NPC Homebrew Blocks

by gq69

Search GM Binder Visit User Profile

Barbarians

Blood Rager (DAPC)

Using ancient forbidden practices of channeling their own expelled blood in combat, blood ragers seek out greater and greater dangers, growing steadily in power and control with each ordeal they survive.


Blood Rager

Medium humanoid (any), any chaotic alignment


  • Armor Class 16
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft.

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

  • Skills Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources
  • Senses passive Perception 16
  • Languages any one language
  • Challenge 5 (1,800 XP)

Blood Points. When the blood rager takes damage, it gains blood points equal to 1/4 of the damage taken, rounded up. On its turn, the blood rager can spend all of its blood points at once to empower itself in battle, choosing one of the following effects. The blood rager loses unspent blood points at the end of its turn.

Empowered Attack. The blood rager adds its blood points to the damage of one attack.

Empowered Senses. The blood rager can see invisible creatures as if they were visible up to a range equal to five times the number of blood points spent.

Empowered Speed. The blood rager's speed increases by 5 feet for every 2 blood points it spends.

Bloodshed Armor. While not wearing armor, the blood rager adds its Constitution modifier to its armor class.

Reckless. The blood rager can choose to recklessly attack on its turn. Its melee attacks are made with advantage until the end of its turn, and attacks against the blood rager are made with advantage until the start of its next turn.

The Smell of Blood. The blood rager has advantage on Wisdom (Perception) checks that rely on smell to detect creatures that are at half their maximum hit points or fewer. Creatures up to 1 mile away smell as strongly to the blood rager as they would if they were only 5 feet away.

Actions

Multiattack. The Blood Rager makes two melee attacks.

Battleaxe. 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.

Bards

Shadow Dancer (DAPC)

The best stories have the darkest endings. Tellers of tales of terror, shadow dancers use the medium of shadows to entertain their thralls, whether that's dancing around a roaring bonfire in the darkest woods, casting puppets with their hands against the wet walls of a rainy alley, or dousing all the lights in the room and communicating through the senses that are only unlocked when all eyes are closed.


Shadow Dancer

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


  • Armor Class 14 (hide armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 13 (+1) 13 (+1) 17 (+3)

  • Skills Performance +9, Stealth +9
  • Senses passive Perception 11
  • Languages any four languages, usually including at least one from Abyssal, Infernal, or Undercommon
  • Challenge 1 (200 XP)

Spellcasting. The dancer is an 8th level spellcaster. The dancer's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells:

Cantrips (at will): chill touch, dancing lights, minor illusion
1st level (4 slots): bane, disguise self, dissonant whispers, silent image, sleep
2nd level (3 slots): blindness/deafness, darkvision, enthrall, invisibility
3rd level (3 slots): fear, major image, nondetection
4th level (3 slots): greater invisibility, confusion

Spreading Shadow. When the dancer rolls initiative, it chooses itself and up to 3 allies within 60 feet of it. Creatures chosen by the dancer can move an additional 20 feet on their turn as long as that movement is in dim light or darkness, and they can Disengage or Hide as a bonus action.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Clerics

Night Priest (DAPC)

The night may not necessarily be full of terrors, nor should it always be dark when the moon is full. A night priest may provide relief from the darkness of night, or it may bring it down upon its enemies.

Gods of the Night Priests

Auril, Goddess of Winter

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

Lathander, God of Birth and Renewal

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

Savras, God of Divination and Fate

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

Shar, Goddess of Darkness and Loss

Followers frequently seem to disappear into the shadows.

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.

Sylvanus, God of Wild Nature

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


Night Priest

Medium humanoid (any race), chaotic evil (50%) or chaotic good (50%)


  • Armor Class 13 (chain shirt)
  • 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 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 (included in the attack).

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, light, thaumaturgy
1st level (4 slots): bane (evil), guiding bolt* (good), protection from evil and good, sleep
2nd level (3 slots): blindness/deafness (evil), darkness, gentle repose (good), moonbeam, silence
3rd level (2 slots): animate dead (evil), daylight (good), fear, feign death

Actions

Moonlight Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 7 (2d6) radiant damage, and the target is bathed in moonlight, granting advantage to the next attack roll against the creature made before the end of the priest's next turn.

Midnight Gloom (Recharge 5-6). All magical and nonmagical lights within 30 feet of the priest are extinguished. Each hostile creature within that radius must make a DC 13 Constitution saving throw. On a failed save, the target takes 14 (4d6) necrotic damage and cannot benefit from darkvision for 1 minute. On a successful save, the target takes half damage instead and suffers no other effects.

Druids

Liminal Druid (DAPC)

Most druids find some way to reconcile their beliefs about the sanctity of nature with the existence of civilisation and the encroachment of alien races on their homes. A harmonic existence is achievable despite it all, isn't it?

