Professional Documents
Culture Documents
Credits
Designer: Isaac Minarik (Conflux Creatures on Patreon)
Creative Consultants: Akira Metal, Baron Taurean
Helleshaar, Fang VonWrathenstein, Master Hercule
Schlagzeuger, Pontifex Mortis (Lords of the Trident on
Patreon)
Cover Illustration: The Offering by Andreas Zafeiratos
Based on the album The Offering by Lords of the Trident
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game
Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Conflux Creatures
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission. The The
Offering 5e Roleplaying Supplement is published by Conflux Creatures under the Open Game License version 1.0a. Copyright
2024 Conflux Creatures. All Rights Reserved
Blackguards
H
ateful as Nessus' gate is the person who Blackguard Lore
conceals one thing in their heart but speaks
another before the gods. To enter into an History DC 10: "Submission or death!" sounds the cry of the
oath, whether one of fealty, friendship, virtue, blackguard, weaponizing the instinctive fear and revulsion
or vengeance, is a burden not taken lightly; to inspired by their transgressions to great effect in battle. Both
forswear it even less so, as the hand of every in service to and as a consequence of this reputation,
honest person will turn against you, the blackguards are exceptionally deadly foes, fighting without
blessings of the gods will parch to dust, and all the evils of the mercy or restraint and expecting no quarter.
world will find their home upon your head. History DC 15: Oaths are often complex things, fuzzy webs
of privilege and obligation that can easily come into conflict
Blackguard Charlatan Tactics with one another; while some might demand only efforts in
Blackguard charlatans attack directly only when they good faith to uphold them, others might provision for no
measure of failure short of death.
outnumber foes, otherwise attempting to avert battle by Typically, however, only violations that repudiate the very
challenging the strongest among their opponents to single spirit of the oath are sufficient to mark one an oathbreaker.
combat, calling their allies to aid them if the fight turns Religion DC 5: No mortal is so hated by the gods as those
against them. If forced to fight without an overwhelming called blackguard, false-hearted oathbreakers that willfully
advantage, they use their Raise the False Lord's Banner at shed the mantle of honor and are forever tainted by the act.
each opportunity as long as they have nearby allies to flank Religion DC 15: Those who truly violate their sacred oaths
with, and their Fearsome Gaze otherwise, fleeing once the in spirit are forever hunted and harassed by the evil powers
battle begins to turn against them. of the world, each seeking to recruit a future narzugon or
death knight, a marauder champion to head a conquering
Blackguard Knave Tactics host.
Blackguard knaves fight much as charlatans, but typically Religion DC 20: Only on the rarest of occasions can a
fight to the death and begin combat with their Fearsome blackguard be redeemed through any means short of
Gaze against the most fragile-looking foe, then relentlessly honorable death, as the ceremony of atonement can
pursue it to the exclusion of all others, executing their chosen ordinarily be undertaken only before twelve peers of oath,
foe with a coup-de-grace before moving on to other targets. each personally attesting to the malfeasant's reformed spirit.
They initially use each of their reactions at the earliest
opportunity, but reserve their reaction for their Perfidious
Counter once reduced below half their hit points.
Knight of Malice
Sidharth Chaturvedi
Blackguard Charlatan Blackguard Knave
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 11 (+0) 14 (+2) 14 (+2) 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
Saving Throws WIS +5, CHA +5 Saving Throws CON +7, WIS +5, CHA +5
Skills Deception +5, Intimidation +5 Skills Athletics +7, Deception +5, Intimidation +5
Senses Passive Perception 12 Condition Immunities Frightened
Languages Common Senses Passive Perception 12
Challenge 5 (1,800 XP) Languages Common
Challenge 8 (3,900 XP)
Forsworn Oaths. Whenever the blackguard makes a
saving throw against a spell with a divine source, it Fear-Eater. The blackguard scores a critical hit on a
takes 5 (1d10) psychic damage and gains a bonus roll of 17-20 on attacks made against a creature
to its saving throw equal to the damage taken. that is Frightened.
Forsworn Oaths. Whenever the blackguard makes a
Actions saving throw against a spell with a divine source, it
Multiattack. The blackguard makes three attacks takes 5 (1d10) psychic damage and gains a bonus
with its Treacherous Blade, one of which it may to its saving throw equal to the damage taken.
replace with its Raise the False Lord's Banner.
Actions
Treacherous Blade. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing Multiattack. The blackguard makes two attacks with
damage. its Blooded Glaive and uses its Fearsome Gaze or
Perilous Sweep, if available.
This attack deals an additional 3 (1d6) slashing
damage to a creature Flanked by the blackguard. Blooded Glaive. Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing
Fearsome Gaze. One creature the blackguard can damage.
see within 30 feet must succeed on a DC 13
Wisdom saving throw or become Frightened for On a critical hit, the target is pushed up to 10 feet
the next minute (Save Ends at end of turn). away and knocked prone.
Raise the False Lord's Banner (Recharge 4-6). The Fearsome Gaze. One creature the blackguard can
blackguard hoists its banner high. see within 30 feet must succeed on a DC 13
Wisdom saving throw or become Frightened for
Each creature of the blackguard's choice within 60 the next minute (Save Ends at end of turn).
feet that can see it gains advantage on the first
attack or Wisdom saving throw it makes before the Perilous Sweep (Recharge 5-6). The blackguard
beginning of the blackguard's next turn. makes an attack with its Blooded Glaive against
each other creature within 10 feet of it.
Reactions
Blackguard's Challenge. When a Frightened creature
Reactions
targets the blackguard with a ranged attack or spell, Blackguard's Challenge. When a Frightened creature
the blackguard can force it to move its remaining targets the blackguard with a ranged attack or spell,
speed directly toward the blackguard. the blackguard can force it to move its remaining
speed directly toward the blackguard.
Perfidious Counter. When the blackguard is targeted
with a melee attack, it can add +3 to its AC against
Watch it go, fall into the shadow/ My toil a sacrifice the triggering attack.
to the blackened maw below/ And all I know, If the attack misses, the blackguard can
swallowed into the shadow/Just an offering to the immediately make a melee attack with
void; Just another stone to throw. disadvantage.
