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Player's Handbook

NPC Stat-Blocks

Important Information

Books Referenced

This document makes direct reference to passages from the following books published by Wizards of the Coast.

  • Player's Handbook
  • Monster Manual
  • Dungeon Master's Guide
  • Volo's Guide to Monsters

The Monster Manual and Volo's Guide to Monsters are of particular relevance.

In addition, some spellcasters in this document draw on spells found in Chapter 2 of the Elemental Evil Player's Companion, which can be found online here.

Usage Recommendations

Some general guidelines for incorporating new NPCs (and anything else, really) in your adventures:

  1. The biggest numbers don't make the greatest stories.
  2. There are lies, damned lies, and statistics.
  3. Those who fight alone, die alone.
 

Credits

Developed and Written by

gq69 (/u/gaylordqueen69)

With Help by

If you find a mistake, I'll add your reddit username here.

Indices

Class Index

Wholly original statblocks created for this document are marked with an asterisk*. Otherwise, variations and adjustments may be given to NPC statblocks found in the Monster Manual or Volo's Guide to Monsters.

Barbarians
  • Berserker (page 4)
  • Spirit Totem Barbarian* (page 4)
Bards
  • Lore Bard (page 5)
  • Valor Bard* (page 5)
Clerics
  • Knowledge Priest (page 6)
  • Life Priest (page 6)
  • Light Priest (page 6)
  • Nature Priest (page 6)
  • Tempest Priest (page 6)
  • Trickery Priest (page 6)
  • War Priest (page 6)
  • Gods of the Forgotten Realms (page 6)
Druid
  • Land Druid (page 9)
  • Moon Druid (page 9)
Fighter
  • Champion (page 10)
  • Battlemaster* (page 10)
  • Eldritch Knight* (page 11)
Monk
  • Open Hand Monk (page 12)
  • Shadow Monk* (page 12)
  • Four Elements Monk* (page 13)
Paladin
  • Kingsguard* (page 14)
  • Feysworn* (page 14)
  • Aspect of Vengeance* (page 15)
Ranger
  • Hunter (page 16)
  • Beastmaster* (page 16)
Rogue
  • Thief (page 17)
  • Assassin* (page 17)
  • Arcane Trickster* (page 17)
Sorcerer
  • Wild Magic Sorcerer (page 18)
  • Dragon Sorcerer* (page 18)
 
Warlock
  • Warlock of the Arch-Fey (page 19)
  • Warlock of the Fiend (page 19)
  • Warlock of the Great Old One (page 19)
Wizard
  • Generic Wizards (page 20)
  • Specialised Wizards (page 20)
  • Wizard Companions (page 20)

Statblock Index

CR 1
  • Discount Assassin (page 17)
CR 2
  • Air Bender (page 13)
  • Beastmaster page 16)
  • Earth Bender (page 13)
  • Fire Bender (page 13)
  • Shadow Monk (page 12)
  • Water Bender (page 13)
CR 3
  • Arcane Thief (page 17)
CR 4
  • Valor Bard (page 5)
CR 5
  • Bear Totem Barbarian (page 4)
  • Eagle Totem Barbarian (page 4)
  • Wolf Totem Barbarian (page 4)
CR 6
  • Eldritch Knight (page 11)
  • Green Dragon Sorcerer (page 18)
  • Rally Guard (page 10)
CR 7
  • Black/Copper Dragon Sorcerer (page 18)
  • Blue/Bronze Dragon Sorcerer (page 18)
  • Feysworn (page 14)
  • Red/Brass/Gold Dragon Sorcerer (page 18)
CR 8
  • Master-at-Arms (page 10)
  • Silver/White Dragon Sorcerer (page 18)
CR 11
  • Aspect of Vengeance (page 15)
  • Kingsguard (page 14)

Barbarians

Berserker

Berserker, MM pg. 344.

The berserker is a CR 2 creature (450 XP). For slightly more of a challenge to your party, you can increase its CR with the following changes:

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Unarmored Defense. The berserker's AC includes its Constitution modifier.
  • Multiattack. The berserker makes two greataxe attacks.

The berserker has an offensive CR of 3 and a defensive CR of 5.

The berserker's new challenge rating is 4 (1,100 XP).

Spirit Totem Barbarian

I'd like to use this space to outline the process of hacking an NPC statblock out of class features.

The spirit totem barbarian gets all of the regular barbarian abilities: Rage, Unarmored Defense, Reckless Attack, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Brutal Critical, Relentless Rage, Persistent Rage, Indomitable Might, and Primal Champion. On top of that, it gets features specific to its subclass: Spirit Seeker, Totem Spirit, Aspect of the Beast, Spirit Walker, and Totemic Attunement.

As you can see, this is a lot. The goal is to fit the statblock onto the column on the right. Otherwise, a DM is going to be balk at the statblock due to its complexity. Our design goals are simplicity while still capturing the essence of what makes the subclass distinct: reckless attack is a good ability, but it's not crucial to the "essence" of the spirit totem in the same way it is for the berserker. We're also focusing on combat-related abilities: roleplay-focused "ribbons" like Spirit Walker don't need to be included in our statblocks.

The spirit totem barbarian is a creature that draws upon animal spirits to give it unnatural strength in battle, so we're going to focus on the following features and ignore the rest: Rage, Extra Attack, Fast Movement, Feral Instinct, Spirit Seeker, Totem Spirit, and Totemic Attunement.

Additionally, we're only going to stat out the Bear totem to help focus on one statblock. We'll include the Eagle and Wolf as variants.

Rage. Just resistance to physical damage. We don't need every benefit of rage to represent the essence of the spirit totem. We also want to limit using class resources in a statblock, considering it doesn't actually have a class, per se.

Extra Attack. Use multiattack instead.

Fast Movement. +10 movement speed.

Feral Instinct. Looking over the feature, I don't feel it's necessary. I won't include it after all. Limited space.

Spirit Seeker. Innate spellcasting. At will, but only ritual.

Totem Spirit. Our bear gives us resistance to all damage except for psychic.

Totemic Attunement. Don't need "while you're raging."


