Rules for Battles
The clash of armies in terrible battles is a classic feature of fantasy and RPG tradition. Other systems to integrate tactical battle systems in 5e either deviate from features which make heroes feel epic in the system, or layer on complex rules that effectively introduce a new game.
The system described in this compendium is different: it extends the core combat features of 5e to the scale of epic battles, and then layers a few simple rules to accommodate this extension. The result is a simple and elegant ruleset for conducting battles between armies in 5e, while allowing for a 'zoom in' cinematic battle between the characters and key solo enemies.
These rules describe how to run a combat between armies. Army units are unique stat blocks, described later in this compendium.
Battles
Setting up Battles
1. Determine Unit Size
When running an army combat encounter, units should be a uniform size (either squad, company, regiment, division, corps, or army). This ensures that the battle scale is consistent. If one army has a numeric advantage, this is represented by having more units of the uniform size rather than having larger units.
2. Determine Commanders
A character can command a number of units equal to the character’s Proficiency Bonus. Determine which units are being commanded by PCs. Determine which opposing units are being commanded by capable NPC commanders. Capable commanders, including PCs, provide bonuses to the units under their command. Capable NPC commanders should also have their own individual stat block.
3. Determine Surprise
Determine if any unit involved in the army combat encounter is surprised.
4. Establish Positions
The DM decides where all the units are located. At the DM's discretion, players can organize their units within a defined starting location.
5. Roll Initiative for Each Unit
A unit’s initiative bonus is its Dexterity modifier, just like for creature-level stat blocks.
Running Battle Turns
Unit's Turn
1. Movement
A unit can move a number of squares based on its speed. The number of squares a unit can move is equal to the number of 5 ft. by 5 ft. squares a creature within the unit could move in 1 turn. For example, a unit composed of creatures with a speed of 30 ft. can move 6 squares in its turn. See the Recommended Map Configuration section below for more information about unit speed.
2. Take Actions
A unit can always take one action per turn. Units may have additional actions that it can take based on its features.
3. Bonus Actions
A unit may take a bonus action when a special ability, spell, or other feature grants it a bonus action.
4. Other Activity
A unit can communicate with other units however it is able, keeping in mind that the battlefield limits the types and effectiveness of communication. A unit can also interact with one object or feature of the environment for free, such as fortifying in a house.
5. Reactions
The only reaction an army unit can take is an opportunity attack.
'Cutaway' Combat Encounters
A unit commander, either a PC or NPC commander, can initiate ‘cutaway’ combat against an immediately adjacent unit. When this occurs, a commander draws the enemy unit’s commander and nearby soldiers into an engagement conducted under 5e combat rules with the following modifications:
DM Discretion. At the DM’s discretion, cutaway combat may not occur. Perhaps the enemy commander is well-guarded, or perhaps the chaos of the battle prevents a more intimate fight. Use this discretion to ensure that PCs can have cinematic battles against important enemy NPCs, while avoiding scenarios where some players are forced to watch long stretches of combat without being able to play along.
Roll Initiative. Roll a new initiative for all commanders involved in the cutaway combat (retaining the initiatives for units). Roll once for initiative for each unit involved in the cutaway combat.
Nearby Soldiers. The number of nearby soldiers involved in the cutaway combat is at the DM’s discretion, but the ratio of soldiers should be constant. For example, if the allied unit has two hit point pools remaining and the enemy unit has three hit point pools remaining, there should be two allied soldiers for every three enemy soldiers at the cutaway level. This may mean that the cutaway combat consists of an allied commander, enemy commander, two allied soldiers, and three enemy soldiers. It could instead involve the two commanders, four allied soldiers, and six enemy soldiers.
Cleave Rule and Unit HP. In a cutaway combat, use the optional Cleave rule (DMG pg. 272) against units as follows. When a creature inflicts damage on a non-commander, apply the entirety of the damage against the unit HP. For example, if a PC targets an enemy goblin and inflicts 20 damage in an attack, the goblin (7 HP) is killed but all 20 damage is applied to the goblin company unit. This reflects cleaving through nearby soldiers, and it should be described as such.
Cutaway Turn Limit. The main battle happens at a much longer time-scale than a cutaway battle. Additionally, battles are chaotic. At the DM’s discretion, a cutaway battle may have a defined turn limit before the commanders involved are swept away and back into the main battle. A good target is 2 - 3 turns. This prevents distortion in the damage that characters can inflict individually on enemy units and ensures that players not involved in the cutaway combat do not need to wait too long to play. This turn limit can also be used to heighten tension, by providing only a limited opportunity to decapitate an enemy unit by taking out its commander.
