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988671-Clash of Swords
988671-Clash of Swords
Created by Esteban Ruquet, AKA Esteban el Hobgoblin In this work we will use some acronyms.
Corrections: Mariana Casaliba, Nahuel Alejo Díaz, Vic Bosio MWA: Melee Weapon Attack
Art by Esteban Ruquet, Ivan Bilibin, N. C. Wyeth and other RWA: Ranged Weapon Attack
creative commons. AoE: Area of Effect
Special thanks to: Frente Rolero Argentino DST: Dexterity Saving Throw
CST: Constitution Saving Throw
SST: Strength Saving Throw
WST: Wisdom Saving Throw
ASLR: After a short or long rest
HSA To hit with spell attacks
Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them.
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
STR DEX CON INT WIS CHA Armor Class 15 (Scale Mail)
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10 Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1
Skills Perception +3, Stealth +3
Senses Passive Perception 13 STR DEX CON INT WIS CHA
Languages any one language (usually common) 14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Challenge 1/4 (50 XP)
Skills Perception +3, Athletics +4
Swarm Tactics: Up to 16 pikemen may attack at Senses Passive Perception 13
once surrounding a single creature if at least half of Languages any one language (usually common)
them have their pikes. Challenge 1/4 (50 XP)
Though: they gain +2 HP by hit dice.
Swarm Tactics: Up to 16 pikemen may attack at
once surrounding a single creature if at least half of
them have their pikes.
Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing
damage.
Polearm Masters: When wielding their pikes, they Swarm Tactics: Up to 16 pikemen may attack at
can use a bonus action to make a melee attack with once surrounding a single creature if at least half of
the pole (below). Also, whenever a creature enters them have their pikes.
their pike’s reach, they can make an opportunity Polearm Masters. When wielding their pikes, they
attack. can use a bonus action to make a melee attack with
the pole (below). Also, whenever a creature enters
their pike’s reach, they can make an opportunity
Pike. MWA: +4 to hit, 10 feet, 8 (1d10+2) piercing attack.
damage. Polearm Defense. When the heavy pikemen are
Pike (pole). MWA: +4 to hit, 5 feet, Hit 4 (1d4+2) or under arrow volleys, they have resistance to piercing
shove the target 5 feet. damage, because the pikes interpose on the way of
Dagger. MWA: +4 to hit, 5ft., 2 (1d4) slashing/piercing the missiles. Also, they have +1 to CA whenever
attack. targeted directly by an arrow.
Reach. The pikemen can make a Pike attack when Pike. MWA: +4 to hit, 10 feet, 8 (1d10+2) piercing
an enemy enters their reach. This attack can be both damage.
used to deal damage or to shove/trip an enemy. Pike (pole). MWA: +4 to hit, 5 feet, Hit 4 (1d4+2) or
shove the target 5 feet.
Dagger. MWA: +4 to hit, 5ft., 2 (1d4) slashing/piercing
attack.
Multiattack: A swordsman can make a sword attack Armor Class 15 (chain shirt)/14 (studded leather)
and a shield bash. Hit Points 11 (2d8+2)
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8 Speed 30 feet. Ini +2
(1d10+2) if two handed. STR DEX CON INT WIS CHA
Shield Bash. Athletics (+4) vs. target’s
12(+1) 14 (+2) 12 (+1) 10 12(+1) 10
Athletics/Acrobatics or the target is knocked
prone/pushed 5 feet Skills Perception +3, Athletics +3
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/4 (50 XP)
Sharpshooters: The archers can ignore half or ¾
cover, and attacking at long range doesn’t impose
disadvantage on their attack rolls. Also, they can
impose themselves a -5 to hit and deal +10 damage.
Longbow. RWA: +4 to hit; 600 feet, 7 (1d8+2)
piercing.
Dagger. MWA: +4 to hit; 600 feet, 5 (1d4+2) piercing.
Volley: A group of archers fires en masse instead of
aiming. Volleys deal damage in an AoE to unshielded,
non-heavy armored creatures. Creatures in an area of
1 feet radius per archer suffer 6 (1d8+2) piercing
damage for every 5 archers. A successful DST halves
the damage.
