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NPC Statblock Compendium

64 New Statblocks for all 82 Published 5th Edition Subclasses

Important Information

Books Referenced

This document makes reference to the following books published by Wizards of the Coast.

  • Player's Handbook
  • Monster Manual
  • Dungeon Master's Guide
  • Sword Coast Adventurer's Guide
  • Volo's Guide to Monsters
  • Xanathar's Guide to Everything

The Monster Manual and Volo's Guide to Monsters are of particular importance.

In addition, some spellcasters in this document draw on spells found in Chapter 2 of the Elemental Evil Player's Companion, which can be found online here.

Usage Recommendations

Some general guidelines for incorporating new NPCs (and anything else, really) in your adventures:

  1. The biggest numbers don't make the greatest stories.
  2. There are lies, damned lies, and statistics.
  3. Those who fight alone, die alone.
 

Credits

Developed and Written by

gq69 (/u/gaylordqueen69)

With Help by

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Contents

Barbarians

  • Ancestral Inheritor (XGE)
  • Berserker (PHB)
  • Kuldjargh (SCAG)
  • Spirit Totem Barbarians (PHB, SCAG)
  • Storm Herald (XGE)
  • Zealot (XGE)

Bards

  • Blade (XGE)
  • Glamour Bard (XGE)
  • Lore Bard (PHB)
  • Valor Bard (PHB)
  • Whisper Bard (XGE)

Clerics

  • Arcana Priest (SCAG)
  • Death Priest (DMG)
  • Forge Priest (XGE)
  • Grave Priest (XGE)
  • Knowledge Priest (PHB)
  • Life Priest (PHB)
  • Light Priest (PHB)
  • Nature Priest (PHB)
  • Tempest Priest (PHB)
  • Trickery Priest (PHB)
  • War Priest (PHB)

Druids

  • Arch Shepherd (XGE)
  • Dream Guardian (XGE)
  • Land Druid (PHB)
  • Moon Druid (PHB)

Fighters

  • Banneret (SCAG)
  • Battlemasters (PHB)
  • Cavalier (XGE)
  • Champion (PHB)
  • Eldritch Knight (PHB)
  • Elite Elven Archer (XGE)
  • Samurai (XGE)

Monks

  • Death Researcher (SCAG)
  • Drunken Master (XGE)
  • Elemental Benders (PHB)
  • Kensei (XGE)
  • Open Hand Monk (PHB)
  • Shadow Monk (PHB)
  • Sun Soul Monk (SCAG, XGE)
 

Paladins

  • Aspect of Vengeance (PHB)
  • Feysworn (PHB)
  • Holy Redeemer (XGE)
  • Kingsguard (PHB)
  • Knight Conqueror (XGE)
  • Oathbreaker (DMG)
  • Sovereign Knight (SCAG)

Rangers

  • Beastmaster (PHB)
  • Gloom Stalker (XGE)
  • Horizon Walker (XGE)
  • Hunter (PHB)
  • Monster Hunter (XGE)

Rogues

  • Arcane Thief (PHB)
  • Assassin (PHB)
  • Guerilla Scout (XGE)
  • Inquisitor (XGE)
  • Mastermind (SCAG, XGE)
  • Privateer (SCAG, XGE)
  • Thief (PHB)

Sorcerers

  • Dragon Sorcerers (PHB)
  • Favoured Chosen (XGE)
  • Shadow Sorcerer (XGE)
  • Storm Sorcerer (SCAG, XGE)
  • Wild Magic Sorcerer (PHB)

Warlocks

  • Celestial Servant (XGE)
  • Hexblade Wielder (XGE)
  • The Undying (SCAG)
  • Warlock of the Archfey (PHB)
  • Warlock of the Fiend (PHB)
  • Warlock of the Great Old One (PHB)

Wizards

  • Bladesingers (SCAG)
  • Scholarly Wizards (PHB)
  • War Wizard (XGE)

CR 1/4

  • Apprentice Mage (VGM)

CR 1/2

  • Celestial Servant

CR 1

  • Discount Assassin

CR 2

  • Air Bender
  • Arcana Priest
  • Beastmaster
  • Berserker (MM)
  • Death Priest
  • Druid (MM)
  • Earth Bender
  • Fire Bender
  • Kensei
  • Knowledge Priest
  • Forge Priest
  • Grave Priest
  • Guerilla Scout
  • Hunter
  • Inquisitor
  • Life Priest
  • Mastermind
  • Nature Priest
  • Shadow Monk
  • Spy (MM)
  • Sun Soul Monk
  • Trickery Priest
  • Water Bender

CR 3

  • Arcane Thief
  • Bard (VGM)
  • Death Researcher
  • Elite Elven Archer
  • Illusionist (VGM)
  • Lore Bard
  • Martial Arts Adept (VGM)
  • Master Thief (VGM)
  • Monster Hunter
  • Privateer
  • Swashbuckler (VGM)
  • Veteran (MM)
  • Whisper Bard
 

CR 4

  • Blade
  • Chief Berserker
  • Gloom Stalker
  • Kuldjargh
  • Light Priest
  • Storm Herald
  • Tempest Priest
  • Valor Bard
  • Warlock of the Archfey (VGM)

CR 5

  • Ancestral Inheritor
  • Bear Totem Barbarian
  • Cavalier
  • Dream Guardian
  • Eagle Totem Barbarian
  • Elk Totem Barbarian
  • Enchanter (VGM)
  • Horizon Walker
  • Gladiator (MM)
  • Glamour Bard
  • Red Tiger Bladesinger
  • Shadow Sorcerer
  • Tiger Totem Barbarian
  • Transmuter (VGM)
  • Wolf Totem Barbarian

CR 6

  • Conjurer (VGM)
  • Eldritch Knight
  • Green Dragon Sorcerer
  • Knight Conqueror
  • Mage (MM)
  • Rally Guard
  • Samurai
  • The Undying
  • Warlock of the Great Old One (VGM)

CR 7

  • Banneret
  • Black/Copper Dragon Sorcerer
  • Blue/Bronze Dragon Sorcerer
  • Brass/Gold/Red Dragon Sorcerer
  • Feysworn
  • Warlock of the Fiend (VGM)

CR 8

  • Arch Shepherd
  • Assassin (MM)
  • Blackguard (VGM)
  • Diviner (VGM)
  • Holy Redeemer
  • Master-at-Arms
  • Silver/White Dragon Sorcerer

CR 9

  • Abjurer (VGM)
  • Champion (VGM)
  • Evoker (VGM)
  • Necromancer (VGM)
  • War Priest (VGM)
  • Zealot

CR 10

  • Drunken Master
  • Storm Sorcerer
  • War Wizard

CR 11

  • Aspect of Vengeance
  • Kingsguard

CR 12

  • Archdruid (VGM)
  • Archmage (MM)
  • Moon Druid
  • Sovereign Knight
  • Warlord (VGM)

CR 14

  • Favoured Chosen

CR 15

  • Hexblade Wielder

CR 17

  • Death Knight (MM)

Barbarians

Ancestral Inheritor (XGE)

The ancestral inheritor is accompanied by the spirits of its ancestors who assist it in glorious battle for its tribe, knowing that should it die in combat while its sons and daughters still live, its soul will join theirs and be passed down through generations.

 

Ancestral Inheritor

Medium humanoid (any race), any alignment


  • Armor Class 15
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)

  • Skills Athletics +7, History +2, Survival +5
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The inheritor's spellcasting ability is Wisdom (spell save DC 13). 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 battle, the inheritor is surrounded and protected by ancestral spirits, the souls of its ancestors. The first time the inheritor hits a creature with a melee weapon attack on its turn, the creature becomes the target of the ancestral spirits, hindering its attacks. The target has disadvantage on attacks rolls until the start of the inheritor's next turn.

Unarmored Defense. While the inheritor is wearing no armor, its AC includes its Constitution modifier.

Actions

Multiattack. The inheritor makes two attacks with its greataxe.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Reactions

Spirit Shield. When a creature the inheritor can see within 30 feet of it takes damage from an attack, the inheritor can use its reaction to provide aid through its ancestral spirits, reducing the damage by 7 (2d6) hit points.

Berserker (PHB)

Berserkers are wild, uncontained beasts who fear not death nor pain. They will defend their tribes with their lives. Some gladiators, pirates, soldiers, and others may also become berserkers in combat.

Berserker, MM pg. 344.

The berserker in the monster manual is sufficient to represent a berserker, but for a higher challenge or for higher level play, included is a slightly more powerful version of the berserker.

 

Chief Berserker

Medium humanoid (any race), any chaotic alignment


  • Armor Class 16
  • Hit Points 67 (9d8 + 27)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 11
  • Languages any one language
  • Challenge 4 (1,100 XP)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Unarmored Defense. While not wearing armor, the berserker's AC includes its Constitution modifier.

Actions

Multiattack. The berserker makes two attacks with its greataxe.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Kuldjargh (SCAG)

The kuldjargh (literally, "axe idiot") are specialised dwarven warriors who throw themselves into battle, using their armor as a weapon as much as their axes. They don't tend to live very long, but they firmly believe that their gods will resurrect them after death.

 

Kuldjargh

Medium humanoid (dwarf), any alignment


  • Armor Class 16 (spiked armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 7 (-2) 8 (-1) 8 (-1)

  • Skills Athletics +6
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Dwarvish plus any one language
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the kuldjargh can move up to its speed towards a hostile creature that it can see.

Dwarven Resilience. The kuldjargh has advantage on saving throws to resist being poisoned.

Spiked Armor. A creature within 5 feet of the kuldjargh that hits it with a melee weapon attack takes 2 (1d4) piercing damage. Additionally, a creature grappling or grappled by the kuldjargh takes 2 (1d4) piercing damage at the start of the kuldjargh's turn.

Actions

Multiattack. The kuldjargh makes three melee weapon attacks: two with its handaxes and one with its spiked armor.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Spiked Armor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Spirit Totem Barbarians

Barbarians who worship the power of the natural world often craft totems based on an animals whose traits they wish to emulate.

Bear Totem (PHB)

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 its damage resistances (except bludgeoning, piercing, and slashing from nonmagical weapons). Its CR is unaffected.

