the Classic Adventuring Party

by Sella

Search GM Binder Visit User Profile

The Classic Adventuring Party

In a nod to the original classes from the Basic Set, here are four NPC stat blocks based on those classic and enduring archetypes. This adventuring party of yore can be used in your 5th edition Dungeons & Dragons campaign as a helpful group of NPCs, or perhaps even as competing rivals; there are many uses for these stat blocks.


To better fit your campaign, these stat blocks are scaled for use at different levels, and broken up into five tiers: Basic, Advanced, Expert, Master, and Legendary. Each tier has the same four class types: Cleric, Fighter, Rogue, and Wizard.
If used in a reoccurring role as an ally, the adventuring NPC can be quickly 'leveled-up' each time the party's proficiency bonus goes up, and can stay with a party over the course of an entire campaign with their powers growing alongside the players. If used as a Rival Party, the cleric, fighter, rogue, and wizard have formed their own competing adventuring party and always try to stay one step ahead of the players in their quest for noteworthy status while also disparaging the player's characters any chance they get. To use them in a Combat Encounter, use the following table to determine the appropriate tier to match up against a party of four players.


Difficulty Ratings
Party Level Rival Party Tier Difficulty
1 Basic Deadly
2 Basic Hard
3 Basic Medium
4 Basic Easy
5 Advanced Deadly
6 Advanced Hard
7 Advanced Medium
8 Advanced Easy
9 Expert Deadly
10 Expert Hard
11 Expert Medium
12 Expert Easy
13 Master Deadly
14 Master Hard
15 Master Medium
16 Master Easy
17 Legendary Deadly
18 Legendary Hard
19 Legendary Medium
20 Legendary Easy

For a party that is missing a certain role, such as a 'healer' or 'tank,' use these NPCs to fill in those gaps; consider even allowing the players to control the NPCs during combat. Insert any of these NPCs into the campaign as a committed party member, or as a patron or guide for the party. There is a section about running encounters or a full adventure specific to these NPCs at the end of this document.

Equipment

It is assumed that each of these adventuring NPCs has equipment in its possession. If you need to determine what each of these NPC is carrying, just assign whatever equipment is associated with their respective class as it's written in the PHB. It is also possible that these NPCs have amassed wealth during the course of their adventuring career. Use the table below to determine the adventuring NPC's personal wealth based on their tier, characterized not just by the coins in their pouch, but by the sum of their total assets including land holdings, investments, and treasure hoards.

Suggested Wealth for NPCs
Tier Wealth in Gold
Basic starting equipment
Advanced 500gp + 1d10×25
Expert 1000gp + 1d10×25
Master 5000gp + 1d10×250
Legendary 20,000gp + 1d10×250

Adventuring NPCs may have procured some magic items for themselves along the way as well. If you would like these NPCs to also possess magic items, roll from the random magic item tables in the DMG for each adventuring NPC you would like to equip with magic items by following the table below. To do this, roll on the first table suggested for their tier. If the result is an item they are not proficient with, or one they cannot attune to or even find useful, then roll again on a new table, moving down the list in the order suggested below, until an appropriate item comes up. If no such item comes up after three rolls, the indicated type of potion is allocated instead. Some of the NPCs in this Document already carry a magic item. In this case, the new magic item replaces the existing magic item or isn't used. Warning! Giving NPCs magic items will likely increase their Challenge Rating.

Magic items for NPCs
Tier Magic Item Table Sequence
Basic none
Advanced Table C, B, A, then potion of healing
Expert Table E, D, C, then potion of healing(greater)
Master Table G, F, E, then potion of healing(superior)
Legendary Table I, H, G, then potion of healing(supreme)

Basic Adventuring Party


Basic Cleric

Medium humanoid (any race), any alignment


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

STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 14 (+2) 12 (+1) 16 (+3) 11 (+0)

  • Saving Throws WIS +5, CHA +2
  • Skills Medicine +5, Persuasion +2, Religion +3
  • Senses Passive Perception 13
  • Languages Any two languages (usually including Common)
  • Challenge 1 (200 XP)

Turn Undead (1/short or long rest). As an action, The cleric presents a holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the cleric within 30 feet of it must make a Wisdom saving throw(DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Consult the PHB for the rules about turned creatures.

