. A swinging hooded lantern. Broad
shadows cast on the walls beyond the small pool of STR DEX CON INT WIS CHA
light you sit under. A halfling woman hops up onto the
seat across from you. You can't see her guards, but 9 (-1) 15 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)
they sound big by their footsteps. She places an
amulet on the table and turns it towards you with a Skills Insight +7, Intimidation +6, Investigation +5,
scrape. Perception +5
"Recognise it?" Senses passive Perception 20
"Never seen it before --" Languages Thieves' Cant plus any three languages
"Lie." Challenge 2 (450 XP)
"What? Okay, fine, it was an heirloom --"
"Lie." Eye for Detail. The inquisitor has advantage on Wisdom
"How -- what? Okay, okay, you got me. I stole it (Percep on) and Intelligence (Inves ga on) checks.
from an old mariner on the docks. You know how us
halflings get. We see something shiny, we go a get Sneak Attack (1/Turn). The inquisitor deals an extra 10
our hands on it. I was meaning to give it back. You (3d6) damage when it hits a target with a weapon
go a trust me." a ack and has advantage on the a ack roll, or when
"That's not true at all." the target is within 5 feet of an ally of the inquisitor
"What, you never stole nothing? Gimme a break, that isn't incapacitated and the inquisitor doesn't have
halfling girl." disadvantage on the a ack roll. The inquisitor also
"That's not true because you're not a halfling." doesn't need advantage if it has detected the presence
Your blood runs cold. She knows. of decep ve magic from its target creature using its
Unerring Eye.
Unerring Eye (3/Day). The inquisitor can use a bonus
ac on to sense the presence of illusions,
shapechangers not in their original form, and other
magic designed to deceive the senses within 30 feet of
it, provided it isn't blinded or deafened. The inquisitor
senses only the presence of these effects, not their
form.

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

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

138
Mastermind (SCAG, XGE)
A thousand strong warriors have died in battle, but if a Mastermind
mastermind is to believed, no smart one has. Medium humanoid (any race), any alignment

You've never seen orcs working together like this Armor Class 14 (leather armor)
before. Their chie ain is a half-orc, skinny by orc Hit Points 55 (10d8 + 10)
standards, but his eyes show a remarkable Speed 30 ft.
intelligence.
"Shank the mage!" he shouts, and your wizard goes
down in a hail of javelins. But he's made a mistake -- STR DEX CON INT WIS CHA
he's revealed that he's the one keeping the orcs in 10 (+0) 16 (+3) 13 (+1) 20 (+5) 15 (+2) 18 (+4)
synchronisa on. If you find out what he's thinking, the
ba le will be yours. You flip a copper piece in the air Skills Arcana +7, Deception +8, History +9,
and feel your mind connec ng with his, but to your Persuasion +6, Stealth +5
horror, there is nothing inside. Senses passive Perception 12
He's empty. Languages Thieves' Cant plus any four languages
He looks to you and grins. "Found another mage." Challenge 2 (450 XP)

Loyal Goons. When the mastermind is targeted by an


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

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

139
Privateer (SCAG, XGE)
Privateers man warships in search of lawbreakers to hunt Privateer
down, but they can also be tempted towards lawbreaking Medium humanoid (any race), any alignment
themselves without proper measures of control from their
superiors. Armor Class 15 (studded leather)
This rogue its the archetype of the Swashbuckler. Hit Points 60 (9d8 + 9)
Speed 40 ft., climb 40 ft., swim 40 ft.
Swashbuckler, VGM 217
The swashbuckler from Volo's Guide to Monsters is a good
statblock to represent a rogue with the swashbuckler STR DEX CON INT WIS CHA
archetype. Presented is an alternate interpretation that uses 12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 15 (+2)
further roguish tricks to supplement its ighting style, much
closer to how a swashbuckler feels as a subclass. Skills Acrobatics +5, Athletics +3, Survival +3,
Vehicles (Water) +3
Senses passive Perception 11
The pirate glides and dances from one of your
Languages Thieves Cant plus any two languages
crewmates to the next, slashing an arm here, a leg
Challenge 3 (700 XP)
here, shoo ng off a crossbow bolt into someone's
beloved parrot at one moment, and pushing your
quartermaster into the water the next. Cunning Action. The privateer can take the Dash,
"For Umberlee's sake, someone grab hold of him!" Disengage, or Hide ac ons as a bonus ac on on its
It's no use. Now he's halfway up the bloody mast. turn.
Fancy Footwork. During the privateer's turn, if it makes
a melee a ack against a creature, that creature cannot
make opportunity a acks against it un l the end of the
privateer's turn.
Sneak Attack (1/Turn). The privateer deals an extra 7
(2d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of the privateer and the
privateer doesn't have disadvantage on the a ack roll.

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

140
Shadow Rogue (DAPC
(DAPC))
A non-evil creature slain by a shadow has a new shadow rise up Shadow Rogue
from its corpse. Should the creature be returned to life, Medium humanoid (any race), any alignment
however, the undead monster remains. The creature's true
shadow disappears while its monstrous shadow stalks it, Armor Class 14 (leather armor)
waiting for the right moment to drain the life of its former host. Hit Points 44 (8d8 + 8)
Some deft rogues, however, are slippery enough to both cheat Speed 30 ft.
death and escape the consequences, and have formed a pact
with their monstrous shadow for greater collective power.
STR DEX CON INT WIS CHA
You stand over the boy. It's distasteful killing someone 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 15 (+2)
so young, but you can't let them live with the secrets
they possess. And the fact that he didn't have a Skills Deception +6, Stealth +7
shadow ... that just creeped you out. You take a few Senses passive Perception 12
hours to clean the scene and pose the body to look Languages Thieves' Cant plus any two languages
like an accident. As you turn to leave, something Challenge 1 (200 XP)
makes you stop. You look back at the body, and it's
gone. Shadow Pact. The rogue casts no shadow. It has
A whisper in your ear. "I should thank you. It's been advantage on Dexterity (Stealth) checks in dim light or
a while since I've been reunited with my old friend." A darkness. Its shadow, represented by the shadow
chill runs down your spine, and with a pinch of dust statblock, has a mental connec on with the rogue
sprinkled across your face, you fall unconscious to the while they are within 500 feet of each other. Within
floor. this range, they have two-way telepathy. Addi onally,
as a bonus ac on, they can teleport to the other's
loca on as long as they are both on the same plane of
existence. They also share the Black Eyes ac on.
Shadowy Magic. The rogue and the shadow share the
same innate spellcas ng abili es, drawing from the
same pool of available spells. Spells unavailable to the
rogue also become unavailable to the shadow, and vice
versa. Their shared innate spellcas ng ability is
Wisdom (spell save DC 10, +2 to hit with spell a acks).
They can cast the following spells.
At will: chill touch, dancing lights, thaumaturgy
6/day: darkness, fog cloud, misty step, sleep
3/day: invisibility, pass without trace
1/day: hunger of Hadar
Shadowy Resurrection. If the rogue or the shadow are
killed, a member of the pair that is s ll alive can spend
1 hour to resurrect the other as long as 30 days have
not passed. If the rogue leaves behind a body, it
disintegrates. The resurrected rogue or shadow
reappears within 5 feet of the resurrector.

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

141
Thief
Thieves are as varied as anyone else. Anyone from a poor
urchin to a bratty nobleman's son looking for adventure can be
a thief. All they need is a total disregard for the concept of
ownership.

Master Thief, VGM pg. 216


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

"Damn burglars!" you scream, rifling through your bag


of materials. You find a hardened clump of bat
excrement mixed with foul-smelling sulfur. You thrust
it forward at the intruders. At the end of a streak of
bright light, a fireball blossoms and consumes them.
You smirk as their flesh curdles.
But one stands up. Somehow, while his companions
scream and die around him, this one burglar has
go en away with only a few light scuffs on his jacket.
"So, it's like that, old man? Well then," he says,
pulling out a crossbow. "How fast can you dodge?"

142
Sorcerers

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

Sorcerer Families Draconic Bloodline


A polymorphed dragon seduced and mated with a human, and
A sorcerer family is a line of several generations of sorcerers the children produced as a result became draconic sorcerers. As
that live together under a collective roof. They are often rich, they grew of age, they found that the only creatures that
inheriting the collective wealth of all the generations above appealed to them as partners were dragonborn, half-dragons,
them in a home that was constructed well before their time. and other draconic sorcerers. Regular humanoids became ugly
The secrets of a sorcerous family are jealously guarded and and imperfect. Subsequent generations quickly shed away the
pressure for children to keep the bloodline pure can be typical homes of their people in favour of dungeons illed with
overwhelming. Idiosyncrasies are passed down just as easily as glorious mountains of loot.
powers. Paranoia is spread the same as seed.
Dysfunctional. Sorcerer families are never normal, and Dragon Sorcerers
their relationships to one another are often strained almost but
not quite to the point of breaking. Given the nature of their Divine Intervention
powers and the fear of outsiders, this breaking point is further Gods may take particular interest in a mortal that embodies
than most families and the weirdness of each family member is their values perfectly throughout their life, gifting that mortal
accentuated beyond what any normal person would ind with a touch of the divine. These favoured sorcerers spread that
acceptable. Abuse and gaslighting are as common as eating and divine touch throughout generation after generation, each
sleeping. Love is intermingled with hate. expected to complete greater and greater deeds than the
Corruptive. Depending on the nature of a sorcerer's magical generation before them. They live in great palaces, lavished
powers, the family home takes on some of the aspects of the with wealth and praise, as every act that supports their god
people within it, and subsequent generations are corrupted by puts them in the way of even greater fortune.
the same aspects that the home embodies. A sorcerer prone to
Favoured Chosen
its of violent rage will imbue his home with crashing shuttered
windows, rocking towers, and bursts of ire exploding from the
hearth, and each of his children will be illed with the same
Searing Flame
There are many forms of resurrection, but none provide the
untamed rage, only this time turned inward at the house rather
bene its of being reborn by the lames of a phoenix. They are
than at the source of their pain. A sorcerer who shakes and
granted power over lame, and their irstborn child is born a
shivers from her fear of the outside world will ind her house
husk, soulless and empty, a vessel for the sorcerer to inhabit
boarded up, pushed underground, with cold breezes preventing
once their mortal body decays. While the irst of the family line
a good night's sleep while the world chatters outside, and her
can be assured that they have been granted something close to
children's eyes will grow dark circles as every night is spent
immortality, any additional children by the same sorcerer can
vigilant against intrusion from the outside world.
only discover whether the lame rests in themselves as well by
tasting the threshold of death, a risk that many are unwilling to
Demographics take. Instead, they live out their lives in their family's
suffocating forge, always with the ultimate question unspoken
In a family of 20 people ...
on their lips.
1 is a matriarch (sorcerer)
Phoenix Sorcerer
1 is a patriarch (sorcerer)
1 is a mother (sorcerer or commoner)
1 is a father (sorcerer or commoner)
The Song of the Sea
Floating together on a houseboat, families of sea sorcerers are
2 are children (sorcerers)
nomadic, sailing the oceans and the rivers ever in search of
2 are uncles (sorcerers or commoners)
something that none can put into words but all share a deep
2 are aunts (sorcerers or commoners)
yearning for. Their ancestors were seduced by sirens, and that
4 are cousins (sorcerers)
yearning has been passed down for centuries.
1 is a bachelor (sorcerer)
1 is a spinster (sorcerer) Sea Sorcerer
4 are duds (commoners)
143
The Shadowfell
It would be foolish to enter a realm of loss and think that such a Statblocks
realm wouldn't take a part of you with it. The home of a family Given the heavy reliance on the sorcerer's bloodline in
of shadow sorcerers is a mansion that is half real and half fake, determining their powers and spells, it's recommended to use
with children claiming the existence of a dozen false doors and the sorcerers from the NPC Statblock Compendium to
secret passages that were never there in the irst place while represent the matriarchs, patriarchs, and parental sorcerers
the elders constantly stumble into walls and doors that weren't within a family. Vampiric Sorcerer families might use a
there when they were young. The Shadowfell hangs over their vampire statblock as its matriarch or patriarch, and it's
home like a magician's curtain, taking what it wants and leaving recommended to use this as inspiration for other possibilities
behind only sorrow and regret. for the sorcerer family you create (such as the patriarch of a
stone sorcerer family becoming a galeb duhr or the matriarch
Shadow Sorcerer
of a phoenix sorcerer family literally becoming a phoenix
elemental).
Buried Alive
An ancestor unjustly buried alive can grant their children and
their children's children the power to harness the power of the
Tier One
Apprentice Mage (VGM pg. 209)
earth to take vengeance on those who wronged them. Such a
Deathtouched Sorcerer (NPC pg. 149)
power is as much a curse as it is a boon, as the starkly apparent
Shadow Sorcerer (NPC pg. 154)
skin of stone is impossible to hide. While the culprits may be
Vampiric Sorcerer (NPC pg. 157)
centuries dead, all trace of them erased from the world once
and for all, the powers remain and the drive to exact justice
never fades away, spurring the family to seek out ever more
Tier Two
Dragon Sorcerers (NPC pg. 150)
loosely related quests in the hope that this time it will be
Mage (MM pg. 347)
enough to rid their line of their curse. It never will be enough.
Sea Sorcerer (NPC pg. 153)
Stone Sorcerer Storm Sorcerer (NPC pg. 154)

A Dark and Stormy Night Tier Three


In a rickety lighthouse on the edge of the world, where howling Archmage (MM pg. 342)
winds rock babies to sleep and the crack of thunder rouses Favoured Chosen (NPC pg. 151)
parents from their slumber, a family of sorcerers resides, Phoenix Sorcerer (NPC pg. 152)
forever locked in their tower lest the raging storm inally Stone Sorcerer (NPC pg. 155)
overpower their magic and spread across the world, destroying
everything it touches. Tier Four
Matriarch/Patriarch Sorcerer (NPC pg. 145)
Storm Sorcerer

A Vampire's Kiss Family Strategies & Tactics


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

144
A few of these abilities are included here to quickly get across
the lavour of a certain bloodline of sorcerer. You can refer to
Matriarch/Patriarch the relevant subclass listed in the NPC Statblock Compendium
for the full text of the abilities. Any changes are listed here.
Sorcerer Deathtouched Sorcerer
Medium humanoid (any race), any alignment

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

Senses passive Perception 12


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

Ac ons Misty Escape.


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

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

145
The Lovelace Family Isaiah Lovelace and Amelia
Race. Human. Norwood-Lovelace
Source of Power. The Shadowfell. Professor Ellison Lovelace's eldest son became a renowned
Featured Subclass. Shadow Sorcerer. architect, contributing to several important buildings in
The Lovelace family lives in a mansion (called Shadowmend) Waterdeep and Baldur's Gate, mainly theatres (for he loved the
on a hill above a sparkling lake, an idyllic plot of land that theatre). He built the family's mansion Shadowmend for
lourishes and thrives in the day but becomes hard with frost at everyone to stay when his father's painful arthritis lared up.
night. Starting at dusk, howling winds cause shutters to slam At the time work started on the mansion, he was engaged to
periodically. The glow of the moon turns threateningly green in a theatre actress named Amelia Norwood with whom he now
the re lection of the water. A thick black fog creeps up the side has three young girls. Amelia was known for her work
of the hill, pawing at the slats of the mansion's supports, portraying bombastic villains in plays and was entranced by
threatening to bring the whole thing crashing down into the Isaiah's "inner darkness" while they were young. The novelty of
lake until inally the irst rays of the sun in the morning push a tortured inner soul wore thin, but by then she traded her love
back the darkness. Once the light of dawn strikes the house, the of his darkness for a love of his thoughtfulness. Despite his
terrors of the night are over. shadowy powers, she sensed that he was a man who put a lot of
These terrors come from the troubled dreams of the family's effort into making life better for those he cared about.
patriarch, once a powerful noble who funded, with Which is why she has been trying to tear him away from his
considerable expense, several expeditions into the Shadowfell father.
in the hopes that what the adventurers he had hired brought Isaiah is represented by a shadow sorcerer statblock with
back with them would be enough to off-set the cost and propel an Intelligence of 18 (+4). He has pro iciency in Carpenter's
him into a more venerable position at his university. On the last Tools (+7) and Mason's Tools (+7). Amelia is represented by a
expedition, only one survivor returned, and once the patriarch commoner statblock with a Charisma of 17 (+3) and
had welcomed him back, that survivor evaporated into black pro iciency and expertise in Performance (+7).
fog and pressed itself into the screaming professor's skin.
While no side effects were observed at the time, the
professor's wife soon had a baby that undoubtedly carried with
Batilda and Hector Morgan
it the taint of the Shadowfell. And thus that shadow's bloodline The professor's second child was a daughter, Batilda, named
was passed down with the professor's. More than half a century after her mother. She has pale features, big black eyes, and long
later and the entire family is consumed with the taint of the raven hair that seems to low with ghostly energy. On account
Shadowfell, still somehow obsessed with retaining their of her otherworldly beauty, she has never had need of work,
family's venerable position as nobility. nor ever been wanting of suitors. It came as a bit of a shock
when she married Hector Morgan.

Professor Ellison Lovelace Thirty years her senior, Hector Morgan was a twice-widowed
isherman whose children had all either died or led his small
Ninety- ive years old and barely mobile, the professor is the town for good. He had resigned himself to living out his days
patriarch of the Lovelace family, and despite his age he still alone in his hometown, calming his troubled thoughts with the
believes he has his mind. He is represented by the patriarch calm of ishing and letting his skin turn tough and leathery
sorcerer statblock with Darkness Incarnate granted from under the sun. When Batilda Lovelace visited his small town
his shadowy in luence. His speed is 5 feet and he requires during an excursion as part of her university studies, he took
support from an ally to prevent falling prone. He has an her out ishing on a whim and, against all the odds, she
Intelligence of 18 (+4) and skill in Arcana (+9) and History instantly fell in love.
(+9). He almost always uses Subtle Spell as his metamagic With Batilda now forty years old and having lost none of her
option because his voice is shaky with age and his hands are beauty, her seventy-year-old isherman husband looks
always curled up painfully from arthritis. He can cast spells extremely out of place in Shadowmend amidst the weirdness of
without this metamagic option, but it's dif icult for him to do. the Lovelace family. Some days he wonders if he had traded one
Despite being physically fragile, his huge pool of hit points is life of sadness for another, and he spends most afternoons out
justi ied by the protection of his shadowy interloper who has on the lake ishing. He knows well not to stay out past dusk.
remained with him all this time. Batilda sometimes joins him, though the difference in their age
Professor Lovelace has a ierceness to his gaze, his voice, and is starting to catch up with her and she spends much more time
his actions that has remained with him despite his age. He is with her two children and on shopping trips to the nearby
strongly opinionated about political concerns and still thinks cities.
that the academy should have recognised him for his Batilda is represented by a shadow sorcerer statblock.
contributions to the world's understanding of the Shadowfell. Hector is represented by a commoner statblock with
He expects his children and his grandchildren to continue his pro iciency in Survival (+2).
academic pursuits. Often a crafty "investor" will attempt to
siphon some of his family's money for a fruitless undertaking,
but the professor will have none of it. He can sense scammers
from a mile away, he claims. Instead, he has invested a
considerable amount of his family's money in property and
renovations for a few different academies. It's what his late wife
Batilda would have wanted.
146
Sable and Karver Crighton Ethel and Finch Morgan
While the professor's irst two children were born with the Batilda's spoiled little brats are Ethel, fourteen, and Finch,
same powers of the Shadowfell that he possessed himself, his twelve. The only people who seem to love them are Batilda.
second daughter Sable was born without. While most people Even Hector has grown exhausted by their antics. His daily
would celebrate the lack of darkness within her, her family ishing trips are in part an excuse to get away from the two
certainly did not, and she was relentlessly bullied by Batilda snivelling little rodents he calls his children.
throughout her childhood. Ethel has little concept of ownership, having been given
As soon as she turned eighteen, she led to Waterdeep to practically everything she has desired for her entire life. She
make a new life for herself in the city, becoming an apprentice frequently steals jewellery off of Aunt Sable's dresser, costumes
jeweller and historian thanks to her knowledge of relics from from Aunt Amelia's wardrobe, and relics from Grandfather's
her father's collection. She married another historian, Karver, private study, decorating her room with her prizes without the
after bonding over their analysis of the indings of an slightest fear of reproach. Each time Hector has dared to return
archaeological dig underneath some ancient Dwarven ruins. something she's stolen to its rightful owner, he has had to deal
Karver is an arrogant, prideful man who takes his own with screaming tantrums that can last for weeks. He's learned
intelligence a little too seriously, a trait which Sable found to just accept her thieving ways and no longer makes any
attractive even if her friends did not. He never hid the fact that attempt to try to teach her that her actions are wrong. Her
part of his interest in her stemmed from his respect for her mother doesn't just enable her behaviour, she sometimes
father's work as an academic. actually encourages it.
While Sable planned never to return to her family, and Finch is a dud -- he has inherited no sorcerous powers from
certainly not to join them in the newly constructed his mother. Despite this, he insists that he be treated as though
Shadowmend, her plans had to be rewritten when her irst he were a sorcerer. He keeps a mastiff named Nightshade as a
child was born with the taint of the Shadowfell clearly marked pet that he smears black paint all over to make it look like a
on his features. Reluctantly, she packed up her life in the city hound of ill omen. When he screams "DARKNESS" his mother
and rejoined her family. Karver, of course, was delighted to insists that everyone closes their eyes, and each time he enters
inally meet the great Professor Ellison Lovelace, and the two of a room his mother races to extinguish every lit candle. He loves
them get along very well even after all this time. most of all screaming "FEAR" and demanding that everyone
Sable is a commoner with an Intelligence of 15 (+2) and kneel to him in deference. If he doesn't get his way, the
pro iciency in Jeweler's Tools (+4) and History (+4). She can screaming it can be exceptionally destructive. Again, Hector
read and write Dwarven but can't speak it. Karver is a has given up on his brat of a son while his mother goes out of
commoner with an Intelligence of 19 (+4) and pro iciency in her way to enable his every deluded whim.
History (+6). In addition to Common, he can speak, read, and Ethel is a shadow sorcerer who is Small. Her hit points are
write Dwarven and Elvish and is a bit of a stickler for grammar. 38 (7d6 + 14). Finch is a commoner who is Small and has hit
points of 3 (1d6).
Isette, Ashley, and Beatrix
Norwood-Lovelace Ursula Crighton
The only child of Sable and Karver, Ursula is a quiet child who
The three girls of Isaiah and Amelia are twenty, nineteen, and takes the responsibility of being a shadow sorcerer very
ifteen, respectively. Isaiah is amused that all three of them seriously. Despite only being ten years old, she tries to be a
seem to take after their mother in both appearance and mediator for her misbehaving cousins whenever possible. On
personality; they're all quite melodramatic about every little some days she quietly replaces one of Ethel's stolen relics with
problem and love to be the center of attention, constantly a faithful copy. When Beatrix forgets to feed her owls, Ursula is
competing with one another for every scrap of attention they there with a small morsel from dinner. When Grandfather starts
can get from the rest of the family. shrieking about the failure of the university to live up to his
Isette is often overcome with lethargy, fainting over the expectations, Ursula is there to calm him down with a light
slightest surprise and carrying herself like a delicate touch on the palm of his hand.
hummingbird. She rarely ventures outside the house due to her She can sense that her mother feels trapped here and tries to
fears of the outside world. make it as easy for her as possible. Unfortunately, the only way
Ashley wants to be an actress like her mother and practices she knows how to do this is by driving a wedge between
inspirational speeches in front of a beautiful silver hand mirror Grandfather and his son-in-law Karver. As long as Karver still
that she carries around with her. In the night she can often be reveres Grandfather, Sable will be trapped here, miserable and
found sleepwalking with her mirror, muttering about the lonely.
inimitable courage of mankind or whatnot. Ursula is represented by a shadow sorcerer statblock. She
Beatrix is obsessed with nocturnal wildlife and keeps two is Small and her hit points are 38 (7d6 + 14). She has a skill in
owls locked up in her room, feeding them dead mice she keeps Persuasion (+7).
inding in the cellar. Being wild animals, they snap iercely at
anyone who comes close. The pecking, clawing, and biting
against the bars of their cages can be heard nonstop throughout
the night.
Each of the three sisters are represented by the shadow
sorcerer statblock.

147
Argent Con lict
Argent is a hell hound iercely loyal to Ellison Lovelace, The party might come into con lict with the family in one or
though he is willing to protect and can be summoned by anyone more of the following ways, or through another way that its
from the family using their Hound of Ill Omen. He tirelessly more directly with your campaign.
patrols the lake at night. Ideally, each of these con licts brings the party into
While he has the appearance of a iery black hound, he is Shadowmend and forces them to confront the disturbing
otherworldly. He has the soul of a devil trapped in the torturous life of the family, similar to pieces of media like the
Shadowfell and corrupted in much the same way as Ellison Texas Chainsaw Massacre. Through all of the interesting
Lovelace. He can speak Common, Dwarven, Elvish, and Infernal, characters presented, the reality is that the members of the
though he speaks only rarely and only to members of the family Lovelace family are deeply abusive to one another, and it all
with sorcerous powers. stems from the twisted will of the patriarch.
Argent has a friendship with Ellison Lovelace. He enjoys the
company of Isaiah Lovelace and Ursula Crighton, both for their An Illicit Affair
patience. He has a fondness for Ashley Norwood-Lovelace and One of the party members is having an affair with Batilda
has spent more than a few late nights talking with her about the Morgan. She hasn't told them that she is related to Ellison
philosophical tribulations of mankind. The rest of the sorcerous Lovelace by blood, nor that she has a family.
side of the family (Batilda, Isette, Beatrix, and Ethel) are not While Hector has since resigned himself to the fact that he is
quite up to his high standards and though he obeys their too old and frail to prevent his wife from being led astray, her
summons he isn't enthusiastic about it. The non-sorcerous father Ellison doesn't care about age or frailty and demands
members of the family (Amelia, Hector, Karver, and Finch) are that the homewrecker be brought to justice before the family.
not worth his attention at all, possibly with the exception of Batilda goes along with his plan simply because she likes the
Hector. During the day, Argent sits in the shade underneath a drama, and to be perfectly frank much of the family would also
great oak tree and watches Hector ish in his little dinghy out like to see some drama.
on the lake. Hector sometimes looks over to Argent and waves, For a few of the members of the family, namely Ellison,
and Argent will lift his head in acknowledgement. They don't Batilda, and the two Morgan children, "some drama" most likely
speak, but they seem to have a sort of understanding. includes screaming and pain.
Batilda invites the party over for dinner to "meet the family".
Shadowmend An Academic Curiosity
The mansion's name is a reference to the Shadowfell and, quite After recovering a mysterious artifact from an ancient dungeon,
explicitly by Isaiah, an attempt to represent the mending of the the party is contacted by a representative of Karver Crighton to
fractured Lovelace family by gathering them all back together set up a meeting. If they accept, they meet Karver in Waterdeep
under the same roof. Although Isaiah may not be ready to admit who explains that his father-in-law is a collector of ancient
it, his attempt at reconciliation may have enabled his father to artifacts and he would love to have them over to their lake
wrestle greater control over the family, and being of closer house to discuss the relic.
proximity may not necessarily translate to being closer While Karver's intentions are benign, he hasn't quite
spiritually. The family has never been more at odds with one considered the consequences of bringing a bunch of armed
another until now. adventurers over to Shadowmend. His father-in-law will
The mansion is three stories high and seems to teeter certainly be interested in their relic, but he may not take so
precariously above the lake, as though the slightest gust of kindly to the intrusion, and he will certainly not be willing to let
wind could knock it clean over (though of course it never does). them leave, not when he could bend them to his will.
Given the obsessions of the architect's father, it borrows
designs from ancient civilisations, particularly the shadar-kai
and darklings of the Shadowfell whose structures are designed
to block out light with the least amount of materials possible,
allowing for intricate criss-crossing patterns along the roof and
walls and including built-in umbrellas and canopies for shade.
Within the house, the interplay of light and shadow can
sometimes give the illusion of doors and walls that are actually
opaque blocks of darkness and not material at all. The children
run recklessly through what look like solid walls, only for the
adults to ind that there was nothing there at all in the irst
place. Ellison Lovelace moves at his slow pace through the
house with expert precision; he knows this place better than its
own architect. Meanwhile, the non-sorcerous members of the
family constantly bash their heads and shins on things they
didn't know were there and stumble and fall over nothing.
At night, the howl of the Shadowfell seeps through the walls,
quietly at irst, before coming to a thunderous crescendo at
midnight. Proper sleep is nearly impossible.

