Appendix X: Nonplayer Characters
This appendix contains statistics for various humanoid nonplayer characters (NPCs) that characters might encounter during a modern campaign, ranging from menial service workers to professional assassins. These stat blocks can be used to represent both human and nonhman NPCs.
Customizing NPCs
There are many ways to customize the NPCs in this appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC. For example, a Robot Sniper might have immunity to poison and the Fragile Circuitry trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the Player's Handbook.
Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating.
Armor and Weapon Swaps. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating, as explained in the Dungeon Master's Guide.
Advanced Equipment. The more powerful an NPC, the more likely it has one or more pieces of advanced equipment. This can include magic itemsm modified equipment, or single-use weapons. Giving an NPC a potent damage-dealing item could alter its challenge rating. Magic items, as well as adjusting a creature's challenge rating, are described in the Dungeon Master's Guide. Equipment modifications are described in the Modern Manual.
Ordinaries
The jittery bank robber wearing the Wolfman mask. The crime lab technician who analyzes forensic clues. The cocaine-addled hooker with a heart of gold. The sleazy, silver-tongued lawyer who gets the heroes out of jail. Every campaign includes minor players who, for the most part, are ordinary people with skills and goals, but who lack the special qualities that define heroes and major villains. They are neither the heart nor soul of the campaign, but they are important nonetheless.
They are the heroes’ contacts and foils. They are the evil mastermind’s goons and prey. They appear briefly, occasionally resurface to propel the story, and take turns helping or hindering the heroes in the course of their adventures.
“Ordinaries” are nonheroic supporting characters and extras. They include the back-alley thug, the university academic, the fearless security guard, the smalltime drug dealer, and the nosy reporter. Ordinaries are built using a combination of the six basic classes, and each use the standard array of ability scores (15, 14, 13, 12, 10, 8). They each have two levels in two different basic classes.
Each Ordinary statblock presented here is presented as an example, and can each be customized by reassigning their ability scores and skills or swapping out their equipment.
This section provides game statistics for various ordinary character archetypes. Each archetype is presented as a multiclass character built using two of the six basic classes, with each archetype suiting various types of characters.
Strong/Fast Ordinary
Ordinaries of this archetype include bounty hunters, couriers, martial arts students, and amateur boxers. The statistics given below are for a typical bounty hunter.
Bounty Hunter
Medium humanoid (any race), any alignment
- Armor Class 15 (concealable vest)
- Hit Points 22 (4d8+4)
- Speed 35 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 10 (+0)
- Saving Throws Str +4, Dex +4
- Skills Athletics +4, Intimidation +2, Investigation +3
- Senses passive Perception 7
- Languages any one language
- Challenge 1/2 (100 XP)
Smash. The Bounty Hunter adds 1 to all melee and thrown weapon damage rolls.
Body Slam. Whenever the Bounty Hunter makes a successful Shove against a creature, that creature takes 4 bludgeoning damage. Also, when the Bounty Hunter succeeds on shoving a creature, they can choose between pushing that creature up to 10 feet away, or pushing them up to 5 feet away and knocking them prone.
Action Surge (Recharges after a Short or Long Rest). On their turn, the Bounty Hunter can take one additional action on top of their regular action and a possible bonus action.
Actions
Taser. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 4 (1d4 + 2) lightning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Expandable Baton Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
Bonus Actions
Bully. The Bounty Hunter shoves one creature they have successfully attacked this turn.
Cunning Action. The Bounty Hunter takes the Dash, Disengage, Hide, or Ready action.
Reactions
Redirect Attack. When a creature misses the Bounty Hunter with an attack, the Bounty Hunter can use their reaction to force that creature to repeat the same attack against another creature (other than itself) of their choice within 5 feet of you with disadvantage.
Strong/Tough Ordinary
Sample characters of this archetype include thugs, soldiers of fortune, security guards, marines, mercenaries, amateur wrestlers, bouncers, football players, and professional movers. The statistics given below are for a typical thug.
Thug
Medium humanoid (any race), any alignment
- Armor Class 13 (leather jacket)
- Hit Points 26 (4d8+8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 15 (+2) 8 (-1) 13 (+1) 12 (+1)
- Saving Throws Str +4, Con +4
- Skills Athletics +5, Intimidation +2, Perception +3
- Senses passive Perception 11
- Languages any one language
- Challenge 1/2 (100 XP)
Smash. The Thug adds 1 to all melee and thrown weapon damage rolls.