Bear Totem Barbarian

Medium humanoid (any race), any alignment


  • Armor Class 13 (hide armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)

  • Skills Athletics +7
  • Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The barbarian's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately, but only as a ritual:

At will: beast sense, speak with animals

Totem of the Bear. Hostile creatures within 5 feet of the barbarian that can see and hear it have disadvantage on attack rolls against creatures other than the barbarian.

Actions

Multiattack. The barbarian makes four attacks with its scimitars.

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

Variants

Your NPC barbarian might have an eagle totem or a wolf totem instead. The barbarian loses its Athletics proficiency, its Totem of the Bear feature, and its damage resistances (except bludgeoning, piercing, and slashing from nonmagical weapons). Its CR is unaffected.

Eagle Totem Barbarian

The barbarian gains proficiency in the Perception skill and a fly speed of 40 feet.

Wolf Totem Barbarian

Totem of the Wolf (1/Turn). When the barbarian hits a Large or smaller creature with a melee weapon attack, it can choose to force the target to make a DC 15 Strength saving throw. The target falls prone on a failed save.

Bards

Lore Bard

Bard, VGM pg. 211.

To distinguish a lore bard from the standard bard in Volo's Guide to Monsters, implement the following changes.

  • Skills Arcana +4, History +4, Religion +4

Additionally, the lore bard removes the Taunt ability and adds the following reaction:

  • Cutting Words. When a creature the bard can see within 60 feet of it makes an attack roll, ability check, or damage roll, the bard subtract 4 (1d8) from the result. This has no effect if the creature can't hear the bard or is immune to being charmed.

These changes do not adjust the bard's CR.

Valor Bard

Originally, I was going to provide guidelines for adjusting the VGM bard to suit a valor bard like the lore bard above, but the changes were too numerous, so I included it as a separate statblock. I can use this space instead to talk about the concept of challenge rating in 5th edition. Hopefully this can help inform the way that you build encounters using these NPCs and other monsters.

Challenge rating is an average score that attempts to consolidate the defensive and offensive capabilities of a given creature. A challenge rating of "1" suggests that a creature is strong enough to provide a "Medium" challenge for a standard party of four 1st-level adventurers. A challenge rating of 2 is a Medium challenge for a party of 2nd level adventurers, etc. Keep in mind a single monster will be easily defeated regardless.

This doesn't apply at levels lower than 1 (it can be CR 0, 1/8, 1/4, or 1/2) or for levels higher than 20, which is the level cap for 5th edition. The tarrasque is a CR 30 creature, but it will never fight a party of four 30th-level adventurers.

Having greater numbers of enemies or higher CR enemies increases the difficulty from Medium to Hard or Deadly. Similarly, smaller numbers of enemies and weaker CR enemies decreases the difficulty from Medium to Easy or Trivial. There's a formula for calculating it which I won't go into, but you can use tools like this. The system for calculating the "deadliness" of an encounter is based on a two assumptions.

First, it assumes that the party is not at full strength; they've been fighting for most of the day and can't just nuke the monster with everything they've got.

Second, it assumes an "adventuring day", which is defined as eight encounters that decrease resources (hit points, class features, gold pieces, NPC helpers, spell slots, etc). These are usually combat encounters, but they can be anything, including traps and roleplay scenarios. Xanathar's Guide to Everything goes into more detail about the expectations (which you can read about in more detail here). In one hour of play, you should expect four easy fights or two difficult fights.

Whether these are realistic assumptions is left up to the reader, but the CR system is based upon these assumptions, and they should be considered when planning encounters using these NPC statblocks.


Valor Bard

Medium humanoid (any race), any alignment


  • Armor Class 18 (scale mail, shield)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Perception +5, Performance +8
  • Senses passive Perception 15
  • Languages Any two languages
  • Challenge 4 (1,100 XP)

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 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, shatter

Song 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 an Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Actions

Multiattack. The bard makes two attacks with its longsword.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Combat Inspiration. When an attack roll is made against the bard or a friendly creature the bard can see within 60 feet of it, the bard can add 4 (1d8) to the target's AC against that attack.

Clerics


Acolyte, MM pg. 342 or Priest, MM pg. 348.

An acolyte is a very low level follower of a god and does not have any cleric features, but can nonetheless be used to represent people in training to become clerics or paladins.

To distinguish a priest as a cleric of a specific domain, add the following features. These changes do not affect the CR unless noted.

Knowledge Priest

  • Skills History +5, Religion +5
  • Languages Any four languages
  • Innate Spellcasting. The priest's innate spellcasting ability is Wisdom (save DC 13). The priest can cast the following spells innately.
    3/day each: detect thoughts, suggestion

Life Priest

  • Armor Class 16 (chain mail)
  • Preserve Life (Recharges After a Short or Long Rest). The priest targets up to six creatures it can see within 30 feet. The priest heals these creatures, dividing up 30 hit points between them.

Light Priest

  • Hit Points 82 (15d8 + 15)
  • Spellcasting. The priest replaces its list of prepared spells with the following.
    Cantrips (at will): light, sacred flame, thaumaturgy
    1st level (4 slots): burning hands, cure wounds, faerie fire
    2nd level (3 slots): flaming sphere, scorching ray
    3rd level (2 slots): daylight, fireball
  • Radiance of the Dawn (Recharge 5-6). Each creature within 30 feet of the priest that can see it must make a DC 13 Constitution saving throw, taking 14 (2d10 + 3) radiant damage on a failed save, or half as much damage on a successful one.

With these changes, the priest has an offensive challenge rating of 6 and a defensive challenge rating of 1.

The priest's challenge rating is 4 (1,100 XP).

Nature Priest

  • Armor Class 16 (chain mail)
  • Spellcasting. The priest replaces its list of prepared spells with the following.
    Cantrips (at will): guidance, thorn whip, druidcraft
    1st level (4 slots): animal friendship, goodberry, speak with animals
    2nd level (3 slots): barkskin, spike growth
    3rd level (2 slots): plant growth, wind wall
  • Charm Animals and Plants (Recharge After a Short or Long Rest). Each animal and plant within 30 feet of the priest that can see and hear it must make a DC 13 Wisdom saving throw. On a failed save, the target is charmed by the priest until the end of its next turn.