The main danger of the elven armies is their massive archery firepower, which can decimate the enemies before
even reach melee. Every unit in an elven army is given some kind of ranged weapon (even the drows), and they
mostly use longbows, although the closer range of Underdark battles create conditions in which the drows prefer to
use crossbows instead. Drow favor also rapiers and shortswords over longswords.
Medium humanoid (elf), any alignment Elven Sabre (rapier). MWA: +4 to hit; 5 feet, 6
(1d8+2) piercing.
Armor Class 16 (breastplate)
Mage hand. A small form of telekinesis, the mage
Hit Points 9 (2d8)
hand is very useful to stabilize dying companions
Speed 30 feet. Ini +2
without directly enter in the line of fire.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 13(+1) 14(+2) 16(+3)
Parry. The physician adds 2 to its AC against one
Skills Deception +5; Insight +4, Persuasion +5
melee hit that would hit it. To do so, the physician
Senses Passive Perception 12
must see the attacker and be wielding a melee
Languages Common
weapon.
Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
At will: dancing lights Trance: Elves don’t sleep; they enter in a 4 hour
1/day each: darkness, faerie fire, levitate trance. They still have to rest 8 hours to gain benefits
of long rests.
Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight. Multiattack: The veteran raider makes two melee
Trance: Elves don’t sleep; they enter in a 4 hour attacks, and if an offhand weapon is drawn, it makes
trance. They still have to rest 8 hours to gain benefits another one with it.
of long rests. Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Multiattack: The slave overseer and thugs make two slashing.
melee attacks. Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7
Mace. MWA: +4 to hit; 5 feet, 4 (1d6+1) bludgeoning. (1d10+2) piercing damage, and the target must
Whip. MWA: +4 to hit; 10 feet, 4 (1d4+2) slashing succeed on a DC 13 CST or be poisoned for 1 hour. If
damage. the saving throw fails by 5 or more, the target is also
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 5 unsconscious while poisoned in this way. The target
(1d10+1) piercing damage, and the target must wakes up if it takes damage or oif another creature
succeed on a DC 13 CST or be poisoned for 1 hour. If takes an action to shake it awake.
the saving throw fails by 5 or more, the target is also
unsconscious while poisoned in this way. The target
wakes up if it takes damage or oif another creature
takes an action to shake it awake.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
slashing.
Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
Piercing.
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire. STR DEX CON INT WIS CHA
Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing. 16 (+3) 14 (+2) 17 (+3) 10(+0) 11(+0) 9(-1)
Sword Burst. The guard creates a momentary circle Senses Passive Perception 10,
of spectral blades that sweep around it. Each other Languages Common
creature within range must succeed on a DST DC 15 Challenge 3 (700 XP)
or take 2d6 force damage. Fey Ancestry: the elves gain Advantage against
Charm, they can’t be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
Shield (uses spell slots). Trigger: the mage is hit by eladrin can teleport up to 30 feet to an unoccupied
an attack or targeted by a Magic Missile, until the start space they can see once using this trait. They regain
of its next turn, it has a +5 bonus to AC, including the ability to do so when they finish a short or long
against the triggering attack, and it take no damage rest.
from magic missile. Reckless. At the start of its turn, the berserker can
Counterspell. The mage can spend a 3rd level or gain advantage on all melee weapon attacks during
higher spell slot to interrupt a spell casted within 60 that turn, but attack rolls against it have advantage.
feet from it. If the spell is of higher level than the Trance: Elves don’t sleep; they enter in a 4 hour
Counterspell, the mage must succeed on a trance. They still have to rest 8 hours to gain benefits
spellcasting skill check equal to 10 + the spell’s level. of long rests.