Divine Healing (1/short or long rest). As an action, The cleric presents a holy symbol and evokes healing energy. Each creature of the cleric's choosing that it can see regains 5 hit points.

Spellcasting. The cleric is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The cleric has the following spells prepared:

Cantrips (at will): light, sacred flame, spare the dying

1st level (3 slots): bless, command, cure wounds, guiding bolt, healing word

Actions

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


Basic Fighter

Medium humanoid (any race), any alignment


  • Armor Class 18 (Chain Mail, Shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws STR +5, CON +4
  • Skills Athletics +5, Intimidation +2
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 1 (200 XP)

Action Surge(1/short or long rest). the fighter can take an additional action on its turn.

Actions

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

Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Protection. When a creature that the fighter can see attacks one of its allies that is within 5' of it, the fighter can use its reaction to impose disadvantage on the attack roll. The fighter must be wielding a shield in order to do this.











Artist: Larry Elmor


Basic Rogue

Medium humanoid (any race), any alignment


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

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 9 (-1) 12 (+1) 14 (+2)

  • Saving Throws DEX +5, INT +1
  • Skills Acrobatics +5, Perception +5, Sleight of Hand +5, Stealth +7
  • Senses Passive Perception 15
  • Languages Thieves' Cant plus any one language (usually Common)
  • Challenge 1 (200 XP)

Lockpick. The rogue can make a Dexterity(sleight of hand) check to pick locks or disarm traps with thieves' tools.

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

Expert Thief. The rogue doubles its proficiency bonus for Dexterity(stealth) checks and Wisdom(perception) checks (included in the skill bonus).

Actions

Multiattack. The rogue makes two attacks with its Daggers.

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

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Artist: Jeff Easley


Basic Wizard

Medium humanoid (any race), any alignment


  • Armor Class 11 (14 With Mage Armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 16 (+3) 14 (+2) 10 (+0)

  • Saving Throws INT +5, WIS +4
  • Skills Arcana +5, History +5
  • Senses Passive Perception 12
  • Languages Any four languages (usually includes Common)
  • Challenge 1 (200 XP)

Arcane Recovery (1/day). The wizard regains 1 spell slot after taking a short rest.

Spellcasting. The wizard is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The wizard has the following spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (3 slots): detect magic, mage armor, magic missile, shield, sleep

Actions

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

Advanced Adventuring Party


Advanced Cleric

Medium humanoid (any race), any alignment


  • Armor Class 16 (Chain Mail)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 14 (+2) 12 (+1) 18 (+4) 11 (+0)

  • Saving Throws WIS +6, CHA +2
  • Skills Medicine +6, Persuasion +2, Religion +3
  • Senses Passive Perception 14
  • Languages Any two languages (usually including Common)
  • Challenge 3 (700 XP)

Special Equipment. The cleric wields a magic mace that grants a +1 bonus to attack and damage rolls made with it (included in its attack).

Turn & Destroy Undead (1/short or long rest). As an action, The cleric presents a holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the cleric within 30 feet of it must make a Wisdom saving throw(DC 14). If the turned creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If the turned creature has a challenge rating of 1/2 or lower, it is instantly destroyed.
Consult the PHB for the rules about turned creatures.

Divine Healing (1/short or long rest). As an action, The cleric presents a holy symbol and evokes healing energy. Each creature of the cleric's choosing that it can see regains 10 hit points.

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

Cantrips (at will): light, sacred flame, spare the dying

1st level (4 slots): bless, command, cure wounds, guiding bolt

2nd level (3 slots): lesser restoration, spiritual weapon, silence

3rd level (3 slots): dispel magic, spirit guardians, mass healing word

Actions

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


Advanced Fighter

Medium humanoid (any race), any alignment


  • Armor Class 19 (Half Plate, Shield)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+3) 14 (+2) 14 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws STR +6, CON +4
  • Skills Athletics +5, Intimidation +2
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 3 (700 XP)

Action Surge(1/short or long rest). the fighter can take an additional action on its turn.

Actions

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

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

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

Reactions

Protection. When a creature that the fighter can see attacks one of its allies that is within 5' of it, the fighter can use its reaction to impose disadvantage on the attack roll. The fighter must be wielding a shield in order to do this.

