Drew's Guide to Henchmen and Hirelings

by Drewfro66

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Introduction

This guide is intended to provide structured rules for hiring mercenaries and other hirelings, among other rules relating to creatures and gold, beyond those present in the Player's Handbook.

Specifically, this guide contains rules for the following:

  • Hiring mercenaries for combat
  • Hiring mercenaries with tool proficiencies
  • Designating appropriate bounties for creatures
  • Additional statblocks for NPCs

Hiring Hirelings

The Player's Handbook has very barebones rules for hiring NPCs. An unskilled hireling costs 2 sp per day, while a skilled hireling (one with proficiency in a marketable tool or skill) costs 2 gp per day. Messengers and transportation is priced by distance, not by time.

Unskilled Laborers

The default cost for hiring a common laborer is 2 silver pieces per day. Though the economies of modern America and fantasy medieval Europe are quite different, 2 sp/day can be thought of as a sort of "minimum wage": enough to pay for basic living expenses and not much else. In DnD 5e, this is enough to live a Poor lifestyle.

However, in particularly impoverished neighborhoods, characters might be able to hire unskilled laborers for as little as 1 sp/day. Characters of good alignment should avoid doing so unless absolutely necessary, as such laborers can only live a Squalid lifestyle on such pay.

Likewise, in areas without a significant population of unemployed poor, unskilled work might come with a higher asking price. This price rarely exceeds 5 sp/day. In areas of exclusively skilled, wealthy people (such as a remote wizard's college), players might only have skilled laborers available for hire, and such labor might be exceedingly expensive or completely unavailable.

Skilled Laborers

The default PHB rule for hiring a skilled worker is 2 gp/day. Obviously, this isn't a perfect solution. Hiring an apprentice blacksmith should be cheaper than hiring the most skilled Dwarven blacksmith in the world.

Of course, having a higher tool check modifier doesn't actually do anything in 5e by default. There's no rule that says you need to make a DC 18 Intelligence (smith's tools) check to craft plate armor. This guide assumes that you have your own houserules that make tool check modifiers actually matter, and assumes that NPCs with extreme skill can add double their proficiency bonus to tool checks.

A skilled worker's price is determined by their modifier in their chosen trade. Certain trades might demand a higher price than others - an alchemist might cost more than a weaver, for instance - but the following formula works well for most NPCs. Which ability score is used for tool checks is largely up to the DM, so I'll largely leave that up to the DM as well; if you rule that most smith's tools checks are Intelligence-based, the price should be the NPC's Intelligence (smith's tools) modifier. If you say it should be Strength-based, it's Strength (smith's tools). A skilled laborer can use either a tool or a skill, depending on their profession.

Availability of skilled NPCs depends on the population of a settlement. Most villages only have basic craftspeople with a +2 modifier. The most skilled person in a town usually has a +6 to +8 modifier. Cities can have anywhere from a +12 to a +15. NPCs with modifiers higher than +15 are normally not available, and usually demand compensation beyond simple payment. They represent people of such skill that they are considered legendary.

Modifier Cost/Day
+1 1 gp
+2 2 gp
+3 3 gp
+4 4 gp
+5 5 gp
+6 6 gp
+7 7 gp
+8 8 gp
+9 16 gp
+10 32 gp
+11 64 gp
+12 128 gp
+13 136 gp
+14 144 gp
Modifier Cost/Day
+15 152 gp
+16 160 gp
+17 168 gp
+18 176 gp
+19 184 gp
+20 192 gp
+21 200 gp
+22 208 gp
+23 216 gp
+24 224 gp
+25 232 gp
+26 240 gp
+27 248 gp
+28 256 gp
Prices for Skilled Labor

You might be wondering where I got the costs for skilled labor from. The formulas are mostly an effort to get certain classes of laborers into appropriate lifestyle expense categories. Your average blacksmith, for instance, is probably just a commoner with a +2 bonus on his checks, and should make the 2 gp/day suggested in the PHB. Likewise, a master craftsman with a +4 ability modifier, +4 proficiency bonus, and double proficiency on checks would have a +12 bonus, and should make about the same amount that a CR 12-13 mercenary would make (over 100 gp/day). An above-average blacksmith with double proficiency and a +2 modifier might have a +6 bonus on their checks, but shouldn't even be able to afford an aristocratic lifestyle (10 gp).