Army Unit Actions
Specific army unit actions are described in the army unit stat block. Other than those specific actions, an army unit is limited to the following actions on its turn:
Attack. An army unit can take the attack action if it is listed in its army unit stat block. This action represents a number of soldiers in the unit all attacking enemy soldiers over a period of time. On a missed attack, the army unit does half damage. Otherwise, the rules for an attack are unchanged.
Cast a Spell. An army unit can cast a spell if it is listed in its army unit stat block. This action represents a number of soldiers in the unit all casting martial magic against enemy soldiers over a period of time. On a missed melee or ranged spell attack, the army unit does half damage. Otherwise, the rules for spellcasting are unchanged.
Forced March. When an army unit takes the Forced March action, it gains extra movement for the current turn. The increase equals the unit’s speed in number of squares. For example, with a speed of 6 squares (30 ft. creature speed), the unit can move 60 ft. if it does a forced march.
Retreat. If an army unit takes the Retreat action, its movement doesn’t provoke Opportunity Attacks for the rest of the turn.
Fortify. The army unit fortifies its position. There are two degrees of fortification. If the army unit hunkers down for an enemy charge or becomes situated on advantageous terrain, it has a +2 bonus to AC and Dexterity saving throws. If the army unit fortifies in a guarded position such as a house or fortress ramparts, it has a +5 bonus to AC and Dexterity saving throws.
Rally. The army unit attempts to rally nearby Demoralized units. All Demoralized units within the army unit’s reach can make their Charisma saving throw with advantage this turn. Additional checks after this turn are still made with disadvantage because of the effect of the Demoralized condition.
Army Unit Conditions
Condition Immunities. An army unit cannot be Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, or Unconscious. This reflects the fact that an army unit is a group of creatures, rather than an individual creature. While any individual creature may be affected by such an effect during combat, this is abstracted away at the unit level.
Demoralized. A demoralized army unit has disadvantage on ability checks, saving throws, and attack rolls. It cannot willingly move closer to enemy units. While demoralized, an army unit must make a Charisma saving throw (made with disadvantage because of the Demoralized condition) at the beginning of each of its turns. If the roll is 10 or higher, the unit succeeds. Otherwise, it fails. On a third success, the unit is no longer Demoralized. On a third failure, the unit is destroyed.
Optional Rules
Tactical Advantages
Flanking. When a unit and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy and each of them has advantage on melee attack rolls against that enemy.
Elevation. A unit attacking an enemy unit uphill has disadvantage on melee attack rolls against that enemy. This debuff stacks with advantages gained by an enemy fortified on elevated terrain.
Rock-Paper-Scissors A unit with only ranged attacks has vulnerability to damage from mounted units. A unit wearing heavy armor has vulnerability to damage from nonmagical ranged attacks. A mounted unit has vulnerability to damage from melee attacks from units wearing heavy armor. Note: This rock-paper-scissors mechanic can be further refined at whatever level of detail you prefer. For example, rather than cavalry being vulnerable to heavy infantry, it can be refined to vulnerability to spear or pike infantry.
Commander Abilities
A character can command a number of units at a given scale equal to the character’s proficiency bonus. While commanding a unit, a character or NPC commander provides its unit with an ability based on the character’s class. For an NPC commander, use the ability most suitable to the NPC.
Artificer
Talented Machinist. When a unit is commanded by an artificer and consists of constructs, the unit becomes immune to the Demoralized condition and all melee attacks made by the unit are considered attacks with magical weapons.
Barbarian
Reckless Charge. When a unit commanded by a barbarian makes an attack, it can decide to attack recklessly. Doing so gives the unit advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against the unit have advantage until its next turn.
Bard
Inspired Unit. When a unit commanded by a bard is Demoralized, it does not have disadvantage on ability checks, attack rolls, and saving throws.
Cleric
Undead Slayers. When a unit commanded by a cleric hits an undead unit with an attack, the undead unit gains vulnerability to damage from that attack. This ability can only be used for one attack per turn.
Druid
Druidic Courage. When a unit is commanded by a druid and consists of beasts, the unit becomes immune to the Demoralized condition.
Fighter
Expert Soldiers. When a unit is commanded by a fighter, that unit can use a bonus action to Fortify.
Monk
Dexterous Warriors. When a unit is commanded by a monk, ranged weapon attacks against the unit are made with disadvantage.
Paladin
Righteous Warriors. When a unit is commanded by a paladin, it makes saving throws against the Demoralized condition with advantage (ignoring the disadvantage imposed by the condition for this saving throw).
