NPC Statblock Compendium, V.II
Inspired by 20 Unpublished Unearthed Arcana Subclasses
Contents
By Class
Bards
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Sorcerers
Warlocks
Wizards
By Challenge Rating
CR 1/4
CR 1/2
CR 1
CR 2
CR 3
CR 4
CR 5
CR 6
CR 8
CR 10
CR 11
CR 12
Bards
Jester
Jesters draw their magic power from embarrassing people more important than them.
Jester
Medium humanoid (any race), any chaotic alignment
- Armor Class 14
- Hit Points 40 (9d8)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 10 (+0) 13 (+1) 10 (+0) 20 (+5)
- Skills Acrobatics +8, Performance +9, Sleight of Hand +6, Thieves' Tools +6
- Senses passive Perception 10
- Languages any two languages
- Challenge 1/4 (50 XP)
Light-Footed. The jester has resistance to damage taken as a result of a fall.
Innate Spellcasting. The jester's innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells:
At will: friends, minor illusion, prestidigitation, vicious mockery
Tumbler. As a bonus action, the jester can take both the Dash and Disengage actions.
Actions
Jester's Club. Melee or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target has disadvantage on the next ability check it makes before the end of its next turn.
Clerics
Protection Priest
While priests devoted to the life domain heal the sick and the weak, those devoted to the protection domain strive to ensure nobody becomes sick or weak through unjust means.
Gods of the Protection Priests
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.
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.
Protection Priest
Medium humanoid (any race), any alignment (usually good)
- Armor Class 20 (plate, shield)
- Hit Points 55 (10d8 + 10)
- 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 3 (700 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): compelled duel, cure wounds, protection from evil and good, sanctuary
2nd level (3 slots): aid, lesser restoration, protection from poison
3rd level (2 slots): protection from energy, slowActions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Radiant Defense (Recharges After a Short or Long Rest). The priest chooses an ally it can see within 30 feet of it. The first time that creature is hit by an attack in the next minute, the attacker takes 16 (3d10) radiant damage.
Reactions
Shield of the Faithful. When a creature attacks a target other than the priest within 5 feet of the priest, it can impose disadvantage on the attack roll as long as it can see both the attacker and the target.
Druids
Spore Spreader
Worshippers of Zuggtmoy, Lady of Fungi are sometimes granted dark gifts that mimic the powers of the druids of the overworld. Spore spreaders disguise themselves as land druids while secretly seeding the earth with their dark children.
Many spore spreaders wield a mace shaped like a mushroom. Fungal infections across their skin offer them a degree of natural protection.
Spore Spreader
Medium humanoid (any race), any alignment (usually evil)
- Armor Class 14 (natural armor)
- Hit Points 165 (30d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 10 (+0)
- Senses passive Perception 14
- Languages Druidic and Undercommon plus any one language
- Challenge 10 (5,900 XP)
Halo of Spores. As a bonus action, the spore spreader can activate or deactivate its halo of spores. While activated, the spore spreader is surrounded by deadly fungal spores: creatures that start their turn within 10 feet of the spore spreader take 7 (2d6) poison damage.
Servitude. When the spore spreader reduces a creature to 0 hit points, the creature dies. If the body isn't destroyed, the creature returns to life in 1d4 hours as a spore servant.
Spellcasting. The spore spreader is a 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): chill touch, druidcraft
1st Level (4 slots): disguise self, sleep
2nd Level (3 slots): gentle repose, ray of enfeeblement
3rd Level (3 slots): animate dead, gaseous form
4th level (3 slots): blight, confusion
5th level (2 slots): cloudkill, contagionActions
Mushroom Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage.
Twilight Mendicant
Druids who have peeled back the veil between worlds and seen the the Shadowfell in all its gloomy glory may devote their lives to banishing undead beings whose life force is powered by the realm of darkness and death.
Many wear dark cloaks and wield magical scythes, imitating the look of an Avatar of Death.
Twilight Mendicant
Medium humanoid (any race), any non-evil alignment
- Armor Class 12 (leather armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 11 (+0) 19 (+4) 11 (+0)
- Senses passive Perception 14
- Languages Druidic plus any one language
- Challenge 3 (700 XP)
Aura of the Threshold. While the mendicant isn't incapacitated, allies within 30 feet of it have advantage on death saving throws.
