TEXT:  
  ADVERSARIES  
  & ALLIES 
  An Expanded Collection of Archetypal NPCs for 5th Edition D&D 
   
   
   
  BY DAN LAYMAN-KENNEDY 
   
   
   
  
   
  ADVERSARIES & ALLIES 
   
  i 
  TABLE OF CONTENTS 
  Introduction......................................................................................................... 1 
  Non-Player Characters .................................................................................... 2 
  Adept .......................................................................................................................... 2 
  Advisor ...................................................................................................................... 2 
  Arcane Student....................................................................................................... 3 
  Aristocrat ................................................................................................................. 3 
  Bard ............................................................................................................................ 4 
  Battle Mage .............................................................................................................. 5 
  Charlatan .................................................................................................................. 5 
  City Watch ................................................................................................................ 6 
  Cleric .......................................................................................................................... 7 
  Death Priest ............................................................................................................. 7 
  Diabolist .................................................................................................................... 8 
  Dragon Sorcerer .................................................................................................... 9 
  Eldritch Adept ...................................................................................................... 10 
  Eldritch Cult Leader ........................................................................................... 11 
  Enchanter ............................................................................................................... 12 
  Entertainer ............................................................................................................ 12 
  Expert ...................................................................................................................... 13 
  Fey Witch ............................................................................................................... 14 
  Fortune Teller....................................................................................................... 15 
  Friar .......................................................................................................................... 15 
  Governor................................................................................................................. 16 
  Healer ...................................................................................................................... 16 
  Illusionist................................................................................................................ 17 
  Inquisitor................................................................................................................ 17 
  Investigator ........................................................................................................... 18 
  Loremaster ............................................................................................................ 19 
  Mage Hunter ......................................................................................................... 20 
  Mastermind ........................................................................................................... 20 
  Merchant ................................................................................................................ 21 
  Monk ........................................................................................................................ 21 
  Necromancer ........................................................................................................ 22 
  Oracle ...................................................................................................................... 22 
  Ranger ..................................................................................................................... 23 
  Rogue....................................................................................................................... 24 
  Ruler ........................................................................................................................ 24 
  Sailor........................................................................................................................ 25 
  Scholar .................................................................................................................... 25 
  Skald ........................................................................................................................ 26 
  Smith........................................................................................................................ 26 
  Street Urchin ........................................................................................................ 27 
  Summoner ............................................................................................................. 27 
  Swashbuckler ....................................................................................................... 28 
  Thief ......................................................................................................................... 28 
  Warlock .................................................................................................................. 29 
  Warlord .................................................................................................................. 30 
  Warrior ................................................................................................................... 30 
  Watch Captain ...................................................................................................... 31 
  Wild Mage .............................................................................................................. 31 
  Wise One ................................................................................................................ 31 
  Witch ....................................................................................................................... 33 
  Wizard’s Apprentice .......................................................................................... 33 
  Design Notes .................................................................................................... 34 
  Appendix: NPCs by Challenge Rating ..................................................... 36 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and 
  their respective logos, are trademarks of Wizards of the Coast in the USA and other countries.  
  This work contains material that is copyright © Wizards of the Coast and/or other authors. Such material is used with permission under the Community 
  Content Agreement for Dungeon Masters Guild.  
  All other original material in this work is copyright © 2016 by Dan Layman-Kennedy and published under the Community Content Agreement for Dungeon 
  Masters Guild. 
   
  Disclaimer: Neither the author nor the Dungeon Masters Guild nor Wizards of the Coast can be held responsible for anything resulting from trafficking with 
  thieves, rogues, charlatans, various other underworld types, assorted despots, dabblers in the dark and/or necromantic arts, or those who bargain with 
  otherworldy entities (fiendish or otherwise) in exchange for arcane and terrible pow’rs. Also, any failures of your Wisdom (Insight) or Charisma 
  (Persuasion) checks are your own to live with. Roll and learn, hero. 
   
  For Stacy, who throws my very favorite fireballs; and who believed, and was right. 
   
  
   
  ADVERSARIES & ALLIES 
   
  1 
  INTRODUCTION 
   
  The collection of NPCs in the 5th edition Monster Manual 
  is one of the more useful resources for the game and a 
  gift to the busy DM. No longer saddled with statting out 
  every one of potentially dozens, if not hundreds, of 
  supporting characters (much less, gods protect us, 
  working them up with classes and levels), the DM is free 
  to take the cue that guards and nobles are going to be 
  more or less the same from place to place, that the evil 
  boss wizard waiting in the tower is an archmage, his 
  loyal minions are cult fanatics, and the Zhentarim 
  toughs he’s hired to accompany his caravans of strange 
  merchandise are thugs. Done. Roll initiative. 
  That said, there are, nonetheless, some notable gaps. 
  One is the limited number of PC-analog types. We get 
  some great examples of simplified versions of heroic 
  classes, but there are some staples that are missing from 
  the lineup. They can be built using the class-and-level 
  rules, of course, but if you’re spinning a campaign of 
  thieves’ guilds or Harper agents and find yourself 
  building more or less the same rogue or bard several 
  times over, a handily repurposable stat block starts to 
  look like a much simpler solution. 
  Also, the larger population of the gameworld feels a little 
  underrepresented. The generic commoner, with 10s in 
  all stats and no skills of note, might be fine for your 
  standard peasant or townie, but comes a little short of 
  being a genuinely good stand-in for the wide and 
  colorful array of artisans, innkeepers, scholars, sheriffs, 
  stewards, viziers, and blacksmiths that I surely hope are 
  populating the crowd scenes of your adventures. A little 
  more variety, then, can only be a good thing. 
  Thus, this resource, which I hope will serve to fill in 
  some of what’s been missing so far. Among the people 
  you’ll meet here are: 
   
  More options for spellcasters, both in variety—
  expanding beyond the mage and archmage to 
  represent some of the various wizardly 
  specializations, as well as the more disreputable 
  magics of the sorcerer and warlock—and power, 
  notably giving a progression of stages (wizard’s 
  apprentice, arcane student, adept) that lead up to 
  the formidable abilities of the mage. 
   
  NPC versions of player character types like the bard, 
  cleric, monk, ranger, and rogue, some of which 
  also branch out into interesting variants like the 
  loremaster, skald, swashbuckler, and 
  mastermind. 
   
  A greater variety of supporting cast great and small, 
  from the lowly street urchin to the sailor and 
  merchant all the way up to the aristocrat, 
  governor, and ruler. 
   
  A handful of more specialized professions that might 
  provide interesting antagonists or allies to an 
  adventuring party, like the mage hunter, 
  investigator, and inquisitor. 
   
  Like most such creations, this document started its life 
  as a resource for my own campaign, and gained 
  momentum from there. I hope it’s as useful to you as it’s 
  been to me—that it fills a need you didn’t know you had, 
  or sparks a fiendish new idea that wouldn’t have 
  occurred to you otherwise. No writer, or Dungeon 
  Master, could ask for more. 
  Dan Layman-Kennedy 
  January 2016 
   
   
  A NOTE ON CHALLENGE RATINGS AND PROFICIENCY 
  By strict application of the monster creation rules in the 
  Dungeon Master’s Guide, a creature’s proficiency bonus should 
  be determined by its Challenge Rating. The observant reader 
  will note that some of the NPCs in the following pages play a bit 
  loose with this, with certain NPCs—especially those modeled 
  on PC classes—using a higher proficiency bonus than their CR 
  would suggest. 
  The reasoning behind this is that CR is mostly a function of how 
  hard something is to kill, which even by the rules of adventure 
  fantasy doesn’t always map to the scale of general competence 
  that proficiency represents. Thus, in a handful of cases where it 
  makes sense to do so, I’ve decoupled them here to model 
  people who aren’t necessarily combat monsters, but should be 
  notably skilled in the things they’re good at—especially when 
  compared to adventurers of equivalent levels of ability. 
  The DM for whom this represents a handwave too far will 
  surely already have made such adjustments as they see fit. 
   
   
  
   
  ADVERSARIES & ALLIES 
   
  2 
  NON-PLAYER CHARACTERS 
   
  AD EPT 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, History +5 
  Senses passive Perception 11 
  Languages any four languages  
  Challenge 2 (450 XP) 
   
  Spellcasting. The adept is a 5th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 13, +3 to hit). The adept has 
  the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic missile 
  2nd level (3 slots): invisibility, misty step, suggestion 
  3rd level (2 slots): counterspell, lightning bolt 
   
  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. 
   
  No longer mere students of magic, adepts are well on 
  their way to the mage’s true mastery of the arcane arts. 
  Most serious practitioners of wizardry encountered in 
  the world are likely to fit this mold, perhaps with small 
  variations in their lists of spells known. Like other types 
  of spellcasters, they might be solitary practitioners, or 
  members of magical guilds or cabals that share—and 
  quite possibly hoard—power and knowledge. 
   
  ADVISO R 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 21 (6d8-6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  11 (+0) 
  9 (-1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  Skills History +4, Insight +5, Persuasion +6 
  Senses passive Perception 11 
  Languages Any two languages  
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  2 (1d6-1) or 3 (1d8 -1) bludgeoning damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
   
  An advisor might be a king’s councilor, a shadowy 
  vizier, or a particularly knowledgeable and trusted 
  steward or majordomo. Many have been around for a 
  long time, and might serve a realm above any specific 
  lord or ruler of it—perhaps having seen more than one 
  of them come and go. The good ones are worth their 
  weight in jewels for the wisdom they impart; the evil 
  ones are likely to have schemes for seizing power of 
  their own. 
  
   
  ADVERSARIES & ALLIES 
   
  3 
  ARCA NE STUDENT 
  Medium humanoid (any race), any alignment 
  Armor Class 11  
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  Saving Throws Int +4 
  Skills Arcana +4, History +4 
  Senses passive Perception 10 
  Languages any four languages  
  Challenge 1 (200 XP) 
   
  Spellcasting. The arcane student is a 2nd-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 to hit). The 
  arcane student has the following wizard spells prepared: 
  Cantrips (at will): light, mage hand, prestidigitation 
  1st level (3 slots): detect magic, identify, magic missile, unseen 
  servant 
   
  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. 
   
  An arcane student might be in attendance at a genuine 
  college of magic, or simply someone who has reached 
  the journeyman stage after studying as an apprentice 
  under a powerful mage. They can be found in libraries 
  and other places of lore and learning, but also in the 
  more disreputable parts of large towns and cities, or 
  indeed anywhere their talents in the magical arts can get 
  them out of having to do real work. 
   
  ARISTO CRAT 
  Medium humanoid (any race), any alignment 
  Armor Class 11  
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  14 (+2) 
  Skills History +2, Persuasion +4 
  Senses passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Walking Stick. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  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. 
   
  The gentry and courtiers who represent the upper 
  portion of the social order, aristocrats generally lack the 
  martial training of nobles, though they may be skilled in 
  other arts. Some are decadent and corrupt indeed, while 
  others might have genuinely lofty ideals befitting their 
  station. Both types might be willing to bankroll 
  adventurers to undertake jobs on their behalf—provided 
  they don’t come calling at the front door, of course. 
   
   
  
   
  ADVERSARIES & ALLIES 
   
  4 
  B ARD 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (leather armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  Saving Throws Cha +6 
  Skills Arcana +8, History +5, Insight +4, Perception +4, 
  Performance +9, Persuasion +6; any three musical instruments 
  Senses passive Perception 14 
  Languages Any four languages  
  Challenge 1 (200 XP) 
   
  Bardic Inspiration (3/long or short rest). As a bonus action, the 
  bard adds 1d6 to the ability check, saving throw, or attack roll of 
  another creature within 60 feet that can hear it.  
  Jack-of-All-Trades. The bard has +1 on all ability checks that don’t 
  already include its proficiency bonus.  
  Spellcasting. The bard is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit). It knows the 
  following bard spells: 
  Cantrips (at will): minor illusion, prestidigitation, thaumaturgy, 
  vicious mockery 
  1st level (4 slots): charm person, cure wounds, detect magic, 
  disguise self, identify, sleep 
  2nd level (3 slots): calm emotions, enthrall 
  3rd level (3 slots): counterspell, fear 
   
  ACTIONS 
  Countercharm. The bard grants advantage on all saving throws 
  against being frightened or charmed to all friendly creatures 
  within 30 feet that can hear it.  
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8+1) piercing damage. 
  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. 
   