Lords of the Trident, Offering to the Void
Blackguard Recusant Maiming Hammer. Melee Weapon Attack: +9 to hit,
reach 10 ft., one target. Hit: 16 (2d10 + 5)
Medium humanoid (any race), any evil alignment
bludgeoning plus 4 (1d8) necrotic damage.
Armor Class 20 (Plate Armor, Shield) This attack has advantage against a target more than 5
Hit Points 238 (28d8 + 112) feet away from the blackguard.
Speed 30 ft.
Spiked Gauntlet. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning plus 4
STR DEX CON INT WIS CHA (1d8) necrotic damage and the target is pushed up to
5 feet away.
20 (+5) 11 (+0) 19 (+4) 14 (+2) 14 (+2) 18 (+4)
On a critical hit, the target is knocked prone.
Saving Throws STR +9, CON +8, WIS +6, CHA +8 Fearsome Gaze. One creature the blackguard can see
Skills Athletics +7, Deception +5, Intimidation +5 within 30 feet must succeed on a DC 16 Wisdom
Condition Immunities Frightened saving throw or become Frightened for the next
Senses Passive Perception 12 minute (Save Ends at end of turn).
Languages Abyssal, Common, Infernal
Challenge 12 (8,400 XP) Bonus Actions
Greaved Stomp. The blackguard deals 5 bludgeoning
Fear-Eater. The blackguard scores a critical hit on a roll damage to a prone creature within 5 feet.
of 17-20 on attacks made against a creature that is
Frightened.
Reactions
Forsworn Oaths. Whenever the blackguard makes a Blackguard's Challenge When a Frightened creature
saving throw against a spell with a divine source, it targets the blackguard with a ranged attack or spell, the
takes 5 (1d10) psychic damage and gains a bonus to blackguard can force it to move its remaining speed
its saving throw equal to the damage taken. directly toward the blackguard.
Magic Resistance. The blackguard has advantage on
saving throws against spells and magical effects. Crack Bones. When the blackguard scores a critical hit
with a melee attack, it can force the target to succeed
Actions on a DC 17 Constitution saving throw or suffer a
lingering wound.
Multiattack. The blackguard makes three melee attacks
and uses its Fearsome Gaze. Until it completes a Long Rest, the target takes 5
(1d10) bludgeoning damage whenever it stands from
prone or is pushed.
Blackguard
Recusant Tactics
Blackguard recusants fight much as
knaves do, but specifically target
combatants with poor wisdom saving
throws, such as bards, fighters, rogues,
and sorcerers; first trying to gain
advantage with their Fearsome Gaze, then
making their first attack with their Spiked
Gauntlet if unable to frighten the foe.
They always use their Crack Bones
reaction at each opportunity against any
creature not already affected by it, afterwards
preferring to attack that target with their
Spiked Gauntlet.
Commoners
Commoner Angry Mob
Medium humanoid (any race), any alignment Huge swarm of Medium humanoids (any race), any
alignment
Armor Class 10
Hit Points 4 (1d8) Armor Class 10
Speed 30 ft. Hit Points 63 (14d8)
Speed 30 ft.
N
obility is forged in fire and blood, a record Noble Tactics
of the lineages successful in taking what
was not theirs and preventing others from Nobles in general rush to the center of fighting to
doing the same. War is the domain to demonstrate their bravery and skill-at-arms to their peers,
which they are born, as is work to the surrendering or retreating only once injured, or if more than
commoner and prayer to the cleric, and half of their remaining allies have done so.
those who mistake the genteel masks by Against foes they recognize as peers in nobility, nobles
which they navigate interludes of peace for their true faces typically attack nonlethally, and operate on the assumption
are doomed to an early and ignominious grave. that they will be returned the same courtesy, and that area-of-
effect and enchantment spells won't be used against them.
Noble Lore They yield if wounded and outnumbered, and typically spare
Arcana DC 15: While it is common knowledge among noble enemies attempting to yield.
Against foes they do not recognize as nobility, or who prove
arcanists that certain noble bloodlines maintain esoteric themselves unbound to the noble's etiquette of combat, they
magic traditions going back centuries, learning such magics fight without mercy and retreat as soon as they take any
has proven markedly difficult, as those taught these secrets damage or are outnumbered to muster more forces.
are bound by magic oaths not to divulge them to any outside
their circle of peerage. Noble Courtier Tactics
History DC 10: Battle among nobility is usually governed by
strict rules of etiquette, including customs of capture and Noble courtiers prioritize targets that threaten the most
ransom. Those adventurers with the means to quarter influential noble present. If they have personal guards with
captives, therefore, often view hostile nobles as an exotic them, they will attempt to move into melee range, then call
form of loot more than as enemy combatants. their allies to do the same with their Call to Service,
History DC 15: Induction into the peerage of nobility can be attacking from the second turn onward, and using their Call
hereditary or honorary, but is always premised on deeds of to Service once more to cover their retreat when fleeing
might and conquest, both those marked by history and those combat. They use their Bon Mot if missed with the first
promised in the future. After all, no group declaring a right to attack made against them in a turn, and their Deft Parry at
rulership can maintain itself without strength of arms and a each opportunity.
voracious will to power.
Kings and Warlords. If your setting has both a stable
nobility and individuals of exceptional personal
power, there should be a reason why the nobles
have not been deposed by them.
If they are not among the most powerful
warriors of your setting, nobles must maintain their
position through the protection of others who are,
either through vassalage and tribute to mighty
guardians such as dragons and archwizards, or
through inspiring genuine loyalty in the same,
perhaps through shared lineage or an essential role
in a prophesied future.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 17 (+3) 13 (+1) 12 (+1) 14 (+2) 16 (+3)
Skills Insight +4, Persuasion +4 Skills Athletics +5, Insight +4, Persuasion +5
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 1/4 (50 XP) Challenge 2 (450 XP)
Silver Tongue. The noble has advantage on Charisma Silver Tongue. The noble has advantage on Charisma
checks made to interact with guards or other checks made to interact with guards or other
figures of authority. figures of authority.
