TEXT: 1
  Game Master’s Toolbox
  Ultimate NPCs: 
  Warfare
  
  1
  Ultimate NPCs: Warfare 
  Game Master’s Toolbox
  5th Edition Compatible 
  
  Credits
  Authors: Lou Fryer, Jack Muir, Ralph Stickley
  Lead Designers: Chris Haskins, Ralph Stickley
  Proofing: Lou Fryer, David Gibson, Emma Stickley
  Art Director: Ralph Stickley
  Layout and Typesetting: Ralph Stickley
  Illustrator: Takashi Tan
  Additional Contributors: Isabel Beis, Matt Falletta, Roger Findley, 
  David Fromerth, Andrew Geertson, Jack Harding
  Project Management: Chris Haskins
  Character Creation: Lou Fryer, Ralph Stickley
  Brand and Marketing: Chris Haskins 
  Legal
  Nord Games LLC is not affiliated with Wizards of the Coast™
  We make no claim to or challenge to any trademarks held by 
  Wizards of the Coast™
  Nord Games LLC 2018, all rights reserved.
  Product Identity: The following items are hereby identified as 
  Nord Games LLC’s Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game 
  Content: product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures; characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product Identity. Previously 
  released Open Game Content is excluded from the above list.
  ‘War. Huh. Good god y’all. What is it good for? Absolutely nothing.’*
  *The view expressed above is that of the famed bard Edwin Starr, 
  and not that of the characters in this book, who believe war can be 
  good for a great number of things. 
  2
  
  Table of Contents
  Foreword  ...........................................................4
  Instructions .....................................................4
  Encounter Table ............................................. 5
  Good Aligned Guilds ..................................6
  Good Aligned Characters ....................... 7
  Alma Cropley ................................................................8
  Arnor ...........................................................................14
  Gael Amaenya-Kellock ..............................................20
  Kameron ......................................................................26
  Kimbur Dawn .............................................................32
  Liam the Lionheart ....................................................38
  Mother Muhima .........................................................44
  Myrna Octavian ..........................................................50
  Private Bowlde ............................................................56
  Wyatt Hemlocke .........................................................62
  Neutral Aligned Guilds ..........................68
  Neutral Aligned Characters ...............69
  Aelfthryth ....................................................................70
  Aniyo Neune ...............................................................76
  Carat .............................................................................82
  Iusaaset ........................................................................88
  Jory Ceffyl....................................................................94
  Linnet .........................................................................100
  Owain ‘Bellows’ Marrick .........................................106
  Rosalind Barzetti ......................................................112
  Vandronum ...............................................................118
  Zev Klamka ...............................................................124
  Evil Aligned Guilds ..................................130
  Evil Aligned Characters ........................131
  Ander Scorchheart ...................................................132
  Ezelga .........................................................................138
  Fel Kade .....................................................................144
  Kley Tukangkutsuu ..................................................150
  Mathias Cole .............................................................156
  Mercy .........................................................................162
  Shirak .........................................................................168
  Silva ............................................................................174
  Sylas the Jackal ..........................................................180
  Xelia Brand ................................................................186
  Generic NPCs ................................................ 192
  Unique Items ................................................. 218
  Unique Spells .................................................222
  Acknowledgments ....................................224
  3
  
  4
  Foreword 
  Well now, here we are again. 
  To our returning friends, we kept your seats. To new readers, we’ll 
  find some room somewhere. Move the maps somewhere else, 
  there we go.
  There are introductions to be made; another 30 unique characters 
  for use as NPCs or PCs, but I’ll let them speak for themselves. All 
  of them intersect somehow with the theme of ‘warfare’, whether 
  they be soldiers, officers, weaponsmiths, or cooks. However, we’ve 
  avoided the upper echelons of high command, as well as making 
  specific references to the makeup of the army itself; we want you 
  to be able to take these characters and slot them into virtually any 
  military context, so these are not characters whose motivations will 
  direct entire armies, but they will add some texture to army life. 
  Some of these are ideas we’ve had floating around for a while, 
  some are NPCs or PCs from old campaigns (one of whom was 
  responsible for Dogberry the goblin), and a few are something 
  entirely new. Special thanks must go out to our Skulduggery Baron 
  level backers, whose characters appear in this book; David (Wyatt), 
  Matt (Kameron), and Roger (Kimbur); your faith in us at such an 
  early stage is humbling. 
  The amazing response we got from Ultimate NPCs: Skulduggery 
  confirmed for us that we had got a winning formula on our hands; 
  that it was a resource people wanted to see, enjoyed reading, and 
  most importantly, found plenty of utility for. We had always hoped 
  that this would be a series; we have plenty of ideas of where to take 
  it, so watch this space. 
  On a personal note, it was that same response that first made me 
  realize this was something I could do for a living (even if I did 
  just have to spell ‘realise’ with a ‘z’ (and, by-the-by, that’s ‘zed’, not 
  ‘zee’. Tea and crumpets, cor blimey, ungrateful colonials etc. etc.)). 
  I really can’t thank you enough for giving this book a read, and I 
  really hope we continue living up to people’s expectations of us. 
  Well, quite enough of that. Onwards and upwards.
  See you on the other side of the war.
  -Ralph Stickley
  July 2018
  Instructions
  This book was written to be a resource to Game Masters and 
  Players alike. It contains a wealth of information for developing 
  plot points, character behaviors, histories, guilds, and many other 
  valuable assets designed to aid in the running and playing of 
  fantasy role playing games.
  Game Masters
  For Game Masters, this book is a valuable resource and time saving 
  tool. Whether during your pre-game prep or on the fly, you’ll 
  be able to pull NPCs from this book to aid, hinder, or challenge 
  your Players. The book is split into three large sections— Good 
  Aligned Characters, Neutral Aligned Characters, and Evil Aligned 
  Characters. Each of these sections is self-explanatory and contains 
  ten unique characters who have been completely detailed with 
  backstory, traits, roleplaying cues, actions, and items. This attention 
  to detail during the character creation and writing process saves 
  you time during the preparation process and game session.
  You have access to 30 completely unique NPCs at six different 
  levels, effectively giving you 180 different NPCs to use during your 
  campaign or game session. Make sure to utilize the Encounter 
  Table on page 5, as well as the encounter tables at the beginning of 
  each group of similarly aligned characters.
  Players
  Have you ever had an idea for a character but didn’t know where 
  to start? Or perhaps you knew where you’d like to start but didn’t 
  know where your path would lead you. This book fixes both 
  dilemmas by providing Players with a starting point, mid points, 
  and an ending point for each character. 
  This makes it possible to not only duplicate an NPC for your level 1 
  character, but to also use higher level NPCs as your own character 
  in the eventuality that you need a higher level character. All of their 
  attributes, skills, features, items, weapons, and other mechanics 
  have already been calculated and optimized. This means you spend 
  less time working out the math, and more time slaying dragons!
  Acknowledgements
  We’d like to say a massive thank you to all of our Kickstarter 
  backers. Without you veritable army of gamers, we wouldn’t be able 
  to do what we do. We hope you have as much fun using this book 
  as we did making it!
  
  5
  Encounter Table
  If you’re looking for an interesting NPC for your players to encounter with no specific purpose in mind, or you’re looking for inspiration, 
  use this table to randomly select a character. If you know what alignment you need, more specific tables can be found at the start of 
  each section. 
  d30
  Name
  Race
  Alignment
  Class
  Background
  Occupation
  Page
  1
  Alma Cropley
  Stout Halfling
  Neutral Good
  Fighter
  Soldier
  Infantry
  8
  2
  Arnor
  Human
  Neutral Good
  Barbarian/Ranger
  Outlander
  Sellsword
  14
  3
  Gael 
  Amaenya-Kellock
  Half-Elf
  Lawful Good
  Fighter
  Outlander
  Squire
  20
  4
  Kameron
  Wood Elf
  Neutral Good
  Barbarian/Monk
  Outlander
  Soldier
  26
  5
  Kimbur Dawn
  Human
  Lawful Good
  Cleric
  Acolyte
  Prophet
  32
  6
  Liam the Lionheart
  Human
  Lawful Good
  Fighter/Cleric
  Folk Hero
  Knight
  38
  7
  Mother Muhima
  Human
  Lawful Good
  Paladin
  Acolyte
  Traveling Priest
  44
  8
  Myrna Octavian
  Hill Dwarf
  Lawful Good
  Fighter
  Guild Artisan
  Field Medic
  50
  9
  Private Bowlde
  Human
  Lawful Good
  Fighter
  Folk Hero
  Cook
  56
  10
  Wyatt Hemlocke
  High Elf
  Chaotic Good
  Ranger
  Folk Hero
  Scout
  62
  11
  Aelfthryth
  High Elf
  Lawful Neutral
  Cleric
  Sage
  Relic Keeper
  70
  12
  Aniyo Neune
  Human
  Neutral
  Monk
  Noble
  Errant
  76
  13
  Carat
  Hill Dwarf
  Lawful Neutral
  Fighter
  Folk Hero
  Smith
  82
  14
  Iusaaset
  Human
  Chaotic Neutral
  Fighter
  Soldier
  Mercenary
  88
  15
  Jory Ceffyl
  Stout Halfling
  Neutral
  Ranger
  Sage
  Animal Keeper
  94
  16
  Linnet
  Half-Elf
  Neutral
  Rogue/Monk
  Sage
  Messenger
  100
  17
  Owain 
  ‘Bellows’ Marrick
  Mountain Dwarf
  Chaotic Neutral
  Bard
  Folk Hero
  Standard-Bearer
  106
  18
  Rosalind Barzetti
  Human
  Lawful Neutral
  Rogue
  Actor 
  Bodyguard
  112
  19
  Vandronum
  High Elf
  Neutral
  Fighter/Rogue
  Criminal
  Sellsword
  118
  20
  Zev Klamka
  Hill Dwarf
  Lawful Neutral
  Cleric
  Criminal
  Spy
  124
  21
  Ander Scorchheart
  Human
  Neutral Evil
  Fighter/Warlock
  Soldier
  Tactician
  130
  22
  Ezelga
  Rock Gnome
  Chaotic Evil
  Warlock
  Guild Artisan
  Weaponsmith
  138
  23
  Fel Kade
  Human
  Chaotic Evil
  Fighter/Barbarian
  Soldier
  Sellsword
  144
  24
  Kley Tukangkutsuu
  Tiefling
  Neutral Evil
  Rogue
  Guild Artisan
  Weapons Dealer
  150
  25
  Mathias Cole
  Human
  Neutral Evil
  Bard/Rogue
  Entertainer
  Troubadour
  156
  26
  Mercy
  Tiefling
  Chaotic Evil
  Sorcerer
  Criminal
  Conscript
  162
  27
  Shirak
  Dragonborn
  Neutral Evil
  Fighter/Ranger
  Soldier
  Scout
  168
  28
  Silva
  Half-Orc
  Neutral Evil
  Fighter
  Soldier
  Elite Infantry
  174
  29
  Sylas the Jackal
  Human
  Neutral Evil
  Rogue
  Criminal
  Scavenger
  180
  30
  Xelia Brand
  Tiefling
  Lawful Evil
  Paladin
  Soldier
  Garrison 
  Commander
  186
  
  6
  Good Aligned Guilds
  In war, there are always some groups working to do whatever good 
  they can; some by taking up arms and battling evildoers, and some 
  by helping those who are left unable to help themselves. Below are 
  some examples of such righteous and altruistic guilds, along with 
  suggested membership and affiliates. 
  The Flesh, Blood and Soul
  The Flesh, Blood and Soul follow in the wake of armies, caring 
  for the sick when flux or flu ravages the camp and, of course, 
  tending to the wounded and easing the suffering 
  of the dying after battle. Unlike army 
  surgeons sworn to follow their 
  commanders, The Flesh, 
  Blood and Soul are 
  sworn to help all, 
  regardless of 
  nationality, 
  creed, or 
  history. Members 
  forswear their 
  family and 
  homeland, 
  so that none 
  can name them 
  traitors for 
  aiding ‘the enemy’. 
  To The Flesh, 
  Blood and Soul, 
  there is no enemy 
  but sickness and injury. 
  As well as tending to physical 
  injury, The Flesh, Blood and 
  Soul also care for the psychological wellbeing of soldiers. Those 
  who come back from war traumatized by the hardships they have 
  endured are provided solace and a listening ear. In settlements 
  with large numbers of veterans, The Flesh, Blood and Soul might 
  introduce individuals or form groups to talk through experiences.
  Even the most battle-hardened mercenary would baulk at raising a 
  weapon to a guild member—they know they may well be stitching 
  their wounds after the next fight. Indeed, save from danger from 
  more monstrous foes, and the truly depraved of the civilized races, 
  The Flesh, Blood and Soul can travel the war-torn lands in relative 
  safety; it is not unknown for an unofficial, local truce to be formed 
  when one is met with violence, with opposing forces joining 
  temporarily to hunt down perpetrators before resuming hostilities.
  In times of peace, members can often be found volunteering in 
  temples of healing, though some set up their own independent 
  practices, usually funded by donations of supplies or a wealthy 
  patron looking for the approval of the common people. These 
  independents feel that working in a specific place of worship, even 
  one readily accessible to all, violates the terms of their neutrality. 
  Myrna Octavian (p.50) is a staunch supporter of The Flesh, 
  Blood and Soul’s aims, and will always make accommodation for 
  their work in her counsel. Ultimately, her devotion to her family 
  prevents her from swearing her vows and joining them formally, 
  but she helps them in their work nonetheless. 
  The Iron Key
  The Iron Key is a mercenary guild established by former 
  siege engineers, scouts, and intelligence officers who saw 
  too little planning and too much needless bloodshed 
  in the field. Too many commanders wanting to do 
  the easy, rather than the right, or putting their own 
  reputation above the lives of their soldiers. 
  The guild was established as a group of covert 
  operatives: experts in circumventing defenses, 
  infiltration and negotiation. Their captains are always 
  given full negotiating ability and work with stealth 
  and engineering experts to get the enemy leader alone 
  and negotiate terms of peace (or, at least, a truce sturdy 
  enough to build a more long-lasting solution atop). Their 
  goals, as stated to their employers, are always to preserve 
  as much life as possible through shrewd action.
  At times it comes down to blood, but only when all other 
  avenues have been exhausted. However, should it come to 
  that, Iron Key operatives strike hard, with utmost precision 
  and swiftness. The key target will be eliminated, and a 
  signal given that halts the conflict. Gates are opened, and the 
  situation is resolved peacefully, once volatile parties are dealt with.
  Mother Muhima (p.44) is an expert at getting people to see sense 
  and appreciate the importance of peace. She has been known to 
  accompany infiltration teams as a negotiator, and is especially 
  effective when the enemy leader is known to be of a religious bent. 
  With years of infiltration experience behind him, Wyatt Hemlocke 
  (p.62) is a valued addition to The Iron Key, though his maverick 
  tendencies lead some to have reservations about his inclusion on 
  sensitive missions. 
  Having had years of experience blending between different 
  personas, Rosalind Barzetti (p.112)—or, more accurately, one 
  of her characters—sometimes advises guild members on the 
  finer points of disguise, though she rarely accompanies them on 
  missions due to her role as a bodyguard. 
  While he would likely not risk his cover by directly 
  involving himself in missions, information 
  provided by Zev Klamka (p.124) 
  can prove vital to reducing 
  casualties, a cause he 
  staunchly supports. 
  The  
  Reclaimers
  War turns to chaos 
  quickly. Early on in 
  hostilities, when ink 
  is still drying on the 
  battleplans, there can 
  be room for courtesy; 
  lines of communication 
  allow for exchange of 
  hostages, and for the 
  proper burial of the 
  fallen. As conflict 
  drags on, and ill-
  
  7
  feeling builds, these little niceties between belligerents lessen, and 
  antagonism only grows as a result. 
  The Reclaimers aim to lessen the burden of this to those back 
  home. They comb battlefields for important relics and heirlooms 
  and ensure they are returned to their proper families and, in some 
  cases, gather bodies to return to their homeland (though it is more 
  common for them to observe the appropriate rights and rituals 
  closer to the place of death, except in cases of nobility or royalty). 
  Dealing as they do with death, grief, and legacy, The Reclaimers 
  have a somewhat macabre reputation, with a rueful few seeing 
  them as bearers of ill news (which, in most cases, they are), or 
  a bad omen altogether. Most see them as well-meaning souls 
  burdened with a difficult and morose profession and are respectful 
  and even reverential, perhaps tinged with a little pity. Still though, 
  The Reclaimers are usually not a welcome sight. 
  Sylas (p.180) has a somewhat tense relationship with The 
  Reclaimers. For his part, he is keen to remain one step ahead 
  of them in his search for the best pickings, and for theirs, he is 
  a thorn in their side, often swooping in before them to claim 
  an important item before they can appear on the scene. It is 
  not uncommon to see some begrudging representative of the 
  guild browsing Sylas’ wares and, though his prices to ‘fellow 
  businessmen’ are reduced, he charges nonetheless. 
  The Thunder of Heaven
  Evil would have its opponents believe it is an indomitable force 
  that will crash over all and snuff out any resistance. It thrives on 
  the acceptance of this lie by those it marches against. Such is the 
  reason for the existence of The Thunder of Heaven.
  The Thunder of Heaven, sometimes simply called ‘The Thunder’, is 
  a guild of the brave, valorous and above all, the righteous, standing 
  as shining examples for all who look to them. Unlike most 
  mercenary companies, The Thunder fights without thought of 
  reward, save what is needed to support the guild and its members. 
  Their reward is seeing justice done and good prevail.
  Prior to joining, a prospective member must be sponsored by a 
  ranking member of The Thunder and declare a specialization. They 
  relinquish claims to all worldly things, providing their resources to 
  Good Aligned Characters
  If you’re looking for an ally, patron, or temporary party member, this chapter contains a selection of soldiers, 
  warriors, and supporting characters fighting for righteous causes. Use this table to select a character at random. 
  d10
  Name
  Class
  Alignment
  Background
  Occupation
  Page
  1
  Alma Cropley
  Fighter
  Neutral Good
  Soldier
  Infantry
  8
  2
  Arnor
  Barbarian/Ranger
  Neutral Good
  Outlander
  Sellsword
  14
  3
  Gael Amaenya-Kellock
  Fighter
  Lawful Good
  Outlander
  Squire
  20
  4
  Kameron
  Barbarian/Monk
  Neutral Good
  Outlander
  Soldier
  26
  5
  Kimbur Dawn
  Cleric
  Lawful Good
  Acolyte
  Prophet
  32
  6
  Liam the Lionheart
  Fighter
  Lawful Good
  Folk Hero
  Knight
  38
  7
  Mother Muhima
  Paladin
  Lawful Good
  Acolyte
  Traveling Priest
  44
  8
  Myrna Octavian
  Fighter
  Lawful Good
  Guild Artisan
  Field Medic
  50
  9
  Private Bowlde
  Fighter
  Lawful Good
  Folk Hero
  Cook
  56
  10
  Wyatt Hemlocke
  Ranger
  Chaotic Good
  Folk Hero
  Scout
  62
  the guild. After undergoing a vigil, overseen by their sponsor, they 
  are sworn in.
  Upon acceptance into The Thunder of Heaven, a new member 
  is given a pristine white tabard bearing golden streaks of light 
  descending downward, a pair of great outstretched wings 
  superimposed over the light. They are outfitted with all the 
  equipment needed for their declared specialization and assigned 
  to a unit.
  While the members are free to pray to whatever gods they will, or 
  none at all, there is undoubtedly a near-religious fervor to their 
  commitment to the cause. Whether literally or figuratively, many 
  of them worship the very idea of goodness, and they are open and 
  accepting of any who do the same. 
  When taking the field, they are heralded by the thunder of the 
  massive guild drums. The guild drummers, called Thunderers, 
  stand upon raised platforms and beat a rhythm that rolls out 
  across the field. This is joined by the heavy cavalry and the 
  stomping cadence of the shield-bearers. External units comprised 
  of specialists such as sappers, crossbowmen, and berserkers are 
  deployed as support at opportune times, and there are even small 
  squads of scouts and guerilla warfare experts who are entrusted 
  with any delicate work.
  Kimbur Dawn (p.32) is happy to lend her 
  mace to a just cause and, having seen 
  so in her dreams, she knows that The 
  Thunder are nothing if not just. 
  Liam (p.38) is seeking 
  enrolment in The Thunder, 
  but first must prove his 
  valor to a prospective 
  sponsor. Given his 
  difficulty gaining 
  the respect of his 
  condescending 
  peers, it may be a 
  long and frustrating 
  road for him. 
  