  REACTIONS 
  Cutting Words. The bard can expend a use of its Bardic Inspiration 
  to subtract 1d6 from the attack roll, ability check, or damage roll 
  of another creature within 60 feet that can hear it.  
   
  More than mere entertainers, bards often serve as 
  diplomats, learned advisors, and keepers of lore.  
  Renowned for their expertise and their stirring 
  performances, they also collect knowledge, gossip, and 
  mystical secrets in their far wanderings. A bard in the 
  service of good and justice is a valuable friend; an evil 
  one makes a subtle and terrible enemy. 
  VARIANT: BARDIC JESTER 
  Where most bards are collectors of lore and knowledge, some 
  are specialists in satire who sway the will of rulers and the 
  course of realms with their carefully-applied acidic wit. A 
  bardic jester uses the bard’s stat block, without the Cutting 
  Words feature or rapier and with the following additional 
  features and changes: 
  Skills Insight +7, Perception +4, Performance +6, Persuasion +9, 
  Sleight of Hand +4; any two musical instruments, thieves’ tools 
   
  Tumbler. As a bonus action, the bardic jester can tumble, gaining 
  the benefits of the Dash and Disengage actions, halving any 
  damage from falling, and gaining a climbing speed equal to its 
  current movement. 
  Fool’s Insight. The bardic jester can cast detect thoughts up to 3 
  times per long rest. A creature that succeeds on a saving throw 
  against this spell immediately suffers an embarrassing social gaffe. 
  Spellcasting. The bardic jester is a 6st-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit). It 
  knows the following bard spells: 
  Cantrips (at will): minor illusion, prestidigitation, vicious mockery 
  1st level (4 slots): bane, charm person, detect magic, disguise self, 
  dissonant whispers, sleep, Tasha’s hideous laughter 
  2nd level (3 slots): calm emotions 
  3rd level (3 slots): fear 
   
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) piercing damage. 
   
  
   
  ADVERSARIES & ALLIES 
   
  5 
  B ATTLE MAGE 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, Intimidation +3 
  Senses passive Perception 11 
  Languages Any three languages  
  Challenge 6 (2,300 XP) 
   
  Sculpt Spells. When the battle mage casts an evocation spell with 
  an area of effect, it can select a number of creatures within that 
  area equal to 1 + the spell’s level. These creatures automatically 
  succeed on saving throws against the spell, and take no damage if 
  they would normally take half damage on a successful save. 
  Spellcasting. The battle mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit). The 
  battle mage has the following wizard spells prepared: 
  Cantrips (at will): blade ward, fire bolt, mending, true strike 
  1st level (4 slots): chromatic orb, detect magic, fog cloud, mage 
  armor, magic missile 
  2nd level (3 slots): misty step 
  3rd level (3 slots): dispel magic, fireball, lightning bolt 
  4th level (3 slots): wall of fire 
  5th level (1 slot): cone of cold, conjure elemental 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage. 
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 5 (1d8+1) piercing damage. 
   
  Whether attached to a more mundane army or forming 
  companies of their own, battle mages are indispensable 
  artillery in the fighting forces of realms great and small. 
  Masters of devastating evocation magic, their ability to 
  sculpt spells helps them rain destruction on enemy 
  forces while keeping their allies safe from their more 
  potent magics. 
   
   
  C HARLATA N 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12  
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  Skills Deception +6, Insight +3, Persuasion +4, Sleight of Hand +4; 
  disguise kit, thieves’ tools 
  Senses passive Perception 11 
  Languages Any one language (usually Common)  
  Challenge 1/2 (100 XP) 
   
  Actor. The charlatan has advantage on Charisma (Deception) and 
  Charisma (Performance) checks when trying to pass as someone 
  else.  
   
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
   
  Grifters, confidence artists, snake-oil sellers, and runners 
  of crooked games—if there’s a disreputable scheme with 
  an easy mark, there’s a charlatan willing to try it out. A 
  thief knows how to cut your purse strings; a charlatan 
  knows how to make you open your purse yourself, and 
  be thankful for it afterwards. By the time they’ve drawn 
  the interest of the authorities, charlatans’ aptitude for 
  putting on new personas and disappearing into the 
  crowd makes them very challenging to catch. 
   
  
   
  ADVERSARIES & ALLIES 
   
  6 
  CITY WA TC H 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (leather armor) 
  Hit Points 16 (3d8+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  Skills Intimidation +2, Investigation +2, Perception +3 
  Senses passive Perception 13 
  Languages Any one language (usually Common) 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
  Truncheon. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. 
   
  A cut above the usual soldiers and guards, the city 
  watch is the metropolitan police force of any urban area 
  of significant size. While some watch members are cruel 
  and corrupt, many are civic-minded with a genuine 
  dedication to order and justice. The best of them will 
  exhaust all other options before resorting to the use of 
  lethal force. 
   
  VARIANT CITY WATCH ARMAMENTS 
  The stat block here assumes a member of the Watch is issued 
  minimal arms and armor: a “buff coat” of boiled leather, a 
  truncheon (club or nightstick) for subduing miscreants, a 
  shortsword and maybe a crossbow for dealing with more 
  intractable threats. Some cities (or even individual Watch 
  houses) may vary from this. 
  An especially wealthy or dangerous city may issue a chain shirt 
  (AC 14) or breastplate (AC 15) as the standard armor. A city 
  Watch member in a chain shirt or breastplate has a CR of 2. 
  Some Watch members train in the use of polearms to subdue 
  their quarry and keep dangerous foes at bay, and will carry a 
  halberd or man-catcher in addition to their other equipment. 
  Others with particular dedication to bringing in criminals with 
  minimal bloodshed will add a net to their gear. The statistics 
  for these additional weapons are listed below. Adding the 
  halberd, the man-catcher, or the net does not affect CR. 
  Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 7 (1d10+2) slashing damage. 
  Man-Catcher. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 4 (1d4+2) piercing damage, and if the target is a 
  Medium or smaller creature, it is grappled (escape DC 14). Until 
  the grapple ends, the man-catcher cannot be used on another 
  target. 
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large 
  or smaller target. Hit: Target is restrained until freed, and the net 
  cannot be used on another target. A creature can use its action to 
  make a DC 10 Strength check to free itself or another creature 
  caught in a net, ending the restrained condition on a success. 
  Dealing 5 slashing damage to the net (AC 10) frees the target 
  without harming it and destroys the net. 
  
   
  ADVERSARIES & ALLIES 
   
  7 
  CLERIC 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (chain shirt, shield) 
  Hit Points 44 (8d8+8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  Saving Throws Wis +6 
  Skills Insight +6, Medicine +6, Religion +4 
  Senses passive Perception 13 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Divine Strike. Once per turn, the cleric’s melee weapon attack 
  deals an extra 4 (1d8) radiant damage.  
  Spellcasting. The cleric is an 8th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit). It has the following 
  cleric spells prepared: 
  Cantrips (at will): guidance, light, sacred flame, spare the dying 
  1st level (4 slots): bless, cure wounds, detect evil and good, detect 
  poison and disease, healing word, protection from evil and good, 
  sanctuary 
  2nd level (3 slots): augury, lesser restoration, prayer of healing, 
  spiritual weapon 
  3rd level (3 slots): beacon of hope, remove curse, revivify 
  4th level (2 slots): banishment, death ward, divination, guardian of 
  faith 
   
  ACTIONS 
  Turn Undead (2/short or long rest). The cleric can present a holy 
  symbol and speak a prayer, causing each undead within 30 feet 
  that can see or hear it to make a Wisdom saving throw. On a 
  failed save, the undead is turned for 1 minute or until it takes 
  damage. Undead of CR 1 or lower that fail this save are 
  automatically destroyed. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d6+1) bludgeoning damage. 
   
  More than simply priests, clerics are called on by their 
  deities to be the channel for divine power in the material 
  world. Many can be found as part of armies or 
  adventuring bands, providing both martial prowess and 
  healing in support of their companions, and serving as a 
  potent defense against the undead. 
  DEATH P RIEST 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  9 (-1) 
  Saving Throws Wis +6 
  Skills Arcana +4, Insight +6, Intimidation +2, Religion +4 
  Senses passive Perception 13 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Divine Strike. Once per turn, the death priest’s melee weapon 
  attack deals an extra 4 (1d8) necrotic damage.  
  Spellcasting. The death priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit). The 
  death priest has the following cleric spells prepared: 
  Cantrips (at will): chill touch, guidance, sacred flame, spare the 
  dying 
  1st level (4 slots): bane, false life, inflict wounds, ray of sickness 
  2nd level (3 slots): augury, gentle repose, ray of enfeeblement 
  3rd level (3 slots): animate dead, feign death, revivify, speak with 
  dead, vampiric touch 
  4th level (3 slots): banishment, blight, death ward 
  5th level (1 slot): cloudkill, contagion, insect plague, raise dead 
   
  ACTIONS 
  Turn Undead (2/short or long rest). The death priest can present 
  a holy symbol and speak a prayer, causing each undead within 30 
  feet that can see or hear it to make a Wisdom saving throw. On a 
  failed save, the undead is turned for 1 minute or until it takes 
  damage. Undead of CR 1 or lower that fail this save are 
  automatically destroyed. 
  Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage. 
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) slashing damage. 
   
  Death priests walk the line between the holy and the 
  unholy, serving as clerics to gods of death, undeath, and 
  the underworld. Their power to both raise and destroy 
  undead minions makes them potent masters of the 
  necromantic arts. Some hold to the even-handed balance 
  of neutrality (death being the inevitable companion to 
  good and bad alike, after all), while others are black-
  hearted servants of truly dark and vile powers. 
  
   
  ADVERSARIES & ALLIES 
   
  8 
  DIABO LIST 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  13 (+1) 
  12 (+1) 
  14 (+2) 
  8 (-1) 
  16 (+3) 
  Saving Throws Cha +5 
  Skills Arcana +4, Deception +5, Persuasion +5, Religion +4 
  Senses passive Perception 9 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Pact of the Tome. Part of the diabolist’s power is bound into a 
  magical tome called a Book of Shadows. While the diabolist’s 
  Book of Shadows is on its person, it can cast the following cantrips 
  at will: 
  fire bolt 
  guidance 
  thaumaturgy 
  In addition, the Book of Shadows contains the following spells 
  that the diabolist can cast as rituals: 
  augury 
  identify 
  find familiar 
  phantom steed 
  unseen servant 
  Eldritch Invocations. Once per long rest, the diabolist can use a 
  spell slot to cast bestow curse. In addition, the diabolist can cast 
  mage armor on itself at will, without using a spell slot and without 
  material components. 
  Spellcasting. The diabolist is a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit). The diabolist casts 
  all of its non-cantrip spells using 3rd-level spell slots, and recovers 
  all of its used slots after a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): chill touch, minor illusion, prestidigitation 
  3rd level (2 slots): burning hands, charm person, command, 
  enthrall, hellish rebuke, hex 
   
  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. 
   
  The thirst for knowledge, power, or both drives 
  diabolists to enter into pacts with fiendish creatures 
  from the lower planes. While the powers they gain this 
  way are indeed impressive, they inevitably find that 
  their cleverness is not enough to circumvent the terms of 
  the unholy contracts they sign. 
  VARIANT: FAERIE DISCIPLE 
  Rather than contract to a fiend, a faerie disciple is bound to  
  the patronage of a powerful archfey such as a faerie lord, 
  primordial woodland spirit, or hag. While not all of these 
  creatures are actively evil, they can certainly be every bit as 
  dangerous and capricious as the denizens of the lower planes. 
  A faerie disciple can be of any alignment. It uses the diabolist’s 
  stat block with the following changes to the spell list: 
  Spellcasting. The faerie disciple is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit). The 
  faerie disciple casts all of its non-cantrip spells using 3rd-level spell 
  slots, and recovers all of its used slots after a short or long rest. It 
  knows the following warlock spells: 
  Cantrips (at will): chill touch, minor illusion, prestidigitation 
  3rd level (2 slots): charm person, enthrall, faerie fire, hex, plant 
  growth, witch bolt 
   
  VARIANT: PACT FAMILIAR 
  Some diabolists entreat their patrons for a familiar rather than 
  a Book of Shadows to focus their power. For a diabolist with 
  this feature, add find familiar to the spell list and replace the 
  Pact of the Tome feature with the following:  
  Pact of the Chain. The diabolist has a familiar of one of the types 
  listed under the find familiar spell description, or a pseudodragon, 
  quasit, imp, or sprite. The diabolist can use its attack action to 
  allow the familiar to attack instead. In addition, the diabolist can 
  maintain telepathic contact with the familiar as long as they are 
  both on the same plane, and can speak through the familiar when 
  perceiving through its senses. 
   