Artist: Ron Randall


Advanced Rogue

Medium humanoid (any race), any alignment


  • Armor Class 16 (Studded Leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 9 (-1) 12 (+1) 14 (+2)

  • Saving Throws DEX +6, INT +1
  • Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
  • Senses Passive Perception 15
  • Languages Thieves' Cant plus any one language (usually Common)
  • Challenge 3 (700 XP)

Lockpick. The rogue can make a Dexterity(sleight of hand) check to pick locks or disarm traps with thieves' tools.

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

Expert Thief. The rogue doubles its proficiency bonuses for its listed skill proficiencies (included in the skill bonus).

Actions

Multiattack. The rogue makes two attacks with its shortswords.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8+ 4) piercing damage.

Bonus Actions

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


Advanced Wizard

Medium humanoid (any race), any alignment


  • Armor Class 11 (14 With Mage Armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 18 (+4) 14 (+2) 10 (+0)

  • Saving Throws INT +6, WIS +4
  • Skills Arcana +6, History +6
  • Senses Passive Perception 12
  • Languages Any four languages (usually includes Common)
  • Challenge 3 (700 XP)

Arcane Recovery (1/day). The wizard regains 3 levels worth of spell slots after taking a short rest.

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

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion, levitate

3rd level (3 slots): counterspell, fireball, hypnotic pattern

Actions

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

Artist: David C. Sutherland III

Expert Adventuring Party



Expert Cleric

Medium humanoid (any race), any alignment


  • Armor Class 16 (Chain Mail)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (-0) 14 (+2) 12 (+1) 19 (+4) 11 (+0)

  • Saving Throws WIS +7, CHA +3
  • Skills Medicine +7, Persuasion +3, Religion +4
  • Senses Passive Perception 14
  • Languages Any two languages (usually includes Common)
  • Challenge 5 (1,800 XP)

Special Equipment. The cleric wields a magic mace that grants a +1 bonus to attack and damage rolls made with it (included in its attack).

Turn & Destroy Undead (1/short or long rest). As an action, The cleric presents a holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the cleric within 30 feet of it must make a Wisdom saving throw(DC 15). If the turned creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If the turned creature has a challenge rating of 2 or lower, it is instantly destroyed.
Consult the PHB for the rules about turned creatures.

Divine Healing(2/short or long rest). As an action, The cleric presents a holy symbol and evokes healing energy. Each creature of the cleric's choosing that it can see regains 10 hit points.

Spellcasting. The cleric is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cleric has the following spells prepared:

Cantrips (at will): guidance, light, mending, sacred flame, spare the dying

1st level (4 slots): bless, command, cure wounds, guiding bolt

2nd level (3 slots): lesser restoration, spiritual weapon, silence

3rd level (3 slots): bestow curse, dispel magic, mass healing word

4th level (3 slots): banishment, freedom of movement, guardian of faith

5th level (2 slots): flame strike

Actions

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

Divine Intervention (1/week). The cleric calls on its deity to intervene on its behalf. The DM rolls a d12. On the roll of a 1, the cleric's deity intervenes and manifests its power either in the form of a weather event(using the control weather spell), an earthquake(using the earthquake spell), or a tsunami(using the tsunami spell). The use of this feature is expended regardless of the outcome of the roll.

Artist: David C. Sutherland III


Expert Fighter

Medium humanoid (any race), any alignment


  • Armor Class 20 (Half Plate, Shield)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws STR +7, CON +5
  • Skills Athletics +7, Intimidation +3
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 5 (1,800 XP)

Defense. The fighter gains a +1 to its Armor Class while it is wearing armor (calculated in with the AC)

Action Surge(1/short or long rest). the fighter can take an additional action on its turn.

Indomitable (1/day). The fighter rerolls a failed saving throw.

Actions

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

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

Longbow Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Protection. When a creature that the fighter can see attacks one of its allies that is within 5' of it, the fighter can use its reaction to impose disadvantage on the attack roll. The fighter must be wielding a shield in order to do this.

Artist: Jeff Easley


Expert Rogue

Medium humanoid (any race), any alignment


  • Armor Class 16 (Studded Leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 14 (+2) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws DEX +7, INT +3
  • Skills Acrobatics +10, Perception +7, Sleight of Hand +10, Stealth +10
  • Senses Passive Perception 17
  • Languages Thieves' Cant plus any one language (usually Common)
  • Challenge 5 (1,800 XP)

Expert's Reflexes. The rogue has advantage on Dexterity Saving Throws while it is not incapacitated.