Not for liminal druids. They follow the ways of the old druids, far before the humanoid races ever managed to build walls and wheels and weapons. Their power is ancient and inscrutable, and they are to be feared. The nature they revere is not one of harmony -- it is one of teetering perilously on the edge of death.

While they may not look much different from regular druids, it is vitally important to recognise one when you see it and flee as soon as you can, for they can easily slay one of your companions and use their blood to make the very air you and all of your companions breathe rot your lungs from the inside out, an affliction that spreads for miles across the land and cannot be escaped.


Liminal Druid

Medium humanoid (any race), chaotic neutral


  • Armor Class 12
  • Hit Points 165 (30d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 15 (+2)

  • Senses truesight 60 ft., passive Perception 15
  • Languages Druidic plus any one language
  • Challenge 12 (8,400 XP)

Ritual Sacrifice. When the druid reduces a creature to 0 hit points, that creature dies and the druid can immediately cast one of the following spells, triggering its effects immediately regardless of casting time and ignoring any restrictions on the number of spells it can cast in a turn. Once it has cast one of these ritual spells, it cannot cast the same spell using this trait until it has completed a long rest. It uses the same spellcasting statistics as in its spellcasting trait.

Ritual Spells: augury, commune with nature, find familiar, forbiddance (targeting humanoids instead of other creature types; necrotic damage only), meld into stone, silence

Spellcasting. The druid is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): create bonfire, druidcraft, infestation, primal savagery
1st level (4 slots): create or destroy water, earth tremor, entangle, faerie fire
2nd level (3 slots): darkness, earthbind, enhance ability, gentle repose, spike growth
3rd level (3 slots): erupting earth, plant growth, speak with dead, tidal wave, wind wall
4th level (3 slots): blight, dominate beast, guardian of nature, hallucinatory terrain
5th level (3 slots): antilife shell, contagion, dominate person, insect plague, wrath of nature
6th level (1 slot): bones of the earth, conjure fey
7th level (1 slot): control weather

Actions

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

Fighters

Blood Knight (DAPC)

Blood knights are scarcely more than vampires who have yet to experience death, driven mad by lust for battle and engorged with the sweet metallic taste of blood.


Blood Knight

Medium humanoid (any race), chaotic evil


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

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

  • Saves Int +2, Wis +3, Cha +2
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages any one language
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The knight's innate spellcasting ability is Constitution (spell save DC 14). It knows the following spells, which it can cast without material or somatic components:

3/day: bestow curse, compelled duel, false life

Madness. The knight has advantage on saving throws to resist being charmed or frightened.

The Smell of Blood. The knight has advantage on Wisdom (Perception) checks that rely on smell to detect creatures that are at half their maximum hit points or fewer. Creatures up to 1 mile away smell as strongly to the knight as they would if they were only 5 feet away.

Actions

Multiattack. The knight makes two attacks with its greatsword. It can substitute one of these attacks with its Draining Touch.

Draining Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target below its hit point maximum. Hit: 14 (4d6) necrotic damage, and the knight regains hit points equal to the amount of necrotic damage dealt.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Monks

Blood Bender (DAPC)

There exists a secret sect of monks who once followed the Way of the Water Element before they were excised from their order for practicing the forbidden technique of blood bending, where they take total control over another person through the manipulation of the blood in their veins.


Blood Bender

Medium humanoid (any race), any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 77 (14d8 + 14)
  • Speed 35 ft., swim 35 ft.

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

  • Senses passive Perception 12
  • Languages Primordial plus any one language
  • Challenge 3 (700 XP)

Bleeding Edge. As a bonus action, the bender reduces its hit points by any amount up to 7 and until the end of its turn increases its walking and swimming speed by 5 feet for each hit point lost in this manner. Alternatively, it can instead reduce its hit points by 7 to take the Dodge action.

Fists of the Bloodied Soul. The bender's unarmed strikes are considered to be magical for the purpose of overcoming damage resistances and immunities.

Transfusion. The bender regains 1d4 hit points each time it hits a creature with an attack, as long as that creature has blood and isn't an undead or a construct.

Actions

Multiattack. The bender makes four unarmed strikes, or makes two unarmed strikes and uses its Dominion of Blood.

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

Dominion of Blood (Recharges After a Short or Long Rest). The monk makes one unarmed strike against a creature that has blood and isn't an undead or a construct. The target must succeed on a DC 14 Constitution saving throw or fall under the effects of dominate person. The target can repeat the saving throw at the end of each of its turns, ending the effects on a success. If the attack misses or the creature succeeds on its saving throw, this action recharges immediately.