148
Deathtouched Sorcerer (DAPC
(DAPC))
Survivors of an attack by an undead creature may ind that the Deathtouched Sorcerer
necromantic energy fueling that creature has seeped into their Medium humanoid (any race), any alignment
very bones, unlocking a dark and costly power within them.
Deathtouched sorcerers often take on visual aspects of the Armor Class 13
creature that nearly killed them, such as sharp fangs for Hit Points 41 (7d8 + 14)
survivors of a vampire's bite, deathly pale skin for those that Speed 30 ft.
withstood the paralysis of a ghoul, or empty, glassy eyes for
victims of a ghost's possession.
STR DEX CON INT WIS CHA
"Lady Maria, are you quite alright? That must have 10 (+0) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 16 (+3)
been quite a shock." Her butler dabs at the sweat on
her brow. She fans herself and rises. Skills Stealth +6, Survival +4
"I think I'm alright. Whoever that woman was, with Senses passive Perception 11
her eyes all clouded like frosted glass, I'm sure she's Languages any one language
gone now." Challenge 1 (200 XP)
The butler nods and leaves to fetch her some tea.
She can't hold back a smile of sa sfac on. Soon, Innate Spellcasting. The sorcerer's innate spellcas ng
they'll all pay. They'll all pay! ability is Charisma (spell save DC 14, +6 to hit with spell
a acks). The sorcerer can cast the following spells
innately.
At will: invisibility, speak with dead
3/day: etherealness
Spellcasting. The sorcerer is a 4th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 14, +6 to
hit with spell a acks). It knows the following sorcerer
spells.
Cantrips (at will): chill touch, dancing lights, message,
minor illusion
1st level (4 slots): charm person, disguise self, false
life, ray of sickness
2nd level (3 slots): darkness, levitate, misty step

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

149
Dragon Sorcerers (PHB)
Dragon sorcerers gain their powers in a myriad of ways, from Red Dragon Sorcerer
being born as a result of a polymorphed dragon mating with a Medium humanoid (any race), any alignment
human, or other ways. It's mostly the polymorph thing.
The included statblock is for a red, gold, or brass dragon Armor Class 15 (natural armor)
sorcerer. For other subtypes, remove the ire immunity and Hit Points 117 (18d8 + 36)
make the following changes. Speed 30 ft., fly 30 ft.

Black or Copper Dragon Sorcerer


Damage Immunities acid STR DEX CON INT WIS CHA
Spellcasting. The sorcerer replaces its list of spells with 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)
the following.
Cantrips (at will): acid splash, dancing lights, minor illusion, Skills Arcana +3, Persuasion +7
friends Damage Immunities fire
1st level (4 slots): charm person, chromatic orb (acid only), Senses passive Perception 10
silent image, sleep Languages Draconic plus any one language
2nd level (3 slots): crown of madness, hold person, levitate, Challenge 7 (2,900 XP)
Melf's acid arrow
3rd level (3 slots): counterspell, fear Spellcasting. The sorcerer is a 7th-level spellcaster. Its
4th level (2 slots): vitriolic sphere spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It knows the following sorcerer
Blue or Bronze Dragon Sorcerer spells.
Damage Immunities lightning Cantrips (at will): control flames, create bonfire, fire
Spellcasting. The sorcerer replaces its list of spells with bolt, light
the following. 1st level (4 slots): burning hands, color spray, detect
Cantrips (at will): gust, minor illusion, mold earth, shocking magic, expeditious retreat
grasp 2nd level (3 slots): agnazzar's scorcher, pyrotechnics,
1st level (4 slots): absorb elements, chromatic orb (lightning scorching ray
only), create or destroy water, silent image 3rd level (3 slots): daylight, fireball, protection from
2nd level (3 slots): dust devil, earthbind, gust of wind, mirror energy
image 4th level (1 slots): wall of fire
3rd level (3 slots): erupting earth, hypnotic pattern, lightning
bolt Ac ons
4th level (2 slots): blight, storm sphere Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 +
Green Dragon Sorcerer 2) piercing damage.
Damage Immunities poison
Challenge 6 (2,300 XP)
Spellcasting. The sorcerer replaces its list of spells with "You dare challenge me?" says the dragonborn, scales
the following. of gli ering gold and skin of deep red. "You can't even
Cantrips (at will): friends, minor illusion, poison spray hope to get near me!" The sorcerer bites into a chunk
1st level (4 slots): fog cloud, ray of sickness, sleep of phosphorus and breathes out a conflagra on that
2nd level (3 slots): phantasmal force, suggestion consolidates into an impenetrable burning wall of
3rd level (3 slots): gaseous form, stinking cloud roaring flame.
4th level (2 slots): blight, confusion As you step back to avoid the heat, you see the
sorcerer stride through the flames, unharmed, his
Silver or White Dragon Sorcerer cloak evapora ng away and his eyes blazing ho er
Damage Immunities cold than the stars.
Challenge 8 (3,900 XP) "I carry the magic of the gold dragons combined
Spellcasting. The sorcerer replaces its list of spells with with the power of the red dragons! Nothing can stop
the following.
me!"
Cantrips (at will): frostbite, gust, ray of frost, shape water
1st level (4 slots): chromatic orb (cold only), ice knife
2nd level (3 slots): gust of wind, misty step, Snilloc's snowball
swarm, warding wind
3rd level (3 slots): protection from energy, sleet storm
4th level (2 slots): ice storm

150
Favoured Chosen (XGE)
A favoured chosen is a mortal being chosen by the gods for Favoured Chosen
mysterious reasons. Through absolutely no hard work or effort Medium humanoid (any race), chaotic good (75%) or
on their part whatsoever, they are suddenly saddled with chaotic evil (25%)
extreme divine power. Most of them go completely insane as a
result. Armor Class 15 (breastplate)
This sorcerer has the bloodline of the Divine Soul. Hit Points 247 (26d8 + 130)
Speed 30 ft., 30 ft. fly
"Back, demon!" yells the queen. Her make-up is
strewn down her face like melted ice cream. Her hair STR DEX CON INT WIS CHA
is wild and ragged. Her eyes shine with beams of
yellow light, and so does her mouth when she opens it 20 (+5) 13 (+1) 20 (+5) 15 (+2) 15 (+2) 20 (+5)
to scream. She reaches into what's le of her ripped-
up purple robes and produces a magnifying glass, the Saving Throws Dex +6, Con +10, Wis +7, Cha +10
same one that you yourself gave her for her birthday, Skills Arcana +7, Intimidation +10, Persuasion +10,
and as she looks through its lens, the beam of light Religion +7
from her eyes concentrates into a white-hot blast that Damage Immunities necrotic, radiant
burns a hole through the wall. Senses passive Perception 12
It was only a ma er of me. Languages Abyssal, Celestial, or Infernal, plus any one
language
Challenge 14 (11,500 XP)

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


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

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

151
Phoenix Sorcerer (UA
(UA))
Humanoids reborn by the ires of a phoenix may inherit some Phoenix Sorcerer
of the phoenix's abilities, which may only manifest in times of Medium humanoid (any race), any alignment
stress, or even remain latent until their children's children feel
the ires awakening within them. Armor Class 12
They are among the least subtle sorcerers in the world, given Hit Points 187 (22d8 + 88)
that they literally give off light and they have giant iery wings Speed 40 ft., fly 40 ft.
erupting from their back.

STR DEX CON INT WIS CHA


One hundred thousand gallons of water from the
elemental plane of water ought to do the trick. Good 10 (+0) 14 (+2) 18 (+4) 10 (+0) 11 (+0) 20 (+5)
thing you earned the trust of the horizon walker, or
you don't know how you would have survived a direct Damage Immunities fire
confronta on with the mage. Senses passive Perception 10
You find the mage's body washed up half a mile Languages Primordial plus any one language
upstream. His skin has finally stopped glowing. You've Challenge 12 (8,400 XP)
done it. You turn to your horizon walker friend and
say, "No more will the one who bears the mark of the Burning Aura. When a creature hits the sorcerer with a
phoenix terrorise this land." melee a ack, it takes 7 (2d6) fire damage.
Your friend gives you a horrified look. "Bears the
mark of the what?!" Glowing Skin. As a bonus ac on, the sorcerer can
And at your feet, the sorcerer's skin glows brightly ac vate or deac vate its glowing skin. While ac ve, it
once more, and a wave of fire blows the hair off your sheds bright light in a 30 foot radius and dim light 30
head. feet beyond that.
Phoenix Spark (1/day). When the sorcerer is reduced to
0 hit points, it can instead choose to drop to 1 hit
point. If it does so, each creature within 30 feet of it
must make a DC 17 Dexterity saving throw, taking 28
(8d6) fire damage on a failed save, or half as much
damage on a successful one.
Spellcasting. The sorcerer is a 10th-level spellcaster.
The sorcerer's spellcas ng ability is Charisma (spell
save DC 17, +9 to hit with spell a acks). The sorcerer
has the following spells prepared, which it can cast
without material components.
At will: control flames, create bonfire, fire bolt, light,
produce flame
1st level (4 slots): burning hands, chromatic orb (fire
only), faerie fire, searing smite
2nd level (3 slots): agnazzar's scorcher, continual
flame, flame blade, flaming sphere, heat metal,
pyrotechnics, scorhing ray
3rd level (3 slots): daylight, elemental weapon (fire
only), fireball, flame arrows
4th level (3 slots): conjure minor elementals (magmin
only), elemental bane (fire only), fire shield, wall of fire
5th level (2 slots): conjure elemental (fire elemental
only), flame strike, immolation
Untamed Flame. When the sorcerer rolls fire damage
on its turn, it deals an addi onal 5 fire damage to each
affected creature.

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

152
Sea Sorcerer (UA
(UA))
Sons and daughters of a siren or a merfolk who've enraptured a Sea Sorcerer
mortal landlubber can manifest the power of the sea ... but most Medium humanoid (any race), any alignment
never realize their true potential. Their powers are only
unlocked by scraping the veil of death through drowning. Armor Class 12
Hit Points 65 (10d8 + 20)
"First, I'll deal with you, the one who won't stop his Speed 30 ft., swim 30 ft.
incessant screaming!" cackles the sea witch. She
swallows a legume seed and breathes out, just a puff,
STR DEX CON INT WIS CHA
as if blowing out a candle, and Yerk the Strong is sent
flying helplessly through the air. He lands with a splash 10 (+0) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
in the sea behind the ship's wake. "Next, that slippery
li le twit!" Jumplegee the goblin tries to ski er up Damage Resistances fire; bludgeoning, piercing, and
next to her, but she crushes an ice cube with her foot slashing damage from nonmagical weapons
and a flurry of magic snow surrounds him. His legs Senses passive Perception 10
freeze over and lock him in place. "And lastly, that Languages Primordial plus any one language
troublesome genasi girl who raided my home in the Challenge 6 (2,300 XP)
first place!" She raises her fingers to you, and clutched
between them is a burned twig. From the twig sprouts Amphibious. The sorcerer can breathe on land and
a crackling bolt of lightning. You scream. under water.
Curse of the Sea. When a sorcerer targets a creature
with a spell that deals cold damage, deals lightning
damage, or forces the target to move, the target
suffers addi onal effects on a hit or on a failed save, as
listed below.
Cold Damage. The target's speed is reduced by 15 feet.
Lightning Damage. The target takes an addi onal 7
(2d6) lightning damage.
Forced movement. The target is moved an addi onal
15 feet.
Spellcasting. The sorcerer is a 6th-level spellcaster. The
sorcerer's spellcas ng ability is Charisma (spell save DC
15, +7 to hit with spell a acks). The sorcerer has the
following spells prepared, which it can cast without
material components.
At will: gust, ray of frost, shape water, shocking grasp
1st level (4 slots): chromatic orb (cold or lightning
only), create or destroy water, thunderwave, witch bolt
2nd level (3 slots): gust of wind, Snilloc's snowball
swarm, warding wind
3rd level (3 slots): lightning bolt, wall of water, water
breathing, water walk
Watery Form. The sorcerer can move through a space
as narrow as 3 inches wide without squeezing.

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

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

153
Shadow Sorcerer (XGE)
Shadow sorcerers draw their power from the Shadowfell. The Shadow Sorcerer
wrath, anguish, despair, and hopelessness of an entire doomed Medium humanoid (any race), any evil alignment
realm fuels the shadow sorcerer with their magic, and this is
re lected in their deathly appearance. Armor Class 13
This sorcerer has the bloodline of Shadow Magic. Hit Points 41 (7d8 + 14)
Speed 30 ft.
"You know," you say to the quiet girl in the back of the
carriage. "I don't think I've seen you blink once this STR DEX CON INT WIS CHA
en re ride."
She grins a grin you've only seen on skulls and takes 10 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
your hand in hers. Cold as ice. "Best keep it to
yourself." Skills Deception +7, Stealth +6
You hear a mournful howl from outside the Damage Immunities necrotic
carriage. Senses darkvision 120 ft., passive Perception 10
"I'll keep it to myself." Languages any two languages, usually at least one
"Good boy." from the Shadowfell
Challenge 5 (1,800 XP)

Darkness Incarnate. The sorcerer can cast darkness at


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

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

154
Stone Sorcerer (UA
(UA))
When a humanoid is unjustly buried alive, their cries are Stone Sorcerer
sometimes answered by the elemental plane of earth. Like a Medium humanoid (any race), any alignment
revenant, they return from the dead to wreak their revenge.
Gifted with weapons that do not break and a resolve that will Armor Class 16 (natural armor)
not shatter, they hunt down and personally duel anyone who Hit Points 170 (24d8 + 80)
had wronged them in life. Speed 30 ft., burrow 30 ft.

"You don't seem so big to me," laughs the hill giant. STR DEX CON INT WIS CHA
She brings down her greatclub upon the poor mage,
and with a crunch, the mage disappears under the 19 (+4) 10 (+0) 17 (+3) 10 (+0) 16 (+3) 16 (+3)
weight of the tree he was hit with. Seems like the
giant literally pounded him into the dirt. Skills Intimidation +7, Investigation +4, Perception +7
But he climbs out of the hole and dusts the dirt off Damage Resistances bludgeoning, piercing, and
his cloak. He draws his hammer, shouts "Heave!" and slashing damage from nonmagical weapons
strikes the hill giant in the knee. The sound Senses Tremorsense 30 ft., passive Perception 17
reverberates up the giant's bone structure and ra les Languages Primordial plus any one language
around in her brain, and she takes a few stumbling Challenge 11 (7,200 XP)
steps back before collapsing into the mud. "You don't
sound so big to me, either," taunts the mage, and he Blessed by Stone. The sorcerer's weapon a acks are
hits her again. magical. When the sorcerer hits a creature with a
melee weapon a ack, it deals an addi onal 22 (4d10)
force damage (included in the a ack).
Earth Aegis. Up to three friendly creatures of the
sorcerer's choice within 30 feet of it also benefit from
the sorcerer's resistances to bludgeoning, piercing, and
slashing damage from nonmagical weapons.
Spellcasting. The sorcerer is an 8th-level spellcaster.
The sorcerer's spellcas ng ability is Charisma (spell
save DC 15, +7 to hit with spell a acks). The sorcerer
has the following spells prepared, which it can cast
without material components.
At will: booming blade, gust, mold earth, thunderclap
1st level (4 slots): absorb elements, compelled duel,
earth tremor, thunderwave, wrathful smite
2nd level (3 slots): dust devil, earthbind, gust of wind,
hold person, Maximilian's earthen grasp
3rd level (3 slots): dispel magic, erupting earth, Melf's
minute meteors, protection from energy
4th level (2 slots): staggering smite

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

155
Storm Sorcerer (SCAG, XGE)
Storm sorcerers are often found in the employ of merchant Storm Sorcerer
ships, as their powers lend themselves well to good winds and Medium humanoid (any race), neutral
strong currents.
Armor Class 12
"Can't you keep the bloody wind in our sails? What Hit Points 54 (12d8)
are we even paying you for?" The captain scowls at Speed 30 ft., 30 ft. fly
the mage who stands defiantly on the bow of his ship,
waving her arms against the storm.
"Silence, I'm concentra ng. Here we go, a good STR DEX CON INT WIS CHA
gust." 10 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 18 (+4)
With creaking wood and buffe ng sails, the wind
carries the ship forward at breakneck speed. They'll Damage Immunities lightning, thunder
make port in no me. Senses passive Perception 11
Languages Primordial plus any one language
Challenge 10 (5,900 XP)

Breath of the Wind. The sorcerer doesn't trigger


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

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

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

156
Vampiric Sorcerer (DAPC
(DAPC))
Not all vampires turn their thralls into other vampires. Vampiric Sorcerer
Sometimes mortals are more useful as slaves. Mortals under Medium humanoid (any race, shapechanger), any
the servitude of a vampire are permanently scarred by their alignment (usually evil)
experiences, and this scarring may travel down their bloodline
to reawaken in their children's children as unholy powers, Armor Class 12
mimicking the best and worst of the vampiric curse. While Hit Points 105 (14d8 + 42)
some vampiric sorcerers attempt to use their evil powers for Speed 30 ft.
good, others revel in cruelty and make arrangements to become
true vampires after death.
STR DEX CON INT WIS CHA
"Oh, I'm not technically a vampire," he says, wiping 14 (+2) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 19 (+4)
the blood off his mouth. He drops the noblewoman to
the ground, groaning in pain, bleeding from the neck. Saves Dex +4, Wis +3, Cha +6
"There's ... uh ... no need for that stake." He Skills Perception +3, Stealth +5
disappears in a puff of mist. Senses darkvision 30 ft., passive Perception 13
Languages any two languages
Challenge 4 (1,100 XP)

Misty Escape. When the sorcerer drops to 0 hit points


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

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

157
Wild Magic Sorcerer (PHB)
If anyone knew how wild magic sorcerers were created, they
would probably shut it down somehow.

Apprentice Mage, VGM pg 209


Mage, MM pg. 347
Archmage, MM pg. 342.
Any of these statblocks, or in fact any mage (see the Mage
section in the table of contents), can represent a wild magic
sorcerer. Simply add the following trait to the mage:

Wild Magic Surge (1/Turn). When the creature casts a


spell of 1st-level or higher, it rolls twice on the Wild Magic
Surge Table (PHB pg. 104) and uses either result.

You can alternatively choose to roll only once and accept the
results, for a less controllable outcome. You can also choose to
roll a d20 and have the surge trigger only on a roll of 1 to more
accurately match the class feature, although it makes for less
exciting scenarios.
Given that the effects are largely unpredictable, this does not
change the mage's challenge rating.

You sigh and ques on your choices as the appren ce


mage you hired to clean up the leylines in the shrine
now lies incinerated as a pile of ash, surrounded by
scorched leylines. Fireball centered on self. What an
idiot.

158
Warlocks

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

The Celestial The Undying


Cults of the celestial worship gods in a way that would be seen Cults of the undying attempt to achieve immortality for their
as profane to clerics and paladins, embracing anarchy and blind members. This might take the form of powerful magic they
worship rather than devoted prayer. Of course, some might say should not be wielding, dark alchemy of forbidden reagents, or
there is in fact no deep fundamental difference between a theorising the perfect wish in preparation for the kidnapping of
church devoted to a god and a cult that worships the same god. a being that can grant it to them.
After all, aren't they both gaining their power through divine
will? What exactly sets them apart, philosophically? Statblocks
The Fiend Tier One
Cults of the iend worship devils or demons. While they're Celestial Servant (NPC pg. 161)
lumped together here, they are extremely distinguishable in Cultist (MM pg. 345)
behaviour and appearance. Cults of demons are disorganised, Cultist of the Archfey (NPC pg. 208)
chaotic, leaderless, and soaked in blood for the sake of Cultist of the Archlich (NPC pg. 209)
shedding blood. Cults of devils are run almost like a business, Cultist of the Fiend (NPC pg. 210)
attempting to keep up an air of legitimacy even in major cities. Cultist of the Great Old One (NPC pg. 211)
You don't question that your local tavern is run by a cult of the Cultist of the Leviathan (NPC pg. 212)
devil, you just enjoy the ine quality of ale. Cultist of the Raven Queen (NPC pg. 213)
Cult Fanatic (MM pg. 345)
Faith Seeker (NPC pg. 162)
Warlock of the Archfey (VGM pg. 219)
Warlock of the Raven Queen (NPC pg. 170)

159
Tier Two
Hexblade Wielder (Vorpal Greataxe) (NPC pg. 163) Cult of She Who Sleeps
Kraken Priest (VGM pg. 215) Otherworldly Patron. The Leviathan
The Undying (NPC pg. 164) Featured Subclass. Warlock of the Leviathan
Warlock of the Archlich (NPC pg. 166)
The Cult of She Who Sleeps is a crew of Whipping Wave, a
Warlock of the Fiend (VGM pg. 219)
ship that should have sunk years ago. Its wooden panels are
Warlock of the Great Old One (VGM pg. 220)
warped. Its sails are ripped. Its rudder is broken. By all
Warlock of the Leviathan (NPC pg. 169)
accounts, it should be an immobile, unmaneuverable wreck at
Tier Three the bottom of the sea. And yet, by the power granted to the cult
Hexblade Wielder (Blackrazor) (NPC pg. 163) by their kraken, the ship loats.

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

160
Celestial Servant (XGE)
Servants of angels and other great celestial beings are often Celestial Servant
granted small boons to assist them in their work. Medium humanoid (any race), lawful good (75%) or
This warlock's patron is the Celestial. lawful evil (25%)

Celestial Gifts Armor Class 16 (scale mail)


Hit Points 26 (4d8 + 8)
Patron Chain Blade Tome Speed 30 ft.
An eagle
A war pick in the A silken scroll
with a
The Kirin shape of a woven from the STR DEX CON INT WIS CHA
golden
horseshoe kirin's hair 14 (+2) 14 (+2) 15 (+2) 8 (-1) 8 (-1) 15 (+2)
beak
A greatsword
Michail, An Glowing runes on Skills Religion +1
that some mes
Solar aarokocra the warlock's body Damage Resistances necrotic, radiant
flies away
Senses passive Perception 9
A black A small shield with Languages Celestial plus any one language
Jolliant, A maul made of
bear with ritual carvings on Challenge 1/2 (100 XP)
Empyrean solid light
white fur the inside
Spellcasting. The servant is a 2nd-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 12, +4 to
hit with spell a acks). It regains its expended spell slots
War Pick. Melee Weapon Attack. +4 to hit, reach 5 ., when it finishes a short or long rest. It knows the
one target. Hit: 6 (1d8 + 2) piercing damage. This is a following warlock spells.
magic weapon a ack.
Cantrips (at will): guidance (good), light, sacred flame,
thaumaturgy (evil)
1st level (2 slots): cure wounds (good), guiding bolt,
Greatsword. Melee Weapon Attack. +4 to hit, reach 5 inflict wounds (evil), protection from evil and good
., one target. Hit: 9 (2d6 + 2) slashing damage. This is
a magic weapon a ack. Ac ons
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.

Maul. Melee Weapon Attack. +4 to hit, reach 5 ., one


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

"My child," says Michail. "You shall make a difference."


These words echoed in Gertrude's mind as she
watched the heathen's flesh melt from his bone with
only a touch from her finger. Is this what she is meant
to do? Is this truly the word of a glorious being such as
the solar Michail?
Yes. The runes in her skin glow red with Michail's
approval. This is what she must do. She cannot have
doubt.