  8
  Alma Cropley
  Medium humanoid (stout halfling), neutral good
  Class Fighter 1
  Background Soldier
  Occupation Infantry
  Armor Class 19 (chainmail, shield)
  Hit Points 12 (1d10 + 2)
  Speed 25 ft.
  STR
  15 (+2)
  DEX
  11 (+0)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  13 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +4, Constitution +4
  Skills Athletics +4, History +2, Insight +3, Intimidation +1; 
  Tools dice, land vehicles
  Damage Resistances poison
  Senses passive Perception 11
  Languages Common, Halfling
  Challenge 1 (200 XP)
  Brave. Alma has advantage on saving throws 
  against being frightened.
  Fighting Style (Defense). Alma adds +1 to her AC 
  when wearing armor (included in her stat block).
  Halfling Nimbleness. Alma can move through 
  a space occupied by a creature that is 
  larger than her.
  Lucky. If Alma rolls a 1 on an attack roll, 
  ability check, or saving throw, she can 
  reroll the die and must take the new result.
  Military Rank. Alma is a veteran with years of 
  experience. Soldiers loyal to her organization 
  recognize this history. 
  Second Wind (Recharges after a 
  Short or Long Rest). On her turn, 
  Alma can use a bonus action to 
  regain 1d10 + 1 hit points. 
  Stout Resilience. Alma has 
  advantage on saving throws 
  against poison.
  Actions
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) damage if used 
  with two hands.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  or 6 (1d8 + 2) damage if used with two hands.
  Overview
  Alma joined the army so her sister wouldn’t have to. Well, that 
  and seeing Lim Cooper in (and out of) his uniform. It seemed a 
  little thing at the time. An old story, all in past tense, and all the 
  characters dead. Nothing remains of it now but Alma. 
  Her long history of service has lent many near-legendary 
  accomplishments to her name; her joining a battle when all 
  seemed lost to snatch victory from the jaws of defeat, or her 
  returning, bruised and bloodied yet alive, from an impossible 
  mission. Alma hates these stories, and most know better than to 
  bring them up in her earshot (though that doesn’t stop the awed 
  whispers behind her back). 
  As far as she is concerned, however, Alma is just another soldier; 
  one lucky (or unlucky) enough to have survived well past anyone’s 
  reasonable expectations and with no greater purpose now than 
  trying to make sure she dies doing something useful. 
  Alma has been fighting for so long she barely remembers anything 
  else, and certainly has no good reason to stop; what is there to 
  go back to? 
  Personality Traits
  “I’ve been a soldier all my life and I know my trade; didn’t get this 
  old by accident.” Alma is embittered by her previous experiences, 
  but plays this up somewhat to project a wall between herself and 
  others (partly so she doesn’t lose any more friends, partly because 
  she feels she’s earned a bit of peace and quiet). 
  Ideals
  “If I can take a blade in the ribs so some clod back home 
  doesn’t have to, well, it’ll have been worth it.” Alma sees 
  her own life as of little worth in the grand scheme of 
  things, and is more than willing to put herself 
  in harm’s way for others (though she would 
  claim she does so because anyone else would 
  mess it up). 
  Bonds
  “You’re not as useless as the others, 
  new-blood, don’t get too big for your 
  britches now.” Though she would 
  never admit it, Alma does take a 
  shine to promising new recruits 
  and will watch out for them from a 
  distance. 
  Flaws
  “Why me?” Masked by her ornery 
  nature, Alma feels a deep sense of guilt 
  from her long survival; by what right does she survive when so 
  many others have died? 
  Roleplaying Alma
  Alma has a reputation as a crotchety old battleaxe and does little 
  to disprove it; in fact, she rather enjoys the privacy it affords her. 
  Beneath this tough exterior, however, she has a noble spirit, and 
  sees other people’s safety as of far more worth than her own life. 
  “Soldiering’s a job for young men, and when they all get 
  themselves killed, I’m the one that’s left.”
  Weapons, Armor & Items
  Battleaxe, 3 spears, chainmail*, shield, battle blinders, gambling 
  dice, 2 gp, 12 sp
  *While wearing this armor, Alma has disadvantage on Dexterity 
  (Stealth) checks
  
  9
  Alma Cropley (Level 4)
  Medium humanoid (stout halfling), neutral good
  Class Fighter 4
  Background Soldier
  Occupation Infantry
  Armor Class 19 (chainmail, shield)
  Hit Points 36 (4d10 + 8)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  11 (+0)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  13 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +5, Constitution +4
  Skills Athletics +5, History +2, Insight +3, Intimidation +1; 
  Tools dice, land vehicles
  Damage Resistances poison
  Senses passive Perception 11
  Languages Common, Halfling
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Alma can take an additional action on top of her normal 
  action and possible bonus action. 
  Brave. Alma has advantage on saving throws against being 
  frightened.
  Fighting Style (Defense). Alma adds +1 to her AC when  
  wearing armor (included in her stat block).
  Halfling Nimbleness. Alma can move through a space occupied 
  by a creature that is larger than her.
  Improved Critical. Alma scores critical hits on rolls of 
  19 and 20.
  Lucky. If Alma rolls a 1 on an attack roll, ability check, or saving 
  throw, she can reroll the die and must take the new result.
  Military Rank. Alma is a veteran with years of experience. 
  Soldiers loyal to her organization recognize this history. 
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Alma can use a bonus action to regain 1d10 + 4 hit points. 
  Stout Resilience. Alma has advantage on saving throws 
  against poison.
  Actions
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) damage if used 
  with two hands.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 
  or 7 (1d8 + 3) damage if used with two hands.
  Weapons, Armor & Items
  Battleaxe, 3 spears, chainmail*, shield, battle blinders, gambling 
  dice, 12 gp, 30 sp
  *While wearing this armor, Alma has disadvantage on Dexterity 
  (Stealth) checks
  An Eye For Talent
  “You swing like a gnat’s fart. Put your hips into it.”
  The beanpole of a girl turned from her sparring partner at the 
  comment, tucking a strand of her absurdly curly hair behind a 
  pointed ear that betrayed some elven blood. And a mule at that. 
  Alma grunted, and the pair returned to their drills. She’d been 
  watching these new recruits train for some time; the mule girl’s 
  technique was fair, but she was too preoccupied with those beside 
  her, checking to see if they were keeping up, or keeping safe. It 
  reminded her of a young woman she used to know, back when 
  she had both eyes, training with Lim Cooper, Alney, and the rest. 
  So young. 
  Alma knew the blow was coming well before it happened. Some 
  fool boy, barely of-age, a row further from her, had gotten himself 
  knocked off his feet, and his opponent was stepping forward to 
  teach him why that was a bad idea. The beanpole was barrelling 
  bodily forward, out of formation, to take the blow for the cowering 
  whelp, defensive stance forgotten. 
  Idiot girl. Not a thought in her head. She’d been an idiot girl too, 
  and now she was an idiot old woman and on her own. Alma’s knees 
  complained at the burst of speed (gods, when had she let herself 
  get so old?), but she caught the blunted sword in the hook of her 
  axe before it connected and, with a twist of her wrist, it clattered 
  across the yard. She spun in place and turned on the hero.
  “What do you think you’re playing at?!”
  The girl was rake-thin, yet to grow into her tall, awkward frame. 
  She was still braced for the blow which never came, and looked 
  down, confused. “I was-”
  “You were protecting your friend, was that it?”
  She nodded. Was I that naïve when I began?
  “By getting yourself killed?”
  “If I need to. My da’ always said-”
  “I don’t care what dung your da’ filled your head with. He some 
  dead fool too?” She didn’t wait for a response, but pointed to the 
  boy on the ground. “What happens to him if you get yourself 
  killed? Or him? Or her? Dead, and all because you wanted to be a 
  hero and throw yourself on a sword.”
  “Sacrifice is part of war.”
  “It’s only sacrifice if it means something, girl. If you make them pay 
  for it. If you’re going to die, you make damn sure you take them 
  with you. You can die when your friends are safe.” 
  She paused. Lim wasn’t safe. Alney, Gorrig, Sken, all of them gone. 
  Old fool, she thought, you can’t even die right. 
  “Use this,” she clanged the girl’s shield with the flat of her axe. “Use 
  this,” she tapped the girl’s forehead. “And work on your sword arm. 
  You won’t last long with gnat farts.”
  
  10
  Alma Cropley (Level 8)
  Medium humanoid (stout halfling), neutral good
  Class Fighter 8
  Background Soldier
  Occupation Infantry
  Armor Class 19 (chainmail, shield)
  Hit Points 76 (8d10 + 24)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  11 (+0)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving Throws Strength +7, Constitution +6
  Skills Athletics +7, History +3, Insight +5, Intimidation +2; 
  Tools dice, land vehicles
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Halfling
  Challenge 4 (1,100 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Alma can take an additional action on top of her normal 
  action and possible bonus action. 
  Brave. Alma has advantage on saving throws against being 
  frightened.
  Fighting Style (Defense). Alma adds +1 to her AC when  
  wearing armor (included in her stat block).
  Halfling Nimbleness. Alma can move through a space occupied 
  by a creature that is larger than her.
  Improved Critical. Alma scores critical hits on rolls of 
  19 and 20.
  Lucky. If Alma rolls a 1 on an attack roll, ability check, or saving 
  throw, she can reroll the die and must take the new result.
  Military Rank. Alma is a veteran with years of experience. 
  Soldiers loyal to her organization recognize this history. 
  Remarkable Athlete. Alma can add half her proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Alma covers with a running long jump increases 
  by 4 feet.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Alma can use a bonus action to regain 1d10 + 8 hit points. 
  Stout Resilience. Alma has advantage on saving throws 
  against poison.
  Actions
  Multiattack. Alma makes two weapon attacks.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) damage if used 
  with two hands.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 
  or 8 (1d8 + 4) damage if used with two hands.
  Weapons, Armor & Items
  Battleaxe, 3 spears, chainmail*, shield, battle blinders, gambling 
  dice, 45 gp, 30 sp
  *While wearing this armor, Alma has disadvantage on Dexterity 
  (Stealth) checks
  Alma in your Game
  Alma is unlikely to make the first move to approach the party, 
  and will likely reply with some barbed comment should they 
  attempt to ingratiate themselves with her. Should she see 
  promise in a party member (if they are idealistic and selfless, 
  like a certain young halfling recruit from years past), she may 
  try to guide and advise them, in her own grumpy way, towards 
  being a better soldier, shedding some of their loftier ideals, but 
  retaining their core goodness in an imperfect world.
  In a military setting, the party is likely to hear of Alma’s 
  reputation, as there is nothing soldiers around her like to 
  discuss more than her legendary deeds (though most are smart 
  enough to keep quiet when she’s around); a few of her tales 
  might have filtered through to the civilian population, though 
  many would be surprised to learn the hero of the tales is an old 
  halfling woman. 
  Quest Hook: An old foe has resurfaced, and high command 
  needs the advice and services of someone with decades of 
  martial experience who has faced them before; they need Alma. 
  Unfortunately, Alma is currently deep in enemy territory on a 
  covert mission and, even if she can be found, is loathe to leave 
  the job unfinished, especially just to hobnob with the stuffed 
  doublets of high command. Will the party help her complete 
  her mission, or can they convince her to put her pride aside and 
  help the greater good? 
  
  11
  Alma Cropley (Level 12)
  Medium humanoid (stout halfling), neutral good
  Class Fighter 12
  Background Soldier
  Occupation Infantry
  Armor Class 20 (splint, shield)  
  Hit Points 102 (12d10 + 36)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving Throws Strength +9, Constitution +7
  Skills Athletics +9, History +4, Insight +6, Intimidation +3; 
  Tools dice, land vehicles
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Halfling
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Alma can take an additional action on top of her normal 
  action and possible bonus action. 
  Brave. Alma has advantage on saving throws against being 
  frightened.
  Fighting Style (Defense). Alma adds +1 to her AC when  
  wearing armor (included in her stat block).
  Halfling Nimbleness. Alma can move through a space occupied 
  by a creature that is larger than her.
  Improved Critical. Alma scores critical hits on rolls of 
  19 and 20.
  Indomitable (1/day). Alma can reroll a failed saving throw. 
  Lucky. If Alma rolls a 1 on an attack roll, ability check, or saving 
  throw, she can reroll the die and must take the new result.
  Military Rank. Alma is a veteran with years of experience. 
  Soldiers loyal to her organization recognize this history. 
  Remarkable Athlete. Alma can add half her proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Alma covers with a running long jump increases 
  by 5 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Alma can use a bonus action to regain 1d10 + 12 
  hit points. 
  Stout Resilience. Alma has advantage on saving throws 
  against poison.
  Actions
  Multiattack. Alma makes three weapon attacks.
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) damage if 
  used with two hands.
  Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, 
  or 9 (1d8 + 5) damage if used with two hands.
  Reactions
  Protection. When a creature Alma can see attacks a target other 
  than her within 5 feet, she can impose disadvantage on the 
  attack roll. Alma must be wielding a shield. 
  Weapons, Armor & Items
  Battleaxe, 3 spears, splint armor*, shield, battle blinders, 
  gambling dice, 115 gp, 80 sp
  *While wearing this armor, Alma has disadvantage on Dexterity
  (Stealth) checks
  Sergeant says I should write it all 
  down. Says it will help. Somehow.
  When I joined up
   on st
  , I was du
  es. The
  mb as
  a post and drunk
  ll my fr
  ori
  iends 
  n
  wer
  I was lu
  t
  ck
  , and some f
  y, and a
  was o
  ools c
   
  alled that
  brav
  en’
  ery. Then I 
  ld.
  The end. 
  Very helpful.
  
  12
  Alma Cropley (Level 16)
  Medium humanoid (stout halfling), neutral good
  Class Fighter 16
  Background Soldier
  Occupation Infantry
  Armor Class 20 (splint, shield)
  Hit Points 180 (16d10 + 80)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving Throws Strength +10, Constitution +10
  Skills Athletics +10, History +5, Insight +7, Intimidation +4; 
  Tools dice, land vehicles
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Halfling
  Challenge 9 (5,000 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Alma can take an additional action on top of her normal 
  action and possible bonus action. 
  Brave. Alma has advantage on saving throws against being 
  frightened.
  Fighting Style (Defense). Alma adds +1 to her AC when  
  wearing armor (included in her stat block).
  Halfling Nimbleness. Alma can move through a space occupied 
  by a creature that is larger than her.
  Indomitable (2/day). Alma can reroll a failed saving throw. 
  Lucky. If Alma rolls a 1 on an attack roll, ability check, or saving 
  throw, she can reroll the die and must take the new result.
  Military Rank. Alma is a veteran with years of experience. 
  Soldiers loyal to her organization recognize this history. 
  Remarkable Athlete. Alma can add half her proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Alma covers with a running long jump increases 
  by 5 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Alma can use a bonus action to regain 1d10 + 16 
  hit points. 
  Stout Resilience. Alma has advantage on saving throws 
  against poison.
  Superior Critical. Alma scores critical hits on rolls of 18 – 20.
  Actions
  Multiattack. Alma makes three weapon attacks.
  Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) slashing damage,  
  or 10 (1d10 + 5) damage if used with two hands.
  Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, 
  or 9 (1d8 + 5) damage if used with two hands.
  Reactions
  Protection. When a creature Alma can see attacks a target other 
  than her within 5 feet, she can impose disadvantage on the 
  attack roll. Alma must be wielding a shield. 
  Weapons, Armor & Items
  Battleaxe, 3 spears, splint armor*, shield, battle blinders, 
  gambling dice, 170 gp, 180 sp
  *While wearing this armor, Alma has disadvantage on Dexterity 
  (Stealth) checks
  
  13
  Alma Cropley (Level 20)
  Medium humanoid (stout halfling), neutral good
  Class Fighter 20
  Background Soldier
  Occupation Infantry
  Armor Class 21 (plate, shield)
  Hit Points 224 (20d10 + 100)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +11, Constitution +11
  Skills Athletics +11, History +6, Insight +9, Intimidation +5; 
  Tools dice, land vehicles
  Damage Resistances poison
  Senses passive Perception 13
  Languages Common, Halfling
  Challenge 10 (5,900 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On her turn, Alma can take an additional action on top of her 
  normal action and possible bonus action. 
  Brave. Alma has advantage on saving throws against being 
  frightened.
  Fighting Style (Defense). Alma adds +1 to her AC when  
  wearing armor (included in her stat block).
  Halfling Nimbleness. Alma can move through a space occupied 
  by a creature that is larger than her.
  Indomitable (3/day). Alma can reroll a failed saving throw. 
  Lucky. If Alma rolls a 1 on an attack roll, ability check, or saving 
  throw, she can reroll the die and must take the new result.
  Military Rank. Alma is a veteran with years of experience. 
  Soldiers loyal to her organization recognize this history. 
  Remarkable Athlete. Alma can add half her proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Alma covers with a running long jump increases 
  by 5 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Alma can use a bonus action to regain 1d10 + 20 
  hit points. 
  Stout Resilience. Alma has advantage on saving throws 
  against poison.
  Superior Critical. Alma scores critical hits on rolls of 18 – 20.
  Survivor. At the beginning of each of her turns, if Alma has 112 
  or fewer hit points, she regains 10 hit points. She does not gain 
  this benefit if she has 0 hit points.
  Actions
  Multiattack. Alma makes four weapon attacks.
  Battleaxe. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) slashing damage,  
  or 10 (1d10 + 5) damage if used with two hands.
  Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, 
  or 9 (1d8 + 5) damage if used with two hands.
  Reactions
  Protection. When a creature Alma can see attacks a target other 
  than her within 5 feet, she can impose disadvantage on the 
  attack roll. Alma must be wielding a shield. 
  Weapons, Armor & Items
  Battleaxe, 3 spears, plate armor*, shield, battle blinders, 
  gambling dice, 270 gp, 300 sp
  *While wearing this armor, Alma has disadvantage on Dexterity 
  (Stealth) checks
  
  14
  Arnor
  Medium humanoid (human), neutral good
  Class Barbarian 1
  Background Outlander
  Occupation Sellsword
  Armor Class 14 (unarmored)
  Hit Points 14 (1d12 + 2)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  9 (–1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Strength +5, Constitution +4
  Skills Animal Handling +3, Athletics +5, Perception +3,  
  Survival +3; Tools flute
  Senses passive Perception 13
  Languages Common, Dwarvish, Elvish
  Challenge 1/2 (100 XP)
  Rage (2/day). On his turn, Arnor can enter a rage as a 
  bonus action. He gains advantage on Strength checks 
  and Strength saving throws, a +2 bonus to damage when 
  making Strength based melee attacks, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage lasts 
  for 1 minute; it ends early if his turn ends and he 
  hasn’t attacked a hostile creature since his last turn 
  or taken damage since then. He can also choose to 
  end his rage early as a bonus action.
  Wanderer. Arnor can find enough food and 
  water for himself and 5 others in the wilderness, 
  provided the area is adequately stocked. 
  Additionally, he always recalls the general layout 
  of the area around him.
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, 
  reach 5ft, one creature. Hit: 7 (1d8 + 3)  
  slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands.
  Longbow. Ranged Weapon Attack:  
  +4 to hit, range 150/600 ft., 
  one creature. Hit: 6 (1d8 + 2) 
  piercing damage.
  Overview
  On the first day of war, the day 
  his father was slain by a rival clan, 
  Arnor came into the world. The 
  elders saw this as an auspice; proof the chief’s spirit lived on, that 
  great things lay in the child’s future. By age seven, his people were 
  defeated. In the search for hostages to prevent reprisals, Arnor the 
  ‘child of destiny’ was eagerly taken with the rest of the spoils. 
  He grew up among strangers, enemies who hated him for what 
  he was (or represented), grudgingly obliged to treat him well. 
  Word of mistreatment or injury would surely spiral into further 
  conflict neither tribe could afford. He had but one friend, the only 
  daughter of the chief, Ela. Her four elder brothers did not take 
  kindly to their friendship, innocent though it was. 
  Unable to defend himself for fear of giving his captors license to 
  harm his people, yet loath to speak out and give his tormentors the 
  satisfaction of running to their father, Arnor felt a prisoner. This 
  inner conflict was truly tested the day the raiders came.
  When the fighting started, Arnor knew not what to do; defend 
  those who hated him but had become his surrogate family, or 
  join the marauders for a chance at a better future? Arnor did 
  neither; stopping only to coax a fire towards his hut with hope of 
  convincing the victors he had perished, Arnor fled. 
  Unable to return to his own people, and lacking purpose, Arnor 
  wandered from village to village; settlements of children and 
  farmhands unequipped to deal with the kind of pillaging he’d 
  experienced not once, but twice. Ideally, these peaceful folk would 
  never see combat but, if they did, Armor would ensure they had a 
  chance. Now, he drills villagers young and old, with the faintest of 
  hopes that no more children will become prisoners of war.
  Personality Traits
  “Pay no mind to me, you keep working on that swing.” Arnor 
  rarely shares his past, due to both personal distaste and 
  fear of reprisals against his family should it come to light 
  he lives. He is encouraging of others, and works 
  hard to make people feel appreciated. 
  Ideals
  “Look after yourselves; no one else will.” Arnor 
  deplores warfare, but if bandits think twice about 
  attacking a settlement and the children can grow up in 
  peace, he will put a sword in every hand. 
  Bonds
  “She was the only bit of goodness in that place.” 
  Arnor’s isolation has led to difficulties forming 
  relationships, so he still places a great amount 
  of importance on his lost friendship with Ela, 
  wondering often what became of her.
  Flaws
  “The seers had grand plans for me; look how that 
  turned out.” Arnor has no direction or end-goal in 
  mind; having grown up being told what to do and 
  knowing that anything can happen that might shatter 
  any plans, he sees no great point in having ambitions. 
  Roleplaying Arnor
  Arnor has a good heart, but has grown up not 
  belonging, surrounded by enemies and strangers. He 
  is able to keep to his own company happily enough but, 
  when he does interact with others, he is liable to be taken aback at 
  the slightest positive comment, these having been so rare in his past. 
  Arnor is strong and capable but will always try and de-escalate 
  a situation that might result in combat, especially if there are 
  non-combatants in the immediate area. If possible, he will draw 
  potential threats away from where they might do additional harm, 
  using his knowledge of the wilds.
  “You can do better than that! You’re not chopping wood;  
  a man will defend himself!”
  Weapons, Armor & Items
  Longsword, longbow, 20 arrows, travelling cloak, totem of the 
  chosen, 21 cp
  