Hiring Mercenaries

Sometimes the PCs might want to hire NPCs with combat experience to help them fight. This guide basically provides a formula to determine the cost in gold pieces per day to hire an NPC of a given CR.

Use the following table for NPCs of CR 0 to 1:

CR Cost/Day
0 1 sp
1/8 2 sp
1/4 5 sp
1/2 1 gp
1 2 gp

For NPCs of CR 2 and higher, the price to hire that NPC is equal to their CR squared per day. The following table lists the results of this formula when applied to CRs 2 through 30, for ease of reference:

d8 Loot
2 4 gp
3 9 gp
4 16 gp
5 25 gp
6 36 gp
7 49 gp
8 64 gp
9 81 gp
10 100 gp
11 121 gp
12 144 gp
13 169 gp
14 196 gp
15 225 gp
16 256 gp
d8 Loot
17 289 gp
18 324 gp
19 361 gp
20 400 gp
21 441 gp
22 484 gp
23 529 gp
24 576 gp
25 625 gp
26 676 gp
27 729 gp
28 784 gp
29 841 gp
30 900 gp
Price Too Low?

These prices might seem low, but it's important to note that they are per-day costs, and some NPCs might demand to be hired for a minimum consecutive time period. Hiring a warlord doesn't cost them 144 gp; by default, they'd need to pay them a minimum of 1,728 gp for 12 days of work. If they want to take them into some highly perilous environment, such as a dungeon, that price might be 2,160 to 3,456 gp. Feel free to round up or down in order to make the costs for hiring NPCs seem a little less generated by a formula.

Of course, this table is not all-powerful. Not every NPC is available as a mercenary; just because the PCs offer someone the appropriate amount of gold doesn't mean they'll throw down their job and follow them into a dungeon. NPCs with a high opinion of themselves might require anywhere from 1.25 to 2 times or more the normal price, and some might just outright refuse.

Minimum Terms of Service

Many more powerful NPCs require a minimum term of service. They value steady work over one-time gigs, and might charge as much as double their normal rate (or outright refuse to work for them) if the PCs are hiring them for less than this minimum term. Usually, this term is equal to the NPC's CR, though exceptional individuals might demand longer or shorter terms. While it might make sense in-character, this mechanic is intended to prevent the PCs from hiring exceptionally powerful individuals for one-day dungeon crawls and such.

Modifiers for Dangerous Work

Not all work is equal. The base costs are intended for keeping the NPC on retainer for extended periods of time, with intermittent periods of fighting. An example would be in a war scenario where the PCs are fielding an army; most days, there's no fighting at all (though the threat of ambush is ever-present), and when fighting does happen it's not terribly lethal.

This sort of thing isn't true for dungeon-delving. Dungeons are extremely lethal, dangerous places where a mercenary might expect several times as much fighting as the worst day at war. NPCs might expect anywhere from 1.25 to 4 times as much pay for such a dangerous expedition, with the average being 2 times. Soldiers specialized in traditional warfare might outright refuse. This applies for all dangerous work; rumours of deadly battle-mages on the opposing side of a war might increase prices, since a single fireball can slay two dozen men in an instant. As the DM, use your discretion in modifying prices.

On the other hand, particularly safe work might require as little as .5 to .75 the normal cost. For example, if the PCs are just hiring guards for their stronghold, or the city watch of a town they preside over, these guards might expect little to no fighting over their careers. These kinds of mercenaries will, however, expect a bonus if fighting does break out.

Monsters and Mages

At least in some settings, spellcasters can cost several times as much as a warrior of a comparable power level. If an NPC is a full spellcaster, you might decide to have them demand 2 to 8 times the usual price, depending on just how rare spellcasters are.

Monsters have wildly varying costs, depending on what kind of monster they are. Hill giants, goblinoids, ogres, and orcs are cheaper than other mercenaries for their CR; monsters with special powers, like medusas, mind flayers, and oni, would be more expensive.