Heraldic Arms. While the noble is armed, creatures Heraldic Arms. While the noble is armed, creatures
proficient in History can determine, by sight, the proficient in History can determine, by sight, the
noble's station and lineage. noble's station and lineage.
Actions Actions
Court Smallsword. Melee Weapon Attack: +4 to hit, Multiattack. The noble makes two attacks with its
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing Engraved Rapier.
damage.
Engraved Rapier. Melee Weapon Attack: +5 to hit,
Call to Service. The noble calls to a friendly creature reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
within 30 feet, allowing it to use its reaction to damage.
move up to half its speed or make a melee attack. On a critical hit, the target is pushed up to 5 feet
and must succeed on a DC 13 Strength saving
Reactions throw or drop one item it is holding.
Deft Parry. When the noble would be hit with a
melee attack, it can add +2 to its AC against the Bonus Actions
triggering attack. Parrying Dagger. Melee Weapon Attack: +5 to hit,
Bon Mot. When the noble is missed with a melee reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
attack, it can make a cutting remark. damage.
The target gains disadvantage on the next attack it Duelist's Eye (Recharge 4-6). The noble focuses its
makes against the noble this turn. attention on a humanoid creature it can see.
Until the beginning of its next turn, the noble
regains its reaction whenever that creature misses
it with a melee attack.
Judicial Duels vs Honor Duels. While judicial duels
(Trials by Combat) are more likely to be fought to Reactions
the death, honor duels need not be. Deft Parry. When the noble would be hit with a
Their purpose is typically to assure everyone melee attack, it can add +2 to its AC against the
involved (most especially spectators), that neither triggering attack.
party can be disrespected without consequence,
and that both parties are brave and skilled enough Seamless Riposte. When the noble is missed with a
to enter a duel. melee attack, it can move up to 5 feet and make an
Honor duels may last until one combatant is attack with its Engraved Rapier.
bloodied (reduced below 1/2 HP), a set number of
Bon Mot. When the noble is missed with a melee
rounds, until one combatant lands a set number of
hits on the other, or until one combatant has taken attack, it can make a cutting remark.
a set amount of damage. The target gains disadvantage on the next attack it
makes against the noble this turn.
Noble Ransoms
Noble Banneret Capturing a Noble. A noble captured alive in the context of a
legitimate mutual grievance, such as on a battlefield, can be
Medium humanoid (any race), any alignment
ransomed to its family or liege for a base amount determined
Armor Class 16 (Breastplate) by the noble's wealth, which may be modified by up to 50%
Hit Points 105 (14d8 + 42) based on how well-liked they are and how skilled of
Speed 30 ft. negotiators their captors are.
Assessing Value. A creature familiar with local politics
can determine a reasonable base ransom and expected
STR DEX CON INT WIS CHA negotiation period with a successful DC 15 Intelligence
18 (+4) 14 (+2) 16 (+3) 14 (+2) 15 (+2) 16 (+3) (History) check. A creature that rolls 25 or higher on this
check can reduce the DC to negotiate a ransom by 5.
Skills Athletics +6, Perception +4, Persuasion +5 Negotiating Ransom. The length and difficulty of
Senses Passive Perception 14 negotiation is determined by the base ransom amount. The
Languages Any two languages noble's patron and family will privately determine an amount
Challenge 4 (1,100 XP) they are willing to pay. A captor asking for more than that
fails the check automatically. A captor asking for 50% or less
Silver Tongue. The noble has advantage on Charisma than that has advantage on their check. A captor asking for
checks made to interact with guards or other 10% or less than that succeeds automatically. If asked to
figures of authority. make an offer, the noble's captors or patron will offer 10% of
the Base Ransom.
Heraldic Arms. While the noble is armed, creatures Making a check to negotiate a ransom involves a number of
proficient in History can determine, by sight, the
noble's station and lineage.
missives and exchanges, and takes a period determined by
the base ransom amount. A captor may begin another
Actions negotiation attempt as soon as the previous one fails, and
may re-try without limit so long as their captive lives.
Multiattack. The noble makes two attacks with its Accommodating Noble Prisoners. If granted luxurious
Ancestral Blade. accommodations and chivalrous treatment in captivity, nobles
Argent Lance. Melee Weapon Attack: +6 to hit,
will typically not seek vengeance against their captors, as
reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing they may be captured again in the future. Doing so can be
damage. expensive, however, and less wealthy captors may need to
accept a lower fee in order to relieve themselves of the
If the noble is mounted and moved at least 20 feet financial burden.
toward the target this round, it can make this hit Escapes and Rescue Attempts. Nobles may attempt to
score a critical. If it does, the target is knocked
prone and the lance is destroyed.
escape or their families may make attempts to rescue them.
This is usually considered acceptable within the etiquette of
Ancestral Blade. Melee Weapon Attack: +6 to hit, capture and is not generally thought to merit recompense or
reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing reprisals. A minimal guard is included in the listed cost of
damage. accommodation, though such efforts are not foolproof.
Bonus Actions Base Negotiation Negotiation Cost of
Wealth Ransom DC Period Accommodation
Lancer's Command. Each friendly mounted creature
within 30 feet can use its reaction to move up to No Land 200 gp 14 1 day 2 gp/Day
half its mount's speed without provoking Village 500 gp 16 3 days 3 gp/Day
opportunity attacks.
Village, 1,000 gp 18 5 days 5 gp/Day
Raise Banner (Recharge 4-6). The noble hoists its Small
banner high. Castle
Each friendly creature within 30 feet that can see it Town, 2,000 gp 20 10 days 8 gp/Day
gains advantage on the first attack or Wisdom Large
saving throw it makes before the beginning of the Castle
noble's next turn. Border 5,000 gp 22 15 days 10 gp/Day
Region,
Reactions Multiple
Castles
Scorn Death (1/Day). When the noble fails a saving
throw against a spell or magical effect, it can move City 10,000 gp 24 20 days 12 gp/Day
up to half its speed toward the effect's source.