  
   
  ADVERSARIES & ALLIES 
   
  9 
  DRAGO N SO RCERER 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (natural armor)  
  Hit Points 58 (9d8+18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (0) 
  16 (+3) 
  Saving Throws Con +4, Cha +6 
  Skills Insight +3, Intimidation +6, Perception +3 
  Senses passive Perception 13 
  Languages Any two languages, plus Draconic  
  Challenge 5 (1,800 XP) 
   
  Elemental Affinity. The dragon sorcerer adds its Charisma 
  modifier to the damage of spells with a damage type of fire.  
  Sorcery Points. The dragon sorcerer has 9 sorcery points it can use 
  to empower metamagic effects or exchange for spell slots. To gain 
  a spell slot, the dragon sorcerer uses a bonus action to expend 2 
  sorcery points for a 1st-level spell, or slot level  +2 sorcery points 
  for a 2nd-level spell or higher. To gain additional sorcery points, 
  the dragon sorcerer uses a bonus action to expend a spell slot and 
  gains sorcery points equal to that spell’s level. Sorcery points are 
  regained when the dragon sorcerer finishes a long rest. 
  Distant Spell. The dragon sorcerer expends 1 sorcery point to 
  double the distance of a spell with a range of at least 5 feet, or 
  change the range of a touch spell to 30 feet.  
  Empowered Spell. The dragon sorcerer expends 1 sorcery point to 
  reroll up to 3 damage dice on a spell attack.  
  Spellcasting. The dragon sorcerer is a 9th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit). The 
  wild mage knows the following sorcerer spells: 
  Cantrips (at will): fire bolt, light, message, minor illusion, 
  prestidigitation  
  1st level (4 slots): burning hands, chromatic orb, detect magic, 
  magic missile 
  2nd level (3 slots): hold person, scorching ray, suggestion 
  3rd level (3 slots): fireball 
  4th level (3 slots): wall of fire 
  5th level (1 slot): dominate person 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage. 
   
  Whether literal descendants of a draconic line or simply 
  the recipients of arcane powers granted by some ancient 
  wyrm, dragon sorcerers are masters of devastating 
  primordial forces. This, along with their commanding 
  personalities, often makes them the object of both awe 
  and fear. 
   
  DRAGON SORCERER VARIANTS  
  The fire-focused sorcerer in the stat block represents a red or 
  gold draconic lineage, but other variations are possible as well, 
  with slightly different spell selections that favor different 
  elemental affinities. Two additional examples are provided 
  below. 
  White or Silver Dragon Sorcerer 
  Elemental Affinity. The dragon sorcerer adds its Charisma 
  modifier to the damage of spells with a damage type of cold.  
   
  Cantrips (at will): light, message, minor illusion, prestidigitation, 
  ray of frost  
  1st level (4 slots): chromatic orb, detect magic, magic missile 
  2nd level (3 slots): hold person, shatter, suggestion 
  3rd level (3 slots): sleet storm 
  4th level (3 slots): ice storm 
  5th level (1 slot): cone of cold, dominate person 
  Blue or Bronze Dragon Sorcerer 
  Elemental Affinity. The dragon sorcerer adds its Charisma 
  modifier to the damage of spells with a damage type of lightning.  
   
  Cantrips (at will): light, message, minor illusion, prestidigitation, 
  shocking grasp  
  1st level (4 slots): chromatic orb, detect magic, magic missile, 
  witch bolt 
  2nd level (3 slots): hold person, suggestion 
  3rd level (3 slots): lightning bolt 
  4th level (3 slots): confusion 
  5th level (1 slot): cloudkill, dominate person 
   
  
   
  ADVERSARIES & ALLIES 
   
  10 
  ELD RITC H ADEPT 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  9 (-1) 
  14 (+2) 
  Saving Throws Cha +4 
  Skills Arcana +3, Insight +1, Perception +1, Religion +3 
  Senses passive Perception 11 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Pact of the Tome. Part of the eldritch adept’s power is bound into 
  a magical tome called a Book of Shadows. While the eldritch 
  adept’s Book of Shadows is on its person, it can cast the following 
  cantrips at will: 
  acid splash 
  dancing lights 
  guidance 
  In addition, the Book of Shadows contains the following spells 
  that the eldritch adept can cast as rituals: 
  alarm 
  augury 
  identify 
  find familiar 
  unseen servant 
  Eldritch Invocations. The eldritch adept can cast the following 
  spells at will, without using a spell slot and without material 
  components: 
  disguise self  
  mage armor (self only)  
  Spellcasting. The eldritch adept is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit). The 
  eldritch adept casts all of its non-cantrip spells using 3rd-level spell 
  slots, and recovers all of its used slots after a short or long rest. It 
  knows the following warlock spells: 
  Cantrips (at will): eldritch blast, minor illusion, prestidigitation 
  3rd level (2 slots): charm person, clairvoyance, detect thoughts, 
  dissonant whispers, hunger of Hadar, suggestion 
   
  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. 
   
  Where other adepts gain power from long and careful 
  study of the arcane arts, eldritch adepts are granted 
  power from their connection to the alien and inscrutable 
  Great Old Ones. These beings may or may not be aware 
  of their supplicants, but the magical gifts received by 
  their followers are very real—though the sanity of these 
  practitioners tends to fray the longer they open 
  themselves to the otherworldly psychic energies of their 
  incomprehensible masters. 
  
   
  ADVERSARIES & ALLIES 
   
  11 
  ELD RITC H C ULT LEAD ER 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 31 (9d8-9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  13 (+1) 
  9 (-1) 
  13 (+1) 
  12 (+1) 
  18 (+4) 
  Saving Throws Cha +7, Wis +4 
  Skills Arcana +4, Deception +7, Insight +4, Persuasion +7 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Any three languages, telepathy 30 ft.  
  Challenge 3 (700 XP) 
   
  Dark Devotion. The eldritch cult leader has advantage on saving 
  throws against being charmed or frightened.  
  Devil’s Sight. The eldritch cult leader’s darkvision functions in 
  both magical and normal darkness. 
  Pact of the Tome. Part of the eldritch cult leader’s power is bound 
  into a magical tome called a Book of Shadows. While the eldritch 
  cult leader’s Book of Shadows is on its person, it can cast the 
  following cantrips at will: 
  acid splash 
  guidance 
  thaumaturgy 
  In addition, the Book of Shadows contains the following spells 
  that the eldritch cult leader can cast as rituals: 
  augury 
  commune 
  comprehend languages 
  contact other plane 
  divination 
  identify 
  unseen servant 
  Eldritch Invocations. Once each per long rest, the eldritch cult 
  leader can use a spell slot to cast one of the following spells: 
  confusion  
  conjure elemental 
  In addition, the eldritch cult leader can cast mage armor on itself 
  at will, without using a spell slot and without material 
  components. 
  Spellcasting. The eldritch cult leader is a 9th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit). The 
  eldritch cult leader casts all of its non-cantrip spells using 5th-level 
  spell slots, and recovers all of its used slots after a short or long 
  rest. It knows the following warlock spells: 
  Cantrips (at will): eldritch blast, minor illusion, prestidigitation 
  5th level (2 slots): arms of Hadar, darkness, detect thoughts, 
  dissonant whispers, dominate person, enthrall, Evard’s black 
  tentacles, hold monster, hunger of Hadar, magic circle 
   
  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. 
   
  When one of the Great Old Ones gains worshipers on the 
  material plane, there is usually an eldritch cult leader 
  acting as an intermediary and interpreter of the entity’s 
  unspeakable rites.  While a few are solitary practitioners, 
  most command a following of cultists—and may be 
  served by darker and stranger creatures as well. Such 
  people are strong-willed and persuasive leaders, and 
  may hide their unsavory activities while maintaining an 
  outward persona of respectability, even as their 
  devotion to their alien masters takes its slow toll on 
  their bodies and minds. 
  
   
  ADVERSARIES & ALLIES 
   
  12 
  ENC HA NTER 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 49 (11d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, Deception +5, Insight +4, Sleight of Hand +4 
  Senses passive Perception 11 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Spellcasting. The enchanter is an 11th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit). The 
  enchanter has the following wizard spells prepared:  
  Cantrips (at will): dancing lights, friends, minor illusion, poison 
  spray, prestidigitation 
  1st level (4 slots): charm person, mage armor, sleep, Tasha’s 
  hideous laughter 
  2nd level (3 slots): hold person, suggestion 
  3rd level (3 slots): hypnotic pattern, major image 
  4th level (3 slots): confusion, hallucinatory terrain 
  5th level (2 slots): dominate person, mislead, modify memory 
  6th level (1 slot): mass suggestion 
   
  ACTIONS 
  Hypnotic Gaze. The enchanter chooses one creature within 5 feet 
  that can see and hear it. The creature must make a Wisdom 
  saving throw or be charmed and incapacitated until the end of the 
  enchanter’s next turn. The enchanter can use its action to extend 
  this effect. The charm ends if the creature takes damage, the 
  enchanter moves more than 5 feet away, or the creature can no 
  longer see or hear the enchanter. 
  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. 
   
  Enchanters are mages who specialize in the magic of the 
  mind, weaving spells with the terrifying power to take 
  over the will and senses of other creatures. Some can be 
  found as spies and infiltrators in the employ of a realm 
  or faction; others set themselves up as powers in their 
  own right, using their enchantments to weave a web of 
  deception and control over their own network of 
  minions and spies. 
  ENTERTA INER 
  Medium humanoid (any race), any alignment 
  Armor Class 11  
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  Skills Acrobatics +3, Insight +3, Performance +6, Sleight of Hand 
  +3; disguise kit, two musical instruments 
  Senses passive Perception 13 
  Languages Any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Actor. The entertainer has advantage on Charisma (Deception) 
  and Charisma (Performance) checks when trying to pass as 
  someone else.  
  Tumbler. As a bonus action, the entertainer can tumble, gaining 
  the benefits of the Dash and Disengage actions, halving any 
  damage from falling, and gaining a climbing speed equal to its 
  current movement. 
   
  ACTIONS 
  Baton or Cane. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  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. 
   
  Jongleurs, jesters, minstrels, actors, and other folk in 
  performing careers all fall under the category of 
  entertainers. The degree to which these professions are 
  welcome will vary from place to place—in some realms 
  they’re treated as honored celebrities, while others look 
  on them as no better than vagabonds and thieves (and 
  they may fulfill these expectations accordingly). 
  VARIANT: BARDIC ENTERTAINER 
  Some entertainers are trained in the basics of bardic magic to 
  supplement their performance skills. These bardic 
  entertainers gain the following additional feature, which does 
  not affect CR: 
  Spellcasting. The bardic entertainer is a 1st-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to hit). It 
  knows the following bard spells: 
  Cantrips (at will): dancing lights, minor illusion 
  1st level (4 slots): charm person, disguise self, feather fall, Tasha’s 
  hideous laughter 
   
  
   
  ADVERSARIES & ALLIES 
   
  13 
  EXPERT 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 17 (5d8-5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  9 (-1) 
  14 (+2) 
  13 (+1) 
  9 (-1) 
  Skills Perception +4, Persuasion +2, and either one Intelligence 
  skill at +8 or a tool proficiency at +6 
  Senses passive Perception 15 
  Languages Any two languages 
  Challenge 1/8 (25 XP) 
   
  Enhanced Expertise. The expert has advantage on ability checks 
  that involve its specialization skill or tool.  
  Widely Learned. The expert has +1 on all Intelligence or Wisdom 
  checks that don’t already include its proficiency bonus.  
   
  ACTIONS 
  Walking Stick. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
   
  Experts are specialists in some particular profession or 
  realm of knowledge, over which they’ve attained a rare 
  level of mastery. They may be master artisans, crafters, 
  historians, sages, or other paragons of learning in their 
  particular field. Experts make good mentors and patrons 
  for adventurers, and finding a particular expert may be 
  an adventuring goal in itself. 
  