Eagle Totem Barbarian (PHB)

The barbarian gains proficiency in the Perception skill and a fly speed of 40 feet.

Elk Totem Barbarian (SCAG)

The barbarian increases its speed by 15 feet.

Tiger Totem Barbarian (SCAG)

The barbarian gains proficiency in the Stealth and Survival skills and the following trait:

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.

Wolf Totem Barbarian (PHB)

The barbarian gains the following trait:

Totem of the Wolf (1/Turn). When the barbarian hits a 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.


Bear Totem Barbarian

Medium humanoid (any race), any alignment


  • Armor Class 13 (hide armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)

  • Skills Athletics +7
  • Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The barbarian's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately, but only as a ritual:

At will: beast sense, speak with animals

Totem of the Bear. Hostile creatures within 5 feet of the barbarian that can see and hear it have disadvantage on attack rolls against creatures other than the barbarian.

Actions

Multiattack. The barbarian makes four attacks with its scimitars.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Storm Herald (XGE)

Compelled by dark shamans and unknowable gods, the arrival of a band of storm heralds portends great natural disasters in a region. Storm heralds work together to cleanse the land of the influence of humanoid civilisation just before nature reclaims it.

 

Storm Herald

Medium humanoid (any race), any chaotic alignment


  • Armor Class 15 (scale mail)
  • Hit Points 67 (9d8 + 27)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Damage Resistances lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 10
  • Languages Primordial plus any one language
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the storm herald can move up to its speed towards a hostile creature that it can see.

Aura of the Sea. Creatures that start their turn within 5 feet of the storm herald must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Reckless. At the start of its turn, the storm herald can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Trident. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Additionally, the target must succeed on a DC 13 Strength saving throw or fall prone.

Zealot (XGE)

Zealots are those from uncivilised tribes whose sheer force of will has garnered them the attention of gods, good or evil. Powered by holy (or unholy) energy, zealots lead their tribes to glory, often armed with powerful magic weapons that bolster the resolve of their allies.

 

Zealot

Medium humanoid (any race), any non-good alignment


  • Armor Class 17 (half plate, shield)
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 10
  • Languages Common plus one of Abyssal, Celestial, or Infernal
  • Challenge 9 (5,000 XP)

Beyond Death (3/Day). When the zealot is reduced to 0 hit points by an attack that isn't a critical 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 attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The zealot makes two attacks with Dawn Star.

Dawn Star. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 7 (2d6) radiant damage. Additionally, 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 attack rolls against the target, and it lasts until the start of the target's next turn.

Bards

Blade (XGE)

Blades are guards that master the use of swords and other deadly weapons. They turn combat into an artform, dancing and singing with glee for every enemy they cut down. They're also often employed as spies and dignitaries, infiltrating enemy soirees until the critical moment when they open their technicolor coats to reveal their shortswords and armor hidden within.

 

Blade

Medium humanoid (any race), any chaotic alignment


  • Armor Class 16 (breastplate)
  • Hit Points 72 (16d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 14 (+2)

  • Skills Acrobatics +5, Performance +6
  • Senses passive Perception 10
  • Languages any four languages
  • Challenge 4 (1,100 XP)

Blade Flourish (1/Turn). When the blade hits with an attack on its turn, the blade can use one of the following options.

  • 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 spellcasting ability is Charisma (spell save DC 12). It has the following bard spells prepared:

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

Actions

Multiattack. The blade makes three attacks with its shortswords.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Glamour Bard (XGE)

Glamour bards are professional spies by trade. They change identities and disguises as often as one would change one's clothes. While they're not afraid of confrontation, they work best working behind the scenes and manipulating others into doing their fighting for them.

 

Glamour Bard

Medium humanoid (any race), any chaotic alignment


  • Armor Class 13 (leather armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 14 (+2) 7 (-2) 14 (+2)

  • 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 spellcasting ability is Charisma (spell save DC 13). It can cast the following spells innately:

At will: command, enthrall

Majesty. The first time a creature attacks the bard on a turn, the attacker must make a DC 13 Charisma saving throw. On a failed save, it can't attack the bard on this turn, and it must choose a new target for the attack or the attack is wasted.

Spellcasting. The bard is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following bard spells prepared:

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

Actions

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

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 subtract 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.

Valor Bard (PHB)

While other bards are often content to sing tunes in taverns or lose themselves in love of literature, valor bards are at the front lines of battle, inspiring soldiers to push themselves beyond their limitations, and leading by example at the first charge.

 

Valor Bard

Medium humanoid (any race), any alignment


  • Armor Class 18 (scale mail, shield)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Perception +5, Performance +8
  • Senses passive Perception 15
  • Languages any two languages
  • Challenge 4 (1,100 XP)

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

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 an Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Actions

Multiattack. The bard makes two attacks with its longsword.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Combat Inspiration. When an attack 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 attack.

Whisper Bard (XGE)

Bards of this school would never identify themselves as such. Glamour bards might take pleasure in the profession of illusion, but whisper bards live and die by their disguises. Assassins and thieves that lack true morals, they tarnish the reputation of any school they come from and spread chaos and distrust wherever they emerge from hiding.

Most whisper bards carry a dagger that they feed all of their nasty, intrusive thoughts, and when they wield it against a living creature, all of the bard's pent-up hatred and chaos is funneled into that creature's mind.

 

Whisper Bard

Medium humanoid (any race), chaotic neutral or chaotic evil


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 16 (+3)

  • Skills Deception +7, Performance +5
  • Senses passive Perception 10
  • Languages any six languages
  • Challenge 3 (700 XP)

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following bard spells prepared:

Cantrips (at will): dancing lights, vicious mockery
1st level (4 slots): bane, charm person, disguise self, Tasha's hideous laughter
2nd level (3 slots): detect throughts, invisibility, knock, phantasmal force, suggestion

Actions

Intrusive Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.

Mantle of Whispers. The bard weaves a shadow it has captured through its Whispers of Death like a puppet. 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 until the bard ends it as a bonus action. While in the disguise, the bard gains access to all information 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.

Reactions

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

Clerics

Arcana Priest (SCAG)

Arcana priests reject the notion that divine and arcane magic are fundamentally different. They believe that magic, just as all things, come from the will of the gods and should be worshipped as such.

Gods of the Arcana Priests

Azuth, God of Wizards

Followers find their homes piling up with books of arcane knowledge they have no recollection of acquiring.

Mystra, Goddess of Magic

Opposing magic always seems to just barely miss followers. They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth.

Oghma, God of Knowledge

Followers are occasionally struck by facts they would have had no way of figuring out on their own.


Arcana Priest

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 17 (+3) 17 (+3) 10 (+0)

  • Skills Arcana +5, Religion +5
  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 2 (450 XP)

Spell Breaker. When the cleric restores hit points to an ally with a spell of 1st level or higher, it can also end one spell affecting that creature. The level of the spell ended must b equal to or lower than the level of the spell slot expended to heal the ally.

Spellcasting. The cleric is a 6th-level spellcaster. It spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): prestidigitation, mending, chill touch, thaumaturgy
1st Level (4 slots): cure wounds, detect magic, inflict wounds, magic missile
2nd Level (3 slots): lesser restoration, magic weapon, Nystul's magic aura
3rd Level (3 slots): mass healing word, dispel magic, magic circle

Actions

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

Abjure the Supernatural (Recharges After a Short or Long Rest). One celestial, 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 actions or reactions 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.

Death Priest (DMG)

Death priests worship foul gods. While some might intend to further the study of medicine and alleviate the suffering of those in need, most are drawn to this domain by the blackness in their hearts.

Gods of the Death Priests

Bhaal, God of Murder

Followers must wipe their faces to remove the blood that periodically leaks from their eyes.

Kelemvor, God of the Dead

Out of the corner of one's eye, one can see, only through the reflection of a mirror, a skeletal apparition where the follower would be standing.

Loviatar, Goddess of Pain

Followers can withstand brutal torture without breaking a sweat.

Myrkul, God of Death

Followers are pale as a ghost.

Shar, Goddess of Darkness and Loss

Followers frequently seem to disappear into the shadows.

Talona, Goddess of Disease and Poison

Followers are carriers and spreaders of countless debilitating diseases, yet suffer no symptoms themselves.

 

Death Priest

Medium humanoid (any race), any alignment (usually evil)


  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +7, Persuasion +3, Religion +3
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 2 (450 XP)

Morbid Weapons. The priest's weapon attacks are magical. When the priest hits a creature with a melee weapon attack, it deals an additional 9 (2d8) necrotic damage.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): chill touch, spare the dying, thaumaturgy
1st level (4 slots): false life, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement
3rd level (2 slots): animate dead, vampiric touch

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Knowledge Priest (PHB)

Knowledge priests took a liking to the studious nature of their profession rather than the martial responsibilities.

Gods of the Knowledge Priests

Azuth, God of Wizards

Followers find their homes piling up with books of arcane knowledge they have no recollection of acquiring.

Deneir, God of Writing

Followers often carry a quill pen that never seems to run out of ink, and their packs are always filled with paper.

Gond, God of Craft

Followers suffer agonising dreams of others destroying their creations and live in constant paranoia when working on a project around others.

Mystra, Goddess of Magic

Opposing magic always seems to just barely miss followers. They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth.

Oghma, God of Knowledge

Followers are occasionally struck by facts they would have had no way of figuring out on their own.

Savras, God of Divination and Fate

Keen observers know to avoid a room that a follower refuses to walk into.

Selune, Goddess of the Moon

In the waxing period, followers are exuberant, youthful, and 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 benefit a follower in some obscure, roundabout way.

 

Knowledge Priest

Medium humanoid (any race), any alignment


  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills History +5, Medicine +7, Persuasion +3, Religion +5
  • Senses passive Perception 13
  • Languages any four languages
  • Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Innate Spellcasting. The priest's innate spellcasting ability is Wisdom (save DC 13). The priest can cast the following spells innately.

3/day each: detect thoughts, suggestion

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Forge Priest (XGE)

A priest won't consider themselves worthy of the domain of the forge unless they have produced armor worthy of combat against demons and other creatures that would challenge the forward march of civilisation. Many forge priests forgo magical abilities in exchange for weapons and armor blessed by the gods that will help them destroy chaos.