Ranger
March Adept. When a unit is commanded by a ranger, it ignores difficult terrain.
Rogue
Feint Experts. When a unit is commanded by a rogue, it can use a bonus action to Retreat.
Sorcerer
Spell Duelists. When a unit is commanded by a sorcerer, it has advantage on saving throws against spells and other magical effects.
Warlock
Terrifying Patron. When a unit is commanded by a warlock, it has advantage on Charisma (Intimidation) checks made against an enemy unit.
Wizard
Adaptable Magic. When a unit is commanded by a wizard, it has advantage on all ability checks.
Map and Scale
Recommended Map Configuration
Area Occupied by Army Unit
Army units occupy space equal to the area occupied by an individual creature multiplied by its army multiplier. For example, a company (100 soldiers) of air elementals (large elementals) takes up a space equal to 10,000 square feet (100x 10 feet by 10 feet squares).
Designing a Combat Map for Battles
To accommodate such a large area, it is easiest to determine the base unit size before the combat and then scale up the base size of map squares. For example, if the base unit size for the combat will be company (100 soldiers), then treat each map square as 2,500 square feet. A company of medium creatures will therefore occupy one square – just as a medium creature occupies one square in a regular combat encounter. A company of large creatures will therefore occupy four squares – just as a large creature occupies four squares in a regular combat encounter.
Speed. A unit can move a number of squares at the army-level scale equal to the number of 5 ft. by 5 ft. squares it can move at the creature-level scale. For example, a company with a speed of 30 ft. can move 6 squares at the army level in a turn.
Reach. A unit’s reach is scaled identically to speed. For example, if a creature’s reach is 5 ft. (1 square on the 5 ft. by 5 ft. scale), then a unit composed of such creatures has a reach of 1 square at the unit scale.
Designing a Combat Map for Cutaway Combat Encounters
To retain the PC heroism aspect of 5e and allow for cinematic fights against important enemy NPCs, this army ruleset allows for ‘cutaway’ battles where the combat zooms in to the ordinary 5e combat scale. To accommodate this, design a separate map from the main battle map where these individual-level engagements can occur at the ordinary 5 feet by 5 feet square scale. One possible approach is to include a small map stand which can be placed on top of the battle map when individual-level combat occurs.
Unit Sizes
The following table provides example unit sizes. In a given battle, all army units should be the same size to maintain a consistent scale. An army’s numeric advantage should be represented by a superior number of units, rather than larger unit sizes.
Unit Sizes
| Unit Size | Number of Soldiers | Hit Point Pools | Army Multiplier per Pool |
|---|---|---|---|
| Squad | 10 | 1 | 10x |
| Company | 100 | 2 | 50x |
| Regiment | 1,000 | 4 | 250x |
| Division | 10,000 | 5 | 2,000x |
| Corps | 50,000 | 5 | 10,000x |
| Army | 100,000 | 5 | 20,000x |
At increasing scales, a turn in combat represents a longer period of time because the distance (in squares) that a unit can move is kept consistent. Therefore, at the recommended unit sizes, the time for a given turn is listed in the following table:
Battle Time Scale
| Unit Size | Time per Round (minutes) |
|---|---|
| Squad | 0.3 |
| Company | 1 |
| Regiment | 3.2 |
| Division | 10 |
| Corps | 22 |
| Army | 31.6 |
As this table suggests, turn limitations on cutaway combat are important for ensuring a consistent battle experience. Otherwise, for example, a character could take over 300 turns chipping away at the unit HP pool at the army level.
Army Units
Two armies of elementals clash on a battlefield in an explosion of fire and air, as an elf in battle armor clashes against a fiery demon along the front lines.
Catapults launch flaming stones off the ramparts of a castle as cavalry and infantry dressed in shining silver armor assault the walls in waves. A clever artificer digs a sapping tunnel underneath, determined to tip the tides in favor of the attackers.
A few elite squads clash across a swamp in a fury of swords and shields, while a dwarvish hero and a lizardfolk queen duel to the death.
Core Rules
Army Unit Features
Core Features
An army unit is distinguished by two features: the army unit feature and the army organization feature.
The army unit feature changes the way that the stat block is treated compared to an ordinary creature. Army units are groups of creatures rather than individual creatures. This changes the way that the size of units and the XP of the stat block are treated. Additionally, healing magic is ineffective on the scale of an army unit – as dead creatures within the unit cannot be healed. As an army unit, individual-level creature features cannot be used. Instead, if these features are a core part of the creature, they must be adapted to an army version of the feature.