   
  ADVERSARIES & ALLIES 
   
  14 
  FEY WITC H 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  13 (+1) 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  16 (+3) 
  Saving Throws Cha +6, Wis +4 
  Skills Arcana +4, Insight +4, Perception +4, Stealth +4 
  Senses passive Perception 14 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Pact of the Chain. The fey witch has a familiar of one of the types 
  listed under the find familiar spell description, or a pseudodragon, 
  quasit, imp, or sprite. The fey witch can use its attack action to 
  allow the familiar to attack instead. In addition, the fey witch can 
  maintain telepathic contact with the familiar as long as they are 
  both on the same plane, and can speak through the familiar when 
  perceiving through its senses. 
  Eldritch Invocations. The fey witch can cast the following spells at 
  will, without using a spell slot and without material components: 
  disguise self  
  mage armor (self only) 
  speak with animals 
  In addition, once per long rest, the fey witch can use a spell slot to 
  cast polymorph. 
  Spellcasting. The fey witch is a 9th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit). The fey witch casts 
  all of its non-cantrip spells using 5th-level spell slots, and recovers 
  all of its used slots after a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): eldritch blast, minor illusion, prestidigitation 
  5th level (2 slots): calm emotions, dominate beast, dominate 
  person, enthrall, faerie fire, find familiar, hold monster, misty step, 
  phantasmal force, scrying, seeming 
   
  ACTIONS 
  Fey Presence (1/short or long rest). The fey witch causes all 
  creatures within the space of a 10-foot cube from it to make a DC 
  14 Wisdom save. The fey witch chooses whether creatures that 
  fail the save are frightened or charmed until the end of their next 
  turn. 
  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. 
   
  A fey witch has been blessed with magical power from 
  one of the Archfey, who may be benevolent, malignant, 
  or some combination of both. Fey witches are often most 
  at home in the wild places favored by their faerie 
  patrons, and may retreat to remote cottages, ruined 
  towers, and other abandoned locales that allow them to 
  pursue their arts away from prying eyes. Nonetheless, 
  some of them are sought out by travelers hoping to 
  benefit from their eerie wisdom—or by adventurers 
  attempting to put an end to one that’s gone bad. 
  
   
  ADVERSARIES & ALLIES 
   
  15 
  FO RTUNE TELLER 
  Medium humanoid (any race), any alignment 
  Armor Class 11  
  Hit Points 24 (7d8-7) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  12 (+1) 
  9 (-1) 
  13 (+1) 
  13 (+1) 
  14 (+2) 
  Saving Throws Cha +4, Wis +3 
  Skills Arcana +3, Deception +4, Insight +5, Performance +4, 
  Persuasion +6, Sleight of Hand +3 
  Senses passive Perception 11 
  Languages Any two languages  
  Challenge 1/8 (25 XP) 
   
  Bardic Inspiration (3/long or short rest). As a bonus action, the 
  fortune teller adds 1d6 to the ability check, saving throw, or 
  attack roll of another creature within 60 feet that can hear it.  
  Spellcasting. The fortune teller is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to hit). The 
  fortune teller has the following bard spells prepared: 
  Cantrips (at will): minor illusion, prestidigitation, thaumaturgy, 
  true strike 
  1st level (4 slots): detect magic, identify 
  2nd level (3 slots): augury, calm emotions, detect thoughts, locate 
  object, suggestion 
  3rd level (3 slots): bestow curse, speak with dead, tongues 
  4th level (1 slot): locate creature 
   
  ACTIONS 
  Cane. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 
  1 (1d4-1) bludgeoning damage. 
  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. 
   
  Fortune tellers are professional diviners, reading the 
  cards, bones, runes, or other augurs for a bit of silver. 
  Most of their daily trade is smoke-and-mirrors 
  charlatanry, but they hold real power as well—if you 
  know the right questions to ask, and are willing to pay 
  the price for having them answered. 
  FRIA R 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 16 (3d8+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  Saving Throws Wis +4 
  Skills Medicine +4, Nature +3, Persuasion +3, Religion +3; 
  herbalism kit 
  Senses passive Perception 12 
  Languages Any three languages  
  Challenge 1/4 (50 XP) 
   
  Spellcasting. The friar is a 2nd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit). The friar has the 
  following cleric spells prepared: 
  Cantrips (at will): guidance, light, spare the dying 
  1st level (3 slots): bless, detect poison and disease, healing word, 
  purify food and drink 
   
  ACTIONS 
  Knowledge of the Ages (1/short or long rest). The friar chooses 
  one skill or tool, and is proficient in it for the next 10 minutes.  
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage. 
   
  Friars are itinerant priests who go where they’re 
  needed to minister to the faithful (or even, in some 
  cases, the unfaithful), especially at home among common 
  folk. They tend to live sparely and simply, though there 
  are a few wicked ones that use their position to rob and 
  swindle for their own gain. A friar might be found as a 
  lone wanderer, guiding a troop of pilgrims, or even 
  serving as the community priest, healer, and herbalist to 
  a small village. 
   
  
   
  ADVERSARIES & ALLIES 
   
  16 
  GO VERNO R 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  Skills Insight +3, Persuasion +4 
  Senses passive Perception 11 
  Languages Any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Walking Stick. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
   
  The city mayor, the town burgomeister, and the village 
  reeve are all examples of governors—leaders of a 
  region or community who wield legitimate civic 
  authority. They may or may not be nobility, depending 
  on the laws and traditions of the larger realm they’re 
  part of; many of them are also answerable to a more 
  powerful lord in turn. Like all such leaders, they run the 
  gamut from petty tyrants to stern bureaucrats to just 
  and benevolent masters of their demesnes. They don’t 
  tend to be terribly imposing in a fight, but they do tend 
  to surround themselves with people with swords who 
  are. 
  The same stat block can be used to represent the 
  members of a ruling senate or council for places that 
  have such systems. 
   
  HEA LER 
  Medium humanoid (any race), any non-evil alignment 
  Armor Class 10  
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
  Skills Insight +4, Medicine +6; herbalism kit 
  Senses passive Perception 12 
  Languages Any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Physician. When the healer uses a healer’s kit to stabilize a dying 
  creature, that creature regains 1 hit point.  
  Spellcasting. The healer is a 2nd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit). The healer has the 
  following cleric spells prepared: 
  Cantrips (at will): mending, resistance, spare the dying 
  1st level (3 slots): cure wounds, detect poison and disease, healing 
  word, purify food and drink 
   
  ACTIONS 
  Tend Wounds. The healer spends one use of a healer’s kit to 
  restore 1d6+4 hit points to a wounded creature, plus an 
  additional number of hit points equal to the creature’s maximum 
  Hit Dice. A creature can benefit from this treatment once per 
  short or long rest. 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
   
  The local healer—who may be called a chirurgeon, 
  doctor of physick, sawbones, or other evocative title—is 
  a valuable asset to the village, castle, or army that finds 
  itself without a suitable priest to fulfill this role, or in 
  cities where the demand for medical care is too great for 
  the clergy to bear alone. Adventuring parties who set out 
  without a cleric or paladin are well advised to know 
  where they can find one of these. 
  
   
  ADVERSARIES & ALLIES 
   
  17 
  ILLUSIO NIST 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, Performance +4, Persuasion +4, Sleight of Hand 
  +5 
  Senses passive Perception 11 
  Languages Any three languages  
  Challenge 3 (700 XP) 
   
  Improved Minor Illusion. When the illusionist casts the minor 
  illusion cantrip, the illusion created can have both appearance and 
  sound.  
  Spellcasting. The illusionist is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit). The 
  illusionist has the following wizard spells prepared: 
  Cantrips (at will): dancing lights, light, minor illusion, 
  prestidigitation, shocking grasp 
  1st level (4 slots): chromatic orb, disguise self, mage armor 
  2nd level (3 slots): blur, invisibility, phantasmal force 
  3rd level (3 slots): hypnotic pattern, major image, phantom steed 
  4th level (3 slots): hallucinatory terrain, phantasmal killer 
  5th level (1 slot): seeming 
   
  ACTIONS 
  Malleable Illusions. After casting an illusion spell with a duration 
  of 1 minute or longer, the illusionist can use its action to change 
  the nature of the illusion.  
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
   
  Mages who specialize in illusion magic are illusionists, 
  crafting images and phantasms to mislead, disguise, and 
  fascinate. Some are outright entertainers, wonder-
  workers who perform for awed crowds, possibly under 
  the patronage of a rich lord or as part of a circus or 
  carnival. Others work their art entirely in secret, 
  tricksters or manipulators who use their illusions to 
  further some other end. Both kinds are more dangerous 
  than they seem; not all of the illusionist’s tricks are 
  without substance. 
   
  INQ UISITO R 
  Medium humanoid (any race), any non-chaotic alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
  Saving Throws Wis +5 
  Skills Insight +5, Intimidation +5, Persuasion +5, Religion +4 
  Senses passive Perception 12 
  Languages Any three languages  
  Challenge 1/4 (50 XP) 
   
  Steadfast Devotion. The inquisitor has advantage on saving 
  throws against being charmed or frightened.  
  Spellcasting. The inquisitor is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit). The 
  inquisitor has the following cleric spells prepared: 
  Cantrips (at will): guidance, light, resistance, thaumaturgy 
  1st level (4 slots): bane, command, detect evil and good, shield of 
  faith 
  2nd level (3 slots): hold person, zone of truth 
  3rd level (2 slots): dispel magic 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 4 (1d8) piercing damage. 
   
  Churches with a particular dedication to orthodoxy and 
  purity are likely to employ inquisitors to root out 
  heresy and keep the flock in line. A few are as righteous 
  and pure-hearted as they claim to be; all too many, 
  though, are inflexible zealots who are happy to use their 
  position to quell any kind of dissent or abnormalcy. For 
  these, the fear and paranoia they spread—often with the 
  help of a network of spies and willing informants—is 
  almost as bad as what they actually do to the heretics 
  and heterodoxists they manage to catch. 
  
   
  ADVERSARIES & ALLIES 
   
  18 
  INVESTIGATO R 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (leather armor) 
  Hit Points 31 (7d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  Saving Throws Int +5 
  Skills Investigation +8, Perception +4, Persuasion +4, Stealth +4  
  Senses passive Perception 14 
  Languages Any two languages  
  Challenge 1/4 (50 XP) 
   
  Alert. The investigator has a +5 bonus on initiative rolls and can’t 
  be surprised while it is conscious. When attacking the 
  investigator, other creatures don’t gain advantage as a result of 
  being hidden. 
  Keen Mind. The investigator always knows which way is north and 
  how many hours remain until the next sunrise or sunset, and can 
  accurately remember anything it has seen or heard within the 
  past month.  
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) piercing damage. 
  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. 
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 5 (1d8+1) piercing damage. 
   
  Investigators might be found in the employ of the city 
  watch or other law enforcement, or privately hired by 
  patrons for whom the law has fallen short. An 
  investigator’s stock-in-trade is the solving of mysteries, 
  whether they involve crime, missing persons, 
  uncovering secret information, or finding hidden 
  treasure—making them a natural fit as either valued 
  allies or worthy antagonists for adventurers.  
   
  
   
  ADVERSARIES & ALLIES 
   
  19 
  LO REMA STER 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 63 (14d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  11 (+0) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  18 (+4) 
  Saving Throws Cha +8 
  Skills Arcana +11, History +11, Insight +9, Perception +5, 
  Persuasion +8, Religion +7 
  Senses passive Perception 15 
  Languages Any four languages  
  Challenge 4 (1,100 XP) 
   
  Bardic Inspiration (4/long or short rest). As a bonus action, the 
  loremaster adds 1d10 to the ability check, saving throw, or attack 
  roll of another creature within 60 feet that can hear it.  
  Jack-of-All-Trades. The loremaster has +2 on all ability checks that 
  don’t already include its proficiency bonus.  
  Spellcasting. The loremaster is a 14th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit). It 
  knows the following bard spells: 
  Cantrips (at will): light, mending, message, prestidigitation, 
  shillelagh 
  1st level (4 slots): chromatic orb, comprehend languages, cure 
  wounds, detect magic, identify 
  2nd level (3 slots): augury, detect thoughts, locate object, see 
  invisibility 
  3rd level (3 slots): glyph of warding, magic circle, speak with dead, 
  tongues 
  4th level (3 slots): compulsion, conjure minor elementals, conjure 
  woodland beings,  locate creature 
  5th level (2 slots): geas, legend lore, modify memory 
  6th level (1 slot): guards and wards, true seeing 
  7th level (1 slot): etherealness 
   
  ACTIONS 
  Countercharm. The loremaster grants advantage on all saving 
  throws against being frightened or charmed to all friendly 
  creatures within 30 feet that can hear it.  
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6-1) or 3 (1d8 -1) bludgeoning damage. With 
  shillelagh:  +8 to hit, 8 (1d8+4) bludgeoning damage. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
  Light crossbow. Ranged Weapon Attack: +4 to hit, range 80/3200 
  ft., one target. Hit: 4 (1d8) piercing damage. 
   