161
Faith Seeker (UA
(UA))
Warlocks that wander through the astral planes in search of Faith Seeker
deeper knowledge are called Faith Seekers, their ingertips Medium humanoid (any race), any alignment (usually
brushing across the stars themselves. While they can use their good)
magical chain in combat, they prefer to resolve con licts
peacefully. Armor Class 12
This warlock's patron is the Seeker. Hit Points 32 (5d8 + 10)
Speed 30 ft.
Faith Seeker Gifts
Patron Chain Blade Tome STR DEX CON INT WIS CHA
Planes A long-legged stork A star A sack full of 11 (+0) 14 (+2) 15 (+2) 14 (+2) 12 (+1) 15 (+2)
Walker (giant vulture) chain feathers
Skills Arcana +4, Insight +3, Investigation +4,
Perception +3, Persuasion +4, Religion +4
"I have travelled further than you can possibly Damage Resistances cold, fire
imagine," muses the faith seeker. "Met more people Senses passive Perception 13
than I could ever hope to remember. But I can say with Languages any two languages
absolute certainty that I have never met anyone in all Challenge 1/2 (100 XP)
my years as pi ful as you. You are truly the greatest
scum in the mul verse." He whips you across the face Aurora (3/day). As a bonus ac on, the faith seeker
with his chain. ac vates an aurora in a 10-foot radius around itself
un l the end of its next turn. While the aurora is ac ve,
the faith seeker has resistance to all damage, and if a
hos le creature ends its turn within the radius, it takes
9 (2d8) radiant damage.
Innate Spellcasting. The faith seeker's innate
spellcas ng ability is Charisma (spell save DC 12, +4 to
hit with spell a acks). It can cast the following spells
without material components.
3/day: augury
1/day: plane shift
Spellcasting. The faith seeker is a 3rd-level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 12, +4
to hit with spell a acks). It regains its expended spell
slots when it finishes a short or long rest. It knows the
following warlock spells.
Cantrips (at will): mage hand, minor illusion,
prestidigitation
1st-2nd level (2 2nd-level slots): feather fall, levitate,
locate object, jump

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

162
Hexblade Wielder (XGE)
Like shadow sorcerers, wielders of a hexblade draw their Hexblade Wielder
power from mighty creatures from the Shadowfell. These Medium humanoid (any race), chaotic neutral or the
warlocks' powers are often presented in the form of legendary alignment of its bonded weapon
weapons such as Blackrazor, the Life Drinker, and without
such weapons they are rendered powerless or killed outright. Armor Class 17 (half plate)
Hexblade wielders in your campaign might have different Hit Points 97 (15d8 + 30)
weapons to Blackrazor. You can replace the bonded weapon Speed 30 ft.
with a sentient weapon listed in the DMG or with a custom
weapon of your design. Note that the challenge rating might not
STR DEX CON INT WIS CHA
accurately re lect the power of other weapons.
This warlock's patron is the Hexblade. 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)

Hexblade Gifts Senses passive Perception 10


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

This changes the hexblade wielder's challenge rating to 7 Ac ons


(2,900 XP). This also changes the following features. Multiattack. The hexblade wielder makes three a acks
with its bonded weapon.
Spellcasting. (spell save DC 15, +7 to hit with spell attacks)
Blackrazor. Melee Weapon Attack: +12 to hit, reach 5
You hold his wife back. It's too dangerous. She could ., one target. Hit: 14 (2d6 + 7) slashing damage, plus
get hurt. She struggles against your grip, tears in her 14 (4d6) necro c damage. If a cri cal hit is scored with
eyes, hand outstretched to her beloved husband. Blackrazor, the wielder rolls damage dice three mes,
"This isn't you, Vernon! I know this isn't you!" instead of twice. If a creature is reduced to 0 hit points
The last breath of the child swirls around the dread by this weapon, it dies; its body is destroyed, its soul is
blade Blackrazor and is absorbed into its wicked edge. absorbed by Blackrazor, and the hexblade wielder gains
Vernon looks up at his wife, and for a moment you 54 (12d6) temporary hit points. This is a +3 magic
think you catch a glimpse of remorse. But that weapon.
remorse is pulled back, leaving only determina on. He
runs his thumb along Blackrazor's edge, drawing
blood, and the sword shimmers with sinister glee.

163
The Undying (SCAG)
Those who fear the afterlife, or worse, the oblivion of true The Undying
death, seek out forces that can help them understand these Medium humanoid (any race), any alignment
processes better and even stay the hand of Death itself, for a
time. When they make pacts and deals in search of this Armor Class 13 (leather armor)
knowledge, they become Undying warlocks. Hit Points 114 (12d8 + 60)
Speed 30 ft.
Undying Gifts
Patron Chain Blade Tome STR DEX CON INT WIS CHA
Tuonchuk, An A sucker- 10 (+0) 14 (+2) 20 (+5) 17 (+3) 17 (+3) 18 (+4)
A telepathic brain in a
Celt, and Zult, intellect lined
jar
Alhoon Coven devourer whip Skills Religion +6
A dagger Condition Immunities exhaustion
A small vial of liquid Senses passive Perception 13
A carved
Acererak, Lich that refills each me it Languages Celestial plus any one language
skeleton from
is drunken from Challenge 6 (2,300 XP)
bone
An Death Defier (3/Day). When the undying succeeds on a
Cursed Prince indignant A royal A love le er from the death saving throw or stabilises a creature with spare
Charming human scepter prince the dying, it regains 11 (2d8 + 2) hit points.
guard
Spellcasting. The undying is a 9th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It regains its expended spell slots
Whip. Melee Weapon Attack. +4 to hit, reach 10 ., when it finishes a short or long rest. It knows the
one target. Hit: 4 (1d4 + 2) slashing damage. This is a following warlock spells.
magic weapon a ack.
Cantrips (at will): chill touch, spare the dying
1st-5th level (2 5th-level slots): aura of life,
blindness/deafness, contagion, deafness, death ward,
false life, feign death, legend lore, ray of sickness,
Dagger. Melee or Ranged Weapon Attack. +4 to hit, silence, speak with dead
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + Undying Nature. The undying can hold its breath
2) piercing damage. This is a magic weapon a ack. indefinitely, and it doesn't require food, water, or
sleep. Addi onally, undead have disadvantage on
a ack rolls against the undying, and the undying has
advantage on saving throws against spells and other
Scepter. Melee Weapon Attack. +4 to hit, reach 5 ., magical effects created by undead.
one target. Hit: 5 (1d6 + 2) slashing damage. This is a
magic weapon a ack. Ac ons
Sickle. Melee Weapon Attack: +5 to hit, reach 5 ., one
target. Hit: 4 (1d4 + 2) slashing damage.
You search the corpses. There has to be something in
here which could explain the massacre. Something
that links these bodies together. You pull out a le er
from the bloodstained coat of a dead man.
"What is it? What does it say?" asks the wizard.
"Quickly!"
You read, "My beloved Phillip. In life we are
together, and death will not split us apart. Although I
am forever separated from my once beloved Ella, you
have shown me that even with her memory s ll fresh
in my mind a er hundreds of years, there is life yet to
be had with the company of others in the great wide
world. You share my curse, and for that I am sorry, but
with that shared curse comes the promise of a shared
kiss, and many more yet to come. Return to me, Kant,
and together we will rage against the dying of the
light. With affec on, your once and forever prince,
Charming."
Philip the dead man s rs. Your blood runs cold.

164
Warlock of the Archfey (PHB)
The archfey of the Feywild are ickle beings known for making
promises they cannot possibly hope to keep. Those who fall
prey to such false promises become their warlocks.

Warlock of the Archfey, VGM pg. 219


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

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

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


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

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


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

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


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

You strike out in anger at the incessantly warbling


goblin, and it vanishes into thin air.
You look around, but you don't look up, and from
the ceiling falls a rhinoceros.

165
Warlock of the Archlich (DAPC
(DAPC))
Ancient liches who irst uncovered the secrets of lichdom are Warlock of the Archlich
powerful enough to promise foolish mortals a taste of their Medium humanoid (any race), any evil alignment
magic through a pact of evil. Just as the archlich amasses
warlocks, so too can their warlocks often be found surrounded Armor Class 12
by cultists and zealots, none of whom truly understand the Hit Points 114 (12d8 + 60)
price that such power demands from them. Speed 30 ft.

Archlich Gifts STR DEX CON INT WIS CHA


Patron Chain Blade Tome 10 (+0) 14 (+2) 20 (+5) 17 (+3) 17 (+3) 18 (+4)
A quarterstaff A stone tablet with
The A
constructed from a ancient spells carved Skills Arcana +7
Archlich mummy
human spine in its surface Damage Resistances necrotic
Senses passive Perception 13
Languages any three languages
You brush past the warning on the door to the tomb. Challenge 9 (5,000 XP)
Any curses that once haunted this entrance must
already have been triggered by grave robbers before Bond of Unlife. The warlock uses its bonus ac on to
you. choose a willing creature within 30 feet of it that can
You should have heeded that warning before the see and hear it to form a dark bond. At the start of
mummies came pouring out of the walls. A woman each of the warlock's turns, it drains 10 hit points from
wrapped head to toe in bandages points her staff at that creature, increasing its own hit points by the
you, formed of human spine, and you feel connected amount drained. The warlock can dismiss such a bond
to her in a way you've never felt connected to anyone as a bonus ac on. It can have up to three bonded
before in your life. Not in a good way. You launch a creatures at the same me.
crossbow bolt at her, but when it slams into her belly,
you feel the same sensa on in your gut as if you Innate Spellcasting. The warlock's innate spellcas ng
yourself had been struck, and the bandaged woman ability is Charisma (spell save DC 16, +8 to hit with spell
merely drains the life from her nearest minion, no a acks). It can cast the following spells innately.
worse for wear.
There is no escape for you. You should never have 1/day: circle of death
come here. 2/day: animate dead
Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 16, +8 to
hit with spell a acks). It knows the following warlock
spells.
Cantrips (at will): chill touch, mage hand, minor
illusion, prestidigitation
1st-5th level (3 5th-level slots): cloudkill, contagion,
detect thoughts, Evard's black tentacles, fear, hex,
inflict wounds, Melf's acid arrow, ray of sickness,
speak with dead, vitriolic sphere
Unholy Resilience (1/Day). When the warlock is
reduced to 0 hit points and not killed outright, it can
choose to drop to 1 hit point instead.

Ac ons
Quarterstaff. Melee Weapon Attack. +4 to hit, reach 5
., one target. Hit: 3 (1d6) bludgeoning damage, or 4
(1d8) bludgeoning damage if used with two hands. This
is a magic weapon a ack.
Shared Fate. The warlock chooses a creature within 30
feet of it that can see and hear it. The target must
make a Wisdom saving throw. On a failed save,
whenever the warlock takes damage, the target takes
the same amount of damage as necro c damage. The
target can remake the save at the end of each of its
turns, ending the effect on a success.

166
Warlock of the Fiend (PHB) Dagger. Melee or Ranged Weapon Attack. +5 to hit,
While devils are more likely to approach mortals with deals reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 +
they can't possibly refuse, demons are often the ones being 2) piercing damage. This is a magic weapon a ack.
approached instead, offering powers beyond comprehension
and giving the insane the hope that others may see the world
like they do. Yugoloths are more rare, but some yugoloths, like a
pyramid trickling down, employ mercenaries to serve the
Whip. Melee Weapon Attack. +5 to hit, reach 10 .,
master that they themselves have been employed to serve.
one target. Hit: 4 (1d4 + 2) slashing damage. This is a
magic weapon a ack.
Warlock of the Fiend, VGM pg. 219
The warlock in Volo's Guide to Monsters is suf icient to
represent this subclass.

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


Fiend Gifts target. Hit: 5 (1d10) piercing damage. This is a magic
Patron Chain Blade Tome weapon a ack.
A dagger that A book that has
A
Arcanaloth func ons as a always been and
jackalwere
quill pen will always be
Poisoned Shortsword. Melee Weapon Attack. +5 to hit,
A jet-black book of reach 5 ., one target. Hit: 5 (1d6 + 2) piercing damage
A spined
Asmodeus A whip incomprehensible plus 7 (2d6) poison damage. This is a magic weapon
devil
runes a ack.
A silk gown with
An A three-
Belial embroidery that
incubus pronged pike
carries deep magic
A randomly A book wri en in Greataxe. Melee Weapon Attack. +3 to hit, reach 5 .,
determined an assortment of one target. Hit: 7 (2d6) slashing damage. This is a
A weapon that incompa ble magic weapon a ack.
Demogorgon
cockatrice changes form languages that
before every screeches when
a ack opened
An elven book Mace. Melee Weapon Attack. +3 to hit, reach 5 ., one
A giant A poisoned whose pages rot target. Hit: 3 (1d6) bludgeoning damage. This is a
Lolth magic weapon a ack.
spider shortsword and twist in one's
hands
Severed wings
A giant A wicked
Nycaloth cured and branded
boar greataxe
with runes Scimitar. Melee Weapon Attack. +5 to hit, reach 5 .,
A mace in the one target. Hit: 5 (1d6 + 2) slashing damage. This is a
form of a A flesh-bound magic weapon a ack.
A crawling
Orcus scepter topped book with a human
claw
with a spine encasing it
woman's skull
A mace that A cracked red book Flail. Melee Weapon Attack. +3 to hit, reach 5 ., one
Pit Fiend A magmin sizzles with whose pages smell target. Hit: 4 (1d8) bludgeoning damage. This is a
heat of brimstone magic weapon a ack.
A scimitar A set of scales,
A winged
Tiamat made from a each with a spell
kobold The leader of the cul sts steps forward, splendid in
dragon's claw carved on them
her silken gown, with a handsome, muscular demon
A flail made of A book with teeth massaging her back from behind. The incubus
A giant
Yeenoghu three cackling and a habit of whispers sweet nothings in the leader's ear, and she
hyena
skulls bi ng its readers nods. The incubus passes her a handful of rainbow
crystals. She tosses them at you. You stare at these
crystals hanging in mid-air and your mind slips far back
into the deepest, darkest recesses of your
consciousness.
Handsome devil. Pre y lady. Okay, I join.
Belial sounds nice.

167
Warlock of the Great Old One
(PHB)
Most Great Old Ones are too vast and powerful to even
understand that warlocks draw their power from them, much
like humans have no comprehension of the lives of the mites
that live in their eyelashes, feasting on their dead skin.
"Gifts" from a Great Old One are usually constructed (or
recruited) by the warlock themselves. The Great Old One
provides nothing but inspiration.

Warlock of the Great Old One, VGM pg. 220


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

Great Old One "Gifts"


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

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


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

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


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

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


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

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

You regret cas ng detect thoughts on the warlock. It's


been a year and a half and you s ll some mes hear
that horrible whispering just when you're on the brink
of falling asleep.

168
Warlock of the Leviathan
(CaelReader
CaelReader)) Warlock of the Leviathan
Medium humanoid (any race), any alignment
At the bottom of the world lie awesome and terrible creatures
tempered by the weight of the ocean above them and hardened Armor Class 12
by freezing cold and darkness. Their power can be borrowed, Hit Points 91 (14d8 + 28)
but it cannot be controlled. Speed 30 ft.
Kraken Priest, VGM pg. 215
The kraken priest is an unusual statblock given that it calls STR DEX CON INT WIS CHA
upon the naming conventions of the priest in the MM and 14 (+2) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
clearly has abilities based on class features, yet is not
represented in any way by any published subclasses. It has a
Saving Throws Wis +4, Cha +7
very speci ic use as the devoted religious follower of a kraken, Damage Resistances cold, lightning, thunder
which is not a being capable of granting it divine powers; Senses darkvision 60 ft., passive Perception 11
hence, the kraken priest's abilities suggest that it is more akin Languages any two languages
to a warlock than a cleric. The kraken priest is suf icient to Challenge 6 (2,300 XP)
represent a warlock of the leviathan, but a more speci ic
statblock is included on the right that is more based in the class Amphibious. The warlock can breathe air and water.
features and design of the homebrew subclass created by
CaelReader. Curse of the Sea. When the warlock damages a
creature, it can impose one of the following effects.
The effects last un l the end of the warlock's next turn.
Leviathan Gifts Calm Before the Storm. The target takes an
Patron Chain Blade Tome additional 9 (2d8) cold, lightning, or thunder
Iplix the A A war pick in damage (warlock's choice).
A turtle shell with draconic Rolling Fog. The target's vision is obscured by
Dragon giant the shape of a
runes on the inside illusory fog, giving them disadvantage on attack
Turtle turtle turtle's beak
rolls and Wisdom (Perception) checks made against
A A thick rubbery A book inked by a squid creatures more than 15 feet from them. Creatures
The
giant whip layered that lives in a glass case that can see through illusions are unaffected.
Kraken
squid with suckers strapped to the side Treading Water. The target's speed is reduced to 0.
Leviathan A A quarterstaff
of giant pped with a A holy censer of Umberlee
Umberlee shark conch shell Innate Spellcasting. The warlock's innate spellcas ng
ability is Charisma (spell save DC 15, +7 to hit with spell
a acks). It can cast the following spells innately.
1/day: investiture of wind
War Pick. Melee Weapon Attack. +4 to hit, reach 5 ., 2/day: hunger of Hadar
one target. Hit: 6 (1d8 + 2) piercing damage. This is a
magic weapon a ack. Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). It knows the following warlock
spells.
Whip. Melee Weapon Attack. +4 to hit, reach 10 ., Cantrips (at will): frostbite, mage hand (a tentacle),
one target. Hit: 4 (1d4 + 2) piercing damage. This is a minor illusion, prestidigitation, shape water
magic weapon a ack. 1st-5th level (3 5th-level slots): arms of Hadar, augury,
call lightning, control water, control wind, create or
destroy water, darkness, Evard's black tentacles, fog
cloud, gust of wind, maelstrom, misty step, water
breathing
Quarterstaff. Melee Weapon Attack. +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
6 (1d8 + 2) bludgeoning damage if used with two
Ac ons
hands. This is a magic weapon a ack. Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 +
2) piercing damage.
You go a er the captain, the one with that ugly war
pick strapped to his back. You manage to land a punch Reac ons
to the back of his head, but ink spills from his ears and Inky Escape (Recharges after a Short or Long Rest).
everything goes pitch black. You feel cold steel sinking When the warlock takes damage, it can cast darkness
into your ribs. Electricity jolts through your body and centered on itself. It doesn't need to expend a spell slot
stops your heart dead. and it doesn't need to concentrate on the spell.
169
Warlock of the Raven Queen
(UA
UA)) Warlock of the Raven
Warlocks of the raven queen are lawful servants of Her Deathly Queen
Grace tasked with seeking out those who would cheat death, Medium humanoid (any race), any lawful alignment
bringing them towards the black void like everyone else.
Armor Class 14 (studded leather)
Raven Queen Gifts Hit Points 44 (8d8 + 8)
Speed 30 ft.
Patron Chain Blade Tome
The Raven A black silken A black curving A black velvet
Queen raven sickle book STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) 17 (+3)
You take a pot shot at the ravens on the scarecrow.
They caw and sca er. Good. No distrac ons. You creep Skills Perception +6
up on the farm. He's here. You signal to the other Damage Resistances necrotic
rogues and they circle around to the back of the Condition Immunities frightened
house. He's surrounded. Senses darkvision 60 ft., passive Perception 16
As you approach the window, you don't no ce the Languages any two languages
spectral scythe swinging down on you from behind. Challenge 1/2 (100 XP)

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


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

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

170
Wizards

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

Wizard Academies Conjurers


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

171
Illusion
The lack of apparent academies of illusion have caused a Statblocks
rumour that illusionists don't actually exist. Sure, there are
Tier One
spells that allow you to make illusions, but they are inicky,
Apprentice Wizard (VGM pg. 209)
dif icult, and more reliant on the whims of the wind than on the
Bait Mage (NPC pg. 203)
intention of the caster. Perhaps there is no such thing as an
Bladesingers (NPC pg. 175)
academy of illusion. Perhaps there are no illusionists.
Enchanter (VGM pg. 213)
Of course, there most certainly are academies of illusion. Illusionist (VGM pg. 214)
They propagate that rumour because it amuses them. Illusion is Inventor (NPC pg. 178)
in fact a highly respected school of magic that dates back tens of Outlaw (Exiled Mage) (NPC pg. 225)
thousands of years. Shrouded Wizard (NPC pg. 182)
And yet, this itself is yet another layer of the illusionists' Siege Mage (NPC pg. 224)
tricks, for the rumours do have a spark of truth to them after Spell Sniper (NPC pg. 226)
all. Some academies of illusion are very well hidden, as though Theurge (NPC pg. 183)
they didn't exist at all, and they train their students not just in Transmuter (VGM pg. 218)
the art of casting illusions but also in the practical matter of
becoming spies. These students follow the tradition of the Tier Two
shrouded arts. Abjurer (VGM pg. 209)
Chronomancer (NPC pg. 176)
Illusionists
Conjurer (VGM pg. 212)
Shrouded Wizards
Diviner (VGM pg. 213)
Evoker (VGM pg. 214)
Necromancy
Lore Master (NPC pg. 179)
For a long time, necromancy was not a legitimate school of
Mage (MM pg. 347)
magic. Only in the past few decades, due to the work of
Necromancer (VGM pg. 217)
in luential theurges who use necromancy in their healing
War Wizard (NPC pg. 184)
magic, have necromancers lost enough of public distaste to
found their own academies of magic without being attacked by
angry mobs. Like academies of conjuration, the presence of half
Tier Three
Archmage (MM pg. 342)
a dozen templars in every classroom can be overwhelming to
new students, but over the years, they get used to it.
Tier Four
Necromancy, being traditionally a "dark" magic, does tend to Lich (MM pg. 202)
attract those who might not want to study magic for the
betterment of mankind. Students in an academy of necromancy
are more likely than those from other schools to sneak out and School Strategies
teach themselves even darker forms of magic, like hemomancy Defenses. Wizard academies are among the most heavily-
(blood magic) and reawakening (enslaving the spirits of the defended places in the world, not out of necessity but out of
dead). Every time one of these subversive students is ability. Most wizards simply think in terms of "why not"? The
discovered, they are executed publically, and their former surrounding area is marked with alarm. Trespassers are
classmates cheer on their deaths. You can't just go out and start warned away with magic mouth. Paths that a thief might
giving necromancers a bad name again, not after how hard consider to be overlooked are trapped with snare. Doors have
we've all fought to shed those unsavoury images. arcane locks. Magical areas are hidden and mundane areas
appear magical with Nystul's magic aura. Guards watch over the
Hemomancers
entire campus with arcane eye, clairvoyance, and scrying. Walls
Reawakeners
are lined with glyphs of warding. Magic circles activate to trap
Necromancers
intruders. Valuable items are stowed away in Leomund's secret
Theurges
chest or with sequester. Important halls are guarded with
Transmutation Mordenkainen's faithful hound. Captured prisoners' minds are
Often seen as a joke by other academies, academies of wiped with modify memory or, in special cases, feeblemind. The
transmutation center around altering the physical properties of whole academy is lousy with guards and wards and symbols.
objects and creatures. They may not be as powerful as evokers, Certain sections are completely fake, created by programmed
as mysterious as illusionists, or as con ident as diviners, but illusion. Magical in iltration abilities like passwall are
dammit, transmutation is as useful a school of magic as any counteracted by antimagic ields. If anything goes wrong,
other. there's always contingency.
Frustrated by the lack of respect, some students secretly It's almost as though the wizards want someone to break in
construct magical suits of armor and experiment with chaotic just so they have a legitimate excuse to use all these spells.
arcana to prove the naysayers wrong. These are inventors.

Inventors
Transmuters

172
Unkillable. Most powerful archmages have hundreds of plans
to avoid being killed in battle, and this desire to cheat death is 0600 Hours
what compels them to become liches once they have grown
An alarm spell set to activate at 0600 hours wakes a bleary-
powerful enough to manage it. Archmages prepare
eyed Xadia up from a poor night's sleep. She groggily spends
contingencies to save them in times of crisis. They cast spells
ten minutes preparing the ritual of alarm for the next day while
like plane shift and teleport to get away from dangerous
she gets dressed in her wizard's robes and Shroud of Oblivion.
situations. Body doubles from simulacrum are extremely
She uses prestidigitation to clean the sleep out of her eyes and
effective at getting twice as much done while also having
ix herself up a bit before stumbling out of her tiny dormitory
someone else to be killed in one's stead. In the case of
(more of a closet, really) to join the other students for
unavoidable violent death, the spell clone provides them a
breakfast. The dry, grey food is prepared by dozens of unseen
second chance. If the archmage can leave its body in a secure,
servants and is nearly identical on every plate. Xadia joins a
untraceable location, astral projection allows it to live on
group of her friends who have already started casting
inde initely. If a wizard knows its end is near despite its best
prestidigitation to improve the taste and minor illusion to
efforts, it may cast sequester on itself to be awakened when its
improve the appearance. After that, it's not so bad. The boy she
name has been forgotten by history, back to rise to power once
likes shows her how to make it taste like raspberries. She lets
again. If all else fails, a wizard can attempt immortality through
him show her even though she already knows how.
the use of wish, although everyone knows this is ill-advised.

Wizard Tactics 0700 Hours


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

173
Onto the main test of her skill as a Shrouded Arts wizard: Xadia
1030 Hours is to remain invisible while concentrating on an illusion spell.
Xadia can cast silent image ine (in fact, better than ine -- she's
Xadia talks for too long with her friends and arrives a few
a prodigy, which is why she was chosen for the Shrouded Arts).
minutes late to her illusions class. The whole class is silent and
However, after escaping from the inquisitor, she can't cast any
Xadia's cheeks burn with embarassment as everyone just
invisibility spells anymore. She asks Master Sellistraneth to pass
silently stares at her, judging her. Even the teacher won't begin
her anyway, as she knows the trick answer: greater invisibility
his lesson until she has sat down. Or ... after she has sat down.
doesn't require concentration, so she can have it active while
In fact, everyone is still staring at her. She nudges the girl sitting
also casting other spells. Doesn't that count for something?
beside her only to ind that the girl is an illusion. Everyone is an
No. If Xadia knew the answer to the test, she shouldn't have
illusion. The entire class is illusory.
used greater invisibility earlier in the day. Preparation is what
Turns out the class had been studying the spell silent image
separates a wizard from other spellcasters. A wizard must
and the teacher, a good-natured human illusionist named
anticipate the spells they need and make sure that they are
Master Grotto, used Xadia's lack of punctuality as an
available at the critical moment. This is even more important
opportunity to get the class to practice their technique. They all
for the Shrouded Arts, which must be concealed at all costs.
emerge from another room laughing and clapping each other
Xadia may have known the answer, but she has failed the test.
on the back for a job well done. Xadia casts minor illusion to
generate a banshee's wail which stops the class in their tracks.
Master Grotto gives her a wink and a thumbs up, and the class 1530 Hours
resumes as normal. Xadia is called to the headmaster's of ice. Headmaster
Brickshan is an old human archmage whose eyes lash with
1300 Hours different colours depending on his mood. In his of ice,
Inquisitor Shane presents the amulet as proof of Xadia's
The academy's lunch break is quite long. Xadia eats with her
subversive ways. The headmaster asks Xadia to con irm that
friends then heads off to touch base with Master Sellistraneth
the amulet is magical and Xadia, trusting in her master,
again, but on the way, she is stopped by two of the school's
con idently claims that it is not. It is a family heirloom.
many templars, plus their boss, a human inquisitor named
Headmaster Brickshan casts identify on the amulet and, sure
Henry Shane. Shane interrogates Xadia about where she has
enough, inds that it is nonmagical. He returns it to Xadia and
been all day, and Xadia, unable to conceal her nervousness,
dismisses her. As Xadia leaves, she can hear the headmaster
triggers the inquisitor's Unerring Eye. He searches her and
and the inquisitor getting into a screaming match about
inds the amulet of proof against detection and location. Unsure
respecting the poor students of this ine establishment.
about what the amulet does, he pulls his two templars to the
side to discuss the matter with them, and Xadia takes the
opportunity to cast greater invisibility on herself and escape. 1600 Hours
The students are free for the rest of the day. Xadia rejoins her
1400 Hours friends and they play card games, study homework, practice
cantrips, and gossip about other students. They have dinner,
The inal class of the day is a short aptitude test on what the
resume their activities, and head back to their dormitories to go
students have learned in the morning. Xadia arrives a little bit
to sleep.
early, still shaken from her encounter with the templars. When
everyone else arrives and the test is passed out, she can't think
clearly enough to answer the trick questions and is reasonably 2130 Hours
certain she failed. She complains to her friends about how hard
Xadia tosses and turns for hours until, inally, she goes to sleep.
the test was afterwards, but they claim it was actually quite
Some days she wishes she could avoid setting an alarm and just
easy today, making her feel even worse.
sleep in as long as she wants. Tomorrow will not be that day.
There is much yet to learn.
1500 Hours
Xadia slips into the secret passageway and meets with Master Con lict
Sellistraneth. She can't help but burst into tears about losing
The party might come into con lict with the Orimorts Academy
the amulet that her master gave her. Sellistraneth says it was
in the following ways.
actually a fake amulet with no magical power. Didn't Xadia
think to cast identify on it? No matter. The amulet being
21 Levitate Street
con iscated is necessary to reduce the templar's control, as it
The party is tasked with identifying Shrouded Arts wizards in
will go unfavourably with the headmaster that they terrorised a
the academy, as well as inding and con iscating any and all
young student and stole her precious amulet passed down for
Shrouds of Oblivion. To do so, they must pose as students so as
generations in her family. Isn't that right, Xadia? It's an old
not to raise suspicion and risk the subversive wizards going
family heirloom, isn't it? Xadia just nods.
into hiding. It's an undercover mission.