County 30,000 gp 26 25 days 14 gp/Day
If it does, each other friendly creature within 30 Kingdom 500,000 gp 28 1 month 18 gp/Day
feet ignores the effects of being Frightened until
the end of the noble's next turn. Empire 1,000,000+ 30 1 month 25 gp/Day
gp
Noble Chancellor Oathbind (5th Level Spell). The noble binds a willing
creature to an oath it made in the last minute, cursing
Medium humanoid (any race), any alignment
it.
Armor Class 16 (Breastplate)
The Cursed creature cannot voluntarily take positive
Hit Points 204 (24d8 + 96)
actions directly contrary to that oath, and the noble
Speed 30 ft. knows if this curse ends for it.
Strip Masks (Recharge 5-6, 7th Level Spell). The noble
STR DEX CON INT WIS CHA touches a creature and forces it to make a DC 18
18 (+4) 14 (+2) 18 (+4) 18 (+4) 16 (+3) 20 (+5) Charisma saving throw.
On a failure, the target takes 54 (12d8) radiant damage
Skills Athletics +9, Deception +10, Insight +8, and each illusory, shapechanging, or mind-affecting
Perception +8, Persuasion +10 magic affecting it ends.
Senses Passive Perception 14 This damage can’t reduce the target’s hit points below
Languages Any four languages 1.
Challenge 16 (15,000 XP)
Reactions
Silver Tongue. The noble has advantage on Charisma
checks made to interact with guards or other figures of Weighty Parry. When the noble would be hit with a
authority. melee attack, it can add +5 to its AC against the
triggering attack.
Sanctum Arms. When the noble rolls initiative in its lair,
it and each creature of its choice within 120 feet has The next attack made against the noble before the
its AC increased to 16, if it is lower, and can conjure a beginning of its next turn has advantage.
weapon to their hands. Procession of Ancient Right (3rd Level Spell). When the
Bonds of Devotion. When the noble is targeted with an noble rolls initiative, it can force each creature of his
attack or spell, a friendly creature within 5 feet can use choice within 30 feet to succeed on a DC 18 Wisdom
its reaction to change the attack or spell's target to saving throw or have their initiative reduced by 5, to a
itself. minimum of 0.
Fealty's Clarion (1/Day, 8th Level Spell). When the noble
Actions is reduced below 103 hit points, it can summon two
Multiattack. The noble makes two attacks with its Oathsworn Acolytes in unoccupied spaces it can see
Gilded Scepter, one of which it can replace with a use within 30 feet.
of its Foment Intrigue or Oathbind.
Legendary Actions
Gilded Scepter. Melee Weapon Attack: +9 to hit, reach The noble can take two legendary actions, choosing
5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning plus 7 from the options below.
(2d6) radiant damage.
Foment Intrigue (4th Level Spell, Concentration). The Gilded Scepter. The noble makes an attack with its
noble sends insidious thoughts whispering through the Gilded Scepter.
minds of two creatures it can see within 60 feet. Armor of Allegiance. The noble moves up to half its
At the beginning of each creature's turn, it must speed. Until the beginning of its next turn, the noble
succeed on a DC 18 Wisdom saving throw or become has +1 AC for each friendly creature within 5 feet of it.
hostile to the other target and indifferent to all other Marshall Arms. Up to two friendly humanoid creatures
creatures until the beginning of its next turn. the noble can see can each use their reaction to move
If both targets succeed on their saving throw in a up to half their speed and make a melee attack.
round, the effect ends.
I
ncontestable are the judgments of those sworn to Oathsworn Acolyte Tactics
guard The Balance, those servants of civilization
itself who, renouncing all joys and sorrows, pledge Oathsworn acolytes usually travel in the company of an
their lives and deaths to the cultivation of peace and arbiter or guardian; in combat they will generally stay close to
the prosperity it brings. Let none who act in malice their mentor, attacking the same targets as it. If their first
rest easy, and woe betide any called to stand before a attack misses, they replace their second one with a use of
guardian's blade. their Valorous Aid to trigger their Tempered Soul.
If they see a friendly creature knocked prone or attacked
Oathsworn Lore with advantage, they move to it and use their Guard Back,
provoking opportunity attacks to do so if necessary.
Arcana DC 20: While many students of the arcane are quick Acolytes fight to the death unless commanded to retreat.
to dismiss the brute magic of pure conviction, the capacity for
oaths to shape the soul and stretch into the outside world is Oathsworn Arbiter Tactics
undeniable, waxing as a devotee's commitment to and
understanding of their axis of belief is tested by experience. Oathsworn Arbiters begin combat with their Render
History DC 10: The Guardians are an order of itinerant Judgement against the most formidable foe they expect to be
warrior-judges whose disconnection from any outside affected by it, then focus all their attention on it until it is
influence makes them ideal impartial arbiters. By ancient reduced to 0 hit points. They use their Valorous Aid to assist
custom their sworn members are granted the freedom to any ally that is Charmed or Frightened, and their Measured
pronounce judgement across borders and social classes, Mercy whenever they reduce a creature to 0 hit points for the
though the limits of that power are rarely tested. first time, sparing any foe that flees or surrenders. If
History DC 15: The ranks of the Guardians have been filled wounded and outnumbered, they will
by prince and peasant alike, their mountain holdfasts serving attempt to send their allies away and guard
as sanctuary from the wilding winds of chaos and furnaces in their retreat with a final stand.
which bodies and spirits are tempered and shaped to serve
The Balance.
Religion DC 15: The oaths of Guardians demand that they
consider peace and stability over all things in their
judgements, even at the expense of justice; to eradicate evil is
a pursuit of utmost hubris, after all.
Acolytes that are found unable to abide a balance between
powers, to temper their justice with mercy and their fervor
with prudence, rarely manage to advance beyond that rank.