Death Speech. When the mendicant converses with undead or dead humanoids, it can communicate as if they share a language.
Innate Spellcasting. The mendicant's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared, which it can cast without material components:
3/day: speak with dead
1/day: etherealnessActions
Multiattack. The mendicant makes two attacks with its Harvest's Scythe.
Harvest's Scythe. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d10) force damage, and the wielder regains 5 hit points. If the target is undead, the wielder regains 10 hit points instead.
Fighters
Brute
Brutes are dumb brawlers who get by on sheer force of will. They're not good at anything except for hitting things hard and getting hit harder.
Brute
Medium humanoid (any race), any alignment
- Armor Class 16 (chain mail)
- Hit Points 153 (18d8 + 72)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 18 (+4) 8 (-1) 9 (-1) 9 (-1)
- Saving Throws Str +8, Con +7
- Skills Athletics +8
- Senses passive Perception 9
- Languages any one language
- Challenge 10 (5,900 XP)
Brute Force. When the brute hits with a melee weapon attack, it rolls one additional damage die and adds it to the damage of the attack (included in the attack).
Legendary Resistance (3/Day). When the brute fails a saving throw, it can choose to succeed instead.
Survivor. The brute regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Actions
Multiattack. The brute makes three attacks with its greataxe.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Sharpshooter
The worst part of getting shot through the head with an arrow is you'll never see who shot you.
Sharpshooter
Medium humanoid (any race), any alignment
- Armor Class 15 (leather)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
- Skills Perception +5, Stealth +6
- Senses passive Perception 15
- Languages any one language
- Challenge 1 (200 XP)
Steady Aim. The sharpshooter's longbow attacks ignore half and three quarters cover and deal an additional 4 (1d8) damage (included in the attack).
World-Class Bowmanship. If the sharpshooter has disadvantage on attack rolls made with its longbow, it can choose to ignore the disadvantage. If it does so, it cannot benefit from effects that would grant it advantage on the attack.
Actions
Multiattack. The sharpshooter makes two attacks with its longbow.
Longbow. Ranged Weapon Attack: +6 to hit, range 600 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Standard Bearer
In battle, the nation's flag held high signals to the soldiers that they may fight on in service of the crown, and if it should fall, their hope is lost. A standard bearer is expected to wade through the unwashed masses of its nation's enemies, seek out its rival standard bearer, and defeat him or her in single combat. These duels often decide the outcome of the war.
Standard Bearer
Medium humanoid (any race), any alignment
- Armor Class 16 (chain mail)
- Hit Points 120 (16d8 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 16 (+3)
- Skills Animal Handling +8, Athletics +7, History +4, Intimidation +9, Persuasion +6
- Senses passive Perception 12
- Languages any two languages
- Challenge 5 (1,800 XP)
Bearer of Resolve. Allied creatures that can see the standard bearer have advantage on saving throws against being frightened.
Innate Spellcasting. The standard bearer's innate spellcasting ability is Charisma (spell save DC 14). It can cast the following spells, requiring no material components:
At will: compelled duel, enthrall
Saddleborn. Mounting or dismounting a creature costs 5 ft. of movement for the standard bearer. It has advantage on saving throws made to avoid falling off its mount, and if it falls, it can automatically land on it feet if it falls less than 10 feet and isn't incapacitated.
Actions
Multiattack. The standard bearer makes two attacks with its pike or its longsword.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Reactions
Hold the Line. When a creature moves at least 1 foot while within 5 feet of the standard bearer (or within 10 feet while it wields its pike), the standard bearer can make an opportunity attack against that creature. If it hits, the creature's speed is reduced to 0 until the end of its turn.
Monks
Tranquil Master
Most monks don't achieve the power of an adventurer due to their virtues of peace, forgiveness, and reconciliation. Some of them, however, become powerful as a result of these attributes, rather than despite them.
Tranquil Master
Medium humanoid (any race), any alignment
- Armor Class 14
- Hit Points 88 (16d8 + 16)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
- Skills Performance +4, Persuasion +4
- Senses passive Perception 12
- Languages any one language
- Challenge 2 (450 XP)
Diplomat. The master has advantage on Charisma (Persuasion) checks made to calm violent emotions or to counsel peace.