Water Whip. Melee Spell Attack: +6 to hit, reach 30 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, and the target must make a DC 14 Dexterity saving throw. On a failed save, the target takes 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.

Paladins

Winter Knight (DAPC)

Winter Knights struggle against the blight of undeath, seeing it as a barrier between souls and their rightful place in the afterlife. They take on forms that evoke the chill of death in order to remind their enemies of that which necromancy seeks to overcome, that which will always cede to the coming of winter.


Winter Knight

Medium humanoid, any alignment


  • Armor Class 18 (plate)
  • Hit Points 150 (20d8 + 60)
  • Speed 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
  • Skills Intimidation +11, Nature +5
  • Damage Resistances necrotic
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 10 (5,900 XP)

Aura of the Winter Knight. Allied creatures within 30 feet of the knight have resistance to necrotic damage and cannot be charmed, frightened, or possessed by undead creatures. Hostile creatures that start their turn within this radius take 10 cold damage, and their movement speed is reduced by 10 feet until the start of their next turn.

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, requiring no material or somatic components.

At will: ice knife, wrathful smite
3/day each: Snilloc's snowball swarm, speak with dead
1/day each: cone of cold, gentle repose, ice storm

Vow of Death. Creatures reduced to 0 hit points by the knight are killed and cannot become undead or return to life through any method short of a wish spell.

Winter Weapons. The knight's weapon attacks are magical and deal an additional 14 (4d6) cold damage on a hit (included in the attack).

Actions

Multiattack. The knight makes two attacks with its maul.

Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 14 (4d6) cold damage.

Rangers

Nightstalker (DAPC)

Lost in the Shadowfell, nightstalkers are forced to turn to shadowy magics in order to survive, binding the corruption of the Shadowfell to unsuspecting beasts and bending them to their will. The beasts have been stripped of their physical bodies and exist only as extensions of the nightstalker. Although the nightstalker has since torn their way out of the Shadowfell and back to civilisation, they find it nearly impossible to return to normal life with the constant reminder of their dark deeds simmering in a pocket dimension in their brain, with only one carefully spoken word the barrier to being released once more. Nightstalkers are naturally drawn to one another, as they are the only ones in the world who can understand.

Alternate Beasts

A given nightstalker may have chosen a different form for its animal thrall. If so, replace the nightstalker's Piercing Howl action with a new action listed below, based on the animal.

Beast Action
Bear Roar (Recharges After a Short or Long Rest). The bear lets out a terrifying roar. Each creature within 30 feet of it must succeed on a Wisdom saving throw or become frightened of the nightstalker for 1 minute. An affected creature can remake this save at the end of each of its turns, ending the effect on a success.
Eel Electric Zipper (Recharge 5-6). The eel flies 30 feet in a straight line. Each creature within 5 feet of any position along that line must succeed on a Dexterity saving throw or take 7 (2d6) lightning damage.
Octopus Shadow Splash (Recharge 5-6). The octopus casts color spray as a 2nd level spell, emitting black oil instead of a rainbow of colours.
Panther Pounce. The panther moves up to 30 feet towards a creature. If it ends this movement within 5 feet of the target, the target must succeed on a Strength saving throw or be knocked prone.
Raven Pursuit. The raven moves up to 45 feet towards a creature. If it ends this movement within 5 feet of the target, the target's movement speed on its next turn is halved.
Snake Venom Strike. A target within 5 feet of the snake must succeed on a Constitution saving throw or take 9 (2d8) poison damage and become poisoned until the end of its next turn.

A nightstalker with an animal thrall not included here can choose one of the listed effects that feels the most thematically appropriate for their animal.


Nightstalker

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) 16 (+3) 11 (+0)

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

Shadow Thrall. The nightstalker has an animal thrall, which is a wolf. The thrall has the following rules.

  • The nightstalker can summon or dismiss their thrall as a bonus action. The thrall appears within 5 feet of the nightstalker when summoned. The thrall is automatically dismissed if the nightstalker starts its turn more than 120 feet from its thrall.
  • The thrall has the base speed of the animal form it has taken, plus it gains a flying speed of 30 feet if it can't fly already.
  • As a bonus action, the thrall and the nightstalker can magically swap places.
  • The thrall is an illusion. Attacks made against the thrall automatically miss. It cannot be made to make a saving throw. It is immune to magical effects. Truesight and other methods of seeing through illusions reveal the animal to be nothing more than a twitching black ball of dark energy.

Actions

Multiattack. The nightstalker makes two attacks. It can replace one of its attacks with either its Thrall Strike action or its wolf's Piercing Howl.

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.

Thrall Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target within 5 feet of its animal thrall. Hit: 11 (2d10) necrotic damage. The animal thrall can move up to its speed before or after making this attack.