174
Bladesingers (SCAG)
There exists a community of elves who believe that martial Red Tiger Bladesinger
mastery and arcane mastery are fundamentally interlinked. Medium humanoid (elf), any alignment
Master over the body equals mastery over the mind. These
bladesingers, as they're called, wield weapons according to Armor Class 21 (studded leather)
their af iliated faction and literally carve their spells out of the Hit Points 78 (12d8 + 24)
air. Speed 40 ft.
Included is a Red Tiger bladesinger. Your NPC bladesinger
might be af iliated with a different bladesinger faction and as a
result wield a different weapon, such as a whip or a longsword.
STR DEX CON INT WIS CHA
It uses its Dexterity for any one-handed melee weapon it 10 (+0) 20 (+5) 15 (+2) 18 (+4) 13 (+1) 15 (+2)
wields. Changing the bladesinger's weapon does not affect its
challenge rating. Saves Con +5
Skills Acrobatics +8, Perception +4, Performance +8
Lion Bladesinger Senses darkvision 60 ft., passive Perception 13
Languages Elvish plus any two languages
Challenge 5 (1,800 XP)
Longsword. Melee Weapon Attack: +8 to hit, reach 5
., one target. Hit: 13 (1d8 + 9) slashing damage. Bladesong. While the bladesinger isn't wearing Medium
or Heavy armor or using a shield, its AC includes its
Intelligence modifier, and it has advantage on
Eagle Bladesinger Cons tu on saving throws made to maintain
concentra on on a spell.
Handaxe. Melee or Ranged Weapon Attack: +8 to hit, Fey Ancestry. The bladesinger has advantage on saving
reach 5 . or range 20/60 ., one target. Hit: 12 (1d6 + throws against being charmed, and magic can't put it
9) slashing damage. to sleep.
Spellcasting. The bladesinger is a 5th-level spellcaster. It
Raven Bladesinger spellcas ng ability is Intelligence (spell save DC 15, +7
to hit with spell a acks). It has the following wizard
spells prepared.
War Pick. Melee Weapon Attack: +8 to hit, reach 5 ., Cantrips (at will): gust, mending, prestidigitation, ray
one target. Hit: 13 (1d8 + 9) piercing damage. of frost
1st Level (4 slots): color spray, expditious retreat, false
life, find familiar, shield
Viper Bladesinger 2nd Level (3 slots): cloud of daggers, hold person,
mirror image, misty step, see invisibility, spider climb
3rd Level (2 slots): counterspell, fly, haste
Whip. Melee Weapon Attack: +8 to hit, reach 10 .,
one target. Hit: 11 (1d4 + 9) slashing damage. Victorious Blades. The bladesinger's melee weapon
a acks are magical, and it adds its Intelligence modifier
to the weapon's damage (included in the a ack). The
bladesinger can also use its Dexterity to wield one-
You can't help but admire the dancer even as she handed weapons that aren't heavy.
knocks away your weapons and slices a gash into your
cheek. "Where'd you learn to fight like that, elf girl?"
"Why even ask?" she retorts. "They'd never accept Ac ons
you." Multiattack. The bladesinger makes two a acks with its
That hurt. You pull out a ramrod-straight iron rod scimitar.
and vibrate it in accordance with her dance, but she
casually waves off your spell with a flick of her wrist. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 .,
Swords only, remember? one target. Hit: 12 (1d6 + 9) slashing damage.

175
Chronomancer Chronomancer
(TehlalTheAllTelling
TehlalTheAllTelling)) Medium humanoid (any race), any alignment
Manipulators of time, a chronomancer takes on an appearance
that sparks pity to fool any who underestimate them. They Armor Class 13 (16 with mage armor)
often have an eccentricity that can indicate their unfamiliarity
Hit Points 81 (18d8)
Speed 30 ft.
with the way that time passes for other beings. You can roll
randomly to determine your chronomancer's eccentricity, or
pick from the following list (reprinted from the class STR DEX CON INT WIS CHA
document).
10 (+0) 16 (+3) 11 (+0) 17 (+3) 13 (+1) 11 (+0)
This wizard studies the school of Chronomancy.

Chronomancer Eccentrici es Senses passive Perception 11


Languages any two languages
d6 Eccentricity
Challenge 6 (2,300 XP)
The chronomancer looks significantly younger or older
1
than they are. Improved Ready Action. The chronomancer can take
The chronomancer always reports the me with the the Ready ac on as a bonus ac on. The chronomancer
2 does not require concentra on to ready a spell using
fullest amount of informa on.
the Ready ac on.
The chronomancer gets their tenses mixed up very
3
easily. Reactive. The chronomancer can take two reac ons
The chronomancer uses "month" and "minute" each round, rather than one.
4
interchangeably. Spellcasting. The chronomancer is an 18th-level
Some mes the chronomancer's beard or fingernails are spellcaster. Its spellcas ng ability is Intelligence (spell
5 shorter at the end of the day than they were in the save DC 14, +6 to hit with spell a acks). It has the
morning. following wizard spells prepared:
The chronomancer is either very pa ent or very Cantrips (at will): blade ward, true strike
6 impa ent, and some mes one a er the other 1st level (4 slots): longstrider, mage armor, magic
interchangeably. missile, shield, sleep, snare, unseen servant
2nd level (3 slots): blur, continual flame, gentle repose,
hold person
Finally. Another who has studied the same art as you, 3rd level (3 slots): clairvoyance, counterspell, dispel
mee ng on the ba lefield to test your me le. You magic, haste, slow
can't remember which one of you was the first to 4th level (3 slots): arcane eye
shout "STOP!" but you both end up in the same place, 5th level (3 slots): dream, far step, hold monster,
surrounded by a raging ba le put on pause. An arrow modify memory, scrying
has already begun to dig its way through a soldier's 6th level (1 slot): contingency, true seeing
armor. An axe waits pa ently for an exposed neck. An 7th level: (1 slot): delayed blast fireball, simulacrum,
arm vibrates indefinitely as its shield is struck by a time stop (considered to be a 7th-level spell)
hammer. All of these soldiers will have to wait. It's you 8th level (1 slot): clone, mind blank, power word stun
and the other chronomancer now, the only ones who 9th level (1 slot): foresight
ma er. There he is, already wildly preparing his spells.
The only other person who can move.
This will be fun.
Ac ons
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach
5 ., one target. Hit: 1 bludgeoning damage.

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

176
Hemomancer (DAPC
(DAPC))
Hemomancers use forbidden blood magic to conduct dark
rituals.
This wizard studies the school of Hemomancy.

Necromancer, VGM pg. 217


The necromancer from Volo's Guide to Monsters is suf icient
to represent this subclass. However, you can add the following
traits to any mage (see the Mages section in the table of
contents) to get across the lavour of a hemomancer.

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


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

These traits do not increase the challenge rating.

"These vials of blood," gasps the appren ce mage.


"They're tracking us! They're tracking us through our
blood!"
"Calm down," you tell your friend. "The templars
are here to help. They don't mean us any harm."
"Like hell they don't! They're just afraid of what
they don't understand! I'll show them what they
should be afraid of!" He draws his dagger and plunges
it through his wrist, spraying blood in a gooey arc
across you and the templar guards. The blood twists
into a portal. He steps through and the portal closes
shut behind him.
"Damn!" curses one of the templars, now covered
head to toe in the mage's blood. "How the hell are we
supposed to track him now?"
You sigh. "Just think about it, moron."

177
Inventor (UA
(UA))
Inventors hole themselves up in complicated suits of armor Inventor
bolstered by hundreds upon hundreds of runes that give the Medium humanoid (any race), any alignment (usually
inventor unmitigated protection and power at the expense of chaotic)
control over one's own magic.
This wizard studies the school of Invention. Armor Class 15 (arcanomechanical armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly 30 ft.
The inventor jolts around the room as his mechanical
armor spu ers and spits hot jets of flame. "Ha ha ha
ha ha! You'll never catch me! Abrakadabra!" STR DEX CON INT WIS CHA
Levitate. The inventor floats up to the roof and stays
there, stuck. 10 (+0) 16 (+3) 14 (+2) 19 (+4) 10 (+0) 17 (+3)
"Um ... alakazam!"
The wizard grows to twice his size and plummets to Skills Arcana +6, Persuasion +5, Tinker's Tools +6
the ground with a crash. Senses passive Perception 10
"Ow. Presto." Languages any three languages
The wizard vibrates so fast your eyes hurt. Challenge 4 (1,100 XP)
"Okay, I'll stop."
Antimagic Susceptibility. The inventor is incapacitated
while it wears its armor in the area of an antimagic
field. If targeted by dispel magic while wearing its
armor, the inventor must succeed on a Cons tu on
saving throw against the caster's spell save DC or
become incapacitated for 1 minute.
Reckless Spellcasting. The inventor is a 4th-level
spellcaster. Its reckless spellcas ng ability is
Intelligence (spell save DC 14, +6 to hit with spell
a acks). When the inventor casts a spell, it rolls a d10
twice from the list of cantrips or the list of spells of the
same level of the spell slot consumed and chooses
either result. If the inventor rolls a 10 and chooses to
roll again, it can cast both of the new results, but if
either of the new results are 10, it wastes the ac on
and the spell slot. It knows the following wizard spells.
Cantrips (at will): 1: acid splash, 2: chill touch, 3: fire
bolt, 4: light, 5: poison spray, 6: ray of frost, 7: sacred
flame, 8: shocking grasp, 9: thorn whip, 10: roll again

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


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

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


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

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

178
Lore Master (UA
(UA))
Lore masters prefer theory over practice. Although they have Lore Master
fought fewer battles and cast fewer spells overall than some of Medium humanoid (any race), any alignment
their contemporaries, particularly war wizards, the lore
masters know enough about the mechanics behind spellcasting Armor Class 12 (15 with mage armor)
that they can change the very nature of spells themselves. Hit Points 99 (18d8 + 18)
This wizard studies the school of Lore Mastery. Speed 30 ft.

Altering Spells STR DEX CON INT WIS CHA


Lore masters can change the damage type and saving throw of 8 (-1) 15 (+2) 12 (+1) 19 (+4) 9 (-1) 8 (-1)
their spells. A number of suggestions of how to thematically
adjust ireball are included below. You can use your own ideas Skills Arcana +8, History +8, Nature +8, Religion +8
for other ability scores or spells. Senses passive Perception 9
Languages any six languages
Cons tu on Saving Throw (Physical Effects) Challenge 6 (2,300 XP)
Damage Type Descrip on
Acid A popping bubble of acid Elemental Secrets (1/Turn). When the lore master deals
acid, cold, fire, force, lightning, necro c, radiant, or
Cold A cloud of chilling rain thunder damage, it can subs tute that damage type
Fire A box that fills with shimmering heat with one other type from that list.
Force Magical energy yanked out of the body Secrets of the Body and Mind (Recharges after a Short or
Lightning Two rota ng magne c stones Long Rest). When the lore master casts a spell that
forces the target to make a saving throw, the lore
Necro c Each creature ages 10 years master can change the saving throw from one ability
Radiant The clouds part and blast sunrays score to another of its choice.
Thunder Deafening sound Spellcasting. The lore master is a 6th-level spellcaster.
Its spellcas ng ability is Intelligence (spell save DC 15,
+7 to hit with spell a acks). It has the following wizard
Intelligence Saving Throw (Unknown Interac ons) spells prepared.
Damage
Type Descrip on Cantrips (at will): fire bolt, mage hand, poison spray,
prestidigitation
Clear liquid spreads across the ground 1st level (4 slots): charm person, expeditious retreat,
Acid
(hydrochloric acid) identify, illusory script, mage armor, thunderwave,
Cold Slow, lazy fog fills the area (liquid nitrogen) unseen servant
2nd level (3 slots): arcane lock, detect thoughts,
Orange goop sprays and s cks to everything it
Fire invisibility, knock, locate object, see invisibility,
touches (napalm)
shatter
A speck of dust spins around the group, speeding 3rd level (3 slots): counterspell, clairvoyance, fireball,
Force
up (par cle accelerator) sending
Lightning A so , felt carpet (sta c shock)
Necro c A strange patch of mould (flesh-ea ng bacteria)
Ac ons
A single green rock lands in the middle of the Pencil. Melee Weapon Attack: +2 to hit, reach 5 ., one
Radiant target. Hit: 1 piercing damage.
group (uranium)
A small humming device rolls towards a black box
Thunder
(amplifier and feedback loop) The mad mage chucks a black box into the middle of
your group, then sets a small humming device rolling
Wisdom Saving Throw (Inflicted Curses) towards you. You all look at each other in confusion,
Damage Type Descrip on but then the rogue's eyes widen with the realiza on
and he plugs his ears with his gloves. The rest of you
Acid Nausea are not so lucky. The humming gets louder and louder,
Cold Hypothermia slowly at first, and then horribly quickly, unbearably
loud, and you feel like your whole skull is vibra ng
Fire Heatstroke from the noise.
Force Internal bleeding
Lightning Stroke
Necro c Runny nose, sore throat
Radiant Sunburn
Thunder Heart a ack
179
Reawakener (DAPC
(DAPC))
Reawakeners are dual practitioners of necromancy and
conjuration, taking the souls of creatures they have slain and
turning those souls against their former allies.
This wizard studies the school of Reawakening.

Conjurer, VGM pg. 212


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

Reawakened Monster Template


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

"What the hell is that thing? It feels like my eyes can't


even focus on it! Oh god, it's moving through the
walls! Help me! Help me!"

180
Necromancer, VGM pg. 217
Scholarly Wizards (PHB) Necromancers have a stereotype for committing nasty deeds.
These wizards study the schools of Abjuration, Conjuration, Their stereotype is earned, unfortunately.
Divination, ENchantment, Evocation, Illusion, Necromancy, and
Transmutation.
"Can't a guy raise a family in peace?"
Abjurer, VGM pg. 209
Abjurers use magic to protect those who cannot fend for Transmuter, VGM pg. 218
themselves. They are often employed as champions to defeat Transmuters look at the state the world is in and whisper to
other wizards. themselves, "No. That simply shall not do."

"The best solu on to any problem is preven on, "Don't you think you'd look be er with red hair? No?
idiot." Damn, okay, uh, word of advice, avoid mirrors for the
next few days. Sorry about that."
Conjurer, VGM pg. 212
Conjurers create something out of nothing and bind the spirits
of extraplanar beings to their will.
Wizard Companions
A wizard might have companions that follow it around and do
"If I wasn't supposed to bend a demon to my will, you its bidding, willingly or otherwise. They are listed here for easy
think at least one god would have stopped me by reference while building your wizard encounters.
now."
Familiars
Familiars are loyal servants that assist the wizard in arcane
Diviner, VGM pg. 213 matters and rituals.
The future is a limitless haze to most people, but to a diviner, it
is a certainty. Crawling Claw, MM pg. 44
Faerie Dragon, MM pg. 133
Gazer, VGM pg. 126
"Your fortune, eh? I predict that you will be Homunculus, MM pg. 188
disappointed with your fortune. How'd I do?" Imp, MM pg. 72
Pixie, MM pg. 253
Enchanter, VGM pg. 213 Pseudodragon, MM pg. 254
Enchanters and enchantresses are infamous for the hold they Quasit, MM pg. 63
take over another's will. Spectator, MM pg. 30
Sprite, MM pg. 283

"That's it ... nice and easy ... right through the heart ... Guardians
a aboy ..." Guardians are beings that wizards employ (or coerce) into their
service for physical protection.
Evoker, VGM pg. 214 Animated Armor, MM pg. 19
Explosive and vibrant, evokers are the artillery of any magical Flying Sword, MM pg. 20
war, annihilating their enemies with destructive blasts. Guard Drake, VGM pg. 158
Shield Guardian, MM pg. 271
"The best defense is a fireball to the surrounding Skeleton, MM pg. 272
area." Zombie, MM pg. 316

Other Employees
Illusionist, VGM pg. 214 For extra fun, your wizard can employ any NPC from the For
Illusionists don't actually exist. They're a myth. Hire section in the table of contents. NPCs of CR 1/4 or lower
are usually paid about 2 sp per day, while more powerful and
"If what you saw is what you think you saw ... it be er skilled NPCs insist on being paid 2 gp (or more) for a day's
not be." work.
Members of monstrous races such as orcs and kobolds will
probably require another form of payment from their wizard
employer, such as land, resources, or license to kill and plunder
as they wish.

181
Shrouded Wizard (SargeBriar
(SargeBriar))
The shrouded arts of magic are not taught using textbooks. Shrouded Wizard
Prospective learners must irst prove themselves among the Medium humanoid (any race), any alignment
best and brightest among their classes, at which point they are
handpicked by a master to learn new techniques and spells Armor Class 13
through rote memorisation alone. This allows the wizards to be Hit Points 54 (12d8)
more effective spies, in litrators, and assassins. Speed 30 ft.
This wizard studies the school of Shrouded Arts.

STR DEX CON INT WIS CHA


"It was the strangest dream I had. Sand cascading
from an hourglass. Ink spilling from a quill like a 10 (+0) 17 (+3) 10 (+0) 20 (+5) 15 (+2) 14 (+2)
waterfall. A bird with its feathers rudely plucked. My
own nails, torn from my nail bed. Skills Arcana +7, Deception +4, Stealth +5
"A man in a shrouded cloak then came to me, Senses passive Perception 12
warning me of a great evil to come. He tried to Languages any four languages
describe the evil, but when words failed him, he Challenge 4 (1,100 XP)
transformed into a gnome with bleeding teeth and
crazed eyes. I felt such terror it made my head hurt, Shrouded Arts. The wizard requires no spellbook,
and when I woke up I could not return to sleep. commi ng its spells to memory instead. It can replace
"Come to think of it ... that gnome sure looked a lot any verbal components of its spells with soma c
like you." components instead.
Shroud of Oblivion. The wizard wears a magical shroud
that grants it certain innate spellcas ng abili es. The
wizard's innate spellcas ng ability is Intelligence (spell
save DC 15, +7 to hit with spell a acks). It can cast the
following spells innately, using the shroud as its focus.
At will: disguise self, nondetection
3/day each: greater invisibility, modify memory
1/day each: mind blank, Nystul's magic aura
Spellcasting. The wizard is a 10th-level spellcaster. The
wizard's spellcas ng ability is Intelligence (spell save DC
15, +7 to hit with spell a acks). It knows the following
wizard spells.
Cantrips (at will): dancing lights, friends, minor
illusion, prestidigitation
1st level (4 slots): charm person, color spray, fog
cloud, illusory script, silent image, sleep, Tasha's
hideous laughter, unseen servant
2nd level (3 slots): arcane lock, darkness, detect
thoughts, hold person, invisibility, knock, phantasmal
force, rope trick, suggestion
3rd level (3 slots): bestow curse, blink, counterspell,
enemies abound, glyph of warding, tiny servant
4th level (3 slots): arcane eye, charm monster,
confusion, dimension door, phantasmal killer
5th level (2 slots): dominate person, dream, geas,
mislead, scrying, seeming

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

182
Theurge (UA
(UA))
The gods of magic don't always compel their followers to be Theurge
clerics. Sometimes, a god is more esoteric in nature and needs Medium humanoid (any race), any alignment
to be studied, not just believed. Just as arcana clerics bring in
elements of wizardry into their magic, theurges bring in Armor Class 12
elements of the clergy. Hit Points 66 (12d8 + 12)
This wizard studies the school of Theurgy. Speed 30 ft.

Gods of the Theurgy STR DEX CON INT WIS CHA


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

Leira, Goddess of Illusion Knowledge of the Ages (Recharges after a Short or Long
Followers have a knack for spotting illusions and tend to Rest). As a bonus ac on, the theurge chooses one skill
examine their world in more detail. or tool and gains proficiency in it un l they use this
ability again.
Mystra, Goddess of Magic Spellcasting. The theurge is a 4th-level spellcaster. Its
Opposing magic always seems to just barely miss followers. spellcas ng ability is Intelligence (spell save DC 13, +5
They're just outside of the blast of a ireball, or the eldritch to hit with spell a acks). It has the following wizard
blast strikes their ally instead, or a paladin decides to use his and cleric spells prepared.
words rather than a zone of truth.
Cantrips (at will): light, mage hand, minor illusion,
prestidigitation, sacred flame, thaumaturgy
Oghma, God of Knowledge 1st level (4 slots): alarm, charm person, command,
Followers are occasionally struck by facts they would have had feather fall, identify, protection from evil and good,
no way of iguring out on their own. thunderwave, unseen servant
2nd level (3 slots): augury, blindness/deafness, gentle
Savras, God of Divination and Fate repose, hold person, magic mouth, scorching ray,
Keen observers know to avoid a room that a follower refuses to suggestion
walk into.
Ac ons
"By the glory of Oghma, we will have access to your Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
library," says the priest. "It is what is right." target. Hit: 3 (1d6) bludgeoning damage.
You can't help but agree. Funny how he gained your
trust with his incredible skill at pain ng, yet has no Read Thoughts. The theurge targets one creature it can
painter's supplies on him. And funny how he seemed see within 60 feet of it. The target must make a DC 13
to know exactly what your passion was ... Wisdom saving throw. On a successful save, the target
is immune to this effect for 24 hours. On a failed save,
for 1 minute, the theurge can read the target's surface
thoughts while it is within 60 feet of the theurge.
During that me, the theurge can use its ac on to end
the effects and cast suggestion without spending a
spell slot; the target automa cally fails its saving throw
against suggestion.

183
War Wizard (XGE)
War wizards are bored senseless by the academic pursuits of War Wizard
their cohorts and believe warfare to be the true inal exam of Medium humanoid (any race), any alignment
any self-respecting arcane scholar.
Armor Class 12 (15 with mage armor)
"My contemporary evokers might jest to their peers Hit Points 72 (16d8)
that the best defense is a fireball to the immediate Speed 30 ft.
area. Fools. The best defense is a good defense."
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1)

Senses passive Perception 11


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

Combat Caster. The wizard has advantage on


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

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

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

184
Arti icers

F
or arti icer lavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
wizard academies to suit arti icers. Alchemist
Medium humanoid (any race), any alignment
Alchemist (UA
(UA))
Not all magic is conducted through books. Armor Class 13
Sometimes, the true potential of magic can only be unlocked Hit Points 63 (14d8)
through rigorous experimentation unchained by the puritanical
Speed 30 ft.
concerns of "ethics" or "common decency".
While most spellcasters conjure forth spells from the aether, STR DEX CON INT WIS CHA
alchemists instead use tools and physical objects to produce the
effects (though the result is still magical in nature). An acid
12 (+1) 17 (+3) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
splash may literally be a vial of magical acid chucked at a foe.
Invisibility might be an array of mechanical scales covering the Skills Alchemist's Supplies +8, Herbalism Kit +5
alchemist that mimic the environment around them. Identify
Damage Resistances acid, poison
Condition Immunities poisoned
might involve a set of miniature drones that hover above the
Senses passive Perception 11
item, scanning it with their mechanical eyeballs before
Languages any two languages
reporting back. Imagination is key to getting across how an Challenge 2 (450 XP)
alchemist differentiates its spellcasting from wizards.
Most alchemists have created for themselves a homunculus Innate Spellcasting. The alchemist's innate spellcas ng
to function as their familiar, as per the familiar sidebar on the ability is Intelligence (+6 to hit with spell a acks, spell
homunculus page in the Monster Manual. save DC 14, +6 to hit with spell a acks). The alchemist
can cast the following spells innately.
"Oil!" shouts the alchemist. He tosses a bo le of 4/day: lesser restoration
yellow, slimy liquid which sha ers and spreads all over 1/day: greater restoration
the floor. You take a step but the greasy liquid slides
under your feet and you fall down on your ass. Spellcasting. The alchemist is a 4th-level spellcaster.
"Camouflage!" shouts the alchemist. Mechanical The alchemist's spellcas ng ability is Intelligence (spell
scales all over his body flip over and shimmer with the save DC 14, +6 to hit with spell a acks). The alchemist
image of the wall behind him. You roll your eyes, but knows the following ar ficer spells.
suddenly, he's completely gone. Where'd he go? Cantrips (at will): acid splash, prestidigitation
"Disinfectant!" shouts the alchemist, pouring a 1st level (4 slots): alarm, detect magic, grease, identify,
clear, odourless liquid over your dinner plate. You start purify food and drink, ray of sickness
to ask what exactly that's supposed to do, un l the 2nd level (3 slots): alter self, invisibility, magic mouth,
plate is completely cleaned. Huh. Melf's acid arrow, spider climb, web
"Crab!" shouts the alchemist, rubbing some sort of
cream between his palms. You wonder what the hell
he means by crab, but, sure enough, his hands turn Ac ons
into crab claws. Well, that explains it. He clacks his Multiattack. The alchemist makes two a acks with its
claws and runs towards you. "CRAAAAAB!!" compound hand crossbow. It can replace one of these
a acks with its Po on Vial ac on.
Compound Hand Crossbow. Ranged Weapon Attack:
+6 to hit, range 30/120 ., one target. Hit: 7 (1d6 + 4)
piercing damage. This crossbow does not have the
loading property of crossbows and does not need to be
reloaded between a acks. This is a +1 magic weapon.
Potion Vial. Ranged Weapon Attack: +5 to hit, range
15/40 ., one target. Hit: The target and all other
creatures within 5 feet of the target take 10 (3d6)
damage of a type of the alchemist's choosing. The type
can be acid, cold, fire, poison, or lightning.