Dub
Bastien L. Deharme
Armor Class 17 (Mail Coat, Shield) Saving Throws CON +6, WIS +5, CHA +6
Hit Points 52 (8d8 + 16) Skills History +4, Insight +5, Persuasion +6
Speed 30 ft. Senses Passive Perception 12
Languages Common
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA
Tempered Soul. If the arbiter ends its turn without
16 (+3) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 14 (+2) dealing damage, it gains resistance to the first
source of damage it takes before the beginning of
Saving Throws WIS +4, CHA +4 its next turn.
Skills History +3
Senses Passive Perception 12 Unyielding Will. At the beginning of the arbiter's
Languages Common turn, each Charmed or Frightened creature within
Challenge 2 (450 XP) 10 feet of it can make a saving throw to end the
condition.
Tempered Soul. If the acolyte ends its turn without
dealing damage, it gains resistance to the first Actions
source of damage it takes before the beginning of Multiattack. The arbiter makes two attacks with its
its next turn. Oathglow Partisan, each of which it can replace
with a use of its Valorous Aid or Render Judgement.
Actions
Oathglow Partisan. Melee Weapon Attack: +7 to hit,
Multiattack. The acolyte makes two attacks with its reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Arming Sword, each of which it can replace with a plus 4 (1d8) radiant damage.
use of its Valorous Aid or Guard Back.
Valorous Aid. The arbiter assists a creature within 5
Arming Sword. Melee Weapon Attack: +5 to hit, feet, granting it advantage on the first attack or
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing saving throw it makes before the end of its next
damage. turn.
Valorous Aid. The acolyte assists a creature within 5 Render Judgement (Recharge 5-6, 3rd Level Spell).
feet, granting it advantage on the first attack or One creature the arbiter can see within 30 feet
saving throw it makes before the end of its next must succeed on a DC 14 Charisma saving throw
turn. or take 13 (3d8) radiant damage and be Cursed.
Guard Back. The acolyte shields a creature within 5 Whenever the cursed creature takes any damage, it
feet. takes an additional 4 (1d8) radiant damage if it
Until the beginning of the acolyte's next turn, reduced a creature to 0 hit points in the last hour.
attacks against the target can't gain advantage while
it is within 5 feet of the acolyte. Reactions
Measured Mercy. When the arbiter reduces a
Reactions creature to 0 hit points, it can allow the target to
yield.
Student of Arms. When a friendly humanoid creature
of CR 5 or greater that the acolyte can see within If the target does, it is instead reduced to 1 hit
30 feet hits a creature with a weapon attack, the point, and each of the target's allies within 30 feet
acolyte can move up to half its speed and make an gains disadvantage on attacks and Wisdom saving
attack against the same target. throws until the end of their next turn.
Oathsworn Guardian While this weapon is drawn, hostile creatures within 5
feet of its wielder have disadvantage on attacks that
Medium humanoid (any race), any lawful alignment
don't target a creature wielding this weapon.
Armor Class 18 (Plate Armor) Beacon of Valor (1st Level Spell). Each other friendly
Hit Points 187 (22d8 + 88) creature within 30 feet that can see the guardian gains
Speed 30 ft. advantage on the first attack or saving throw it makes
before the end of its next turn.
STR DEX CON INT WIS CHA Render Judgement (3rd Level Spell). One creature the
guardian can see within 30 feet must succeed on a DC
20 (+5) 14 (+2) 19 (+4) 16 (+3) 15 (+2) 18 (+4) 16 Charisma saving throw or take 13 (3d8) radiant
damage and be Cursed.
Saving Throws CON +8, WIS +6, CHA +8
Skills History +7, Insight +6, Persuasion +8 Whenever the cursed creature takes any damage, it
Senses Passive Perception 12 takes an additional 4 (1d8) radiant damage if it reduced
Languages Common a creature to 0 hit points in the last hour.
Challenge 9 (5,000 XP) Peaceshroud (1/Day, 4th Level Spell, Concentration). A
stilling glow exudes from the guardian in a 30 foot
Tempered Soul. If the guardian ends its turn without radius for the next hour.
dealing damage, it gains resistance to the first source A creature that starts its turn in the area or enters it for
of damage it takes before the beginning of its next the first time on a turn must succeed on a DC 16
turn. Wisdom saving throw or be unable to take hostile
Unyielding Will. At the beginning of the guardian's turn, actions until the beginning of its next turn.
each Charmed or Frightened creature within 20 feet of
it can make a saving throw to end the condition. Reactions
Measured Mercy. When the guardian reduces a creature
Actions to 0 hit points, it can allow the target to yield.
Multiattack. The guardian makes two attacks with its If the target does, it is instead reduced to 1 hit point,
Guardian's Blade, one of which it can replace with a use and each of the target's allies within 30 feet gain
of its Beacon of Valor. disadvantage on attacks and Wisdom saving throws
Guardian's Blade. Melee Weapon Attack: +9 to hit, reach until the end of their next turn.
10 ft., one target. Hit: 18 (2d12 + 5) piercing plus 9 Release the Blade (1/Day). When the guardian draws its
(2d8) radiant damage. blade for the first time that day, it can force each
humanoid creature of its choice within 30 feet to
succeed on a DC 16 Wisdom saving throw or be
Turned for the next minute (Save Ends at end of turn).
C
rime is the continuation of business by other Ruffian Lore
means, and violence is its blood and breath.