Piercing Howl (Recharges After a Short or Long Rest). The wolf lets out a wail that infuses nearby creatures with false energy. The nightstalker and up to 3 creatures of its choice within 30 feet of the wolf gain 10 (3d6) temporary hit points.

Rogues

Shadow Rogue (DAPC)

A non-evil creature slain by a shadow has a new shadow rise up from its corpse. Should the creature be returned to life, however, the undead monster remains. The creature's true shadow disappears while its monstrous shadow stalks it, waiting for the right moment to drain the life of its former host. Some deft rogues, however, are slippery enough to both cheat death and escape the consequences, and have formed a pact with their monstrous shadow for greater collective power.


Shadow Rogue

Medium humanoid (any race), any alignment


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

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

  • Skills Deception +6, Stealth +7
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 1 (200 XP)

Shadow Pact. The rogue casts no shadow. It has advantage on Dexterity (Stealth) checks in dim light or darkness. Its shadow, represented by the shadow statblock, has a mental connection with the rogue while they are within 500 feet of each other. Within this range, they have two-way telepathy. Additionally, as a bonus action, they can teleport to the other's location as long as they are both on the same plane of existence. They also share the Black Eyes action.

Shadowy Magic. The rogue and the shadow share the same innate spellcasting abilities, drawing from the same pool of available spells. Spells unavailable to the rogue also become unavailable to the shadow, and vice versa. Their shared innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). They can cast the following spells:

At will: chill touch, dancing lights, thaumaturgy
3/day: darkness, fog cloud, misty step, sleep
1/day: invisibility, pass without trace

Shadowy Resurrection. If the rogue or the shadow are killed, a member of the pair that is still alive can spend 1 hour to resurrect the other as long as 30 days have not passed. If the rogue leaves behind a body, it disintegrates. The resurrected reappears within 5 feet of the resurrector.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The rogue deals an additional 10 (3d6) necrotic damage if it has advantage on the attack roll or if its shadow is within 5 feet of the target and isn't incapacitated.

Black Eyes. The rogue becomes blind and deaf through its own senses and instead sees and hears through the senses of the shadow, or vice versa. Either the rogue or the shadow can end this effect as an action.

Sorcerers

Deathtouched Sorcerer (DAPC)

Survivors of an attack by an undead creature may find that the necromantic energy fueling that creature has seeped into their very bones, unlocking a dark and costly power within them. Deathtouched sorcerers often take on visual aspects of the creature that nearly killed them, such as sharp fangs for survivors of a vampire's bite, deathly pale skin for those that withstood the paralysis of a ghoul, or empty, glassy eyes for victims of a ghost's possession.


Deathtouched Sorcerer

Medium humanoid (any race), any 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) 13 (+1) 16 (+3)

  • Skills Stealth +6, Survival +4
  • Senses passive Perception 11
  • Languages any one language
  • Challenge 1 (200 XP)

Innate Spellcasting. The sorcerer's innate spellcasting ability is Charisma (+6 to hit with spell attacks, spell save DC 14). The sorcerer can cast the following spells innately.

At will: invisibility, speak with dead
3/day: etherealness

Spellcasting. The sorcerer is a 4th level spellcaster. Its spellcasting ability is Charisma (+6 to hit with spell attacks, spell save DC 14). The sorcerer can cast the following sorcerer spells.

Cantrips (at will): chill touch, dancing lights, message, minor illusion
1st level (4 slots): charm person, disguise self, false life, ray of sickness
2nd level (3 slots): darkness, levitate, misty step

Actions

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

Vampiric Sorcerer (DAPC)

Not all vampires turn their thralls into other vampires. Sometimes mortals are more useful as slaves. Mortals under the servitude of a vampire are permanently scarred by their experiences, and this scarring may travel down their bloodline to reawaken in their children's children as unholy powers, mimicking the best and worst of the vampiric curse. While some vampiric sorcerers attempt to use their evil powers for good, others revel in cruelty and make arrangements to become true vampires after death.


Vampiric Sorcerer

Medium humanoid (any race), any alignment


  • Armor Class 12
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 19 (+4)

  • Saves Dex +4, Wis +3, Cha +6
  • Skills Perception +3, Stealth +5
  • Senses darkvision 30 ft., passive Perception 13
  • Languages any two languages
  • Challenge 4 (1,100 XP)

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

Misty Escape. When the sorcerer drops to 0 hit points and isn't killed outright, it can instead drop to 1 hit point and cast gaseous form on itself without expending a spell slot or components. If it can't cast this spell, it drops to 0 hit points as usual.

Partial Regeneration. The sorcerer gains 10 temporary hit points at the start of its turn if it has at least 1 hit point. If it starts its turn in sunlight or running water, it gains 5 temporary hit points instead, replacing any temporary hit points it might have gained through other sources. This trait doesn't function if the sorcerer is prevented from regaining hit points on its turn, such as through the chill touch spell.

