Bard (old)
Medium humanoid, Any Alignment
- Armor Class 15 (chain shirt)
- Hit Points 44 (8d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
- Saving Throws Cha +4, Wis +3
- Skills Acrobatics +4, Perception +5, Performance +6
- Senses passive Perception 15
- Languages Any two languages
- Challenge 2 (450XP)
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatterSong of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
Actions
Shortsword. Meelee Weapon Attack: +4 to hit, 5ft. reach, one target. Hit: 5 (1d6+2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 5 (1d6+2) slashing damage.
Bard (new)
Medium humanoid (any race), Any Alignment
- Armor Class 15 (chain shirt)
- Hit Points 44 (8d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
- Saving Throws Cha +4, Wis +3
- Skills Acrobatics +4, Perception +5, Performance +6
- Senses passive Perception 15
- Languages Any two languages
- Challenge 2 (450XP)
- Proficiency Bonus +2
Actions
Multiattack. The Bard makes two shortsword or shortbow attacks. It can replace one attack with a use of Spellcasting.
Shortsword. Meelee Weapon Attack: +4 to hit, 5ft. reach, one target. Hit: 5 (1d6+2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 5 (1d6+2) slashing damage.
Cacophony (recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a succsessful save, a creature takes half as much damage and isn't pushed.
Spellcasting. The bard casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 12):
At will: dancing lights, mage hand, prestidigitation
1/each: charm person, invisibility, sleepBonus Actions
Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
Warlock of the Great Old One (old)
medium humanoid, any alignment
- Armor Class 12 (15 with mage armor)
- Hit Points 91 (14d8 + 28)
- Speed 30ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
- Saving Throws Cha +1, Wis +4
- Skills Arcana +4, History +4
- Damage Resistances psychic
- Senses darkvision 60ft., passive Perception 11
- Languages any two languages, telepathy 30ft.
- Challenge 6 (2,300 XP)
Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump ,levitate, mage armor (self only), speak with dead
1/each: arcane gate, true seeingSpellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 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:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touchWhispering Aura. At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Warlock of the Great Old One (new)
medium humanoid, any alignment
- Armor Class 12 (15 with mage armor)
- Hit Points 91 (14d8 + 28)
- Speed 30ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
- Saving Throws Cha +1, Wis +4
- Skills Arcana +4, History +4
- Damage Resistances psychic
- Senses darkvision 60ft., passive Perception 11
- Languages any two languages, telepathy 30ft.
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Whispering Aura. At the start of each of the warlock's turns, each creature of its choice within 10 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.
Actions
Multiattack. The warlock makes two dagger attacks
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 10 (3d6) psychic damage.
Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the warlock until the end of the warlock's next turn. On a successful save, a creature takes half as much damage and isn't frightened.
Spellcasting. The warlock casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 15):
At will: detect magic, guidance,levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead
1/each: arcane gate, detect thoughts, true seeing
War Priest (old)
Medium humanoid (any race), any alignment
- Armor Class 18 (plate armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
- Saving Throws Con +6, Wis +7
- Skills Intimidation +5, Religion +4
- Senses passive Perception 13
- Languages any two languages
- Challenge 9 (5,000 XP)
Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monsterActions
Multiattack. The priest makes two melee attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
War Priest (new)
Medium humanoid (Cleric), any alignment
- Armor Class 18 (plate armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
- Saving Throws Con +6, Wis +7
- Skills Intimidation +5, Religion +4
- Senses passive Perception 13
- Languages any two languages
- Challenge 9 (5,000 XP)
- Proficiency Bonus +4
Actions
Multiattack. The war priest makes two Maul attacks and it uses Holy Fire.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radiant damage.
Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage and it is blinded until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't blinded.
Spellcasting. The priest casts one of the following spells using Wisdom as its spellcasting ability (spell save DC 15):
Cantrips (at will): light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivifyBonus Actions
Healing Light (Recharge 4–6). The war priest or any creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.