Body Slam. Whenever the Thug makes a successful Shove against a creature, that creature takes 4 bludgeoning damage. Also, when the Thug succeeds on shoving a creature, they can choose between pushing that creature up to 10 feet away, or pushing them up to 5 feet away and knocking them prone.
Action Surge (Recharges after a Short or Long Rest). On their turn, the Thug can take one additional action on top of their regular action and a possible bonus action.
Resilience. When the Thug is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
Actions
Baton Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
Holdout Pistol Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 5 (2d4) piercing damage
Bonus Actions
Bully. The Thug shoves one creature they have successfully attacked this turn.
Second Wind (Recharges after a Short or Long Rest). The Thug regains 7 (1d10+2) hit points.
Offhand Baton. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage
Omitted Features
In the interest of brevity, some features from the basic classes have not been included in these statblocks as they do not have a direct application to combat. Ordinaries are still considered to have these abilities, they are simply not featured in their statblocks.
The following features are omitted: Tough Hero: Untiring. Dedicated Hero: Caregiver. Charismatic Hero: Favor.
Strong/Smart Ordinary
Sample characters of this archetype include mechanics, government agents, and military technicians. The statistics given below are for a typical mechanic.
Mechanic
Medium humanoid (any race), any alignment
- Armor Class 12
- Hit Points 22 (4d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 13 (+1) 15 (+2) 12 (+1) 8 (-1)
- Saving Throws Str +4, Wis +3
- Skills Animal Handling +3, Athletics + 4, Nature +6, Investigation +6
- Senses passive Perception 7
- Languages any one language
- Challenge 1/2 (100 XP)
Smash. The Mechanic adds 1 to all melee and thrown weapon damage rolls.
Body Slam. Whenever the Mechanic makes a successful Shove against a creature, that creature takes 4 bludgeoning damage. Also, when the Mechanic succeeds on shoving a creature, they can choose between pushing that creature up to 10 feet away, or pushing them up to 5 feet away and knocking them prone.
Action Surge (1/Rest). On their turn, the Mechanic can take one additional action on top of their regular action and a possible bonus action.
Actions
Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage
Plan (1/Rest). The Mechanic chooses up to 6 creatures (one of which can be themself). For each creature the Mechanic chooses one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a +2 bonus to the chosen rolls until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at least 6 that is able to see and hear the Mechanic must make a DC 12 Intelligence saving throw or be stunned until the end of its next turn.
Bonus Actions
Bully. The Mechanic shoves one creature they have successfully attacked this turn.
Reactions
Deliberate Defense (2/Long Rest). When the Mechanic makes a saving throw against an effect they can see, they can use their reaction to add 2 to their roll.
Strong/Dedicated Ordinary
Sample characters of this archetype include police officers, firefighters, bodyguards, construction workers, and farmers. The statistics given below are for a typical police officer.
Police Officer
Medium humanoid (any race), any alignment
- Armor Class 13 (concealable vest)
- Hit Points 22 (4d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 13 (+1) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Str +4, Wis +4
- Skills Athletics + 4, Insight +4, Perception +4
- Senses passive Perception 12
- Languages any one language
- Challenge 1/2 (100 XP)
Smash. The Police Officer adds 1 to all melee and thrown weapon damage rolls.
Body Slam. Whenever the Police Officer makes a successful Shove against a creature, that creature takes 4 bludgeoning damage. Also, when the Police Officer succeeds on shoving a creature, they can choose between pushing that creature up to 10 feet away, or pushing them up to 5 feet away and knocking them prone.
Action Surge (1/Rest). On their turn, the Police Officer can take one additional action on top of their regular action and a possible bonus action.
Empathy. The Police Officer adds half their proficiency bonus to any Wisdom or Charisma ability check they make that doesn’t already use their proficiency bonus.
Helpful. When the Police Officer uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the Police Officer, rather than 5 feet of the Police Officer, if the target can see or hear the Police Officer.
Danger Sense. The Police Officer has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the Police Officer can’t be blinded, deafened, or incapacitated.
Actions
Expandable Baton Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
Autoloader. Ranged Weapon Attack: +1 to hit, range 50/150 ft., one target. Hit: 6 (2d6 - 1) piercing damage.
Bonus Actions
Bully. The Police Officer shoves one creature they have successfully attacked this turn.
Help. The Police Officer takes the Help action.