Private entrepreneurs might strike out to grasp History DC 5: As the old saw goes, the tools of each trade
what's left in reach, but the core business of well-serve its opposite; firefighters and arsonists, shipwrights
crime is violence as service; peace is precious to and saboteurs, brigands and bodyguards, thief-catchers and
all, and those who clutch the reins of violence thieves. Perpetrators of all such crimes can be found with
control the supply of peace. No enterprise can some regularity among the ranks of those purporting to
survive without some violence to call upon, after all, and it is oppose them.
the rare city indeed where the sword of the law is sufficient to History DC 10: Ruffians, whether engaged in pursuits
the demands of its people. legitimate or otherwise, tend to favor weapons that are some
combination of cheap, concealable, disposable, and
Ruffian Tactics reasonable for an ordinary person to carry. Bludgeons tend to
be favored over blades, as it's difficult to pretend innocence
Street toughs, thugs, and enforcers will typically engage while soaked in blood.
socially before attacking, trying to make a show of force and History DC 15: The lines between criminal and legitimate
extort the largest fee they think their target will be willing to enterprise are rarely clean-cut, as no professional guild or
pay to avoid a fight. workman's union can expect to protect its interests without a
In combat, ruffians typically attack nonlethally, replacing measure of violence to call upon, and few organizations
one of their attacks with a grapple or shove whenever support themselves through illicit activity alone.
possible to make use of their Dirty Fighting, and ganging up Religion DC 10: It is a common misconception that the gods
on weaker foes to gain more opportunities to trigger their whose portfolios contain such dread domains as deception,
Beat Down, or opportunity attacks if the enemy tries to avoid thievery, and murder are primarily worshiped by malefactors
their Beat Down. seeking guidance and protection for their misdeeds.
If victorious, they will in some combination strip a fallen In point of fact, people of all kinds (liars, thieves, and
foe naked, scar them, carry them to another location for murderers included), make offerings to such powers
questioning, or kill them outright, depending on how much primarily to avert their ire, and malfeasants who find their
personal enmity the foe inspired over the course of the fight. hand aided by the divine are far more likely to do so because
of the god's attitude toward their intended victim rather
than toward them.
Orzhov Racketeers
David Palumbo
Instigator Gang
Greg Staples
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 17 (+3) 14 (+2) 17 (+3) 15 (+2) 14 (+2) 15 (+2)
Skills Athletics +5, Intimidation +4 Skills Athletics +5, Insight +4, Intimidation +4
Senses Passive Perception 12 Senses Passive Perception 12
Languages Common, Thieves' Cant Languages Common, Thieves' Cant
Challenge 1/2 (100 XP) Challenge 2 (450 XP)
Dirty Fighting. Whenever the ruffian successfully Dirty Fighting. Whenever the ruffian successfully
grapples or shoves a creature, it can make a melee grapples or shoves a creature, it can make a melee
attack with advantage as a Bonus Action this turn. attack with advantage as a Bonus Action this turn.
Actions Actions
Multiattack. The ruffian makes two attacks, each of Multiattack. The ruffian makes two attacks, each of
which it can replace with a Grapple or Shove which it can replace with a Grapple or Shove
attempt. attempt.
Knuckle-Duster Melee Weapon Attack: +5 to hit, Five-Copper Cosh Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning
damage. damage.
On a critical hit, the target is knocked prone. On a critical hit, the target is knocked prone and
Stunned until the beginning of its next turn.
Low Blow. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) bludgeoning Kick Head. Melee Weapon Attack: +5 to hit, reach 5
damage. ft., one prone target. Hit: 10 (2d6 + 3) bludgeoning
damage.
If this attack was made with advantage, the target
gains disadvantage on the first attack or check it This attack deals an additional 3 (1d6) bludgeoning
makes before the end of its next turn. damage to a Stunned target.
Smash Fingers. The ruffian attempts to break the
Reactions fingers of a grappled and prone creature within 5
Beat Down. When a creature within 5 feet stands feet, forcing it to make a DC 13 Constitution saving
from prone, the ruffian can deal 1 bludgeoning throw.
damage to it. On a failure, the target takes 14 (4d6) bludgeoning
If two or more ruffians took this reaction, the target damage and has disadvantage on attacks made with
must succeed on a Strength saving throw with DC that hand until it completes a Long Rest, or takes
half as much damage on a success.
equal to 10 plus the damage taken or fall prone.
Reactions
Beat Down. When a creature within 5 feet stands
from prone, the ruffian can deal 1 bludgeoning
damage to it.
If two or more ruffians took this reaction, the target
must succeed on a Strength saving throw with DC
equal to 10 plus the damage taken or fall prone.
Ruffian Rakehell Tactics
Ruffian Rakehell Rakehells are much more likely to operate alone or in pairs
than other ruffians, and typically fight lethally even when
Medium humanoid (any race), any alignment
assisting allies that are not doing so. Typically they make
Armor Class 14 (Makeshift Shield) their first attack against a target with their Cloak-Wrapped
Hit Points 115 (14d8 + 52) Fist, then follow up with their Ratchetlock Greatrazor,
Speed 30 ft. afterwards replacing one of their attacks with their Tear
Wound whenever they have a valid target available.
They typically reserve their reaction for their Trap Blade or
STR DEX CON INT WIS CHA opportunity attacks when alone, but in groups of two or more
18 (+4) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 16 (+3) will use whichever of their reactions first becomes available.
Skills Athletics +6, Intimidation +5, Stealth +5 Ruffian Enterprises
Senses Passive Perception 12
Languages Common, Thieves' Cant
In addition to any more mundane forms of illicit goods and
Challenge 4 (1,100 XP)
services, ruffians in a fantasy setting might be involved in
such pursuits as:
Dirty Fighting. Whenever the ruffian successfully Breeding or Poaching magical creatures to sell,
grapples or shoves a creature, it can make a melee weaponize, or use as distractions.
attack with advantage as a Bonus Action this turn. Securing a monopoly on rare spell components.
Death-Eager. The ruffian has advantage on Wisdom Scribing scrolls of forbidden or otherwise unsafe magic.
saving throws while within 5 feet of a Bleeding Plundering magic relics from graves and replacing them
creature. with Magic-Aura-shrouded counterfeits.
Exorcising spirits that might share embarrassing or
Actions incriminating information.
Brokering trades of art and treasure on behalf of dragons.
Multiattack. The ruffian makes two attacks, one of
which it can replace with a use of its Tear Wound.
Using information extracted from the dead to blackmail or
defraud the living.
Ratchetlock Greatrazor Melee Weapon Attack: +6 to Devising and constructing deadly traps.