Lockpick. The rogue can make a Dexterity(sleight of hand) check to pick locks or disarm traps with thieves' tools.

Sneak Attack (1/Turn). The rogue deals an extra 17(5d6) 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 rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.

Expert Thief. The rogue doubles its proficiency bonuses for its listed skill proficiencies (included in the skill bonus).

Actions

Multiattack. The rogue makes two attacks with its shortswords.

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

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+ 4) piercing damage.

Bonus Actions

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



Expert Wizard

Medium humanoid (any race), any alignment


  • Armor Class 11 (14 With Mage Armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 13 (+1) 19 (+4) 14 (+2) 10 (+0)

  • Saving Throws INT +7, WIS +5
  • Skills Arcana +7, History +7
  • Senses Passive Perception 12
  • Languages Any four languages (usually includes Common)
  • Challenge 5 (1,800 XP)

Arcane Recovery (1/day). After taking a short rest, the wizard regains 5 levels worth of spell slots (example: one 3rd level plus two 1st level spell slots equals 5 levels worth).

Spellcasting. The wizard is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wizard has the following spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion, levitate

3rd level (3 slots): counterspell, fireball, hypnotic pattern

4th level (3 slots): greater invisibility, evard's black tentacles, polymorph

5th level (2 slots): bigby's hand

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Inscribed Wizardry(1/short or long rest). The wizard can use its action to swap out a spell on its prepared spell list with another spell written in its spellbook that it can cast.

Unprepared spells: find familiar, identify, flaming sphere, scorching ray, animate dead, leomund's tiny hut, arcane eye, dimension door, animate objects, cone of cold

Artist: Jeff Easley

Master Adventuring Party



Master Cleric

Medium humanoid (any race), any alignment


  • Armor Class 17 (Half Plate)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (-0) 15 (+2) 12 (+1) 20 (+5) 11 (+0)

  • Saving Throws WIS +8, CHA +3
  • Skills Medicine +8, Persuasion +3, Religion +4
  • Senses Passive Perception 15
  • Languages Any two languages (usually includes Common)
  • Challenge 7 (2,900 XP)

Special Equipment. The cleric wields a magic mace that grants a +1 bonus to attack and damage rolls made with it (included in its attack).

Turn & Destroy Undead (1/short or long rest). As an action, the cleric presents a holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the cleric within 30 feet of it must make a Wisdom saving throw(DC 16). If the turned creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If the turned creature has a challenge rating of 3 or lower, it is instantly destroyed.
Consult the PHB for the rules about turned creatures.

Divine Healing (2/short or long rest). As an action, The cleric presents a holy symbol and evokes healing energy. Each creature of the cleric's choosing that it can see regains 20 hit points.

Spellcasting. The cleric is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cleric has the following spells prepared:

Cantrips (at will): guidance, light, sacred flame, spare the dying

1st level (4 slots): bless, command, cure wounds, guiding bolt

2nd level (3 slots): aid, lesser restoration, spiritual weapon, silence

3rd level (3 slots): bestow curse, dispel magic, mass healing word

4th level (3 slots): banishment, freedom of movement, guardian of faith

5th level (2 slots): flame strike, greater restoration, insect plague

6th level (1 slot): heal

7th level (1 slot): regenerate

Actions

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

Divine Intervention (1/week). The cleric calls on its deity to intervene on its behalf. The DM rolls a d8. On the roll of a 1, the cleric's deity intervenes and manifests its power either in the form of a weather event(using the Control Weather spell), an earthquake(using the earthquake spell), or a Tsunami(using the tsunami spell). The use of this feature is expended regardless of the outcome of the roll.

Artist: Ron Randall


Master Fighter

Medium humanoid (any race), any alignment


  • Armor Class 21 (Plate, Shield)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws STR +8, CON +6
  • Skills Athletics +8, Intimidation +3
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 7 (2,900 XP)

Defense. The fighter gains a +1 to its Armor Class while it is wearing armor (calculated in with the AC)

Action Surge(1/short or long rest). the fighter can take an additional action on its turn.

Indomitable (2/day). The fighter rerolls a failed saving throw.

Actions

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

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.

Longbow Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Protection. When a creature that the fighter can see attacks one of its allies that is within 5' of it, the fighter can use its reaction to impose disadvantage on the attack roll. The fighter must be wielding a shield in order to do this.