  Whether serving as instructors in a college of bardic 
  lore, arcane advisors to lords and princes, or resident 
  sages of wilderness-shrouded towns, loremasters are 
  fonts of mysterious knowledge and keepers of eldritch 
  secrets. Valued and sought-after for their deep learning, 
  their tendency to collect magical secrets from various 
  traditions makes them formidable spellcasters in their 
  own right as well. 
  
   
  ADVERSARIES & ALLIES 
   
  20 
  MAG E HUNTER 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain mail) 
  Hit Points 55 (10d8+10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  9 (-1) 
  Saving Throws Str +4, Wis +3 
  Skills Arcana +2, Investigation +2, Perception +3, Religion +2 
  Senses passive Perception 13 
  Languages Any two languages 
  Challenge 3 (700 XP) 
   
  Iron Will. The mage hunter has advantage on saving throws 
  against being charmed or frightened.  
  Magic Resistance. The mage hunter has advantage on saving 
  throws against spells cast within 5 feet of it. In addition, when the 
  mage hunter damages a creature that is concentrating on a spell, 
  the creature has disadvantage on the saving throw to maintain 
  concentration. 
  Spellcasting. The mage hunter is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit). The 
  mage hunter has the following cleric spells prepared: 
  Cantrips (at will): guidance, resistance 
  1st level (1 slot): detect magic 
   
  ACTIONS 
  Multiattack. The mage hunter makes two melee attacks. 
  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 7 (1d10+2) slashing damage. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) or 7 (1d10+2) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
   
  REACTIONS 
  Mage Slayer. When a creature within 5 feet of the mage hunter 
  casts a spell, the mage hunter can make an attack against that 
  creature. 
   
  Specialists in tracking and doing battle with spellcasters, 
  mage hunters are skilled at evading the effects of 
  hostile spells directed at them. Initiates in divine magic 
  themselves, they may be zealots in the service of a 
  particularly dogmatic faith, or simply mercenaries 
  willing to trade on their natural talents for a fistful of 
  gold. 
  MA STERMIND 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (studded leather armor) 
  Hit Points 58 (13d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  Saving Throws Dex +5, Int +6 
  Skills Deception +8, Insight +4, Investigation +7, Perception +4, 
  Persuasion +8, Stealth +5; thieves’ tools 
  Senses passive Perception 14 
  Languages Any three languages, plus Thieves’ Cant 
  Challenge 4 (1,100 XP) 
   
  Cunning Action. On each of its turns, the mastermind can use a 
  bonus action to take the Dash, Disengage, or Hide action.  
  Sneak Attack (1/turn). The mastermind deals an extra 14 (4d6) 
  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 mastermind that isn’t incapacitated and the 
  mastermind doesn’t have disadvantage on the attack roll.  
  Evasion. When subjected to an effect that calls for a Dexterity 
  saving throw to take half damage, the mastermind takes no 
  damage on a successful save, and half damage on a failed save.  
  Master of Tactics. The mastermind can use Help as a bonus 
  action, and can use Help to aid an ally in an attack if the ally is 
  within 30 feet and can see and hear the mastermind.  
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8+2) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
  Light crossbow. Ranged Weapon Attack: +5 to hit, range 80/3200 
  ft., one target. Hit: 6 (1d8+2) piercing damage. 
   
  REACTIONS 
  Uncanny Dodge. When an attacker that the mastermind can see 
  hits it with an attack, the mastermind can use its reaction to halve 
  the attack damage.  
  Misdirection. The mastermind can redirect an attack aimed at it 
  to hit another creature within 5 feet that is providing it cover.  
   
  String-pullers in many of the most notorious thieves’ 
  guilds, smuggling  rings, and shadowy cabals, 
  masterminds direct the operations of the criminal 
  underworld. While many are as wicked and ruthless as 
  their reputations, a few are dedicated to good and just 
  causes, using their skills to fight against corrupt power 
  in defense of those the law has left behind. 
  
   
  ADVERSARIES & ALLIES 
   
  21 
  MERC HA NT 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  Skills Insight +3, Persuasion +6 
  Senses passive Perception 11 
  Languages Any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Appraisal Expertise. The merchant has advantage on any 
  Intelligence (Investigation), Intelligence (History), or Wisdom 
  (Perception) check to evaluate, appraise, or recall information 
  about a type of goods in which it commonly trades.  
   
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) type damage. 
   
  Traders, innkeepers, proprietors of taverns and shops, 
  caravan-masters and hawkers of dubious wares—
  wherever there are goods to sell, there are merchants to 
  sell them. They can be found at every level of the social 
  order; the junk peddler, the tavern-master, the 
  courtesan, and the fine art dealer are all merchants, 
  however much their income and clientele may vary. 
  VARIANT: ARTISAN 
  Some of the folk engaged in the mercantile trades are 
  specialized more in making goods than selling them—though 
  they still need enough commercial savvy to make a living with 
  their work. For an artisan, use the merchant stat block with 
  the following modifications: 
  Ability Scores Increase Wisdom by 2 to 14 (+2) and reduce 
  Charisma by 2 to 12 (+1). 
  Skills Insight +4, Persuasion +3, and any one set of artisan’s tools 
  at +4 
   
  MO NK 
  Medium humanoid (any race), any non-chaotic alignment 
  Armor Class 15  
  Hit Points 27 (5d8+5) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
  Saving Throws Dex +5, Wis +4 
  Skills Insight +4, Religion +2, Stealth +5 
  Senses passive Perception 12 
  Languages Any two languages  
  Challenge 3 (700 XP) 
   
  Ki. The monk has 5 ki points it can use to fuel its mystic abilities. It 
  regains its expended ki points following a short or long rest, 
  provided it spends at least 30 minutes in meditation during the 
  rest.  
  Flurry of Blows. The monk can expend 1 ki point to make two 
  unarmed strikes as a bonus action immediately after making an 
  attack.  
  Patient Defense. The monk can expend 1 ki point to take Dodge 
  as a bonus action.  
  Step of the Wind. The monk can expend 1 ki point to take 
  Disengage as a bonus action.  
  Stunning Strike. When making a successful melee attack, the 
  monk can expend 1 ki point to attempt to stun its opponent. The 
  affected creature must make a successful Constitution saving 
  throw (DC 12) or be stunned until the end of the monk’s next 
  turn.  
   
  ACTIONS 
  Multiattack. The monk makes three melee attacks. 
  Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6+3) or 7 (1d8+3) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) bludgeoning damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 6 (1d6+3) piercing damage. 
   
  REACTIONS 
  Slow Fall. The monk reduces any damage it takes from falling by 
  25 points.  
   
  Monks are ascetic masters of martial arts and mystical 
  disciplines. They can be found in the remote temples 
  they call home, or wandering in distant lands where 
  their meditations call them to pilgrimage. 
  
   
  ADVERSARIES & ALLIES 
   
  22 
  NEC RO MANC ER 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 58 (13d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, Intimidation +5 
  Damage Resistances necrotic 
  Senses passive Perception 11 
  Languages Any four languages  
  Challenge 5 (1,800 XP) 
   
  Undead Thralls. When the necromancer casts animate dead, it 
  can target one additional corpse or skeleton.  
  Spellcasting. The necromancer is a 13th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit). The 
  necromancer has the following wizard spells prepared: 
  Cantrips (at will): chill touch, mage hand, prestidigitation, ray of 
  frost, true strike 
  1st level (4 slots): charm person, detect magic, identify, false life, 
  mage armor, ray of sickness 
  2nd level (3 slots): crown of madness, darkness 
  3rd level (3 slots): animate dead, vampiric touch 
  4th level (3 slots): blight 
  5th level (2 slots): dominate person 
  6th level (1 slot): create undead, disintegrate, magic jar 
  7th level (1 slot): finger of death 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage.  
  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. 
   
  Those mages who devote themselves to the magics of 
  death and the undead are known as necromancers. 
  Some are exactly what you’d expect—black-robed 
  wizards who lock themselves away in high towers or 
  underground lairs guarded by armies of skeletons. 
  Others are more subtle, secretly practicing their art in 
  busy cities where the rhythms of civic life guarantee 
  them an ongoing supply of subjects. Neither type is to be 
  meddled with lightly. 
  ORACLE 
  Medium humanoid (any race), any alignment 
  Armor Class 10 (13 with mage armor) 
  Hit Points 24 (7d8-7) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  11 (+0) 
  9 (-1) 
  20 (+5) 
  15 (+2) 
  13 (+1) 
  Saving Throws Int +6, Wis +5 
  Skills Arcana +6, Insight +6, Perception +5, Performance +4, 
  Persuasion +4  
  Senses passive Perception 15 
  Languages Any four languages  
  Challenge 4 (1,100 XP) 
   
  Portent. After each long rest, the oracle rolls 3d20 and can use 
  one of the results to replace any attack roll, saving throw, or 
  ability check made by it or a creature it can see at any time before 
  its next long rest.  
  Expert Divination. When the oracle casts a divination spell of 2nd 
  level or higher, it regains an expended spell slot of a lower level 
  than the spell cast, up to a maximum of 5th level.  
  Spellcasting. The oracle is a 17th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit). The oracle has 
  the following wizard spells prepared: 
  Cantrips (at will): chill touch, message, minor illusion, 
  prestidigitation, true strike 
  1st level (4 slots): comprehend languages, disguise self, mage 
  armor 
  2nd level (3 slots): detect thoughts, levitate, locate object 
  3rd level (3 slots): bestow curse, clairvoyance, suggestion, tongues 
  4th level (3 slots): locate creature 
  5th level (2 slots): contact other plane, geas, legend lore, Rary’s 
  telepathic bond, scrying 
  6th level (1 slot): mass suggestion, true seeing 
  7th level (1 slot): project image 
  8th level (1 slot): telepathy 
  9th level (1 slot): foresight, weird 
   
  ACTIONS 
  Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 
  2 (1d6-1) or 3 (1d8-1) bludgeoning damage. 
   
  Oracles are mages who have dedicated themselves to 
  the study of divinatory magic, gaining insight into many 
  secrets beyond the ken of other mortals. While their 
  years spent peering into otherworldly veil tend to leave 
  them on the physically frail side, they are not to be 
  trifled with, either; the minds of their enemies are as 
  open a book to them as the mysteries of the planes. 
  
   
  ADVERSARIES & ALLIES 
   
  23 
  RA NGER 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (chain shirt) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  15 (+2) 
  9 (-1) 
  Saving Throws Str +4, Dex +4 
  Skills Medicine +4, Nature +3, Perception +4, Stealth +4, Survival 
  +4 
  Senses passive Perception 14 
  Languages Any two languages  
  Challenge 2 (450 XP) 
   
  Natural Explorer. The ranger is particularly at home in one type of 
  terrain. When making a check on an Intelligence or Wisdom skill it 
  is proficient in, the ranger’s proficiency bonus is doubled while in 
  this terrain. When traveling alone in its favored terrain, the ranger 
  can move stealthily at its normal pace. In addition, when traveling 
  an hour or more through this terrain, the ranger and any group it 
  travels with aren’t slowed by difficult terrain and can’t become 
  lost except by magical means. The ranger remains alert to danger 
  in this terrain even when engaged in other activities, finds twice 
  as much food as normal while foraging, and can determine the 
  exact number and size of any creatures it is tracking, as well as 
  how long ago they passed through the area. 
  Favored Enemy. The ranger is particularly adept at fighting, 
  studying, and tracking one type of non-humanoid creature, or two 
  races of humanoids. The ranger has advantage on Wisdom 
  (Survival) checks to track creatures of this type and on Intelligence 
  checks to recall information about them. 
  Spellcasting. The ranger is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit). It knows the 
  following ranger spells: 
  1st level (4 slots): animal friendship, cure wounds, goodberry 
  2nd level (2 slots): locate animals or plants 
   
  ACTIONS 
  Multiattack. The ranger makes two melee attacks or two ranged 
  attacks. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) or 7 (1d10+2) slashing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8+2) piercing damage. 
   