Bounties

Many authorities award the slaying of various monsters and other creatures. Sometimes these bounties are posted on a board in the town square, or fliers posted on the doors of taverns. This section details rules for what these bounties might be, very similar to those for hiring mercenaries in the previous page.

Use the following table for creatures of CR 0 to 1:

CR Bounty
0 5 sp
1/8 1 gp
1/4 2 gp
1/2 5 gp
1 10 gp

For creatures of CR 2 and higher, the bounty for that creature is equal to their CR squared times 10. The following table lists the results of this formula when applied to CRs 2 through 30, for ease of reference:

CR Bounty
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp
10 1,000 gp
11 1,210 gp
12 1,440 gp
13 1,690 gp
14 1,960 gp
15 2,250 gp
16 2,560 gp
CR Bounty
17 2,890 gp
18 3,240 gp
19 3,610 gp
20 4,000 gp
21 4,410 gp
22 4,840 gp
23 5,290 gp
24 5,760 gp
25 6,250 gp
26 6,760 gp
27 7,290 gp
28 7,840 gp
29 8,410 gp
30 9,000 gp
Check Result Price Modifier
<0 × .25
0-4 × .5
5-9 × .75
10-14 × 1
15-19 × 1.25
20-24 × 1.5
25-29 × 1.75
30+ × 2

This table is intended to only be used for creatures that some authority wants dead. The PCs shouldn't be able to go out in the woods, kill some weasels, and bring them back to town and sell them for a few silver each. They should only be able to do that if the local town has been plagued by trash-feeding weasels and the mayor is paying to want them dead.

Most Wanted

Particular species or individuals might draw especial ire from the authority which is posting bounties. In these cases, the authority might pay anywhere from 1.25 to 1.5 times the usual price for bounties on that creature. For example, an elven town might pay 2 gp for a pair of goblin ears but 3 gp for a pair of drow ears, because while the goblins are a nuisance they really hate drow. And they might pay 800 gp for the head of a drow priestess of lolth, but 960 gp for the head of the drow matron mother, even if they are otherwise statistically identical, because while they really hate drow priestesses, they really really hate their leader.

Rarity Aside from CR

CR is not always the best indicator of how hard it is to catch a particular individual. This is especially true for sneaky characters. Weeding out a measly spy could be several times as difficult as slaying the giant toad haunting the local swamps, and catching a pixie is nearly impossible if it doesn't want to be caught.

If a creature is particularly difficult to kill or capture, set an appropriate CR. This is largely up to the DM, because, in-game, it represents how difficult the bounty-giver thinks the task to be. And just like the DM might set a bounty to high or too low, this can mostly be excused as the bounty-giver setting the bounty too high or too low.

Negotiating

For both hiring hirelings and accepting bounties, the PCs might be able to haggle for higher or lower prices.

The table to the left is for haggling for a higher bounty, and the one to the right is for convincing an NPC to work for a lower price. For either table, the haggler should roll a Charisma check (skill proficiencies may apply, at DM discretion). You should add a creature's proficiency bonus to the DCs in the first column.

Check Result Price Modifier
<0 × 3
0-4 × 2
5-9 × 1.5
10-14 × 1
15-19 × .9
20-24 × .8
25-29 × .7
>30 × .6

Sample Hirelings

The following is a list of example mercenary companies you might choose to include in your campaign, and that give a good idea of how to use the rules at the beginning of the guide.


The Raiders of the Bound. A spellsword mercenary company led by Naadiya el-Abdo, the master of swords, and Zaahira al-Sharifi, the master of spells, both neutral female humans. Under their command are two spellsword sergeants, two war mages, four skirmishers, four spellswords, and sixteen bandits (see end of document for statistics). Though they can be contracted in groups of as little as 7 (one spellsword seargeant or war mage, one skirmisher, one spellsword, and four bandits) at a cost of 8 gp/day, they prefer to fight as a whole (including the two leaders), and provide a substantial discount (80 gp/day, 20-day minimum) if this can be arranged.