Tempest Priest

  • Armor Class 18 (chain mail, shield)
  • Hit Points 55 (10d8 + 10)
  • STR 14 (+2)
  • Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if wielded with two hands to make a melee attack. (Replaces Mace)
  • Thunderous Rebuke. When a creature hits the priest with a melee weapon attack, the priest can use its reaction to force the creature to make a DC 13 Dexterity saving throw, taking 9 (2d8) lightning or thunder damage on a failed save, or half as much damage on a successful one.

With these changes, the priest has an offensive challenge rating of 5 and a defensive challenge rating of 2.

The priest's challenge rating is 4 (1,100 XP).

Trickery Priest

  • Armor Class 15 (chain shirt)
  • DEX 14 (+2)
  • CHA 14 (+2)
  • Skills Deception +6, Stealth +6
  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. (Replaces Mace)
  • Cloak of Shadows (Recharge After a Short or Long Rest). The priest becomes invisible until the end of its next turn, or until it casts a spell.
  • Invoke Duplicity. The priest creates a perfect illusion of itself that lasts for 1 minute or until it loses its concentration, as if concentrating on a spell. The illusion appears in an unoccupied space within 30 feet of the priest. As a bonus action, the priest can move the illusion up to 30 feet to a space within 120 feet of the priest that it can see. Additionally, when both the priest and its illusion are within 5 feet of a creature that can see the illusion, the priest has advantage on attack rolls against that creature.

War Priest

War Priest, VGM pg. 218.

The war priest in Volo's Guide to Monsters is sufficient to represent this subclass.

Gods of the Forgotten Realms

Followers of particular gods, whether they are acolytes, clerics, priests, paladins, or devotees with no special powers might receive minor boons from their gods. These boons are intended only for flavour.

Gods of the Death domain are included despite not being a subclass option available in the Player's Handbook.

Akadi, Goddess of Air (Tempest)

Followers are light as a feather, skipping and dancing in defiance of gravity.

Auril, Goddess of Winter (Nature, Tempest)

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

Azuth, God of Wizards (Knowledge)

Followers find their homes piling up with books of arcane knowledge they have no recollection of acquiring.

Beshaba, Goddess of Misfortune (Trickery)

Even masters of their craft tend to trip up and make mistakes around followers.

Bhaal, God of Murder (Death)

Followers must wipe their faces to remove the blood that periodically leaks from their eyes.

Chauntea, Goddess of Agriculture (Life, Nature)

Followers are never wanting for bountiful crops.

Cyric, God of Lies (Trickery)

Followers enjoy the feeling of lies flowing off their tongue and find it physically painful to tell the truth.

Deneir, God of Writing (Knowledge)

Followers often carry a quill pen that never seems to run out of ink, and their packs are always filled with paper.

Eldath, Goddess of Peace (Life, Nature)

Others feel a palpable sense of warmth and comfort from followers.

Gond, God of Craft (Knowledge)

Followers suffer agonising dreams of others destroying their creations and live in constant paranoia when working on a project around others.

Helm, God of Protection (Life, Light)

A shield is always at the side of a follower, whether they're carrying it or someone else is.

Ilmater, God of Endurance (Life)

Followers can run for a thousand miles without stopping to catch their breath.

Kilmater, God of the Dead (Death)

Out of the corner of one's eye, one can see, only through the reflection of a mirror, a skeletal apparition where the follower would be standing.

Lathander, God of Birth and Renewal (Life, Light)

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

 

Leira, Goddess of Illusion (Trickery)

Followers have a knack for spotting illusions and tend to examine their world in more detail.

Lliira, Goddess of Joy (Life)

Others are often unsettled by the relentless smiles of followers.

Loviatar, Goddess of Pain (Death)

Followers can withstand brutal torture without breaking a sweat.

Malar, God of the Hunt (Nature)

Followers are adept trackers regardless of their environment, and once they've found their quarry they are ravenous in appetite, even if this causes some awkwardness.

Mask, God of Thieves (Trickery)

Pairs of followers often "swap faces" for a day or two.

Mielikki, Goddess of Forests (Nature)

Followers are never found sleeping inside.

Milil, Goddess of Poetry and Song (Light)

Followers noticeably glow when they sing or recite poetry.

Myrkul, God of Death (Death)

Followers are pale as a ghost.

Mystra, Goddess of Magic (Knowledge)

Opposing magic always seems to just barely miss followers. They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth.

Oghma, God of Knowledge (Knowledge)

Followers are occasionally struck by facts they would have had no way of figuring out on their own.

Savras, God of Divination and Fate (Knowledge)

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

Selune, Goddess of the Moon (Knowledge, Life)

In the waxing period, followers are exuberant, youthful, and optimistic. In the waning period, followers are mellow, dour, and pessimistic.

Shar, Goddess of Darkness and Loss (Death, Trickery)

Followers frequently seem to disappear into the shadows.

Sylvanus, God of Wild Nature (Nature)

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

Sune, Goddess of Love and Beauty (Life, Light)

Followers are supernaturally beautiful.

Talona, Goddess of Disease and Poison (Death)

Followers are carriers and spreaders of countless debilitating diseases, yet suffer no symptoms themselves.

Talos, God of Storms (Tempest)

Followers feel a great ache in their bones when the weather is about to change dramatically.

Tempus, God of War (War)

No follower has ever been caught at home when there's a fight to be had.

Torm, God of Courage and Self-Sacrifice (War)

Nearly everyone has a story of the heroism of a dead follower they once knew.

Umberlee, Goddess of the Sea (Tempest)

Followers can hold their breath far longer than they should be able to.

Waukeen, Goddess of Trade (Knowledge, Trickery)

There isn't a business deal in the known world that doesn't benefit a follower in some obscure, roundabout way.

Druids

Land Druid

Druid, MM pg. 346 or Archdruid, VGM pg. 210.

To signify either of these druids as land druids of a particular circle, you can add the Circle Spells from PHB pg. 68 to their list of prepared spells, as long as they have spell slots of the same level or higher. This does not affect their challenge ratings.