185
Artillerist (UA
(UA))
Many wizards see magic as an opportunity to do good in the Artillerist
world. Artillerists would call them naive. Every use of magic is Medium humanoid (any race), any alignment
just a roundabout way to cause destruction and death. Why not
embrace that and just start with the mindset of blowing Armor Class 13
everything to smithereens? Hit Points 63 (14d8)
You can re lavour the artillerist's spells such that they Speed 30 ft.
explode out of the barrel of a gun. Mending can be a glue gun
that shoots rapidly-drying paste. Expeditious retreat can be gun
boots strapped haphazardly to the artillerist's feet. Blur, shield,
STR DEX CON INT WIS CHA
and shield of faith can take the form of sizzling gunpowder that 12 (+1) 17 (+3) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
distracts the attacker with lashes and bangs. Continual lame
can be a stick of dynamite that does not stop exploding. Skills Tinker's Tools +8, Woodcarver's Tools +6,
Artillerists use arcane turrets in battle. The arcane turret is Smith's Tools +6
included here as a statblock for reference. Senses passive Perception 11
Languages any two languages
Challenge 2 (450 XP)

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


summon an arcane turret, which appears within 5 feet
Medium construct, unaligned
of it and acts on the ar llerist's ini a ve. The turret
lasts un l it is dismissed by the ar llerist as a bonus
Armor Class 18 (natural armor) ac on or un l 10 minutes have passed. The ar llerist
Hit Points 31 (7d8) can have up to 3 turrets summoned at once.
Speed 15 ft., climb 15 ft.
Spellcasting. The alchemist is a 4th-level spellcaster.
The ar llerist's spellcas ng ability is Intelligence (spell
STR DEX CON INT WIS CHA save DC 14, +6 to hit with spell a acks). The ar llerist
10 (+0) 10 (+0) 10 (+0) 1 (-5) 1 (-5) 1 (-5) knows the following ar ficer spells.
Cantrips (at will): firebolt, mending
Damage Immunities poison, psychic 1st level (4 slots): expeditious retreat, false life,
Condition Immunities blinded, charmed, deafened, longstrider, shield, shield of faith, thunderwave
exhaustion, frightened, incapacitated, paralyzed, 2nd level (3 slots): blur, continual flame, enhance
petrified, poisoned, stunned, unconscious ability, heat metal, scorching ray, shatter
Senses passive Perception 5
Languages understands the languages of its creator
but can't speak
Ac ons
Challenge 1 (200 XP) Multiattack. The ar llerist makes two a acks with its
compound hand crossbow.
Arcane Repairs. If mending is cast on the turret, it Compound Hand Crossbow. Ranged Weapon Attack:
regains 10 (3d6) hit points. +6 to hit, range 30/120 ., one target. Hit: 7 (1d6 + 4)
piercing damage. This crossbow does not have the
Ac ons loading property of crossbows and does not need to be
reloaded between a acks. This is a +1 magic weapon.
Flamethrower. The turret exhales fire in a 15-foot cone.
Each creature in the area must make a DC 14 Dexterity
saving throw, taking 9 (2d8) fire damage on a failed
save or half as much damage on a successful one. The You and the two guards look from up high on the
fire ignites any flammable objects in the area that tower walls at the lone bespectacled figure standing
aren't being worn or carried. on the other side of the moat. He aims a mechanised
crossbow and launches a bolt over the wall, barely
Force Arrow. Ranged Spell Attack: +6 to hit, range 120 missing the guard on the le .
., one target. Hit: 13 (3d8) force damage, and if the "Oh no you don't," you mu er, slamming a ballista
target is a creature, it is pushed up to 5 feet away. on the ramparts. You take aim, but the ar llerist
Detonation. Each creature within 10 feet of the turret throws up a bag of gunpowder and lights it, shrouding
must make a DC 14 Dexterity saving throw, taking 14 himself in a sizzling, popping cloud of black fire. Your
(4d6) force damage on a failed save or half as much ballista bolt goes wide. "Dammit. Get the archers.
damage on a successful one. The turret is destroyed. Go!"
But as the two guards leave you up on the wall, you
hear a clank ... clank ... clank ... up the side. You peer
over the edge and see a mechanical spider-like
construct making its way slowly up. It swivels its main
gun to face you and lets loose a jet of flame.

186
Attuner (UA
(UA))
Spells are ephemeral. Items are not. Attuners mutilate the Attuner
weave until it lets them take more than most are allowed to Medium humanoid (any race), any alignment
handle, folding and tearing it even beyond that until it
generates clockwork monstrosities and explosive weapons for Armor Class 12
them as well. Hit Points 66 (12d8 + 12)
This arti icer doesn't conform to a speci ic specialisation, but Speed 30 ft.
can be used to represent a lavour of arti icers in general.

STR DEX CON INT WIS CHA


Attuner Inventory 12 (+1) 15 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0)
Your NPC attuner might have magical items on their person
that don't factor into their combat statblock. Roll 1d6 on the Skills Smith's Tools +5, Tinker's Tools +5
table of Attuner Inventory, then randomly determine which Senses passive Perception 10
items from the given lists the arti icer might have on them. Languages any three languages
You can also have the attuner be attuned to the magic items Challenge 3 (700 XP)
and use them in battle. Keep in mind that the challenge rating
doesn't account for magic items held by the attuner. Superior Attunement. The a uner can a une to four
magic items maximum, instead of three.
A uner Inventory
d6 Loot Ac ons
1 a set of broken tools Thunder Cannon. Ranged Weapon Attack: +4 to hit,
2 1 trinket range 150/500 ., one target. Hit: 9 (2d6 + 2) piercing
damage plus 7 (2d6) thunder damage. This is a magic
3 2d4 trinkets weapon.
4 1 trinket plus 1 uncommon magic item
Blast Wave (Recharge 5-6). The a uner releases energy
5 1d4+1 uncommon magic items from its cannon in a 15-foot cone. Each creature in the
6 1 rare magic item cone must succeed on a DC 13 Strength saving throw
or take 14 (4d6) thunder damage and be pushed 10
feet away from the a uner.
"This guy's cloak is like a pinata!"
Reac ons
Aid Me, Servant! When a creature targets the a uner
with a melee a ack and the a uner's mechanical
Mechanical Servant servant is within 5 feet of the creature, the a uner can
command its mechanical servant to make a melee
Large construct, Lawful Neutral
weapon a ack against that creature. The mechanical
servant's a ack hits before the target creature's a ack.
Armor Class 12 (natural armor)
Hit Points 45 (5d10 + 18)
Speed 40 ft. Suggested Magic Items
Different attuners could have vastly different magic items
STR DEX CON INT WIS CHA depending on their preferred tactics in battle.
20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2) For an attuner that focuses on mobility, use the following
magic items.
Damage Immunities poison
Boots of Striding and Springing
Condition Immunities charmed, poisoned
Senses darkvision 30 ft., passive Perception 11 Eyes of the Eagle
Languages understands the languages of its creator Necklace of Adaptation
but can't speak Ring of Jumping
Challenge 3 (700 XP)
For an attuner that focuses on stealth, use the following
magic items.
Ac ons Amulet of Proof Against Detection and Location
Multiattack. The servant makes two a acks. Cloak of Elvenkind
Hat of Disguise
Slash. Melee Weapon Attack: +7 to hit, reach 5 ., one Slippers of Spider Climbing
target. Hit: 12 (2d6 + 5) slashing damage.

187
Blood Hunters

F
or blood hunter lavour similar to the twelve
primary Dungeons and Dragons classes, you can
adapt the ranger watches to suit blood hunters. Ghostbane Blood Hunter
Medium humanoid (any race), any alignment
Ghostbane Blood Hunter
(Matt Mercer)
Mercer) Armor Class 16 (half plate)
Hit Points 112 (15d8 + 45)
The process of becoming a blood hunter and steeling oneself Speed 30 ft.
against evil can take a blood hunter close to death. The
imbibement of the hunter's bane, a ritual sacred to the blood
hunters, can induce a state that is indistinguishable, for a
STR DEX CON INT WIS CHA
moment, from death itself. Many blood hunters embrace this 16 (+3) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
aspect of their identity and seek to untether their souls from
their body to ight on past the darkness. Skills Insight +6, Intimidation +4, Survival +6
The blood hunter's spirit, a ghost, replaces all of its actions Senses truesight 60 ft., passive Perception 12
with the following attack: Languages any one language
Challenge 9 (5,000 XP)

Beyond Death. When the blood hunter is reduced to 0


Rite Scythe. Melee Spell Attack: +5 to hit, reach 5 ., hit points, it falls unconscious and its spirit rises from
one target. Hit: 12 (2d8 + 3) slashing damage plus 4 its body. Its spirit is a ghost that replaces its ac ons
(1d8) necro c damage plus 4 (1d8) radiant damage. If with only the Rite Scythe a ack. If the blood hunter
the damage reduces a creature to 0 hit points, the dies, its spirit also dies, and vice versa. If the spirit
blood hunter regains 9 (2d8) hit points. reduces a creature to 0 hit points, the blood hunter
regains 9 (2d8) hit points. The blood hunter's spirit
immediately returns to its body if the blood hunter
You sink your rapier into his heart. Finally. This gnarled wakes up by any means.
old man took down three of your best mercenaries
and nearly got one over on you as well, par cularly Hunter's Bane. The blood hunter has advantage on
when you thought you'd taken care of his mas ff only Wisdom (Survival) checks to track fey, fiends, and
for the dog to make one last bite at your leg. But undead, and on Intelligence checks to recall
you've got him. He's dead. informa on about them.
To your horror, the body twitches and writhes. A
spectral image of the hunter rises from the corpse: a Ac ons
ghost, with a flickering copy of that damned glowing Multiattack. The blood hunter makes three a acks with
scythe s ll clutched in its hands. its rite weapon.
You grab your magic dagger. It's not over yet.
Rite Scythe. Melee Weapon Attack: +7 to hit, reach 5
., one target. Hit: 12 (2d8 + 3) slashing damage plus 4
(1d8) necro c damage plus 4 (1d8) radiant damage. If
the damage reduces a creature to 0 hit points, the
blood hunter regains 9 (2d8) hit points. This is a magic
weapon.

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

188
Lycan Blood Hunter (Matt
(Matt
Mercer))
Mercer Lycan Blood Hunter
Medium humanoid (any race, shapechanger), any
Blood hunters that embrace the aspect of the wolf in their alignment
rituals are among the most feared and the least trusted of their
order. Some turn to the order as penance for atrocities Armor Class 17 (half plate)
committed while under the in luence of the full moon, in an Hit Points 112 (15d8 + 45)
attempt to do enough good in the world to counteract the bad. Speed 40 ft.
Others deliberately undergo a ceremony to in lict lycanthropy
upon themselves, seduced by the potential it brings them.
STR DEX CON INT WIS CHA
Sirens blare. Prisoners pour out of the cell blocks. 20 (+5) 14 (+2) 16 (+3) 10 (+0) 17 (+3) 8 (-1)
Figh ng breaks out immediately, not just between the
prisoners and guards, but between the prisoners as Skills Insight +6, Intimidation +5, Survival +6
well. If only you had your spells, but these damn an - Damage Resistances bludgeoning, piercing, and
magic cuffs could be the death of you. slashing damage from weapons that aren't silvered
"You want to live?" says your cell mate, a middle- Senses passive Perception 12
aged woman with a face you could only get from a Languages any one language
tough life. She grits her teeth. "You want to make it Challenge 6 (2,300 XP)
out of this?"
"Yeah." Hunter's Bane. The blood hunter has advantage on
"Then get me out of these cuffs." Wisdom (Survival) checks to track fey, fiends, and
The only way to get out of these types of cuffs is to undead, and on Intelligence checks to recall
cut off the hand. She nods. You steal a handaxe from a informa on about them.
guard's body and swing through flesh and bone, one
strike a er the other, blood spraying against your face, Keen Hearing and Smell. The blood hunter has
and when her hand is only a ached by a few sinews, advantage on Wisdom (Percep on) checks that rely on
she just rips the rest of it off herself. As her severed hearing or smell.
hand flops against the ground, magic surges back into
Lycan Resistance. The blood hunter's damage
her body, and she transforms.
resistances func on only while in its hybrid form.
Fur sprouts from the pores in her skin. Her eyes
turn yellow and bloodshot. Her facial features Feral Desperation. While in hybrid form, the blood
elongate into a canine snarl. She dives into the fray of hunter has advantage on ability checks and saving
rioters and clears you a path with her terrible claws. throws using Strength, and it has a +2 bonus to melee
a ack and damage rolls (included in the a ack).
Pack Tactics. The blood hunter has advantage on a ack
rolls against a creature if at least one of its allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Shapechanger. The blood hunter can use its bonus
ac on to polymorph into a wolf-humanoid hybrid, or
back into its true form, which is humanoid. Its sta s cs
are the same in each form. Any equipment it is wearing
or carrying isn't transformed. It reverts to its true form
if it dies.

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

189
Mutant Blood Hunter (Matt
(Matt
Mercer))
Mercer Mutant Blood Hunter
Medium humanoid (any race), any alignment
Enchanted by the process of mutating their bodies in their
hunter's bane ritual, some blood hunters seek out new methods Armor Class 13 (half plate)
of mutating their bodies to suit their needs, side effects be Hit Points 112 (15d8 + 45)
damned. Speed 25 ft.

Other Mutations STR DEX CON INT WIS CHA


The blood hunter in this statblock has mutated its body in three
22 (+6) 6 (-2) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
ways: irst, it increased its maximum strength, but reduced its
dexterity in the process. Second, it gave itself the ability to
Skills Insight +5, Intimidation +3, Survival +5
regenerate at the cost of its top movement speed. Finally, it gave
Damage Immunities poison
itself immunity to being grappled, paralyzed, or restrained, and
Condition Immunities grappled, paralyzed, poisoned,
it chose to ignore any side effects of this mutation using its restrained
strange metabolism. Senses passive Perception 12
The simplest way to change your blood hunter's mutations is Languages any one language
to change its speed to 30 ft., remove its reconstruction trait, and Challenge 5 (1,800 XP)
choose one of the following options to replace it. Using these
alternatives may affect the dif iculty of the blood hunter. Blood Curse of the Transfusion. As a bonus ac on, the
blood hunter can heal an allied creature within 30 feet
Muta on Effect Side Effect of it by 14 (4d6) hit points. The blood hunter takes
Aether Drain. The blood hunter damage equal to the hit points regained.
Speed 30 ., fly has disadvantage on ability
Aether
20 . checks using Strength or Hunter's Bane. The blood hunter has advantage on
Dexterity. Wisdom (Survival) checks to track fey, fiends, and
undead, and on Intelligence checks to recall
Multiattack. The informa on about them.
blood hunter Cruel Punishment. The blood
Cruelty makes three hunter has disadvantage on Reconstruction. If the blood hunter starts its turn with
a acks with its saving throws. at least 1 hit point, it regains 10 hit points.
rite weapon.
Sunlight Sensitivity. While in
Ac ons
Senses
sunlight, the blood hunter has Multiattack. The blood hunter makes two a acks with
darkvision 60
Nighteye disadvantage on a ack rolls, as its rite weapon.
., passive
well as on Wisdom (Percep on)
Percep on 12 Rite Greatsword. Melee Weapon Attack: +9 to hit,
checks that rely on sight.
reach 5 ., one target. Hit: 13 (2d6 + 6) slashing
Weak Points. A acks made damage plus 4 (1d8) poison damage. This is a magic
Rapidity Speed. 45 . against the blood hunter score a weapon.
cri cal hit on a roll of 19 or 20.

Since the mutant blood hunter concocts slurries to mutate its


body, rather than the mutations being innate, the blood hunter The thugs take a step back. They weren't expec ng
might have one or more of these mutations on its person as you to crush their buddy's skull in one hit of your
potions that can be drunk by other creatures. Refer to the blood hammer. They all look at each other, and you smile to
hunter class mutagens for examples of how these potions might
yourself. This is the part where they run away.
But they don't run. They each pull out a li le po on
affect a creature.
vial and take a swig.
The rules for potions you pick up from a defeated mutant The first thug's legs balloon out with grotesque
blood hunter might be different to those in the class feature to musculature. Yellow pustules form on his skin,
make for more interesting rewards. A creature must be a draining blood and energy from the rest of his body to
humanoid of size Small or Medium to be affected by such a fuel his transforma on. The second thug's arms crack
potion. The creature both bene its from the effects and suffers and twist high above his head, and leathery flaps push
from the side effects. The effects and side effects last for 1 through bloody slits forming in his skin. Bat-like wings
minute and are considered to be nonmagical. A creature can cascade behind him. He stumbles forward, awkward
discover the effects and side effects of such a potion given one on his feet, then takes to the air with a screech.
hour of study and a successful DC 20 Intelligence (Alchemist's You brandish your hammer in prepara on for an
Tools) or Intelligence (Medicine) check. interes ng fight. You go a get yourself some of those
Allies ighting alongside the mutant blood hunter might also
po ons.
have some of the mutations active during a ight.

190
Profane Blood Hunter (Matt
(Matt
Mercer))
Mercer Profane Blood Hunter
Medium humanoid (any race), any alignment
Profane blood hunters make pacts with minor evils, a necessary
moral compromise to make in the face of greater threats. Armor Class 17 (half plate)
Hit Points 112 (15d8 + 45)
Profane Pacts Speed 30 ft.
The profane blood hunter in this statblock has made a pact with
a iend, such as an erinyes or a barlgura. As a result, its rite STR DEX CON INT WIS CHA
weapon deals ire damage and it has resistance to ire damage.
12 (+1) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
For other pacts, you can replace the damage resistance and the
damage in licted by its rite weapon with other types based on
Skills Insight +5, Intimidation +3, Survival +5
the creature it has made its pact with at your discretion. One of
Damage Resistances fire
its spells might also be swapped for a different spell depending
Senses passive Perception 12
on its pact. Some examples are listed below, none of which Languages any one language
affect the blood hunter's challenge rating. Challenge 5 (1,800 XP)
Patron Damage Spell Replaces ...
Hunter's Bane. The blood hunter has advantage on
Barbed Devil fire sword burst chill touch Wisdom (Survival) checks to track fey, fiends, and
Green Hag necro c invisibility earthbind undead, and on Intelligence checks to recall
informa on about them.
Ice Devil cold frostbite chill touch
Incubus/ Spellcasting. The blood hunter is a 5th-level spellcaster.
necro c suggestion hold person Its spellcas ng ability is Wisdom (spell save DC 13, +5
Succubus
to hit with spell a acks). It regains its expended spell
Lamia psychic calm emotions earthbind slots when it finishes a short or long rest. It knows the
Oni cold sleep charm person following warlock spells, and can cast them using its
rite weapon as its spellcas ng focus.
crown of
Medusa poison blindness/deafness Cantrips (at will): blade ward, chill touch, mage hand
madness
1st-3rd level (2 3rd-level slots): charm person, crown
Mindflayer psychic phantasmal force earthbind of madness, earthbind, fear, hold person, ray of
Mummy necro c mending mage hand enfeeblement

"Why? Why would you serve him? He took our child


Ac ons
from us!" Paul pleads. "How could you possibly do Multiattack. The blood hunter can either make two
this?" a acks with its rite weapon or cast a cantrip and make
His wife's face is cold. "There are worse things out one weapon a ack.
there in the world than an oni. Step aside."
"I won't let you do this! Did our baby mean nothing Dagger. Melee or Ranged Weapon Attack: +6 to hit,
to you?" reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 +
"She meant everything to me. Step aside." 3) piercing damage.
"Then why?" Rite Longbow. Ranged Weapon Attack: +6 to hit, range
"Unless I do this, there won't be a world for her to 150/600 ., one target. Hit: 7 (1d8 + 3) piercing
have grown up in anyway. Step. Aside." She doesn't damage plus 4 (1d8) fire damage. If the damage from
bother to wait for a response. She plucks a cricket this a ack reduces a creature to 0 hit points, the blood
from the grass, blows it a kiss, and lets it jump to her hunter regains an expended spell slot. This is a magic
husband's shoulder. He collapses to the ground. weapon.
Asleep. When the spell wears off, he'll hate her, but
hell, it was already too late for that. Diabolic Channel. The blood hunter makes one a ack
with its rite longbow against a creature. If the a ack
hits, the blood hunter can cast one spell on the target,
regardless of the regular rules for range, affec ng only
that target. If the spell requires an a ack roll, it
automa cally hits. If the spell requires a saving throw,
the creature has disadvantage on the first saving throw
made against the spell.

191
Long Rangers

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

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

192
Bounty Hunter (WR
(WR))
Bounty hunters specialise in capturing and disabling their prey Bounty Hunter
to bring them in alive. They hunt dangerous monsters for Medium humanoid (any race), any alignment
zoological menageries, vile criminals for the city watch, slaves
for brutal despots, and anything and anyone for whoever pays Armor Class 15 (studded leather)
the right price. Hit Points 77 (14d8 + 14)
Speed 30 ft.
Not long now. The boat's wai ng for you at the end of
the pier. Sprint for it. Go. As quick as you can. STR DEX CON INT WIS CHA
You chance a look behind you and -- dammit --
there he is, the big man with the crossbow. How'd he 14 (+2) 17 (+3) 13 (+1) 15 (+2) 18 (+4) 10 (+0)
find you so quickly? Nevermind, just run. Just run --
Twang. A moment hanging in the air, and -- Skills Intimidation +2, Investigation +4, Perception +6,
A sharp pain in your calf. You stumble, trip, land Survival +6
hard. Face against the soggy wood of the pier. A Senses passive Perception 21
crossbow bolt s cks out of your leg. A thin wire has Languages any two languages
wrapped itself around your foot, tethering your feet Challenge 3 (700 XP)
together. You quickly yank yourself free of the wire
and pull yourself up, reaching for the boat, so close, Crossbow Specialist. The bounty hunter ignores the
but -- loading property of crossbows, and it has a +2 to a ack
A boot on the back of your head, and it's done. rolls made with its heavy crossbow (included in the
You're captured. a ack).
Follow Prey. The bounty hunter has advantage on
checks to track a target, and its passive Percep on is
increased by 5.
Tracker's Mark. As a bonus ac on, the bounty hunter
chooses one target within 60 feet of its posi on that it
can see, or replaces its mark with a new target it can
see within range. The bounty hunter's weapon a acks
ignore any damage resistances of the marked target
and deal an addi onal 7 (2d6) damage.
Tripwire Specialist. The bounty hunter incurs no
disadvantage on ranged a acks made against targets
that are prone, and when it reduces a creature to 0 hit
points with a ranged weapon a ack, it can choose to
knock the creature unconscious and stabilise them
rather than kill them.

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

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

193
Primal Warden (WR
(WR))
As protectors of the natural world and an expert at living at one Primal Warden
with the land, it is the duty of a primal warden to extend Medium humanoid (any race), any alignment
protection to anyone who is an ally of the forests, and to strike
down any who threaten the natural order of things. Unlike a Armor Class 14 (hide armor)
druid, the primal warden's smaller pool of spells is focused Hit Points 104 (19d8 + 19)
around making itself a greater threat in combat. Speed 30 ft.

"Don't move." The elf is androgynous, slender, with STR DEX CON INT WIS CHA
long brown hair and skin the colour of bark. It draws
an arrow to its bow. 10 (+0) 17 (+3) 13 (+1) 12 (+1) 19 (+4) 10 (+0)
You're about to dive behind a tree, but you think
be er of it. You couldn't see it before, but now with Skills Nature +4, Perception +7, Survival +7
some me to look around, you no ce that the en re Senses passive Perception 21
undergrowth of this area is spiked with thorns as Languages any two languages
sharp as knives. "I'm sorry. I'm here to speak with the Challenge 5 (1,800 XP)
faerie queen."
"Stay there. The spikes will bleed you out if you Follow Prey. The primal warden has advantage on
move. And there are creatures here who slobber at checks to track a target, and its passive Percep on is
the smell of blood. One moment." The elf backs up increased by 5.
against a tree, and then seems to sink into its wood
like an arrow into water. Innate Spellcasting. The primal warden's innate
spellcas ng ability is Wisdom (spell save DC 15, +7 to
hit with spell a acks). It can cast the following spells
innately.
1/day each: alter self, gaseous form, polymorph, tree
stride
Longbow Specialist. The primal warden ignores half
cover and three quarters cover when it makes a acks
with its longbow, and it has a +2 to ranged weapon
a ack rolls (included in the a ack).
Spellcasting. The primal warden is a 4th-level
spellcaster. Its spellcas ng ability is Wisdom (spell save
DC 15, +7 to hit with spell a acks). It has the following
spells prepared.
Cantrips (at will): druidcraft, guidance, mold earth
1st level (4 slots): absorb elements, alarm, ensnaring
strike, hail of thorns
2nd level (3 slots): cordon of arrows, pass without
trace, spike growth
Tracker's Mark. As a bonus ac on, the primal warden
chooses one target within 60 feet of its posi on that it
can see, or replaces its mark with a new target it can
see within range. The bounty hunter's weapon a acks
ignore any damage resistances of the marked target
and deal an addi onal 10 (3d6) damage.

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

194
Mystics

F
or mystic lavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
wizard academies to suit mystics. Awakened Mystic
Medium humanoid (any race), any alignment
Awakened Mystic (UA
(UA))
This mortal form is merely a stepping stone for a Armor Class 13 (leather armor)
mystic to achieve the purest state of being: mental energy, and Hit Points 45 (10d8)
nothing else, loating in the void of existence.
Speed 30 ft.

Ultimate Form STR DEX CON INT WIS CHA


Some awakened mystic achieve their ultimate form and 8 (-1) 14 (+2) 10 (+0) 20 (+5) 15 (+2) 10 (+0)
transcended their humanoid bodies, becoming a powerful
celestial being. Saves Str +1, Con +2, Int +7, Wis +4
Skills Insight +6, Perception +4, Religion +7
Solar (MM pg. 18) Senses truesight 30 ft., passive Perception 14
A solar can be used to represent such a mystic. Instead of Languages all, telepathy 120 ft.
presenting itself as a humanoid igure, the solar appears
Challenge 1 (200 XP)
instead as a Large bauble of glowing white energy. It removes
its damage resistances and the Angelic Weapons trait, Borrow Expertise (Recharges after a Short or Long Rest).
replaces any reference to radiant damage with psychic damage,
As a bonus ac on, the mys c chooses one creature
with whom it is communica ng telepathically. The
and makes the following additional changes to its statblock.
mys c gains one skill, tool, or weapon proficiency of
These changes do not affect its challenge rating.
that creature (mys c's choice), las ng un l it finishes a
Large celestial, any alignment short or long rest. The mys c can choose to use the
Speed 0 ft., ly 150 ft. (hover)
target's bonus to ability checks, a ack rolls, and
damage rolls with the chosen proficiency, rather than
Damage Immunities psychic; nonmagical bludgeoning,
its own.
piercing, and slashing
Condition Immunities exhaustion, grappled, paralyzed, Innate Spellcasting (Psionics). The mys c’s innate
petri ied, poisoned, prone, restrained, unconscious spellcas ng ability is Intelligence (spell save DC 15, +7
Languages can't speak but understands all languages, to hit with spell a acks). It can innately cast the
telepathy 600 ft. following spells, requiring no components:
Incorporeal Movement. The solar can move through other At will: spare the dying, vicious mockery
creatures and objects as if they were dif icult terrain. It 3/day each: calm emotions, cure wounds, fear, lesser
takes 5 (1d10) force damage if it ends its turn inside an restoration
object. 1/day each: charm monster, clairvoyance, greater
Psychic Weapons. The solar's weapon attacks are magical, restoration, remove curse
and its weapons are illusions visible only to the solar and
the target of the attack. When the solar hits with any Ac ons
weapon, the weapon deals an extra 6d8 psychic damage
Mind Thrust. The mys c blasts psychic energy at a
(included in the attack).
creature it can see within 5 feet of it. The target must
The solar can also add the spells from the awakened mystic's succeed on a DC 15 Intelligence saving throw or take
Innate Spellcasting trait to its own Innate Spellcasting.
12 (2d6 + 5) psychic damage and be pushed up to 10
feet away from the mys c.