Multiattack. The marauder can attack with melee STR DEX CON INT WIS CHA
weapons and make the worg bite. 18 (+4) 11 (+0) 16 (+3) 8(-1) 11 10
Lance. MWA: +5 to hit; 10 feet, 9 (1d12+3) piercing. If Skills Intimidation +2
the target is a creature, it must succeed on a DC 13 Senses Passive Perception 10
Strength saving throw or be knocked prone. Languages Common
Bite (worg). MWA: +5 to hit; 5 feet, 10 (2d6+3) Challenge 2 (450 XP)
piercing. If the target is a creature, the worg may Aggressive. As a bonus action, the orc can move up
choose to keep the bite. If it does so, the target must to its speed toward a hostile creature that it can see.
succeed on a DC 13 strength saving throw or be Blood Frenzy. Orcs in a “push of pike” don’t retreat
grappled, and receive 3 piercing damage by round. A and can’t be intimidated and are immune to fear or
worg grappling a creature moves at half speed, and charm.
can’t bite another. Gruumsh’s Fury. The orc deals extra 4 (1d8)
Javelin. RWA: +5 to hit; 30/120 feet, 6 (1d8+3) damage when it hits with a weapon attack (included in
piercing. the attacks)
Net. TWA: +5 to hit; 5/15 feet. A Large or smaller Pack Tactics: Headhunters have advantage on
creature hit by a net is restrained and can be carried attack rolls against a creature if at least one of their
away until it is freed. A creature can use its action to allies is within 5 feet of the creature and the ally isn’t
make a DC 10 Strength check, freeing itself or incapacitated
another creature within its reach on a success. Swarm Tactics: Up to 16 warteeth may attack at
Dealing 5 slashing damage to the net (AC 10) also once surrounding a single creature if at least half of
frees the creature without harming it, ending the effect them have pikes.
and destroying the net.
Multiattack: The champion makes two melee attacks. Parry. The emissary adds 2 to its AC against one
Greatsword. MWA: +6 to hit; 5 feet, 11 (2d6+4) melee hit that would hit it. To do so, the emissary
Slashing. must see the attacker and be wielding a melee
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10) weapon
piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 12 DST (or CST if poison
or cold), taking 3d6 acid, cold, fire, lightning or poison
damage (given by their ancestry) on a failed save, and
half as much on a successful one.
Challenge 2 (450 XP)
Dragon fury: when the dragonborn mercenaries have
Medium humanoid (dragonborn), any legal alignment half their hit points, they inflict 1 extra dice of damage
Armor Class 17 (splint) with melee weapon or breath weapon attacks. Also, if
Hit Points 58 (8d8+18) Dragon fury 29 the breath weapon has been expended, they regain
Speed 30 feet. Ini +1 one use.
Pack Tactics: mercenaries have advantage on
STR DEX CON INT WIS CHA attack rolls against a creature if at least one of their
18 (+4) 13 (+1) 14 (+2) 10(+0) 11(+0) 11(+0) allies is within 5 feet of the creature and the ally isn’t
Skills Athletics +6, Perception +2 incapacitated
Damage Resistance choose one between acid, cold,
fire, lightning or poison depending on ancestry.
Senses Passive Perception 12 Multiattack: The mercenary makes two melee
Languages Common and draconic attacks. If it has drawn a secondary weapon in an
Challenge 4 (1.100 XP) offhand, it can use a bonus action to attack with it.
Spear. MWA: +5 to hit; 5 feet, 7 (1d8+3) piercing or 8
Dragon fury: when the dragonborn mercenaries have
(1d10+3) piercing damage if fights with two hands.
half their hit points, they inflict 1 extra dice of damage
The dragonborn mercenary can use a bonus action to
with melee weapon or breath weapon attacks. Also, if
gain 5-feet reach with its spear. Dragon fury damage:
the breath weapon has been expended, they regain
2d8+3 /2d10+3 (2H).
one use.
Scimitar. MWA: +5 to hit; 5 feet, 6 (1d6+3) slashing.
Dragon fury damage: 10 (2d6+3)
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
Multiattack: The legionary makes two melee attacks,
(1d10) Piercing.
and if an offhand weapon is drawn, it makes another
Breath Weapon (recharges ASLR). Each creature in
one with it.
a 15 feet. cone (or a 5 by 30 feet line if acid or
Falchion (uses longsword stats). MWA: +6 to hit; 5
lightning) must make a DC 12 DST (or CST if poison
feet, 8 (1d8+4) or 9 (1d10+4) slashing if used with
or cold), taking 2d6 acid, cold, fire, lightning or poison
both hands.
damage (given by their ancestry) on a failed save, and
Scimitar. MWA: +6 to hit; 5 feet, 6 (1d6+4) slashing.
half as much on a successful one. Dragon fury
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
damage: 3d6 of the same type of their ancestry.