Shapechanger. The sorcerer can use its action to polymorph into a Tiny bat or back into its true form. While in bat form, the sorcerer can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

Spellcasting. The sorcerer is a 4th level spellcaster. Its spellcasting ability is Charisma (+6 to hit with spell attacks, spell save DC 14). The sorcerer can cast the following sorcerer spells.

Cantrips (at will): control flames, friends, infestation, minor illusion
1st level (4 slots): charm person, false life, fog cloud, sleep
2nd level (3 slots): hold person, misty step, suggestion

Actions

Multiattack. The sorcerer makes two unarmed strikes.

Unarmed Strike (Humanoid Form Only). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the sorcerer can grapple the target (escape DC 13).

Warlocks

Warlock of the Archlich (DAPC)

Ancient liches who first uncovered the secrets of lichdom are powerful enough to promise foolish mortals a taste of their magic through a pact of evil. Just as the archlich amasses warlocks, so too can their warlocks often be found surrounded by cultists and zealots, none of whom truly understand the price that such power demands from them.


Warlock of the Archlich

Medium humanoid (any race), any evil alignment


  • Armor Class 12
  • 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 Arcana +7
  • Damage Resistances necrotic
  • Senses passive Perception 13
  • Languages any three languages
  • Challenge 9 (5,000 XP)

Bond of Unlife. The warlock uses its bonus action to choose a willing creature within 30 feet of it that can see and hear it to form a dark bond. At the start of each of the warlock's turns, it drains 10 hit points from that creature, increasing its own hit points by the amount drained. The warlock can dismiss such a bond as a bonus action. It can have up to three bonded creatures at the same time.

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells innately.

1/day: circle of death
2/day: animate dead

Pact Magic. The warlock is an 11th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells.

Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation
1st-5th level (3 5th-level slots): cloudkill, contagion, detect thoughts, Evard's black tentacles, fear, hex, inflict wounds, Melf's acid arrow, ray of sickness, speak with dead, vitriolic sphere

Unholy Resilience (1/Day). When the warlock is reduced to 0 hit points and not killed outright, it can choose to drop to 1 hit point instead.

Actions

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

Shared Fate. The warlock chooses a creature within 30 feet of it that can see and hear it. The target must make a Wisdom saving throw. On a failed save, whenever the warlock takes damage, the target takes the same amount of damage as necrotic damage. The target can remake the save at the end of each of its turns, ending the effect on a success.

Wizards

Hemomancer (DAPC)

Hemomancers use forbidden blood magic to conduct dark rituals.

The necromancer from Volo's Guide to Monsters is sufficient to represent this subclass. You can add the following traits to get across the flavour of a hemomancer.

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

Reawakener (DAPC)

Reawakeners are dual practitioners of necromancy and conjuration, taking the souls of creatures they have slain and turning those souls against their former allies.

The conjurer or necromancer statblock from Volo's Guide to Monsters is sufficient to represent this subclass. In addition, you can choose up to 3 monsters that the reawakener has defeated in combat, adding them to the encounter and giving them the following template.

Reawakened Monster Template

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

Shrouded Wizard (SargeBriar)

The shrouded arts of magic are not taught using textbooks. Prospective learners must first prove themselves among the best and brightest among their classes, at which point they are handpicked by a master to learn new techniques and spells through rote memorisation alone. If any of the secrets a shrouded wizard keeps were to be released, the world would crumble to its foundations, so all of their spells, all of their techniques, all of their knowledge, are stored safely inside of their own minds.


Shrouded Wizard

Medium humanoid (any race), any alignment


  • Armor Class 13
  • Hit Points 54 (12d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 20 (+5) 15 (+2) 14 (+2)

  • Skills Arcana +7, Deception +4, Stealth +5
  • Senses passive Perception 12
  • Languages any four languages
  • Challenge 4 (1,100 XP)

Shrouded Arts. The wizard requires no spellbook, committing its spells to memory instead. It can replace any verbal components of its spells with somatic components instead.

Shroud of Oblivion. The wizard wears a magical shroud that grants it certain innate spellcasting abilities. The wizard's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately, using the shroud as its focus.

At will: disguise self, nondetection
3/day: greater invisibility, modify memory
1/day: mind blank, Nystul's magic aura

Spellcasting. The wizard is a 10th level spellcaster. The wizard's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wizard has the following spells prepared.