The army organization feature abstracts the action economy of individual creatures in an army unit into an easy-to-resolve army-level action economy. An army unit has several pools of hit points based on its size. For each pool of hit points, it gains a certain number of actions on its turn. When it uses a creature’s action that inflicts damage, the damage gets multiplied to reflect the number of creatures inflicting that damage. The multiplier is noted in two locations. First, the multiplier is noted in parenthesis after the unit’s hit points. Second, the multiplier for a given action is noted in parenthesis. For example, Spear (50x) means that the damage from a spear attack is multiplied by 50 when made against enemy units.
For example, a tribal warrior has 11 HP and a spear attack action which inflicts 5 (1d8 + 1) piercing damage. A company of tribal warriors has two hit point pools of 550 hit points each (1,100 total hit points, equal to 11 HP times the 100 soldiers). An uninjured company of tribal warriors gets two actions on its turn. It uses the spear attack twice against an enemy unit. On the first attack, it hits and inflicts 250 damage (50x 5 damage) against that unit. On the second attack, it misses. Unlike a creature, an attack miss for an army unit still inflicts damage – as it reflects a less successful attack on average, rather than every involved soldier missing. It therefore deals 125 damage (1/2 50x 5 damage).
Additional Army Unit Features
An army unit may have several additional features. Most army units, except those immune to routing, will have the army morale feature. When an enemy unit depletes a unit’s hit point pool with an attack, that unit can make a Charisma (Intimidation) check. This Charisma (Intimidation) check sets the DC for a Charisma saving throw made by the attacked unit. On a failure, the unit becomes Demoralized – a condition which models a rout.
An army unit may also adapt the features of the creatures which compose the unit. For example, a creature with the pack tactics feature may gain army pack tactics, which give it advantage on attack rolls against other army units (groups of creatures) while there are enough surviving soldiers in the unit. As another example, an army of centaurs may have army charge, where it gets to deal extra damage on one attack per turn and causes an enemy unit to automatically fail its Charisma saving throw against Demoralizing if the charge depletes a hit point pool.
XP Treatment
Just like in ordinary combat encounters, XP is divided evenly among all combat participants. In large battles, this includes other units. Fortunately, consistent unit sizes makes calculating XP easy. Assuming the PCs counted as a spot in their units, a successful victory means that each PC splits the XP equivalent of one creature. For example, if four characters with one unit each defeated an army of four air elemental corps, they would each gain 1,800 XP.
Army Unit Stat Blocks
Centaur Squad
Large monstrosity army unit (squad), neutral good
- Armor Class 12
- Hit Points 450 (10x 6d10 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0)
- Skills Athletics +6, Perception +3, Survival +3
- Senses passive perception 13
- Languages Elvish, Sylvan
- Challenge 2 (4,500 XP)
Army Unit. The army unit is a group of creatures, counting as a number of creatures equal to the sum of its army multipliers. The XP value of an army unit is the sum of the XP values of its creatures. The army unit occupies a space equal to the area occupied by a single creature of its size multiplied by its army multiplier, but this space can be any contiguous shape. The army unit can’t regain hit points or gain temporary hit points. While acting as an army, the army unit can only use army features. The army unit cannot be Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, or Unconscious.
Army Organization. The unit has multiple pools of hit points, each of which is tracked separately. When a pool is depleted of all hit points, it becomes inactive. If all hit point pools are inactive, the unit is destroyed. The unit has a number of actions equal to its active hit point pools remaining. When the unit inflicts damage upon another group of creatures, multiply the damage inflicted by the army multiplier noted in the action. When the unit misses an attack made against another group of creatures, it inflicts damage equal to half the damage inflicted on a hit.
Army Morale. When a hit point pool is depleted by a creature or unit, the army unit must succeed on a Charisma saving throw against a DC determined by a Charisma (Intimidation) check from that creature or unit. On a failure, the army unit becomes Demoralized.
Army Charge. If the unit moves within range of an enemy unit during its turn and then hits the unit with a pike attack on the same turn, the target takes an extra (10x) 10 (3d6) piercing damage.
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike (10x). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves (10x). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow (10x). Melee Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tribal Warrior Company
Medium humanoid army unit (company), any alignment
- Armor Class 12 (hide armor)
- Hit Points 550/550 (50x/50x 2d8 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)
- Senses passive perception 10
- Languages Any one language
- Challenge 1/8 (2,500 XP)
Army Unit. The army unit is a group of creatures, counting as a number of creatures equal to the sum of its army multipliers. The XP value of an army unit is the sum of the XP values of its creatures. The army unit occupies a space equal to the area occupied by a single creature of its size multiplied by its army multiplier, but this space can be any contiguous shape. The army unit can’t regain hit points or gain temporary hit points. While acting as an army, the army unit can only use army features. The army unit cannot be Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, or Unconscious.