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Paying or extorting genuine prophets to deliver false
slashing damage. prophecies.
If this attack was made with advantage, the target
Helping shapechangers establish new identities.
begins Bleeding (1d6, Save Ends at end of turn). Manufacturing memories to help fool zones of truth.
Providing guidance and assistance to those looking to
Cloak-Wrapped Fist. Melee Weapon Attack: +6 to initiate a warlock pact.
hit, reach 5 ft., one target. Hit: 6 (1d4 + 4)
bludgeoning damage and the target is grappled
(escape DC 14).
Tear Wound. The ruffian claws at a wound of a
creature within 5 feet that is Grappled and
Bleeding.
The target takes 7 (2d6) bludgeoning damage, then
must succeed on a DC 14 Constitution saving
throw or have its Bleeding value increase by 1d6.
Reactions
Beat Down. When a creature within 5 feet stands
from prone, the ruffian can deal 1 bludgeoning
damage to it.
If two or more ruffians took this reaction, the target
must succeed on a Strength saving throw with DC
equal to 10 plus the damage taken or fall prone.
Trap Blade. When the ruffian takes 5 or fewer
piercing or slashing damage, it can reduce that
damage to 0 and trap the attacker's weapon
(remove DC 14).
Until the weapon is freed, attacks with it have
disadvantage.
La Navaja
Joseph Saint-Germier
Ruffian Cherrycat Unfasten (2nd Level Spell). The ruffian magically
unfastens the armor of a creature it can see within 30
Medium humanoid (any race), any alignment
feet.
Armor Class 17 (Mage Armor) The target must succeed on a DC 14 Dexterity saving
Hit Points 127 (17d8 + 51) throw or have the AC bonus offered by its armor
Speed 40 ft. reduced by a cumulative 2 until the target takes an
action to adjust it.
STR DEX CON INT WIS CHA Armor reduced to an AC of 10 falls off entirely until
donned again.
15 (+2) 18 (+4) 17 (+3) 17 (+3) 14 (+2) 11 (+0)
Glazier's Ace (2nd Level Spell). The ruffian smashes a
Saving Throws DEX +7, INT +6 bottle, window, or similar glass object it can reach,
Skills Arcana +6, Perception +5, Stealth +7 sending shards flying in a 15 foot cone.
Senses Passive Perception 15 Each creature in the area must succeed on a DC 14
Languages Abyssal, Common, Thieves' Cant Dexterity saving throw or be Blinded and Bleeding
Challenge 6 (2,300 XP) (1d6) for the next minute (Save Ends at end of turn).
Dark Gleam. Creatures within 10 feet of the ruffian can Bonus Actions
see in Dim light or Darkness as though it were Bright Charm Wall (2nd Level Spell). The ruffian touches a
Light. nonmagical wall or floor and teleports to the nearest
Dirty Fighting. Whenever the ruffian successfully unoccupied space on the opposite side of it.
grapples or shoves a creature, it can make a melee Power Word: Hush (1/Day, 3rd Level Spell). One creature
attack with advantage as a Bonus Action this turn. the ruffian can see within range drops to 0 hit points if
Burner's Break (1/Day). When the ruffian fails a saving it has 10 or fewer hit points. A creature with more than
throw against a spell or magical effect, it can choose to 10 hit points is unaffected.
succeed instead. If it does, it can't cast spells on its Quash Magic (1/Day, 3rd Level Spell). The ruffian targets
following turn. a space or creature it can see within 30 feet and
suppresses the effect of one spell of 7th level or below
Actions affecting it until the beginning of the ruffian's next
Multiattack. The ruffian makes three attacks, one of turn.
which it can replace with its Unfasten or Glazier's Ace.
Reactions
Shrouded Awl Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (2d4 + 4) piercing damage. Beat Down. When a creature within 5 feet stands from
prone, the ruffian can deal 1 bludgeoning damage to it.
Any hit with this weapon that is made with advantage
becomes a critical. If two or more ruffians took this reaction, the target
must succeed on a Strength saving throw with DC
Darting Bolt (1st Level Spell). Ranged Spell Attack: +6 to
equal to 10 plus the damage taken or fall prone.
hit, range 30 ft., one target. Hit: 10 (3d6) force
damage. Tip Turn. When a Medium or smaller creature misses
the ruffian with an opportunity attack, the ruffian can
If this attack misses, the ruffian can immediately make
grapple it (escape DC 12) or make a Shrouded Awl
a second attack against another creature it can see attack against it.
within 10 feet of the first target.
C
onditions alter a creature’s capabilities in a Table Of Contents Invisible
variety of ways and can arise as a result of a spell, Attached
a class feature, a monster’s attack, or other effect. Levitating
Most conditions, such as Blinded, are Bleeding Limb Damage
impairments, but a few, such as Invisible, can be Blinded
advantageous. Paralyzed
A condition lasts either until it is countered Burning
(the prone condition is countered by standing up, for Petrified
example) or for a duration specified by the effect that Charmed Poisoned
imposed the condition. Unless otherwise specified, all Choking
conditions on a creature end on a creature when it dies. Possessed
If multiple effects impose the same condition on a creature, Confused Prone
each instance of the condition has its own duration, but the
condition’s effects don’t get worse. A creature either has a Cursed Reduced Statistics
condition or doesn’t. Dazed
If a condition allows successive saving throws to end the Restrained
effect, it is marked Save Ends, the details of which are at the Deafened Stunned
end of this section.
The following definitions specify what happens to a Diseased Suffocating
creature while it is subjected to a condition. Dominated Swallowed
Design Note. There are a lot of rules here, but as a
Flanked/Flanking Temporary Hit Points
DM you don't need to memorize them to use them Frightened Turned
effectively. Most of this section is intended as a
quick reference for you to refer to when an edge Grappled Unconscious
case arises in the course of play.
There are a number of new conditions presented Hidden Exhaustion
here, which are meant to be intuitable by those
fluent in 5e, but are presented in detail with
Incapacitated Save Ends
clarifications for your reference.