Gods of the Forge Priests

Chauntea, Goddess of Agriculture

Followers are never wanting for bountiful crops.

Gond, God of Craft

Followers suffer agonising dreams of others destroying their creations and live in constant paranoia when working on a project around others.

Helm, God of Protection

A shield is always at the side of a follower, whether they're carrying it or someone else is.

Ilmater, God of Endurance

Followers can run for a thousand miles without stopping to catch their breath.

Tempus, God of War

No follower has ever been caught at home when there's a fight to be had.

Torm, God of Courage and Self-Sacrifice

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

Waukeen, Goddess of Trade

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

 

Forge Priest

Medium humanoid (any race), any lawful alignment


  • Armor Class 19 (plate)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)

  • Damage Resistances fire
  • Senses passive Perception 11
  • Languages Common
  • Challenge 4 (1,100 XP)

Forge Soul. While wearing heavy armor, the priest gains a +1 bonus to AC.

Magic Weapons. The priest's melee weapon attacks are magical.

Actions

Forge Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 9 (2d8) fire damage, and the target must succeed on a DC 13 Constitution saving throw or ignite in flames. At the start of each of the target's turns, the target makes another Constitution saving throw, taking 4 (1d8) fire damage on a failed save, or ending the effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

Grave Priest (XGE)

In opposition to priests of the domain of Death, grave priests consider themselves caretakers and shepherds of the living to their rightful plane of existence after passing on. Neither good nor evil, to grave priests death is simply a facet of existence that must be nurtured and respected.

Gods of the Grave Priests

Eldath, Goddess of Peace

Others feel a palpable sense of warmth and comfort from followers.

Helm, God of Protection

A shield is always at the side of a follower, whether they're carrying it or someone else is.

Kelemvor, God of the Dead

Out of the corner of one's eye, one can see, only through the reflection of a mirror, a skeletal apparition where the follower would be standing.

Lathander, God of Birth and Renewal

The families of followers contain twins and triplets exclusively, and their children are always healthy.

Myrkul, God of Death

Followers are pale as a ghost.

Savras, God of Divination and Fate

Keen observers know to avoid a room that a follower refuses to walk into.

Torm, God of Courage and Self-Sacrifice

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

 

Grave Priest

Medium humanoid (any race), any neutral alignment


  • Armor Class 14 (chain shirt)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Circle of Mortality. When the cleric would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, it instead uses the highest number possible for each die.

Spellcasting. The cleric is a 6th-level spellcaster. It spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): mending, sacred flame, thaumaturgy
1st Level (4 slots): bane, cure wounds, false life, healing word, inflict wounds, sanctuary
2nd Level (3 slots): blindness/deafness, feign death, gentle repose, lesser restoration
3rd Level (3 slots): mass healing word, ray of enfeeblement, revivify, speak with dead, vampiric touch

Actions

Scythe. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d12) slashing damage.

Protect the Dying. The cleric targets up to three unconscious creatures it can see within 30 feet of it. Each target is stabilised.

Life Priest (PHB)

Life priests are devoted to the preservation of life at all costs. They are numerous and highly valued as doctors, healers, and medics in times of peace and war.

Gods of the Life Priests

Chauntea, Goddess of Agriculture

Followers are never wanting for bountiful crops.

Eldath, Goddess of Peace

Others feel a palpable sense of warmth and comfort from followers.

Helm, God of Protection

A shield is always at the side of a follower, whether they're carrying it or someone else is.

Ilmater, God of Endurance

Followers can run for a thousand miles without stopping to catch their breath.

Lathander, God of Birth and Renewal

The families of followers contain twins and triplets exclusively, and their children are always healthy.

Lliira, Goddess of Joy

Others are often unsettled by the relentless smiles of followers.

Selune, Goddess of the Moon

In the waxing period, followers are exuberant, youthful, and optimistic. In the waning period, followers are mellow, dour, and pessimistic.

Sune, Goddess of Love and Beauty

Followers are supernaturally beautiful.

 

Life Priest

Medium humanoid (any race), any alignment (usually good)


  • Armor Class 16 (chain mail)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +7, Persuasion +3, Religion +3
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Preserve Life (Recharges After a Short or Long Rest). The priest targets up to six creatures it can see within 30 feet. The priest heals these creatures, dividing up 30 hit points between them.

Light Priest (PHB)

Light priests emanate radiant energy wherever they go, whether through their personality or through their deeds. They are generally focused on spreading the word of their gods rather than performing miracles, though miracles do tend to follow them.

Gods of the Light Priests

Helm, God of Protection

A shield is always at the side of a follower, whether they're carrying it or someone else is.

Lathander, God of Birth and Renewal

The families of followers contain twins and triplets exclusively, and their children are always healthy.

Milil, Goddess of Poetry and Song

Followers noticeably glow when they sing or recite poetry.

Sune, Goddess of Love and Beauty

Followers are supernaturally beautiful.

 

Light Priest

Medium humanoid (any race), any alignment


  • Armor Class 13 (chain shirt)
  • Hit Points 82 (15d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2)

  • Skills Medicine +7, Persuasion +4, Religion +3
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 4 (1,100 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): burning hands, cure wounds, faerie fire
2nd level (3 slots): flaming sphere, scorching ray
3rd level (2 slots): daylight, fireball

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 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 13 Constitution saving throw, taking 14 (2d10 + 3) radiant damage on a failed save, or half as much damage on a successful one.

Nature Priest (PHB)

Nature priests, like druids, revere the beauty of the natural world. They build temples and churches glorifying the architecture from which the world was made.

Gods of the Nature Priests

Auril, Goddess of Winter

Followers are cold to the touch and rarely complain about chilly weather.

Chauntea, Goddess of Agriculture

Followers are never wanting for bountiful crops.

Eldath, Goddess of Peace

Others feel a palpable sense of warmth and comfort from followers.

Malar, God of the Hunt

Followers are adept trackers regardless of their environment, and once they've found their quarry they are ravenous in appetite, even if this causes some awkwardness.

Mielikki, Goddess of Forests

Followers are never found sleeping inside.

Sylvanus, God of Wild Nature

Followers are prone to fits of unbridled rage followed quickly by apologies.

 

Nature Priest

Medium humanoid (any race), any alignment


  • Armor Class 16 (chain mail)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +7, Persuasion +3, Religion +3
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): guidance, thorn whip, druidcraft
1st level (4 slots): animal friendship, goodberry, speak with animals
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth, wind wall

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Charm Animals and Plants (Recharge After a Short or Long Rest). Each animal and plant within 30 feet of the 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 until the end of its next turn.

Tempest Priest (PHB)

Tempest priests chase the thrill of great storms, taking great interest in weather patterns and the chaos of nature. While others run from tornadoes and avalanches, a tempest cleric can often be found standing their ground, arms outstretched, whispering a prayer in awe.

Gods of the Tempest Priests

Akadi, Goddess of Air

Followers are light as a feather, skipping and dancing in defiance of gravity.

Auril, Goddess of Winter

Followers are cold to the touch and rarely complain about chilly weather.

Talos, God of Storms

Followers feel a great ache in their bones when the weather is about to change dramatically.

Umberlee, Goddess of the Sea

Followers can hold their breath far longer than they should be able to.

 

Tempest Priest

Medium humanoid (any race), any alignment


  • Armor Class 18 (chain mail, shield)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +7, Persuasion +3, Religion +3
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 4 (1,100 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if wielded with two hands to make a melee attack.

Reactions

Thunderous Rebuke. When a creature hits the priest with a melee weapon attack, 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.

Trickery Priest (PHB)

Trickery priests worship trickster gods whose mad schemes and inscrutable motivations excite them to no end.

Gods of the Trickery Priests

Beshaba, Goddess of Misfortune

Even masters of their craft tend to trip up and make mistakes around followers.

Cyric, God of Lies

Followers enjoy the feeling of lies flowing off their tongue and find it physically painful to tell the truth.

Leira, Goddess of Illusion

Followers have a knack for spotting illusions and tend to examine their world in more detail.

Mask, God of Thieves

Pairs of followers often "swap faces" for a day or two.

Shar, Goddess of Darkness and Loss

Followers frequently seem to disappear into the shadows.

Waukeen, Goddess of Trade

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

 

Trickery Priest

Medium humanoid (any race), any alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 14 (+2)

  • Skills Deception +6, Medicine +7, Persuasion +3, Religion +3, Stealth +6
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Actions

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

Cloak of Shadows (Recharge After a Short or Long Rest). The priest becomes invisible until the end of its next turn, or until it casts a spell.

Invoke Duplicity. The priest creates a perfect illusion of itself that lasts for 1 minute or until it loses its concentration, as if concentrating on a spell. The illusion appears in an unoccupied space within 30 feet of the priest. As a bonus action, the priest can move the illusion up to 30 feet to a space within 120 feet of the priest that it can see. Additionally, when both the priest and its illusion are within 5 feet of a creature that can see the illusion, the priest has advantage on attack rolls against that creature.

War Priest (PHB)

War priests view battlefields 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 sufficient 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 fight to be had.

Torm, God of Courage and Self-Sacrifice

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.

Druids

Arch Shepherd (XGE)

An arch shepherd is a powerful figure strongly in tune with animals. They use their powers to protect the animal kingdom, but at the same time understand that the natural cycle of birth and death must also be preserved.

 

Arch Shepherd

Medium humanoid (any race), any alignment


  • Armor Class 14 (hide armor)
  • Hit Points 154 (28d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 17 (+3)

  • Skills Medicine +8, Nature +4, Perception +8
  • Senses passive Perception 18
  • Languages Druidic and Sylvan plus any one language
  • Challenge 8 (3,900 XP)

Speech of the Woods. The arch shepherd can communicate with animals as if they share a language. Most beasts lack the intelligence to convey complex ideas, but can express emotions and short memories with ease.

Spellcasting. The arch shepherd is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): druidcraft, mending, thorn whip
1st Level (4 slots): animal friendship, beast bond
2nd Level (3 slots): animal messenger, beast sense, enhance ability, locate animals or plants
3rd Level (3 slots): conjure animals
4th level (3 slots): conjure woodland beings, dominate beast, giant insect, locate creature
5th level (2 slots): awaken, commune with nature, insect plague

Actions

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

Animal Aura (Recharges on a Short or Long Rest). The arch shepherd chooses a point within 60 feet that it can see and calls forth an aura with a 30-foot radius around that point. The arch shepherd can move the aura up to 60 feet to a point it can see as a bonus action. The aura persists for 1 minute or until the arch shepherd is incapacitated. The aura has one of the 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.