The Bland Band Adventuring Party. A painfully stereotypical but good-hearted group of adventurers, for hire on tasks great and small. They include Robert, a neutral good human veteran; Urist, a lawful good dwarf priest; Primrose, a chaotic neutral halfling spy; and Anastrianna, a neutral elf adept mage. They accept payment only as a group, and charge 18 gp/day with no minimum term of service.


Circle of the Shaewood. A close-knit circle of druids that join together twice a year at the vernal and autumnal equinoxes. During this time, they accept assignments in accord with their ethos that last no longer than three months. The circle consists of one archdruid, four ovates (two of which can Change Shape), eight druids, and eight aspirants. All members charge twice the normal rate for their CR by default (using the minimum term of the highest-CR individual), or three times the normal rate if hired in groups that cost less than 50 gp/day. If more than half of the circle is required for a task, they require that the entire circle be commissioned. Hiring the entire circle costs 550 gp/day, and has a minimum term of twenty days.


Goblinoid Shock Unit. A standard hobgoblin-run mercenary unit. A hobgoblin captain leads ten hobgoblins, twenty goblins, five bugbears, two ogres, and four half-ogres. They except payment only as a single unit, at a cost of 50 gp/day with a minimum term of five days.

Additional NPCs

The following section is a collection of NPC statblocks to use in your campaign to represent niches missing in the Monster Manual and Volo's Guide to Monsters.


Adept Mage

Medium humanoid (any race), any alignment


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +5, Wis +3
  • Skills Arcana +5, History +5
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 1 (200 XP)

Spellcasting. The mage is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): light, mage hand, shocking grasp 1st level (4 slots): charm person, magic missile
2nd level (3 slots): hold person, misty step

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands.

Adept mages are wizards well along the path to being true mages. Some still serve as students of more powerful wizards, while other have struck out on their own with their meager arcane powers. Full disclosure, this statblock is similar to an evil mage (from the Mines of Phandelver adventure) stripped of its evil-ey stuff.


Elite Knight

Medium humanoid (any race), any alignment


  • Armor Class 18 (plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 11 (+0) 11 (+0) 15 (+2)

  • Saving Throws Str +7, Con +6, Wis +3
  • Skills Athletics +7, History +3, Insight +3, Intimidation +5, Persuasion +5
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 5 (1,800 XP)

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes three melee attacks or two ranged attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d6 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Elite knights are noble warriors of martial might. Stronger in arm and heart than the average knight, an elite knight might command an entire squadron of knights and other warriors.


Sorcerer

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 17 (+3)

  • Saving Throws Con +3, Cha +6
  • Skills Arcana +4
  • Senses passive Perception 10
  • Languages any two languages
  • Challenge 6 (2,300 XP)

Spellcasting. The sorcerer is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared:

Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): charm person, mage armor, shield
2nd level (3 slots): alter self, scorching ray
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): dimension door, polymorph
5th level (1 slots): cone of cold

Actions

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

Sorcerers are arcane masters no less than wizards. Unlike the mage, the sorcerer cannot change its list of prepared spells. Some sorcerers accentuate their natural charms with arcane powers and are known as enchantresses (to distinguish them from the wizardly enchanter). These casters have an AC of 12, +9 bonus to Deception, Intimidation, and Persuasion checks, +5 to Sleight of Hand checks, +3 to Insight checks, and the following trait and alternate spell list:


Subtle Spell. When the enchantress casts a spell, it can cast the spell without any somatic or verbal components.