Strong/Charismatic Ordinary
Sample characters of this archetype include gang leaders, action movie stars, physical trainers, and animal handlers. The statistics given below are for a typical gang leader.
Gang Leader
Medium humanoid (any race), any alignment
- Armor Class 14 (undercover vest)
- Hit Points 14 (4d8-4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) 15 (+2)
- Saving Throws Dex +3, Cha +4
- Skills Athletics + 4, Persuasion +4, Deception +4
- Senses passive Perception 8
- Languages any one language
- Challenge 1/2 (100 XP)
Smash. The Gang Leader adds 1 to all melee and thrown weapon damage rolls.
Body Slam. Whenever the Gang Leader makes a successful Shove against a creature, that creature takes 4 bludgeoning damage. Also, when the Gang Leader succeeds on shoving a creature, they can choose between pushing that creature up to 10 feet away, or pushing them up to 5 feet away and knocking them prone.
Action Surge (1/Rest). On their turn, the Gang Leader can take one additional action on top of their regular action and a possible bonus action.
Actions
Sawed-Off Shotgun. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Charm. One creature that is able to see and hear the Gang Leader must make a DC 12 Wisdom saving throw or be charmed by the Gang Leader. The target repeats the saving throw after 1 minute, ending the effect on a success. If a creature succeeds on a saving throw against this ability, it is immune to this ability for 24 hours. The effect ends if the target is attacked or threatened.
Bonus Actions
Bully. The Gang Leader shoves one creature they have successfully attacked this turn.
Inspire (2/Long Rest). The Gang Leader chooses one creature other than themself within 60 feet who can hear them. That creature gains an Inspiration die, a d6. Once within the next 10 minutes, they can roll the die, expending it, and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Inspiration die at a time.
Taunt. One creature that is able to see and hear the Gang Leader must make a DC 12 Wisdom saving throw or have disadvantage on its next attack roll, ability check, or saving throw.
Fast/Tough Ordinary
Sample characters of this archetype include gang members, bikers, stunt people, wilderness guides, hockey players, and SWAT members. The statistics given below are for a typical gang member.
Gang Member
Medium humanoid (any race), any alignment
- Armor Class 14
- Hit Points 22 (4d8+8)
- Speed 35 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 10 (+0)
- Saving Throws Str +3, Dex +4
- Skills Acrobatics +4, Intimidation +2, Deception +2
- Senses passive Perception 7
- Languages any one language
- Challenge 1/2 (100 XP)
Evasive Footwork. Opportunity attacks against the Gang Member are made with disadvantage.
Resilience. When the Gang Member is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
Actions
Pocket Knife. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage
Revolver. Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Fragmentation Grenade. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Each creature within 20 feet of the target must make a DC 12 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Cunning Action. The Gang Member takes the Dash, Disengage, Hide, or Ready action.
Second Wind. The Gang Member regains 1d10+2 hit points.
Reactions
Redirect Attack. When a creature misses the Gang Member with an attack, the Gang Member can use their reaction to force that creature to repeat the same attack against another creature (other than itself) of their choice within 5 feet of them with disadvantage.
Fast/Smart Ordinary
Sample characters of this archetype include career criminals, demolition experts, and some field agents. The statistics given below are for a typical thief.
Thief
Medium humanoid (any race), any alignment
- Armor Class 14
- Hit Points 18 (4d8)
- Speed 35 ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 12 (+1)
- Saving Throws Dex +4, Int +4
- Skills Acrobatics +4, Stealth +6, Perception +5,Investigation +4
- Senses passive Perception 13
- Languages any one language
- Challenge 1/2 (100 XP)
Evasive Footwork. Opportunity attacks against the Gang Member are made with disadvantage.
Actions
Hunting Knife. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage
Dart Gun. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 1 piercing damage. If the target is a creature they must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Plan (1/Rest). The Thief chooses up to 6 creatures (one of which can be themself). For each creature the Thief chooses one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a +2 bonus to the chosen rolls until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at least 6 that is able to see and hear the Thief must make a DC 12 Intelligence saving throw or be stunned until the end of its next turn.
Bonus Actions
Cunning Action. The Thief takes the Dash, Disengage, Hide, or Ready action.
Reactions
Redirect Attack. When a creature misses the Thief with an attack, the Thief can use their reaction to force that creature to repeat the same attack against another creature (other than itself) of their choice within 5 feet of them with disadvantage.