Arctic

2nd level: hold person, spike growth
3rd level: sleet storm, slow
4th level: freedom of movement, ice storm
5th level: commune with nature, cone of cold

Coast

2nd level: mirror image, misty step
3rd level: water breathing, water walk
4th level: control water, freedom of movement
5th level: conjure elemental, scrying

Desert

2nd level: blur, silence
3rd level: create food and water, protection from energy
4th level: blight, hallucinatory terrain
5th level: insect plague, wall of stone

Forest

2nd level: barkskin, spider climb
3rd level: call lightning, plant growth
4th level: divination, freedom of movement
5th level: commune with nature, tree stride

Grassland

2nd level: invisibility, pass without trace
3rd level: daylight, haste
4th level: divination, freedom of movement
5th level: dream, insect plague

Mountain

2nd level: spider climb, spike growth
3rd level: lightning bolt, meld into stone
4th level: stone shape, stoneskin
5th level: pass wall, wall of stone

Swamp

2nd level: darkness, Melf's acid arrow
3rd level: water walk, stinking cloud
4th level: freedom of movement, locate creature
5th level: insect plague, scrying

Underdark

2nd level: spider climb, web
3rd level: gaseous form, stinking cloud
4th level: greater invisibility, stone shape
5th level: cloudkill, insect plague

 

Moon Druid

Archdruid, VGM pg. 210.

For a more interesting battle with an archdruid, you can change the rules of its Change Shape ability to more accurately reflect the class feature: instead of the archdruid sharing its pool of hit points with its animal shapes, each animal shape has its original hit points which are independent of the archdruid's. The party must defeat each animal shape individually before ultimately defeating the archdruid in its true form.

This works best if you choose two different animals.

Additionally, you can remove the CR limitation on the archdruid's animal shapes, allowing it to transform into any beast that exists in its world.

If you make these changes, the CR of the archdruid isn't changed. Instead, you add the appropriate XP of each animal shape to the amount of XP your party gains upon defeating the archdruid.

Fighters

Champion

Champion, VGM pg. 212, Gladiator, MM pg. 346, or Warlord, VGM pg. 220.

Any of these is sufficient to represent a champion fighter.

Battlemaster

The battlemaster is separated into two statblocks: a Master-at-Arms and a Rally Guard.

The master-at-arms has a longsword (instead of a greatsword) to make it more convenient for the DM to roll its damage dice, considering it can make up to 6 attacks per turn and its maneuvers also use a d10.


Rally Guard

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

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

  • Skills Athletics +7, History +4, Sculptor's Tools +4
  • Senses passive Perception 10
  • Languages Any three languages
  • Challenge 6 (2,300 XP)

Rally. As a bonus action, the rally guard chooses a friendly creature within 30 feet of it that can see and hear it. The target gains 5 (1d8 + 1) temporary hit points.

Actions

Multiattack. The rally guard makes two melee weapon attacks, or it makes one melee weapon attack and uses its Commander's Strike.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack.

Commander's Strike. The rally guard chooses one friendly creature that can see and hear it. That creature can immediately use its reaction to make one weapon attack, adding 4 (1d8) to the attack's damage roll.

Reactions

Protection. When a creature the defender can see attacks a target other than itself that is within 5 feet of its position, it can impose disadvantage on that attack roll.


Master-at-Arms

Medium humanoid (any race), any alignment


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

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0)

  • Skills Athletics +9, History +4, Painter's Tools +4
  • Senses passive Perception 10
  • Languages Any three languages
  • Challenge 8 (3,900 XP)

Action Surge (Recharges After a Short or Long Rest). After taking an action on its turn, the master-at-arms can take one additional action.

Maneuvers (1/Turn). When the master-at-arms hits with a melee weapon attack, it can choose to apply a maneuver to that attack. The attack deals an additional 5 (1d10) damage, and the master-at-arms chooses one of the following effects.

  • Disarming Attack. The target must succeed on a DC 15 Strength saving throw or drop an object it is holding of the master-at-arms's choice. The object lands at its feet.
  • Distracting Strike. The next attack roll against the target by an attacker other than the master-at-arms has advantage if that attack is made before the start of the master-at-arms's next turn.
  • Trip Attack. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or fall prone.

Actions

Multiattack. The master-at-arms makes three melee weapon attacks.

Longsword of Unnatural Strength. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands to make a melee attack.

Offensive: 3 rounds, 15d10 + 72 = 154.5. Average 51.5 dpr. +9 bonus. CR 9.

Defensive: 135 hp, 18 AC. CR 6.

Total: (6+9)/2 = 7.5, round to 8.

Challenge Rating: 8 (3,900 XP)

Eldritch Knight

This eldritch knight uses a spear to take advantage of its returning weapon to make two thrown spear attacks each turn. You can choose other one-handed melee weapons for your eldritch knight instead, such as a battleaxe or a quarterstaff. This does not change its CR.


Eldritch Knight

Medium humanoid (any race), any alignment


  • Armor Class 18 (chain mail, shield)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0)

  • Skills Arcana +5, Athletics +7
  • Senses passive Perception 10
  • Languages Any three languages
  • Challenge 6 (2,300 XP)

Bonded Weapon. The eldritch knight's bonded weapon is its spear. The eldritch knight cannot be disarmed if it is wielding its spear. As a bonus action, the eldritch knight can magically teleport its spear into its hand.

Spellcasting. The eldritch knight is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The eldritch knight has the following wizard spells prepared, which it can cast without somatic or material components:

Cantrips (at will): prestidigitation, ray of frost
1st level (3 slots): alarm, shield, unseen servant

Actions

Multiattack. The eldritch knight makes two attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

 

An important note: creatures in the PHB that are based on spellcasters without a full spellcasting progression (e.g. the Death Knight using a paladin's progression) use the progression of the class they're mimicking rather than a full spellcasting progression.

What this means is that the Death Knight says it's an 18th level spellcaster despite only having up to 5th level spell slots.