  Rangers are wardens of the marches and borderlands 
  between civilization and the dark, chaotic wilderness 
  that threatens it—making them often more at home in 
  the wilds than among the people whose lives they 
  defend. There, they are guides and trackers without 
  peer, and valuable allies to anyone making their way 
  through the wide, unmapped spaces between the 
  civilized world’s fragile beacons of light. 
  
   
  ADVERSARIES & ALLIES 
   
  24 
  RO GUE 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 15 (studded leather armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  14 (+2) 
  Saving Throws Dex +6, Int +4 
  Skills Deception +8, Insight +3, Investigation +4, Perception +3, 
  Persuasion +5, Stealth +9; thieves’ tools 
  Senses passive Perception 13 
  Languages Any one language (usually Common), plus Thieves’ 
  Cant 
  Challenge 3 (700 XP) 
   
  Cunning Action. On each of its turns, the rogue can use a bonus 
  action to take the Dash, Disengage, or Hide action.  
  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.  
  Second-Story Work. Climbing doesn’t cost the rogue extra 
  movement, and it can jump 14 feet with a running jump.  
  Evasion. When subjected to an effect that calls for a Dexterity 
  saving throw to take half damage, the rogue takes no damage on 
  a successful save, and half damage on a failed save.  
   
  ACTIONS 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Light crossbow. Ranged Weapon Attack: +6 to hit, range 80/3200 
  ft., one target. Hit: 7 (1d8+3) piercing damage. 
   
  REACTIONS 
  Uncanny Dodge. When an attacker that the rogue can see hits it 
  with an attack, the rogue can use its reaction to halve the attack 
  damage.  
   
  It’s true that many rogues are criminals—and some of 
  those are villains as well. But they’re nearly as likely to 
  be rakes, treasure-hunters, or seekers of adventure for 
  its own sake, pursuits where their talents for charm and 
  stealth give them a distinct advantage (if not exactly 
  legitimacy). And there are even a few whose natural 
  distrust of authority makes them invaluable allies in the 
  struggle against some despot or fiend. 
  RULER 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (chain shirt) 
  Hit Points 55 (10d8+10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  16 (+3) 
  Saving Throws Cha +6 
  Skills History +4, Insight +4, Intimidation +6, Persuasion +6 
  Senses passive Perception 11 
  Languages Any two languages  
  Challenge 2 (450 XP) 
   
  ACTIONS 
  Leadership. For 1 minute, the ruler can utter a special command 
  or warning when one friendly creature within 30 feet that it can 
  see makes an attack roll or a saving throw. The creature adds a d4 
  to its roll provided it can hear and understand the ruler. A 
  creature can benefit from only one leadership die at a time. The 
  effect ends if the ruler is incapacitated. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8+1) or 6 (1d10+1) slashing damage. 
  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. 
   
  Kings, queens, emperors, princes, archdukes, overlords, 
  and other potentates, rulers are those whose hands rest 
  on the realm and on whose heads crowns lie heavy. 
  Whether just and enlightened monarchs or vicious 
  tyrants, they embody a bit of everything the noble class 
  values: warrior, scholar, artist, and diplomat. But any 
  power they hold in their person is but a shadow of the 
  power they represent; for the ruler is the realm, and 
  those who oppose them would do well to remember it. 
  
   
  ADVERSARIES & ALLIES 
   
  25 
  SAILO R 
  Medium humanoid (any race), any alignment 
  Armor Class 12  
  Hit Points 16 (3d8+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Skills Athletics +3, Perception +2; navigator’s tools, vehicles 
  (water) 
  Senses passive Perception 12 
  Languages Any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Skilled Climber. Climbing doesn’t cost the sailor extra movement.  
  Tavern Brawler. The sailor is proficient with improvised weapons 
  and unarmed strikes, and can use a bonus action to attempt a 
  grapple after making a successful hit with such an attack.  
   
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) slashing damage. 
  Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) bludgeoning damage. 
   
  The sailors who devote their lives to the sea might be 
  the crew of a trading, military, or exploration vessel, or a 
  band of pirates making their way by preying on other 
  craft. Both sorts are as at home in the rigging as they are 
  on deck, and more than a little inclined to find (or make) 
  trouble during their brief bouts ashore. 
   
  SCHO LAR 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  Skills Any two Intelligence skills +6  
  Senses passive Perception 10 
  Languages Any three languages  
  Challenge 0 (10 XP) 
   
  Widely Learned. The scholar gains a +1 on any ability check using 
  an Intelligence skill with which it is not already proficient.  
  Researcher. When attempting to recall information or lore, if the 
  scholar fails an Intelligence check, it can make a second check at 
  advantage to know where or from whom the information can be 
  obtained. 
   
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. 
   
  Even in many feudal societies, the scholars who 
  dedicate themselves to the life of the mind are valued 
  citizens for the knowledge they accumulate and 
  preserve. Colleges, abbeys, libraries, and other 
  repositories of dusty learning are their preferred abodes, 
  but every so often one will earn the patronage of a lord 
  or prince who wants the advantage—or prestige—of 
  having a pet academic at court. 
  
   
  ADVERSARIES & ALLIES 
   
  26 
  SKA LD 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (chain shirt, shield) 
  Hit Points 33 (6d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  16 (+3) 
  Saving Throws Cha +6 
  Skills History +3, Intimidation +9, Performance +9; two musical 
  instruments 
  Senses passive Perception 11 
  Languages Any one language (usually Common) 
  Challenge 4 (1,100 XP) 
   
  Bardic Inspiration (3/long or short rest). As a bonus action, the 
  skald adds 1d6 to the ability check, saving throw, or attack roll of 
  another creature within 60 feet that can hear it.  
  Combat Inspiration. A creature that is aided by the skald’s Bardic 
  Inspiration can add the bonus to its weapon attack damage roll, or 
  use a bonus action to add it to its AC against one attack. 
  Jack-of-All-Trades. The skald has +1 on all ability checks that don’t 
  already include its proficiency bonus.  
  Spellcasting. The skald is a 6th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit). It knows the 
  following bard spells: 
  Cantrips (at will): blade ward, true strike, vicious mockery 
  1st level (4 slots): animal friendship, charm person, healing word, 
  heroism, longstrider 
  2nd level (3 slots): calm emotions, enhance ability, hold person 
  3rd level (3 slots): bestow curse 
   
  ACTIONS 
  Multiattack. The skald makes two melee attacks. 
  Countercharm. The skald grants advantage on all saving throws 
  against being frightened or charmed to all friendly creatures 
  within 30 feet that can hear it.  
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8+1) or 6 (1d10+1) slashing damage. 
  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. 
   
  The skald is the bard of the battlefield, the warrior poet 
  who inspires great deeds by stirring recitation of the 
  sagas of old—along with a bit of enchantment magic. 
  Skalds can be found among berserkers and warriors, 
  singing their companions into battle and composing 
  poems of their great feats afterwards, and even many a 
  barbarian chieftain who would as soon put a spear 
  through a mage as look at one wouldn’t think of  hefting 
  an axe without a trusted skald at their side. 
  S MITH 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (leather armor) 
  Hit Points 33 (6d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  9 (-1) 
  Skills Insight +3; smith’s tools +4 
  Senses passive Perception 11 
  Languages Any one language (usually Common) 
  Challenge 1 (200 XP) 
   
  Will of Iron. The smith has advantage on saving throws against 
  being charmed or frightened.  
   
  ACTIONS 
  Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6+3) bludgeoning damage. 
   
  In some towns and hamlets, the village smith is the 
  closest thing the locals will ever see to a worker of real 
  magic—the master artisan who knows the right 
  processes and proportions of earth, air, water, and fire to 
  craft the tools that make any kind of civilized life 
  possible. Nor is that view entirely wrong, as the primal 
  alchemies that smiths command tend to infuse their 
  character with something of the nature of the metal they 
  shape. 
   
  
   
  ADVERSARIES & ALLIES 
   
  27 
  STREET URC HIN 
  Medium humanoid (any race), any alignment 
  Armor Class 12  
  Hit Points 7 (2d8-2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  9 (-1) 
  10 (+0) 
  12 (+1) 
  9 (-1) 
  Skills Perception +3, Sleight of Hand +4, Stealth +4, Survival +3 
  Senses passive Perception 13 
  Languages Any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Alert. The street urchin has a +5 bonus on initiative rolls and can’t 
  be surprised while it is conscious. When attacking the street 
  urchin, other creatures don’t gain advantage as a result of being 
  hidden. 
   
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
   
  Beggars and pickpockets who live by their wits and 
  quick fingers (and the occasional act of charity), street 
  urchins occupy the lowest social strata of the urban 
  underworld. They tend to be young, simply because their 
  life expectancy is not terribly high; the few that survive 
  are likely to grow into charlatans or thieves. 
  SUMMO NER 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 67 (15d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  Saving Throws Int +7, Wis +3 
  Skills Arcana +7, Intimidation +5, Persuasion +5, Religion +7 
  Senses passive Perception 10 
  Languages Any four languages  
  Challenge 4 (1,100 XP) 
   
  Spellcasting. The summoner is a 15th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit). The 
  summoner has the following wizard spells prepared: 
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation, ray of frost 
  1st level (4 slots): find familiar, fog cloud, mage armor, unseen 
  servant 
  2nd level (3 slots): flaming sphere 
  3rd level (3 slots): Leomund’s tiny hut, magic circle, phantom steed 
  4th level (3 slots): conjure minor elementals, dimension door, 
  Evard’s black tentacles 
  5th level (2 slots): conjure elemental, hold monster, planar binding 
  6th level (1 slot): Drawmij’s instant summons 
  7th level (1 slot): etherealness, Mordenkainen’s magnificent 
  mansion 
  8th level (1 slot): demiplane, dominate monster 
   
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
  Light crossbow. Ranged Weapon Attack: +5 to hit, range 80/3200 
  ft., one target. Hit: 6 (1d8+2) piercing damage. 
   
  Summoners are mages whose focus is on conjuration—
  of objects and energies, but especially of creatures they 
  can use as servitors and guardians. To that end, they 
  tend to collect in their spellbooks not only the charms 
  and rituals they need to summon their minions, but also 
  the wards and bindings they need to protect themselves 
  from what they’ve called up. 
  
   
  ADVERSARIES & ALLIES 
   
  28 
  SWA SHBUC KLER 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (studded leather armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  14 (+2) 
  Saving Throws Dex +6 
  Skills Acrobatics +9, Deception +5, Insight +3, Perception +3, 
  Persuasion +8, Stealth +6; thieves’ tools 
  Senses passive Perception 13 
  Languages Any one language (usually Common), plus Thieves’ 
  Cant 
  Challenge 4 (1,100 XP) 
   
  Rakish Audacity. The swashbuckler adds its Charisma bonus to its 
  initiative rolls.  
  Fancy Footwork. When the swashbuckler makes a melee attack 
  against a creature, the creature can’t make opportunity attacks 
  against the swashbuckler for the rest of the swashbuckler’s turn.  
  Cunning Action. On each of its turns, the swashbuckler can use a 
  bonus action to take the Dash, Disengage, or Hide action.  
  Sneak Attack (1/turn). The swashbuckler deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack and no other 
  creature is within 5 feet of the target, or when the target is within 
  5 feet of an ally of the swashbuckler that isn’t incapacitated and 
  the swashbuckler doesn’t have disadvantage on the attack roll.  
   
  ACTIONS 
  Multiattack. The swashbuckler makes two melee attacks. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Light crossbow. Ranged Weapon Attack: +6 to hit, range 80/3200 
  ft., one target. Hit: 7 (1d8+3) piercing damage. 
   