The villagers have trusted you, noble samurai, to


protect them from this foreign invader. The mys c
thrusts into your mind, and you try to shield yourself
from some ill effect, but the mys c just nods. "You
truly do have skill with that katana. Throw me that
other one, the one strapped to your back. Defeat me
in a duel, and I'll leave this place for good."
You throw the mys c your master's katana. He picks
it up as though he had been training with it his en re
life. He isn't from here. How does he know how to
hold it? How does he know the footwork?
You clash blades. He leans in close. "This isn't even
my final form."

195
Immortal Mystic (UA
(UA))
This mortal form is weak. Fallible. Incomplete. Only by Immortal Mystic
unlocking one's true potential through psionic powers can one Medium humanoid (any race), any alignment
become inally whole.
Armor Class 18 (chain mail, shield)
"This teenager just sprinted through our compound Hit Points 65 (10d8 + 20)
screeching about the power of friendship for like eight Speed 30 ft., fly 30 ft. (hover)
solid minutes before he ran ver cally up the gate, did
a backflip, landed awkwardly on his neck, and ran
away." STR DEX CON INT WIS CHA
"Truly we are dealing with a force we are not 13 (+1) 18 (+4) 15 (+2) 18 (+4) 11 (+0) 10 (+0)
prepared to reckon with."
Saves Str +4, Con +5, Int +7, Wis +3
Skills Insight +3, Perception +3
Senses passive Perception 13
Languages any three languages
Challenge 7 (2,900 XP)

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


spellcas ng ability is Intelligence (spell save DC 15, +7
to hit with spell a acks). It can innately cast the
following spells, requiring no components:
At will: vicious mockery
3/day each: shield, shield of faith
1/day each: haste
Psionic Resilience. If the mys c starts its turn with at
least 1 hit point, it gains 5 temporary hit points.
Psychic Weapons. The mys c's weapon a acks are
magical. Its weapons have a +1 to a ack and damage
rolls and deal an addi onal 13 (3d8) psychic damage
on a hit (included in the a ack). Its weapons are visible
only to the mys c and the target of the a ack.
Surge of Speed (Recharge 5-6). As a bonus ac on, the
mys c can take both the Dash and Disengage ac ons.

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

196
Rouges

F
or rouge lavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
bard bands to suit rouges. Clown
Medium humanoid (any race), any alignment (usually
Clown (WR) chaotic evil)
Children aren't afraid for nothing. Clowns are
terrifying. The way they move, they way they look, the way they Armor Class 13 (16 with mage armor)
act, all of it gives off the impression of something that isn't quite
Hit Points 66 (12d8 + 12)
Speed 30 ft.
real, some unholy creature whose derangement isn't just an act.
A rouge that takes on the make-up of a clown is changing
themselves into something monstrous. STR DEX CON INT WIS CHA
A clown might be wearing different make-up than usual. You
15 (+2) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 19 (+4)
can replace its Penny Circus feature with one of the following
options. Aside from Penny Circus, a clown might usually be
found wearing Empty Doll or Shadowy Stalker make-up.
Skills Acrobatics +5, Deception +6, Intimidation +6,
Performance +6, Sleight of Hand +5
Senses passive Perception 10
Languages any one language
Blushing Bride. The clown has advantage on Charisma Challenge 4 (1,100 XP)
checks to flirt with humanoid creatures.
Fearful Magic. When a creature fails a saving throw
against one of the clown’s spells of 1st level or higher,
it is also frightened of the clown for the dura on of the
spell.
Eyes of Horus. The clown has advantage on Wisdom
(Percep on) checks that rely on sight. Light-Footed. The clown has resistance to damage
taken as a result of a fall.
This increases the clown's passive Perception to 15. Spellcasting. The clown is an 8th level spellcaster. The
clown’s spellcas ng ability is Charisma (spell save DC
14, +6 to hit with spell a acks). It has the following
rouge spells prepared.
Empty Doll. Creatures have disadvantage on Wisdom
(Insight) checks made to gain insight on the clown's Cantrips (at will): booming blade, friends,
thoughts or behaviour. prestidigitation, thaumaturgy, vicious mockery
1st level (4 slots): charm person, colour spray, disguise
self, expeditious retreat, jump, mage armor, Tasha’s
hideous laughter
2nd level (3 slots): crown of madness, enhance ability,
Venomous Ivy. The clown kisses a humanoid creature enthrall, magic mouth, mirror image
on the lips. The target takes 13 (3d8) poison damage. 3rd level (3 slots): fear, feign death, tongues, vampiric
An unwilling creature must succeed on a DC 14 touch
Dexterity saving throw to avoid being kissed. 4th level (2 slots): confusion, divination, freedom of
movement, polymorph
Tumbler. As a bonus ac on, the clown can take the
Disengage ac on.
Shadowy Stalker. The clown can take the Hide ac on as
a bonus ac on while in dim light or darkness.
Ac ons
Clown’s Club. Melee or Ranged Weapon Attack: +4 to
"Granny? Where's ... where's granny?" hit, reach 5 . or range 20/60 ., one target. Hit: The
Her neck cracks. Her head cranes to the side. "Oh, target takes 5 (1d6 + 2) bludgeoning damage.
my grandson. My poor boy." She strokes his sweat-
stained hair. He can feel the bulbs in her knuckles Reac ons
dragging across his scalp. "Don't you remember your Penny Circus. When a creature hits the clown with a
granny? And I thought ... I was the one ... who was melee a ack, the clown can force it to succeed on a DC
losing her memory!" She giggles. Raspy. Hoarse. 14 Wisdom saving throw or become frightened of the
The boy shakes. clown un l the end of the clown’s next turn.
"Oh, oh no, poor baby, no ... You're shaking. It must
be the cold ... Here, come under my coat ... Come on
... Come close to me ... Come under my coat ..."

197
Effects Master (WR)
Giddy and gleeful, the effects master weaves illusions to Effects Master
confuse and entertain others. Behind their veneer of Medium humanoid (any race), any alignment
playfulness, however, they harbour a dark and pressing need
for validation that can never be ful illed. Armor Class 13 (16 with mage armor)
An effects master might be wearing different make-up than Hit Points 66 (12d8 + 12)
usual. You can replace its Special Effect feature with one of the Speed 30 ft.
following options. Aside from Special Effect, an effects master
might usually be found wearing Empty Doll or Shadowy Stalker
make-up.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 19 (+4)

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


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

Eyes of Horus. The effects master has advantage on Fearful Magic. When a creature fails a saving throw
Wisdom (Percep on) checks that rely on sight. against one of the effects master's spells of 1st level or
higher, it is also frightened of the effects master for the
This increases the effects master's passive Perception to 15. dura on of the spell.
Illusory Visage. Creatures do not form memories of the
effects master's face unless they are immune to being
charmed. A creature can remember the effects master
Empty Doll. Creatures have disadvantage on Wisdom
in other ways, such as its clothes, its build, its ac ons,
(Insight) checks made to gain insight on the effects
its equipment, or its voice, but its face appears as a
master's thoughts or behaviour.
blurry smear in their memory. The effects master can
choose specific creatures to ignore this effect.
Special Effect. The effects master's face is a shi ing
miasma of shapes and colours. As an ac on, it can
Venomous Ivy. The effects master kisses a humanoid
reshape its make-up to form a scene from its memory
creature on the lips. The target takes 13 (3d8) poison
or imagina on, crea ng a rough visual approxima on
damage. An unwilling creature must succeed on a DC
within the limita ons of its make-up.
14 Dexterity saving throw to avoid being kissed.
Spellcasting. The fashionista is an 8th level spellcaster.
Its spellcas ng ability is Charisma (spell save DC 14, +6
to hit with spell a acks). It can cast the following rouge
spells.
Shadowy Stalker. The effects master can take the Hide
ac on as a bonus ac on while in dim light or darkness. Cantrips (at will): booming blade, guidance,
prestidigitation, minor illusion, resistance,
thaumaturgy
"If it's a show you want, I'll give you a show!" says the 1st-level (4 slots): charm person, color spray,
magician with the inky face. You rush him with your comprehend languages, detect magic, disguise self,
torch, but with a snap of his fingers the torch explodes mage armor, silent image
in your hands. You're blinded by white-hot light. When 2nd-level (3 slots): alter self, blur, enlarge/reduce,
your vision returns, you are at the spot ... invisibility, mirror image, pass without trace,
... at the spot where your sister died. By the cave phantasmal force, pyrotechnics
entrance. Where she fell in. 3rd-level (3 slots): fear, hypnotic pattern, major image,
You fall to your knees. nondetection, tongues
She didn't die when she fell in, did she? She's s ll in 4th-level (2 slots): greater invisibility, hallucinatory
there. You le her there. You le her to go get help. terrain, phantasmal killer
But you could have saved her, couldn't you? You could
have pulled her out yourself. Ac ons
You hold your head in your hands. You sob as she
calls your name. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
And out of the corner of your eye, you see the reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 +
audience clapping. 3) piercing damage.
What a show.

198
Fashionista (WR)
When a fashionista steps out onto the stage, there can be no Fashionista
doubt in anyone's minds that they were always meant to be Medium humanoid (any race), any alignment
here. Their make-up doesn't conceal their face; it is their face.
It's impossible to look away. Armor Class 13 (16 with mage armor)
A fashionista might be wearing different make-up than usual. Hit Points 66 (12d8 + 12)
You can replace its Gliding Model feature with one of the Speed 30 ft.
following options. Aside from Gliding Model, a fashionista
might usually be found wearing Blushing Bride, Eyes of Horus,
or Venomous Ivy make-up.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 20 (+5)

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


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

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

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

199
Goth (WR)
As darkness falls, the ignorant masses put their heads to rest, Goth
unaware that their limsy walls and locks can do little to protect Medium humanoid (any race), any alignment
them from the terrors of the night. Those whose nightmares
keep them up can whittle away the time with distractions, but Armor Class 13 (16 with mage armor)
that sense of helplessness, of being locked in one's own mind, Hit Points 66 (12d8 + 12)
never goes away. The most fearless of the sleepers, however, Speed 30 ft.
can take control of their nightmares and use them to combat
the real terrors of the world. The worst isn't inside of us. Inside
of us is the power to ensure that no innocent person will lay STR DEX CON INT WIS CHA
awake in fear again. 8 (-1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 19 (+4)
A goth might be wearing different make-up than usual. You
can replace its Veil of Death feature with one of the following Skills Deception +6, Intimidation +6, Perception +4,
options. Aside from Veil of Death, a goth might usually be found Sleight of Hand +5, Stealth +5
wearing Eyes of Horus, Empty Doll, Venomous Ivy, or Shadowy Senses passive Perception 14
Stalker make-up. Languages any one language
Challenge 4 (1,100 XP)

Fearful Magic. When a creature fails a saving throw


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

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Shadowy Stalker. The goth can take the Hide ac on as a reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 +
bonus ac on while in dim light or darkness. 3) piercing damage.
Blanket of Darkness. The goth melds into an area of dim
light or darkness, becoming invisible un l the end of its
"You don't want to have anything to do with me," he next turn or un l it makes an a ack roll or forces a
says to you, hiding his face. "You don't want to see me creature to make a saving throw. While invisible, the
like this. Not without my mask. Not without ... my goth's speed is 0, but, as a bonus ac on, it can teleport
face." up to 30 feet away to an empty space of dim light or
"But Jonathan," you gasp. "I'm the only one who darkness it can see.
can see you for who you truly are."
"What I am is a monster!"
"I know that's not true. What you are ... is a
beau ful soul ... in a world that doesn't deserve you."
"You really think so?" He turns to you and, nope,
you were wrong, he really is quite ugly. He sees the
disgust on your face and, tears streaming down his
face, leaps into the shadows where he turns invisible.
You can s ll hear him crying.

200
Pretty Face (WR)
Have you ever stopped and stared at someone walking by on Pretty Face
the street and marvelled at just how astoundingly, paralyzingly Medium humanoid (any race), any alignment
beautiful they were? Perhaps you noticed a rouge specialising
in its pretty face. If that were the case, it was probably best you Armor Class 14 (17 with mage armor)
were too nervous to approach. Their powers of suggestion also Hit Points 66 (12d8 + 12)
make you enamoured for them, sometimes for most of the day, Speed 30 ft.
oblivious until it wears off and you are far from home.
A pretty face might be wearing different make-up than usual.
You can replace its White as Snow feature with one of the
STR DEX CON INT WIS CHA
following options. Aside from White as Snow, a pretty face 8 (-1) 18 (+4) 12 (+1) 12 (+1) 15 (+2) 20 (+5)
might usually be found wearing Blushing Bride, Empty Doll, or
Venomous Ivy make-up. Skills Acrobatics +6, Deception +7, Insight +4,
Persuasion +9, Sleight of Hand +6
Senses passive Perception 12
Languages any one language
Blushing Bride. The pre y face has advantage on Challenge 4 (1,100 XP)
Charisma checks to flirt with humanoid creatures.
Charming Magic. When a creature fails a saving throw
against one of the pre y face's spells of 1st level or
higher, it is also charmed by the pre y face for the
Eyes of Horus. The pre y face has advantage on dura on of the spell.
Wisdom (Percep on) checks that rely on sight.
Spellcasting. The pre y face is a 6th level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
This increases the pretty face's passive Perception to 17. hit with spell a acks). It can cast the following rouge
spells.
Cantrips (at will): friends, guidance, mending,
Empty Doll. Creatures have disadvantage on Wisdom resistance, thaumaturgy, vicious mockery
(Insight) checks made to gain insight on the pre y 1st-level (4 slots): armor of Agathys, charm person,
face's thoughts or behaviour. command, cure wounds, detect poison and disease,
feather fall, mage armor, protection from evil and
good, sanctuary
2nd-level (3 slots): detect thoughts, enhance ability,
enthrall, gentle repose, see invisibility, suggestion
Venomous Ivy. The pre y face kisses a humanoid 3rd-level (3 slots): counterspell, feign death, hypnotic
creature on the lips. The target takes 13 (3d8) poison pattern, protection from energy, remove curse,
damage. An unwilling creature must succeed on a DC revivify, vampiric touch
15 Dexterity saving throw to avoid being kissed.
White as Snow. The pre y face can communicate
simple ideas with ny beasts such as birds, squirrels,
and fish through sounds and gestures.
Shadowy Stalker. The pre y face can take the Hide
ac on as a bonus ac on while in dim light or darkness.
Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 +
"Come on," goads the fat old man at the bar. "Give us 3) piercing damage.
a kiss. Come on, one kiss, what, will it kill you? Don't
be such a prude."
The woman shrugs. "Let me change my make-up.
And then, one kiss." She scrubs off the layer of white
all across her face. With her cheeks rosy, she truly is
quite beau ful, and the luscious red lips ck makes
your heart swoon. You wonder how such a fat old man
could have possibly convinced such a beau ful
specimen to even listen to him. She paints green
curling ivy-like streaks from her eyes to the edges of
her lips, and when she smiles, her smile extends
further than you thought it would. It's not enough for
her to become less beau ful, but something is wrong.
Something twists in your gut.
She kisses the fat old man on the lips, and the
colour drains from his face.

201
Miscellaneous

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

Archer (WR) Armor Class 13 (leather armor)


It's important to have archers and other ranged ighters on the Hit Points 5 (1d8 + 1)
battle ield. You can't always trust soldiers to just run up and
Speed 30 ft.
whack their enemies all the time.
This archer is an alternative to the surprisingly hardy archer STR DEX CON INT WIS CHA
found in Volo's Guide to Monsters. The archer here is more akin
to a regular soldier than a specialist bowman like in VGM. For a
12 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
decent middle-ground, you can use the scout from the Monster
Manual. Skills Perception +4
Senses passive Perception 14
Languages any one language
Alternative Weapons Challenge 1/4 (50 XP)
Instead of a longbow, an archer might use any of the following
weapons, particularly if they're a Small creature like a hal ling
who can't use a longbow or other heavy weapons. This does not
Ac ons
affect the archer's challenge rating. Club. Melee Weapon Attack: +3 to hit, reach 5 ., one
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
Shortbow. Ranged Weapon Attack: +4 to hit, range 150/600 ., one target. Hit: 6 (1d8 + 2) piercing
80/320 ., one target. Hit: 5 (1d6 + 2) piercing damage.
damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit,


range 80/320 ., one target. Hit: 6 (1d8 + 2) piercing
damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit,


range 100/400 ., one target. Hit: 7 (1d10 + 2) piercing
damage.

Fiery Sling. Ranged Weapon Attack: +4 to hit, range


30/120 ., one target. Hit: 4 (1d4 + 2) bludgeoning
damage plus 2 (1d4) fire damage.

"Hold ..." says the commander. "Hold ..."


The orcs charge closer and closer, their mouths
slobbering, their tusks gleaming.
"Hold ..."
The orcs crest over the hill. They're less than a
hundred feet from the front line defense now.
"Hold ..."
"For god's sake, commander!" shouts one of the
archers. "How much longer are we going to hold?!" He
looses an arrow at the orcs, and they all disappear
into thin air. An illusion.
"No!" shouts the commander. "I said hold!"
202
Bait Mage (WR)
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
Cost is spell level squared times 25 gp, plus components. Senses passive Perception 11
Languages Thieves' Cant, plus any two languages
Challenge 4 (1,100 XP)
"So, quick summary. You got all your regular security
at the front of the bank, and your teller twists the key,
Ritual Adept. The bait mage is a ritual caster. Its
that's the specifica ons you gave me, right? And the
spellcas ng ability is Intelligence (spell save DC 13, +5
key deac vates all these traps so that you can get in
to hit with spell a acks). It can cast the following spells
when you need to access your vault. Just making sure
as rituals in half the cas ng me they would normally
we're on the same page here."
require.
You nod. "That's right." You tap your foot. You've
got a mee ng in six minutes. Time is money. This Rituals: alarm, identify, illusory script, Leomund's tiny
be er be quick. hut, magic mouth, unseen servant
"Right, so, assuming the key isn't twisted in the lock,
the burglar's go a get through this door. It's got a Spellcasting. The bait mage is a 6th-level spellcaster. Its
regular lock on it. You know, go a have the regular spellcas ng ability is Intelligence (spell save DC 13, +5
lock for the regular folk. Then there's arcane lock on to hit with spell a acks). It has the following wizard
top of that. Only opens if you or your business spells available to cast.
associates open it up. Not even me. Had to do that Cantrips (at will): mending, message, mold earth
one last, but everyone hates if I go in chronological 1st level (4 slots): alarm, ice knife, ray of sickness,
order. You can get through this lock with dispel magic sleep, snare, Tasha's hideous laughter, thunderwave
or knock, or even an antimagic field but if they've got 2nd level (3 slots): arcane lock, continual flame, knock,
one of those in their arsenal you've got bigger locate object, Nystul's magic aura, shatter, web
problems. I'm not the guy you call to protect against 3rd level (3 slots): clairvoyance, dispel magic, fireball,
an archmage, got it?" glyph of warding, magic circle, nondetection, remove
"Yes, yes, go on." curse, sending, tiny servant
"So they get past the arcane lock, first of all, you call
me to reinstall it, half price. That's my guarantee.
Anyway, beyond that, we've got torches along the
Ac ons
walls with continual flame every 30 feet, four of them Dagger. Melee or Ranged Weapon Attack: +4 to hit,
total, just like you specified. Those aren't traps, they're reach 5 ., one target. Hit: 4 (1d4 + 2) piercing
just so you can see in the dark. Bloody humans, I tell damage.
you. Anyway what is a trap here is an glyph of warding
on this sec on of floor here. Yeah, yeah, I know you
can't see it, that's because it's invisible, that's the web and fireball? You don't want to be there when
point. I'm not gonna give you a demonstra on, you're that happens. They're fried. Add on a double dosing of
just gonna have to trust that I fulfill my god damn Nystul's magic aura to your duplicate vault doors,
contracts. Anyway you know where it is, right between another glyph of fireball, bada bing, bada boom,
the third and fourth flames. To get through this glyph, burglar fried. All good?"
touch your ring to the floor. You know, the family ring, "And how much is that gonna cost me?"
one of a kind. Go on, do it." "I'm gonna be honest with you. The price is
You touch your ring to the floor, and you hear a irrelevant, because in a few weeks you're gonna be
faint hum, then a pleasant ding. knocking down my door asking why the hell none of
"That's the stuff. So someone goes through here this worked."
without your li le metal password on your finger, they "What?! What the hell do you mean?"
get webbed and it'll trigger an alarm I've a ached to "Because you made me put a weak point in the
another glyph on the wall here. The webs last for a design! Turn the bloody key and all this gets disabled!
minute and they'll hold the burglar here. I med how All these cool traps, all my careful if-and-then
long it takes for a guard to rush down here, and it's statements for the glyphs, all of it goes to waste if
thirty five seconds. At fi y seconds, a third glyph they give your secretary a couple pla num and a pat
ac vates. This one's a doozy. Fireball. Combina on of on the head! Anyway, my contract's done. 3,950 gp."

203
Brawler (WR)
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 Armor Class 13 (padded armor)
a 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
target. Hit: 4 (1d4 + 2) slashing damage. 5 ., 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.

"If it at first you don't succeed," says the drunkard,


wiping the blood off his lip. "Punch, punch again."

204
Church Hand (WR)
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.
"You're my nurse, huh? Where'd they find you?" flirts
the bard. You roll your eyes. He shouldn't have this STR DEX CON INT WIS CHA
much energy in him a er all the s ngs he took to the
face. 10 (+0) 11 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0)
"Oh, I was a gardener un l gnolls flayed my mother
and father and two sisters in front of me," says the Skills Religion +2, Medicine +3
nurse, ma er-of-factly. She ghtens the bandages too Senses passive Perception 11
ght. She ignores the bard's horrified expression and Languages any one language
con nues, without dropping her tone even one bit, Challenge 1/8 (25 XP)
"Tore off my leg, too, tried to feed it to me. Had to
crawl here while I was s ll bleeding and beg for the Initiate Spellcasting. The church hand is a magic ini ate.
church to help me while they could s ll hear the howls Its spellcas ng ability is Wisdom (spell save DC 11, +3
outside. Gnolls were using me to lure out the priests, to hit with spell a acks). It can cast the following cleric
and they got the head priest as he rushed out to save spells.
me, tore him to shreds, cackling like maniacs. Deacon
Samuel dragged me in. Took me two years before Sam At will: guidance, spare the dying
forgave me for the death of his father. Never got my 1/day: cure wounds
leg back, which you'd be able to see if you weren't
lying down on the cot. Got it replaced with a peg
because the severed part was too far mangled for
Ac ons
regeneration to work, and the church doesn't have the Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
money for a divine miracle of that power right now, target. Hit: 3 (1d6) bludgeoning damage.
certainly not reserved for the girl who got the head
priest torn apart by gnolls. Now I work here to se le
my debts. Maybe one day I'll be a cleric. What about
you? What brings you to the church?"
"... Bees?"

205
Commander (WR)
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
challenge rating. +4, 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.

Upon a white horse, our general came to watch


His ba le won, his men in jubilee
But the fight was lost, too late to see
We ghosts watched as our general
Our general took a knee

206
Courtier (WR)
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 Hit Points 9 (2d8)
the battle to their liking and support their allies. Courtiers can Speed 30 ft.
be 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)
"Yeah! There! Hit him right in the ear! Yeah! Knock
him into next year! What? Do something with my Skills History +3, Insight +4, Persuasion +4
dagger? No, it's a family heirloom. You guys got this! Senses passive Perception 10
Go team!" 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 (Recharge 5-6). 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.

207
Cultist of the Archfey (WR)
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)

"How many of these cults are there, exactly?" asks Skills Arcana +2, Deception +3
your wife. You shrug. Well, the couple that slays Senses passive Perception 10
together stays together, as they always said. What Languages any one language
exactly did these archfey worshippers think would Challenge 1/4 (50 XP)
happen when they tried to charm a pair of married
elves? 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.

208
Cultist of the Archlich (WR)
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 Hit Points 11 (2d8 + 2)
of failed adventuring parties. Their mage hand and unseen Speed 30 ft.
servant help them get more done in a day than a regular maid
or cleaner would. Occasionally, a servant might inadvertently
cast chill touch instead of mage hand, reminding them that they
STR DEX CON INT WIS CHA
live only at the whim of their dark master. 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)

Ghostly hands trail over your husband's shoulders. Skills Arcana +2, Deception +2
"Hey," you say. "No enjoying that. It's not a massage. Senses passive Perception 10
We've got cul sts to slay." 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.

209
Cultist of the Fiend (WR)
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)
"Web?" you ask. Your wife nods. "Web."
A bit of spiderweb plucked from the cave walls and Skills Deception +3, Performance +3
the whole floor is covered in thick white s cky Senses passive Perception 10
strands. The cul sts scream out something Languages any one language
incomprehensible, probably about how a rebuke from Challenge 1/4 (50 XP)
the very depths of the nine hells is in store for you if
you so much as think about laying a hand on them, Dark Devotion. The cul st has advantage on saving
but you tune it out and light the webs with your torch. throws against being charmed or frightened.
That ough a do it. They can't rebuke a bunch of
burning spiderweb, now, can they? 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.

210
Cultist of the Great Old One
(WR) 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 Medium humanoid (any race), chaotic neutral or
a 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)
Cas ng that spell of silence may have been a bit
overboard for just a bunch of cul sts, but you have to Skills Deception +2, Investigation +3
respect your husband's pragma sm. There won't be Senses passive Perception 9
any speaking the name of ancient horrors if one can't Languages any one language
speak any names at all. 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.