Even though this is the convention, I've chosen to ignore it. Each time the spellcasting trait is used, it's based off of a full spellcasting progression. This helps keep things consistent and helps compare the relative power of different spellcasters. The death knight's 18th-level spellcasting ability is not at all comparable to the archmage's 18th-level spellcasting ability, which does follow the PHB rules but is kind of messy and unclear sometimes.

Since it's simply a notation of the rules, rather than a rule itself, I've chosen to maintain my own conventions. It doesn't have any measurable affect upon play.

Monks

Open Hand Monk

Martial Arts Adept, VGM pg. 216.

While the martial arts adept is sufficient to represent a monk that follows the Way of the Open Hand, some adepts might secretly possess the following technique, which they are sworn against using except in the most dire situations.

  • Quivering Palm (Recharges After a Long Rest). When the adept hits a creature with an unarmed strike, it can apply hidden (but lethal) vibrations to their body. These vibrations last for 14 (4d6) days or until the adept uses this action on another creature, after which the effects end harmlessly. Otherwise, the adept can use its action to force the target to make a DC 13 Constitution saving throw. On a failed save, the target falls to 0 hit points. On a successful save, the target takes 33 (6d10) necrotic damage. The adept can also choose to end the vibrations harmlessly as an action.

As this is a secret and forbidden technique that might go unnoticed in a fight without affecting the outcome, and it's impossible to tell without magic which martial arts adepts can use this technique, it does not affect the CR.

Shadow Monk

I can use this space to talk about the process of calculating the challenge rating of a monster created from scratch.

CR is calculated as an average of its offensive and defensive capabilities. The guidelines for determining these is located in the DMG pgs. 274-282.

Offensive Challenge Rating

To calculate the offensive challenge rating, we look at the maximum amount of damage the monk can dish out on average over three turns. We can ignore Cloak of Shadows and Spellcasting for now, as they don't contribute to damage.

Additionally, the monk can max its damage on every turn, so we don't need to worry about taking the average of three turns like we'd have to do for dragons (which only breathe fire about once every three turns) or spellcasters (who might have to cast different spells as their slots get used).

The monk makes two punch dagger attacks each turn. While 1d6 + 3 is noted as 6 average damage, this is actually not quite right: it actually does 6.5 on average, but we round it down for notation. 1d6 does 3.5 damage, and we add its Dexterity modifier in this situation. So, adding both its attacks results in 13 damage total instead of 12.

13 Damage is CR 1. The recommended attack bonus is +3, but we're two above that: the shadow monk has a +5 attack bonus. For every +2, we increase rank by 2, to CR 2.

But that's not all! It also has Shadow Step, an ability that guarantees it advantage on one of its attacks. How do we factor this into the calculation?

On DMG, pgs 280-281, we can find a list of sample abilities that affect CR. A kobold's pack tactics is another ability that grants advantage for free, so we'll simplify and use that bonus: increase the monster's effective attack bonus by 1.


Shadow Monk

Medium humanoid (any race), any alignment


  • Armor Class 15 (studded leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 40 ft.

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

  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge 2 (450 XP)

Innate Spellcasting. The monk's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells innately without expending material components.

At will: darkvision, minor illusion
1/day each: darkness, pass without trace, silence

Shadow Step. When the monk is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The monk gains advantage on the next attack it makes before the end of its turn.

Actions

Multiattack. The monk makes two attacks with its punch dagger.

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

Cloak of Shadows (Recharge 5-6). The monk becomes invisible until the end of its next turn, or until it attacks or casts a spell.

We need at least a +2 bonus to go up one more step.

Offensive Challenge Rating: 2

Defensive Challenge Rating

Other monsters that have more powerful stealth (imp, for example) don't get any benefits from it, but I feel our monk can use stealth well, so I'll grant him +2 effective AC as a consolation. 44 hit points is CR 1/4, and AC "17" is four greater than the recommended AC of 13, so it becomes CR 1.

Defensive Challenge Rating: 1

Final Challenge Rating

To get the total, we add them together, divide by 2, and round the result (favouring upwards). 2 + 1 = 3.

3 / 2 = 1.5. Round up to 2.

Challenge: 2 (450 XP)

Four Elements Monk

I've split the Four Elements Monk into four low-level elemental benders: air, earth, fire, and water. They fit on one page, so I've included their full statblocks rather than just outline the differences between them.


Air Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft., fly 40 ft.

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

  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 2 (450 XP)

Actions

Fist of Unbroken Air. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target must make a DC 12 Strength saving throw. On a failed save, the target is pushed 20 feet away and knocked prone. On a successful save, it is pushed 10 feet and isn't knocked prone.


Earth Bender

Medium humanoid (any race), any alignment


  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 25 ft.

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

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 2 (450 XP)

Actions

Fist of Four Thunders. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and each creature other than the bender within 10 feet that can see and hear the bender must succeed on a DC 12 Constitution saving throw or take 11 (2d10) thunder damage.


Fire Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft.

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

  • Damage Resistances cold, fire
  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 2 (450 XP)

Actions

Multiattack. The bender makes two Fangs of the Fire Snake attacks.

Fangs of the Fire Snake. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) fire damage.


Water Bender

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft., swim 35 ft.

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

  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 2 (450 XP)

Actions

Water Whip. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target must make a DC 12 Dexterity saving throw. On a failed save, the target takes 22 (4d10) bludgeoning damage and is either knocked prone or pulled up to 25 feet closer to the bender. On a successful save, the target takes half as much damage and isn't pulled or knocked prone.

Paladins

Kingsguard

The devotion paladin has been given a new name to distinguish it from devotion paladin player characters. It's meant to be clear that these NPCs are not a direct translation of class features. NPCs and PCs are not created the same.


Kingsguard

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Wis +6, Cha +7
  • Skills Athletics +8, Intimidation +7, Perception +6
  • Senses passive Perception 16
  • Languages Any four languages
  • Challenge 11 (7,200 XP)

Aura of Protection. The kingsguard and friendly creatures within 30 feet of it have advantage on saving throws.

Innate Spellcasting. The kingsguard's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately without expending somatic or material components.