Dream Guardian (XGE)

Some druids are so consumed by the magic of forests that they live equally in a dreaming state and a waking state. A visit by a dream guardian is a surefire sign that one has yet to awaken from their slumber.

 

Dream Guardian

Medium humanoid (any race), any alignment


  • Armor Class 11
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 15 (+2)

  • Saving Throws Wis +7, Cha +5
  • Skills Insight +7, Nature +3, Perception +7, Persuasion +5
  • Senses passive Perception 17
  • Languages Druidic plus any one language
  • Challenge 5 (1,800 XP)

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 (Perception) 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 spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following 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 action, 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.

Actions

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

Land Druid (PHB)

The vast majority of druids are protectors of their land, drawing upon special powers drawn from the elemental nature of the region that they use in turn to nourish it.

Druid, MM pg. 346

Archdruid, VGM pg. 210

To signify either of these druids as land druids of a particular circle, you can add the Circle Spells from PHB pg. 68 to their list of prepared spells, as long as they have spell slots of the same 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

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

For a more interesting battle with an archdruid, you can change the rules of its Change Shape ability to more accurately reflect the class feature: instead of the archdruid sharing its pool of hit points with its animal shapes, each animal shape has its original hit points which are independent of the archdruid's. The party must defeat each animal shape individually before ultimately defeating the archdruid in its true form.

This works best if you choose two different animals.

Additionally, you can remove the CR limitation on the archdruid's animal shapes, allowing it to transform into any beast that exists in its world.

If you make these changes, the CR of the archdruid isn't changed. Instead, you add the appropriate XP of each animal shape to the amount of XP your party gains upon defeating the archdruid.

Fighters

Banneret (SCAG)

Bannerets (in the Forgotten Realms, called Purple Dragon Knights) are noble protectors of the realm whose devotion to the state inspires their allies to strive beyond their capabilities.

 

Banneret

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

  • Skills Animal Handling +4, Athletics +8, History +4, Persuasion +8
  • Senses passive Perception 11
  • Languages any three languages
  • Challenge 7 (2,900 XP)

Inspiring Surge (Recharges After a Short or Long Rest). After taking an action on its turn, the banneret can take one additional action. 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 reaction to make one melee or ranged weapon attack.

Actions

Multiattack. The banneret makes two melee weapon attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands to make a melee attack.

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.

Battlemasters (PHB)

Battlemasters are students of warfare, using their knowledge and research to develop new tactics, strategies, and maneuvers in battle. Some of them even employ magical weapons to bolster their natural abilities.

Included are two very different battlemasters: a duelist who leads their forces by example, and a protector of the weak who inspires others to fight in their stead.


Master-at-Arms

Medium humanoid (any race), any alignment


  • Armor Class 18 (plate)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

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

  • Skills Athletics +9, History +4, Painter's Tools +4
  • Senses passive Perception 10
  • Languages any three languages
  • Challenge 8 (3,900 XP)

Action Surge (Recharges After a Short or Long Rest). After taking an action on its turn, the master-at-arms can take one additional action.

Maneuvers (1/Turn). When the master-at-arms hits with a melee weapon attack, it can choose to apply a maneuver to that attack. The attack deals an additional 5 (1d10) damage, and the master-at-arms chooses one of the following effects.

  • Disarming Attack. The target must succeed on a DC 15 Strength saving throw or drop an object it is holding of the master-at-arms's choice. The object lands at its feet.
  • Distracting Strike. The next attack roll against the target by an attacker other than the master-at-arms has advantage if that attack is made before the start of the master-at-arms's next turn.
  • Trip Attack. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or fall prone.

Actions

Multiattack. The master-at-arms makes three melee weapon attacks.

Longsword of Unnatural Strength. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands to make a melee attack.

 

Rally Guard

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

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

  • Skills Athletics +7, History +4, Sculptor's Tools +4
  • Senses passive Perception 10
  • Languages any three languages
  • Challenge 6 (2,300 XP)

Rally. As a bonus action, the rally guard chooses a friendly creature within 30 feet of it that can see and hear it. The target gains 5 (1d8 + 1) temporary hit points.

Actions

Multiattack. The rally guard makes two melee weapon attacks, or it makes one melee weapon attack and uses its Commander's Strike.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack.

Commander's Strike. The rally guard chooses one friendly creature that can see and hear it. That creature can immediately use its reaction to make one weapon attack, adding 4 (1d8) to the attack's damage roll.

Reactions

Protection. When a creature the defender can see attacks a target other than itself that is within 5 feet of its position, it can impose disadvantage on that attack roll.

Cavalier (XGE)

Cavaliers ride their mounts into battle, propelled by an enthusiasm for crushing their enemies under their feet.

Cavalier Mounts

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, or the specific designs of their army.

  • Allosaurus, MM pg. 80
  • Aurochs, VGM pg. 207
  • Axe Beak, MM pg. 317
  • Brown Bear, MM pg. 319
  • Camel, MM pg. 320
  • Deinonychus, VGM pg. 139 (Small riders only)
  • Dire Wolf, MM pg. 321
  • Elephant, MM pg. 322
  • Elk, MM pg. 322
  • Giant Bat, MM pg. 323
  • Giant Boar, MM pg. 323
  • Giant Eagle, MM pg. 324
  • Giant Owl, MM pg. 327
  • Giant Scorpion, MM pg. 327
  • Giant Sea Horse, MM pg. 328
  • Giant Spider, MM pg. 328
  • Giant Strider, VGM pg. 143
  • Griffon, MM pg. 174
  • Guard Drake, VGM pg. 158 (Small riders only)
  • Hell Hound, MM pg. 182
  • Hippogriff, MM pg. 184
  • Mastiff, MM pg. 332 (Small riders only)
  • Nightmare, MM pg. 235
  • Owlbear, MM pg. 249
  • Pegasus, MM pg. 250
  • Plesiosaurus, MM pg. 80
  • Riding Horse, MM pg. 336
  • Unicorn, MM pg. 293
  • Warhorse, MM pg. 340
  • Winter Wolf, MM pg. 340
  • Worg, MM pg. 341
  • Wyvern, MM pg. 303
  • Yeth Hound, VGM pg. 201
 

Cavalier

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 47 (5d8 + 25)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)

  • Skills Animal Handling +6
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 4 (1,100 XP)

Charger. If the cavalier moves at least 20 feet in a straight line towards a creature and then hits it with a lance attack, the creature takes an additional 6 (1d12) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.

Saddle Master. The cavalier has advantage on saving throws made to avoid falling off its mount. If the cavalier falls off its mount and descends no more than 10 feet, it can land on its feet, and it isn't incapacitated. Dismounting a creature only takes 5 feet of movement for the cavalier.

Actions

Multiattack. If the cavalier is mounted, it can make two lance attacks. These attacks cannot be made against the same target.

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. The cavalier has disadvantage on this attack if it isn't mounted.

War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Reactions

Warding Maneuvers. When a creature the cavalier can see targets the cavalier or its mount with an attack, the cavalier adds 2 to the AC of both itself and its mount against attacks from that creature until the start of the cavalier's next turn.

Champion (PHB)

Most fighters found in the world are champions: they fight 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 fight and die for their cause can find 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 sufficient to represent a champion fighter.

Eldritch Knight (PHB)

Combining martial prowess with partial training as a wizard, eldritch knights use arcane powers to gain an edge in battle.

This eldritch knight uses a spear to take advantage of its returning weapon to make two thrown spear attacks each turn. You can choose other one-handed melee weapons for your eldritch knight instead, such as a battleaxe or a quarterstaff. This does not change its CR.

 

Eldritch Knight

Medium humanoid (any race), any alignment


  • Armor Class 18 (chain mail, shield)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0)

  • Skills Arcana +5, Athletics +7
  • Senses passive Perception 10
  • Languages any three languages
  • Challenge 6 (2,300 XP)

Bonded Weapon. The eldritch knight's bonded weapon is its spear. The eldritch knight cannot be disarmed if it is wielding its spear. As a bonus action, the eldritch knight can magically teleport its spear into its hand.

Spellcasting. The eldritch knight is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The eldritch knight has the following wizard spells prepared, which it can cast without somatic or material components:

Cantrips (at will): prestidigitation, ray of frost
1st level (3 slots): alarm, shield, unseen servant

Actions

Multiattack. The eldritch knight makes two attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

Elite Elven Archer (XGE)

The most venerated archers in elven society use their innate magical abilities to infuse their arrows with deadly effects.

 

Elite Elven Archer

Medium humanoid (elf), any alignment


  • Armor Class 16 (studded leather)
  • Hit Points 66 (12d8 + 12)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 13 (+1) 16 (+3) 14 (+2) 10 (+0)

  • Skills Perception +7, Stealth +6
  • Senses Darkvision 60 ft., passive Perception 17
  • Languages Elvish plus any one language
  • Challenge 3 (700 XP)

Arcane Shot (1/Turn). When the archer hits a creature with a ranged weapon attack, it can apply one of the following effects to the target in addition to the damage of the attack:

  • Grasping Arrow. The target takes 7 (2d6) poison damage, its speed is reduced by 10 feet, and it is overwhelmed by brambles, taking 7 (2d6) slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles. Otherwise, they last for 1 minute.
  • Shadow Arrow. The target takes 7 (2d6) psychic damage, and it must succeed on a DC 13 Wisdom saving throw or be blinded until the start of the archer's next turn.


Fey Ancestry. The archer has advantage on saving throws against being charmed, and magic can't put it to sleep.

Magic Arrows. The archer's ranged weapon attacks are magical.

Mask of the Wild. The archer can take the Hide action when lightly obscured by natural phenomena.

Actions

Multiattack. The archer makes two attacks with its longbow.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Piercing Arrow (Recharge 5-6). The archer looses a magic arrow in a 30 foot by 1 foot line, passing harmlessly through objects and ignoring cover. Each creature in the line must make a DC 13 Dexterity saving throw, taking 17 (3d8 + 4) piercing damage on a failed save, or half as much damage on a successful one.