Army Organization. The unit has multiple pools of hit points, each of which is tracked separately. When a pool is depleted of all hit points, it becomes inactive. If all hit point pools are inactive, the unit is destroyed. The unit has a number of actions equal to its active hit point pools remaining. When the unit inflicts damage upon another group of creatures, multiply the damage inflicted by the army multiplier noted in the action. When the unit misses an attack made against another group of creatures, it inflicts damage equal to half the damage inflicted on a hit.
Army Morale. When a hit point pool is depleted by a creature or unit, the army unit must succeed on a Charisma saving throw against a DC determined by a Charisma (Intimidation) check from that creature or unit. On a failure, the army unit becomes Demoralized.
Army Pack Tactics. The unit has advantage on an attack roll against a group of creatures while it has at least two hit point pools remaining.
Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Spear (50x). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60, one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Air Elemental Division
Large elemental army unit (division), any alignment
- Armor Class 15
- Hit Points 900,000/900,000/900,000/900,000/900,000 (10,000x/10,000x/10,000x/10,000x/10,000x 12d10 + 24)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Damage Resistance Lightning, thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses darkvision 60 ft., passive perception 10
- Languages Auran
- Challenge 5 (90,000,000 XP)
Army Unit. The army unit is a group of creatures, counting as a number of creatures equal to the sum of its army multipliers. The XP value of an army unit is the sum of the XP values of its creatures. The army unit occupies a space equal to the area occupied by a single creature of its size multiplied by its army multiplier, but this space can be any contiguous shape. The army unit can’t regain hit points or gain temporary hit points. While acting as an army, the army unit can only use army features. The army unit cannot be Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, or Unconscious.
Army Organization. The unit has multiple pools of hit points, each of which is tracked separately. When a pool is depleted of all hit points, it becomes inactive. If all hit point pools are inactive, the unit is destroyed. The unit has a number of actions equal to its active hit point pools remaining. When the unit inflicts damage upon another group of creatures, multiply the damage inflicted by the army multiplier noted in the action. When the unit misses an attack made against another group of creatures, it inflicts damage equal to half the damage inflicted on a hit.
Army Morale. When a hit point pool is depleted by a creature or unit, the army unit must succeed on a Charisma saving throw against a DC determined by a Charisma (Intimidation) check from that creature or unit. On a failure, the army unit becomes Demoralized.
Army Air Form. The unit can enter a hostile unit’s space and stop there. When using its whirlwind action against units in its space, instead of flinging the unit or causing the prone condition, the target unit has disadvantage on attacks until the end of its next turn.
Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes two slam attacks
Slam (10,000x). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (10,000x) (Recharge 4-6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
Win your Battles!
Please reach out with any thoughts or homebrew built off of this compendium.
I enjoy feedback, and I am looking to improve by designs. You are welcome to leave feedback in the homebrew reddit thread.
For any detailed questions, requests or other inquiry, please write a private message to /u/WorldOfEvenwicht.
Please support the talented artists credited for the art used in this homebrew compendium.
All artists are linked with their works in the column to the right.
Homebrew designed on:
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Front Cover Art: Arte Geek da Semana by Jon Bosco
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Pg. 2 Art: Rift. Battle of the Weeping Rocks by Leo Hao
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Pg. 3 Art: Kings of War - Dwarfs & Basileans vs Undead & Orcs by Kings of War
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Pg. 4 Art: Fantasy Battle Fighting by WallPaper UP
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Pg. 5 Art: Heroes of Might and Magic III by New World Computing
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Pg. 7 Art: Battle Fantasy Knight Art Unknown
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Pg. 8 Art: Veloxian Centaurs by Depths of Erendorn Depths of Erendorn
https://www.depthsoferendorn.com/2019/05/15/veloxian-centaurs/
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Pg. 9 Art: Anime Fantasy Army Wallpaper - Desktop Nexus
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Pg. 10 Art: Air Elemental by javi-ure
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Watercolor backgrounds by: Jared Ondricek (/u/flammableconcrete)
DISCLAIMER
This compendium is a fan project made under the Wizards of the Coast Open-Gaming License for D&D 5e. This project is not affiliated with WotC in any way. The art used in this compendium is the property of the respective artist and is for PRIVATE USE ONLY.