Healing Pool. The master has a pool of 20 hit points it can draw from to use its Healing Hands action. It replenishes the pool when it completes a long rest.
Unarmored Defense. While the master isn't wearing armor, its armor class includes its Wisdom modifier.
Actions
Multiattack. The master makes three attacks with its Unarmed Strike, or it makes two attacks with its Unarmed Strike then uses its Healing hands.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Calming Touch. The master touches a creature that is at its hit point maximum. The creature must succeed on a DC 12 Wisdom saving throw or lose its ability to attack for 1 minute. During that period, it also cannot cast spells that deal damage or that force a target to make a saving throw. The effect ends if the target is attacked, takes damage, or is forced to make a saving throw.
Healing Hands. The master touches a willing creature. The target regains a number of hit points of the master's choice, drawn from its Healing Pool. Alternatively, the master can spend 5 hit points from its pool to cure one disease or one poison afflicting the target.
Paladins
Mortal Traitor
Paladins wooed by demon lords such as Grazz't or Orcus take upon their powers of deception and manipulation with one goal: bring chaos and destruction to the world. Their tactics often include accusing virtuous paladins of being mortal traitors themselves.
Mortal Traitor
Medium humanoid (any race), chaotic evil
- Armor Class 20 (plate, shield)
- Hit Points 150 (20d8 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
- Saving Throws Wis +6, Cha +8
- Skills Deception +8, Stealth +6
- Senses passive Perception 12
- Languages Abyssal plus any one language
- Challenge 10 (5,900 XP)
Aura of Treachery. The mortal traitor has advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
Deceitful Nature. The mortal traitor can use its bonus action to turn invisible until the end of its next turn or until it attacks, deal damage, or forces a creature to make a saving throw. Additionally, the mortal traitor can choose to ignore the disadvantage imposed by heavy armor when it makes a Dexterity (Stealth) check.
Actions
Multiattack. The mortal traitor makes two attacks with its flail.
Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18 (4d8) poison damage.
Reactions
Treacherous Strike. If a creature within 5 feet of the mortal traitor misses it with a melee attack, the mortal traitor can magically force it to reroll that attack against a creature of its choice that is within 5 feet of the attacker. This reaction fails if the attacker is immune to being charmed.
Rangers
Herbalist
Herbalists are nonmagical guardians of the natural land, whose expertise in gathering and brewing rare flora allows them to create delicious, healing concoctions. They're also deadly fighters, using natural poisons to augment their strikes.
Herbalist
Medium humanoid (any race), any alignment
- Armor Class 14 (hide armor)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 17 (+3) 11 (+0)
- Skills Nature +4, Perception +5, Survival +7
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 15
- Languages Druidic plus any one language
- Challenge 1 (200 XP)
Disarming Attack (1/Turn). When the herbalist hits a creature with an attack from its shortsword or shortbow, it can choose to force the target to succeed on a DC 12 Strength saving throw or take an additional 3 (1d6) piercing damage from the attack and drop an object it is holding of the herbalist's choice. The object lands at its feet.
Poultice (3/Day). The herbalist spends 1 minute to apply a poultice to a wounded creature. That creature regains 14 (4d6) hit points. Alternatively, it can use this ability to cure the creature of one poison afflicting it.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage.
Primeval Guardian
Primeval guardians are rangers who were entranced by dryads. Originally having the ability to shapeshift into a tree, soon the tree became the only form they could shapeshift into, because they could no longer shapeshift at all, because they were a tree. All of them. Trees. All the way down, it's just trees.
Primeval Guardian
Large plant, any alignment (usually chaotic)
- Armor Class 15 (natural armor)
- Hit Points 204 (24d10 + 72)
- Speed 20 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
- Senses passive Perception 13
- Languages Sylvan plus any one language
- Challenge 8 (3,900 XP)
Guardian Soul. The primeval guardian gains 10 temporary hit points at the beginning of each of its turns.
Innate Spellcasting. The guardian's innate spellcasting ability is Wisdom (save DC 14). It can cast the following spell without expending components:
At will: entangle
Rooted Defense. The ground within 30 feet of the guardian is difficult terrain.
Sylvan Thorns. The guardian's weapon attacks are magical. When the primeval guardian hits a creature with a slam attack, it deals an additional 7 (2d6) piercing damage (included in the attack).