Samurai (XGE)

Samurai are noblemen trained from birth to master the two greatest tests of ability: master of the sword, and master of the social code. They are equally comfortable slicing their foes in two as they are hosting a feast for a foreign dignitary.

 

Samurai

Medium humanoid (any race), any lawful alignment


  • Armor Class 17 (splint mail)
  • Hit Points 110 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)

  • Saving Throws Str +6, Wis +5, Int +5
  • Skills History +5, Persuasion +7
  • Senses passive Perception 12
  • Languages any four languages
  • Challenge 6 (2,300 XP)

Fighting Spirit (3/Day). As a bonus action, the samurai gains 10 temporary hit points, plus advantage on melee weapon attacks until the end of its turn.

Master of the Blade (1/Turn). When the samurai makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack:

  • Disarming Attack. The samurai chooses an item its target is holding. On a hit, the target takes an additional 5 (1d10) slashing damage and must succeed on a DC 14 Strength saving throw or drop the object. The object lands at its feet.

  • Lunging Attack. The samurai's reach for the attack is increased by 5 feet. On a hit, the target takes an additional 5 (1d10) slashing damage.

  • Pushing Attack. On a hit, the target takes an additional 5 (1d10) slashing damage, and 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.

Actions

Multiattack. The samurai makes three attacks with its katana.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands to make a melee attack.

Reactions

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

Monks

Death Researcher (SCAG)

Some monks devote their lives to the study of the liminal space between life and death. To augment their research, they are required by their abbeys to put their theory into practice through mortal combat.

 

Death Researcher

Medium humanoid (any race), any alignment


  • Armor Class 15
  • Hit Points 38 (7d8 + 7)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 3 (700 XP)

Mastery of Death (3/Day). When the 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 researcher isn't wearing armor, its armor class includes its Wisdom modifier

Actions

Multiattack. The researcher makes two attacks with its Death Strike.

Death Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, plus 11 (2d10) necrotic damage. If the damage from this attack reduces a creature to 0 hit points, the researcher gains 13 (2d10 + 2) temporary hit points.

Empty Face (Recharge 5-6). Each creature within 30 feet of the researcher that can see it must succeed on a DC 12 Wisdom saving throw or become frightened by it until the end of the researcher's next turn.

Drunken Master (XGE)

Be wary of the old red-nosed alcoholic you see stumbling in the alleys behind your local tavern.

 

Drunken Master

Medium humanoid (any race), any alignment


  • Armor Class 20
  • Hit Points 109 (12d8 + 55)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

  • Skills Brewer's Supplies +9, Performance +9
  • Condition Immunities poisoned
  • Senses passive Perception 15
  • Languages any eight languages
  • Challenge 10 (5,900 XP)

Deflect Missiles. When the drunken master is hit by a ranged weapon attack, the damage is reduced by 25 (1d10 + 20).

Drunkard's Luck (1/Turn). When the drunken master has disadvantage on an attack roll, ability check, or saving throw, it can choose either result for that roll.

Drunken Technique. The drunken master does not trigger opportunity attacks when it moves on its turn. Also, when prone, the drunken master can spend 5 feet of movement to stand up.

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 attack 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.

Actions

Flailing Arms. The drunken master makes two unarmed strikes against each creature within 5 feet of its position.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Reactions

Redirect Attack. When a creature misses the drunken master with a melee attack roll, the drunken master can use its reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of it.

Elemental Benders (PHB)

Monks who obsess over the four elements of the world can unlock the power to control them.


Air Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

  • Senses passive Perception 12
  • Languages Primordial plus any one language
  • Challenge 2 (450 XP)

Actions

Fist of Unbroken Air. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target must make a DC 12 Strength 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.


Earth Bender

Medium humanoid (any race), any alignment


  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 12
  • Languages Primordial plus any one language
  • Challenge 2 (450 XP)

Actions

Fist of Four Thunders. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and each creature other than the bender within 10 feet that can see and hear the bender must succeed on a DC 12 Constitution saving throw or take 11 (2d10) thunder damage.


Fire Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

  • Damage Resistances cold, fire
  • Senses passive Perception 12
  • Languages Primordial plus any one language
  • Challenge 2 (450 XP)

Actions

Multiattack. The bender makes two Fangs of the Fire Snake attacks.

Fangs of the Fire Snake. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) fire damage.


Water Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft., swim 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

  • Senses passive Perception 12
  • Languages Primordial plus any one language
  • Challenge 2 (450 XP)

Actions

Water Whip. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target must make a DC 12 Dexterity saving throw. On a failed save, the target takes 22 (4d10) bludgeoning damage and is either knocked prone or pulled up to 25 feet closer to the bender. On a successful save, the target takes half as much damage and isn't pulled or knocked prone.

Kensei (XGE)

Kensei spend years practicing with a particular weapon to the point where it feels as much a part of them as their hand or their face.

This kensei uses a battleaxe, but your kensei NPC might use other melee weapons instead, as long as they aren't heavy. Using different weapons doesn't change the kensei's challenge rating.

 

Kensei

Medium humanoid (any race), any alignment


  • Armor Class 17 (battleaxe)
  • Hit Points 49 (9d8 + 9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

  • Skills Painter's Supplies +5
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 2 (450 XP)

Agile Parry. The kensei gains the same benefits from its battleaxe as it would from a shield.

Magic Weapons. The kensei's weapon attacks are magical.

Unarmored Defense. While the kensei isn't wearing armor, its armor class includes its Wisdom modifier.

Actions

Multiattack. The kensei makes two attacks: one with its unarmed strike and one with its battleaxe.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

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.

Martial Arts Adept, VGM pg. 216

While the martial arts adept is sufficient 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) vibrations to their body. These vibrations last for 14 (4d6) days or until the adept uses this action on another creature, after which the effects end harmlessly. Otherwise, the adept can use its action to force the target to make a DC 13 Constitution saving throw. On a failed save, the target falls to 0 hit points. On a successful save, the target takes 33 (6d10) necrotic damage. The adept can also choose to end the vibrations harmlessly as an action.

As this is a secret and forbidden technique that might go unnoticed in a fight without affecting the outcome, and it's impossible to tell without magic which martial arts adepts can use this technique, it does not affect the CR.

Shadow Monk (PHB)

Shadow monks carry out deeds that other monks would balk at. They thrive in darkness and can strike their target and disappear faster than the target's allies can react.

 

Shadow Monk

Medium humanoid (any race), any alignment


  • Armor Class 15 (studded leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 2 (450 XP)

Innate Spellcasting. The monk's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 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 action 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 attack it makes before the end of its turn.

Actions

Multiattack. The monk makes two attacks with its punch dagger.

Punch Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Cloak of Shadows (Recharge 5-6). The monk becomes invisible until the end of its next turn, or until it attacks or casts a spell.

Sun Soul Monk (SCAG, XGE)

Monks who follow the way of the sun soul are devoted to the elimination of dark influences upon the world, venturing out in search of heretical beings to cleanse.

 

Sun Soul Monk

Medium humanoid (any race), any alignment


  • Armor Class 15
  • Hit Points 38 (7d8 + 7)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages any one language
  • Challenge 2 (450 XP)

Unarmored Defense. While the monk isn't wearing armor, its armor class includes its Wisdom modifier

Actions

Multiattack. The monk makes two attacks with its Sun Bolt. It can then use its Radiant Swathe, if available.

Sun Bolt. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d4 + 3) radiant damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Radiant Swathe (Recharge 5-6). The monk swishes its hands through the air, creating a streak of white-hot light. Each creature in a 15-foot cone originating from the monk must succeed on a DC 12 Dexterity saving throw or take 14 (4d6) radiant damage.

Paladins

Aspect of Vengeance (PHB)

Powerful knights and fighters slain in the midst of a great injustice sometimes return to the Material realm as Aspects of Vengeance, holy warriors possessed by a drive to right what has been wronged.

 

Aspect of Vengeance

Medium celestial, any alignment


  • Armor Class 18 (plate)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Wis +6, Cha +7
  • Condition Immunities frightened
  • 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 attacks are magical. When the aspect hits with its maul, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Vow of Enmity (Recharges After a Short or Long Rest). As a bonus action, the aspect targets a creature it can see within 10 feet of it. The aspect always knows in which direction its target can be found, and the aspect has advantage on attack rolls against the creature until the creature dies or the aspect chooses another target.

Actions

Multiattack. The aspect uses its Abjure Enemy, if it can. It then makes three attacks with its maul.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., 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 until 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 until it takes any damage. This action has no effect on creatures immune to being frightened.

Feysworn (PHB)

Paladins who willingly take on the mantle of an archfey and do great deeds to further its influence in the world are called Feysworn.

 

Feysworn

Medium humanoid (any race), any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 105 (14d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)

  • Saving Throws Wis +5, Cha +7
  • Skills Nature +4, Perception +5, Religion +4
  • Senses passive Perception 15
  • Languages Sylvan plus any two languages
  • Challenge 7 (2,900 XP)

Aura of Warding. The feysworn and friendly creatures within 30 feet of it have resistance to damage from spells.

Innate Spellcasting. The feysworn's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). 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 attacks are magical. When the feysworn hits with its sickle, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Actions

Multiattack. The feysworn uses its Nature's Wrath, if it can. It then makes two attacks with its sickle.

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., 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.

Holy Redeemer (XGE)

Paladins who break their oaths don't always go mad with self-pity and regret. Some of them use their experiences to take on a new oath: one where they seek redemption for themselves by providing that same redemption to others.

 

Holy Redeemer

Medium humanoid (any race), any good alignment


  • Armor Class 16 (chain mail)
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

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

  • Skills Persuasion +10
  • Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing
  • Senses passive Perception 11
  • Languages Celestial plus any one language
  • Challenge 8 (3,900 XP)

Emissary of Redemption. The paladin's resistances don't function against creatures it has attacked or targeted with a spell since the last dawn.

Spellcasting. The paladin is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It has the following 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

Actions

Multiattack. The paladin makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage, or 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) radiant damage if wielded with two hands to make a melee attack.