Spellcasting. The enchantress is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The enchantress has the following sorcerer spells prepared:


Cantrips (at will): dancing lights, friends, mage hand, message, minor illusion, shocking grasp
1st level (4 slots): charm person, disguise self, sleep
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): fear, tongues
4th level (3 slots): confusion, greater invisibility
5th level (1 slots): dominate person


Ovate

Medium humanoid (any race), any alignment


  • Armor Class 12 (16 with barkskin)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 17 (+3) 11 (+0)

  • Saving Throws Int +4, Wis +6
  • Skills Medicine +6, Nature +4, Perception +6
  • Senses passive Perception 16
  • Languages Druidic plus any two languages
  • Challenge 6 (2,300 XP)

Spellcasting. The ovate is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The ovate has the following druid spells prepared:

Cantrips (at will): druidcraft, guidance, mending, produce flame
1st level (4 slots): animal friendship, cure wounds, entangle, speak with animals
2nd level (3 slots): animal messenger, hold person, moonbeam
3rd level (3 slots): call lightning, protection from energy, speak with plants
4th level (3 slots): dominate beast, ice storm
5th level (2 slots): commune with nature, tree stride
6th level (1 slots): wall of thorns

Actions

Multiattack. The druid attacks twice with its scimitar.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) cold, fire, or lightning damage (ovate's choice).

Some ovates can take animal form, and have the following action option:


Change Shape (2/Day). The ovate magically polymorphs into a beast with a challenge rating of 2 or less, and can remain in this form for up to 6 hours. The ovate can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The ovate reverts to its true form if it dies or falls unconscious. The ovate can revert to its true form using a bonus action on its turn.
    While in a new form, the ovate retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
    The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.


Aspirant

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

  • Skills Nature +2, Perception +4
  • Senses passive Perception 14
  • Languages Druidic plus any one language (usually Common)
  • Challenge 1/4 (50 XP)

Spellcasting. The aspirant is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The aspirant has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame
1st level (2 slots): entangle, fog cloud, speak with animals

Actions

Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

An aspirant is a junior druid, newly accepted into a circle and just learning their first spells.


Many Druids, for some reason or another, cease to revere nature and fall to rot, corruption, and evil. These druids - known as blighters - have the following spells prepared, instead of their usual list of prepared spells. Spells marked with an asterisk (*) are not on the Druid spell list.


A blighter aspirant has the following spells prepared:


Cantrips (at will): druidcraft, poison spray
1st level (2 slots): detect poison and disease, fog cloud, inflict wounds*


A blighter druid has the following spells prepared:


Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): detect poison and disease, fog cloud, inflict wounds*, longstrider
2nd level (3 slots): barkskin, darkvision

A blighter ovate can deal acid, poison, or necrotic damage with their scimitar attacks, and has the following spells prepared:


Cantrips (at will): chill touch*, druidcraft, poison spray, produce flame
1st level (4 slots): detect poison and disease, fog cloud, inflict wounds*, longstrider
2nd level (3 slots): barkskin, darkvision, hold person
3rd level (3 slots): animate dead*, feign death, vampiric touch*
4th level (3 slots): blight, confusion
5th level (2 slots): contagion, insect plague
6th level (1 slots): create undead*


A blighter archdruid can polymorph into an undead instead of a beast or elemental with its Change Shape ability, and has the following spells prepared:


Cantrips (at will): chill touch*, druidcraft, poison spray, produce flame
1st level (4 slots): detect poison and disease, fog cloud, inflict wounds*, longstrider
2nd level (3 slots): barkskin, darkvision, hold person
3rd level (3 slots): animate dead*, feign death, vampiric touch*
4th level (3 slots): blight, confusion, giant insect
5th level (3 slots): antilife shell, contagion, insect plague
6th level (1 slots): create undead*, eyebite*, wall of thorns
7th level (1 slots): fire storm
8th level (1 slots): feeblemind
9th level (1 slots): foresight


High Priest

Medium humanoid (any race), any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 13 (+1) 17 (+3) 16 (+3)

  • Saving Throws Wis +7, Cha +7
  • Skills Medicine +7, History +5, Religion +9
  • Senses passive Perception 14
  • Languages any two languages
  • Challenge 9 (5,000 XP)

Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The high priest has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, protection from evil and good
2nd level (3 slots): augury, hold person, spiritual weapon
3rd level (3 slots): mass healing word, revivify
4th level (3 slots): banishment, death ward
5th level (2 slots): flame strike, greater restoration
6th level (1 slots): heal

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 4 (1d8) radiant damage.