211
Cultist of the Leviathan (WR)
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
"Really? Silence, again?" says your wife, sternly. "We Senses passive Perception 11
did that last me." Languages any one language
"Don't knock it if it works!" is what you would have Challenge 1/2 (100 XP)
said if you weren't under the effects of silence.
The cul st just sits down and gives up. Booming Amphibious. The cul st can breathe air and water.
blade was his whole thing and now it doesn't work.
Dark Devotion. The cul st has advantage on saving
What's even the point?
throws against being charmed or frightened.
Your wife sighs. She says something snide, but you
can't hear her. You know, with the silence and all. Initiate Spellcasting. The cul st is a magic ini ate. Its
You're thinking something rather rude about how spellcas ng ability is Charisma (spell save DC 11, +3 to
maybe you should make this a habit when she starts hit with spell a acks). It can cast the following warlock
to nag, but those thoughts evaporate when you see spells.
her signing a love heart. You smile and sign a love
At will: booming blade, true strike
heart back. Enough cynicism. This is nice. Maybe a er
1/day: hex
this the two of you can find a nice inn and --
No, wait, she's warning you that the cul st is gonna
strangle you. Gonna have to deal with that first. 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.

212
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
(WR) dying before their time, just as the Raven Queen protected
Locked away in the Shadowfell, the Raven Queen needs them. Most of their tasks involve reconaissance and stealth,
warlocks and other servants to carry out her wishes on other thieving dangerous artefacts or frightening others with visions
planes. For small tasks, she will revive commoners who have of death through minor illusion. A raven servant is given even
recently and unfairly died before their time and instruct them more capabilities for subterfuge, turning invisible, placing
on what to do to earn back their lives. Her cultists are granted hexes to rig competitions, or freezing people in place while the
spells outside of the usual base of a warlock and are sent out as raven 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 Servant
Raven Queen will rescind her offer and the cultist will fall dead Medium undead, any neutral alignment
on the spot, returned to the earth. If they succeed, however, she
will give them the choice to go back to their lives as they once Armor Class 15 (studded leather)
were, 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
STR DEX CON INT WIS CHA
need 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
instead, unless the damage is radiant or from a cri cal its 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 +
undead. A DC 16 Wisdom (Medicine) check can 3) 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
Dagger. Melee or Ranged Weapon Attack: +4 to hit, is in dim light or darkness. This is a magic weapon
reach 5 . or range 20/60 ., one target. Hit: 4 (1d4 + a ack.
2) piercing damage.
213
Defender (WR)
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
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ., target.
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
Mace. Melee Weapon Attack: +4 to hit, reach 5 ., one used with two hands to make a melee a ack.
target. Hit: 5 (1d6 + 2) bludgeoning damage. Shield Bash. The defender bashes its shield against a
creature within 5 feet of it. The target makes a DC 12
Strength saving throw. On a failed save, the target is
Not another guard. This one's got a shield bigger than pushed 5 feet away.
he is. You thrust your dagger forward at the snooty
nobleman's ribs, but in a flash, the guard is in front of
you, your dagger embedded deep in the wood. A
Reac ons
spear shoots out at your head and you duck, but he Protection. When a creature a acks a target other than
slams his shield hard into your side. You stumble back. the defender within 30 feet of the defender, and the
This is gonna be tough. defender can see them both, the defender can move
up to its speed. If it ends this movement within 5 feet
of the target of the a ack, the defender can impose
disadvantage on the a ack roll.

214
Dirty Fighter (WR)
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
You cringe in pain. Right between the legs. Can he 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
even do that? Is that allowed?
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.

215
Duelist (WR)
Duelists taunt their opponents into a hasty strike before Duelist
making a few quick cuts or jabs and darting away. They prefer Medium humanoid (any race), any alignment
one-on-one battles where they can show off their expert
dexterity and handiwork. Duelists can be swashbuckling pirates Armor Class 15 (chain shirt)
trading barbs, a noble who would die for his family's honor, or Hit Points 16 (3d8 + 3)
an old man relying on his old skills to defend his home from Speed 30 ft.
thieves.

STR DEX CON INT WIS CHA


Alternative Weapons 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Instead of a rapier, a duelist might use any of the following
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.
Clang! Sparks fly as blade meets blade. The nobleman
isn't going down without a fight. You take a step back Rapier. Melee Weapon Attack: +4 to hit, reach 5 .,
to catch your breath. Most noblemen just prac ce one target. Hit: 8 (1d8 + 4) piercing damage.
their swordcra recrea onally. Seems like he's put a Hand Crossbow. Ranged Weapon Attack: +4 to hit,
bit more effort into it than you'd expected. 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.

216
Eco-Terrorist (WR)
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.

"This is for the trees!" shout the terrorists to the STR DEX CON INT WIS CHA
throngs of terrified commoners. Animated vines hoist
the filthy mayor by his neck, displaying him for all to 13 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
see. "You thought your expansionism would bring you
profit! You thought it would bring you glory!" One by Skills Nature +2, Survival +4
one, the terrorists throw out spiked vines, lashing the Senses passive Perception 12
mayor's naked back un l it bleeds. "But the only thing Languages Druidic plus any one language
it has brought you is an end to your precious li le Challenge 1/4 (50 XP)
town!"
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.

217
Elemental Benders (WR)
Monks who obsess over the four elements of the world can Fire Bender
unlock the power to control them. Medium humanoid (any race), any alignment
For a wielder of all four elements, you can use the quadruple
master. For other wielders of elemental power, refer to the Armor Class 13 (leather armor)
Elements section in the table of contents. Hit Points 22 (4d8 + 4)
Speed 35 ft.

Air Bender STR DEX CON INT WIS CHA


Medium humanoid (any race), any alignment 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

Armor Class 13 (leather armor) Damage Resistances cold, fire


Hit Points 22 (4d8 + 4) Senses passive Perception 12
Speed 40 ft., fly 40 ft. Languages Primordial plus any one language
Challenge 2 (450 XP)

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
Ac ons
Multiattack. The bender makes two Fangs of the Fire
Senses passive Perception 12 Snake a acks.
Languages Primordial plus any one language
Fangs of the Fire Snake. Melee Spell Attack: +4 to hit,
Challenge 2 (450 XP)
reach 10 ., one target. Hit: 13 (2d10 + 2) fire damage.

Ac ons
Fist of Unbroken Air. Melee Spell Attack: +4 to hit,
reach 5 ., one target. Hit: 22 (4d10) bludgeoning
damage, and the target must make a DC 12 Strength
Water Bender
Medium humanoid (any race), any alignment
saving throw. On a failed save, the target is pushed 20
feet away and knocked prone. On a successful save, it
is pushed 10 feet and isn't knocked prone. Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 35 ft., swim 35 ft.

Earth Bender STR DEX CON INT WIS CHA


Medium humanoid (any race), any alignment 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

Armor Class 16 (natural armor) Senses passive Perception 12


Hit Points 22 (4d8 + 4) Languages Primordial plus any one language
Speed 25 ft. Challenge 2 (450 XP)

STR DEX CON INT WIS CHA Ac ons


10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) Water Whip. Melee Spell Attack: +4 to hit, reach 30 .,
one target. Hit: 7 (1d10 + 2) bludgeoning damage, and
Damage Resistances bludgeoning, piercing, and the target must make a DC 11 Dexterity saving throw.
slashing from nonmagical weapons On a failed save, the target takes 22 (4d10)
Senses passive Perception 12 bludgeoning damage and is knocked prone or pulled
Languages Primordial plus any one language up to 25 feet toward the bender (bender's choice). On
Challenge 2 (450 XP) a successful save, the target takes half as much damage
and isn't pulled or knocked prone.

Ac ons
Fist of Four Thunders. Melee Spell Attack: +4 to hit, "I have to capture the Quadruple Master!" screamed
reach 5 ., one target. Hit: 7 (1d10 + 2) bludgeoning the fire bender prince. "It's the only way to restore my
damage, and each creature other than the bender honor!"
within 10 feet that can see and hear the bender must
succeed on a DC 12 Cons tu on saving throw or take
11 (2d10) thunder damage.

218
Joker (WR)
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 Armor Class 11
joke on mortals, what can a mortal do but laugh? Hit Points 9 (2d8)
Speed 30 ft.
"You know who the most oppressed people are in this
world? The elves? The gnomes? Maybe the orcs, how STR DEX CON INT WIS CHA
about them? No, no, when all the races go out and
slaughter each other with swords and burn each other 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 13 (+1)
with fireballs, nobody bats an eye. It's all part of the
story. But one adventuring party gets crushed by Skills Performance +3
falling rocks, and everyone loses their minds! Who's Senses passive Perception 10
really in charge of our lives, do you think? Because it Languages any one language
sure ain't us! The most oppressed people in the world Challenge 1/8 (25 XP)
are the ones without a story!"
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.

219
King / Queen (WR)
Kings and queens are the highest authority in the land. Some King / Queen
are royalty out of pure merit, but most because of birthright or Medium humanoid (any race), any lawful alignment
through force or deception. You win the right to sit on the
throne, or you die. Armor Class 18 (+3 glamoured breastplate)
Kings and queens generally equip themselves with a host of Hit Points 90 (20d8)
magical items and surround themselves with highly capable Speed 30 ft.
guards, particularly paladins like sovereign knights.

STR DEX CON INT WIS CHA


"Sir Gregory?" asks the king.
"Yes, my lord?" 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 19 (+4)
"That halfling in the party, the one in the hooded
cloak, hiding knives behind his cape. Yes, that one. He Skills Deception +10, Intimidation +10, Insight +8,
just had a flee ng thought that it might be easier to Persuasion +10
kill me than nego ate with me." Senses passive Perception 12
"I'll take care of it, my lord." Languages any three languages
"Thank you." Challenge 5 (1,800 XP)
Sir Gregory charges your party. You give the rogue a
disappointed look. Glamoured Breastplate. Through illusion magic, the king
or queen's breastplate is glamoured to take on the
appearance of robes befi ng royalty.
Helm of Comprehending Languages. While wearing this
helm, which takes the shape of an opulent crown, the
king or queen is magically under the effects of
comprehend languages.
Ring of Mind Shielding. While a uned to this ring, the
king or queen is immune to magic that allows other
creatures to read their thoughts or determine whether
it is lying. Creatures can telepathically communicate
with the king or queen only if it allows it. The king or
queen chooses whether the ring is visible or invisible at
will.

Ac ons
Greatsword. Melee Weapon Attack: +6 to hit, reach 5
., one target. Hit: 10 (2d6 + 3) slashing damage. This
is a +3 magic weapon.
Medallion of Thoughts (3/Day). The king or queen casts
detect thoughts (spell save DC 15). The king or queen
is a uned to this magic item.
Rod of Rulership (1/Day). Each creature that can see
and hear the king or queen within 120 feet of it must
succeed on a DC 15 Wisdom saving throw or be
charmed by the king or queen for 8 hours. While
charmed in this way, the target regards the king or
queen as its trusted leader. The effect ends if the king
or queen's ac ons harm the creature or if it is
commanded to do something contrary to its nature.
The king or queen is a uned to this magic item.

220
Mariner (WR)
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.
The crew's spread the rumour that when he was
pushed overboard, he swam three laps around the STR DEX CON INT WIS CHA
ship before he drowned. In truth, he sank like a rock.
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.

221
Medic (WR)
Not everyone has access to (or can afford) a divine spellcaster Medic
in the ield of battle. Most armies instead employ medics who Medium humanoid (any race), any alignment
can give nonmagical irst aid under ire.
Armor Class 12 (leather)
"Hey, hey, you're gonna be fine. You're gonna be fine. Hit Points 11 (2d8 + 2)
Look at me. What's your name? Can you tell me your Speed 30 ft.
name, buddy? No, no, that's alright, keep breathing,
that's good, your airway's not blocked. Can you follow
my finger with your eyes? You're conscious, you're STR DEX CON INT WIS CHA
breathing, that's a good start. Drink this. No, it's not a 10 (+0) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
health po on, it's brandy. Big breath for me, small
incision, and ... arrow's out. Okay, go, go, on your feet, Skills Medicine +3
lean on me, that's it, let's get the hell out of range!" 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.

222
Mercenary (WR)
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 Armor Class 16 (half plate)
regular rank and ile soldier, a mercenary is a valuable Hit Points 19 (3d8 + 6)
companion in a ight. Most people with the skills to wield a big Speed 30 ft.
weapon will 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
Pike. Melee Weapon Attack: +4 to hit, reach 10 ., one make a 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.

"I've got one rule, and that's no kids. Unless the kid's
got, like, some magical nonsense a ached to him, like
he's heir to a throne of fire, something like that, that's
fair game. I'll totally kill a kid who's heir to a throne of
fire."

223
Of iciant (WR)
When two people love each other very much, they ind a Of iciant
witness who will con irm that they promise to live in the same Medium humanoid (any race), any alignment
house together until they die, usually making a baby sometime
before the dying part. In major cities, the witness is a priest. In Armor Class 10
smaller 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 Skills Religion +3
was always 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


"I now pronounce you man and wight." 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.

224
Outlaw (WR)
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 Speed 30 ft.
included 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,
Challenge 1/2 (100 XP) Survival +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., 6 (1d8 + 2) bludgeoning damage if used with two
one target. Hit: 9 (2d6 + 2) slashing damage. hands.

Exiled Mage Hand Crossbow. Ranged Weapon Attack: +4 to hit,


The outlaw has the following extra features. range 30/120 ., one target. Hit: 5 (1d6 + 2) piercing
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

"Hey, don't I recognise you from somewhere?" asks


the woman at the bar. She's s ll got her sergeant's
uniform on. Must be her day off. You eavesdrop into
her conversa on.
The man growls. "Must have me mistaken for
someone else."
"Second division, right? I'd recognise a sword like
that anywhere. Is it true they got you figh ng in
skirts?"
"Kilts," he says, then, has ly, "You got the wrong
guy."
"Thought you'd be parading around Neverwinter
a er your victory last fortnight. What are you doing in
this crapsack town?"
"Minding my own business. I suggest you do the
same. And your friend, too, yeah, you. The one who's
eavesdropping. Don't think I didn't no ce you over
there. Bloody elves." He sucks back the rest of his ale.
"I'm out of here."

225
Rune Scribe (UA
(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 Medium humanoid (any race), any alignment
passed their expiration date. Not all knowledge has been
passed down to modern society and some secrets long thought Armor Class 12
to have been erased from history have resurfaced, and as a Hit Points 31 (7d8)
result are jealously guarded by those who wish to keep their Speed 30 ft.
power for 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
Opal of the Ild Rune, a magic weapon that deals ire damage +6, 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 Senses passive Perception 11
runes does not affect the rune scribe's challenge rating. Languages any three languages, at least one of which
If your rune scribe does not possess its rapier bearing the
is 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.
226
Siege Mage (WR)
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. Armor Class 15 (splint mail)
Contingents of siege mages are notorious for their recklessness Hit Points 26 (4d8 + 8)
and undeserved delusions of invincibility. Their performative Speed 30 ft.
antics 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)
No amount of drills could have prepared you for the
enemy launching their soldiers over the walls with a
trebuchet. These ridiculous floa ng soldiers land on Initiate Spellcasting. The siege mage is a magic ini ate.
the parapets next to you and with a flash of a black Its spellcas ng ability is Intelligence (spell save DC 11,
bomb, your eyes s ng and fill with tears. You think you +3 to hit with spell a acks). It can cast the following
hear the sound of clapping ... no ... your vision clears wizard spells.
and ... they're giving each other high fives? 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: +5 to hit, reach 5
., one object (a door or a wall). Hit: 17 (4d6 + 3)
bludgeoning damage. The siege mage requires the
assistance of at least one ally 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 (1/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.

227
Squire (WR)
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 11 (2d8 + 2)
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
STR DEX CON INT WIS CHA
the 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 (VGM) Archer Squire Languages any one language
Challenge 1/4 (50 XP)
Banneret (NPC) Mar al Squire
Ba lemaster (NPC) Mar al Squire
Cavalier (NPC) Mounted Squire
Ac ons
Death Priest (NPC) Strife Squire Shortsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 5 (1d6 + 2) piercing damage.
Forge Priest (NPC) Mar al Squire
Kingsguard (NPC) Healing Squire Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ., one target. Hit: 5 (1d8 + 1) piercing
Knight (MM) Mar al Squire damage.
Knight Conqueror (NPC) Strife Squire
Life Priest (NPC) Healing Squire
Martial Squire
Protec on Priest (NPC) Mar al Squire
Noble (MM) Mar al Squire
Armor Assistant. With the squire's help, its knight can
Samurai (NPC) Mar al Squire don or doff armor in one minute.
Sharpshooter (NPC) Archer Squire
Sovereign Knight (NPC) Mar al Squire The squire also gains the following reaction:
Standard Bearer (NPC) Mounted Squire
Valor Bard (NPC) Strife Squire
Another Set of Hands. At its knight's verbal request, as
War Priest (VGM) Mar al Squire
long as the squire is within 5 feet of the knight and can
Winter Knight (NPC) 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 perform 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 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.
Magic Initiate. The squire is a magic ini ate. Its
At will: resistance, spare the dying spellcas ng ability is Wisdom (spell save DC 11, +3 to
1/day: cure wounds hit with spell a acks). It can cast the following bard
spells.
At will: dancing lights, vicious mockery
1/day: bane

228
Soldier (WR)
Historically, the bulk of armies were made up of people who Soldier
had just been taught how to use a spear. They were equpped Medium humanoid (any race), any alignment
with little more than padded armor and a shield to protect
them. This statblock represents the typical drafted soldier: a Armor Class 14 (padded armor, shield)
barely-trained commoner. Hit Points 5 (1d8 + 1)
For more capable soldiers, you can use the mercenary Speed 30 ft.
statblock from this chapter, or you can look through the "War"
section in the table of contents.
STR DEX CON INT WIS CHA
"Can you hold a spear?" 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
"Yes, sir!"
"Can you hold a shield?" Skills Athletics +3, Dragon Dice +2
"Yes, sir!" Senses passive Perception 10
"Then you're ready to fight that ice devil. Charge!" Languages any one language
Challenge 1/8 (25 XP)

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

229
Spell Sniper (WR)
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. Medium humanoid (any race), any alignment
With 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)
You don't even see where the shot comes from. You
just know that suddenly you've got a painful ringing in Skills Perception +4
your ears and there seem to be jellyfish rolling down a Senses passive Perception 14
hill some distance away. 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.

230
Templar (WR)
Templars are trained as slayers of those who use arcane power. Templar
They consider themselves the shields that protect the sanctity Medium humanoid (any race), any lawful alignment
of society at large. Templars are often employed as guards in
major cities to detect and destroy unlawful mages, or as Armor Class 20 (plate, shield)
mercenaries against wizards and sorcerers who have grown too Hit Points 39 (6d8 + 12)
great in power for the comfort of local lords. For dif icult Speed 30 ft.
investigations, they act as enforcers for inquisitors.

STR DEX CON INT WIS CHA


"There he is!"
Damn, they found you! You pinch iron powder in 16 (+3) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 15 (+2)
your palm and start to shrink down to a size that could
more easily slip away, but the templar's too close to Saves Dex +2, Con +4, Wis +5
you already. His sword flashes out and strikes the iron Skills Arcana +3, Religion +3, Intimidation +4,
powder. It ignites and burns away. The spell fizzles out. Investigation +3
Blood drips down your arm. Damn! Senses passive Perception 13
"The penalty for using magic in the city is death!" Languages any one language
screams the templar. Challenge 3 (700 XP)
His partner catches up and pulls him back. "No, no,
he doesn't mean that. There's a fine, that's all. Twenty Initiate Spellcasting. The templar is a magic ini ate. Its
gold pieces." spellcas ng ability is Wisdom (spell save DC 13, +5 to
Be er than death. 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.

231
Witch Doctor (WR)
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
directly and does not have a component pouch or other focus. to hit with spell a acks). It has the following druid
spells prepared.
"Uhh ... how about "The Summer When the World
Cantrips (at will): druidcraft, guidance, thorn whip
Was Aflame" by Magnus Shanks?"
1st level (2 slots): cure wounds, detect poison and
"Wonderful sugges on! Consider your tea purified
disease, find familiar, purify food and drink, speak with
of taint."
animals
"I mean, boiling the water does the trick --"
"Purified!"
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.

232
Wrestler (WR)
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 Senses passive Perception 10
for 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.
"One ..."
You strain against the wrestler's impressive bulging Ac ons
biceps. It's not over yet. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
"Two ..." 5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Come on ... just a li le more ... A creature reduced to 0 hit points by this a ack is
"Three! That's game!" stabilised.
Dammit. The wrestler releases you. You're drenched
in sweat, and you don't know whether it's mostly Pin. The wrestler a empts to grapple a creature within
yours or mostly his. You'd rather not think about it. 5 feet of it (escape DC 15). On a success, while the
The wrestler shakes your hand and, with a genuine target is grappled, the wrestler and the target are
smile of enthusiasm, asks, "Rematch?" restrained.

233
Scout (MM pg. 349)
Other (MM, VGM) The scout might be a ighter, a ranger, or a rogue, or it might be
There exist many statblocks from the Monster Manual and a good it for the Long Ranger homebrew class.
Volo's Guide to Monsters for NPCs that have not otherwise been
listed in this document. They've been placed here for reference. Thug (MM pg. 350)
The thug could be a ledgling ighter given enough training, but
Acolyte (MM pg. 342) its domain seems to irmly be in the underworld of crime;
The acolyte can represent a cleric or a paladin in training. giving it some thief rogue features like Thieves' Cant and
Second Story Work could add colour to your thugs. Some thugs
Archer (VGM pg. 210) may even pivot their skill set to become a Blood Hunter as per
The archer can represent a ighter, a ranger, or a rogue with a the homebrew class by Matt Mercer.
specialty in longbows. It's also a good pick to represent the
homebrew Long Ranger class. Tribal Warrior (MM pg. 350)
The tribal warrior is a good it for a barbarian, but may also be
Bandit (MM pg. 343) receptive to training as a druid, ighter, ranger, rogue, or long
The bandit might be a person on the path to become a ighter, ranger.
rogue, or barbarian.

Bandit Captain (MM pg. 344)


The bandit captain is likely a ighter.

Commoner (MM pg. 345)


The commoner is intended to be used to represent the
overwhelming majority of people living within the world. For
every person strong enough to be represented by a statblock in
this document, there are hundreds of thousands of commoners
just living a normal life, completely oblivious to the
unimaginable cosmic power that those few with ambition seek
out.

Cultist (MM pg. 345)


The cultist might be the apprentice or minion of a cleric
(perhaps a death priest or a night priest), druid (perhaps
working under a liminal druid or spore spreader), paladin
(knight conqueror, mortal traitor, or oathbreaker), sorcerer
(deathtouched or vampiric), or most commonly a warlock of
almost any type.

Cult Fanatic (MM pg. 345)


The cult fanatic is likely well on their way to gaining the power
to become a sinister adventurer, most commonly a warlock.

Guard (MM pg. 347)


The guard can be used to represent a very low-powered ighter.

Knight (MM pg. 347)


The knight could be a ighter, or it could be a paladin that has
yet to gain the powers granted to them by their oath.

Noble (MM pg. 348)


The noble may have received some training as a ighter, but is
meant to represent an upper-class twit who has never been
shaken by the adrenaline of pitched combat.

Priest (MM pg. 348)


The priest is a stock standard representation of a low-level
cleric or paladin.

234
Appendices
Applying Races
Not all of the NPCs that your players face will be human. Some of them will be common races such as elves, dwarves, and hal lings.
Others will be uncommon, like tie lings or half-orcs. Others still will be exotic races like irbolgs or aasimar. And, of course, you will
employ plenty of NPCs from monstrous humanoids such as orcs and goblins. Further still, you might want to give a class template to
intelligent monstrosities such as druidic centaurs or sorcerous harpies.
For all of these needs, you can check out the DMG pg. 282 for suggestions on how to apply a humanoid template to your NPCs. I want
to streamline the process, so I've selected only one or two key features from each race, as well as a roleplaying suggestion, in order to
quickly get across the lavour of that race without having to adjust its ability scores and therefore also having to recalculate its skills,
saves, attacks, spellcasting, save DCs, and challenge rating. Aspects like languages and darkvision have also been left out as they should
be self-evident based on the creature's environment (give them their race's languages plus Common if you like, and give them
Darkvision if they live in the dark -- no biggie). The idea is that if you can get across the few features included here, you will have
believably identi ied the NPC as a member of your chosen race.
For simplicity, don't bother adjusting the challenge rating of the creature, and instead of recalculating hit dice and hit points for non-
Medium creatures, simply use the hit points given in the statblock without change. Also, for some features, the DC for effects is listed at
10; change this to an appropriate DC (8 + pro iciency bonus + relevant ability modi ier) in the statblock.
With all of this in mind, here are simple adjustments to emphasize the racial aspect of an NPC. Just adding these traits is enough,
though you are always free to laboriously add every racial feature instead.

Quick Racial Feature Applica on Guide


Race Features Roleplaying
Aarokocra (EE,
Fly 50 .; reduce movement speed by 5 . Screeches.
MM)
Can cast light at will and cure wounds 3/day.
Protector: Fly 30 .
Scourge: Fire Aura. Creatures that start their turn within 5 feet of the aasimar or hit it with a melee
Aasimar
a ack take 3 (1d6) fire damage. Hates lying.
(VGM)
Fallen: Frightful Presence (1/Day; Action). Each creature within 30 feet of the aasimar must succeed
on a DC 10 Wisdom saving throw or become frightened of the aasimar un l the end of their next
turn.
Bugbear (MM, Surprise Attack. If the bugbear surprises a creature and hits it with an a ack during the first round of Bursts of
VGM) combat, the target takes an extra 7 (2d6) damage from the a ack. energy.
Bullywug Swim 40 .; Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10
Croaks.
(MM) feet, with or without a running start.
Monstrosity; Large; 60 . movement.; Charge. If the centaur moves at least 30 feet straight toward a
Centaur (MM, Despises
target and then hits it with a melee weapon a ack on the same turn, the target takes an extra 10
UA) weakness.
(3d6) damage.
Demon/Devil Fiend; cold, fire, lightning, poison, and nonmagical bludgeoning, piercing, and slashing resistance;
Corrup ve
(MM, MTF, Magic Resistance. The demon or devil has advantage on saving throws against spells and other
force.
VGM) magical effects.
Dragonborn Use an appropriate dragon breath (30 . line or cone, 2d6 damage); give it an appropriate damage Can't use
(PHB) resistance. lips.
Reduce movement speed by 5 .; poison resistance; Dwarven Resilience. The dwarf has advantage on
Dwarf (MM,
saving throws against being poisoned. Gruff.
PHB)
Duergar: Enlarge (Action). The duergar casts the spell enlarge/reduce on itself (enlarge only).
Fey Ancestry. The elf has advantage on saving throws to resist being charmed, and magic can't put it
to sleep.
High: Can cast one wizard cantrip at will (Intelligence), usually mending, message, prestidigitation,
or fire bolt.
Elf (MM, MTF, Wood: Increase speed by 5 .
Aloof.
PHB) Drow: Can cast dancing lights at will and faerie fire and darkness 1/day (Charisma).
Eladrin: Fey; can cast misty step 3/day.
Sea: Swim 30 .
Shadar-Kai: Shadow Jaunt. As a bonus ac on, the shadar-kai magically teleports up to 15 feet to an
unoccupied space it can see and gains resistance to all damage un l the start of its next turn.