3/day each: protection from evil and good, sanctuary
1/day each: lesser restoration, zone of truth, dispel magic

Sacred Weapons. The kingsguard's weapon attacks are magical. When the kingsguard hits with its morningstar, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Actions

Multiattack. The kingsguard makes three attacks with its morningstar.

Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) radiant damage.

Divine Sense (3/Day). Until the end of the kingsguard's next turn, it knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type of creature but not its identity.

 

Feysworn

Similarly, the feysworn is an NPC meant to represent a powerful martial figure sworn to the protection of an even more powerful fey, rather than a straight translation of an Oath of the Ancients Paladin to statblock form.


Feysworn

Medium humanoid (any race), any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 105 (14d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)

  • Saving Throws Wis +5, Cha +7
  • Skills Nature +4, Perception +5, Religion +4
  • Senses passive Perception 15
  • Languages Sylvan plus any two languages
  • Challenge 7 (2,900 XP)

Aura of Warding. The feysworn and friendly creatures within 30 feet of it have resistance to damage from spells.

Innate Spellcasting. The feysworn's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately.

At will: speak with animals
3/day each: moonbeam, misty step
1/day each: plant growth, protection from energy, commune with nature

Sacred Weapons. The feysworn's weapon attacks are magical. When the feysworn hits with its sickle, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Actions

Multiattack. The feysworn uses its Nature's Wrath, if it can. It then makes two attacks with its sickle.

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 18 (4d8) radiant damage.

Nature's Wrath (Recharge 5-6). The feysworn targets a creature it can see within 30 feet of it. The creature must succeed on a DC 14 Dexterity saving throw or be restrained by magical vines for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Aspect of Vengeance

To further reinforce that these statblocks are distinct from the class features, this particular creature is actually a celestial, not a humanoid. In addition, its vow of enmity has slightly different rules to the vow of enmity found in the handbook.


Aspect of Vengeance

Medium celestial, any alignment


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

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Wis +6, Cha +7
  • Condition Immunities frightened
  • Skills Intimidation +7, Investigation +5, Survival +4,
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge 11 (7,200 XP)

Aura of Courage. The aspect and friendly creatures within 30 feet of it can't be frightened while the aspect is conscious.

Sacred Weapons. The aspect's weapon attacks are magical. When the aspect hits with its maul, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Vow of Enmity (Recharges After a Short or Long Rest). As a bonus action, the aspect targets a creature it can see within 10 feet of it. The aspect always knows in which direction its target can be found, and the aspect has advantage on attack rolls against the creature until the creature dies or the aspect chooses another target.

Actions

Multiattack. The aspect uses its Abjure Enemy, if it can. It then makes three attacks with its maul.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Abjure Enemy (Recharge 5-6). The aspect targets a creature it can see within 60 feet of it. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on its save if it is a fiend or undead. On a successful save, the the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to speed. On a successful save, the creature's speed is halved for 1 minute or until it takes any damage. This action has no effect on creatures immune to being frightened.



We can look at its challenge rating in more detail considering all this empty space we've got here.

Offensive Challenge Rating

The aspect of vengeance deals 29 damage with every strike of its maul, for a total of 87 per turn. Additionally, it has an ability which grants it, basically, permanent advantage.

87 damage is CR 14. Permanent advantage, as seen with Pack Tactics, grants a +1 to effective attack bonus. Even upping this effective bonus to +2 doesn't change the ranking in this situation, unfortunately.

What about Abjure Enemy? It's unclear, because there aren't any precedents in the DMG about the impact of affecting an opponent's ability to escape a fight. However, the dire wolf and other creatures that can knock enemies prone (an ability which also halves an enemy's speed and makes them vulnerable) don't seem to gain any benefit from it in terms of CR.

It's still a potent ability. I'll give it the benefit of the doubt and say that it increases the attack bonus by another +1. This finally brings our offensive CR up by one ranking.

Offensive Challenge Rating: 15

Defensive Challenge Rating

The aspect of vengeance has 150 hit points, AC 18, and some saving throws, immunities, and flight. The saving throws and immunities are not sufficient enough to affect its ranking, and without ranged weapons to take advantage of its flight, it doesn't impact the ranking either.

However, we can see that frightening an enemy does have an effect! Having Frightful Presence, an ability that targets a large number of enemies, increases your effective hit points by a large amount if you're fighting a party of 10th level or lower.

This creature isn't meant to be a solo monster, as evidenced by its aura ability. Additionally, its Abjure Enemy only targets a single creature, not a whole party. Ultimately I would say that it doesn't affect the ranking, either.

So, 150 hit points brings us to CR 6 and the AC increases that to CR 7.

Defensive Challenge Rating: 7

Luckily for us, if my judgement is wrong for the offensive challenge rating and it should stay at CR 14 instead of 15, the final challenge rating is the same due to rounding.

Final Challenge Rating

15 + 7 = 22.

22 / 2 = 11.

Challenge: 11 (7,200 XP).

Rangers

Hunter

Scout, MM pg. 349

To get across the flavour of a hunter of big game, you can give scouts one of the following abilities:

  • Colossus Slayer (1/Turn). The scout deals an additional 4 (1d8) damage with its weapons when it hits a creature below its hit point maximum.
  • Giant Killer. When a Large or larger creature hits or misses the scout with a melee weapon attack, the scout can immediately make one weapon attack against that creature. (Reaction)
  • Horde Breaker. When the scout hits a creature with a weapon attack, it can use its bonus action to make the same attack against a different creature within 5 feet of the original target and within range of its weapon.

The scout is still quite weak defensively, so I recommend the following changes in addition:

  • Armor Class 14 (hide armor)
  • Hit Points 55 (10d8 + 10)

With these changes, the scout's offensive challenge rating is 2 and its defensive challenge rating is 1/2.

The scout's new challenge rating is 1 (200 XP).

Beastmaster

The beastmaster's challenge rating doesn't include its animal companion. Since we're not strictly limited by what the class can actually do, we can give the beastmaster any animal companion available in a published book. Included are some randomly-picked suggestions.