Reactions

Protect the Innocent. When a creature within 30 feet of the paladin takes damage, it can use its reaction 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 attacker within 30 feet of it deal damage with an attack against a creature other than the paladin, it can use its reaction to force the attacker to make a DC 15 Charisma saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Kingsguard (PHB)

The most devoted and religious of paladins take on an oath to protect the realm from the influence of the wrong religion. They are often sponsored by the state, taking on the mantle of a Kingsguard.

 

Kingsguard

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Wis +6, Cha +7
  • Skills Athletics +8, Intimidation +7, Perception +6
  • Senses passive Perception 16
  • Languages any four languages
  • Challenge 11 (7,200 XP)

Aura of Protection. The kingsguard and friendly creatures within 30 feet of it have advantage on saving throws.

Innate Spellcasting. The kingsguard's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately without expending somatic or material components.

3/day each: protection from evil and good, sanctuary
1/day each: lesser restoration, zone of truth, dispel magic

Sacred Weapons. The kingsguard's weapon attacks are magical. When the kingsguard hits with its morningstar, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Actions

Multiattack. The kingsguard makes three attacks with its morningstar.

Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) radiant damage.

Divine Sense (3/Day). Until the end of the kingsguard's next turn, it knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type of creature but not its identity.

Knight Conqueror (XGE)

Some paladins use their abilities for glory, either for themselves, their nation, or their cause. Leading scores of heavily-armored devotees, a knight conqueror becomes a figure of terrible power carving its way through the battlefield.

 

Knight Conqueror

Medium humanoid (any race), any lawful alignment (usually evil)


  • Armor Class 18 (plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 15 (+2) 10 (+0) 19 (+4)

  • Skills History +5, Intimidation +7
  • Senses passive Perception 10
  • Languages any one language
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The knight conqueror's innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells:

At will: command
3/day each: hold person, fear
1/day: bestow curse

Mark of the Conquered. As a bonus action, the knight conqueror extends its finger towards a creature it can see within 60 feet of it. The target is marked until the start of the knight conqueror's next turn. While the target is marked, it has disadvantage on attack rolls against targets other than the knight conqueror.

Righteous Might. The knight conqueror scores a critical hit on a roll of 18, 19, or 20.

Actions

Multiattack. The knight conqueror makes two attacks with its flail.

Conqueror's Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) necrotic 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.

Oathbreaker (DMG)

Paladins that forsake their sacred oaths in pursuit of selfish 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 sufficient to represent a paladin that has turned to dark forces as a result of falling from grace.

Sovereign Knight (SCAG)

Some nations have institutionalised paladin training, forcing their most elite soldiers to take up the mantle of a sovereign knight in service of their King or Queen. These men and women often have their spirits broken and their wills driven to the dust to make more obedient servants, more devoted protectors, and more deadly killers.

 

Sovereign Knight

Medium humanoid (any race), any lawful alignment


  • Armor Class 18 (plate)
  • Hit Points 157 (21d8 + 63)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 7 (-2) 7 (-2) 17 (+3)

  • Saving Throws Wis +2, Cha +7
  • Skills Athletics +9, History +2, Persuasion +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 8
  • Languages any one language
  • Challenge 12 (8,400 XP)

Aura of the Exalted. The knight and friendly creatures within 30 feet of the knight have advantage on Wisdom saving throws and death saving throws.

Innate Spellcasting. The knight's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately without expending somatic or material components.

At will: command, compelled duel
3/day each: warding bond, zone of truth
1/day each: banishment

Sacred Weapons. The knight's weapon attacks are magical. When the knight hits with its halberd, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Actions

Multiattack. The knight makes three attacks with its halberd.

Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 18 (4d8) radiant damage.

Divine Sense (3/Day). Until the end of the knight's next turn, it knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type of creature but not its identity.

Rangers

Beastmaster (PHB)

Beastmasters are legendary animal tamers. Their words calm their beasts and terrify their animals.

The beastmaster's challenge rating doesn't include its animal companion. Since we're not strictly limited by what the class can actually do, we can give the beastmaster any animal companion available in a published book. Included are some randomly-picked suggestions.

Dire Wolf (MM pg. 321)

The enormous hound sticks loyally by the woman's heel, head down, fangs bared. Its eyes flick meaningfully to its master's face, reading her expression and relaxing when it sees that she's in a good mood.

Giant Scorpion (MM pg. 327)

The clicking of its claws fades as its master strokes its head. "Not yet," the man says. "Knock them out first." And with that, the stinger shoots down.

Hunter Shark (MM pg. 330)

The merfolk seems surprised to see a boat so far out to sea. He uncorks a potion to release a foul-smelling aroma, and in less than a minute, a fin emerges from the waters. A striped shark sidles up beside him, nudging him for food.

Tyrannosaurus Rex (MM pg. 80)

The monster leaps across the plains, crossing the width of rivers in a single bound, shaking the foundations of the earth with every thunderous step. Clinging to its neck, hollering words of encouragement, is a little old lady gnome.

Quetzalcoatlus (VGM pg. 140)

The sky darkens and the usual lively sounds of birds chirping goes deadly silent. A single flap 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.

Aurochs (VGM pg. 207)

The young hill dwarf can barely hold on as the big-horned creature sprints at the side of the red barn. He hides his face just before he feels the crunch of splintering wood.

Goat (MM pg. 330)

The ranger kneels down by her goat and lifts up its big floppy ear. She whispers, "If you don't stop eating random trash while we're supposed to be fighting off orcs, I'll take you to the market and trade you for a box of apples."

 

Beastmaster

Medium humanoid (any race), any alignment


  • Armor Class 15 (hide armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)

  • Skills Animal Handling +8, Survival +6
  • Senses passive Perception 14
  • Languages any one language
  • Challenge 2 (450 XP)

Animal Companion. The beastmaster is bonded to a beast, which is its animal companion. The companion acts on its own initiative, but otherwise obeys the beastmaster's commands. As a bonus action, the beastmaster can command its companion to use its reaction to take the Dash, Disengage, Dodge, or Help action.

Actions

Multiattack. The beastmaster makes two weapon attacks.

Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Gloom Stalker (XGE)

Gloom stalkers skulk around the underdark, killing and eating spiders for sustenance. Every now and then someone asks them to be their guide through the caves, and the gloom stalkers kill and eat them too.

 

Gloom Stalker

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
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 attack on the first turn of combat, the target takes an additional 9 (2d8) damage from the attack.

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 action as a bonus action.

Actions

Multiattack. On the first turn of combat, the gloom stalker makes two attacks with its darts.

Dart. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution 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 action to shake it awake.

Reactions

Shadowy Dodge. When a creature targets the gloom stalker with an attack, the gloom stalker can use its reaction to impose disadvantage on that attack.

Horizon Walker (XGE)

Horizon walkers slip through gaps between the realms to cross a thousand miles in a single step.

 

Horizon Walker

Medium humanoid (any race), any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 10 (+0)

  • Skills Arcana +5, Perception +7, Survival +7
  • Senses passive Perception 17
  • Languages Deep Speech and Primordial plus any one language
  • Challenge 5 (1,800 XP)

Distant Strike. When the horizon walker makes an attack, it can teleport up to 10 feet before each attack to an unoccupied space it can see.

Ethereal Jaunt. As a bonus action, the horizon walker can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Actions

Multiattack. The horizon walker makes three attacks with its subtle knife. Each attack must be against a different target.

Subtle Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature or one planar opening. Hit: 13 (1d4 + 2d8 + 2) force damage. If the horizon walker targets a planar opening and deals it at least 10 force damage in a single attack, it opens a one-way portal to a randomly-determined plane of existence. The portal stays open until the end of the horizon walker's turn.

Reactions

Spectral Defense. When the horizon walker takes damage from an attack, it can use its reaction to give itself resistance to all of that attack's damage on this turn.

Hunter (PHB)

Scouring the wilderness across the entire material realm are mendicants and peregrines who are really good with a bow.

 

Hunter

Medium humanoid (any race), any alignment


  • Armor Class 14 (hide armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages any one language
  • Challenge 2 (450 XP)

Colossus Slayer (1/Turn). The scout deals an additional 4 (1d8) damage with its weapons when it hits a creature below its hit point maximum.

Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Actions

Multiattack. The hunter makes two ranged attacks then one additional ranged attack against a creature within 5 feet of one of the original targets.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Giant Killer. When a Large or larger creature hits or misses the scout with a melee weapon attack, the scout can immediately make one weapon attack against that creature.

Monster Hunter (XGE)

When innocent people are terrorised by monstrosities, they might recall seeing a scrap of parchment nailed to a job board: "For hire: a guy who kills monsters." A monster hunter is that guy.

 

Monster Hunter

Medium humanoid (any race), any alignment


  • Armor Class 14 (hide armor)
  • Hit Points 82 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)

  • Skills Investigation +4, Nature +4, Perception +5
  • Senses passive Perception 15
  • Languages any two languages
  • Challenge 3 (700 XP)

Hunter's Sense (3/Day). As a bonus action, the monster hunter examines a creature it can see within 60 feet of it, discerning whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, it senses that it has no damage immunities, resistances, or vulnerabilities.

Innate Spellcasting. The monster hunter's spellcasting ability is Wisdom (+5 to spell attack rolls, save DC 13). It can cast the following spells innately, without expending material components:

3/Day: absorb elements, chromatic orb, detect magic, detect poison and disease
1/Day: fog cloud, protection from evil and good

Slayer's Prey. As a bonus action, the monster hunter designates one creature it can see within 60 feet of it as its prey. The first time on the monster hunter's turn that it hits its prey with a weapon attack, the prey takes an extra 7 (2d6) damage from the weapon.

Actions

Multiattack. The monster hunter makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands to make a melee attack.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Reactions

Slayer's Counter. When the monster hunter's prey forces it to make a saving throw, the monster hunter can use its reaction to immediately make one weapon attack against the prey, which it makes before the saving throw. If the attack hits, the monster hunter automatically succeeds on the saving throw in addition to the attack's normal effects.

Rogues

Arcane Thief (PHB)

Arcane thieves steal stuff with magic.