Cantrips (at will): dancing lights, friends, minor illusion, prestidigitation
1st level (4 slots): charm person, color spray, fog cloud, illusory script, silent image, sleep, Tasha's hideous laughter, unseen servant
2nd level (3 slots): arcane lock, darkness, detect thoughts, hold person, invisibility, knock, phantasmal force, rope trick, suggestion
3rd level (3 slots): bestow curse, blink, counterspell, enemies abound, glyph of warding, tiny servant
4th level (3 slots): arcane eye, charm monster, confusion, dimension door, phantasmal killer
5th level (3 slots): dominate person, dream, geas, mislead, scrying, seeming

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Artificers

Alchemist (UA)

Not all magic is conducted through books. Sometimes, the true potential of magic can only be unlocked through rigorous experimentation unchained by the puritanical concerns of "ethics" or "common decency".

While most spellcasters conjure forth spells from the aether, alchemists instead use tools and physical objects to produce the effects (though the result is still magical in nature). An acid splash may literally be a vial of magical acid chucked at a foe. Invisibility might be an array of mechanical scales covering the alchemist that mimic the environment around them. Identify might involve a set of miniature drones that hover above the item, scanning it with their mechanical eyeballs before reporting back. Imagination is key to getting across how an alchemist differentiates its spellcasting from wizards.

Most alchemists have created for themselves a homunculus to function as their familiar, as per the familiar sidebar on the homunculus page in the Monster Manual.


Alchemist

Medium humanoid (any race), any alignment


  • Armor Class 13
  • Hit Points 63 (14d8)
  • Speed 30 ft.

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

  • Skills Alchemist's Supplies +8, Herbalism Kit +5
  • Damage Resistances acid, poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 2 (450 XP)

Innate Spellcasting. The alchemist's innate spellcasting ability is Intelligence (+6 to hit with spell attacks, spell save DC 14). The alchemist can cast the following spells innately.

4/day: lesser restoration
1/day: greater restoration

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

Spellcasting. The alchemist is a 4th level spellcaster. The alchemist's spellcasting ability is Intelligence (+6 to hit with spell attacks, spell save DC 14). The alchemist has the following spells prepared.

Cantrips (at will): acid splash, prestidigitation
1st level (4 slots): alarm, detect magic, grease, identify, purify food and drink, ray of sickness
2nd level (3 slots): alter self, invisibility, magic mouth, Melf's acid arrow, spider climb, web

Actions

Multiattack. The alchemist makes two attacks with its compound hand crossbow. It can replace one of these attacks with its Potion Vial action.

Compound Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. This crossbow does not have the loading property of crossbows and does not need to be reloaded between attacks. It grants its wielder a +1 to attack and damage rolls (included in the attack).

Potion Vial. Ranged Weapon Attack: +5 to hit, range 15/40 ft., one target. Hit: The target and all other creatures within 5 feet of the target take 10 (3d6) damage of a type of the alchemist's choosing. The type can be acid, cold, fire, poison, or lightning.

Artillerist (UA)

Many wizards see magic as an opportunity to do good in the world. Artillerists would call them naive. Every use of magic is just a roundabout way to cause destruction and death. Why not embrace that and just start with the mindset of blowing everything to smithereens?

Artillerists use arcane turrets in battle. The arcane turret is included here as a statblock for reference.


Arcane Turret

Medium construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 31 (7d8)
  • Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 1 (-5) 1 (-5) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
  • Senses passive Perception 5
  • Languages --
  • Challenge 1 (200 XP)

Arcane Repairs. If mending is cast on the turret, it regains 10 (3d6) hit points.

Actions

Flamethrower. The turret exhales fire in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Arrow. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) force damage, and if the target is a creature, it is pushed up to 5 feet away from the target.

Detonation. Each creature within 10 feet of the turret must make a DC 14 Dexterity saving throw, taking 14 (4d6) force damage on a failed save or half as much damage on a successful one. The turret is destroyed.


Artillerist

Medium humanoid (any race), any alignment


  • Armor Class 13
  • Hit Points 63 (14d8)
  • Speed 30 ft.

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

  • Skills Tinker's Tools +8, Woodcarver's Tools +6, Smith's Tools +6
  • Senses passive Perception 11
  • Languages any two languages
  • Challenge 2 (450 XP)

Arane Turret. As a bonus action, the artillerist can summon an arcane turret, which appears within 5 feet of it and acts on the artillerist's initiative. The turret lasts until it is dismissed by the artillerist as a bonus action or until 10 minutes have passed. The artillerist can have up to 3 turrets summoned at once.

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

Spellcasting. The alchemist is a 4th level spellcaster. The alchemist's spellcasting ability is Intelligence (+6 to hit with spell attacks, spell save DC 14). The alchemist has the following spells prepared.

Cantrips (at will): firebolt, mending
1st level (4 slots): expeditious retreat, false life, longstrider, shield, shield of faith, thunderwave
2nd level (3 slots): blur, continual flame, enhance ability, heat metal, scorching ray, shatter

Actions

Multiattack. The artillerist makes two attacks with its compound hand crossbow.