Artist: Bill Willingham


Master Rogue

Medium humanoid (any race), any alignment


  • Armor Class 17 (Studded Leather)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

  • Saving Throws DEX +8, INT +3
  • Skills Acrobatics +11, Perception +7, Sleight of Hand +11, Stealth +11
  • Senses Passive Perception 17
  • Languages Thieves' Cant plus any one language (usually Common)
  • Challenge 7 (2,900 XP)

Master's Reflexes. The rogue has advantage on Dexterity Saving Throws and Initiative rolls while it is not incapacitated.

Lockpick. The rogue can make a Dexterity(sleight of hand) check to pick locks or disarm traps with thieves' tools.

Sneak Attack (1/Turn). The rogue deals an extra 24(7d6) 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 rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.

Expert Thief. The rogue doubles its proficiency bonuses for its listed skill proficiencies (included in the skill bonus).

Actions

Multiattack. The rogue makes two attacks with its shortswords.

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

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8+ 5) piercing damage.

Bonus Actions

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



Master Wizard

Medium humanoid (any race), any alignment


  • Armor Class 11 (14 With Mage Armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 14 (+2) 20 (+5) 14 (+2) 11 (+0)

  • Saving Throws INT +8, WIS +5
  • Skills Arcana +8, History +8
  • Senses Passive Perception 12
  • Languages Any four languages (usually includes Common)
  • Challenge 7 (2,900 XP)

Arcane Recovery (1/day). After taking a short rest, the wizard regains 7 levels worth of spell slots (example: one 3rd level plus two 2nd level spell slots equals 7 levels worth).

Spellcasting. The wizard is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The wizard has the following spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (3 slots): detect magic, mage armor, magic missile, shield,

2nd level (3 slots): hold person, misty step, suggestion, levitate

3rd level (3 slots): counterspell, fireball, hypnotic pattern

4th level (3 slots): greater invisibility, evard's black tentacles, polymorph

5th level (2 slots): bigby's hand, scrying, wall of force

6th level (1 slot): chain lightning

7th level (1 slot): reverse gravity

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Inscribed Wizardry(2/short or long rest). The wizard can use its action to swap out a spell on its prepared spell list with another spell written in its spellbook that it can cast.

Unprepared spells: find familiar, identify, flaming sphere, scorching ray, animate dead, leomund's tiny hut, arcane eye, dimension door, animate objects, cone of cold, disintegrate, mass suggestion, teleport

Artist: Bill Willingham

Legendary Adventuring Party



Legendary Cleric

Medium humanoid (any race), any alignment


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

STR DEX CON INT WIS CHA
14 (+2) 10 (-0) 16 (+3) 12 (+1) 20 (+5) 12 (+1)

  • Saving Throws WIS +7, CHA +3
  • Skills Medicine +9, Persuasion +5, Religion +5
  • Senses Passive Perception 15
  • Languages Any two languages (usually includes Common)
  • Challenge 9 (5,000 XP)

Special Equipment. The cleric wields a magic mace that grants a +1 bonus to attack and damage rolls made with it (included in its attack).

Turn & Destroy Undead (2/short or long rest). As an action, The cleric presents a holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the cleric within 30 feet of it must make a Wisdom saving throw(DC 17). If the turned creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If the turned creature has a challenge rating of 4 or lower, it is instantly destroyed.
Consult the PHB for the rules about turned creatures.

Divine Healing (2/short or long rest). As an action, The cleric presents a holy symbol and evokes healing energy. Each creature of the cleric's choosing that it can see regains 30 hit points.

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

Cantrips (at will): guidance, light, sacred flame, spare the dying

1st level (4 slots): bless, command, cure wounds, guiding bolt

2nd level (3 slots): aid, lesser restoration, spiritual weapon, silence

3rd level (3 slots): bestow curse, dispel magic, revivify, mass healing word

4th level (3 slots): banishment, freedom of movement, guardian of faith

5th level (2 slots): flame strike, greater restoration, insect plague, mass cure wounds

6th level (1 slot): heal

7th level (1 slot): regenerate

8th level (1 slot): holy aura

9th level (1 slot): mass heal

Actions

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Divine Intervention (1/week). The cleric calls on its deity to intervene on its behalf. The DM rolls a d4. On the roll of a 1, the cleric's deity intervenes and manifests its power either in the form of a weather event (using the control weather spell), an earthquake(using the earthquake spell), or a Tsunami (using the tsunami spell). The use of this feature is expended regardless of the outcome of the roll.