  ACTIONS 
  Uncanny Dodge. When an attacker that the swashbuckler can see 
  hits it with an attack, the swashbuckler can use its reaction to 
  halve the attack damage.  
   
  Where thieves and rogues do their best work in the 
  shadows, swashbucklers shine when they can exercise 
  their charm and panache. Happiest when pressing their 
  luck at outrageous or all-but-impossible feats, their 
  lives—as pirate captains, highwaymen, soldiers of 
  fortune, charismatic revolutionaries, or other thrill-
  seeking professions—are risky, but never dull. 
  THIEF 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 14 (leather armor) 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  Saving Throws Dex +5 
  Skills Acrobatics +5, Deception +2, Perception +2, Sleight of Hand 
  +7, Stealth +7; thieves’ tools 
  Senses passive Perception 12 
  Languages Any one language (usually Common), plus Thieves’ 
  Cant 
  Challenge 2 (450 XP) 
   
  Cunning Action. On each of its turns, the thief can use a bonus 
  action to take the Dash, Disengage, or Hide action.  
  Sneak Attack (1/turn). The thief 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 
  thief that isn’t incapacitated and the thief doesn’t have 
  disadvantage on the attack roll.  
  Second-Story Work. Climbing doesn’t cost the thief extra 
  movement, and it can jump 13 feet with a running jump.  
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Light crossbow. Ranged Weapon Attack: +5 to hit, range 80/3200 
  ft., one target. Hit: 7 (1d8+3) piercing damage. 
   
  A thief’s career is based on the liberation of valuable 
  property from someone who probably didn’t deserve it 
  anyway. Whether a thief pursues that end as a 
  pickpocket, cutpurse, burglar, back-alley robber, or tomb 
  raider, the required skillset is the same: nimble hands, a 
  silver tongue to fast-talk the authorities, and the ability 
  to silently disappear into the shadows at a moment’s 
  notice. In cities large enough to support a sizeable 
  community of thieves, they tend to belong to guilds; but 
  even there, there are always a few solitary holdouts 
  willing to gamble they can evade the powers-that-be if it 
  means keeping a bigger slice of the take.  
  
   
  ADVERSARIES & ALLIES 
   
  29 
  WA RLO CK 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  18 (+4) 
  Saving Throws Wis +3, Cha +7 
  Skills Arcana +5, Deception +7, Intimidation +7, Persuasion +7 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Any three languages  
  Challenge 4 (1,100 XP) 
   
  Dark One’s Blessing. When the warlock reduces a hostile creature 
  to 0 hit points, it gains 13 temporary hit points.  
  Pact of the Tome. Part of the warlock’s power is bound into a 
  magical tome called a Book of Shadows. While the warlock’s Book 
  of Shadows is on its person, it can cast the following cantrips at 
  will: 
  chill touch 
  produce flame 
  thaumaturgy 
  In addition, the Book of Shadows contains the following spells 
  that the warlock can cast as rituals: 
  augury 
  comprehend languages 
  contact other plane 
  identify 
  phantom steed 
  unseen servant 
  Devil’s Sight. The warlock’s darkvision functions in both magical 
  and normal darkness. 
  Eldritch Invocations. The warlock can cast the following spells at 
  will, without using a spell slot and without material components: 
  levitate (self only) 
  mage armor (self only) 
  speak with dead 
  Spellcasting. The warlock is a 9th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit). The warlock casts 
  all of its non-cantrip spells using 5th-level spell slots, and recovers 
  all of its used slots after a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): eldritch blast, mage hand, prestidigitation 
  5th level (2 slots): darkness, dimension door, enthrall, hellish 
  rebuke, hex, hold monster, magic circle, scorching ray, scrying, 
  wall of fire 
   
  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. 
  Pact-bound to fiendish entities in exchange for their 
  powers, warlocks command an impressive array of 
  arcane and supernatural abilities. While more than 
  enough of them are all too happy to further their 
  masters’ wills, not all warlocks are outright evil—though 
  the nature of their bargains makes them always 
  susceptible to being bent to evil ends.  
  
   
  ADVERSARIES & ALLIES 
   
  30 
  WA RLO RD 
  Medium humanoid (any race), any alignment 
  Armor Class 20 (plate armor, shield) 
  Hit Points 55 (10d8+10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  Saving Throws Str +7, Dex +6 
  Skills Animal Handling +5, Insight +5, Intimidation +6, Perception 
  +5, Persuasion +10 
  Senses passive Perception 15 
  Languages Any one language (usually Common) 
  Challenge 10 (5,900 XP) 
   
  Inspiring Leader. The warlord can spend 10 minutes inspiring its 
  allies and companions, granting 12 temporary hit points to up to 
  six creatures within 30 feet that can see or hear and understand 
  the warlord. The warlord can include itself in the creatures 
  affected by this feature. A creature can benefit from this feature 
  once per short or long rest. 
  Second Wind (1/short or long rest). The warlord can use a bonus 
  action to regain 1d10+10 hit points.  
  Rallying Cry. When the warlord uses its Second Wind feature, it 
  can choose up to 3 of its allies within 60 feet that can see or hear 
  it. These creatures regain 10 hit points.  
   
  ACTIONS 
  Multiattack. The warlord makes two melee attacks. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) or 8 (1d10+3) slashing damage. 
  Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  6 (1d6+3) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10+2) piercing damage. 
  Leadership. For 1 minute, the warlord can utter a special 
  command or warning when one friendly creature within 30 feet 
  that it can see makes an attack roll or a saving throw. The 
  creature adds a d4 to its roll provided it can hear and understand 
  the warlord. A creature can benefit from only one leadership die 
  at a time. The effect ends if the warlord is incapacitated. 
   
  Peerless commanders of martial forces, warlords might 
  be the generals of armies under the ruler of a realm—or 
  they might be lords of nations in their own right. Though 
  imposing enough themselves, their real power lies in 
  their ability to inspire the warriors they lead. 
  WA RRIO R 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (chain mail, shield) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Saving Throws Str +4 
  Skills Animal Handling +2, Athletics +4, Intimidation +2 
  Senses passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 4 (1,100 XP) 
   
  Second Wind (1/short or long rest). The warrior can use a bonus 
  action to regain 1d10+5 hit points.  
  Improved Critical. The warrior’s weapon attacks score a critical hit 
  on a natural 19 or 20.  
   
  ACTIONS 
  Multiattack. The warrior makes two melee or ranged attacks. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) or 7 (1d10+2) slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d6+2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6+1) piercing damage. 
   
  Warriors might make up the fighting forces of a 
  powerful lord’s army, or the members of an entire 
  society that values prowess in battle above all else; they 
  might also be encountered as bravos, mercenaries, or 
  solitary hunters of monsters or treasure. Many warriors 
  adhere to strict codes of honor that govern their conduct 
  on and off the field—and many more claim to, while in 
  truth being no better than butchers and ruffians. 
   
   
  
   
  ADVERSARIES & ALLIES 
   
  31 
  WATC H CAPTA IN 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (chain shirt) 
  Hit Points 44 (8d8+8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  Saving Throws Str +5, Wis +4 
  Skills Intimidation +3, Investigation +3, Perception +4, Persuasion 
  +3 
  Senses passive Perception 14 
  Languages Any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  ACTIONS 
  Multiattack. The watch captain makes two melee attacks. 
  Truncheon. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage. 
  Leadership. For 1 minute, the watch captain can utter a special 
  command or warning when one friendly creature within 30 feet 
  that it can see makes an attack roll or a saving throw. The 
  creature adds a d4 to its roll provided it can hear and understand 
  the watch captain. A creature can benefit from only one 
  leadership die at a time. The effect ends if the watch captain is 
  incapacitated. 
   
  The officers of a city watch are usually commanded by 
  one or more watch captains who combine the skills of a 
  seasoned soldier, trusted leader, and canny detective. 
  Depending on how much respect is afforded law 
  enforcement in the city, these captains may have 
  influence in other arenas as well, representing another 
  caution to adventurers who are overly cavalier in risking 
  the attention of the local law. 
  WILD MAGE 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1) 
  17 (+3) 
  Saving Throws Con +4, Cha +6 
  Skills Insight +2, Intimidation +6, Perception +2  
  Senses passive Perception 12 
  Languages Any two languages  
  Challenge 5 (1,800 XP) 
   
  Wild Magic. When the wild mage casts a spell of 1st level or 
  higher, roll a D20. A 1 triggers an effect on the Wild Magic Surge 
  table. 
  Sorcery Points. The wild mage has 9 sorcery points it can use to 
  empower metamagic effects or exchange for spell slots. To gain a 
  spell slot, the wild mage uses a bonus action to expend 2 sorcery 
  points for a 1st-level spell, or slot level  + 2 sorcery points for a 2nd-
  level spell or higher. To gain additional sorcery points, the wild 
  mage uses a bonus action to expend a spell slot and gains 
  additional sorcery points equal to that spell’s level. Sorcery points 
  are regained when the wild mage finishes a long rest. 
  Quickened Spell. The wild mage expends 2 sorcery points to cast a 
  spell with a casting time of 1 action as a bonus action.  
  Twinned Spell. The wild mage expends a number of sorcery points 
  equal to the spell’s level (1 for a cantrip) to target a second 
  creature with a spell that targets a single creature.  
  Spellcasting. The wild mage is a 9th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit). The 
  wild mage knows the following sorcerer spells: 
  Cantrips (at will): blade ward, fire bolt, light, prestidigitation, 
  shocking grasp 
  1st level (4 slots): chromatic orb, mage armor, magic missile 
  2nd level (3 slots): misty step, scorching ray 
  3rd level (3 slots): counterspell, lightning bolt 
  4th level (3 slots): wall of fire 
  5th level (1 slot): wall of stone 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage. 
   
  Wild mages, imbued with rare gifts as conduits of 
  chaotic mystical energy, don’t study magic—they embody 
  it. Wielders and shapers of phenomenal elemental 
  forces, they generally find the power they command to 
  be well worth the occasional… unpredictable side effect. 
  
   
  ADVERSARIES & ALLIES 
   
  32 
  WISE O NE 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 34 (10d8-10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  10 (+0) 
  9 (-1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
  Saving Throws Wis +6 
  Skills Arcana +4, Insight +6, Intimidation +4, Nature +4,  
  Persuasion +4 
  Senses passive Perception 11 
  Languages Any three languages  
  Challenge 2 (450 XP) 
   
  Potent Caster. The wise one adds its Wisdom bonus to the 
  damage from any cantrip. 
  Spellcasting. The wise one is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit). The 
  wise one has the following cleric spells prepared: 
  Cantrips (at will): guidance, mending, sacred flame, spare the 
  dying, thaumaturgy 
  1st level (4 slots): command, detect evil and good, detect magic, 
  healing word, identify, protection from evil and good 
  2nd level (3 slots): augury, calm emotions, locate object, 
  suggestion, zone of truth 
  3rd level (3 slots): bestow curse, clairvoyance, nondetection, 
  remove curse, speak with dead, tongues 
  4th level (3 slots): arcane eye, confusion, divination, locate 
  creature 
  5th level (2 slots): commune, geas, legend lore, scrying 
   
  ACTIONS 
  Read Thoughts (2/short or long rest). The wise one chooses one 
  creature that it can see within 60 feet, which must then make a 
  successful Wisdom saving throw. On a failed save, the wise one 
  can read the creature’s surface thoughts for 1 minute while it is 
  within 60 feet of the wise one. During this time, the wise one can 
  cast suggestion on the creature without expending a spell slot; 
  the creature automatically fails its save against this spell, and the 
  other effects of this feature end. A creature that succeeds on the 
  initial save cannot be targeted again until the wise one finishes a 
  long rest. 
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d6-1) or 3 (1d8-1) bludgeoning damage. 
  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. 
   
  Some communities too small and remote to ever see an 
  actual priest or wizard might be fortunate enough to 
  have a local wise one instead—the seer, shaman, 
  soothsayer, or witch doctor who serves as the 
  intermediary between the mundane world and the 
  forces beyond the veil. In addition to their not-
  inconsiderable magic, wise ones tend to accumulate a 
  great deal of knowledge: of herb lore, of flora and fauna, 
  and especially of the people they serve. 
  