Deliberate Defense (2/Long Rest). When the Thief makes a saving throw against an effect they can see, they can use their reaction to add 2 to their roll.
Fast/Dedicated Ordinary
Sample characters of this archetype include taxi drivers, helicopter pilots, extreme sports fanatics, and wilderness trackers. The statistics given below are for a typical driver.
Driver
Medium humanoid (any race), any alignment
- Armor Class 13 (heavy coat)
- Hit Points 18 (4d8)
- Speed 35 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 8 (-1) 15 (+2) 13 (+1)
- Saving Throws Wis +4, Cha +3
- Skills Insight +4, Medicine +4, Sleight of Hand +4
- Senses passive Perception 11
- Languages any one language
- Challenge 1/2 (100 XP)
Evasive Footwork. Opportunity attacks against the Gang Member are made with disadvantage.
Empathy. The Driver adds half their proficiency bonus to any Wisdom or Charisma ability check they make that doesn’t already use their proficiency bonus.
Helpful. When the Driver uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the Driver, rather than 5 feet of the Driver, if the target can see or hear the Driver.
Danger Sense. The Driver has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the Driver can’t be blinded, deafened, or incapacitated.
Actions
Sap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage
Revolver. Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Bonus Actions
Cunning Action. The Driver takes the Dash, Disengage, Hide, or Ready action.
Reactions
Redirect Attack. When a creature misses the Driver with an attack, the Driver can use their reaction to force that creature to repeat the same attack against another creature (other than itself) of their choice within 5 feet of them with disadvantage.
Help. The Driver takes the Help action.
Fast/Charismatic Ordinary
Sample characters of this archetype include dilettantes, con artists, clowns, magicians, and prostitutes. The statistics given below are for a typical charlatan.
Charlatan
Medium humanoid (any race), any alignment
- Armor Class 12
- Hit Points 18 (4d8)
- Speed 35 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Cha +4
- Skills Deception +4, Persuasion +4, Sleight of Hand +4
- Senses passive Perception 9
- Languages any one language
- Challenge 1/2 (100 XP)
Evasive Footwork. Opportunity attacks against the Charlatan are made with disadvantage.
Actions
Stun Gun. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) lightning damage. If the target is a creature it must make a DC 10 Constitution saving throw or be stunned until the end of its next turn.
Charm. One creature with an Intelligence of at least 6 that is able to see and hear the Charlatan must make a DC 12 Wisdom saving throw (with advantage if the Charlatan is fighting it) or be charmed by the Charlatan. The Charlatan must concentrate to maintain, this effect, as if concentrating on a spell. The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends if the target is attacked or threatened.
Bonus Actions
Cunning Action. The Charlatan takes the Dash, Disengage, Hide, or Ready action.
Inspire (2/Long Rest). The Charlatan chooses one creature other than themself within 60 feet who can hear them. That creature gains an Inspiration die, a d6. Once within the next 10 minutes, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Taunt. One creature with an Intelligence of at least 6 that is able to see and hear the Charlatan must make a DC 12 Wisdom saving throw or gain disadvantage on its next attack roll, ability check, or saving throw.
Reactions
Redirect Attack. When a creature misses the Charlatan with an attack, the Charlatan can use their reaction to force that creature to repeat the same attack against another creature (other than itself) of their choice within 5 feet of them with disadvantage.
Tough/Smart Ordinary
Sample characters of this archetype include terrorists, black market dealers, and government field scientists. The statistics given below are for a typical explorer.
Explorer
Medium humanoid (any race), any alignment
- Armor Class 13 (leather jacket)
- Hit Points 26 (4d8+8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 8 (-1)
- Saving Throws Con +4, Int +4
- Skills Nature +6, History +4, Perception +3, Religion +6
- Senses passive Perception 11
- Languages any one language
- Challenge 1/2 (100 XP)
Resilience. When the Explorer is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
Actions
Machete. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) slashing damage
Hunting Knife. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage
Hunting Rifle. Ranged Weapon Attack: +2 to hit, range 180/540 ft., one target. Hit: 11 (2d10) piercing damage.
Plan (1/Rest). The Explorer chooses up to 6 creatures (one of which can be themself). For each creature the Explorer chooses one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a +2 bonus to the chosen rolls until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at least 6 that is able to see and hear the Explorer must make a DC 12 Intelligence saving throw or be stunned until the end of its next turn.