 

Arcane Thief

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


  • Armor Class 15 (leather armor)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 15 (+2)

  • Skills Deception +4, Sleight of Hand +7, Stealth +5, Thieves' Tools +7
  • Senses passive Perception 11
  • Languages Thieves' Cant plus any three languages
  • Challenge 3 (700 XP)

Invisible Hand. The thief gains additional benefits when it casts mage hand. For a creature to notice the hand or the tasks the hand is performing, it must succeed on a Wisdom (Perception) check.

  • The hand created by the spell is invisible.
  • 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 attack and has advantage on the attack 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 attack roll.

Spellcasting. The thief is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). It has the following wizard spells prepared.

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

Actions

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

Assassin (PHB)

Assassins kill people really well.

Assassin, MM pg. 343.

This is sufficient to represent an assassin for higher level play, but an option for a weaker assassin is included here.

 

Discount Assassin

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Skills Stealth +6
  • Senses passive Perception 10
  • Languages Thieves' Cant plus any one language
  • Challenge 1 (200 XP)

Ambusher. The assassin has advantage on attack 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 attack and has advantage on the attack 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 attack roll.

Actions

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

Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage.

Guerilla Scout (XGE)

Great commanders aren't enough. A proper army needs people who can sneak up on other people, murder them brutally, and get away clean.

 

Guerilla Scout

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 40 ft.

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

  • Skills Athletics +2, Nature +8, Perception +6, Stealth +5, Survival +8
  • Senses passive Perception 16
  • Languages any two languages
  • Challenge 2 (450 XP)

Guerilla Fighter. The scout has advantage on initiative checks. The scout can ignore the limitation of 1 use of sneak attack per turn if it hits additional enemies it has surprised on the first turn of combat; it can apply sneak attack once to each enemy.

Sneak Attack (1/Turn). The scout deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack 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 attack roll.

Actions

Multiattack. The scout makes three attacks on the first turn of combat.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

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

Inquisitor (XGE)

In a world under siege by inconceivably powerful magic, inquisitors can achieve all they can and more with nothing but a few choice words and a knowing look. The people they lock up often describe them as "emotionally terrifying".

 

Inquisitor

Medium humanoid (any race), any lawful alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)

  • Skills Insight +7, Intimidation +6, Investigation +5, Perception +5
  • Senses passive Perception 20
  • Languages Any three languages
  • Challenge 2 (450 XP)

Eye for Detail. The inquisitor has advantage on Wisdom (Perception) and Intelligence (Investigation) checks, and a +5 bonus to its passive Perception and passive Investigation scores.

Sneak Attack (1/Turn). The inquisitor deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the inquisitor that isn't incapacitated and the inquisitor doesn't have disadvantage on the attack roll. The inquisitor also doesn't need advantage if it has detected the presence of deceptive magic from its target creature using its Unerring Eye.

Unerring Eye (3/Day). The inquisitor can use a bonus action 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.

Actions

Multiattack. The inquisitor makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Mastermind (SCAG, XGE)

A thousand strong warriors have died in battle, but if a mastermind is to believed, no smart one has.

 

Mastermind

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 20 (+5) 15 (+2) 18 (+4)

  • Skills Arcana +7, Deception +8, History +9, Persuasion +6, Stealth +5
  • Senses passive Perception 12
  • Languages Any four languages
  • Challenge 2 (450 XP)

Loyal Goons. When the mastermind is targeted by an attack and an ally is within 5 feet of it, the mastermind's ally can use its reaction to swap places with the mastermind, and the ally becomes the target instead.

Master of Tactics. The mastermind can use the Help action as a bonus action. When used to assist an ally in attacking a creature, the target of the attack 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 attack and has advantage on the attack 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 attack 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 (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, the mastermind is unaffected by magic that would compel it to tell the truth; instead, such magic always indicates that the mastermind is truthful.

Actions

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

Privateer (SCAG, XGE)

Privateers man warships in search of lawbreakers to hunt down, but they can also be tempted towards lawbreaking themselves without proper measures of control from their superiors.

Swashbuckler, VGM 217

The swashbuckler from Volo's Guide to Monsters is a good statblock to represent a rogue with the swashbuckler archetype. Presented is an alternate interpretation that uses further roguish tricks to supplement its fighting style.

 

Privateer

Medium humanoid (any race), any alignment


  • Armor Class 15 (studded leather)
  • Hit Points 60 (9d8 + 9)
  • Speed 40 ft., climb 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 15 (+2)

  • Skills Acrobatics +5, Athletics +3, Survival +3, Vehicles (Water) +3
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 3 (700 XP)

Cunning Action. The privateer can take the Dash, Disengage, or Hide actions as a bonus action on its turn.

Fancy Footwork. During the privateer's turn, if it makes a melee attack against a creature, that creature cannot make opportunity attacks against it until 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 attack and has advantage on the attack roll, or when the target is within 5 feet of the privateer and the privateer doesn't have disadvantage on the attack roll.

Actions

Multiattack. The privateer makes two attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Thief

Thieves are super good at stealing stuff.

Master Thief, VGM pg. 216

Spy, MM pg. 349

The master thief is sufficient for an effective cat burglar or dashing vagrant, while the spy is sufficient to represent the roleplay focus of a more social setting.

Sorcerers

Dragon Sorcerers (PHB)

Dragon sorcerers gain their powers in a myriad of ways, from being born as a result of a polymorphed dragon mating with a human, or other ways. It's mostly the polymorph thing.

The included statblock is for a red, gold, or brass dragon sorcerer. For other subtypes, remove the fire immunity and make the following changes.

Black or Copper Dragon Sorcerer

  • Damage Immunities acid
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): acid splash, dancing lights, minor illusion, friends
    1st level (4 slots): charm person, chromatic orb (acid only), silent image, sleep
    2nd level (3 slots): crown of madness, hold person, levitate, Melf's acid arrow
    3rd level (3 slots): counterspell, fear
    4th level (2 slots): vitriolic sphere

Blue or Bronze Dragon Sorcerer

  • Damage Immunities lightning
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): gust, minor illusion, mold earth, shocking grasp
    1st level (4 slots): absorb elements, chromatic orb (lightning only), create or destroy water, silent image
    2nd level (3 slots): dust devil, earthbind, gust of wind, mirror image
    3rd level (3 slots): erupting earth, hypnotic pattern, lightning bolt
    4th level (2 slots): blight, storm sphere

Green Dragon Sorcerer

  • Damage Immunities poison
  • Challenge 6 (2,300 XP)
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): friends, minor illusion, poison spray
    1st level (4 slots): fog cloud, ray of sickness, sleep
    2nd level (3 slots): phantasmal force, suggestion
    3rd level (3 slots): gaseous form, stinking cloud
    4th level (2 slots): blight, confusion

Silver or White Dragon Sorcerer

  • Damage Immunities cold
  • Challenge 8 (3,900 XP)
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    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


Red Dragon Sorcerer

Medium humanoid (any race), any alignment


  • Armor Class 15 (natural armor)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft., fly 30 ft.

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

  • Skills Arcana +3, Persuasion +7
  • Damage Immunities fire
  • Senses passive Perception 10
  • Languages Draconic plus any one language
  • Challenge 7 (2,900 XP)

Spellcasting. The sorcerer is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following sorcerer spells.

Cantrips (at will): control flames, create bonfire, fire bolt, light
1st level (4 slots): burning hands, color spray, detect magic, expeditious retreat
2nd level (3 slots): agnazzar's scorcher, pyrotechnics, scorching ray
3rd level (3 slots): daylight, fireball, protection from energy
4th level (2 slots): wall of fire

Actions

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

Favoured Chosen (XGE)

A favoured chosen is a mortal being chosen by the gods for mysterious reasons. Through absolutely no hard work or effort on their part whatsoever, they are suddenly saddled with extreme divine power. Most of them go completely insane as a result.

 

Favoured Chosen

Medium humanoid (any race), chaotic good (75%) or chaotic evil (25%)


  • Armor Class 15 (breastplate)
  • Hit Points 247 (26d8 + 130)
  • Speed 30 ft., 30 ft. fly

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 15 (+2) 15 (+2) 20 (+5)

  • Saving Throws Dex +6, Con +10, Wis +7, Cha +10
  • Skills Arcana +7, Intimidation +10, Persuasion +10, Religion +7
  • Damage Immunities necrotic, radiant
  • Senses passive Perception 12
  • Languages Abyssal, Celestial, or Infernal, plus any one language
  • Challenge 14 (11,500 XP)

Angelic Weapons. The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 9 (2d8) radiant damage (good) or necrotic damage (evil). This is included in the attack.

Favored by the Gods. The chosen magically adds 5 (2d4) to the result of each attack roll, ability check, and saving throw it makes.

Spellcasting. The chosen is an 18th-level spellcaster. The chosen's spellcasting ability is Charisma (+10 to hit with spell attacks, spell save DC 18). 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

Actions

Multiattack. The chosen makes two attacks with its royal scepter.

Royal Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) radiant damage (good) or necrotic damage (evil).

Shadow Sorcerer (XGE)

Shadow sorcerers draw their power from the Shadowfell, a really dark place with scary monsters.

 

Shadow Sorcerer

Medium humanoid (any race), any evil alignment


  • Armor Class 13
  • Hit Points 41 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

  • Skills Deception +7, Stealth +6
  • Damage Immunities necrotic
  • Senses darkvision 120 ft., passive Perception 10
  • Languages any one language
  • Challenge 5 (1,800 XP)

Darkness Incarnate. The sorcerer can cast darkness at will as a bonus action without expending verbal or material components.

Douser of Light. Natural fires and other light sources not worn or carried by a creature are magically extinguished 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 silhouette, granting 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 spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). 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 Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a success, the sorcerer drops to 1 hit point instead.

Actions

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., 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 until the sorcerer dismisses it as an action.

Storm Sorcerer (SCAG, XGE)

Storm sorcerers are often found in the employ of merchant ships, as their powers lend themselves well to good winds and strong currents.

 

Storm Sorcerer

Medium humanoid (any race), neutral


  • Armor Class 12
  • Hit Points 54 (12d8)
  • Speed 30 ft., 30 ft. fly

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 18 (+4)

  • Damage Immunities lightning, thunder
  • Senses passive Perception 11
  • Languages Primordial plus any one language
  • Challenge 10 (5,900 XP)

Conductor of the Wind. The sorcerer can use its bonus action to change the direction of the wind within a 100-foot radius around it. The sorcerer can choose the direction but not the strength of the wind.