(1d10+1) Piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 12 DST (or CST if poison
or cold), taking 3d6 acid, cold, fire, lightning or poison
damage (given by their ancestry) on a failed save, and
half as much on a successful one.
Armor Class 13 (hide armor) STR DEX CON INT WIS CHA
Hit Points 76 (9d8+36) 10 (+0) 10 (+0) 11 (+0) 12(+1) 10 (+0) 10 (+0)
Speed 25 feet Ini +1 Damage Resistance Poison
Skills Tinker Tools +3
STR DEX CON INT WIS CHA Senses Darkvision 60 feet, Passive Perception 10,
16 (+3) 12 (+1) 18 (+4) 11(+0) 11 9(-1) Languages Common
Damage Resistance Poison Challenge 0 (10 XP)
Skills Tinker Tools +3
Senses Darkvision 60 feet, Passive Perception 10,
Languages Common
th
Artificer’s Lore. Whenever the gnomes make an Spellcasting. The mage is a 9 level spellcaster. Its
Intelligence (History) check related to magic items, spellcasting ability is Intelligence (ST DC 15, +7 to hit
alchemical objects, or technological devices, you can with spell attacks). The mage has the following spells
add twice your proficiency bonus, instead of any prepared:
proficiency bonus you normally apply. Cantrips (at will): chill touch, dancing lights, mage
Gnome Cunning. Gnomes have advantage on all hand, prestidigitation, minor illusion
Intelligence, Wisdom, and Charisma saving throws 1st level (4 slots): silent image, mage armor, sleep,
against magic. shield, fog cloud.
Tinker. With the tinker tools, the Rock Gnomes can 2nd level (3 slots): Blur, invisibility.
spend 1 hour and 10 GP worth of materials to 3rd level (3 slots): slow, hypnotic pattern, gaseous
construct a Tiny clockwork device (AC 5, 1 hp). The form.
th
device ceases to function after 24 hours unless the 4 level (3 slots): Hallucinatory terrain, phantasmal
gnome takes 1 hour to maintain it functioning. If the killer.
gnome decides to, it can reclaim the materials. This 5th level (1 slots): Mislead.
devices can be a clockwork toy, a fire starter, or a
music box.
Weak Morale: citizens aren’t really a reliable troop, Chill touch. RSA: +7 to hit; 120 feet, 5 (2d8) necrotic,
and they will flee if enough damage is done to them. and the target can’t regain hit points.
Quarterstaff. MWA: +3 to hit; 5 feet, 5 (1d8+1)
piercing.
Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
Small humanoid (gnome), any alignment Small humanoid (gnome), any alignment
Armor Class 12 (15 with Mage Armor) Armor Class 18 (plate)
Hit Points 40 (9d8) Hit Points 52 (8d8+16)
Speed 25 feet Ini +2 Speed 25 feet Ini +1
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 11 (+0) 19(+4) 12(+1) 11(+0) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 11 15
Saving Throws Con +5, Wis +2 Saving Throws Con +5, Wis +2
Skills Arcana +6; Deception +3 Senses Darkvision 60 feet, Passive Perception 12,
Senses Darkvision 60 feet, Passive Perception 11 Languages Common
Languages Four languages Challenge 3 (700 XP)
Challenge 6 (2.300 XP) Brave: green knights have advantage on Saving
Familiar. Forest illusionists usually have tiny furry or Throws against fear.
fey familiars. Common familiars include Gnome Cunning. Gnomes have advantage on all
pseudodragons and pixies (50 XP each). Intelligence, Wisdom, and Charisma saving throws
Gnome Cunning. Gnomes have advantage on all against magic.
Intelligence, Wisdom, and Charisma saving throws Natural Illusionist. Forest gnomes know the minor
against magic. illusion cantrip. Intelligence is their spellcasting ability
Natural Illusionist. Forest gnomes know the minor for it.
illusion cantrip. Intelligence is their spellcasting ability Speak with Small Beasts. Through sound and
for it. gestures, forest gnomes can communicate simple
Speak with Small Beasts. Through sound and ideas with Small or smaller beasts.