Bonus Actions
Second Wind (1/Rest). The Explorer regains 7 (1d10+2) hit points.
Deliberate Defense (2/Long Rest). When the Explorer makes a saving throw against an effect they can see, they can use their reaction to add 2 to their roll.
Tough/Dedicated Ordinary
Sample characters of this archetype include private eyes, mob enforcers, militia recruits, forest rangers, activists, and cultists. The statistics given below are for a typical militia recruit.
Militia Recruit
Medium humanoid (any race), any alignment
- Armor Class 13
- Hit Points 26 (4d8+8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 10 (+0)
- Saving Throws Con +4, Str +3
- Skills Medicine +4, Perception +4, Survival +4
- Senses passive Perception 12
- Languages any one language
- Challenge 1/2 (100 XP)
Resilience. When the Militia Recruit is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
Empathy. The Militia Recruit adds half their proficiency bonus to any Wisdom or Charisma ability check they make that doesn’t already use their proficiency bonus.
Helpful. When the Militia Recruit uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the Militia Recruit, rather than 5 feet of the Militia Recruit, if the target can see or hear the Militia Recruit.
Danger Sense. The Militia Recruit has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the Militia Recruit can’t be blinded, deafened, or incapacitated.
Actions
Machete. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) slashing damage
Carbine. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 8 (2d6 + 1) piercing damage, or 10 (2d8 + 1) piercing damage if used with two hands.
Bonus Actions
Second Wind (1/Rest). The Militia Recruit regains 7 (1d10+2) hit points.
Help. The Militia Recruit takes the Help action.
Tough/Charismatic Ordinary
Sample characters of this archetype include drug dealers, crime bosses, and undercover cops. The statistics below are for a typical drug dealer.
Drug Dealer
Medium humanoid (any race), any alignment
- Armor Class 14 (kevlar-lined coat)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 15 (+2) 8 (-1) 12 (+1) 14 (+2)
- Saving Throws Con +4, Cha +4
- Skills Medicine +4, Deception +4, Intimidation +4
- Senses passive Perception 9
- Languages any one language
- Challenge 1/2 (100 XP)
Resilience. When the Drug Dealer is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
Actions
High-Caliber Revolver. Ranged Weapon Attack: +1 to hit, range 80/320 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Charm. One creature with an Intelligence of at least 6 that is able to see and hear the Drug Dealer must make a DC 12 Wisdom saving throw (with advantage if the Drug Dealer is fighting it) or be charmed by the Drug Dealer. The Drug Dealer must concentrate to maintain, this effect, as if concentrating on a spell. The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends if the target is attacked or threatened.
Bonus Actions
Second Wind (1/Rest). The Drug Dealer regains 7 (1d10+2) hit points.
Inspire (2/Long Rest). The Drug Dealer chooses one creature other than themself within 60 feet who can hear them. That creature gains an Inspiration die, a d6. Once within the next 10 minutes, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Taunt. One creature with an Intelligence of at least 6 that is able to see and hear the Drug Dealer must make a DC 12 Wisdom saving throw or gain disadvantage on its next attack roll, ability check, or saving throw.
Smart/Dedicated Ordinary
Sample characters of this archetype include crime lab technicians, doctors, paramedics, journalists, forensics experts, scientists, academics, antiquarians, entrepreneurs, computer hackers, and stockbrokers. The statistics given below are for a typical paramedic.
Paramedic
Medium humanoid (any race), any alignment
- Armor Class 12 (heavy coat)
- Hit Points 18 (4d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 8 (-1) 10 (+0) 15 (+2) 14 (+2) 12 (+1)
- Saving Throws Wis +4, Int +4
- Skills Athletics +3, Insight +6, Medicine +6, Perception +4,
- Senses passive Perception 12
- Languages any one language
- Challenge 1/2 (100 XP)
Empathy. The Paramedic adds half their proficiency bonus to any Wisdom or Charisma ability check they make that doesn’t already use their proficiency bonus.
Helpful. When the Paramedic uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the Paramedic, rather than 5 feet of the Paramedic, if the target can see or hear the Paramedic.
Danger Sense. The Paramedic has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the Paramedic can’t be blinded, deafened, or incapacitated.
Actions
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 bludgeoning damage
Plan (1/Rest). The Paramedic chooses up to 6 creatures (one of which can be themself). For each creature the Paramedic chooses one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a +2 bonus to the chosen rolls until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at least 6 that is able to see and hear the Paramedic must make a DC 12 Intelligence saving throw or be stunned until the end of its next turn.
