Noble

red haired woman in green dress and crown

Medium humanoid (any race), any alignment

Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Saving Throws
Skills Deception +5, Insight +4, Persuasion +5
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 12
Languages any two languages
Challenge 44934 (25 XP)

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble’s statistics can also be used to represent courtiers who aren’t of noble birth.




Priest

Hungarian Priest

Medium humanoid (any race), any alignment

Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.

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

Saving Throws
Skills Medicine +7, Persuasion +3, Religion +4
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level 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): ““, ““, ““ 1st level (4 slots): ““, ““, ““ 2nd level (3 slots): ““, ““ 3rd level (2 slots): ““, ““

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.




Scout

elf archer

Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

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

Saving Throws
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 44928 (100 XP)

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

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

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, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.




Veteran

femme warrior with sword

Medium humanoid (any race), any alignment

Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Saving Throws
Skills Athletics +5, Perception +2
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.




Tribal Warrior

Woman in Black Sleeveless Dress With Green Hair

Medium humanoid (any race), any alignment

Armor Class 12 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 10
Languages any one language
Challenge 44934 (25 XP)

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

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.




Spy

5e compatible shield

Medium humanoid (any race), any alignment

Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Saving Throws 
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

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

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.




Lirien

femme elf with black hair drawing an arrow for a shortbow

Medium humanoid (half-elf), chaotic neutral, She/Her

Armor Class
14 (hide armor)
Hit Points
22 (4d8 + 4)
Speed
30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 14 (+2)

Skills
Acrobatics +5, Deception +4, Stealth +5
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Elvish, Thieves’ Cant
Challenge
1 (200 XP)

Congenital Heart Defect. Lirien is easily tired and experiences Shortness of Breath. She has a −2 penalty on all saving throws against gas-based poison attacks and Constitution checks related to exertion. After three rounds of strenuous physical action such as melee combat, she must succeed on a DC 10 Constitution saving throw or take one level of exhaustion until she stops the activity and rests for 2d10 minutes. Each round she continues, she needs to succeed on an additional saving throw, and the DC increases by 1 each round. Because she's used to assessing her physical capacity and finding creative solutions to perform physical tasks, once per long rest, she can choose to roll a Strength, Dexterity, or Constitution check with advantage.

Sneak Attack (1/Turn). The rogue deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

Lirien is a charismatic half-elf rogue with a passion for adventure and a quick wit. Despite her congenital heart defect, she never lets it slow her down and is always up for a challenge. Growing up in a small village, Lirien always felt stifled and yearned for something more. When she learned of the Glaciadon's theft of the heartstone, she saw it as an opportunity to prove her bravery and do something good for her community. She's a bit of a risk-taker and isn't afraid to bend the rules to get what she wants, but her heart is always in the right place. She's known for saying, "Life's too short to play it safe," before taking the next risk.




Nonplayer Characters

5e compatible shield

Customizing NPCs

There are many easy ways to customize the NPCs for your home campaign.

Racial Traits. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the Player’s Handbook.

Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating.

Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating.

Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.




Zara

Medium humanoid (dragonborn (red)), Neutral Good Cisgender Woman (She/Her)

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

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

  • Saving Throws Str +4, Dex +5
  • Skills Perception +5, Stealth +5
  • Damage Resistances fire
  • Senses passive Perception 15
  • Languages Common, Draconic, Draconic Sign Language
  • Challenge 3 (700 XP)

Hearing Loss [IE 3]. Zara is hard of hearing, which gives a −3 penalty on hearing-related checks but +3 on saving throws related to attacks that use sound (e.g., banshee wail). (Note: thunder damage is vibration, not sound, so this does not grant benefits against it.)

Actions

Breath Weapon (1/rest). Zara exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

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

Bonus Actions

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

Flurry of Blows (4/rest). Zara can make two unarmed strikes as a bonus action.

Reactions

Deflect Missiles. Zara can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10 + 7.
If she reduces the damage to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free. If she catches a missile in this way, she can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition she just caught, as part of the same reaction. She makes this attack with proficiency, regardless of her weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Slow Fall. Zara can use her reaction when she falls to reduce any falling damage she takes by 20.

Zara is a tall, red dragonborn with a fierce expression and sharp, curved claws. She is a skilled monk, using her agility and strength to deliver powerful blows in combat. Despite being hard of hearing, she is fiercely alert and able to surprise enemies with her lightning-fast reactions. She is proud of her heritage, wearing her dragonborn scales with pride and using her breath weapon to devastating effect in battle. Despite her fierce exterior, Zara has a kind heart and is fiercely loyal to her friends and allies.




Dorian

Small humanoid (halfling), Chaotic Neutral Cisgender Man (He/Him)

  • Armor Class 14 (Unarmored Defense)
  • Hit Points 37 (3d12 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 12 (+1)

  • Saving Throws Str +5, Con +4
  • Skills Perception +1, Survival +1
  • Senses passive Perception 11
  • Languages Common, Halfling
  • Challenge 2 (450 XP)

Attention Difference [IE 3]. When performing any sustained task, Dorian must succeed on a DC 11 Constitution saving throw. Failure indicates that he's been distracted — all related ability checks take 60 percent times as long to complete. While distracted, he has a +3 on passive Wisdom (Perception). On success, he becomes hyperfocused and has advantage on all related ability checks. While hyperfocused, he has a −3 penalty on passive Wisdom (Perception).

Rage (3/day). Dorian can enter a frenzied state for 1 minute, gaining advantage on Strength checks and saving throws, resistance to bludgeoning, piercing, and slashing damage, and the ability to make an additional attack on his turn.

Danger Sense. Dorian has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Halfling Nimbleness. The halfling can move through the space of any creature that is of a size larger than his own.

Hyperfocused Rage (1/rage). Dorian's neurodivergence allows him to hyperfocus on combat during a rage and use his Reckless Attack on one Bonus Action, giving him +3 on one melee weapon attack and damage roll per rage.

Lucky. When Dorian rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.

Reckless Attack. When Dorian makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Actions

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. (+2 damage during rage)

Dorian is a small, scrappy halfling with a wild, untamed appearance. His hair is a wild mop of curls, and his eyes seem to constantly dart around, as if searching for the next adventure. Despite his size, Dorian is a formidable fighter, using his neurodivergence to his advantage as he enters a frenzied state in combat. He is quick on his feet and agile, able to dodge and weave through enemies with ease.