Actions
Multiattack. The guardian makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) piercing damage.
Sorcerers
Phoenix Sorcerer
Humanoids reborn by the fires of a phoenix may inherit some of the phoenix's abilities, which may only manifest in times of stress, or even remain latent until their children's children feel the fires awakening within them.
They are among the least subtle sorcerers in the world, given that they literally give off light and they have giant fiery wings erupting from their back.
Phoenix Sorcerer
Medium humanoid (any race), any alignment
- Armor Class 12
- Hit Points 187 (22d8 + 88)
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 18 (+4) 10 (+0) 11 (+0) 20 (+5)
- Damage Immunities fire
- Senses passive Perception 10
- Languages Primordial plus any one language
- Challenge 12 (8,400 XP)
Burning Aura. When a creature hits the sorcerer with a melee attack, it takes 7 (2d6) fire damage.
Glowing Skin. As a bonus action, the sorcerer can activate or deactivate its glowing skin. While active, it sheds bright light in a 30 foot radius and dim light 30 feet beyond that.
Phoenix Spark (1/day). When the sorcerer is reduced to 0 hit points, it can instead choose to drop to 1 hit point. If it does so, each creature within 30 feet of it must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Spellcasting. The sorcerer is a 10th-level spellcaster. The sorcerer's spellcasting ability is Charisma (+9 to hit with spell attacks, spell save DC 17). The sorcerer has the following spells prepared, which it can cast without material components:
At will: control flames, create bonfire, fire bolt, light, produce flame
1st level (4 slots): burning hands, chromatic orb (fire only), faerie fire, searing smite
2nd level (3 slots): agnazzar's scorcher, continual flame, flame blade, flaming sphere, heat metal, pyrotechnics, scorhing ray
3rd level (3 slots): daylight, elemental weapon (fire only), fireball, flame arrows
4th level (3 slots): conjure minor elementals (magmin only), elemental bane (fire only), fire shield, wall of fire
5th level (3 slots): conjure elemental (fire elemental only), flame strike, immolationUntamed Flame. When the sorcerer rolls fire damage on its turn, it deals an additional 5 fire damage to each affected creature.
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sea Sorcerer
Sons and daughters of a siren or a merfolk who've enraptured a mortal landlubber can manifest the power of the sea ... but most never realize their true potential. Their powers are only unlocked by scraping the veil of death through drowning.
Sea Sorcerer
Medium humanoid (any race), any alignment
- Armor Class 12
- Hit Points 65 (10d8 + 20)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
- Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses passive Perception 10
- Languages Primordial plus any one language
- Challenge 6 (2,300 XP)
Amphibious. The sorcerer can breathe on land and under water.
Curse of the Sea. When a sorcerer targets a creature with a spell that deals cold damage, deals lightning damage, or forces the target to move, the target suffers additional effects on a hit or a failed save, as listed below.
Cold Damage. The target's speed is reduced by 15 feet.
Lightning Damage. The target takes an additional 7 (2d6) lightning damage.
Forced movement. The target is moved an additional 15 feet.Spellcasting. The sorcerer is a 6th-level spellcaster. The sorcerer's spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). The sorcerer has the following spells prepared, which it can cast without material components:
At will: gust, ray of frost, shape water, shocking grasp
1st level (4 slots): chromatic orb (cold or lightning only), create or destroy water, thunderwave, witch bolt
2nd level (3 slots): gust of wind, Snilloc's snowball swarm, warding wind
3rd level (3 slots): lightning bolt, wall of water, water breathing, water walkWatery Form. The sorcerer can move through a space as narrow as 3 inches wide without squeezing.
Actions
Trident. Melee or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (1d6) piercing damage or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Reactions
Watery Defense. When a creature hits the sorcerer with an attack, the sorcerer can move up to its speed without provoking opportunity attacks.
Stone Sorcerer
When a humanoid is unjustly buried alive, their cries are sometimes answered by the elemental plane of earth. Like a revenant, they return from the dead to wreak their revenge. Gifted with weapons that do not break and a resolve that will not shatter, they hunt down and personally duel anyone who had wronged them in life.