Artist: David C. Sutherland III


Legendary Fighter

Medium humanoid (any race), any alignment


  • Armor Class 22 (Magic Armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws STR +9, CON +7
  • Skills Athletics +9, Intimidation +4
  • Senses Passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge 9 (5,000 XP)

Special Equipment. The fighter wears magic plate mail that grants a +1 bonus to its armor class(calculated in with the AC).

Defense. The fighter gains a +1 to its Armor Class while it is wearing armor (calculated in with the AC)

Action Surge(2/short or long rest). the fighter can take an additional action on its turn.

Indomitable (3/day). The fighter rerolls a failed saving throw.

Actions

Multiattack. The fighter makes three melee attacks or three ranged attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.

Longbow Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

Protection. When a creature that the fighter can see attacks one of its allies that is within 5' of it, the fighter can use its reaction to impose disadvantage on the attack roll. The fighter must be wielding a shield in order to do this.


Legendary Rogue

Medium humanoid (any race), any alignment


  • Armor Class 17 (Studded Leather)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft.

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

  • Saving Throws DEX +9, INT +3
  • Skills Acrobatics +13, Perception +10, Sleight of Hand +13, Stealth +13
  • Senses Passive Perception 20
  • Languages Thieves' Cant plus any one language (usually Common)
  • Challenge 9 (5,000 XP)

Legendary Reflexes. The rogue has advantage on Dexterity Saving Throws and Initiative rolls while it is not incapacitated, and has advantage on all its attacks during the first round of combat.

Lockpick. The rogue can make a Dexterity(sleight of hand) check to pick locks or disarm traps with thieves' tools.

Sneak Attack (1/Turn). The rogue deals an extra 31(9d6) 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 rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.

Expert Thief. The rogue doubles its proficiency bonuses for its listed skill proficiencies (included in the skill bonus).

Actions

Multiattack. The rogue makes two attacks with its shortsword.

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

Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d8+ 5) piercing damage.

Bonus Actions

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

Artist: Ken Frank



Legendary Wizard

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 With Mage Armor)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 20 (+5) 14 (+2) 12 (+1)

  • Saving Throws INT +9, WIS +6
  • Skills Arcana +9, History +9
  • Senses Passive Perception 12
  • Languages Any four languages (usually includes Common)
  • Challenge 9 (5,000 XP)

Arcane Recovery (1/day). After taking a short rest, the wizard regains 9 levels worth of spell slots (example: one 5th level plus two 2nd level spell slots equals 9 levels worth).

Spellcasting. The wizard is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The wizard can cast misty step and shield at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (3 slots): detect magic, mage armor, magic missile, sleep, find familiar

2nd level (3 slots): hold person, scorching ray, suggestion, levitate

3rd level (3 slots): counterspell, fireball, haste, hypnotic pattern

4th level (3 slots): greater invisibility, evard's black tentacles, polymorph

5th level (3 slots): bigby's hand, scrying, wall of force

6th level (1 slot): chain lightning

7th level (1 slot): reverse gravity

8th level (1 slot): power word stun

9th level (1 slot): shapechange

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Inscribed Wizardry(3/short or long rest). The wizard can use its action to swap out a spell on its prepared spell list with another spell written in its spellbook that it can cast.

Unprepared spells: identify, flaming sphere, animate dead, leomund's tiny hut, arcane eye, dimension door, animate objects, cone of cold, disintegrate, mass suggestion, etherealness, teleport, maze, true polymorph, wish

Artist: Larry Elmore

Suggested Encounters

The following encounters are just a few ways the two parties can find themselves tangled up in each other's business. It's up to the DM whether or not the rival party is open to peaceful solutions when they find themselves at odds with the players. Though the rival party can be any alignment the DM chooses, slaughtering competitors is never a good look. If the players and the rival party end up in a violent altercation, and the rivals find themselves the victors, they will always choose to spare the player character's lives if they have the opportunity to do so, perhaps if only to protect their own reputations.