Bonus Actions
Help. The Paramedic takes the Help action.
Reactions
Deliberate Defense (2/Long Rest). When the Paramedic makes a saving throw against an effect they can see, they can use their reaction to add 2 to their roll.
Smart/Charismatic Ordinary
Sample characters of this archetype include politicians, executives, lawyers, managers, teachers, and nightclub owners. The statistics given below are for a typical politician.
Politician
Medium humanoid (any race), any alignment
- Armor Class 11
- Hit Points 22 (4d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 12 (+1) 14 (+2) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Cha +4
- Skills Deception +6, Insight +3, Performance +4,Persuasion +6
- Senses passive Perception 9
- Languages any one language
- Challenge 1/2 (100 XP)
Actions
Taser. Ranged Weapon Attack: +1 to hit, range 15/30 ft., one target. Hit: 1 (1d4 - 1) lightning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Plan (1/Rest). The Politician chooses up to 6 creatures (one of which can be themself). For each creature the Politician chooses one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a +2 bonus to the chosen rolls until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at least 6 that is able to see and hear the Politician must make a DC 12 Intelligence saving throw or be stunned until the end of its next turn.
Charm. One creature with an Intelligence of at least 6 that is able to see and hear the Politician must make a DC 12 Wisdom saving throw (with advantage if the Politician is fighting it) or be charmed by the Politician. The Politician must concentrate to maintain, this effect, as if concentrating on a spell. The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends if the target is attacked or threatened.
Bonus Actions
Inspire (2/Long Rest). The Politician chooses one creature other than themself within 60 feet who can hear them. That creature gains an Inspiration die, a d6. Once within the next 10 minutes, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Taunt. One creature with an Intelligence of at least 6 that is able to see and hear the Politician must make a DC 12 Wisdom saving throw or gain disadvantage on its next attack roll, ability check, or saving throw.
Reactions
Deliberate Defense (2/Long Rest). When the Politician makes a saving throw against an effect they can see, they can use their reaction to add 2 to their roll.
Dedicated/Charismatic Ordinary
Sample characters of this archetype include reporters, musicians, photographers, dancers, priests, gamblers, salespeople, artists, evangelists, and disk jockeys. The statistics given below are for a typical reporter.
Reporter
Medium humanoid (any race), any alignment
- Armor Class 12 (heavy coat)
- Hit Points 18 (4d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 10 (+0) 12 (+1) 15 (+2) 14 (+2)
- Saving Throws Wis +4, Cha +4
- Skills Insight +4, Investigation +3, Persuasion +4
- Senses passive Perception 11
- Languages any one language
- Challenge 1/2 (100 XP)
Empathy. The Reporter adds half their proficiency bonus to any Wisdom or Charisma ability check they make that doesn’t already use their proficiency bonus.
Helpful. When the Reporter uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the Reporter, rather than 5 feet of the Reporter, if the target can see or hear the Reporter.
Danger Sense. The Reporter has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the Reporter can’t be blinded, deafened, or incapacitated.
Actions
Stun Gun. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 1 (1d4 - 1) lightning damage. If the target is a creature it must make a DC 10 Constitution saving throw or be stunned until the end of its next turn.
Charm. One creature with an Intelligence of at least 6 that is able to see and hear the Reporter must make a DC 12 Wisdom saving throw (with advantage if the Reporter is fighting it) or be charmed by the Reporter. The Reporter must concentrate to maintain, this effect, as if concentrating on a spell. The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends if the target is attacked or threatened.
Bonus Actions
Inspire (2/Long Rest). The Reporter chooses one creature other than themself within 60 feet who can hear them. That creature gains an Inspiration die, a d6. Once within the next 10 minutes, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Taunt. One creature with an Intelligence of at least 6 that is able to see and hear the Reporter must make a DC 12 Wisdom saving throw or gain disadvantage on its next attack roll, ability check, or saving throw.
Credits
Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)
Art
NPCs
The Garage: AlexJJessup on DeviantArt. Gang: Kutty-Sark on DeviantArt. Taxi in Paris: Truffelschwein on DeviantArt. Guerilla Nest in the Jungle: Callergi on DeviantArt. Undercover Drug Dealer: satanasov on DeviantArt.
Source Material
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.