Dire Wolf (MM pg. 321)

The enormous hound sticks loyally by the woman's heel, head down, fangs bared. Its eyes flick meaningfully to its master's face, reading her expression and relaxing when it sees that she's in a good mood.

Giant Scorpion (MM pg. 327)

The clicking of its claws fades as its master strokes its head. "Not yet," the man says. "Knock them out first." And with that, the stinger shoots down.

Hunter Shark (MM pg. 330)

The merfolk seems surprised to see a boat so far out to sea. He uncorks a potion to release a foul-smelling aroma, and in less than a minute, a fin emerges from the waters. A striped shark sidles up beside him, nudging him for food.

Tyrannosaurus Rex (MM pg. 80)

The monster leaps across the plains, crossing the width of rivers in a single bound, shaking the foundations of the earth with every thunderous step. Clinging to its neck, hollering words of encouragement, is a little old lady gnome.

 

Beastmaster

Medium humanoid (any race), any alignment


  • Armor Class 15 (hide armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)

  • Skills Animal Handling +8, Survival +6
  • Senses passive Perception 14
  • Languages Any one language
  • Challenge 2 (450 XP)

Animal Companion. The beastmaster is bonded to a beast, which is its animal companion. The companion acts on its own initiative, but otherwise obeys the beastmaster's commands. As a bonus action, the beastmaster can command its companion to use its reaction to take the Dash, Disengage, Dodge, or Help action.

Actions

Multiattack. The beastmaster makes two weapon attacks.

Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Quetzalcoatlus (VGM pg. 140)

The sky darkens and the usual lively sounds of birds chirping goes deadly silent. A single flap of the beast's wings sends the grass bouncing and dancing. With a gust strong enough to blow down a house, the beast lands in front of its master.

Aurochs (VGM pg. 207)

The young hill dwarf can barely hold on as the big-horned creature sprints at the side of the red barn. He hides his face just before he feels the crunch of splintering wood.

Goat (MM pg. 330)

The ranger kneels down by her goat and lifts up its big floppy ear. She whispers, "If you don't stop eating random trash while we're supposed to be fighting off orcs, I'll take you to the market and trade you for a box of apples."

Rogues

Thief

Master Thief, VGM pg. 216, or Spy, MM pg. 349.

The master thief is sufficient for an effective cat burglar or dashing vagrant, while the spy is sufficient to represent the roleplay focus of a more social setting.

Assassin

Assassin, MM pg. 343.

I feel that the assassin here is very strong (CR 8), and there should be an option available for a weaker assassin.


Discount Assassin

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

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

  • Skills Stealth +6
  • Senses passive Perception 10
  • Languages Thieves' Cant plus any one language
  • Challenge 1 (200 XP)

Ambusher. The assassin has advantage on attack rolls against creatures it has surprised.

Sneak Attack (1/Turn). The assassin 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

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

Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage.

Arcane Trickster

You can represent a spellcaster rogue using the statblock included here. You'll notice that, like the eldritch knight, its spellcasting ability compares it to full spellcasters rather than levels in the class it's mimicking.

 

Arcane Thief

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 15 (leather armor)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 15 (+2)

  • Skills Deception +4, Sleight of Hand +7, Stealth +5, Thieves' Tools +7
  • Senses passive Perception 11
  • Languages Thieves' Cant plus any three languages
  • Challenge 3 (700 XP)

Invisible Hand. The thief gains additional benefits when it casts mage hand. For a creature to notice the hand or the tasks the hand is performing, it must succeed on a Wisdom (Perception) check.

  • The hand created by the spell is invisible.
  • The thief can use the hand to stow or retrieve one object into or from a container worn or carried by another creature, or to use its Thieves' Tools.
  • The thief can use its bonus action to control the hand, or to distract a creature within range of the spell. If it distracts a creature, it gains advantage on attack rolls against the target until the end of the thief's turn.


Sneak Attack (1/Turn). The thief deals an extra 10 (3d6) 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 thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.

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

Cantrips (at will): mage hand, prestidigitation, shocking grasp
1st level (4 slots): charm person, disguise self, silent image, sleep
2nd level (3 slots): invisibility, rope trick, suggestion

Actions

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

Sorcerers

Wild Magic Sorcerer

Apprentice Mage, VGM pg 209., Mage, MM pg. 347, or Archmage, MM pg. 342.

Any of these, or in fact any creature with spellcasting, can represent a wild magic sorcerer. Simply add the following trait to that creature:

  • Wild Magic Surge. When the creature casts a spell of 1st-level or higher, it rolls twice on the Wild Magic Surge Table (PHB pg. 104) and uses either number.

As the effects are unpredictable, this does not change a creature's challenge rating.

Dragon Sorcerer

I've included the statistics for a red dragon sorcerer only. This statblock can also be used for a brass or gold dragon sorcerer. For other dragon types, you can remove the immunity to fire and make these suggested changes.

Black or Copper Dragon Sorcerer

  • Damage Immunities acid
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): acid splash, dancing lights, minor illusion, friends
    1st level (4 slots): charm person, chromatic orb (acid only), silent image, sleep
    2nd level (3 slots): crown of madness, hold person, levitate, Melf's acid arrow
    3rd level (3 slots): counterspell, fear
    4th level (2 slots): vitriolic sphere

Blue or Bronze Dragon Sorcerer

  • Damage Immunities lightning
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): gust, minor illusion, mold earth, shocking grasp
    1st level (4 slots): absorb elements, chromatic orb (lightning only), create or destroy water, silent image
    2nd level (3 slots): dust devil, earthbind, gust of wind, mirror image
    3rd level (3 slots): erupting earth, hypnotic pattern, lightning bolt
    4th level (2 slots): blight, storm sphere

Green Dragon Sorcerer

  • Damage Immunities poison
  • Challenge 6 (2,300 XP)
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): friends, minor illusion, poison spray
    1st level (4 slots): fog cloud, ray of sickness, sleep
    2nd level (3 slots): phantasmal force, suggestion
    3rd level (3 slots): gaseous form, stinking cloud
    4th level (2 slots): blight, confusion

Red Dragon Sorcerer

Medium humanoid (any race), any alignment


  • Armor Class 15 (natural armor)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)

  • Skills Arcana +3, Persuasion +7
  • Damage Immunities fire
  • Senses passive Perception 10
  • Languages Draconic plus any one language
  • Challenge 7 (2,900 XP)

Spellcasting. The sorcerer is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following sorcerer spells.