  15
  Arnor (Level 4)
  Medium humanoid (human), neutral good
  Class Barbarian 3/
  Ranger 1
  Background Outlander
  Occupation Sellsword
  Armor Class 14 (unarmored) 
  Hit Points 40 (3d12 + 1d10 + 8)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  9 (–1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Strength +5, Constitution +4
  Skills Animal Handling +3, Athletics +5, Nature +3,  
  Perception +3, Survival +3; Tools flute
  Senses passive Perception 13
  Languages Common, Dwarvish, Elvish
  Challenge 1 (200 XP)
  Rage (3/day). On his turn, Arnor can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Danger Sense. Arnor has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Frenzy. When raging, Arnor can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Reckless Attack. When making his first attack on his turn, 
  Arnor may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Favored Enemy (Elves, Humans). Arnor has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Natural Explorer (Grassland). Arnor is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+4) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Wanderer. Arnor can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5ft,  
  one creature. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Longsword, longbow, 20 arrows, travelling cloak, totem of the 
  chosen, 17 sp, 21 cp
  Call to Arms
  Arnor had managed to barter for the bowl of anemic stew with a 
  rabbit and was starting to rue the trade. There were a few chunks 
  of what he thought might be squirrel, but war was tightening 
  everyone’s belts, and he had no coin, so he couldn’t complain. 
  Child of destiny; was this what they had in mind? 
  The mood in the inn was sullen. A few harried traders muttering 
  to each other as they drank, a couple of their guards dicing in the 
  corner, and a ratty-looking minstrel disinterestedly tuning up.
  “Another one?” 
  “Aye, burned to the ground. Some folk carted off, the rest cut down 
  or hanged. Maybe a few fled, but who knows? Nasty business. Used 
  to trade with them whenever I passed by this way; pelts for bits 
  and bobs of iron.”
  “Who was it? Orcs?”
  “Carrion Company,” he replied darkly. “Fel Kade and his 
  mongrels.” 
  Arnor had heard the name more and more recently. A band of 
  rabid deserters and desperate outlaws under the command of a 
  monster. It was as if they were nipping at his heels, swallowing up 
  village after defenseless village.
  If someone could organize them just enough... Carrion Company 
  were little more than bandits. Maybe a bloody nose would make 
  them think twice next time...
  “Did you see what they did at Queensbridge?”
  “Hearing it was bad enough...”
  He’d helped defend the tribe against bandits before; set traps, raised 
  palisades, even taken command once when the chief’s son was 
  wounded, and that was with wood, stone, and iron. The villages 
  would have steel, and gold...
  “...men, women, even the dogs...”
  They just needed a start. They were scared; they were the ones left 
  behind when all the true fighters had left for the war, abandoned. 
  They just needed a direction. Like him. 
  “...marching west, seems to me. Whitehill’ll be next, mark 
  my words.”
  “I’ll do it,” he announced to his tepid stew. 
  “What’s that?” One trader turned, perplexed. 
  “How do I get to Whitehill from here?”
  “Going to take on Fel Kade alone, is it?” the other laughed.
  “No, not alone.”
  
  16
  Arnor (Level 8)
  Medium humanoid (human), neutral good
  Class Barbarian 6/
  Ranger 2
  Background Outlander
  Occupation Sellsword
  Armor Class 17 (unarmored, shield)
  Hit Points 83 (6d12 + 2d10 + 24)
  Speed 40 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  9 (–1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Strength +7, Constitution +6
  Skills Animal Handling +4, Athletics +7, Nature +4,  
  Perception +4, Survival +4; Tools flute
  Senses passive Perception 14
  Languages Common, Dwarvish, Elvish
  Challenge 3 (700 XP)
  Rage (4/day). On his turn, Arnor can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Danger Sense. Arnor has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Favored Enemy (Elves, Humans). Arnor has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Arnor deals +2 damage with that 
  weapon (included in the attack).
  Frenzy. When raging, Arnor can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Mindless Rage. Arnor can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened, the effect 
  is suspended for the duration of the rage.
  Natural Explorer (Grassland). Arnor is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+6) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Reckless Attack. When making his first attack on his turn, 
  Arnor may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Spellcasting. Arnor is a 1st-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (2 slots): hunter’s mark, longstrider
  Wanderer. Arnor can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Arnor makes two weapon attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5ft,  
  one creature. Hit: 10 (1d8 + 6) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Longsword, longbow, 20 arrows, shield, travelling cloak, totem 
  of the chosen, 30 sp, 34 cp
  Arnor in your Game
  Arnor is cagey about his past, and a little lost when it comes to 
  the nuances of social interaction, but will be happy to speak to 
  those who are clearly working to make the world a better place. 
  He is most comfortable around those who, like himself, come 
  from humble origins. Should the party require a guide through 
  the war-torn wilds, Arnor may lend his services; he spends 
  most of his time tracking through the wilderness from village 
  to village, and is keen to avoid the notice of roving bands who 
  might mean them harm. 
  Quest Hook: Arnor has received word from a nearby village 
  who are being menaced by a band of deserters or renegade 
  mercenaries (these could be Carrion Company (p.130), led 
  by Fel Kade (p.144)). The thugs will return soon in force, and 
  Arnor needs extra help to organise the town’s defences and train 
  a militia. Will the party seek out the mercenaries for a pre-
  emptive strike, or lie in wait to surprise them as they return for 
  more of the town’s plunder?
  
  17
  Arnor (Level 12)
  Medium humanoid (human), neutral good
  Class Barbarian 9/
  Ranger 3
  Background Outlander
  Occupation Sellsword
  Armor Class 17 (unarmored, shield)
  Hit Points 122 (9d12 + 3d10 + 36)
  Speed 40 ft.
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  9 (–1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Strength +9, Constitution +7
  Skills Animal Handling +5, Athletics +9, Nature +5,  
  Perception +5, Survival +5; Tools flute
  Senses passive Perception 15
  Languages Common, Dwarvish, Elvish
  Challenge 5 (1,800 XP)
  Rage (4/day). On his turn, Arnor can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +3 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Brutal Critical. When Arnor scores a critical hit with a melee 
  weapon, he may roll one additional weapon damage die when 
  determining the extra damage.
  Colossus Slayer (1/turn). When Arnor deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Danger Sense. Arnor has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Favored Enemy (Elves, Humans). Arnor has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Feral Instinct. Arnor has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated, he may act normally during his first turn but only 
  if he enters a rage before doing anything else.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Arnor deals +2 damage with that 
  weapon (included in the attack).
  Frenzy. When raging, Arnor can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Mindless Rage. Arnor can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened, the effect 
  is suspended for the duration of the rage.
  Natural Explorer (Grassland). Arnor is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+8) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Reckless Attack. When making his first attack on his turn, 
  Arnor may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Spellcasting. Arnor is a 1st-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (3 slots): hunter’s mark, jump, longstrider
  Wanderer. Arnor can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Arnor makes two weapon attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5ft,  
  one creature. Hit: 11 (1d8 + 7) slashing damage, or 10 (1d10 + 5) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Primeval Awareness. Arnor may expend one ranger spell slot 
  to focus on the region around him. For 1 minute per level of 
  the spell slot expended, he can sense whether there are any 
  aberrations, celestials, dragons, elementals, fey, fiends or undead 
  within a mile of his current location, or within 6 miles if Arnor 
  is in grassland.
  Weapons, Armor & Items
  Longsword, longbow, 20 arrows, shield, travelling cloak, totem 
  of the chosen, 80 sp, 34 cp
  
  18
  Arnor (Level 16)
  Medium humanoid (human), neutral good
  Class Barbarian 13/
  Ranger 3
  Background Outlander
  Occupation Sellsword
  Armor Class 18 (unarmored, shield)
  Hit Points 158 (13d12 + 3d10 + 64)
  Speed 40 ft.
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  9 (–1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Strength +10, Constitution +9
  Skills Animal Handling +6, Athletics +10, Nature +6,  
  Perception +6, Survival +6; Tools flute
  Senses passive Perception 16
  Languages Common, Dwarvish, Elvish
  Challenge 7 (2,900 XP)
  Rage (5/day). On his turn, Arnor can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +3 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Brutal Critical. When Arnor scores a critical hit with a melee 
  weapon, he may roll two additional weapon damage dice when 
  determining the extra damage.
  Colossus Slayer (1/turn). When Arnor deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Danger Sense. Arnor has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Favored Enemy (Elves, Humans). Arnor has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Feral Instinct. Arnor has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated, he may act normally during his first turn but only 
  if he enters a rage before doing anything else.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Arnor deals +2 damage with that 
  weapon (included in the attack).
  Frenzy. When raging, Arnor can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Mindless Rage. Arnor can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened, the effect 
  is suspended for the duration of the rage.
  Natural Explorer (Grassland). Arnor is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+10) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Reckless Attack. When making his first attack on his turn, 
  Arnor may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Relentless Rage. If Arnor drops to 0 hit points while raging and 
  doesn’t die outright, he can make a DC 10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a long or short rest the DC resets to 10.
  Spellcasting. Arnor is a 1st-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (3 slots): hunter’s mark, jump, longstrider
  Wanderer. Arnor can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Arnor makes two weapon attacks.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5ft,  
  one creature. Hit: 11 (1d8 + 7) slashing damage, or 10 (1d10 + 5) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Intimidating Presence. Arnor can attempt to frighten one 
  creature within 30 feet that can see or hear him. That creature 
  must succeed on a Wisdom saving throw (DC 13) or be 
  frightened until the end of Arnor’s next turn. He can use 
  his action to extend this condition. The creature stops being 
  frightened if it ends its turn out of line of sight or more than 60 
  feet away from Arnor. If it succeeds on its saving throw, Arnor 
  cannot use this feature on that creature again for 24 hours. 
  Primeval Awareness. Arnor may expend one ranger spell slot 
  to focus on the region around him. For 1 minute per level of 
  the spell slot expended, he can sense whether there are any 
  aberrations, celestials, dragons, elementals, fey, fiends or undead 
  within a mile of his current location, or within 6 miles if Arnor 
  is in grassland.
  Weapons, Armor & Items
  Longsword, longbow, 20 arrows, shield, travelling cloak, totem 
  of the chosen, 25 gp, 80 sp, 34 cp
  
  19
  Arnor (Level 20)
  Medium humanoid (human), neutral good
  Class Barbarian 17/
  Ranger 3
  Background Outlander
  Occupation Sellsword
  Armor Class 19 (unarmored, shield)
  Hit Points 218 (17d12 + 3d10 + 100)
  Speed 40 ft.
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  20 (+5)
  INT
  9 (–1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Strength +11, Constitution +11
  Skills Animal Handling +7, Athletics +11, Nature +7,  
  Perception +7, Survival +7; Tools flute
  Senses passive Perception 17
  Languages Common, Dwarvish, Elvish
  Challenge 10 (5,900 XP)
  Rage (6/day). On his turn, Arnor can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +4 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; he can choose to 
  end his rage early as a bonus action. 
  Brutal Critical. When Arnor scores a critical hit with a melee 
  weapon, he may roll three additional weapon damage dice when 
  determining the extra damage.
  Colossus Slayer (1/turn). When Arnor deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Danger Sense. Arnor has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Favored Enemy (Elves, Humans). Arnor has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Feral Instinct. Arnor has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated, he may act normally during his first turn but only 
  if he enters a rage before doing anything else.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Arnor deals +2 damage with that 
  weapon (included in the attack).
  Frenzy. When raging, Arnor can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Mindless Rage. Arnor can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened, the effect 
  is suspended for the duration of the rage.
  Natural Explorer (Grassland). Arnor is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+12) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Reckless Attack. When making his first attack on his turn, 
  Arnor may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Relentless Rage. If Arnor drops to 0 hit points while raging and 
  doesn’t die outright, he can make a DC 10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a long or short rest the DC resets to 10.
  Spellcasting. Arnor is a 1st-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (3 slots): hunter’s mark, jump, longstrider
  Wanderer. Arnor can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Arnor makes two weapon attacks.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5ft,  
  one creature. Hit: 11 (1d8 + 7) slashing damage, or 10 (1d10 + 5) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Intimidating Presence. Arnor can attempt to frighten one 
  creature within 30 feet that can see or hear him. That creature 
  must succeed on a Wisdom saving throw (DC 13) or be 
  frightened until the end of Arnor’s next turn. He can use 
  his action to extend this condition. The creature stops being 
  frightened if it ends its turn out of line of sight or more than 60 
  feet away from Arnor. If it succeeds on its saving throw, Arnor 
  cannot use this feature on that creature again for 24 hours. 
  Primeval Awareness. Arnor may expend one ranger spell slot 
  to focus on the region around him. For 1 minute per level of 
  the spell slot expended, he can sense whether there are any 
  aberrations, celestials, dragons, elementals, fey, fiends or undead 
  within a mile of his current location, or within 6 miles if Arnor 
  is in grassland.
  Reactions
  Retaliation. When Arnor takes damage from a creature within 5 
  feet of him, he can make a melee attack against that creature.
  Weapons, Armor & Items
  Longsword, longbow, 20 arrows, shield, travelling cloak, totem 
  of the chosen, 70 gp, 100 sp, 34 cp
  
  20
  Gael Amaenya-Kellock
  Medium humanoid (half elf), lawful good
  Class Fighter 1
  Background Outlander
  Occupation Squire
  Armor Class 16 (breastplate)
  Hit Points 10 (1d10)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Saving Throws Strength +2, Constitution +2
  Skills Acrobatics +5, Animal Handling +1, Athletics +2,  
  History +3, Persuasion +6, Survival +1; Tools fiddle
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 1 (200 XP)
  Fey Ancestry. Gael has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Fighting Style (Archery). 
  Gael gains a 
  +2 to attack 
  rolls with ranged 
  weapons (included in 
  the attack).
  Second Wind (Recharges after a 
  Short or Long Rest). On her turn, 
  Gael can use a bonus action to regain 
  1d10 + 1 hit points. 
  Wanderer. Gael can find enough 
  food and water for herself and 
  5 others in the wilderness, 
  provided the area is adequately stocked. 
  Additionally, she always recalls the general layout of the 
  area around her.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +7 to hit,  
  range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Overview
  Raised on tales of her human father’s valor, which went some 
  way to divert her attention from the sidelong glances of her 
  disapproving elven clan, Gael grew up with a longing to follow 
  in his footsteps. It didn’t matter that he was a simple foot soldier; in 
  his daughter’s eyes he was the bravest, strongest warrior to ever pick 
  up a sword. When she was very young, his infrequent visits came 
  to an end. That he had died a hero, set upon by dozens of foes was 
  beyond doubt in Gael’s mind. All she had ever wanted to do for as 
  long as she could remember was to follow his path to war and glory. 
  As soon as she was old enough to enlist in the human army 
  (too young, in her mother’s eyes), Gael packed up her modest 
  belongings and left behind all she had ever known. Using her 
  father’s name as a guide, she came to the unit of a Captain Kellock, 
  and Gael quickly became acquainted with an uncle she had never 
  known existed; the recently appointed commander of her father’s 
  old unit in need of a squire. 
  Captain Kellock was as surprised as anyone when a scrawny 
  half-elf girl turned up in his barracks, but Gael’s enthusiasm and 
  openness quickly enamoured her to him and to the rest of the 
  unit. In Gael, the soldiers saw their sisters, their daughters, their 
  granddaughters, and her sweet and inquiring nature was obvious 
  to all. She watched and listened and asked all the right questions 
  until she made herself indispensable. 
  While her primary duties remain those of Captain Kellock’s 
  squire; the tending to his armor, weapons, and horse, the fetching 
  of meals, and the carrying of messages, Gael has made herself 
  a valued part of the unit, buoying flagging morale with her 
  incorrigible positivity. 
  Personality Traits
  “What’s that you’re doing? How can I help?” From the second 
  Gael arrived in camp she has soaked up every tip and trick like a 
  sponge. She is determined to be useful and has learned quickly.
  Ideals
  “I’ll make my father proud.” Gael has 
  her father on a pedestal as a paragon of 
  heroism and goodness. She dreams that 
  her deeds will make her worthy of his name.
  Bonds
  “Right away, Captain.” Gael is unswervingly 
  loyal to her uncle, both as the brother 
  of her beloved father, and as 
  her commanding officer in 
  the unit where she has finally 
  found belonging. 
  Flaws
  “Don’t worry, I’m sure you meant well.” Gael’s optimism 
  can border on the outright naive at times; she is quick 
  to trust in potentially dangerous situations, and eager 
  to see the good in everyone, which can make her easily 
  manipulated by less scrupulous sorts. 
  Roleplaying Gael
  Gael has a friendly word for everyone, and is 
  genuinely excited to hear new stories or learn a new 
  skill. She is eager to lend a helping hand where possible, 
  and has a great sense of when to step in just before someone starts 
  to struggle. 
  Gael hasn’t the experience, the desire, or the stomach for frontline 
  combat. She is handy with a bow after years of learning from the 
  elven sharpshooters of her clan and shooting rabbits for supper in 
  the woods. 
  “A soldier is only as good as the men beside him;  
  that’s what my dad used to say.”
  Weapons, Armor & Items
  Rapier, longbow, 20 arrows, breastplate, Kellock’s bones, 15 sp
  
  21
  Gael Amaenya-Kellock (Level 4)
  Medium humanoid (half elf), lawful good
  Class Fighter 4
  Background Outlander
  Occupation Squire
  Armor Class 16 (breastplate)
  Hit Points 28 (4d10)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Saving Throws Strength +2, Constitution +2
  Skills Acrobatics +6, Animal Handling +1, Athletics +2,  
  History +3, Persuasion +6, Survival +1; Tools fiddle
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Gael can take an additional action on top of her normal 
  action and possible bonus action. 
  Fey Ancestry. Gael has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Fighting Style (Archery). Gael gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Improved Critical. Gael scores critical hits on rolls of 19 and 20.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Gael can use a bonus action to regain 1d10 + 4 hit points.
  Wanderer. Gael can find enough food and water for herself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, she always recalls the general layout of the 
  area around her.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Weapons, Armor & Items
  Rapier, longbow, 20 arrows, breastplate, Kellock’s bones, 
  3 gp, 30 sp
  Songs and Heroes
  ‘He fled, the foolish giant, and said “You’re most unkind!  
  I’ll be back for vengeance, Ander, once I’ve iced my sore behind!’
  With a final, wailing instrumental flourish, the singer brought 
  his performance to a close and the ramshackle inn erupted with 
  cheers. The harried innkeep was struggling to keep up with orders 
  from soldiers who had not thought to see that evening. 
  Her uncle was just her uncle this evening, with ‘Captain Kellock’ 
  having earned a night off. As he weaved his way through the press 
  for more drinks for the table, the singer sidled into his vacated seat. 
  “You’re the captain’s daughter, aren’t you?”
  “Niece,” she corrected. “My father died a few years back. He’s why I 
  signed up.”
  “I’m sorry.” The man picked up his ratty-feathered hat from 
  the table, jingling the coppers he’d been tossed. “What say I get 
  us a flagon of something and find somewhere quiet, and we 
  drink to him?”
  “My uncle is getting us drinks now,” Gael smiled apologetically.
  “Your father then,” he ploughed on regardless. “Some great hero, 
  was he? Died with a sword red with enemy blood?”
  “My dad was a hero because he did the right thing. You’re not a 
  hero just for killing people.”
  “The right thing is normally getting your knife through the 
  enemy’s visor. You heard the song; the world’s well rid of them.”
  “We’re fighting against them, but they’re still people. They’re not 
  stupid, and they’re not monsters.”
  “What do you think people are, sweetling?” His slimy sort of 
  kindness was forgotten now but, before he could go further, he 
  caught sight of her uncle returning. “Life’s not a story, girl,” he 
  managed to spit in her ear as he retreated.
  Her uncle slid her a cup of spiced wine as he eyed the singer 
  barging his way back through the crowd. 
  “Oh? That the chap who was playing just now?”
  “Yes. He had sad eyes. I felt sorry for him.”
  