235
Race Features Roleplaying
E ercap Drooling
Monstrosity; climb 30 .; can cast web at will (Cons tu on).
(MM) hungrily.
Firbolg Large; can cast speak with animals at will and detect magic, disguise self, invisibility, and speak with
Serene.
(VGM) plants 3/day (Wisdom).
Air-headed;
Uses Cons tu on for racial spellcas ng. Down-to-
Air: Can cast gust of wind and levitate 1/day each. earth;
Genasi
Earth: Can cast earth tremor and pass without trace 1/day each. Hot-
(EE)
Fire: Fire resistance; can cast produce flame at will. headed;
Water: Swim 30 .; can cast shape water at will and create or destroy water 1/day. Go-with-
the-flow.
Can cast mage hand at will and the hand is invisible.
Gith (MM,
Githyanki: Can cast telekinesis 1/day and misty step 3/day (Intelligence). Bi er.
MTF)
Githzerai: Can cast shield 3/day and detect thoughts 1/day (Wisdom).
Gnoll Rampage. When the gnoll reduces a creature to 0 hit points with a melee a ack on its turn, the gnoll can Blindly
(MM) take a bonus ac on to move up to half its speed and make a bite a ack. monstrous.
Small; reduce movement speed by 5 .; Gnome Cunning. The gnome has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Gnome Rock: Has a construct as a companion. I recommend a monodrone (MM) or bronze scout (MTF).
Twinkly.
(EE, PHB) Forest: Can cast minor illusion and speak with animals at will (Wisdom).
Svirfneblin: Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in
rocky terrain.
Goblin
Small; Nimble Escape. The goblin can take the Disengage or Hide ac on as a bonus ac on on each of its
(MM, Cowardly.
turns.
VGM)
Goliath Large; Stone's Endurance (1/Day; Reaction). When the goliath takes damage, it can choose to take half
Principled.
(EE, VGM) damage instead.
Grimlock Clicking
Blindsight 30 . (blind beyond this radius)
(MM) tongues.
Small; Poisonous Skin. A creature that touches the grung or hits it with a melee a ack takes 3 (1d6) Sizzling
Grung
poison damage. croaky
(VGM)
The variant Grung Poison is also highly recommended. gasps.
Half-Elf Fey Ancestry. The half-elf has advantage on saving throws against being charmed, and magic can't put it
Narcissis c.
(PHB) to sleep.
Tusks
Half-Orc Relentless Endurance (1/Day). When the half-orc is reduced to 0 hit points and not killed outright, it can ge ng in
(PHB) choose to drop to 1 hit point instead. the way of
speech.
Halfling Small; reduce movement speed by 5 .; Lucky. When the halfling rolls a 1 on an a ack roll, ability check,
Cheerful.
(PHB) or saving throw, it can reroll the dice. It must use the new result.
Monstrosity; fly 40 .; Enthralling Song (Action). The harpy sings to a creature that can hear it within 30
feet of it. The target must succeed on a DC 10 Wisdom saving throw or become charmed by the harpy
Harpy
un l the end of the harpy's next turn. A charmed target automa cally fails its saving throw against the Mournful.
(MM)
enthralling song on subsequent turns for up to one minute. While charmed, the target will a empt to
protect the harpy with its life.
Hobgoblin
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits
(MM, Disciplined.
with a weapon a ack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
VGM)
Human
-- --
(PHB)
Uses
Kenku
Mimicry. The kenku can mimic sounds it has heard, including voices. A creature that hears the sounds it interes ng
(MM,
makes can tell they are imita ons with a successful DC 10 Wisdom (Insight) check. sound
VGM)
effects.
Kobold
Small; Pack Tactics. The kobold has advantage on an a ack roll against a creature if at least one of the
(MM, Manic.
kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
VGM)

236
Race Features Roleplaying
Sounds like a drug-
Kuo-Toa Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it addled squid
(MM) that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. splashing around
in a bubble bath.
Doesn't
Lizardfolk
understand
(MM, Swim 30 .
sarcasm or
VGM)
metaphors.
Monstrosity; Petrifying Gaze (1/Turn). Without spending an ac on, the medusa casts flesh to Refuses to self-
Medusa
stone with a range of 60 feet on a creature it can see as long as the target can also see the reflect figura vely
(MM)
medusa. If petrified, the creature remains petrified indefinitely. or literally.
Merfolk
Swim 40 . Teasing.
(MM)
Monstrosity; Large; Charge. If the minotaur moves at least 10 feet straight toward a target and
Takes forever to
Minotaur then hits it with a melee weapon a ack on the same turn, the target takes an extra 9 (2d8)
get to its main
(MM, UA) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or
point.
be pushed up to 10 feet away and knocked prone.
Orc (MM, Aggressive. As a bonus ac on, the orc can move up to its speed towards a hos le creature it can
Aggressive.
VGM) see.
Sahuagin Swim 40 .; Blood Frenzy. The sahuagin has advantage on a ack rolls against any creature that Dull, black,
(MM) doesn't have all its hit points. featureless eyes.
Channels the
Tabaxi
Increase movement speed by 20 .; climb speed equal to movement speed. mercurial nature of
(VGM)
a cat.
Tiefling Fire resistance; can cast thaumaturgy at will and darkness and hellish rebuke 1/day each
Shi y.
(PHB) (Charisma).
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and
Thri-Kreen No sense of
texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to
(MM) individuality.
hide.
Increase AC by 2; Shell Defense (Action). The tortle retreats into its shell. While in its shell, it is
Tortle
prone, its speed is 0 and can't increase, it has full cover from outside effects, its AC increases by Pa ent.
(MTF)
4, and it is incapacitated (except to emerge from its shell as a bonus ac on).
Triton
Cold resistance; can cast fog cloud, gust of wind, and wall of water 1/day each (Charisma). Haughty.
(VGM)
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte
Troglodyte must succeed on a DC 10 Cons tu on saving throw or be poisoned un l the start of the No concept of
(MM) creature's next turn. On a successful saving throw, the creature is immune to the stench of all personal space.
troglodytes for 1 hour.
Warforged Unwaveringly
Construct; increase AC by 2.
(UA) lawful.
Yuan-Ti
Poison immunity; Magic Resistance. The yuan- pureblood has advantage on saving throws
Pureblood
against spells and other magical effects; can cast poison spray at will and suggestion 1/day Sibilant.
(MM,
(Charisma).
VGM)

237
Applying Classes
Sometimes you just want the least amount of effort possible to Default Warrior
make an NPC part of a class. This is what this section is for. Medium humanoid (any race), any alignment
Included in this chapter are generic statblocks for a warrior
and a mage, including plug-and-play features to identify them Armor Class 15 (any armor)
as part of a class. The challenge rating assumes that a class Hit Points 39 (6d8 + 12)
feature has been added. Speed 30 ft.
You can apply these features to any pre-existing NPC
statblock, not just the default warrior or mage, in order to
STR DEX CON INT WIS CHA
identify them as part of the associated class. For example, add
the paladin features to a regular "orc" statblock to create an orc 15 (+2) 15 (+2) 15 (+2) 11 (+0) 11 (+0) 11 (+0)
paladin! Just remember to adjust the weapon attack and
damage bonuses to match the NPC's Strength or Dexterity. Senses passive Perception 10
Remember that pro iciency bonus is added to attack rolls, Languages any one language
not damage rolls, and that for NPCs, pro iciency is tied to Challenge 1 (200 XP)
challenge rating, not class level.
Blank Slate. Add a set of features associated from a
Barbarian class on this page to give this default warrior an
iden ty ed to a mar al class.

Reckless. At the start of its turn, the NPC can gain


advantage on all melee weapon a ack rolls during that
Ac ons
turn, but a ack rolls against it have advantage un l the Bow. Ranged Weapon Attack: +4 to hit, range 80/320
start of its next turn. ., one target. Hit: 5 (1d6 + 2) piercing damage.

Multiattack. The NPC makes two melee weapon a acks.


Ranger
Axe. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 7 (1d10 + 2) slashing damage.
WIS 15 (+2)
Skills Percep on +4
Fighter Senses passive Percep on 14
Multiattack. The NPC makes two ranged weapon
Commander's Strike (Recharge 5-6). As a bonus ac on, a acks.
the NPC chooses one friendly creature within 30 feet of Knife. Melee Weapon Attack: +4 to hit, reach 5 ., one
it that can see and hear it. That creature can target. Hit: 4 (1d4 + 2) piercing damage.
immediately use its reac on to make one weapon
a ack.
Multiattack. The NPC makes two weapon a acks. Rogue
Sword. Melee Weapon Attack: +4 to hit, reach 5 .,
one target. Hit: 7 (1d10 + 2) slashing damage. Sneak Attack (1/Turn). The NPC deals an extra 3 (1d6)
damage when it hits a target with a weapon a ack and
has advantage on the a ack roll, or when the target is
Monk within 5 feet of an ally of the NPC that isn't
incapacitated and the crime boss doesn't have
disadvantage on the a ack roll.
Multiattack. The NPC makes four unarmed strikes.
Multiattack. The NPC makes two melee weapon a acks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach Knife. Melee Weapon Attack: +4 to hit, reach 5 ., one
5 ., one target. Hit: 4 (1d4 + 2) bludgeoning damage. target. Hit: 4 (1d4 + 2) piercing damage.

Paladin

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


one target. Hit: 7 (1d10 + 2) slashing damage, plus 4
(1d8) radiant damage. This is a magic weapon a ack.
Lay on Hands (1/Day). The NPC touches a willing
creature. The target regains 5 hit points.

238
When adding a spellcasting feature to a pre-existing NPC,
remember to adjust the mage's spell attack bonus and spell
save DC to match its relevant ability score. Remember that spell
attack bonus is pro iciency bonus plus modi ier, and spell save
Default Mage
Medium humanoid (any race), any alignment
DC is pro iciency bonus plus 8 plus modi ier.
Don't forget that, for NPCs, pro iciency is tied to challenge
Armor Class 10
rating, not class level.
Hit Points 27 (6d8)
Speed 30 ft.
Bard
STR DEX CON INT WIS CHA
Spellcasting. The NPC is a 3rd-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 12, +4 to 11 (+0) 11 (+0) 11 (+0) 15 (+2) 15 (+2) 15 (+2)
hit with spell a acks). It knows the following bard
spells. Senses passive Perception 12
Languages any one language
Cantrips (at will): friends, vicious mockery Challenge 1 (200 XP)
1st level (4 slots): charm person, disguise self,
thunderwave Blank Slate. Add a set of features associated from a
2nd level (2 slots): silence class on this page to give this default mage an iden ty
ed to a magical class.

Cleric Ac ons
Knife. Melee Weapon Attack: +4 to hit, reach 5 ., one
Spellcasting. The NPC is a 3rd-level spellcaster. Its target. Hit: 4 (1d4 + 2) piercing damage.
spellcas ng ability is Wisdom (spell save DC 12, +4 to
hit with spell a acks). It has the following cleric spells
prepared. Warlock
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, purify Spellcasting. The NPC is a 3rd-level spellcaster. Its
food and drink spellcas ng ability is Charisma (spell save DC 12, +4 to
2nd level (2 slots): lesser restoration, spiritual weapon hit with spell a acks). It regains its expended spell slots
when it finishes a short or long rest. It knows the
following warlock spells.
Druid Cantrips (at will): eldritch blast, friends
1st-2nd level (2 2nd-level slots): crown of madness,
darkness, hellish rebuke, hex
Spellcasting. The NPC is a 3rd-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 12, +4 to
hit with spell a acks). It has the following druid spells
prepared. Wizard
Cantrips (at will): druidcraft, shillelagh
1st level (4 slots): animal friendship, entangle, Spellcasting. The NPC is a 3rd-level spellcaster. Its
goodberry, thunderwave spellcas ng ability is Intelligence (spell save DC 12, +4
2nd level (2 slots): animal messenger to hit with spell a acks). It has the following wizard
spells prepared:
Cantrips (at will): mending, prestidigitation, ray of
Sorcerer frost
1st level (4 slots): grease, magic missile, shield
2nd level (2 slots): mirror image, phantasmal force
Spellcasting. The NPC is a 3rd-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 12, +4 to
hit with spell a acks). It knows the following sorcerer
spells.
Cantrips (at will): acid splash, dancing lights, mage
hand, message
1st level (4 slots): burning hands, color spray, fog
cloud
2nd level (2 slots): levitate

239
More Animal Companions and Forms
General Discussion Similar to the familiars of the warlocks, the options presented
Challenge Rating Guidelines for beastmasters and other sublasses that incorporate beasts
The guidelines for determining challenge rating are located in into their statblock design (most notably the Cavalier and
the Dungeon Master's Guide, pgs. 274-282. Archdruid/Moon Druid) can ignore any class restrictions on the
kinds of beasts they can use. Since the beasts are balanced
Encounter Building around the power of player characters, there's no similar need
I'd like to talk about the concept of challenge rating in 5th to balance them for NPCs as they already come with a built-in
edition. Hopefully this can help inform the way that you build balancing system, namely their respective Challenge Ratings.
encounters using these NPCs and other monsters.
Challenge rating is an average score that attempts to Using NPCs From Other Books
consolidate the defensive and offensive capabilities of a given Throughout this document, many of the subclasses aren't given
creature. A challenge rating of "1" suggests that a creature is statblocks. Instead, there are references to NPC statblocks from
strong enough to provide a "Medium" challenge for a standard the Monster Manual and Volo's Guide to Monsters. These are
party of four 1st-level adventurers. A challenge rating of 2 is a also included in the Challenge Rating section of the index.
Medium challenge for a party of 2nd level adventurers, etc. These references to pre-built NPCs are intended to avoid
Keep in mind a single monster will be easily defeated overshadowing the NPCs created already by Wizards of the
regardless. Coast, and to encourage the acquisition of the aforementioned
This doesn't apply at levels lower than 1 (it can be CR 0, 1/8, books, which I don't wish this document to be a replacement
1/4, or 1/2) or for levels higher than 20, which is the level cap for. Instead of providing new options, I've merely turned your
for 5th edition. The tarrasque is a CR 30 creature, but it will attention to the options already available to you. For some, I've
never ight a party of four 30th-level adventurers. provided some minor suggestions on how to adapt them to
Having greater numbers of enemies or higher CR enemies focus more on the lavour of the subclass.
increases the dif iculty from Medium to Hard or Deadly. That said, many of the statblocks in this document take heavy
Similarly, smaller numbers of enemies and weaker CR enemies inspiration from NPCs in these books. The privateer is an
decreases the dif iculty from Medium to Easy or Trivial. There's alternative to the Swashbuckler in VGM, the Hunter is a Scout
a formula for calculating it which I won't go into, but you can from the MM with expanded abilities, the Sharpshooter ful ills
use tools like this. The system for calculating the "deadliness" the same function as an Archer from VGM, and many of the
of an encounter is based on a two assumptions. priests here are "palette-swapped" from the Priest in the MM,
First, it assumes that the party is not at full strength; they've usually with some extra abilities or different spells.
been ighting for most of the day and can't just nuke the For many of these statblocks that take heavy inspiration from
monster with everything they've got. others, I've provided other bits of lavour to further
Second, it assumes an "adventuring day", which is de ined as differentiate them, such as divine boons and patron gifts.
eight encounters that decrease resources (hit points, class Together with the clari ications in the appendix, you can dig
features, gold pieces, NPC helpers, spell slots, etc). These are into the nitty-gritty process of hacking together a statblock and
usually combat encounters, but they can be anything, including take initiative to see how a monster clicks together. I hope this
traps and roleplay scenarios. provides you with a small bit of inspiration to start working on
your own stuff.
Xanathar's Guide to Everything goes into more detail about
the expectations (which you can read about in more detail
here). In one hour of play, you should expect four easy ights or
Other Clari ications
On the next two pages, some of the initial thought processes
two dif icult ights.
behind how the statblocks were developed are included (not in
Whether these are realistic assumptions is left up to the
chronological order). I've provided them as inspiration for how
reader, but the CR system is based upon these assumptions, and
to think about developing and creating your own statblocks.
they should be considered when planning encounters using
these NPC statblocks.

Familiars
The "Chain" options presented for warlocks in this document
are not representative of the options available to player
characters and don't follow the same rules.
Instead, the companions are independent creatures that
serve the patron in a partnership with the warlock. These
creatures might spy on their warlock "master" as much as they
spy on its enemies.

240
Aspect of Vengeance Gloom Stalker
Gets bonuses on irst turn of combat, like the scout. I'll give it
Offensive Challenge Rating the same kind of multiattack that only functions on turn 1, plus
The aspect of vengeance deals 29 damage with every strike of the bugbear's Surprise Attack trait that gives extra damage to
its maul, for a total of 87 per turn. Additionally, it has an ability creatures it has surprised.
which grants it, basically, permanent advantage. Since it's inspired by drow tactics, we'll give it poison
87 damage is CR 14. Permanent advantage, as seen with Pack abilities similar to the drow. I like to use the illustration in
Tactics, grants a +1 to effective attack bonus. Even upping this Xanathar's to determine the weapon it uses but in this instance
effective bonus to +2 doesn't change the ranking in this I'll do my own thing because the pickaxes / shortsword combo
situation, unfortunately. doesn't really make sense for the abilities it has; I'd prefer a
What about Abjure Enemy? It's unclear, because there aren't ranged weapon. It'll use darts because it shouldn't be able to
any precedents in the DMG about the impact of affecting an multiattack with a crossbow, and a shortbow doesn't ... feel ...
opponent's ability to escape a ight. However, the dire wolf and right. And also because monster statblocks are a fun way to
other creatures that can knock enemies prone (an ability which incorporate lesser-used weapons such as the dart anyway.
also halves an enemy's speed and makes them vulnerable) Umbral Sight can be simpli ied to darkvision, but the
don't seem to gain any bene it from it in terms of CR. "invisible in darkness" ability is cool enough to keep.
It's still a potent ability. I'll give it the bene it of the doubt and Iron Mind isn't crucial to the concept of the class. It's nice but
say that it increases the attack bonus by another +1. This inally it's not necessary, so I won't include it.
brings our offensive CR up by one ranking. Same with the lurry ability which is also really inicky for
Offensive Challenge Rating: 15 the DM. Unnecessary.
The shadowy dodge ability is cool, simple, and thematic, so
Defensive Challenge Rating we'll add a Reactions section and include it there. We'll even
boost it by removing a limitation -- the stipulation "as long as
The aspect of vengeance has 150 hit points, AC 18, and some
the attacker doesn't have advantage on the roll" will simply not
saving throws, immunities, and light. The saving throws and
be mentioned, because the lavour is what we're going for, not
immunities are not suf icient enough to affect its ranking, and
the balance.
without ranged weapons to take advantage of its light, it
Most regular ranger abilities don't contribute to the "gloom
doesn't impact the ranking either.
stalker" aesthetic except for Hide in Plain Sight and Vanish,
However, we can see that frightening an enemy does have an
which I'll include (in simpli ied form).
effect! Having Frightful Presence, an ability that targets a large
I'll take out spellcasting because it isn't critical and it adds a
number of enemies, increases your effective hit points by a
layer of complexity.
large amount if you're ighting a party of 10th level or lower.
First turn, two attacks with poison darts (1d4 + 3 piercing,
This creature isn't meant to be a solo monster, as evidenced
2d4 poison, Con save or asleep like the drow poison).
by its aura ability, which means it is meant to be included as
Ambusher gives extra 2d8 damage. Next two turns add two
part of a group of enemies ighting a higher-tiered party of
more attacks with poison darts. Divide by three for total: 17
adventurers. Additionally, its Abjure Enemy only targets a
damage per round.
single creature, not a whole party. Ultimately I would say that it
doesn't affect the ranking. That's CR 2. We'll give it a +5 bonus to attack to boost it to CR
3. Let's keep it at CR 3 -- we only need to get to CR 2 in defense,
So, 150 hit points brings us to CR 6 and the AC increases that
so we'll aim for that.
to CR 7.
We'll lump all of its stealth abilities together -- a goblin's
Defensive Challenge Rating: 7
nimble escape gives it +4 to AC and ... attack bonus ... which
Luckily for us, if my judgement is wrong for the offensive
actually boosts our offensive CR to 5!
challenge rating and it should stay at CR 14 instead of 15, the
I want to keep it at a +2 prof bonus, so CR 3 maximum for
inal challenge rating is the same due to rounding.
defense.
Final Challenge Rating Shadowy Dodge itself adds a bonus to defense, which we'll
simplify to +2 AC as a parry equivalent.
15 + 7 = 22.
+6 effective AC. If we start at AC 13, we want to be at least
22 / 2 = 11.
three steps down from CR 3. We can give it leather armor and
Challenge: 11 (7,200 XP). boost its actual AC to 14 without changing this.
Hit points would therefore be between 50-70 HP. I still think
that's too much for a squishy ambusher so I'll make it between
36 and 49.
Constitution will be +1. 8d8 + 8 gives us 44 which is good.
Let's squish it a bit down to 38 (7d8 + 7).
So, Defensive CR 2, 38 HP, 14 AC, +6 effective AC.
Offensive CR 5, 17 DPR, +5 attack bonus, +4 effective attack
bonus.
Total CR: 7/2=3.5 round up to 4.
Challenge: 4 (1,100 XP).

241
Quality of life stuff: main stat Dex, secondary stat Wisdom.
Final Challenge Rating
Three skills: perception, survival, stealth. Extended darkvision.
Speaks Undercommon. Surprise Attack is limited to one To get the total, we add them together, divide by 2, and round
instance to account for the fact that Gloom Stalker has the result (favouring upwards). 2 + 1 = 3.
multiattack and the bugbear doesn't. Change "Umbral Sight" to 3 / 2 = 1.5. Round up to 2.
"Umbral Shroud" to re lect the change in focus of the ability.
Challenge: 2 (450 XP)
Take out Hide in Plain Sight after all because it's complicated
and redundant given all the other stealth bonuses. Silver/White Dragon Sorcerer
First round: activate ice storm. 46 damage
Master-At-Arms Second round: ice storm plus fourth level snowball storm.
The master-at-arms has a longsword (instead of a greatsword)
46+35=81 damage.
to make it more convenient for the DM to roll its damage dice,
Third round: ice storm plus fourth level snowball storm plus
considering it can make up to 6 attacks per turn and its
third level chromatic orb. 46+35+22.5=103.5 damage.
maneuvers also use a d10.
Total: 230.5/3 = 76.83, CR 12 offensive. Step down to 11.
Challenge Rating: Offensive: 3 rounds, 15d10 + 72 = 154.5.
Final CR: 5+11=16/2=8. Challenge: 8 (3,900 XP).
Average 51.5 dpr. +9 bonus. CR 9.
Defensive: 135 hp, 18 AC. CR 6.
Spirit Totem Barbarian
Total: (6+9)/2 = 7.5, round to 8.
The spirit totem barbarian gets all of the regular barbarian
Challenge Rating: 8 (3,900 XP) abilities: Rage, Unarmored Defense, Reckless Attack, Danger
Sense, Extra Attack, Fast Movement, Feral Instinct, Brutal
Shadow Monk Critical, Relentless Rage, Persistent Rage, Indomitable Might,
Offensive Challenge Rating and Primal Champion. On top of that, it gets features speci ic to
its subclass: Spirit Seeker, Totem Spirit, Aspect of the Beast,
To calculate the offensive challenge rating, we look at the Spirit Walker, and Totemic Attunement.
maximum amount of damage the monk can dish out on average As you can see, this is a lot. The goal is to it the statblock
over three turns. We can ignore Cloak of Shadows and onto the column on the right. Otherwise, a DM is going to be
Spellcasting for now, as they don't contribute to damage. balk at the statblock due to its complexity. Our design goals are
Additionally, the monk can max its damage on every turn, so simplicity while still capturing the essence of what makes the
we don't need to worry about taking the average of three turns subclass distinct: reckless attack is a good ability, but it's not
like we'd have to do for dragons (which only breathe ire about crucial to the "essence" of the spirit totem in the same way it is
once every three turns) or spellcasters (who might have to cast for the berserker. We're also focusing on combat-related
different spells as their slots get used). abilities: roleplay-focused "ribbons" like Spirit Walker don't
The monk makes two punch dagger attacks each turn. While need to be included in our statblocks.
1d6 + 3 is noted as 6 average damage, this is actually not quite The spirit totem barbarian is a creature that draws upon
right: it actually does 6.5 on average, but we round it down for animal spirits to give it unnatural strength in battle, so we're
notation. 1d6 does 3.5 damage, and we add its Dexterity going to focus on the following features and ignore the rest:
modi ier in this situation. So, adding both its attacks results in Rage, Extra Attack, Fast Movement, Feral Instinct, Spirit Seeker,
13 damage total instead of 12. Totem Spirit, and Totemic Attunement.
13 Damage is CR 1. The recommended attack bonus is +3, Rage. Just resistance to physical damage. We don't need
but we're two above that: the shadow monk has a +5 attack every bene it of rage to represent the essence of the spirit
bonus. For every +2, we increase rank by 2, to CR 2. totem. We also want to limit using class resources in a
But that's not all! It also has Shadow Step, an ability that statblock, considering it doesn't actually have a class, per se.
guarantees it advantage on one of its attacks. How do we factor Extra Attack. Use multiattack instead.
this into the calculation? Fast Movement. +10 movement speed.
On DMG, pgs 280-281, we can ind a list of sample abilities Feral Instinct. Looking over the feature, I don't feel it's
that affect CR. A kobold's pack tactics is another ability that necessary. I won't include it after all. Limited space.
grants advantage for free, so we'll simplify and use that bonus: Spirit Seeker. Innate spellcasting. At will, but only ritual.
increase the monster's effective attack bonus by 1. Totem Spirit. Our bear gives us resistance to all damage
We need at least a +2 bonus to go up one more step. except for psychic.
Offensive Challenge Rating: 2 Totemic Attunement. Don't need "while you're raging."
Defensive Challenge Rating This gives us the basis for our bear totem barbarian. The
other totems are presented as variants.
Other monsters that have more powerful stealth (imp, for
example) don't get any bene its from it, but I feel our monk can
use stealth well, so I'll grant him +2 effective AC as a
consolation. 44 hit points is CR 1/4, and AC "17" is four greater
than the recommended AC of 13, so it becomes CR 1.
Defensive Challenge Rating: 1

242
NPC
Statblock
Compendium:
October 2020

Created by
William Rotor

WWW.GMBINDER.COM

You might also like