Stone Sorcerer
Medium humanoid (any race), any alignment
- Armor Class 16 (natural armor)
- Hit Points 170 (24d8 + 80)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 10 (+0) 16 (+3) 16 (+3)
- Skills Intimidation +7, Investigation +4, Perception +7
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses Tremorsense 30 ft., passive Perception 17
- Languages Primordial plus any one language
- Challenge 11 (7,200 XP)
Blessed by Stone. The sorcerer's weapon attacks are magical. When the sorcerer hits a creature with a melee weapon attack, it deals an additional 22 (4d10) force damage (included in the attack).
Earth Aegis. Up to three friendly creatures of the sorcerer's choice within 30 feet of it also benefit from the sorcerer's resistances to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Spellcasting. The sorcerer is an 8th-level spellcaster. The sorcerer's spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). The sorcerer has the following spells prepared, which it can cast without material components:
At will: booming blade, gust, mold earth, thunderclap
1st level (4 slots): absorb elements, compelled duel, earth tremor, thunderwave, wrathful smite
2nd level (3 slots): dust devil, earthbind, gust of wind, hold person, Maximilian's earthen grasp
3rd level (3 slots): dispel magic, erupting earth, Melf's minute meteors, protection from energy
4th level (3 slots): staggering smiteActions
Multiattack. The sorcerer makes two weapon attacks.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 22 (4d10) force damage.
Warlocks
Faith Seeker
Warlocks that wander through the astral planes in search of deeper knowledge are called Faith Seekers, their fingertips brushing across the stars themselves. While they can use their magical chain in combat, they prefer to resolve conflicts peacefully.
Faith Seeker
Medium humanoid (any race), any alignment (usually good)
- Armor Class 12
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 15 (+2) 14 (+2) 12 (+1) 15 (+2)
- Skills Arcana +4, Insight +3, Investigation +4, Perception +3, Persuasion +4, Religion +4
- Damage Resistances cold, fire
- Senses passive Perception 13
- Languages any three languages
- Challenge 1/2 (100 XP)
Aurora (3/day). As a bonus action, the faith seeker activates an aurora in a 10-foot radius around itself until the end of its next turn. While the aurora is active, the faith seeker has resistance to all damage, and if a hostile creature ends its turn within the radius, it takes 9 (2d8) radiant damage.
Innate Spellcasting. The faith seeker's innate spellcasting ability is Charisma (spell save DC 12). It can cast the following spells without material components:
3/day: augury
1/day: plane shiftSpellcasting. The faith seeker is a 3rd 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): mage hand, minor illusion, prestidigitation
1st-2nd level (2 slots): feather fall, levitate, locate object, jumpActions
Star Chain. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) force damage.
Warlock of the Raven Queen
Warlocks of the raven queen are lawful servants of Her Deathly Grace tasked with seeking out those who would cheat death, bringing them towards the black void like everyone else.
Raven Queen Gifts
| Patron | Chain | Blade | Tome |
|---|---|---|---|
| The Raven Queen | A silken raven | A black sickle | A shadowy orb that whispers its spells in your ear |
Warlock of the Raven Queen
Medium humanoid (any race), any lawful alignment
- Armor Class 14 (studded leather)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) 17 (+3)
- Skills Perception +6
- Damage Resistances necrotic
- Condition Immunities frightened
- Senses Darkvision 60 ft., passive Perception 16
- Languages any two languages
- Challenge 1/2 (100 XP)
Raven Queen's Servant. The warlock has a familiar in the form of a raven. While the raven is perched on its shoulder, it cannot be targeted by attacks, spells, or other harmful effects, it can't take damage, and it is incapacitated until the warlock releases it from its shoulder as a bonus action. The warlock can perceive through the raven's senses and the raven can use its action to teleport to a space within 5 feet of the warlock as long as they are on the same plane of existence. The raven doesn't sleep and can wake the warlock as a bonus action if it is within 100 feet of it. The raven vanishes if it or the warlock is killed.
Raven's Gifts. If the warlock's raven isn't perched on its shoulder, it loses its Darkvision and its proficiency in Perception.
Spellcasting. The warlock is a 3rd level spellcaster. Its spellcasting ability is Charisma (+5 to hit with spell attacks, spell save DC 13). It can use its shadowy orb in place of any material components. It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch
1st-2nd level (2 slots): false life, sanctuary, silence, spiritual weapon (a scythe)Actions
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Wizards
Artificer
Spells end. Items don't.