  22
  Gael Amaenya-Kellock (Level 8)
  Medium humanoid (half elf), lawful good
  Class Fighter 8
  Background Outlander
  Occupation Squire
  Armor Class 16 (breastplate)
  Hit Points 52 (8d10)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Strength +3, Constitution +3
  Skills Acrobatics +8, Animal Handling +2, Athletics +3,  
  History +4, Persuasion +8, Survival +2; Tools fiddle
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 4 (1,100 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Gael can take an additional action on top of her normal 
  action and possible bonus action. 
  Fey Ancestry. Gael has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Fighting Style (Archery). Gael gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Improved Critical. Gael scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Gael can add half her proficiency bonus 
  (+2) to any Strength, Dexterity, or Constitution check that 
  doesn’t already use her proficiency bonus. 
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Gael can use a bonus action to regain 1d10 + 8 hit points.
  Wanderer. Gael can find enough food and water for herself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, she always recalls the general layout of the 
  area around her.
  Actions
  Multiattack. Gael makes two weapon attacks.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, longbow, 20 arrows, breastplate, Kellock’s bones, 
  6 gp, 60 sp
  Gael in your Game
  Gael will be all too happy and willing to help any party in need, 
  from odd jobs and errands to putting in a good word with her 
  uncle, who, as a military officer, may be a useful ally or source of 
  employment. 
  Gael is always fascinated by the stories of others, and will likely 
  spend any free time drilling any interesting-looking stranger 
  for tales of their adventures, asking endless questions about 
  the details of deeds, locations, items, and people. She may 
  even volunteer her services (such as “carrying stuff”) for an 
  adventure, keen as she is to see more of the world. 
  Quest Hook: Gael is taking inventory of weaponry, and there 
  is a problem; Captain Kellock’s sword, which had previously 
  belonged to Gael’s father, is missing. The last time she 
  remembers having it, they were beating a hasty retreat from 
  enemy territory, and it must have been lost in the confusion. 
  Will the party embark on a dangerous mission to reclaim it, and 
  will they be able to stop the over-eager Gael from tagging along?
  
  23
  Gael Amaenya-Kellock (Level 12)
  Medium humanoid (half elf), lawful good
  Class Fighter 12
  Background Outlander
  Occupation Squire
  Armor Class 16 (breastplate)
  Hit Points 76 (12d10)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Strength +4, Constitution +4
  Skills Acrobatics +9, Animal Handling +3, Athletics +4,  
  History +6, Persuasion +9, Survival +3; Tools fiddle
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Gael can take an additional action on top of her normal 
  action and possible bonus action. 
  Fey Ancestry. Gael has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Fighting Style (Archery). Gael gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Gael deals +2 damage with that 
  weapon (included in the attack).
  Improved Critical. Gael scores critical hits on rolls of 19 and 20.
  Indomitable (1/day). Gael can reroll a failed saving throw. 
  Remarkable Athlete. Gael can add half her proficiency bonus 
  (+2) to any Strength, Dexterity, or Constitution check that 
  doesn’t already use her proficiency bonus. 
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Gael can use a bonus action to regain 1d10 + 12 hit points.
  Wanderer. Gael can find enough food and water for herself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, she always recalls the general layout of the 
  area around her.
  Actions
  Multiattack. Gael makes three weapon attacks.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, longbow, 20 arrows, breastplate, Kellock’s bones, 
  9 gp, 90 sp
  Suilad Emel,
  Hope you are well. Sorry I haven’t written as
  much as I promised. Training is exhausting
  and Uncle (or should I say ‘Captain’) is
  keeping me busy. They say we are building
  up to a big battle soon, but I doubt I’ll be
  involved much. I’m a bit scared to be honest, 
  but I’m trying to imagine what dad would
  do. 
  Thinking of you. 
  Tenn’ enomentielva
  Gael
  
  24
  Gael Amaenya-Kellock (Level 16)
  Medium humanoid (half elf), lawful good
  Class Fighter 16
  Background Outlander
  Occupation Squire
  Armor Class 16 (breastplate)
  Hit Points 116 (16d10 + 16)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Strength +5, Constitution +6
  Skills Acrobatics +10 Animal Handling +4, Athletics +5,  
  History +7, Persuasion +10, Survival +4; Tools fiddle
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Gael can take an additional action on top of her normal 
  action and possible bonus action. 
  Fey Ancestry. Gael has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Fighting Style (Archery). Gael gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Gael deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (2/day). Gael can reroll a failed saving throw. 
  Remarkable Athlete. Gael can add half her proficiency bonus 
  (+3) to any Strength, Dexterity, or Constitution check that 
  doesn’t already use her proficiency bonus. 
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Gael can use a bonus action to regain 1d10 + 16 hit points.
  Superior Critical. Gael scores critical hits on rolls of 18 – 20.
  Wanderer. Gael can find enough food and water for herself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, she always recalls the general layout of the 
  area around her.
  Actions
  Multiattack. Gael makes three weapon attacks.
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, longbow, 20 arrows, breastplate, Kellock’s bones, 12 
  gp, 120 sp
  
  25
  Gael Amaenya-Kellock (Level 20)
  Medium humanoid (half elf), lawful good
  Class Fighter 20
  Background Outlander
  Occupation Squire
  Armor Class 16 (breastplate)
  Hit Points 164 (20d10 + 40)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Strength +6, Constitution +8
  Skills Acrobatics +11 Animal Handling +5, Athletics +6,  
  History +8, Persuasion +11, Survival +5; Tools fiddle
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 8 (3,900 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On her turn, Gael can take an additional action on top of her 
  normal action and possible bonus action. 
  Fey Ancestry. Gael has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Fighting Style (Archery). Gael gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Gael deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (3/day). Gael can reroll a failed saving throw. 
  Remarkable Athlete. Gael can add half her proficiency bonus 
  (+3) to any Strength, Dexterity, or Constitution check that 
  doesn’t already use her proficiency bonus. 
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Gael can use a bonus action to regain 1d10 + 20 hit points.
  Superior Critical. Gael scores critical hits on rolls of 18 – 20.
  Survivor. At the beginning of each of her turns, if Gael has 90 or 
  fewer hit points, she regains 7 hit points. She does not gain this 
  benefit if she has 0 hit points.
  Wanderer. Gael can find enough food and water for herself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, she always recalls the general layout of the 
  area around her.
  Actions
  Multiattack. Gael makes four weapon attacks.
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, longbow, 20 arrows, breastplate, Kellock’s bones, 15 
  gp, 150 sp
  
  26
  Kameron
  Medium humanoid (wood elf), neutral good
  Class Barbarian 1
  Background Outlander
  Occupation Soldier
  Armor Class 15 (hide, shield)
  Hit Points 13 (1d12 + 1)
  Speed 35 ft.
  STR
  17 (+3)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +5, Constitution +3
  Skills Athletics +5, Intimidation +1, Nature +2, Perception +5, 
  Survival +5; Tools drum
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish
  Challenge 1/2 (100 XP)
  Rage (2/day). On his turn, Kameron can enter a rage as a 
  bonus action. He gains advantage on Strength checks and 
  Strength saving throws, a +2 bonus to damage when making 
  Strength based melee attacks, and resistance to bludgeoning, 
  piercing, and slashing damage. Rage lasts for 1 minute; 
  it ends early if his turn ends and he hasn’t attacked a 
  hostile creature since his last turn or taken damage 
  since then. He can also choose to end his rage early 
  as a bonus action.
  Fey Ancestry. Kameron has advantage on 
  saving throws against being charmed, and 
  magic cannot put him to sleep.
  Trance. Kameron does not sleep. Instead, 
  he meditates for four hours each night. This 
  grants him the benefit of a long rest.
  Mask of the Wild. Kameron may attempt to 
  hide when only lightly obscured by natural 
  phenomenon such as rain.
  Wanderer. Kameron can find enough food 
  and water for himself and 5 others in the 
  wilderness, provided the area is adequately stocked. 
  Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Spear. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft., range 20/60 ft., one target.  
  Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) damage 
  if used with two hands).
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Overview
  For as long as he can remember, Kameron has felt the effects of 
  his cursed bloodline; the rage inflicted upon his grandsires for 
  some transgression or religious schism the details of which were 
  lost, along with most of his tribe. Even diluted as it is through the 
  generations, the curse can still cause Kameron’s temper to spiral 
  into a fury unless he spends tremendous effort to keep it in check. 
  Kameron spent the majority of his life in near isolation, practising 
  quiet introspection and meditation to keep level-headed when 
  stressed, using his forestry skills to track down rare, useful herbs 
  for surrounding villages. Though mostly avoiding interaction, 
  Kameron would always intervene when he saw injustice; thieves 
  and bullies quickly withdrew and apologized when ever-so-calmly 
  confronted, sensing the well of anger boiling below the surface. 
  As war began to brew on the horizon, Kameron knew that, while 
  ‘his’ villages may be out of the way enough to be safe, the same 
  could not be said for countless others. Enlisting in the army, he 
  hoped, would put him in a position to watch out for any common 
  folk the soldiers tried to push around. 
  Kameron now finds himself trying to keep a level head in an 
  environment spectacularly unsuitable for doing so, but he is 
  determined to do what he can to help. 
  Personality Traits
  “Run along. I don’t play well with others.” Kameron’s 
  years of self-imposed isolation have left him 
  uncomfortable around people. He wants to be a good 
  person and stands up for what he believes in, but he is 
  a little rough around the edges.
  Ideals
  “I don’t like bullies.” Kameron stands up for those 
  who cannot stand for themselves. He will do so 
  peacefully if he can, but sometimes his options 
  are limited. 
  Bonds
  “I’m not much of a friend, but a poor friend is better 
  than none.” Kameron feels a kinship with outcasts 
  and outsiders, having never really had a tribe of his 
  own, but tries to keep others at a distance as a rule. 
  Flaws
  “What gives you the right?!” Kameron can 
  easily be roused and, while he normally has 
  the presence of mind to restrain himself, can 
  quickly become senselessly angry in the face 
  of even minor injustices. 
  Roleplaying Kameron
  Kameron is, by virtue of great effort, calm 
  and restrained in all his interactions. He attempts to approach 
  conflict diplomatically, if possible, giving people the chance to 
  learn a lesson, or at least flee before things turn violent, as he finds 
  it difficult to put a lid on his rage once unleashed. 
  If combat is unavoidable, Kameron prefers to keep enemies at 
  range to avoid things escalating beyond his control, unless he 
  is certain there are no innocents nearby, or the behavior of his 
  enemies is particularly egregious, in which case he will bring his 
  full fury to bear on them up close. 
  “I’m not sitting quietly for want of conversation; move along.”
  Weapons, Armor & Items
  Spear, longbow, 20 arrows, hide armor, shield
  
  27
  Kameron (Level 4)
  Medium humanoid (wood elf), neutral good
  Class Barbarian 2/
  Monk 2
  Background Outlander
  Occupation Soldier
  Armor Class 15 (hide, shield)
  Hit Points 33 (2d12 + 2d8 + 4)
  Speed 35 ft.
  STR
  17 (+3)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +5, Constitution +3
  Skills Athletics +5, Intimidation +1, Nature +2, Perception +5, 
  Survival +5; Tools drum
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Rage (2/day). On his turn, Kameron can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Ki. Kameron has 2 ki points, which are expended when used 
  and are regained after a short or long rest. 
  Flurry of Blows. Kameron can expend 1 ki point after taking 
  the attack action on his turn to make two unarmed strikes as a 
  bonus action.
  Patient Defense. Kameron can expend 1 ki point to take the 
  Dodge action as a bonus action on his turn. 
  Step of the Wind. Kameron can expend 1 ki point to take the 
  Dash or Disengage action as a bonus action on his turn. His 
  jump distance is doubled for that turn. 
  Danger Sense. Kameron has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Fey Ancestry. Kameron has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Reckless Attack. When making his first attack on his turn, 
  Kameron may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Trance. Kameron does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Wanderer. Kameron can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Martial Arts. When Kameron makes an unarmed strike or 
  spear attack, as a bonus action he can make one unarmed strike.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage,  
  or 7 (1d8 + 3) damage if used with two hands).
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Weapons, Armor & Items
  Spear, longbow, 20 arrows, hide armor, shield
  Deep Breath
  Remember your breathing, Kameron, his mother had said to him. 
  In... Hold... Out...
  Spirits ran hot after the battle. Soldiers were yet to sober up from 
  the smell of blood and the flames of the burning hill. In... Out... 
  Kameron had felt the red rush as much as any of them. The 
  simplicity of the enemy ahead, and the spear in his hand. In... Out... 
  The easy part was over. The hard part was getting back to his tent. 
  Most of the groups clustered around their fires ignored him, busy 
  as they were comparing scars or loot, or simply reveling in being 
  alive. Some watched him pass with unwelcoming eyes; he had not 
  made a habit of making friends at camp. 
  “That’s him, the elf.”
  “We’re sharing stories, come, drink with us.” As he approached, 
  there was falseness in the young man’s smile. In...
  “No, thank you.” Kameron made to move on, but the soldier 
  clapped a hand on his shoulder. Hold...
  “Come on, you must have stories to tell. You were... what? Suckled 
  by a she-wolf?” his smile widened. “Grew up in a hut made of your 
  own dung?” He shared a laugh with his comrades.
  “Take your hand off me, please.” Kameron’s knuckles were 
  white. Out...
  He made a great show of it, throwing his arms wide with a grin. 
  “No offence meant, friend.” He moved off whispering loudly to 
  his chuckling friends. “Stick so far up his backside, ‘s a wonder he 
  can walk...”
  He walked further, the glow of fires became sparse and the night 
  quieter. He was nearing the stockade. The lack of fireside babble 
  made the few voices there were distinct.
  “...what you get for choosing the wrong side.” 
  The captives from the battle. One slumped against a post, face 
  bloodied, while his two assailants took it in turns to aim a kick at him. 
  “Stop this. Now.” In...
   The barrel-chested man spat as he turned his attention to Kameron. 
  “This don’t concern you, savage,” he growled as he advanced. 
  “I asked you to stop.” Hold...
  “You want to make us?” Kameron hadn’t noticed the knife 
  until now. No.
  Sense was beginning to fade. Everything became very simple.
  
  28
  Kameron (Level 8)
  Medium humanoid (wood elf), neutral good
  Class Barbarian 5/
  Monk 3
  Background Outlander
  Occupation Soldier
  Armor Class 15 (hide, shield)
  Hit Points 68 (5d12 + 4d8 + 8)
  Speed 45 ft.
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +7, Constitution +4
  Skills Athletics +7, Intimidation +2, Nature +3, Perception +6, 
  Survival +6; Tools drum
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elvish
  Challenge 3 (700 XP)
  Rage (3/day). On his turn, Kameron can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to all damage except psychic 
  damage. Rage lasts for 1 minute; it ends early if his turn ends 
  and he hasn’t attacked a hostile creature since his last turn or 
  taken damage since then. He can also choose to end his rage 
  early as a bonus action.
  Ki. Kameron has 3 ki points, which are expended when used 
  and are regained after a short or long rest. 
  Flurry of Blows. Kameron can expend 1 ki point after taking 
  the attack action on his turn to make two unarmed strikes as 
  a bonus action. If he hits a target, Kameron can choose one of 
  the following additional effects; it must succeed on a DC 14 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 14 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Kameron’s next turn. 
  Patient Defense. Kameron can expend 1 ki point to take the 
  Dodge action as a bonus action on his turn. 
  Step of the Wind. Kameron can expend 1 ki point to take the 
  Dash or Disengage action as a bonus action on his turn. His 
  jump distance is doubled for that turn. 
  Danger Sense. Kameron has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Fey Ancestry. Kameron has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Reckless Attack. When making his first attack on his turn, 
  Kameron may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Spirit Seeker. Kameron can cast the beast sense and speak with 
  animals spells as rituals.
  Trance. Kameron does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Wanderer. Kameron can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Kameron makes two weapon attacks.
  Martial Arts. When Kameron makes an unarmed strike or 
  spear attack, as a bonus action he can make one unarmed strike.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d4 + 4) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage,  
  or 8 (1d8 + 4) damage if used with two hands).
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions 
  Deflect Missiles. When he is hit by a ranged weapon attack, 
  Kameron can reduce the damage from the attack by 1d10 + 4. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Kameron has one hand free, Kameron 
  can catch the missile and expend 1 ki point to make a ranged 
  attack with it as part of this reaction. 
  Weapons, Armor & Items
  Bloodcursed spear, longbow, 20 arrows, hide armor, shield
  Kameron in your Game
  Kameron keeps himself to himself, and takes great pains to 
  avoid interactions, especially potentially stressful interactions, 
  with others. His fellow soldiers may whisper behind his back, 
  which does little to help his stress levels, but the rumors 
  help keep people away from him, so he is loathe to put a 
  stop to them. 
  Should the party be employed to help out commoners caught in 
  the crossfire, or to scout out a potentially vulnerable settlement, 
  Kameron might shadow them to ensure their intentions are 
  good, and might silently join them as backup if they stand up to 
  those who would exploit the weak. 
  Quest Hook: For as long as he can remember, Kameron has 
  suffered for the sins of his ancestors, with the rage clawing 
  at the back of his skull. After a particularly violent outburst, 
  perhaps injuring an innocent bystander or attacking a party 
  of adventurers, an imprisoned Kameron begs the party’s help 
  to remove his curse, even if it means robbing him of his most 
  powerful asset in battle. 
  