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.
Multiattack: The green knight makes two attacks with
their Scimitar or shortbows, and another with the
shortsword as a bonus action (if drawn in an offhand).
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6) Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
piercing/slashing. Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6)
Shortbow: RWA: +2 to hit; 80/320 feet, 6 (1d6) piercing/slashing.
Piercing. Shortbow: RWA: +2 to hit; 80/320 feet, 6 (1d6)
Leadership (recharges ASLR). For 1 minute the Piercing.
green knight can utter commands or warnings to one Leadership (recharges ASLR). For 1 minute the
of their allies within 30 feet. The creature adds a d4 to grey knight can utter commands or warnings to one of
a ST or attack roll if the green knight isn’t their allies within 30 feet. The creature adds a d4 to a
incapacitated. ST or attack roll if the gnome isn’t incapacitated.
Parry. The green knight adds 2 to its AC against one Parry. The grey knight adds 2 to its AC against one
melee hit that would hit it. To do so, the gnome must melee hit that would hit it. To do so, the gnome must
see the attacker and be wielding a melee weapon. see the attacker and be wielding a melee weapon.
Multiattack: The Grey Knight makes two attacks with STR DEX CON INT WIS CHA
their Scimitar or shortbows, and another with the 13 (+1) 12 (+1) 13 (+1) 12(+1) 11 10
shortsword as a bonus action (if drawn in an offhand). Damage Resistance Poison
Skills Tinker Tools +3, Perception +2
Senses Darkvision 60 feet, Passive Perception 12
Languages Common Multiattack. The scout makes two melee attacks or
Challenge 1/8 (25 XP) two ranged attacks.
Artificer’s Lore. Whenever the gnomes make an Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
Intelligence (History) check related to magic items, piercing.
alchemical objects, or technological devices, you can Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
add twice your proficiency bonus, instead of any piercing.
proficiency bonus you normally apply.
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to
construct a Tiny clockwork device (AC 5, 1 hp). The
device ceases to function after 24 hours unless the
gnome takes 1 hour to maintain it functioning. If the Small humanoid (gnome), any alignment
gnome decides to, it can reclaim the materials. This
devices can be a clockwork toy, a fire starter, or a Armor Class 12 (leather armor)
music box. Hit Points 32 (5d8+10)
Speed 25 feet Ini +1
Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4 STR DEX CON INT WIS CHA
(1d6+1) piercing. 15 (+2) 12 (+1) 14 (+2) 12(+1) 10(+0) 10(+0)
Skills Intimidation +2
Senses Darkvision 60 feet, Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Natural Illusionist. Forest gnomes know the minor
Small humanoid (gnome), any alignment illusion cantrip. Intelligence is their spellcasting ability
for it.
Armor Class 13 (leather armor) Pack Tactics: Punks have advantage on attack rolls
Hit Points 16 (3d8+3) against a creature if at least one of their allies is within
Speed 25 feet Ini +2 5 feet of the creature and the ally isn’t incapacitated
Speak with Small Beasts. Through sound and
STR DEX CON INT WIS CHA gestures, forest gnomes can communicate simple
11 (+0) 15 (+2) 12 (+1) 13(+1) 13(+1) 11 (+0) ideas with Small or smaller beasts.
Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Senses Darkvision 60 feet, Passive Perception 15 Multiattack: The punk makes two melee attacks.
Languages Common Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Challenge 1/2 (100 XP) Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
Keen Hearing and Sight: The scout has advantage (1d10) Piercing.
on Wisdom (Perception) checks that rely on hearing
or sight
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic..
Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability Small humanoid (gnome), any alignment
for it.
Speak with Small Beasts. Through sound and Armor Class 11 (leather armor)
gestures, forest gnomes can communicate simple Hit Points 32 (5d8+10)
ideas with Small or smaller beasts. Speed 25 feet Ini +0
STR DEX CON INT WIS CHA Artificer’s Lore. Whenever the gnomes make an
15 (+2) 11 (+0) 14 (+2) 12(+1) 10(+0) 10(+0) Intelligence (History) check related to magic items,
Damage Resistance Poison alchemical objects, or technological devices, you can
Skills Tinker Tools +3, Intimidation +2 add twice your proficiency bonus, instead of any
Senses Darkvision 60 feet, Passive Perception 10 proficiency bonus you normally apply.