Artificer Inventory
Your NPC artificer might have magical items on their person that don't factor into their combat statblock. Roll 1d6 on the table of Artificer Inventory, then randomly determine which items from the given lists the artificer might have on them.
You can also have the artificer be attuned to the magic items and use them in battle. Keep in mind that the challenge rating doesn't account for magic items held by the artificer.
Artificer Inventory
| d6 | Loot |
|---|---|
| 1 | a set of broken tools |
| 2 | 1 trinket |
| 3 | 2d4 trinkets |
| 4 | 1 trinket plus 1 uncommon magic item |
| 5 | 1d4+1 uncommon magic items |
| 6 | 1 rare magic item |
Mechanical Servant
Large construct, Lawful Neutral
- Armor Class 12 (natural armor)
- Hit Points 42 (xd8 + y)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2)
- Damage Immunities poison
- Condition Immunities charmed, poisoned
- Senses Darkvision 30 ft., passive Perception 11
- Languages understands the language of its creator but can't speak
- Challenge 2 (450 XP)
Actions
Multiattack. The servant makes two attacks: one with its slam and one with its slash.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Artificer
Medium humanoid (any race), any alignment
- Armor Class 12
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0)
- Skills Smith's Tools +5, Tinker's Tools +5
- Senses passive Perception 10
- Languages any three languages
- Challenge 3 (700 XP)
Superior Attunement. The artificer can attune to four magic items maximum, instead of three.
Actions
Thunder Cannon. Ranged Weapon Attack: +0 to hit, range 150/500 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 7 (2d6) thunder damage.
Blast Wave (Recharge 5-6). The artificer releases energy from its cannon in a 15-foot cone. Each creature in the cone must succeed on a DC 13 Strength saving throw or take 14 (4d6) thunder damage and be pushed 10 feet away from the artificer.
Reactions
Aid Me, Servant! When a creature targets the artificer with a melee attack and the artificer's mechanical servant is within 5 feet of the creature, the artificer can command its mechanical servant to make a melee weapon attack against that creature. The mechanical servant's attack hits first.
Suggested Magic Items
Different artificers could have vastly different magic items depending on their preferred tactics in battle.
For an artificer that focuses on mobility, use the following magic items.
- Boots of Striding and Springing
- Eyes of the Eagle
- Necklace of Adaptation
- Ring of Jumping
For an artificer that focuses on stealth, use the following magic items.
- Amulet of Proof Against Detection and Location
- Cloak of Elvenkind
- Hat of Disguise
- Slippers of Spider Climbing
Inventor
50% mad scientist, 50% Iron Man, 100% sex appeal.
Inventor
Medium humanoid (any race), any alignment (usually chaotic)
- Armor Class 15 (arcanomechanical armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 19 (+4) 10 (+0) 17 (+3)
- Skills Arcana +6, Persuasion +5, Tinker's Tools +6
- Senses passive Perception 10
- Languages any four languages
- Challenge 4 (1,100 XP)
Antimagic Susceptibility. The inventor is incapacitated while in the area of an antimagic field and while it wears its armor. If targeted by dispel magic while wearing its armor, the inventor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Reckless Spellcasting. The inventor is a 4th level spellcaster. Its reckless spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). When the inventor casts a spell, it rolls a d10 twice from the list of cantrips or the list of spells of the same level of the spell slot consumed and chooses either result. If the inventor chooses to roll again, it can cast both of the new results, but if either of the new results are 10, it wastes the action and the spell slot.
Cantrips (at will): 1: acid splash, 2: chill touch, 3: fire bolt, 4: light, 5: poison spray, 6: ray of frost, 7: sacred flame, 8: shocking grasp, 9: thorn whip, 10: roll again
1st level (4 slots): 1: burning hands, 2: chromatic orb, 3: color spray, 4: faerie fire, 5: false life, 6: fog cloud, 7: jump, 8: magic missile, 9: thunderwave, 10: roll again
2nd level (3 slots): 1: blur, 2: darkness, 3: enlarge/reduce, 4: gust of wind, 5: invisibility, 6: levitate, 7: Melf's acid arrow, 8: scorching ray, 9: shatter, 10: roll againActions
Arcanomechanical Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 5 (2d4) force damage.
Lore Master
Magic nerd.