  29
  Kameron (Level 12)
  Medium humanoid (wood elf), neutral good
  Class Barbarian 9/
  Monk 3
  Background Outlander
  Occupation Soldier
  Armor Class 15 (hide, shield)
  Hit Points 112 (9d12 + 4d8 + 24)
  Speed 45 ft.
  STR
  19 (+4)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +8, Constitution +6
  Skills Athletics +8, Intimidation +3, Nature +4, Perception +7, 
  Survival +7; Tools drum
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Elvish
  Challenge 5 (1,800 XP)
  Rage (4/day). On his turn, Kameron can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +3 bonus to damage when making Strength 
  based melee attacks, and resistance to all damage except psychic 
  damage. Rage lasts for 1 minute; it ends early if his turn ends 
  and he hasn’t attacked a hostile creature since his last turn or 
  taken damage since then. He can also choose to end his rage 
  early as a bonus action.
  Ki. Kameron has 3 ki points, which are expended when used 
  and are regained after a short or long rest. 
  Flurry of Blows. Kameron can expend 1 ki point after taking 
  the attack action on his turn to make two unarmed strikes as 
  a bonus action. If he hits a target, Kameron can choose one of 
  the following additional effects; it must succeed on a DC 15 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 15 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Kameron’s next turn. 
  Patient Defense. Kameron can expend 1 ki point to take the 
  Dodge action as a bonus action on his turn. 
  Step of the Wind. Kameron can expend 1 ki point to take the 
  Dash or Disengage action as a bonus action on his turn. His 
  jump distance is doubled for that turn. 
  Aspect of the Wolf. When traveling at a fast pace, Kameron can 
  track creatures. He can also move stealthily while traveling at a 
  normal pace.
  Brutal Critical. When Kameron scores a critical hit with a 
  melee weapon, he may roll one additional weapon damage die 
  when determining the extra damage.
  Danger Sense. Kameron has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Feral Instinct. Kameron has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated, he may act normally during his first turn but only 
  if he enters a rage before doing anything else.
  Fey Ancestry. Kameron has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Reckless Attack. When making his first attack on his turn, 
  Kameron may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Spirit Seeker. Kameron can cast the beast sense and speak with 
  animals spells as rituals.
  Trance. Kameron does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Wanderer. Kameron can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Kameron makes two weapon attacks.
  Martial Arts. When Kameron makes an unarmed strike or 
  spear attack, as a bonus action he can make one unarmed strike.
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d4 + 4) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft., 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage,  
  or 8 (1d8 + 4) damage if used with two hands).
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions 
  Deflect Missiles. When he is hit by a ranged weapon attack, 
  Kameron can reduce the damage from the attack by 1d10 + 4. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Kameron has one hand free, Kameron 
  can catch the missile and expend 1 ki point to make a ranged 
  attack with it as part of this reaction. 
  Weapons, Armor & Items
  Bloodcursed spear, longbow, 20 arrows, hide armor, shield
  
  30
  Kameron (Level 16)
  Medium humanoid (wood elf), neutral good
  Class Barbarian 13/
  Monk 3
  Background Outlander
  Occupation Soldier
  Armor Class 15 (hide, shield)
  Hit Points 148 (13d12 + 4d8 + 32)
  Speed 45 ft.
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +10, Constitution +7
  Skills Athletics +10, Intimidation +4, Nature +5, Perception +8, 
  Survival +8; Tools drum
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Elvish
  Challenge 7 (2,900 XP)
  Rage (5/day). On his turn, Kameron can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +3 bonus to damage when making Strength 
  based melee attacks, and resistance to all damage except psychic 
  damage. Rage lasts for 1 minute; it ends early if his turn ends 
  and he hasn’t attacked a hostile creature since his last turn or 
  taken damage since then. He can also choose to end his rage 
  early as a bonus action.
  Ki. Kameron has 3 ki points, which are expended when used 
  and are regained after a short or long rest. 
  Flurry of Blows. Kameron can expend 1 ki point after taking 
  the attack action on his turn to make two unarmed strikes as 
  a bonus action. If he hits a target, Kameron can choose one of 
  the following additional effects; it must succeed on a DC 16 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 16 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Kameron’s next turn. 
  Patient Defense. Kameron can expend 1 ki point to take the 
  Dodge action as a bonus action on his turn. 
  Step of the Wind. Kameron can expend 1 ki point to take the 
  Dash or Disengage action as a bonus action on his turn. His 
  jump distance is doubled for that turn. 
  Aspect of the Wolf. When traveling at a fast pace, Kameron can 
  track creatures. He can also move stealthily while traveling at a 
  normal pace.
  Brutal Critical. When Kameron scores a critical hit with a 
  melee weapon, he may roll two additional weapon damage dice 
  when determining the extra damage.
  Danger Sense. Kameron has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Feral Instinct. Kameron has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated, he may act normally during his first turn but only 
  if he enters a rage before doing anything else.
  Fey Ancestry. Kameron has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Reckless Attack. When making his first attack on his turn, 
  Kameron may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Relentless Rage. If Kameron drops to 0 hit points while raging 
  and doesn’t die outright, he can make a DC 10 Constitution 
  saving throw. If he succeeds he drops to 1 hit point instead. Each 
  time he uses this feature after the first, the DC increases by 5. 
  When he finishes a long or short rest the DC resets to 10.
  Spirit Seeker. Kameron can cast the beast sense, commune with 
  nature and speak with animals spells as rituals.
  Trance. Kameron does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Wanderer. Kameron can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Kameron makes two weapon attacks.
  Martial Arts. When Kameron makes an unarmed strike or 
  spear attack, as a bonus action he can make one unarmed strike.
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 7 (1d4 + 5) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., 
  range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage,  
  or 9 (1d8 + 5) damage if used with two hands).
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions 
  Deflect Missiles. When he is hit by a ranged weapon attack, 
  Kameron can reduce the damage from the attack by 1d10 + 4. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Kameron has one hand free, Kameron 
  can catch the missile and expend 1 ki point to make a ranged 
  attack with it as part of this reaction. 
  Weapons, Armor & Items
  Bloodcursed spear, longbow, 20 arrows, hide armor, shield
  
  31
  Kameron (Level 20)
  Medium humanoid (wood elf), neutral good
  Class Barbarian 17/
  Monk 3
  Background Outlander
  Occupation Soldier
  Armor Class 16 (unarmored, shield)
  Hit Points 204 (17d12 + 4d8 + 60)
  Speed 45 ft.
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  17 (+3)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +11, Constitution +9
  Skills Athletics +11, Intimidation +5, Nature +6, Perception +9, 
  Survival +9; Tools drum
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Elvish
  Challenge 9 (5,000 XP)
  Rage (6/day). On his turn, Kameron can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +4 bonus to damage when making Strength 
  based melee attacks, and resistance to all damage except psychic 
  damage. Any hostile creature within 5 feet of Kameron has 
  disadvantage on attack rolls against any creature other than him 
  unless it cannot hear him or cannot be frightened. Rage lasts for 
  1 minute; he can choose to end his rage early as a bonus action.
  Ki. Kameron has 3 ki points, which are expended when used 
  and are regained after a short or long rest. 
  Flurry of Blows. Kameron can expend 1 ki point after taking 
  the attack action on his turn to make two unarmed strikes as 
  a bonus action. If he hits a target, Kameron can choose one of 
  the following additional effects; it must succeed on a DC 17 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 17 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Kameron’s next turn. 
  Patient Defense. Kameron can expend 1 ki point to take the 
  Dodge action as a bonus action on his turn. 
  Step of the Wind. Kameron can expend 1 ki point to take the 
  Dash or Disengage action as a bonus action on his turn. His 
  jump distance is doubled for that turn. 
  Aspect of the Wolf. When traveling at a fast pace, Kameron can 
  track creatures. He can also move stealthily while traveling at a 
  normal pace.
  Brutal Critical. When Kameron scores a critical hit with a 
  melee weapon, he may roll three additional weapon damage dice 
  when determining the extra damage.
  Danger Sense. Kameron has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Feral Instinct. Kameron has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated, he may act normally during his first turn but only 
  if he enters a rage before doing anything else.
  Fey Ancestry. Kameron has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Reckless Attack. When making his first attack on his turn, 
  Kameron may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Persistent Rage. Kameron’s rage only ends early if he falls 
  unconscious or chooses to end it.
  Relentless Rage. If Kameron drops to 0 hit points while raging 
  and doesn’t die outright, he can make a DC 10 Constitution 
  saving throw. If he succeeds he drops to 1 hit point instead. Each 
  time he uses this feature after the first, the DC increases by 5. 
  When he finishes a long or short rest the DC resets to 10.
  Spirit Seeker. Kameron can cast the beast sense, commune with 
  nature and speak with animals spells as rituals.
  Trance. Kameron does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Wanderer. Kameron can find enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Actions
  Multiattack. Kameron makes two weapon attacks.
  Martial Arts. When Kameron makes an unarmed strike or 
  spear attack, as a bonus action he can make one unarmed strike.
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 7 (1d4 + 5) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft., 
  range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage,  
  or 9 (1d8 + 5) damage if used with two hands).
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions 
  Deflect Missiles. When he is hit by a ranged weapon attack, 
  Kameron can reduce the damage from the attack by 1d10 + 4. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Kameron has one hand free, Kameron 
  can catch the missile and expend a ki point to make a ranged 
  attack with it as part of this reaction. 
  Weapons, Armor & Items
  Bloodcursed spear, longbow, 20 arrows, shield
  
  32
  Kimbur Dawn
  Medium humanoid (human), lawful good
  Class Cleric 1
  Background Acolyte
  Occupation Prophet
  Armor Class 12 (leather, shield)
  Hit Points 10 (1d8 + 2)
  Speed 30 f .
  STR
  11 (+0)
  DEX
  9 (–1)
  CON
  14 (+2)
  INT
  15 (+2)
  WIS
  16 (+3)
  CHA
  13 (+1)
  Saving T rows Wisdom +5, Charisma +3
  Skills Insight +5, Medicine +5, Religion +4, Survival +5
  Senses passive Perception 13
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 1/4 (50 XP)
  Disciple of Life. When Kimbur casts a spell of 1st level or higher 
  to restore hit points to a creature, that creature regains additional 
  hit points equal to 2 + the spell’s level. 
  Shelter of the Faithful. Kimbur and her companions can 
  expect healing and care at temples of her faith, and followers 
  will support her at a modest lifestyle. 
  Spellcasting. Kimbur is a 1st-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). She has the following cleric spells prepared:
  Cantrips: light, resistance, spare the dying
  1st level (2 slots): bless, cure wounds, healing word, 
  protection from evil and good, sanctuary, 
  shield of faith
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 f ., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 f . or range 20/60 f ., one target. 
  Hit: 2 (1d4) piercing damage.
  Overview
  Kimbur was the youngest of six, 
  and the only girl. T eirs was a 
  privileged upbringing, children of 
  minor nobles who had worked their 
  way to the ears of royalty. Her brothers 
  lef  to command armies, and all that returned was their 
  bones. Before her f rst brother died, Kimbur had a nightmare. 
  Before the last, the house shook with her screams. 
  It was not the f rst time her dreams had proved prophetic. 
  Her parents had been proud; not only were their sons war 
  heroes, but their daughter was blessed by the gods. At least, that’s 
  how they reconciled sending her to the nunnery—a gif ed child 
  like theirs needed to be nurtured by godly folk; the fact that she 
  was safe behind thick stone walls far from any battlef eld was 
  just a bonus.
  Kimbur was excited and relieved to be a chosen child; destiny 
  would keep her from the war that killed her brothers. She devoted 
  her time to learning the healing arts (the purposeful antithesis of 
  death and killing) and had a happy few years. Her dreams were 
  not uncommonly interrupted by visions that only conf rmed 
  everyone’s belief that she was special and born to do good. Af er 
  some time in the nunnery, however, the dreams took a darker 
  turn. T e nuns assured her they were just nightmares and she was 
  comforted, for a time. She would see terrible fates every time she 
  closed her eyes, but wake relieved they would never come to pass. 
  But one did. A general was assassinated days af er a nightmare 
  of daggers in the dark, and an army drowned in a sea of frothing 
  blood. Chaos in the wake of the attack lef  hundreds dead, and 
  Kimbur was wracked with questions: could she have stopped it? 
  T e line between visions and nightmares had become blurred.
  Kimbur knew she could not stay in the safety of her godly fortress, 
  but must travel to the last place she wished to be: the front lines. 
  She has no way of telling which dreams are true visions and which 
  are nightmares, so f nds herself acting on all, hoping to always be 
  prepared to prevent tragedy. Many see her as paranoid, but Kimbur 
  knows she has no choice. She must save anyone she can from the 
  terrible fates she knows can all-too-easily come to pass. 
  Personality Traits
  “We all have our demons.” Kimbur lives in a world of 
  despair, and has great empathy for those who are suf ering; 
  she knows their pain, sometimes literally. 
  Ideals
  “I must have been shown these things for a reason.” 
  Kimbur hopes by following the will of her deity, as 
  told in visions, she can, in a small way, 
  help bring lasting peace. 
  Bonds
  “T ey had such bright futures ahead of them.” T e 
  memory of her brothers’ deaths drives everything 
  Kimbur does. She doesn’t want other families to 
  receive the terrible news that hers did.
  Flaws
  “If the gods had meant for that, I would have seen it.” 
  Kimbur’s gif s can blind her to 
  other courses of action; it’s her 
  vision, so must be her solution. 
  Roleplaying Kimbur
  Kimbur of en appears absent-minded or lost 
  in thought when musing on the meaning of her 
  dreams. She is as polite and respectful as she can to 
  all, especially the pious, but of en gives the impression of 
  wanting or needing to be elsewhere, as her dreams, visions, 
  and suspicions pull her in several directions at once. 
  She will avoid f ghting at all costs—if she is unlucky enough to 
  f nd herself in combat, she will lend her talents to healing and 
  providing support. T e only thing that would prompt her to take 
  an active part herself would be if she had forseen it; her fear of 
  death and battle is trumped by her certainty in her own prophecy. 
  “You! I dreamed of you…”
  Weapons, Armor & Items
  Leather armor, shield, mace, dagger, prayer beads
  
  33
  Kimbur Dawn (Level 4)
  Medium humanoid (human), lawful good
  Class Cleric 4
  Background Acolyte
  Occupation Prophet
  Armor Class 14 (chain shirt, shield)
  Hit Points 31 (4d8 + 8)
  Speed 30 f .
  STR
  11 (+0)
  DEX
  9 (–1)
  CON
  14 (+2)
  INT
  15 (+2)
  WIS
  17 (+3)
  CHA
  14 (+2)
  Saving T rows Wisdom +5, Charisma +4
  Skills Insight +5, Medicine +5, Religion +4, Survival +5
  Senses passive Perception 13
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Disciple of Life. When Kimbur casts a spell of 1st level or higher 
  to restore hit points to a creature, that creature regains additional 
  hit points equal to 2 + the spell’s level. 
  Shelter of the Faithful. Kimbur and her companions can expect 
  healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Kimbur is a 4th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: light, resistance, spare the dying
  1st level (4 slots): bless, cure wounds, detect magic, healing word, 
  protection from evil and good, sanctuary, shield of faith
  2nd level (3 slots): lesser restoration, prayer of healing, spiritual 
  weapon, warding bond
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 f ., one target. 
  Hit: 3 (1d6) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 f . 
  or range 20/60 f ., one target. Hit: 2 (1d4) piercing damage.
  Channel Divinity (Recharges af er a Short or Long Rest). 
  Kimbur chooses one of the following two options:
  Preserve Life. Kimbur restores up to 20 hit points divided among 
  any creatures within 30 feet, up to half a creature’s maximum 
  hit points. 
  Turn Undead. Each undead within 30 feet of Kimbur who can 
  see or hear her must make a DC 13 Wisdom saving throw. If a 
  creature fails its save, it must spend its turns moving away from 
  Kimbur, cannot willingly move within 30 feet of her, and must 
  use its action to Dash or attempt to escape an ef ect preventing it 
  from moving (it may Dodge if there is nowhere to move away). 
  T ese ef ects last for one minute. 
  Weapons, Armor & Items
  Chain shirt, shield, mace, dagger, prayer beads
  Embers
  Kimbur’s dreams had been of f re, her waking hours of confusion.
  A Burning Heart pierced by the Dead Man’s sword. T e Coin f ips, 
  and drunkards cheer. T e Devil in the Guise of Virtue wreathed 
  in f ame. Music echoes through the ages and awakes the Ancient. 
  Molten chains held alof  by shaking hands as the Twice-Scorned 
  looks on and the Cobbler curses. T e Brave Coward steals a kiss from 
  the Soldier’s Daughter. Shield and Lion, Elder Sister and Broken 
  Sword, the Painted Woman and the Survivor and the Liar’s Hero, all 
  caught in the blaze of the burning hills...
  T e faces that had been clear in the dream had faded upon waking, 
  and now only their epithets remained. T at her god meant for her 
  to act, she had no doubt, but how?
  T e burning heart was the strategist, she had no doubt, the one 
  they called Scorchheart. She had no notion of who the Dead Man 
  could be. Undead were an af ront to all that was good, was that 
  the warning? She had her doubts. Even if she could get a warning 
  to Scorchheart, too soon and the message would not be taken 
  seriously, too late and it would be worthless. 
  She knew of a young knight who had taken the lion as his symbol, 
  but what could she say to him? She had dreamt of war as a great 
  f re before, but she sensed this was more literal. T eir camp was 
  located near to some hills, that much was true, but what would set 
  the blaze? An inferno of that nature would require a weapon of 
  phenomenal and terrifying power...
  She had to do something. She knew not what, but she had been 
  shown these visions for a reason. Armored by her unwavering 
  faith, Kimbur quickly dressed and set out towards the command 
  tent. T e Scorchheart was the only piece of the puzzle she had. 
  Perhaps someone who had his ear might know more of dead men 
  and devils. 
  T e Dead Man, T e Devil, T e Ancient... they had all seemed so 
  familiar to her before, known to her as old friends, in the way of 
  dreams. Cobbler, Brave Coward, Soldier’s Daughter, Shield, Lion... 
  Putting one foot in front of the other, Kimbur set of , the gods 
  knew where. 
  
  34
  Kimbur Dawn (Level 8)
  Medium humanoid (human), lawful good
  Class Cleric 8
  Background Acolyte
  Occupation Prophet
  Armor Class 14 (chain shirt, shield)
  Hit Points 59 (8d8 + 16)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  9 (–1)
  CON
  14 (+2)
  INT
  15 (+2)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving T rows Wisdom +7, Charisma +5
  Skills Insight +7, Medicine +7, Religion +5, Survival +7
  Senses passive Perception 14
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Disciple of Life. When Kimbur casts a spell of 1st level or higher 
  to restore hit points to a creature other than her, she regains hit 
  points equal to 2 + the spell’s level. 
  Divine Strike (1/turn). Kimbur can deal an additional 1d8 
  radiant damage to a creature she hits with a weapon attack. 
  Shelter of the Faithful. Kimbur and her companions can expect 
  healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Kimbur is an 8th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: light, resistance, sacred f ame, spare the dying
  1st level (4 slots): bless, cure wounds, detect magic, healing word, 
  protection from evil and good, sanctuary, shield of faith
  2nd level (3 slots): lesser restoration, prayer of healing, protection 
  from poison, spiritual weapon, warding bond
  3rd level (3 slots): beacon of hope, mass healing word, protection 
  from energy, remove curse, revivify, spirit guardians
  4th level (2 slots): death ward, guardian of faith
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 f ., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 f . 
  or range 20/60 f ., one target. Hit: 3 (1d4 + 1) piercing damage.
  Channel Divinity (2/day; Recharges af er a Short or Long 
  Rest). Kimbur chooses one of the following two options:
  Preserve Life. Kimbur restores up to 40 hit points divided among 
  any creatures within 30 feet, up to half a creature’s maximum 
  hit points. 
  Turn Undead. Each undead within 30 feet of Kimbur who can 
  see or hear her must make a DC 15 Wisdom saving throw. If 
  a creature fails its save and is CR 2 or higher, it must spend 
  its turns moving away from Kimbur, cannot willingly move 
  within 30 feet of her, and must use its action to Dash or 
  attempt to escape an ef ect preventing it from moving (it may 
  Dodge if there is nowhere to move away). T ese ef ects last for 
  one minute. A creature of CR 1 or lower that fails its save is 
  immediately destroyed. 
  Weapons, Armor & Items
  Chain shirt, shield, mace, dagger, prayer beads
  Kimbur in your Game
  Kimbur could be found at the side of any character that she has 
  seen in her dreams and believes to be important. If the party is 
  at a loss of what to do in a situation, Kimbur could arrive at any 
  time to of er guidance or give them a little glimpse of a possible 
  future, but the party must remember (or discover) that, while 
  any of them could be, not every one of Kimbur’s dreams turn 
  out to be true. 
  Quest Hook. Kimbur has seen the party as being instrumental 
  in stopping some great evil or turning the tide of a battle. She 
  seeks them out to make sure they fulf ll their destiny. Will the 
  party play out the events exactly as they have been instructed, or 
  will they steer away from the tracks and change the future, for 
  good or ill?
  