There have also been minor changes made to Save Ends
existing conditions to resolve unintuitive
outcomes in edge cases, most notably with the
Many conditions that last more than a single round of combat
Invisible condition.
allow the affected creature to repeat the saving throw to
Players will benefit from familiarity with the ways resist it on each of its turns, ending the effect on a success.
to end conditions, which are largely drawn from Such conditions are tagged as Save Ends, and specify
Rules as Written and simply gathered together for either that the saving throw is repeated at the beginning of
easy reference here. the affected creature's turn (Save Ends at beginning of turn)
You can find these rules as a standolone or at the end of the affected creature's turn (Save Ends at end
document here if that's more convenient for use at of turn).
your table.
Attached Burning
A creature that is Attached to an object or another creature is A Burning creature is on fire, and takes the specified amount
moved with that object or creature whenever it moves. Any of fire damage at the beginning of each of its turns, i.e.
effect that could be used to Grapple a creature can be used to "Burning (1d10).
Attach to a creature too large for the Grappler to grapple. Separate Sources of Burning. If a creature that is already
Ending the Attached Condition. Any effect that ends the Burning would gain the Burning condition from another
Grappled condition can also end the Attached condition. The source, the condition with the higher Burning value overrides
DC to remove an Attached creature is noted as its Remove that with the lesser value.
DC. Ending the Burning Condition. The creature or a
Releasing an Attachment. A creature that imposes the creature that can reach it may smother the flames as an
Attached condition may end that condition as a Bonus Action. action, ending the Burning condition for that creature. A
Burning creature that is doused in water, that takes any cold
Bleeding damage, or that is in an airless environment, such as a bag of
A Bleeding creature loses the specified amount of hit points holding, has the condition immediately end for it.
at the beginning of each of its turns, i.e a creature that is Charmed
"Bleeding (1d4)" loses 1d4 hit points at the beginning of each
of its turns. A Charmed creature can’t attack the charmer or target the
Hit Point Loss. Hit point loss represents loss of vital charmer with harmful abilities or magical effects, and
fluids, and is distinct from damage. Unless otherwise generally treats the charmer as an allied creature. The
specified, it can't be resisted or reduced in any way. It has no charmer has advantage on any ability check to interact
effect on creatures with 0 hit points. socially with the Charmed creature.
Creatures Without Blood. Creatures that do not have Ending the Charmed Condition. Spells such as Greater
blood or some equivalent vital fluid are immune to any effect Restoration, Dispel Good and Evil, and Power Word: Heal
that directly causes Hit Point Loss. can end the Charmed condition on a creature. Charmed
Separate Sources of Wounds. If a creature that is already creatures often, though not always, make a saving throw to
Bleeding would suffer a wound from a different source, the end the condition whenever they take damage.
wound with the higher Hit Point Loss value overrides that
with the lesser value. Choking
Stacking Bleed. Rarely, some effects may cause a creature
to accrue multiple instances of the Bleeding condition, and A Choking creature can't breathe. When a Choking creature
will specify if this is the case. Stacking wounds of the same runs out of breath, or if becomes is unable to hold its breath,
value count as a single instance of the Bleeding condition it begins Suffocating.
with a Hit Point Loss value equal to their total cumulative Hit Holding Breath. A creature that is not Unconscious can
Point Loss value. hold its breath for a number of minutes equal to 1 + its
Ending the Bleeding Condition. The Bleeding condition Constitution modifier (minimum of 30 seconds). Unless
ends for a creature that regains any hit points. otherwise specified, a creature that begins Choking is
Additionally, as an action, a creature may attempt a DC 12 assumed to reflexively hold its breath.
Wisdom (Medicine) check to stanch the wounds of a Bleeding Speaking and Casting Spells With Verbal Components.
creature, ending the effect on a success. A creature that speaks or casts a spell while holding its
breath loses its held breath and immediately begins
Blinded Suffocating.
Ending the Choking Condition. The Choking condition is
A Blinded creature can’t see and automatically fails any often imposed by another ongoing effect, such as the
ability check that requires sight. Attack rolls against the Grappled or Poisoned conditions, or by an environmental
creature have advantage, and the creature’s attack rolls have effect, such as being submerged in water. In these instances,
disadvantage. the Choking condition persists until the effect causing it
Ending the Blinded Condition. Spells such as Lesser ends. When a creature suffers the Choking condition without
Restoration, Greater Restoration, and Mass Heal can end the an ongoing effect imposing it, spells such as Lesser
Blinded condition on a creature. Restoration, Greater Restoration, or Power Word: Heal, and
class features such as the Paladin's Lay On Hands ability can
end the Choking condition on a creature.
Variant: Persistent Blindness. At DM discretion,
magic of a higher level, such as the Regenerate
spell, may be required to heal Blindness that is
caused by permanently damaged or destroyed eyes.
Confused Cursed
A confused creature acts in an uncontrolled manner. It is A Cursed creature suffers the effects of the curse it is
unable to take reactions, and must roll a d10 at the start of afflicted with. Unless specified otherwise, curses typically
each of its turns to determine its behavior for that turn. last until removed, and do not end on a creature that dies. A
creature may be afflicted with multiple different curses
Confused Behavior simultaneously. Some curses have an additional effect that
# Confused Behavior happens when the curse is removed.
1 The creature uses all its movement to move in a Ending the Cursed Condition. Spells such as Remove
random direction. To determine the direction, roll a Curse and Greater Restoration can end one curse affecting a
d8 and assign a direction to each die face. The creature.
creature doesn’t take an action this turn.
2-6 The creature doesn't move or take actions this turn. Variant: Persistent Curses. At DM discretion, a curse
7-8 The creature uses its action to make a melee attack may require magic of a specific level to remove,
against a randomly determined creature within its require a skill check against a set DC in a manner
reach. If there is no creature within its reach, the similar to the Dispel Magic Spell, or require a
creature does nothing this turn. specific procedure to remove the curse.
9-10 The creature can act and move normally.