Innate Spellcasting. The sorcerer's spellcasting ability is Charisma (+8 to hit with spell attacks, spell save DC 16). 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

Actions

Lightning Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) lightning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.

Reactions

Wind's Lash. When the sorcerer is hit by an attack, it can use its reaction to force its attacker to make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) thunder damage and is pushed 20 feet in a direction of the sorcerer's choice. On a successful save, the target takes no damage and is pushed 10 feet.

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, or in fact any creature with spellcasting, can represent a wild magic sorcerer. Simply add the following trait to that creature:

  • Wild Magic Surge. 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 number.

As the effects are unpredictable, this does not change a creature's challenge rating.

Warlocks

Celestial Servant (XGE)

Servants of angels and other great celestial beings are often granted small boons to assist them in their work.

Celestial Gifts

Patron Chain Blade Tome
The Kirin An eagle with a golden beak A war pick in the shape of a horseshoe A silken scroll woven from the kirin's hair
Michail, Solar An aarokocra A greatsword that sometimes flies away Glowing runes on the warlock's body
Godsworth, Empyrean A black bear with white fur A maul made of solid light A small shield with ritual carvings on the inside
 

Celestial Servant

Medium humanoid (any race), lawful good (75%) or lawful evil (25%)


  • Armor Class 16 (scale mail)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 8 (-1) 8 (-1) 15 (+2)

  • Skills Religion +1
  • Damage Resistances necrotic, radiant
  • Senses passive Perception 9
  • Languages Celestial plus any one language
  • Challenge 1/2 (100 XP)

Spellcasting. The servant is a 2nd level spellcaster. Its spellcasting ability is Charisma (+4 to hit with spell attacks, spell save DC 12). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): guidance (good), light, sacred flame, thaumaturgy (evil)
1st level (2 slots): cure wounds (good), guiding bolt, inflict wounds (evil), protection from evil and good

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hexblade Wielder (XGE)

Like shadow sorcerers, wielders of a hexblade draw their power from mighty creatures from the Shadowfell. These warlocks' powers, however, is often presented in the form of legendary weapons such as Blackrazor, the Life Drinker, and without such weapons they are rendered powerless, or killed outright.

Hexblade wielders in your campaign might have different weapons to Blackrazor. You can replace the bonded weapon with a sentient weapon listed in the DMG or with a custom weapon of your design. Note that the challenge rating might not accurately reflect the power of other weapons.

Hexblade Gifts

Patron Chain Blade Tome
The Raven Queen A raven with spider legs Blackrazor A shadowy orb that whispers its spells in your ear
 

Hexblade Wielder

Medium humanoid (any race), chaotic neutral, or the alignment of its bonded weapon


  • Armor Class 17 (half plate)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

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

  • Senses passive Perception 10
  • Languages Common, plus 1 language shared with its bonded weapon
  • Challenge 15 (13,000 XP)

Hexblade. The hexblade wielder is bonded to a sentient weapon, for which it uses its Charisma modifier for its attack and damage rolls. The hexblade wielder and its weapon can communicate telepathically, and the hexblade wielder obeys its bonded weapon's commands. The hexblade wielder can use its bonus action to teleport its bonded weapon into a free hand, or a bonus action to temporarily dismiss the bonded weapon into a pocket dimension. If the hexblade wielder spends at least 1 hour without touching its bonded weapon, the hexblade wielder dies and the weapon appears in an empty space within 10 feet of it.

Spellcasting. The hexblade wielder is a 5th level spellcaster. Its spellcasting ability is Charisma (+9 to hit with spell attacks, spell save DC 17). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, true strike
1st-3rd level (3 slots): blur, shield, wrathful smite

Weapon Bond: Blackrazor. The hexblade wielder's bonded weapon is Blackrazor, a chaotic evil sentient greatsword (Int 21, Wis 17, Cha 25). Blackrazor is a legendary +3 magic weapon.

Actions

Multiattack. The hexblade wielder makes three attacks with its bonded weapon.

Blackrazor. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage, plus 14 (4d6) necrotic damage. If a critical hit is scored with Blackrazor, the wielder rolls damage dice three times, instead of twice. If a creature is reduced to 0 hit points by this weapon, it dies; its body is destroyed, its soul is absorbed by the Blackrazor, and the wielder gains 54 (12d6) temporary hit points.

The Undying (SCAG)

Those who fear the afterlife, or worse, the oblivion of true death, seek out forces that can help them understand these processes better and even stay the hand of Death itself, for a time. When they make pacts and deals in search of this knowledge, they become Undying warlocks.

Undying Gifts

Patron Chain Blade Tome
Silk, Guardian Naga A poisonous snake A very long, scaly whip An potted cactus, each needle a different spell
Arcy Rackenwort, Lich A skeleton A dagger carved from bone A small vial of liquid that refills each time it is drunken from
Princess Aursley, Cursed Immortal An indignant human guard A royal scepter A love letter from the princess
 

The Undying

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 114 (12d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 17 (+3) 17 (+3) 18 (+4)

  • Skills Religion +6
  • Condition Immunities exhaustion
  • Senses passive Perception 13
  • Languages Celestial plus any two languages
  • Challenge 6 (2,300 XP)

Death Defier (3/Day). When the undying succeeds on a death saving throw or stabilises a creature with spare the dying, it regains 11 (2d8 + 2) hit points.

Spellcasting. The undying is a 9th level spellcaster. Its spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). 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, spare the dying
1st-5th level (3 slots): aura of life, blindness/deafness, contagion, deafness, death ward, false life, feign death, legend lore, ray of sickness, silence, speak with dead

Undying Nature. The undying can hold its breath indefinitely, and it doesn't require food, water, or sleep. Additionally, undead have disadvantage on attack rolls against the undying, and the undying has advantage on saving throws against spells and other magical effects created by undead.

Actions

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

Warlock of the Archfey (PHB)

The archfey of the Feywild are fickle 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 sufficient to represent this subclass.

Archfey Gifts

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

Warlock of the Fiend (PHB)

While devils are more likely to approach mortals with deals they can't possibly refuse, demons are often the ones being approached instead, offering powers beyond comprehension and giving the insane the hope that others may see the world like they do.

Yugoloths are ignored of course. They're sitting in the corner eating glue.

Warlock of the Fiend, VGM pg. 219

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

Fiend Gifts

Patron Chain Blade Tome
Asmodeus A spined devil A whip A jet-black book of incomprehensible runes
Belial A succubus A three-pronged pike A silk gown with embroidery that carries deep magic
Demogorgon A cockatrice A randomly determined weapon that changes form before every attack A book written in an assortment of incompatible languages that screeches when opened
Lolth A giant spider A poisoned shortsword An elven book whose pages rot and twist in one's hands
Orcus A crawling claw A mace in the form of a scepter topped with a woman's skull A flesh-bound book with a human spine encasing it
Pit Fiend A magmin A mace that sizzles with heat A cracked red book whose pages smell of brimstone
Tiamat A winged kobold A scimitar made from a dragon's claw A set of scales, each with a spell carved on them
Yeenoghu A giant hyena A flail with made of three cackling skulls A book with teeth and a habit of biting its readers

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 sufficient to represent this subclass.

Great Old One "Gifts"

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

Wizards

Bladesingers (SCAG)

There exists a community of elves who believe that martial mastery and arcane mastery are fundamentally interlinked. Master over the body equals mastery over the mind. These bladesingers, as they're called, wield weapons according to their affiliated faction and literally carve their spells out of the air.

Included is a Red Tiger bladesinger. Your NPC bladesinger might be affiliated with a different bladesinger faction and as a result wield a different weapon, such as a whip or a longsword. It uses its Dexterity for any one-handed melee weapon it wields. Changing the bladesinger's weapon does not affect its challenge rating.

 

Red Tiger Bladesinger

Medium humanoid (elf), any alignment


  • Armor Class 21 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 15 (+2) 18 (+4) 13 (+1) 15 (+2)

  • Skills Acrobatics +8, Perception +4, Performance +8
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Elvish plus any two languages
  • Challenge 5 (1,800 XP)

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 Constitution saving throws made to maintain concentration on a spell.

Fey Ancestry. The bladesinger has advantage on saving throws against being charmed, and magic can't put it to sleep.

Spellcasting. The bladesinger is a 5th-level spellcaster. It spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): gust, mending, prestidigitation, ray of frost
1st Level (4 slots): color spray, expditious retreat, false life, find familiar, shield
2nd Level (3 slots): cloud of daggers, hold person, mirror image, misty step, see invisibility, spider climb
3rd Level (2 slots): counterspell, fly, haste

Victorious Blades. The bladesinger's melee weapon attacks are magical, and it adds its Intelligence modifier to the weapon's damage (included in the attack).

Actions

Multiattack. The bladesinger makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) slashing damage.

Scholarly Wizards (PHB)

Abjurer, VGM pg. 209

Abjurers use magic to protect those who cannot fend for themselves and to defeat other wizards.

Conjurer, VGM pg. 212

Conjurers create something out of nothing and bind the spirits of extraplanar beings to their will.

Diviner, VGM pg. 213

The future is a limitless haze to most people, but to a diviner, it is a certainty.

Enchanter, VGM pg. 213

Enchanters and enchantresses are infamous for the hold they take over another's will.

Evoker, VGM pg. 214

Explosive and vibrant, evokers are the artillery of any magical war, annihilating their enemies with destructive blasts.

Illusionist, VGM pg. 214

Illusionists don't actually exist. They're a myth.

Necromancer, VGM pg. 217

Necromancers have a stereotype for committing nasty deeds. Their stereotype is earned, unfortunately.

Transmuter, VGM pg. 218

Transmuters look at the state the world is in and whisper to themselves, "that simply shall not do."

War Wizard (XGE)

War wizards are bored senseless by the academic pursuits of their cohorts and believe warfare to be the true final exam of any self-respecting arcane scholar.

 

War Wizard

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 72 (16d8)
  • Speed 30 ft.

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 Constitution saving throws made to maintain concentration on a spell. While the wizard maintains concentration 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 spellcasting ability is Intelligence (+8 to hit with spell attacks, spell save DC 16). The wizard has the following 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

Actions

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

Reactions

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