  35
  Kimbur Dawn (Level 12)
  Medium humanoid (human), lawful good
  Class Cleric 12
  Background Acolyte
  Occupation Prophet
  Armor Class 15 (chain shirt, shield)
  Hit Points 87 (12d8 + 24)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving T rows Wisdom +8, Charisma +6
  Skills Insight +8, Medicine +8, Religion +7, Survival +8
  Senses passive Perception 14
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 3 (700 XP)
  Disciple of Life. When Kimbur casts a spell of 1st level or higher 
  to restore hit points to a creature, that creature regains additional 
  hit points equal to 2 + the spell’s level. 
  Divine Strike (1/turn). Kimbur can deal an additional 1d8 
  radiant damage to a creature she hits with a weapon attack. 
  Shelter of the Faithful. Kimbur and her companions can expect 
  healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Kimbur is a 12th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: light, resistance, sacred f ame, spare the dying, 
  thaumaturgy
  1st level (4 slots): bless, cure wounds, detect magic, healing word, 
  protection from evil and good, sanctuary, shield of faith
  2nd level (3 slots): gentle repose, lesser restoration, prayer of 
  healing, protection from poison, spiritual weapon, warding bond
  3rd level (3 slots): beacon of hope, mass healing word, protection 
  from energy, remove curse, revivify, spirit guardians
  4th level (2 slots): death ward, guardian of faith
  5th level (2 slots): dispel evil and good, greater restoration, 
  hallow, mass cure wounds, raise dead
  6th level (1 slot): heal, planar ally
  Actions
  Mace. Melee Weapon Attack: +5 to hit, reach 5 f ., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 f . 
  or range 20/60 f ., one target. Hit: 3 (1d4 + 1) piercing damage.
  Channel Divinity (2/day; Recharges af er a Short or Long 
  Rest). Kimbur chooses one of the following two options:
  Preserve Life. Kimbur restores up to 60 hit points divided among 
  any creatures within 30 feet, up to half a creature’s maximum 
  hit points. 
  Turn Undead. Each undead within 30 feet of Kimbur who can 
  see or hear her must make a DC 16 Wisdom saving throw. If 
  a creature fails its save and is CR 3 or higher, it must spend 
  its turns moving away from Kimbur, cannot willingly move 
  within 30 feet of her, and must use its action to Dash or 
  attempt to escape an ef ect preventing it from moving (it may 
  Dodge if there is nowhere to move away). T ese ef ects last for 
  one minute. A creature of CR 2 or lower that fails its save is 
  immediately destroyed. 
  Divine Intervention (1/day). Kimbur can describe the aid 
  she needs from her deity and roll a percentile die. If the result 
  is 12 or lower, the deity intervenes in a manner of the GM’s 
  choosing. If successful, Kimbur cannot use this feature again for 
  seven days. 
  Weapons, Armor & Items
  Chain shirt, shield, mace, dagger, prayer beads
  
  36
  Kimbur Dawn (Level 16)
  Medium humanoid (human), lawful good
  Class Cleric 16
  Background Acolyte
  Occupation Prophet
  Armor Class 18 (chainmail, shield)
  Hit Points 115 (16d8 + 32)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  18 (+4)
  CHA
  16 (+3)
  Saving T rows Wisdom +9, Charisma +8
  Skills Insight +9, Medicine +9, Religion +8, Survival +9
  Senses passive Perception 14
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 4 (1,100 XP)
  Disciple of Life. When Kimbur casts a spell of 1st level or higher 
  to restore hit points to a creature, that creature regains additional 
  hit points equal to 2 + the spell’s level. 
  Divine Strike (1/turn). Kimbur can deal an additional 2d8 
  radiant damage to a creature she hits with a weapon attack. 
  Shelter of the Faithful. Kimbur and her companions can expect 
  healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Kimbur is a 16th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: light, resistance, sacred f ame, spare the dying, 
  thaumaturgy
  1st level (4 slots): bless, cure wounds, detect magic, healing word, 
  protection from evil and good, sanctuary, shield of faith
  2nd level (3 slots): lesser restoration, prayer of healing, protection 
  from poison, spiritual weapon, warding bond
  3rd level (3 slots): beacon of hope, mass healing word, protection 
  from energy, remove curse, revivify, spirit guardians
  4th level (3 slots): death ward, guardian of faith
  5th level (2 slots): dispel evil and good, greater restoration, 
  hallow, mass cure wounds, raise dead
  6th level (1 slot): heal, planar ally
  7th level (1 slot): death ward, divine word
  8th level (1 slot): holy aura
  Actions
  Mace. Melee Weapon Attack: +6 to hit, reach 5 f ., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 f . 
  or range 20/60 f ., one target. Hit: 3 (1d4 + 1) piercing damage.
  Channel Divinity (2/day; Recharges af er a Short or Long 
  Rest). Kimbur chooses one of the following two options:
  Preserve Life. Kimbur restores up to 80 hit points divided among 
  any creatures within 30 feet, up to half a creature’s maximum 
  hit points. 
  Turn Undead. Each undead within 30 feet of Kimbur who can 
  see or hear her must make a DC 17 Wisdom saving throw. If 
  a creature fails its save and is CR 4 or higher, it must spend 
  its turns moving away from Kimbur, cannot willingly move 
  within 30 feet of her, and must use its action to Dash or 
  attempt to escape an ef ect preventing it from moving (it may 
  Dodge if there is nowhere to move away). T ese ef ects last for 
  one minute. A creature of CR 3 or lower that fails its save is 
  immediately destroyed. 
  Divine Intervention (1/day). Kimbur can describe the aid 
  she needs from her deity and roll a percentile die. If the result 
  is 16 or lower, the deity intervenes in a manner of the GM’s 
  choosing. If successful, Kimbur cannot use this feature again for 
  seven days. 
  Weapons, Armor & Items
  Chainmail*, shield, mace, dagger, prayer beads
  *While wearing this armor, Kimbur has disadvantage on 
  Dexterity (Stealth) checks
  
  37
  Kimbur Dawn (Level 20)
  Medium humanoid (human), lawful good
  Class Cleric 20
  Background Acolyte
  Occupation Prophet
  Armor Class 18 (chainmail, shield)
  Hit Points 143 (20d8 + 40)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  18 (+4)
  CHA
  18 (+4)
  Saving T rows Wisdom +10, Charisma +10
  Skills Insight +10, Medicine +10, Religion +10, Survival +10
  Senses passive Perception 14
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 6 (2,300 XP)
  Disciple of Life. When Kimbur casts a spell of 1st level or higher 
  to restore hit points to a creature, that creature regains additional 
  hit points equal to 2 + the spell’s level. 
  Divine Strike (1/turn). Kimbur can deal an additional 2d8 
  radiant damage to a creature she hits with a weapon attack. 
  Shelter of the Faithful. Kimbur and her companions can expect 
  healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Kimbur is a 20th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: light, resistance, sacred f ame, spare the dying, 
  thaumaturgy
  1st level (4 slots): bless, cure wounds, detect magic, healing word, 
  protection from evil and good, sanctuary, shield of faith
  2nd level (3 slots): gentle repose, lesser restoration, prayer of 
  healing, protection from poison, spiritual weapon, warding bond
  3rd level (3 slots): beacon of hope, mass healing word, protection 
  from energy, remove curse, revivify, spirit guardians
  4th level (3 slots): death ward, guardian of faith
  5th level (2 slots): dispel evil and good, greater restoration, 
  hallow, mass cure wounds, raise dead
  6th level (2 slots): blade barrier, heal, planar ally
  7th level (2 slots): death ward, divine word, regenerate
  8th level (1 slot): holy aura
  9th level (1 slot): mass heal, true resurrection
  Supreme Healing. When Kimbur would roll one or more dice 
  to restore hit points with a spell, she instead uses the highest 
  number possible for each die. 
  Actions
  Mace. Melee Weapon Attack: +7 to hit, reach 5 f ., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 f . 
  or range 20/60 f ., one target. Hit: 3 (1d4 + 1) piercing damage.
  Channel Divinity (3/day; Recharges af er a Short or Long 
  Rest). Kimbur chooses one of the following two options:
  Preserve Life. Kimbur restores up to 100 hit points divided 
  among any creatures within 30 feet, up to half a creature’s 
  maximum hit points. 
  Turn Undead. Each undead within 30 feet of Kimbur who can 
  see or hear her must make a DC 18 Wisdom saving throw. If 
  a creature fails its save and is CR 5 or higher, it must spend 
  its turns moving away from Kimbur, cannot willingly move 
  within 30 feet of her, and must use its action to Dash or 
  attempt to escape an ef ect preventing it from moving (it may 
  Dodge if there is nowhere to move away). T ese ef ects last for 
  one minute. A creature of CR 4 or lower that fails its save is 
  immediately destroyed. 
  Divine Intervention. Kimbur can describe the aid she needs 
  from her deity and the deity intervenes in a manner of the GM’s 
  choosing. Kimbur cannot use this feature again for seven days. 
  Weapons, Armor & Items
  Chainmail*, shield, mace, dagger, prayer beads
  *While wearing this armor, Kimbur has disadvantage on 
  Dexterity (Stealth) checks
  
  38
  Liam the Lionheart
  Medium humanoid (human), lawful good
  Class Fighter 1
  Background Folk Hero
  Occupation Knight
  Armor Class 18 (chainmail, shield)
  Hit Points 12 (1d10 + 2)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  9 (−1)
  WIS
  13 (+1)
  CHA
  11 (+0)
  Saving Throws Strength +5, Constitution +4
  Skills Animal Handling +3, Athletics +5, Perception +3,  
  Survival +3; Tools land vehicles, leatherworker’s tools
  Senses passive Perception 13
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Fighting Style (Great Weapon). When Liam rolls a 1 or 
  2 on a damage die for an attack he makes with a melee 
  weapon that he is wielding with two hands, he can reroll 
  the die and must use the new roll, even if it is a 1 or a 2. 
  Rustic Hospitality. Commoners will happily 
  accept Liam if he has need of shelter, food 
  or rest. They won’t risk their lives for 
  him, but will shield him from 
  any pursuers if they are able.
  Second Wind (Recharges after 
  a Short or Long Rest). On his turn, Liam 
  can use a bonus action to regain 1d10 + 1 
  hit points. 
  Actions
  Greatsword. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) 
  slashing damage.
  Shortsword. Melee Weapon 
  Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3)  
  piercing damage.
  Overview
  A knighthood is a symbol of nobility, an honor given 
  to the children of rich and venerable families whose 
  wealth and position make them ideally suited to 
  protecting the vulnerable and upholding ideals of 
  virtue. Liam came from a family of tanners; his arming doublet 
  was the first item of clothing he owned which didn’t smell faintly of 
  urine and lye. 
  When he was a boy, Liam came across a young man cornered in 
  an alleyway, surrounded by a group of ruffians. Without thinking, 
  Liam grabbed a broom handle and leapt to the man’s defence, 
  swinging wildly and driving his assailants away. Little did he know 
  that the magistrate’s son had gone missing in the city, and that 
  more than a simple reward of gold was offered for his safe return 
  (proclamations of that sort take a while to filter down to Tanners’ 
  Row). Liam was as confused by the knighthood as the magistrate 
  was unhappy about bestowing it but, thought the magistrate, it cost 
  them little, and a promise is a promise. 
  Doubtless, they expected the newly-entitled teenager to spend a 
  few nights loudly boasting in a tap-house, squander his stipend 
  within a month, and be forgotten entirely in two, but, to their 
  chagrin, the boy took his new position with grave seriousness. 
  Liam was scarcely made welcome at training, with those of higher 
  birth (and even their squires), whispering as soon as his back was 
  turned, and reluctantly acknowledging him with sarcastic ‘wit’; 
  ‘Won his spurs fending off a few thugs with a stick, a real lion-
  heart, this one...’
  Liam endured their mockery with grace and, when the time 
  came for him to choose his heraldry, he took the lion as a badge 
  of honor. 
  Personality traits
  “Follow me!” Liam will always be the 
  first to charge, through a combination 
  of recklessness, hot-headedness, and a need 
  to prove his valor to himself and others, as well as a 
  desire to spare his friends danger. 
  Ideals
  “They think to insult me; I’ll show them what 
  a lion can do.” Though it started off as a slur, 
  Liam is determined to live up to the lion of 
  his regalia, to be brave, noble, and strong. 
  Bonds
  “I’ll not forget where I came from.” Liam’s humble 
  parents taught him to think of others first, and 
  he always sends them a portion of his stipend so 
  they can live a more comfortable life.
  Flaws
  “What if they were right?” Already an outsider 
  in the order, Liam has a lot to prove to 
  others who already think he is not good 
  enough, and he fears not being up to 
  proving them wrong.
  Roleplaying Liam
  Liam has little time for those who 
  think themselves better than others, 
  especially by any kind of birthright. 
  He will always root for an underdog, being one 
  himself, and is not put off by bad odds, trusting 
  that the gods will see the righteous through to  
   
   
  victory somehow.
  “My clothes might be a bit tattier than yours,  
  but my sword’s just as sharp.”
  Weapons, Armor & Items
  Greatsword, shortsword, chainmail*, lionheart helm, shield, 9 gp
  *While wearing this armor, Liam has disadvantage on Dexterity 
  (Stealth) checks
  
  39
  Liam the Lionheart (Level 4)
  Medium humanoid (human), lawful good
  Class Fighter 3/Cleric 1
  Background Folk Hero
  Occupation Knight
  Armor Class 18 (chainmail, shield)
  Hit Points 35 (3d10 + 1d8 + 8)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  9 (−1)
  WIS
  13 (+1)
  CHA
  11 (+0)
  Saving Throws Strength +5, Constitution +4
  Skills Animal Handling +3, Athletics +5, Perception +3,  
  Survival +3;  Tools land vehicles, leatherworker’s tools
  Senses passive Perception 13
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Liam can take an additional action on top of his normal 
  action and possible bonus action. 
  Combat Superiority. Liam has 4 superiority dice. These dice are 
  expended when used and are regained after a short or long rest. 
  Disarming Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 13 Strength saving throw or drop one item of Liam’s 
  choice that it’s holding.
  Goading Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to goad the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 13 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than him until the end of his 
  next turn.
  Sweeping Attack. Liam can expend 1 superiority die when 
  he hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within his reach. If the original attack roll would hit the second 
  creature, it takes 1d8 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Liam rolls a 1 or 2 on a 
  damage die for an attack he makes with a melee weapon that he 
  is wielding with two hands, he can reroll the die and must use 
  the new roll, even if it is a 1 or a 2. 
  Rustic Hospitality. Commoners will happily accept Liam if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Liam can use a bonus action to regain 1d10 + 3 hit points. 
  Spellcasting. Liam is a 1st-level spellcaster. His spellcasting ability is 
  Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the 
  following cleric spells prepared:
  Cantrips: mending, resistance, spare the dying
  1st level (2 slots): cure wounds, divine favor, healing word, 
  shield of faith
  Actions
  War Priest (2/day). When Liam makes an attack, as a bonus 
  action he can make one additional weapon attack.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  Greatsword, shortsword, chainmail*, lionheart helm, 
  shield, 20 gp
  Before the Storm
  Command was not everything Liam had hoped for. He’d been 
  thrilled; finally, the high-ups who so delighted in spitting on him 
  had gotten over their prejudices and were giving him a chance to 
  prove himself. But no, within the bait of courtesy was another barb. 
  With a loud curse his only warning, Liam ducked as an arrow 
  whooshed overhead from behind. He turned to see a very sheepish 
  militiaman, a dinted sallet his only armor, drop his bow. Bending 
  to retrieve it, he was immediately showered with arrows from the 
  now-upended quiver on his back. Command has no intention of 
  them surviving this, Liam thought, and I’m at the head of them...
  Liam shouldered his way to the hapless archer. Wordlessly, he 
  righted the man, depositing arrows, and moving the quiver to his 
  hip. Speaking revealed his accent and common birth. His unit 
  needed to respect him to follow him. His silence, it would seem, 
  was too much to bear.
  “S-sorry m’lord!” The man was shaking so much he dropped the 
  bow again. “I dint mean t’loose, sir; was just practisin’ nockin’ an’ 
  drawin’. Need the practice, me; never shot nothin’ not made of 
  straw. I’m not supposed to be ‘ere, none of us are. We’re not knights 
  or nobles we’re just...” His lip quivered and he couldn’t carry on. 
  “What’s your name, son? Where are you from?” Liam asked. The 
  man was old enough to be his father, but Liam’s drill instructor had 
  called everyone ‘son’, and it had always made him feel at ease. 
  “Riswell, m’lord. I catch rats by The Street O’ Cleavers. Stinks of 
  rottin’ meat ‘alf the year, and you’re like to slip on frozen blood 
  the other, but it’s ‘ome. You don’t ‘ear of heroes from The Street O’ 
  Cleavers ‘cause there ain’t none; they die in battles like this. For 
  some lord who don’t know their names.”
  “Only stinks half the year, you said? Tanner’s Row stinks of the vats 
  all year round. Half my life, I never realised there were other smells 
  in the world. There weren’t any heroes from Tanner’s Row before 
  either, Riswell; there’s a first for everything.”
  The gathered militia on the front line gaped at the voice of their 
  commander, but Riswell seemed to stand a little taller, and the 
  others followed suit. A murmur rippled back and Liam glanced 
  up to see, distant and tiny, yet closer every moment, the enemy 
  between the hills. The mood switched from fearful to expectant.
  “For The Street O’ Cleavers,” said Liam, taking his place at 
  the front.
  “For Tanner’s Row,” replied Riswell with a firm nod. 
  They braced for the charge. 
  
  40
  Liam the Lionheart (Level 8)
  Medium humanoid (human), lawful good
  Class Fighter 6/Cleric 2
  Background Folk Hero
  Occupation Knight
  Armor Class 19 (splint, shield)
  Hit Points 66 (6d10 + 2d8 + 16)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  9 (−1)
  WIS
  14 (+2)
  CHA
  11 (+0)
  Saving Throws Strength +7, Constitution +5
  Skills Animal Handling +5, Athletics +7, Perception +5,  
  Survival +5;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Senses passive Perception 15
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Liam can take an additional action on top of his normal 
  action and possible bonus action. 
  Combat Superiority. Liam has 4 superiority dice. These dice are 
  expended when used and are regained after a short or long rest. 
  Disarming Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 15 Strength saving throw or drop one item of Liam’s 
  choice that it’s holding.
  Goading Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to goad the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 15 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than him until the end of his 
  next turn.
  Sweeping Attack. Liam can expend 1 superiority die when 
  he hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within his reach. If the original attack roll would hit the second 
  creature, it takes 1d8 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Liam rolls a 1 or 2 on a 
  damage die for an attack he makes with a melee weapon that he 
  is wielding with two hands, he can reroll the die and must use 
  the new roll, even if it is a 1 or a 2. 
  Rustic Hospitality. Commoners will happily accept Liam if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Liam can use a bonus action to regain 1d10 + 6 hit points. 
  Spellcasting. Liam is a 2nd-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: mending, resistance, spare the dying
  1st level (3 slots): bane, cure wounds, divine favor, guiding bolt, 
  healing word, shield of faith
  Actions
  Multiattack. Liam makes two weapon attacks.
  War Priest (2/day). When Liam makes an attack, as a bonus 
  action he can make one additional weapon attack.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). Liam 
  chooses one of the following two options:
  Guided Strike. When Liam makes an attack roll, he can choose 
  to gain a +10 bonus. He can do so after the initial roll but before 
  determining success or failure. 
  Turn Undead. Each undead within 30 feet of Liam who can 
  see or hear him must make a DC 13 Wisdom saving throw. If a 
  creature fails its save, it must spend its turns moving away from 
  Liam, cannot willingly move within 30 feet of him, and must use 
  its action to Dash or attempt to escape an effect preventing it 
  from moving (it may Dodge if there is nowhere to move away). 
  These effects last for one minute. 
  Weapons, Armor & Items
  Greatsword, shortsword, splint armor*, lionheart helm, 
  shield, 29 gp
  *While wearing this armor, Liam has disadvantage on Dexterity 
  (Stealth) checks
  Liam in your Game
  Liam could be encountered either as a humble young man in the 
  context of his home town, or as a proud knight ready to jump to 
  the aid of anyone in need. He has a deep need to prove himself, 
  so will happily pledge himself bravely to a cause, and might 
  even dive headlong into combat to aid the party, if he sees them 
  fighting on the side of righteousness. 
  Once allied, Liam can be counted on to be a staunch supporter 
  of the party, speaking and acting in their defence, even if it loses 
  him respect amongst his peers; Liam is used to ignoring the 
  sneering of others. 
  Quest Hook: Lion-hearted he might be, but Liam can 
  sometimes be lacking in forethought. Recently, he led a charge 
  to cover an allied retreat, and he hasn’t been seen since. His 
  friends fear he may have been taken for a noble and held 
  for ransom, but that his captors will have little use for him 
  when they discover his humble origins. Can the party free the 
  captured lion before it’s too late?
  