Languages Common Gnome Cunning. Gnomes have advantage on all
Challenge 1/2 (100 XP) Intelligence, Wisdom, and Charisma saving throws
against magic.
Artificer’s Lore. Whenever the gnomes make an
Keen Hearing and Sight: The scout has advantage
Intelligence (History) check related to magic items,
on Wisdom (Perception) checks that rely on hearing
alchemical objects, or technological devices, you can
or sight.
add twice your proficiency bonus, instead of any
Tinker. With the tinker tools, the Rock Gnomes can
proficiency bonus you normally apply.
spend 1 hour and 10 GP worth of materials to
Gnome Cunning. Gnomes have advantage on all
construct a Tiny clockwork device (AC 5, 1 hp). The
Intelligence, Wisdom, and Charisma saving throws
device ceases to function after 24 hours unless the
against magic.
gnome takes 1 hour to maintain it functioning. If the
Pack Tactics: punks have advantage on attack rolls
gnome decides to, it can reclaim the materials. This
against a creature if at least one of their allies is within
devices can be a clockwork toy, a fire starter, or a
5 feet of the creature and the ally isn’t incapacitated.
music box.
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to
construct a Tiny clockwork device (AC 5, 1 hp). The
Multiattack. The scout makes two melee attacks or
device ceases to function after 24 hours unless the
two ranged attacks.
gnome takes 1 hour to maintain it functioning. If the Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
gnome decides to, it can reclaim the materials. This
piercing.
devices can be a clockwork toy, a fire starter, or a
Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
music box.
piercing.
Spear. MWA: +3 to hit; 5 feet. or range 20/60 feet, 4 Small humanoid (gnome), any alignment
(1d6+1) piercing.
Armor Class 10
Hit Points 4 (1d8)
Speed 25 feet Ini +0
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 12(+1) 10 10
Senses Darkvision 60 feet, Passive Perception 10,
Languages Common
Challenge 0 (10 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Small humanoid (gnome), any alignment Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability
Armor Class 17 (splint) for it.
Hit Points 58 (8d8+18) Speak with Small Beasts. Through sound and
Speed 25 feet. Ini +2 gestures, forest gnomes can communicate simple
STR DEX CON INT WIS CHA ideas with Small or smaller beasts.
16 (+3) 14 (+2) 14 (+2) 12(+1) 11 10 Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them.
Skills Athletics +5, Perception +2
Senses Darkvision 60 feet, Passive Perception 12
Languages Common Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
Challenge 3 (700 XP)
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic..
Gnome Pet. Forest gnomes have small pets that they
use as scouts.
Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability
for it.
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.
Small humanoid (gnome), any alignment Small humanoid (gnome), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 16(+3) 14(+2) 10(+0) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 12(+1) 15(+2)
Skills Tinker’s Tools +7, Siege Engines (tool) +5, Skills Perception +4, Hide +5
Perception +4 Senses Darkvision 60 feet, Passive Perception 14.
Senses Darkvision 60 feet, Passive Perception 14. Languages Common
Languages Common Challenge 1 (200 XP)
Challenge 1/2 (100 XP)
Gnome Cunning. Gnomes have advantage on all Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Intelligence, Wisdom, and Charisma saving throws bludgeoning.
against magic. Shortbow. RWA: +5 to hit; 80/320 feet, 6 (1d6+3)
Gnome Pet. Forest gnomes have small pets that they piercing.
use as scouts.
Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability Fade Away (recharges 5-6). When the skulker takes
for it. damage it may use a reaction turns invisible until it
Naturally Stealthy. Forest gnomes have advantage attacks or until the end of its next turn.
on hiding checks whenever they are in a forest or
jungle. Also, they don’t reveal their hiding location if
they miss an attack.
Sneak Attack. When the skulker has advantage on
an attack, it does an additional 2d6 damage of the
same type.
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.