Beat to the Punch

The players are hired by a local lord to kill an ogre zombie that has moved into a nearby farm. The lord has promised to pay handsomely to rid the farm of the giant, but there's one problem: the lord has unwittingly double booked two parties for the same task. This faux pas results in the two parties awkwardly converging at a wooded road along the way to the farm; and when they realize both parties are after the same prize, the rival party is none to eager to give up claim to the full bounty. The rivals will try to intimidate the players into turning back, but will attack if they make any attempts to pass them on the road or claim the bounty. (suggested tier: Basic)

Dungeon Conundrum

The player characters have crawled their way through a forbidden, sunken temple to recover an ancient artifact. But after a flawless decent through trapped corridors into the heart of the temple, they come face to face with their rivals, who also have their sights set on grabbing the artifact. The artifact's power has charmed everyone into believing they must claim it for their own side and aren't gonna let any of their contemporaries get away with it without a fight. (suggested tier: Advanced)

Frienemy at the Gates

The players need a special artifact that is in the possession of the rival party in order to complete an important quest they are on. But the rival party cannot be convinced to part with the object and so the players have no choice but to sneak into their rival's headquarters and "borrow" the artifact for their own purposes. The artifact, however, is under close watch, and the players' attempt to snatch it goes awry when they set off a magical alarm that traps them in a magically warded subterranean vault, and puts them in an inescapable confrontation with their rivals. (suggested tier: Expert)

At Odds with the Gods

A parade that was held in the player character's honor inadvertently crossed over a holy site and ruined a hallowed tradition for a lesser know sect of worshipers. Now an incensed clergy has hired the rival party to punish the "transgressors." The rivals challenge the players to a duel at a nearby abandoned ruins. If the players refuse, the rivals attack them in the city streets the next time they encounter each other. (suggested tier: Master)

The Archfey's Arena

A mad archfey has heard the fabled tales of two epic adventuring parties, and must find out which is the greater. And so, the parties have been teleported to the archfey's arena in the Feywild, where t hey are ordered to battle to the death before a audience of rowdy satyrs, dryads, and assorted faerie folk. An unbreakable forcefield keeps the adventurers trapped in the fighting pit, and blocks all magical and non-magical attempts to escape it. (suggested tier: Legendary)

Suggested Adventure

The aforementioned encounters can be strung together and used as a single adventure-- one that follows the messy history of the two competing parties and their repeated entanglements. The players create new characters using 5th edition Dungeons & Dragons source material. The players begin at level 1, 2, 3, or 4 and should all be the same level; this is decided based on what difficulty you choose based on the 'Difficulty Ratings' chart at the start of this document. A 2nd level party of four is recommended to start, but if it ends up being more or less difficult, just adjust accordingly. Give the rival party names and descriptions, and include as much backstory for them as you want.

The adventure begins with the first encounter-- "Beat to the Punch," where the players meet their rivals for the first time. After that, they continue to bump into each other over the course of their adventuring careers. This adventure focuses on just those five encounters. Run the encounters in succession, in the order implied by their suggested tier. After each encounter, regardless of the outcome, each player gains four levels. At this time the players can also roll on the 'Suggested Wealth' and 'Magic Item' tables that appear at the beginning of this document, per their associated tier. Equipment from the PHB can be purchased at this time as well. It is assumed that an amount of time passes between each encounter, and both parties have the chance to go on adventures and gain experience. Allow the players to tell stories and make up events that occurred before and leading up to each encounter. A few extra narrative ploys can be introduced here too, for example: the artifact acquired in the "Dungeon Conundrum" encounter becomes the same artifact in the "Frienemy at the Gates" encounter, switching which party is trying to pull off the heist if needed. Another possibility is to allow the players to form an alliance with their rivals in the final encounter, and confront their fey captors as a unified front. With the exception of the final encounter, combat with the rivals never results in death. If any of the players' characters or NPCs die outright, or fail their death saves, they instead fall unconscious for ten days, and can only be revived by means of a greater restoration, or similarly powerful spell. After they regain consciousness, they recover per the rules written in the PHB, with one additional rule: they receive a lingering injury by rolling on the lingering injury table from the DMG. This injury sticks with them over the course of the adventure unless they find the prescribed remedy for injury. For the purpose of running this adventure, spell casting services can be acquired between each encounter, if the players can afford them. The suggested starting price for a heal and regeneration spell is 500 and 750 gold, respectively.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.