  41
  Liam the Lionheart (Level 12)
  Medium humanoid (human), lawful good
  Class Fighter 8/Cleric 4
  Background Folk Hero
  Occupation Knight
  Armor Class 19 (splint, shield)
  Hit Points 108 (8d10 + 4d8 + 36)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  9 (−1)
  WIS
  15 (+2)
  CHA
  11 (+0)
  Saving Throws Strength +9, Constitution +7
  Skills Animal Handling +6, Athletics +9, Perception +6,  
  Survival +6;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Senses passive Perception 16
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Liam can take an additional action on top of his normal 
  action and possible bonus action. 
  Combat Superiority. Liam has 5 superiority dice. These dice are 
  expended when used and are regained after a short or long rest. 
  Disarming Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 17 Strength saving throw or drop one item of Liam’s 
  choice that it’s holding.
  Goading Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to goad the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 17 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than him until the end of his 
  next turn.
  Lunging Attack. Liam can expend 1 superiority die to increase 
  his reach for one melee weapon attack by 5 feet and adds 1d8 to 
  attack’s damage roll on a hit.
  Riposte. Liam can use his reaction and expend 1 superiority 
  die when missed by a creature’s melee attack to make a melee 
  weapon attack against it and adds 1d8 to attack’s damage 
  roll on a hit.
  Sweeping Attack. Liam can expend 1 superiority die when 
  he hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within his reach. If the original attack roll would hit the second 
  creature, it takes 1d8 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Liam rolls a 1 or 2 on a 
  damage die for an attack he makes with a melee weapon that he 
  is wielding with two hands, he can reroll the die and must use 
  the new roll, even if it is a 1 or a 2. 
  Know Your Enemy. Liam can learn certain information about 
  a creature’s capabilities, compared to his own, if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Rustic Hospitality. Commoners will happily accept Liam if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Liam can use a bonus action to regain 1d10 + 8 hit points. 
  Spellcasting. Liam is a 4th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: mending, resistance, spare the dying, thaumaturgy
  1st level (4 slots): bane, cure wounds, divine favor, guiding bolt, 
  healing word, shield of faith
  2nd level (3 slots): aid, magic weapon, prayer of healing, 
  spiritual weapon
  Actions
  Multiattack. Liam makes two weapon attacks.
  War Priest (2/day). When Liam makes an attack, as a bonus 
  action he can make one additional weapon attack.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). Liam 
  chooses one of the following two options:
  Guided Strike. When Liam makes an attack roll, he can choose 
  to gain a +10 bonus. He can do so after the initial roll but before 
  determining success or failure. 
  Turn Undead. Each undead within 30 feet of Liam who can 
  see or hear him must make a DC 14 Wisdom saving throw. If a 
  creature fails its save, it must spend its turns moving away from 
  Liam, cannot willingly move within 30 feet of him, and must use 
  its action to Dash or attempt to escape an effect preventing it 
  from moving (it may Dodge if there is nowhere to move away). 
  These effects last for one minute. 
  Weapons, Armor & Items
  Greatsword, shortsword, splint armor*, lionheart helm, 
  shield, 230 gp
  *While wearing this armor, Liam has disadvantage on Dexterity 
  (Stealth) checks
  
  42
  Liam the Lionheart (Level 16)
  Medium humanoid (human), lawful good
  Class Fighter 10/Cleric 6
  Background Folk Hero
  Occupation Knight
  Armor Class 20 (plate, shield)
  Hit Points 142 (10d10 + 6d8 + 48)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  9 (−1)
  WIS
  15 (+2)
  CHA
  11 (+0)
  Saving Throws Strength +10, Constitution +8
  Skills Animal Handling +7, Athletics +10, Perception +7,  
  Survival +7;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Senses passive Perception 17
  Languages Common, Dwarvish
  Challenge 8 (3,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Liam can take an additional action on top of his normal 
  action and possible bonus action. 
  Combat Superiority. Liam has 5 superiority dice. These dice are 
  expended when used and are regained after a short or long rest. 
  Disarming Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d10 to the attack’s damage roll. The target must 
  make a DC 18 Strength saving throw or drop one item of Liam’s 
  choice that it’s holding.
  Goading Attack. Liam can expend 1 superiority die when he hits 
  a creature with a weapon attack to attempt to goad the target. He 
  adds 1d10 to the attack’s damage roll. The target must make a DC 
  18 Wisdom saving throw or have disadvantage on attack rolls 
  against all targets other than him until the end of his next turn.
  Lunging Attack. Liam can expend 1 superiority die to increase 
  his reach for one melee weapon attack by 5 feet and adds 1d10 to 
  attack’s damage roll on a hit.
  Pushing Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to push the target 
  away. He adds 1d10 to the attack’s damage roll. If it is Large or 
  smaller, the target must make a DC 18 Strength saving throw or 
  be pushed away up to 15 feet. 
  Rally. Liam can use a bonus action on his turn and expend 1 
  superiority die to rally an ally. A friendly creature who can see or 
  hear him gains 1d10 temporary hit points. 
  Riposte. Liam can use his reaction and expend 1 superiority 
  die when missed by a creature’s melee attack to make a melee 
  weapon attack against it and adds 1d10 to attack’s damage 
  roll on a hit.
  Sweeping Attack. Liam can expend 1 superiority die when 
  he hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within his reach. If the original attack roll would hit the second 
  creature, it takes 1d10 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Liam rolls a 1 or 2 on a 
  damage die for an attack he makes with a melee weapon that he 
  is wielding with two hands, he can reroll the die and must use 
  the new roll, even if it is a 1 or a 2. 
  Indomitable (1/day). Liam can reroll a failed saving throw. 
  Know Your Enemy. Liam can learn certain information about 
  a creature’s capabilities, compared to his own, if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Rustic Hospitality. Commoners will happily accept Liam if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Liam can use a bonus action to regain 1d10 + 10 hit points. 
  Spellcasting. Liam is a 6th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: mending, resistance, spare the dying, thaumaturgy
  1st level (4 slots): bane, cure wounds, divine favor, guiding bolt, 
  healing word, shield of faith
  2nd level (3 slots): aid, lesser restoration, magic weapon, prayer 
  of healing, spiritual weapon
  3rd level (3 slots): crusader’s mantle, mass healing word, 
  spirit guardian
  Actions
  Multiattack. Liam makes two weapon attacks.
  War Priest (2/day). When Liam makes an attack, as a bonus 
  action he can make one additional weapon attack.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Liam chooses one of the following three options:
  Guided Strike. When Liam makes an attack roll, he can choose 
  to gain a +10 bonus. He can do so after the initial roll but before 
  determining success or failure. 
  Turn Undead. Each undead within 30 feet of Liam who can see or 
  hear him must make a DC 15 Wisdom saving throw. If a creature 
  fails its save and is CR 1 or higher, it must spend its turns moving 
  away from Liam, cannot willingly move within 30 feet of him, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. A creature of CR 
  1/2 or lower that fails its save is immediately destroyed. 
  War God’s Blessing. When a creature within 30 feet of Liam 
  makes an attack roll, Liam can use his reaction to give it a +10 
  bonus. He can do so after the initial roll but before determining 
  success or failure. 
  Weapons, Armor & Items
  Greatsword, shortsword, plate armor*, lionheart helm, 
  shield, 310 gp 
  *While wearing this armor, Liam has disadvantage on Dexterity 
  (Stealth) checks
  
  43
  Liam the Lionheart (Level 20)
  Medium humanoid (human), lawful good
  Class Fighter 14/Cleric 6
  Background Folk Hero
  Occupation Knight
  Armor Class 20 (plate, shield)
  Hit Points 218 (14d10 + 6d8 + 100)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  9 (−1)
  WIS
  15 (+2)
  CHA
  11 (+0)
  Saving Throws Strength +11, Constitution +11
  Skills Animal Handling +8, Athletics +11, Perception +8,  
  Survival +8;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Senses passive Perception 18
  Languages Common, Dwarvish
  Challenge 10 (5,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Liam can take an additional action on top of his normal 
  action and possible bonus action. 
  Combat Superiority. Liam has 5 superiority dice. These dice are 
  expended when used and are regained after a short or long rest. 
  Disarming Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d10 to the attack’s damage roll. The target must 
  make a DC 19 Strength saving throw or drop one item of Liam’s 
  choice that it’s holding.
  Goading Attack. Liam can expend 1 superiority die when he hits 
  a creature with a weapon attack to attempt to goad the target. He 
  adds 1d10 to the attack’s damage roll. The target must make a DC 
  19 Wisdom saving throw or have disadvantage on attack rolls 
  against all targets other than him until the end of his next turn.
  Lunging Attack. Liam can expend 1 superiority die to increase 
  his reach for one melee weapon attack by 5 feet and adds 1d10 to 
  attack’s damage roll on a hit.
  Pushing Attack. Liam can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to push the target 
  away. He adds 1d10 to the attack’s damage roll. If it is Large or 
  smaller, the target must make a DC 19 Strength saving throw or 
  be pushed away up to 15 feet. 
  Rally. Liam can use a bonus action on his turn and expend 1 
  superiority die to rally an ally. A friendly creature who can see or 
  hear him gains 1d10 temporary hit points. 
  Riposte. Liam can use his reaction and expend 1 superiority 
  die when missed by a creature’s melee attack to make a melee 
  weapon attack against it and adds 1d10 to attack’s damage 
  roll on a hit.
  Sweeping Attack. Liam can expend 1 superiority die when 
  he hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within his reach. If the original attack roll would hit the second 
  creature, it takes 1d10 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Liam rolls a 1 or 2 on a 
  damage die for an attack he makes with a melee weapon that he 
  is wielding with two hands, he can reroll the die and must use 
  the new roll, even if it is a 1 or a 2. 
  Indomitable (2/day). Liam can reroll a failed saving throw. 
  Know Your Enemy. Liam can learn certain information about 
  a creature’s capabilities, compared to his own, if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Rustic Hospitality. Commoners will happily accept Liam if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Liam can use a bonus action to regain 1d10 + 14 hit points. 
  Spellcasting. Liam is a 6th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: mending, resistance, spare the dying, thaumaturgy
  1st level (4 slots): bane, cure wounds, divine favor, guiding bolt, 
  healing word, shield of faith
  2nd level (3 slots): aid, lesser restoration, magic weapon, prayer 
  of healing, spiritual weapon
  3rd level (3 slots): crusader’s mantle, mass healing word, 
  spirit guardian
  Actions
  Multiattack. Liam makes three weapon attacks.
  War Priest (2/day). When Liam makes an attack, as a bonus 
  action he can make one additional weapon attack.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Liam chooses one of the following three options:
  Guided Strike. When Liam makes an attack roll, he can choose 
  to gain a +10 bonus. He can do so after the initial roll but before 
  determining success or failure. 
  Turn Undead. Each undead within 30 feet of Liam who can see or 
  hear him must make a DC 15 Wisdom saving throw. If a creature 
  fails its save and is CR 1 or higher, it must spend its turns moving 
  away from Liam, cannot willingly move within 30 feet of him, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. A creature of CR 
  1/2 or lower that fails its save is immediately destroyed. 
  War God’s Blessing. When a creature within 30 feet of Liam 
  makes an attack roll, Liam can use his reaction to give it a +10 
  bonus. He can do so after the initial roll but before determining 
  success or failure. 
  Weapons, Armor & Items
  Greatsword, shortsword, plate armor*, lionheart helm, 
  shield, 390 gp 
  *While wearing this armor, Liam has disadvantage on Dexterity 
  (Stealth) checks
  
  44
  Mother Muhima
  Medium humanoid (human), lawful good
  Class Paladin 1
  Background Acolyte
  Occupation Traveling 
  Priest
  Armor Class 18 (chainmail, shield)
  Hit Points 10 (1d10)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Wisdom +4, Charisma +5
  Skills Insight +4, Medicine +4, Persuasion +5, Religion +2
  Senses passive Perception 12
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 1 (200 XP)
  Lay on Hands. Muhima has a pool of 5 healing points which are 
  expended when used and replenished after a long rest. As an 
  action, she can touch a creature 
  and expend any number of these 
  points, restoring that number of 
  hit points. Alternatively, Muhima 
  can expend 5 points to cure the 
  target of one disease or poison. 
  Shelter of the Faithful. 
  Muhima and her companions 
  can expect healing and care 
  at temples of her faith, and 
  followers will support her at a 
  modest lifestyle. 
  Actions
  Quarterstaff. Melee Weapon Attack:  
  +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) bludgeoning damage, 
  or 6 (1d8 + 2) damage if used with 
  two hands.
  Light Hammer. Melee or Ranged Weapon 
  Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage.
  Divine Sense (4/day). Muhima knows the 
  location of any celestial, fiend, or undead 
  within 60 feet of her that is not behind total 
  cover until the end of her next turn. She also 
  senses the presence of any place or object that 
  has been consecrated or desecrated. 
  Overview
  Once the head priestess of a small but well-regarded country 
  temple, Mother Muhima was proud to serve her community as a 
  spiritual leader, confidant and advisor to all. 
  Having been taken in by the temple as a child, and her husband 
  taken by disease while still relatively young, her congregation very 
  much became her family. When the fires of war began to burn, 
  and the armies were gathered, it was her brothers and sisters who 
  marched, her sons and daughters. Leaving the care of the temple 
  and the depleted townsfolk in the hands of a trusted acolyte, 
  Muhima marched with them. 
  As is the way of things, her congregation began to split apart; some 
  were marched this way, some that, until half a country lay between 
  her family. It did not sit right with her to remain with some and 
  abandon the rest, so Muhima now travels between encampments 
  where her congregation are stationed, staying with each for a 
  time, offering guidance and, where necessary, protection, before 
  moving on. 
  Her congregation have come to view her as a guardian angel or, at 
  the very least, a good luck charm, but a few see her as an ill omen; 
  she has the uncanny knack of showing up just before things take a 
  turn for the worse. 
  Personality Traits
  “If you need to talk, I’m here, child.” Muhima bonds quickly with 
  others, of her faith or not, and listens far more than she speaks. 
  She takes on the role of ‘mother’ in any group, even to those 
  older than herself, with her faith giving her a genuine sense 
  of shared kinship with all. 
  Ideals
  “You have mine, don’t worry about me.” Muhima 
  is self-sacrificing almost to a fault; she will 
  always look to the needs of others first. 
  Bonds
  “If you want them, you’ll have to go through 
  me.” Muhima is fiercely protective of those in 
  her charge; her scattered family of the faith. 
  Flaws
  “It’ll just be easier if I do it.” Muhima fears that 
  no one else is up to the task of protecting those she 
  cares about, or at least that no one cares as deeply as 
  she does. 
  Roleplaying Muhima
  Muhima genuinely enjoys helping people, part of a 
  life-long career of offering guidance at the temple. 
  She quietly absorbs information about people for a 
  while before offering wisdom, and never forgets a face, 
  name, or personal detail for their next meeting. 
  An unwilling combatant, Muhima has been forced 
  to develop martial skills from her new life of travel, 
  often by herself. Her pacifying, friendly demeanour 
  and status as a priestess is often enough to get her out of trouble, 
  but she is able to hold her own if necessary (though she refuses to 
  strike a killing blow). 
  “The path ahead may seem dark, my children, but, even here, 
  there is light.”
  Weapons, Armor & Items
  Quarterstaff, 3 light hammers, chainmail*, shield, guiding light, 
  prayer book, vestments
  *While wearing this armor, Muhima has disadvantage on 
  Dexterity (Stealth) checks
  
  45
  Mother Muhima (Level 4)
  Medium humanoid (human), lawful good
  Class Paladin 4
  Background Acolyte
  Occupation Traveling 
  Priest
  Armor Class 18 (chainmail, shield)
  Hit Points 28 (4d10)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Wisdom +4, Charisma +6
  Skills Insight +4, Medicine +4, Persuasion +6, Religion +2
  Senses passive Perception 12
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 3 (700 XP)
  Divine Smite. When Muhima hits a creature with a melee 
  weapon attack, she can expend a spell slot to deal an additional 
  2d8 radiant damage, plus 1d8 radiant damage for each level 
  of the spell slot expended above 1st. If the target is a fiend or 
  undead, this damage increases by 1d8. 
  Divine Health. Muhima is immune to disease.
  Lay on Hands. Muhima has a pool of 20 healing points which 
  are expended when used and replenished after a long rest. As an 
  action, she can touch a creature and expend any number of these 
  points, restoring that number of hit points. Alternatively, Muhima 
  can expend 5 points to cure the target of one disease or poison. 
  Shelter of the Faithful. Muhima and her companions can 
  expect healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Muhima is a 2nd-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She has the following paladin spells prepared:
  1st level (3 slots): bless, cure wounds, detect poison and disease, 
  divine favor, heroism, protection from evil and good, sanctuary, 
  shield of faith
  Actions
  Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  Channel Divinity (Recharges after a Short or Long Rest). 
  Muhima chooses one of the following two options:
  Sacred Weapon. For one minute, Muhima adds +4 to her weapon 
  attacks. Her weapon is also considered magical for the duration 
  and emits bright light in a 20-foot-radius and dim light for an 
  additional 20 feet. 
  Turn the Unholy. Each fiend or undead within 30 feet of Muhima 
  who can see or hear her must make a DC 14 Wisdom saving 
  throw. If a creature fails its save, it must spend its turns moving 
  away from Muhima, cannot willingly move within 30 feet of her, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. 
  Divine Sense (5/day). Muhima knows the location of any 
  celestial, fiend, or undead within 60 feet of her that is not behind 
  total cover until the end of her next turn. She also senses the 
  presence of any place or object that has been consecrated or 
  desecrated. 
  Reactions
  Protection. When a creature Muhima can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll.
  Weapons, Armor & Items
  Quarterstaff, 3 light hammers, chainmail*, shield, guiding light, 
  prayer book, vestments
  *While wearing this armor, Muhima has disadvantage on 
  Dexterity (Stealth) checks
  Guiding Light
  “She is at peace now, daughter.”
  Muhima wrapped her hand gently around the girl’s clenched fist, 
  who continued the soft rain of angry, bitter tears on to the freshly 
  dug earth. Standing silent vigil together, she watched as the other 
  members of the unit started to slowly drift back towards campfires 
  and tents to deal with their grief in their own way, a soldier’s way. 
  The girl never took her eyes off the ground.
  But Nyla was never a soldier to Muhima. She looked at her now 
  and, even clad in mail, she still saw the little girl with daisies 
  threaded through her ratty pigtails. She had, in better times, always 
  followed her sister round the village, and had followed her to war, 
  but she would follow her no longer. Muhima tried not to count in 
  her head how many of her congregation would never raise their 
  voices with hers again, though she knew that number well enough. 
  For now, she just held Nyla’s hand.
  ***
  “Light a single candle, and the room is no longer dark. Light 
  defeats darkness, always. Go now, my children, and think how you 
  might be a light to others this day.”
  The morning worshipers raised their heads and stood to leave. 
  Muhima looked over them, and each nodded or smiled their 
  thanks before leaving her crude shrine for the business of the day. 
  When they had all departed, Muhima closed her eyes and prayed 
  her own silent prayer that, by the grace of the gods, her words and 
  thoughts would keep them safe.
  ***
  “The gods ever test us, my son. If their will were easy to interpret, 
  well, I would find myself without employment.” They shared a 
  smile. “Look to your heart and to your head, for both will guide 
  you. Whatever happens in the end, I will be there to help you keep 
  a light against the dark.” 
  Muhima gave the young knight’s shoulder a final squeeze, and 
  started towards the tent flap. 
  “And you, Mother? Where do you turn when everything 
  looks dark?”
  “Ah, the gods’ shoulders are broad enough for my troubles, child, 
  just as mine are broad enough for yours,” she said, and hoped that 
  she was right.
  
  46
  Mother Muhima (Level 8)
  Medium humanoid (human), lawful good
  Class Paladin 8
  Background Acolyte
  Occupation Traveling 
  Priest
  Armor Class 18 (chainmail, shield)
  Hit Points 52 (8d10)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Wisdom +5, Charisma +8
  Skills Insight +5, Medicine +5, Persuasion +8, Religion +3
  Senses passive Perception 12
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 4 (1,100 XP)
  Divine Smite. When Muhima hits a creature with a melee 
  weapon attack, she can expend a spell slot to deal an additional 
  2d8 radiant damage, plus 1d8 radiant damage for each level 
  of the spell slot expended above 1st. If the target is a fiend or 
  undead, this damage increases by 1d8. 
  Aura of Devotion. Muhima and friendly creatures within 10 
  feet of her cannot be charmed as long as she is conscious. 
  Aura of Protection. When Muhima or a friendly creature 
  within 10 feet of her must make a saving throw, they gain a +5 
  bonus as long as she is conscious. 
  Divine Health. Muhima is immune to disease.
  Lay on Hands. Muhima has a pool of 40 healing points which 
  are expended when used and replenished after a long rest. As 
  an action, she can touch a creature and expend any number of 
  these points, restoring that number of hit points. Alternatively, 
  Muhima can expend 5 points to cure the target of one disease 
  or poison. 
  Shelter of the Faithful. Muhima and her companions can 
  expect healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Muhima is a 4th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). She has the following paladin spells prepared:
  1st level (4 slots): bless, cure wounds, detect poison and disease, 
  divine favor, heroism, protection from evil and good, purify food 
  and drink, sanctuary, shield of faith
  2nd level (3 slots): aid, lesser restoration, protection from poison, 
  zone of truth
  Actions
  Multiattack. Muhima makes two weapon attacks.
  Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  Channel Divinity (Recharges after a Short or Long Rest). 
  Muhima chooses one of the following two options:
  Sacred Weapon. For one minute, Muhima adds +5 to her weapon 
  attacks. Her weapon is also considered magical for the duration 
  and emits bright light in a 20-foot-radius and dim light for an 
  additional 20 feet. 
  Turn the Unholy. Each fiend or undead within 30 feet of Muhima 
  who can see or hear her must make a DC 16 Wisdom saving 
  throw. If a creature fails its save, it must spend its turns moving 
  away from Muhima, cannot willingly move within 30 feet of her, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. 
  Divine Sense (6/day). Muhima knows the location of any 
  celestial, fiend, or undead within 60 feet of her that is not behind 
  total cover until the end of her next turn. She also senses the 
  presence of any place or object that has been consecrated or 
  desecrated. 
  Reactions
  Protection. When a creature Muhima can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll. Muhima must be wielding a shield. 
  Weapons, Armor & Items
  Quarterstaff, 3 light hammers, chainmail*, shield, guiding light, 
  prayer book, vestments
  *While wearing this armor, Muhima has disadvantage on 
  Dexterity (Stealth) checks
  Muhima in your Game
  Being as well-traveled as she is, Muhima could come across the 
  party almost anywhere; on the road, at a military encampment, 
  or having stopped off in a settlement to rest a few days. A 
  character with humble origins may have been part of her former 
  congregation, or an acolyte may have served her temple. 
  Though she has her own obligations to attend to, Muhima will 
  not turn down company on her travels, and will happily talk 
  with and listen to others from all walks of life, even those who 
  fundamentally disagree with her views and beliefs, so long as 
  they treat others with care and respect. 
  Quest Hook: A small hamlet, caught directly in the middle 
  of the two warring encampments, is being evacuated during a 
  temporary truce. Muhima had planned to escort the refugees 
  to a nearby neutral settlement but has been called elsewhere on 
  urgent business. She entreats the party to make sure they arrive 
  unharmed to their new homes, but secretly plans to make haste 
  with her other task and then meet them on the road; after all, 
  how can she know they are safe if she is not defending them 
  herself? Can the party survive the dangers of the war-torn lands 
  with many innocents in tow, and can they earn the trust of an 
  over-protective Mother?
  