Turn Undead. Each undead creature that can see or hear the high priest within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be turned for 1 minute or until it takes damage. If its CR is 2 or lower, it is destroyed instead. While turned, the creature must spend its turns trying to move as far away from the high priest as it can, and it cannot move within 30 feet of the high priest. It can only take the Dash action, or the Dodge action if there is nowhere to move.


Hierophant

Medium humanoid (any race), any alignment


  • Armor Class 15 (half-plate)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 16 (+3) 15 (+2) 20 (+5) 16 (+3)

  • Saving Throws Wis +9, Cha +7
  • Skills Medicine +9, History +10, Religion +10
  • Senses passive Perception 15
  • Languages any three languages (usually Celestial)
  • Challenge 12 (8,400 XP)

Spellcasting. The hierophant is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The hierophant has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, protection from evil and good
2nd level (3 slots): augury, hold person, spiritual weapon
3rd level (3 slots): mass healing word, remove curse, revivify
4th level (3 slots): banishment, death ward, freedom of movement
5th level (3 slots): commune, flame strike, greater restoration
6th level (1 slots): heal
7th level (1 slots): divine word
8th level (1 slots): holy aura
9th level (1 slots): mass heal

Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 9 (2d8) radiant damage.

Turn Undead. Each undead creature that can see or hear the hierophant within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be turned for 1 minute or until it takes damage. If its CR is 4 or lower, it is destroyed instead. While turned, the creature must spend its turns trying to move as far away from the hierophant as it can, and it cannot move within 30 feet of the hierophant. It can only take the Dash action, or the Dodge action if there is nowhere to move.

The hierophant often serves as the religious leader for the following of a particular deity. They prefer spellcasting over melee combat, though they are more adept than an archmage.


Hunter

Medium humanoid (any race), any alignment


  • Armor Class 16 (studded leather)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Str +6, Dex +7, Con +6
  • Skills Athletics +6, Nature +7, Perception +9, Stealth +7, Survival +9
  • Senses passive Perception 19
  • Languages any two languages
  • Challenge 5 (1,800 XP)

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

Actions

Multiattack. The hunter makes three weapon attacks. If it attacks at least once with its shortsword, it can make one shortsword attack as a bonus action.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Hunters are defenders of civilization, warriors at home in the wilderness. They combine the arts of two-weapon fighting and archery. Some are called rangers and can cast spells, and have a CR of 6 (2,300 XP) and the following trait:


Spellcasting. The ranger is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14). The ranger has the following ranger spells prepared:


1st level (4 slots): cure wounds, hunter's mark, longstrider
2nd level (3 slots): locate animals or plants, pass without trace
3rd level (3 slots): conjure barrage, lightning arrow


Sword Dancer

Medium humanoid (elf), any non-evil alignment


  • Armor Class 18
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

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

  • Saving Throws Dex +7, Cha +7
  • Skills Perception +6, Performance +7, Stealth +7
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Elvish, Undercommon
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The sword dancer's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire

Moonmaiden's Sword. The sword dancer's longsword attacks are magical. When the sword dancer hits with her longsword, the weapon deals an extra 2d10 radiant damage.

Unearthly Grace. The sword dancer's AC includes her Charisma modifier.

Actions

Multiattack. The sword dancer attacks three times with its longsword or twice with its longbow.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Many sword dancers wield dancing swords, and some have the ability to craft them. Some can cast spells, and have a CR of 7 (2,900 XP).


Spellcasting. The sword dancer is an 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared:


Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, cure wounds, healing word, shield of faith
2nd level (3 slots): moonbeam, spiritual weapon
3rd level (2 slots): beacon of hope


Ranger Lord

Medium humanoid (any race), any alignment


  • Armor Class 17 (studded leather)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 12 (+1)

  • Saving Throws Str +8, Dex +9, Con +8
  • Skills Athletics +8, Nature +10, Perception +12, Stealth +9, Survival +12
  • Senses passive Perception 22
  • Languages any five languages
  • Challenge 9-12 (1,800 XP)

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

Uncanny Accuracy. When the ranger makes a weapon attack, it can add 2d8 to the attack or damage roll.