Altering Spells
Lore masters can change the damage type and saving throw of their spells. A limited number of suggestions of how to thematically adjust fireball are included below. You can use your own ideas for other ability scores or spells.
Constitution Saving Throw (Physical Effects)
| Damage Type | Description |
|---|---|
| Acid | A popping bubble of acid |
| Cold | A cloud of chilling rain |
| Fire | A box that fills with shimmering heat |
| Force | Magical energy yanked out of the body |
| Lightning | Two rotating magnetic stones |
| Necrotic | Each creature ages 10 years |
| Radiant | The clouds part and blast sunrays |
| Thunder | Deafening sound |
Intelligence Saving Throw (Unknown Interactions)
| Damage Type | Description |
|---|---|
| Acid | Clear liquid spreads across the ground (hydrochloric acid) |
| Cold | Slow, lazy fog fills the area (liquid nitrogen) |
| Fire | Orange goop sprays and sticks to everything it touches (napalm) |
| Force | A speck of dust spins around the group, speeding up (particle accelerator) |
| Lightning | A soft, felt carpet (static shock) |
| Necrotic | A strange patch of mould (flesh-eating bacteria) |
| Radiant | A single green rock lands in the middle of the group (uranium) |
| Thunder | A small humming device rolls towards a black box (amplifier and feedback loop) |
Wisdom Saving Throw (Inflicted Curses)
| Damage Type | Description |
|---|---|
| Acid | Nausea |
| Cold | Hypothermia |
| Fire | Heatstroke |
| Force | Internal bleeding |
| Lightning | Stroke |
| Necrotic | Runny nose, sore throat |
| Radiant | Sunburn |
| Thunder | Heart attack |
Lore Master
Medium humanoid (any race), any alignment
- Armor Class 12 (15 with mage armor)
- Hit Points 99 (18d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 12 (+1) 19 (+4) 9 (-1) 8 (-1)
- Skills Arcana +8, History +8, Nature +8, Religion +8
- Senses passive Perception 9
- Languages any six languages
- Challenge 6 (2,300 XP)
Elemental Secrets (1/Turn). When the lore master deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, it can substitute that damage type with one other type from that list.
Secrets of the Body and Mind (Recharges After a Short or Long Rest). When the lore master casts a spell that forces the target to make a saving throw, the lore master can change the saving throw from one ability score to another of its choice.
Spellcasting. The lore master is a 6th level spellcaster. Its spellcasting ability is Intelligence (+7 to hit with spell attacks, spell save DC 15). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation
1st level (4 slots): charm person, expeditious retreat, identify, illusory script, mage armor, thunderwave, unseen servant
2nd level (3 slots): arcane lock, detect thoughts, invisibility, knock, locate object, see invisibility, shatter
3rd level (3 slots): counterspell, clairvoyance, fireball, sendingActions
Pencil. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Theurge
The gods of magic don't always compel their followers to be clerics. They say, "I'm a magic god, be a wizard" and then their followers was a wazard. Hoooo.
Gods of the Theurgy
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.
Leira, Goddess of Illusion
Followers have a knack for spotting illusions and tend to examine their world in more detail.
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.
Theurge
Medium humanoid (any race), any alignment
- Armor Class 12
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 10 (+0)
- Skills Arcana +5, Religion +5
- Senses passive Perception 12
- Languages Celestial plus any three languages
- Challenge 2 (450 XP)
Knowledge of the Ages (Recharges After a Short or Long Rest). As a bonus action, the theurge chooses one skill or tool and gains proficiency in it until they use this ability again.
Spellcasting. The theurge is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells.
Cantrips (at will): light, mage hand, minor illusion, prestidigitation, sacred flame, thaumaturgy
1st level (4 slots): alarm, charm person, command, feather fall, identify, protection from evil and good, thunderwave, unseen servant
2nd level (3 slots): augury, blindness/deafness, gentle repose, hold person, magic mouth, scorching ray, suggestionActions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Read Thoughts. The theurge targets one creature it can see within 60 feet of it. The target must make a DC 13 Wisdom saving throw. On a successful save, the target is immune to this effect for 24 hours. On a failed save, for 1 minute, the theurge can read the target's surface thoughts while it is within 60 feet of the theurge. During that time, the theurge can use its action to end the effects and cast suggestion without spending a spell slot; the target automatically fails its saving throw against suggestion.