Cantrips (at will): control flames, create bonfire, fire bolt, light
1st level (4 slots): burning hands, color spray, detect magic, expeditious retreat
2nd level (3 slots): agnazzar's scorcher, pyrotechnics, scorching ray
3rd level (3 slots): daylight, fireball, protection from energy
4th level (2 slots): wall of fire

Actions

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

Silver or White Dragon Sorcerer

  • Damage Immunities cold
  • Challenge 8 (3,900 XP)
  • Spellcasting. The sorcerer replaces its list of spells with the following.
    Cantrips (at will): frostbite, gust, ray of frost, shape water
    1st level (4 slots): chromatic orb (cold only), ice knife
    2nd level (3 slots): gust of wind, misty step, Snilloc's snowball swarm, warding wind
    3rd level (3 slots): protection from energy, sleet storm
    4th level (2 slots): ice storm

First round: activate ice storm. 46 damage

Second round: ice storm plus fourth level snowball storm. 46+35=81 damage.

Third round: ice storm plus fourth level snowball storm plus third level chromatic orb. 46+35+22.5=103.5 damage.

Total: 230.5/3 = 76.83, CR 12 offensive. Step down to 11.

Final CR: 5+11=16/2=8. Challenge: 8 (3,900 XP).

Warlocks

Warlock of the Archfey

Warlock of the Archfey, VGM, pg. 219.

The warlock in Volo's Guide to Monsters is sufficient to represent this subclass.

Warlock of the Fiend

Warlock of the Fiend, VGM, pg. 219.

The warlock in Volo's Guide to Monsters is sufficient to represent this subclass.

Warlock of the Great Old One

Warlock of the Great Old One, VGM, pg. 220.

The warlock in Volo's Guide to Monsters is sufficient to represent this subclass.

Patron Gifts

For extra flavour in your warlock NPCs, you might want to include specialised weapons, familiars, and/or spellbooks that your warlocks carry with them, none of which change their challenge rating. You can include all three gifts if you wish; there's no restriction on just one per warlock.

These gifts vary based on the patron, a few of which are included here. You can design your own gifts for other patrons.

Familiars. The "Chain" options available here are not representative of the options available to player characters and don't follow the same rules. Instead, the companions are independent creatures that serve the patron in a partnership with the warlock. These creatures might spy on their warlock "master" as much as they spy on enemies of their patron.

Archfey Gifts
Patron Chain Blade Tome
Queen Titania of the Summer Court A pixie A sickle that waxes and wanes with the moon A bauble of light that swims with magical incantations
Hyrsam, the Prince of Fools A satyr A net with holes that are too big A book that never opens to the right page you need
Ancient Green Hag A goblin A gnarled old dagger with a pickled eye set in its hilt A dissected sprite with rituals carved into its internal organs
 
Fiend Gifts
Patron Chain Blade Tome
Asmodeus A spined devil A whip A jet-black book of incomprehensible runes
Belial A succubus A three-pronged pike A silk gown with embroidery that carries deep magic
Demogorgon A cockatrice A randomly determined weapon that changes form before every attack A book written in an assortment of incompatible languages that screeches when opened
Lolth A giant spider A poisoned shortsword An elven book whose pages rot and twist in one's hands
Orcus A crawling claw A mace in the form of a scepter topped with a woman's skull A flesh-bound book with a human spine encasing it
Pit Fiend A magmin A mace that sizzles with heat A cracked red book whose pages smell of brimstone
Tiamat A winged kobold A scimitar made from a dragon's claw A set of scales, each with a spell carved on them
Yeenoghu A giant hyena A flail with made of three cackling skulls A book with teeth and a habit of biting its readers
Great Old One Gifts
Patron Chain Blade Tome
Ghaunadaur, That Which Lurks A spectator A heavy crossbow with a spyglass mounted on the top Illusory texts that only the holder of a glass eye can see
Great Cthulhu A giant octopus A hooked glaive A flesh-bound book that reeks of fish
Tharizdun, the Chained God A homunculus A small empty cage turned into a maul Tattoos inscribed over the warlock's body

Wizards

Generic Wizards

Apprentice Mage, VGM pg 209., Mage, MM pg. 347, or Archmage, MM pg. 342.

Any of these are sufficient to represent a generic wizard.

Specialised Wizards

Wizards that specialise in magic of a particular school have been consolidated here in alphabetical order.

  • Abjurer, VGM pg. 209
  • Conjurer, VGM pg. 212
  • Diviner, VGM pg. 213
  • Enchanter, VGM pg. 213
  • Evoker, VGM pg. 214
  • Illusionist, VGM pg. 214
  • Necromancer, VGM pg. 217
  • Transmuter, VGM pg. 218

Wizard Companions

A wizard might have companions that follow it around and do its bidding, willingly or otherwise. They are listed here for easy reference while building your wizard encounters.

Familiars

Familiars are loyal servants that assist the wizard in arcane matters and rituals.

  • Crawling Claw, MM pg. 44
  • Gazer, VGM pg. 126
  • Faerie Dragon, MM pg. 133
  • Imp, MM pg. 72
  • Pixie, MM pg. 253
  • Pseudodragon, MM pg. 254
  • Quasit, MM pg. 63
  • Spectator, MM pg. 30
  • Sprite, MM pg. 283

Guardians

Guardians are beings that wizards employ (or coerce) into their service for physical protection.

  • Animated Armor, MM pg. 19
  • Flying Sword, MM pg. 20
  • Guard Drake, VGM pg. 158
  • Shield Guardian, MM pg. 271
  • Skeleton, MM pg. 272
  • Zombie, MM pg. 316

Other Employees

For extra fun, your wizard can employ these new NPCs.

  • Arcane Thief
  • Discount Assassin
  • Eldritch Knight
  • Kingsguard
  • Rally Guard
  • Valor Bard