Compound Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. This crossbow does not have the loading property of crossbows and does not need to be reloaded between attacks. It grants its wielder a +1 to attack and damage rolls (included in the attack).

Blood Hunters

Ghostbane Blood Hunter (Matt Mercer)

The process of becoming a blood hunter and steeling oneself against evil can take a blood hunter close to death. The imbibement of the hunter's bane, a ritual sacred to the blood hunters, can induce a state that is indistinguishable, for a moment, from death itself. Many blood hunters embrace this aspect of their identity and seek to untether their souls from their body to fight on past the darkness.


Ghostbane Blood Hunter

Medium humanoid (any), any alignment


  • Armor Class 16 (half plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 11 (+0)

  • Skills Insight +6, Intimidation +4, Survival +6
  • Senses truesight 60 ft., passive Perception 12
  • Languages any one language
  • Challenge 9 (5,000 XP)

Beyond Death. When the blood hunter is reduced to 0 hit points, it falls unconscious and its spirit rises from its body. Its spirit is a ghost that replaces its actions with only the Rite Scythe attack. If the blood hunter dies, its spirit also dies, and vice versa. If the spirit reduces a creature to 0 hit points, the blood hunter regains 9 (2d8) hit points. The blood hunter's spirit immediately returns to its body if the blood hunter wakes up by any means.

Hunter's Bane. The blood hunter has advantage on Wisdom (Survival) checks to track fey, fiends, and undead, and on Intelligence checks to recall information about them.

Rite Weapon. The blood hunter's rite weapon is its scythe. Its attacks with its rite weapon are magical and deal an additional 4 (1d8) necrotic damage plus 4 (1d8) radiant damage (included in the attack).

Actions

Multiattack. The blood hunter makes three attacks with its rite weapon.

Rite Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 4 (1d8) necrotic damage plus 4 (1d8) radiant damage. If the damage reduces a creature to 0 hit points, the blood hunter regains 9 (2d8) hit points.

Reactions

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

Lycan Blood Hunter (Matt Mercer)

Blood hunters that embrace the aspect of the wolf in their rituals are among the most feared and the least trusted of their order. Some turn to the order as penance for atrocities committed while under the influence of the full moon, in an attempt to do enough good in the world to counteract the bad. Others deliberately undergo a ceremony to inflict lycanthropy upon themselves, seduced by the potential it brings them.


Lycan Blood Hunter

Medium humanoid (any), any alignment


  • Armor Class 17 (half plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 17 (+3) 8 (-1)

  • Skills Insight +6, Intimidation +5, Survival +6
  • Damage Resistances bludgeoning, piercing, and slashing damage from weapons that aren't silvered
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 6 (2,300 XP)

Hunter's Bane. The blood hunter has advantage on Wisdom (Survival) checks to track fey, fiends, and undead, and on Intelligence checks to recall information about them.

Keen Hearing and Smell. The blood hunter has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Lycan Resistance. The blood hunter's damage resistances function only while in its hybrid form.

Feral Desperation. While in hybrid form, the blood hunter has advantage on ability checks and saving throws using Strength, and it has a +2 bonus to melee attack and damage rolls (included in the attack).

Pack Tactics. The blood hunter has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

Rite Weapon. The blood hunter's rite weapon is its unarmed strike (or Rite Strike). Its attacks with its rite weapon are magical and deal an additional 4 (1d8) slashing damage (included in the attack).

Shapechanger. The blood hunter can use its bonus action to polymorph into a wolf-humanoid hybrid, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack. The blood hunter makes two Rite Strikes.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage or 9 (1d8 + 5) piercing damage if wielded with two hands to make a melee attack.

Rite Strike (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Mutant Blood Hunter (Matt Mercer)

Enchanted by the process of mutating their bodies in their hunter's bane ritual, some blood hunters seek out new methods of mutating their bodies to suit their needs, side effects be damned.

Other Mutations

The blood hunter in this statblock has mutated its body in three ways: first, it increased its maximum strength, but reduced its dexterity in the process. Second, it gave itself the ability to regenerate at the cost of its top movement speed. Finally, it allowed itself to ignore being grappled, paralyzed, or restrained, and it chose to ignore any side effects of this mutation using its strange metabolism.

The simplest way to change your blood hunter's mutations is to change its speed to 30 ft., remove its reconstruction trait, and choose one of the following options to replace it. Using these alternatives may affect the difficulty of the blood hunter.