   
  ADVERSARIES & ALLIES 
   
  33 
  WITC H 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  10 (+0) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, Insight +4, Intimidation +5, Medicine +4; 
  herbalism kit 
  Senses passive Perception 11 
  Languages Any four languages  
  Challenge 4 (1,100 XP) 
   
  Spellcasting. The witch is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit). The witch has 
  the following wizard spells prepared: 
  Cantrips (at will): acid splash, chill touch, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, find familiar, mage armor, witch 
  bolt 
  2nd level (3 slots): detect thoughts, suggestion 
  3rd level (3 slots): bestow curse, fly, glyph of warding, remove 
  curse 
  4th level (3 slots): banishment 
  5th level (1 slot): geas, scrying 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6-1) or 3 (1d8 -1) bludgeoning damage.  
  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. 
   
  Though some wizards are foolish enough to dismiss 
  them as “hedge magicians,” witches are not to be 
  crossed lightly. More often met in wild or pastoral 
  regions than in cities, they may be solitary practitioners 
  or part of a coven that meets to trade knowledge and 
  news, and may have friends and allies among the local 
  druids. And while it’s true they favor divination and 
  warding spells over flashier magic, those skills are 
  exactly what makes them valuable to those who seek 
  their aid—and terrifying to those they see as enemies. 
  WIZA RD’S APP RENTICE 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 4 (1d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  9 (-1) 
  10 (+0) 
  Saving Throws Int +3 
  Skills Arcana +3  
  Senses passive Perception 9 
  Languages Any two languages  
  Challenge 0 (10 XP) 
   
  Spellcasting. The wizard’s apprentice is a 1st-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 11, +1 to hit). The 
  wizard’s apprentice has the following wizard spells prepared: 
  Cantrips (at will): light, mage hand 
  1st level (1 slot): detect magic 
   
  ACTIONS 
  Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 
  1 (1d4-1) bludgeoning damage. 
   
  The archetypal wizard’s apprentice—the merest 
  initiate into the mysteries of arcane magic—is 
  characterized by a keen and curious mind, a thirst for 
  knowledge, and a remarkable lack of common sense. 
  Those who learn to leverage the first two qualities while 
  avoiding the pitfalls of the third can go on to become 
  great mages. Those who don’t often go on to become… 
  well, other things. 
   
  
   
  ADVERSARIES & ALLIES 
   
  34 
  DESIGN NOTES 
   
  While developing the NPCs in this document, I gave 
  myself two main guidelines: 1) Don’t cover ground 
  already sufficiently addressed in the Monster Manual; 
  and 2) Follow the MM’s lead in making these as “generic” 
  as possible while still giving each one an interesting 
  hook or two. The degree to which I’ve succeeded in these 
  goals will, I expect, be judged differently by different 
  readers and DMs. That said, it might also be useful, or at 
  least interesting, to lift the veil on some of what I was 
  thinking when I created the characters here. 
  Spellcasters. Lots of wizard variants represented here, 
  it’s true. Partly this is because I wanted to include mages 
  representing at least some of the major schools of 
  wizardry as outlined in the PHB, so we have the battle 
  mage (school of evocation), enchanter (school of 
  enchantment), illusionist (school of illusion), 
  necromancer (school of necromancy), oracle (school of 
  divination), and summoner (school of conjuration). 
  That leaves the abjurer and the transmuter out in the 
  cold for now; perhaps I’ll pick those up in a later work 
  (or, even better, someone else might be inspired to 
  develop them). These are presented here at varying 
  levels, which was a bit of a departure from my original 
  intent to make them all 9th-level wizards like the mage; 
  this happened simply because some of what feel like 
  “archetypal” spells for these schools don’t show up until 
  higher levels. (I was briefly tempted to make “mage” and 
  “archmage” versions of each of these, but really, this 
  thing is long enough as it is.)  
  As mentioned in the introduction, the wizard’s 
  apprentice, arcane student, and adept are meant to be 
  intermediate stages leading up to the  mage (and 
  archmage) in the Monster Manual, starting with a 
  character who has nothing more than the Magic Initiate 
  feat and building up their ability scores and powers from 
  there. It’s not quite the same progression as a player 
  character might make, but it makes story sense, which I 
  always feel has a leg up on strict adherence to the rules. 
  And then there’s the witch, who doesn’t fit neatly into 
  the schools of magic above, but represents a sort of 
  alternate path of wizardry, and was built with a vague 
  directive of including the spells that felt sufficiently 
  “witchy” without replicating the druid. Your own sense 
  of this may well depart from mine, of course. 
  The somewhat less refined magic of sorcery gets a 
  showing here with the dragon sorcerer and the wild 
  mage, representing the two sorcerous origin choices in 
  the PHB. While it’s true that there’s no particular reason 
  sorcerers have to be arcane artillery with an arsenal of 
  devastating evocation spells, that’s the direction I went 
  in both cases, for good or ill. 
  Divine magic is represented here by the cleric, death 
  priest, friar, healer, inquisitor, and wise one. The 
  cleric’s an NPC version of the iconic old-school PC cleric, 
  of course. The death priest is a variation on the 
  necromancer using the cleric spell list, and the wise one 
  uses the knowledge domain cleric to combine some 
  features of the witch and the oracle for a slightly more 
  shamanic take on both. The friar, healer, and inquisitor 
  are here to present some variations on the clerical theme 
  that aren’t quite the acolyte or priest, and also because 
  they felt like they might make interesting contributions 
  to the right campaign. 
  I definitely wanted to include some NPC versions of the 
  warlock class, which makes a compelling villain for all 
  the same reasons it’s interesting as a PC. The fiendish 
  patron shows up as the diabolist and the warlock, of 
  course, who can certainly be treated as different steps on 
  the same progression. Cosmic horror fan that I am, I also 
  wanted to include Great Old One patrons at similar 
  levels, represented here as the eldritch adept and 
  eldritch cult leader. And the archfey patron is included 
  for the fey witch and the faerie disciple diabolist 
  variant, rounding out a nice gallery of warlocky 
  weirdness. I defaulted to Pact of the Tome for most of 
  these except the fey witch, simply because it resonates 
  thematically for me as a reasonable baseline for this 
  archetype, but you should certainly feel free to rework 
  them if you disagree. Alas, no Pact of the Blade here; 
  another gap to amend at a later time, perhaps. 
  And lastly, there are the bards. Most of the ones I’ve 
  included are based on the College of Lore option, and 
  take full advantage of the early Magical Secrets feature 
  to plunder the other spell lists. The bard is meant to be a 
  good generic version of the PC class as an NPC (with the 
  bardic jester variant veering briefly off into the College 
  of Satire archetype that appeared in Unearthed Arcana, 
  because the Wise Fool makes a great supporting 
  character if you can pull it off), while the loremaster is a 
  
   
  ADVERSARIES & ALLIES 
   
  35 
  higher-level variation meant to address the question of 
  who it is exactly that bards receive their training from. 
  The fortune teller is a bard too, of course—just one 
  who shares some raw material with the charlatan and 
  who’s raided the cleric spell list for divination magic. 
  And finally there’s the skald, lone representative of the 
  College of Valor, because the warrior bard makes a great 
  encounter too. 
  The Rogues’ Gallery. One of the more obvious omissions 
  from the Monster Manual NPC list was the generic thief, 
  who certainly feels like the sort of character an 
  adventuring party might run into in the seedier parts of 
  town whether or not they’re roguish types themselves. A 
  notch or two up from this is the rogue, who carries on 
  the thief PC archetype to get some of the class’s higher-
  level abilities. The mastermind and swashbuckler are 
  NPC versions of those rogue archetypes as well, either of 
  which might make an interesting antagonist (or, for the 
  right party, patron; or even, in some cases, both). Both 
  bards and rogues, I should note, are specific cases where 
  I didn’t let the CR limit the proficiency bonus; both are 
  character types defined at least in part by competence 
  and skillfulness, traits that it seemed a shame to curtail 
  on account of relatively low AC and DPR. 
  Sword and Fist. Even though the Monster Manual 
  already has a nice array of fighter types, I thought a few 
  more to round out the options for the sake of 
  completeness might be nice. The city watch assumes 
  that whatever passes for the police force is just a touch 
  more competent and formidable than your standard 
  guard, with a particularly tough watch captain to keep 
  them inspired and in line. The mage hunter was 
  inspired almost entirely by the Mage Slayer feat, leading 
  me to wonder what sort of character might come by such 
  a talent and what kind of trouble they might cause the 
  PCs. The monk and ranger are new, of course, and owe 
  an obvious debt to the PC versions without diverging 
  into the archetype paths (though it would be trivially 
  easy to add any of those powers as well). The warlord 
  owes a great deal to the banneret fighter archetype, and 
  is, unsurprisingly, the most martially impressive 
  character in the whole bunch. And the warrior was 
  meant to be a middle ground between the lowly guard, 
  bandit, or thug and the knight or veteran, while still 
  drawing on a feature or two from the champion fighter’s 
  abilities. 
  Other Folk. Lots of the “supporting cast” NPCs here used 
  PC backgrounds as a jumping-off point; the charlatan, 
  entertainer, merchant (and artisan), sailor, and street 
  urchin are obvious examples of that, though in each case 
  I’ve also given the NPCs some additional benefit from 
  staying with the career path in question instead of 
  wandering off adventuring. The advisor came about 
  from realizing that the non-magical wise and learned 
  counselor is an archetype of its own. The aristocrat, 
  governor, and ruler are meant to be three aspects of the 
  upper class not well represented by the noble—the first 
  two being somewhat less skilled and individually 
  imposing, and the third slightly more so. The expert is 
  intended to stand in for a type of character 5e doesn’t 
  model particularly well: the person who’s the best 
  around at one specific thing. I’m not entirely satisfied 
  with the way I solved the problem here, but with a little 
  bit of handwaving, it should work well enough. On the 
  other hand, the scholar is an intellectual generalist of 
  the type who would have been at home in a monastery, 
  university, or academy in any number of eras. The 
  investigator is the type of character that probably could 
  (should?) have been a PC class, patched together here 
  with a couple of useful feats and a sort of handwavey 
  idea of detective-ness. And finally, the smith is a 
  character that may seem odd at first glance to single out, 
  until you remember that it’s a career that requires a 
  great deal more physicality and skill than might be 
  expected of your average “commoner,” which is of 
  course why they’ve been considered magicians through 
  much of history. 
  What got left out. In my notes for the first draft of this 
  project are a handful of characters I didn’t get around to 
  for this version. So there are still gaps in the lineup; the 
  paladin (and antipaladin) are missing from the PC 
  analogues, as are half-casters like the arcane trickster 
  and eldritch knight. I have a half-sketched version of the 
  unholy champion that was going to be the blade-pact 
  warlock here. A few specialized professions got tossed 
  aside, like the dragon slayer—a character that felt like it 
  was encroaching on the PC’s narrative territory the more 
  I thought about it, but maybe I’ll eventually change my 
  mind about that. 
  The work is not finished, only abandoned. I hope that 
  what’s here brings you, and your game, delight. 
  DLK 
  
   
  ADVERSARIES & ALLIES 
   
  36 
  APPENDIX: NPCS BY CHALLENGE 
  RATING 
  CR 0 
  Scholar 
  Wizard’s Apprentice 
  CR 1/8 
  Advisor 
  Aristocrat 
  Entertainer 
  Expert 
  Fortune Teller 
  Governor 
  Healer 
  Merchant 
  CR 1/4 
  City Watch 
  Friar 
  Inquisitor 
  Investigator 
  CR 1/2 
  Charlatan 
  Sailor 
  Street Urchin 
  CR 1 
  Arcane Student 
  Bard 
  Smith 
  CR 2 
  Adept 
  Cleric 
  Death Priest 
  Diabolist 
  Eldritch Adept 
  Enchanter 
  Fey Witch 
  Ranger 
  Ruler 
  Thief 
  Watch Captain 
  Wise One 
  CR 3 
  Eldritch Cult Leader 
  Illusionist 
  Mage Hunter 
  Monk 
  Rogue 
  CR 4 
  Loremaster 
  Mastermind 
  Oracle 
  Skald 
  Summoner 
  Swashbuckler 
  Warlock 
  Warrior 
  Witch 
  CR 5 
  Dragon Sorcerer 
  Necromancer 
  Wild Mage 
  CR 6 
  Battle Mage 
  CR 10 
  Warlord 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/2nd Level Bard Productions - Adversaries & Allies.pdf