Spellcasting. The ranger is a 19th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The ranger has the following 11 ranger spells prepared:

1st level (4 slots): cure wounds, hunter's mark, longstrider, speak with animals
2nd level (3 slots): locate animals or plants, pass without trace
3rd level (3 slots): conjure barrage, lightning arrow
4th level (3 slots): freedom of movement, locate creature
5th level (2 slots): swift quiver

Actions

Multiattack. The ranger makes two weapon attacks. If it attacks at least once with its shortsword, it can make one shortsword attack as a bonus action.

Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Legendary Actions

Attack n stuff


Master of Swords

Medium humanoid (any), any alignment


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

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 15 (+2) 11 (+0) 13 (+1)

  • Saving Throws Dex +7, Int +5
  • Skills Arcana +5, Athletics +5, Perception +3
  • Senses passive Perception 13
  • Languages any three languages
  • Challenge 6 (2,300 XP)

Special Equipment. The master wields two +1 scimitars and carries a wand of magic missiles and a spell scroll with the fireball spell.

Spellcasting. The master is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The master has the following wizard spells prepared:

Cantrips: blade ward, ray of frost, true strike
1st level (3 slots): burning hands, magic missile, shield

Actions

Multiattack. The master makes four +1 scimitar attacks or two shortbow attacks.

+1 Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Master of Spells

Medium humanoid (any), any alignment


  • Armor Class 13 (16 with mage armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

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

  • Saving Throws Dex +7, Int +5
  • Skills Arcana +6, Athletics +4, Perception +4
  • Senses passive Perception 14
  • Languages any four languages
  • Challenge 6 (2,300 XP)

Spellcasting. The master is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The master has the following wizard spells prepared:

Cantrips: fire bolt, light, ray of frost, shocking grasp
1st level (4 slots): fog cloud, mage armor, magic missile, shield
2nd level (3 slots): magic weapon, misty step, scorching ray
3rd level (3 slots): fireball, haste

Actions

Multiattack. The master makes three scimitar attacks or two shortbow attacks.

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

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


Spellsword Sergeant

Medium humanoid (human), any alignment


  • Armor Class 15 (studded leather)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 15 (+2) 11 (+0) 13 (+1)

  • Saving Throws Str +3, Wis +2
  • Skills Arcana +4, Athletics +3, Perception +2
  • Senses passive Perception 12
  • Languages any three languages
  • Challenge 2 (450 XP)

Spellcasting. The spellsword is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellsword has the following wizard spells prepared:

Cantrips (at will): blade ward, fire bolt, true strike
1st level (2 slots): burning hands, magic missile, shield

Actions

Multiattack. The spellsword makes three scimitar attacks or two shortbow attacks.

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

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, the spellsword can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the spellsword. A creature can benefit from only one Leadership die at a time. This effect ends if the spellsword is incapacitated.


War Mage

Medium humanoid (human), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 17 (+3) 11 (+0) 11 (+0)

  • Saving Throws Dex +4, Int +5
  • Skills Arcana +5, Athletics +2, Perception +2
  • Senses passive Perception 12
  • Languages any four languages
  • Challenge 2 (450 XP)

Spellcasting. The war mage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war mage has the following wizard spells prepared:

Cantrips (at will): blade ward, fire bolt, true strike
1st level (4 slots): burning hands, mage armor, magic missile, shield
2nd level (2 slots): magic weapon, scorching ray

Actions

Multiattack. The war mage makes two scimitar attacks or one shortbow attack.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Skirmisher

Medium humanoid (human), any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

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

  • Saving Throws Str +3, Dex +4
  • Skills Athletics +3, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The skirmisher makes two scimitar attacks or one shortbow attack.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Spellsword

Medium humanoid (human), any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

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

  • Saving Throws Dex +4, Int +4
  • Skills Arcana +4, Athletics +2, Perception +2
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 1/4 (50 XP)

Spellcasting. The spellsword is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellsword has the following wizard spells prepared:

Cantrips (at will): blade ward, fire bolt, true strike
1st level (2 slots): burning hands, magic missile, shield

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

 

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