Mutation Effect Side Effect
Aether Speed 30 ft., fly 20 ft. Aether Drain. The blood hunter has disadvantage on ability checks using Strength or Dexterity.
Cruelty Multiattack. The blood hunter makes three attacks with its rite weapon. Cruel Punishment. The blood hunter has disadvantage on saving throws.
Nighteye Senses darkvision 60 ft., passive Perception 12 Sunlight Sensitivity. While in sunlight, the blood hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Rapidity Speed. 45 ft. Weak Points. Attacks made against the blood hunter score a critical hit on a roll of 19 or 20.

Since the mutant blood hunter concocts slurries to mutate its body, rather than the mutations being innate, the blood hunter might have one or more of these mutations on its person as potions that can be drunk by other creatures. Refer to the blood hunter class mutagens for examples of how these potions might affect a creature.

The rules for potions you pick up from a defeated mutant blood hunter might be different to those in the class feature to make for more interesting rewards. A creature must be a humanoid of size Small or Medium to be affected by such a potion. The creature both benefits from the effects and suffers from the side effects. The effects and side effects last for 1 minute and are considered to be nonmagical. A creature can discover the effects and side effects of such a potion given one hour of study and a successful DC 20 Intelligence (Alchemist's Tools) or Intelligence (Medicine) check.

Allies fighting alongside the mutant blood hunter might also have some of the mutations active during a fight.


Mutant Blood Hunter

Medium humanoid (any), any alignment


  • Armor Class 13 (half plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 16 (+3) 12 (+1) 15 (+2) 11 (+0)

  • Skills Insight +5, Intimidation +3, Survival +5
  • Damage Immunities poison
  • Condition Immunities grappled, paralyzed, poisoned, restrained
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 5 (1,800 XP)

Blood Curse of the Transfusion. As a bonus action, the blood hunter can heal an allied creature within 30 feet of it by 14 (4d6) hit points. The blood hunter takes damage equal to the hit points regained.

Hunter's Bane. The blood hunter has advantage on Wisdom (Survival) checks to track fey, fiends, and undead, and on Intelligence checks to recall information about them.

Reconstruction. The blood hunter regains 5 hit points at the start of its turn as long as it has more than 0 hit points.

Rite Weapon. The blood hunter's rite weapon is its greatsword. Its attacks with its rite weapon are magical and deal an additional 4 (1d8) poison damage (included in the attack).

Actions

Multiattack. The blood hunter makes two attacks with its rite weapon.

Rite Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) poison damage.

Profane Blood Hunter (Matt Mercer)

Profane blood hunters make pacts with minor evils, a necessary moral compromise to make in the face of greater threats.

Profane Pacts

The profane blood hunter in this statblock has made a pact with a fiend, such as an erinyes or a barlgura. As a result, its rite weapon deals fire damage and it has resistance to fire damage. For other pacts, you can replace the damage resistance and the damage inflicted by its rite weapon with other types based on the creature it has made its pact with at your discretion. One of its spells might also be swapped for a different spell depending on its pact. Some examples are listed below, none of which affect the blood hunter's challenge rating.

Patron Damage Spell Replaces ...
Barbed Devil fire sword burst blade ward
Green Hag necrotic invisibility fear
Ice Devil cold frostbite chill touch
Incubus/ Succubus necrotic suggestion hold person
Lamia psychic calm emotions earthbind
Oni cold sleep charm person
Medusa poison blindness/deafness crown of madness
Mindflayer psychic phantasmal force ray of enfeeblement
Mummy necrotic mending mage hand

Profane Blood Hunter

Medium humanoid (any), any alignment


  • Armor Class 17 (half plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 11 (+0)

  • Skills Insight +5, Intimidation +3, Survival +5
  • Damage Resistances fire
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 5 (1,800 XP)

Hunter's Bane. The blood hunter has advantage on Wisdom (Survival) checks to track fey, fiends, and undead, and on Intelligence checks to recall information about them.

Rite Weapon. The blood hunter's rite weapon is its longbow. Its attacks with its rite weapon are magical and deal an additional 4 (1d8) fire damage (included in the attack).

Spellcasting. The blood hunter is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells, and can cast them using its rite weapon as its spellcasting focus:

Cantrips (at will): blade ward, chill touch, mage hand
1st-3rd level (2 3rd-level slots): charm person, crown of madness, earthbind, fear, hold person, ray of enfeeblement

Actions

Multiattack. The blood hunter can either make two attacks with its rite weapon or cast a cantrip and make one weapon attack.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Rite Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) fire damage. If the damage from this attack reduces a creature to 0 hit points, the blood hunter regains an expended spell slot.

Diabolic Channel. The blood hunter makes one attack with its rite longbow against a creature. If the attack hits, the blood hunter can cast one spell on the target, regardless of the regular rules for range, affecting only that target. If the spell requires an attack roll, it automatically hits. If the spell requires a saving throw, the creature has disadvantage on the first saving throw made against the spell.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.