  47
  Mother Muhima (Level 12)
  Medium humanoid (human), lawful good
  Class Paladin 12
  Background Acolyte
  Occupation Traveling 
  Priest
  Armor Class 19 (splint, shield)
  Hit Points 76 (12d10)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  20 (+5)
  Saving Throws Wisdom +7, Charisma +9
  Skills Insight +7, Medicine +7, Persuasion +9, Religion +4
  Senses passive Perception 13
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 7 (2,900 XP)
  Divine Smite. When Muhima hits a creature with a melee 
  weapon attack, she can expend a spell slot to deal an additional 
  2d8 radiant damage, plus 1d8 radiant damage for each level 
  of the spell slot expended above 1st. If the target is a fiend or 
  undead, this damage increases by 1d8. 
  Aura of Courage and Devotion. Muhima and friendly creatures 
  within 10 feet of her cannot be charmed or frightened as long as 
  she is conscious. 
  Aura of Protection. When Muhima or a friendly creature 
  within 10 feet of her must make a saving throw, they gain a +5 
  bonus as long as she is conscious. 
  Divine Health. Muhima is immune to disease.
  Lay on Hands. Muhima has a pool of 60 healing points which 
  are expended when used and replenished after a long rest. As 
  an action, she can touch a creature and expend any number of 
  these points, restoring that number of hit points. Alternatively, 
  Muhima can expend 5 points to cure the target of one disease 
  or poison. 
  Shelter of the Faithful. Muhima and her companions can 
  expect healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Muhima is a 6th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). She has the following paladin spells prepared:
  1st level (4 slots): bless, cure wounds, detect poison and disease, 
  divine favor, heroism, protection from evil and good, sanctuary, 
  shield of faith
  2nd level (3 slots): aid, lesser restoration, protection from poison, 
  zone of truth
  3rd level (3 slots): aura of vitality, beacon of hope, dispel magic, 
  remove curse, revivify
  Actions
  Multiattack. Muhima makes two weapon attacks.
  Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) 
  damage if used with two hands, plus 4 (1d8) radiant damage.
  Light Hammer. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  Channel Divinity (Recharges after a Short or Long Rest). 
  Muhima chooses one of the following two options:
  Sacred Weapon. For one minute, Muhima adds +5 to her weapon 
  attacks. Her weapon is also considered magical for the duration 
  and emits bright light in a 20-foot-radius and dim light for an 
  additional 20 feet. 
  Turn the Unholy. Each fiend or undead within 30 feet of Muhima 
  who can see or hear her must make a DC 17 Wisdom saving 
  throw. If a creature fails its save, it must spend its turns moving 
  away from Muhima, cannot willingly move within 30 feet of her, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. 
  Divine Sense (6/day). Muhima knows the location of any 
  celestial, fiend, or undead within 60 feet of her that is not behind 
  total cover until the end of her next turn. She also senses the 
  presence of any place or object that has been consecrated or 
  desecrated. 
  Reactions
  Protection. When a creature Muhima can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll. Muhima must be wielding a shield. 
  Weapons, Armor & Items
  Quarterstaff, 3 light hammers, splint armor*, shield, guiding 
  light, prayer book, vestments
  *While wearing this armor, Muhima has disadvantage on 
  Dexterity (Stealth) checks
  
  48
  Mother Muhima (Level 16)
  Medium humanoid (human), lawful good
  Class Paladin 16
  Background Acolyte
  Occupation Traveling 
  Priest
  Armor Class 19 (splint, shield)
  Hit Points 100 (16d10)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  20 (+5)
  Saving Throws Wisdom +8, Charisma +10
  Skills Insight +8, Medicine +8, Persuasion +10, Religion +5
  Senses passive Perception 13
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 10 (5,900 XP)
  Divine Smite. When Muhima hits a creature with a melee 
  weapon attack, she can expend a spell slot to deal an additional 
  2d8 radiant damage, plus 1d8 radiant damage for each level 
  of the spell slot expended above 1st. If the target is a fiend or 
  undead, this damage increases by 1d8. 
  Aura of Courage and Devotion. Muhima and friendly creatures 
  within 10 feet of her cannot be charmed or frightened as long as 
  she is conscious. 
  Aura of Protection. When Muhima or a friendly creature 
  within 10 feet of her must make a saving throw, they gain a +5 
  bonus as long as she is conscious. 
  Divine Health. Muhima is immune to disease.
  Lay on Hands. Muhima has a pool of 80 healing points which 
  are expended when used and replenished after a long rest. As 
  an action, she can touch a creature and expend any number of 
  these points, restoring that number of hit points. Alternatively, 
  Muhima can expend 5 points to cure the target of one disease 
  or poison. 
  Purity of Spirit. Muhima is always under the effects of the 
  protection from evil and good spell.
  Shelter of the Faithful. Muhima and her companions can 
  expect healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Muhima is an 8th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks). She has the following paladin spells prepared:
  1st level (4 slots): bless, cure wounds, detect poison and disease, 
  divine favor, heroism, protection from evil and good, sanctuary, 
  shield of faith
  2nd level (3 slots): aid, lesser restoration, protection from poison, 
  zone of truth
  3rd level (3 slots): aura of vitality, beacon of hope, dispel magic, 
  remove curse, revivify
  4th level (2 slots): aura of life, death ward, freedom of movement, 
  guardian of faith
  Actions
  Multiattack. Muhima makes two weapon attacks.
  Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) 
  damage if used with two hands, plus 4 (1d8) radiant damage.
  Light Hammer. Melee or Ranged Weapon Attack:  
  +9 to hit, reach 5 ft. or range 20/60 ft., one target.  
  Hit: 6 (1d4 + 4) bludgeoning damage.
  Channel Divinity (Recharges after a Short or Long Rest). 
  Muhima chooses one of the following two options:
  Sacred Weapon. For one minute, Muhima adds +5 to her weapon 
  attacks. Her weapon is also considered magical for the duration 
  and emits bright light in a 20-foot-radius and dim light for an 
  additional 20 feet. 
  Turn the Unholy. Each fiend or undead within 30 feet of Muhima 
  who can see or hear her must make a DC 18 Wisdom saving 
  throw. If a creature fails its save, it must spend its turns moving 
  away from Muhima, cannot willingly move within 30 feet of her, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. 
  Cleansing Touch (5/day). Muhima ends one spell affecting 
  herself or a willing creature she touches. 
  Divine Sense (6/day). Muhima knows the location of any 
  celestial, fiend, or undead within 60 feet of her that is not behind 
  total cover until the end of her next turn. She also senses the 
  presence of any place or object that has been consecrated or 
  desecrated. 
  Reactions
  Protection. When a creature Muhima can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll. Muhima must be wielding a shield. 
  Weapons, Armor & Items
  Quarterstaff, 3 light hammers, splint armor*, shield, guiding 
  light, prayer book, vestments
  *While wearing this armor, Muhima has disadvantage on 
  Dexterity (Stealth) checks
  
  49
  Mother Muhima (Level 20)
  Medium humanoid (human), lawful good
  Class Paladin 20
  Background Acolyte
  Occupation Traveling 
  Priest
  Armor Class 19 (splint, shield)
  Hit Points 124 (20d10)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  11 (+0)
  WIS
  18 (+4)
  CHA
  20 (+5)
  Saving Throws Wisdom +10, Charisma +11
  Skills Insight +10, Medicine +10, Persuasion +11, Religion +6
  Senses passive Perception 14
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 11 (7,200 XP)
  Divine Smite. When Muhima hits a creature with a melee 
  weapon attack, she can expend a spell slot to deal an additional 
  2d8 radiant damage, plus 1d8 radiant damage for each level 
  of the spell slot expended above 1st. If the target is a fiend or 
  undead, this damage increases by 1d8. 
  Aura of Courage and Devotion. Muhima and friendly creatures 
  within 30 feet of her cannot be charmed or frightened as long as 
  she is conscious. 
  Aura of Protection. When Muhima or a friendly creature 
  within 30 feet of her must make a saving throw, they gain a +5 
  bonus as long as she is conscious. 
  Divine Health. Muhima is immune to disease.
  Lay on Hands. Muhima has a pool of 100 healing points which 
  are expended when used and replenished after a long rest. As 
  an action, she can touch a creature and expend any number of 
  these points, restoring that number of hit points. Alternatively, 
  Muhima can expend 5 points to cure the target of one disease 
  or poison. 
  Purity of Spirit. Muhima is always under the effects of the 
  protection from evil and good spell.
  Shelter of the Faithful. Muhima and her companions can 
  expect healing and care at temples of her faith, and followers will 
  support her at a modest lifestyle. 
  Spellcasting. Muhima is a 10th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell 
  attacks). She has the following paladin spells prepared:
  1st level (4 slots): bless, cure wounds, detect poison and disease, 
  divine favor, heroism, protection from evil and good, sanctuary, 
  shield of faith
  2nd level (3 slots): aid, lesser restoration, protection from poison, 
  zone of truth
  3rd level (3 slots): aura of vitality, beacon of hope, dispel magic, 
  remove curse, revivify
  4th level (3 slots): aura of life, aura of purity, death ward, 
  freedom of movement, guardian of faith
  5th level (2 slots): commune, flame strike, raise dead
  Actions
  Multiattack. Muhima makes two weapon attacks.
  Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) 
  damage if used with two hands, plus 4 (1d8) radiant damage.
  Light Hammer. Melee or Ranged Weapon Attack:  
  +10 to hit, reach 5 ft. or range 20/60 ft., one target.  
  Hit: 6 (1d4 + 4) bludgeoning damage.
  Channel Divinity (Recharges after a Short or Long Rest). 
  Muhima chooses one of the following two options:
  Sacred Weapon. For one minute, Muhima adds +5 to her weapon 
  attacks. Her weapon is also considered magical for the duration 
  and emits bright light in a 20-foot-radius and dim light for an 
  additional 20 feet. 
  Turn the Unholy. Each fiend or undead within 30 feet of Muhima 
  who can see or hear her must make a DC 19 Wisdom saving 
  throw. If a creature fails its save, it must spend its turns moving 
  away from Muhima, cannot willingly move within 30 feet of her, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. 
  Cleansing Touch (5/day). Muhima ends one spell affecting 
  herself or a willing creature she touches. 
  Divine Sense (6/day). Muhima knows the location of any 
  celestial, fiend, or undead within 60 feet of her that is not behind 
  total cover until the end of her next turn. She also senses the 
  presence of any place or object that has been consecrated or 
  desecrated. 
  Holy Nimbus (1/day). For one minute, Muhima emits bright 
  light in a 20-foot-radius and dim light for an additional 20 
  feet. Whenever an enemy creature starts its turn in the bright 
  light, it takes 10 radiant damage. For the duration, Muhima 
  has advantage on saving throws against spells cast by fiends 
  or undead.
  Reactions
  Protection. When a creature Muhima can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll. Muhima must be wielding a shield. 
  Weapons, Armor & Items
  Quarterstaff, 3 light hammers, splint armor*, shield, guiding 
  light, prayer book, vestments
  *While wearing this armor, Muhima has disadvantage on 
  Dexterity (Stealth) checks
  
  50
  Myrna Octavian
  Medium humanoid (hill dwarf), lawful good
  Class Fighter 1
  Background Guild Artisan
  Occupation Field Medic
  Armor Class 19 (splint, shield)
  Hit Points 13 (1d10 + 3)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  15 (+2)
  CHA
  10 (+0)
  Saving Throws Strength +4, Constitution +4
  Skills Insight +4, Medicine +4, Perception +4, Persuasion +2; 
  Tools healer’s kit
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Dwarvish
  Challenge 1/2 (100 XP)
  Dwarven Resilience. Myrna has advantage on saving throws 
  against poison.
  Guild Membership. For a monthly payment of 5 gp, Myrna has 
  the benefits of being part of a surgeons’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Second Wind (Recharges after a Short or Long 
  Rest). On her turn, Myrna can use a bonus action 
  to regain 1d10 + 1 hit points. 
  Actions
  War Pick. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit: 6 (1d8 + 2) piercing damage.
  Reactions
  Protection. When a creature Myrna 
  can see attacks a target other than 
  her within 5 feet, she can impose 
  disadvantage on the attack roll.
  Overview
  Myrna declared her 
  ambition to become a 
  cleric as a child when a 
  cadre of that noble order visited 
  her village, but a family defect dulled 
  her ability to wield the most basic magics required to become 
  an initiate. She applied as a frontline medic in the army, but her 
  inability to perform healing spells closed this path to her, and 
  Myrna returned home heavy hearted. 
  For the next three years, she trained under a local physician, 
  treating wounds as a mundane, but talented, surgeon. By night, 
  Myrna could be found smelting and hammering away at a strange 
  device that she claimed would, one day, make her indispensable.
  When a call to arms came to her village, Myrna couldn’t sleep. She 
  signed up as frontline infantry, slung a cumbersome-looking shield 
  onto her back and climbed onto the awaiting cart.
  During her first battle, Myrna proved herself when her custom-
  made, deployable shield enabled her to save the life of a young 
  officer, giving renewed hope to the soldiers around her and 
  spurring them on to a great victory.
  After that, the promotions started rolling in and, over the years, 
  Myrna has saved more lives than any but the most gifted clerics 
  could ever claim to. Myrna found a place amongst the high and 
  mighty of wartime advisors, giving council on the logistics of 
  caring for the wounded. However, when the horns sound the 
  charge, Myrna will be up front with the infantry, her shield ready.
  Personality traits
  “My advice? You’ve forgotten what it’s like to be a footsoldier with an 
  empty purse... sir.” Though lacking the usual connections of noble 
  blood or wealth, Myrna is often called in as an advisor; her humble 
  upbringing and level-headed outlook make her an excellent voice 
  who will say what needs to be said.
  Ideals
  “Where would I be if nobody took a chance on me?” Myrna is a firm 
  believer in nurturing potential. She came from humble beginnings, 
  and does what she can to give 
  opportunities to others who may not 
  otherwise get one. 
  Bonds
  “They believed in me, 
  even when I didn’t.” 
  Myrna secretly holds 
  her family in even 
  higher esteem than her 
  commanders. They supported 
  her early ambitions, fruitless 
  as they ended up.
  Flaws
  “You’ll have to do better than fancy lights 
  and tricks if you want to impress me.” 
  Myrna is passionately jealous of anyone 
  gifted with magic. Though she would never 
  say so, this influences her opinion of such 
  people, and she will turn to others for help if possible.
  Roleplayin g Myrna
  Myrna has worked her way from humiliation to one of the 
  highest offices a soldier can hold with her professional attitude 
  and relentlessly determined spirit. She is also kind, considerate 
  and passionate; qualities usually kept hidden by her reserved 
  demeanor, but which come out in force in the heat of battle. 
  Myrna will happily ally herself with anyone who seeks to 
  protect and serve the land, but will be reluctant to accompany 
  scoundrels or rogues. She has no fear of getting her hands dirty or 
  undertaking work seen by many as below her, but will not risk her 
  office by being seen with lawbreakers. 
  “Forget the arrows; that’s what the shield’s for!  
  Pass me that bloody scalpel!”
  Weapons, Armor & Items
  War pick, splint armor*, Bulwark, healer’s kit, 30 sp
  *While wearing this armor, Myrna has disadvantage on 
  Dexterity (Stealth) checks
  
  51
  Myrna Octavian (Level 4)
  Medium humanoid (hill dwarf), lawful good
  Class Fighter 4
  Background Guild Artisan
  Occupation Field Medic
  Armor Class 19 (splint, shield)
  Hit Points 40 (4d10 + 12)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  15 (+2)
  CHA
  10 (+0)
  Saving Throws Strength +4, Constitution +4
  Skills Insight +4, Medicine +4, Perception +4, Persuasion +2; 
  Tools healer’s kit
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Dwarvish
  Challenge 1 (200 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Myrna can take an additional action on top of her normal 
  action and possible bonus action. 
  Dwarven Resilience. Myrna has advantage on saving throws 
  against poison.
  Guild Membership. For a monthly payment of 5 gp, Myrna has 
  the benefits of being part of a surgeons’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Healer. When Myrna uses a healer’s kit to stabilize a dying 
  creature, the creature also regains 1 hit point. 
  Improved Critical. Myrna scores critical hits on rolls of 
  19 and 20.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Myrna can use a bonus action to regain 1d10 + 4 
  hit points. 
  Actions
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Healer. Myrna uses one use of a healer’s kit to restore  
  1d6 + 4 hit points, plus additional hit points equal to the 
  creature’s maximum Hit Dice. A creature cannot be healed this 
  way again until it finishes a short or long rest. 
  Reactions
  Protection. When a creature Myrna can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll.
  Weapons, Armor & Items
  War pick, splint armor*, Bulwark, healer’s kit, 6 gp, 50 sp
  *While wearing this armor, Myrna has disadvantage on 
  Dexterity (Stealth) checks
  Trauma
  “Keep pressure on it, you’re going to be fine. Winston!” she yelled 
  to a young stripling, who looked to be on the verge of breaking. 
  “You want to lead the next charge? No? Then get her back to 
  camp, now!”
  The wide-eyed youth rushed to support his comrade, her hand 
  clamped fast over the wound on her thigh, and they limped back 
  to the distant encampment. The battle was turning against them, 
  she knew; it was only a matter of time before the bulk of their force 
  followed them. 
  But Myrna was just where she wanted to be: in the thick of it. She 
  pulled her shield from the ground and, with a click, its panels 
  folded in to a more manageable shape. Holding it before her, she 
  charged forward through the press. 
  What had been a front line was now a chaos of mud and blood. 
  She didn’t blame her allies for looking ready to run. Most she 
  passed were beyond her help, but she did what she could. A man 
  called out, clutching a stump where, presumably, a hand had been. 
  He wore a badge Myrna didn’t recognise, but the wound needed 
  treating nonetheless; she reached out to him. 
  “Please, I yield, please!”
  “I’m not...” At her refusal, the wounded man looked horrified, and 
  she sighed. “Alright fine, I accept. Let me look at that.” 
  It was bad, but she’d seen worse, and she soon had it staunched, 
  bandaged, and as clean is she could make it. 
  “What’s your name?”
  “Ulric.”
  “Myrna. You’re going to be alright, Ulric. We just need to get you 
  clear and...”
  She looked about her; ahead, the enemy, packed in tight from 
  assaults on both flanks, desperate and wild eyed. Behind them, 
  fresh reserves marched up, impatient, twitching with boredom, 
  and with them... a sudden blast of flame followed by a yell of 
  manic ecstasy.
  Oh gods, not her. Not now. 
  There was a thud and a click as Myrna deployed her shield. 
  “You’ll probably want to get behind here.”
  
  52
  Myrna Octavian (Level 8)
  Medium humanoid (hill dwarf), lawful good
  Class Fighter 8
  Background Guild Artisan
  Occupation Field Medic
  Armor Class 19 (splint, shield)
  Hit Points 76 (8d10 + 24)
  Speed 25 ft.
  STR
  15 (+2)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving Throws Strength +5, Constitution +5
  Skills Insight +6, Medicine +6, Perception +6, Persuasion +3; 
  Tools healer’s kit
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Draconic, Dwarvish
  Challenge 4 (1,100 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Myrna can take an additional action on top of her normal 
  action and possible bonus action. 
  Dwarven Resilience. Myrna has advantage on saving throws 
  against poison.
  Guild Membership. For a monthly payment of 5 gp, Myrna has 
  the benefits of being part of a surgeons’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Healer. When Myrna uses a healer’s kit to stabilize a dying 
  creature, the creature also regains 1 hit point. 
  Improved Critical. Myrna scores critical hits on rolls of 
  19 and 20.
  Remarkable Athlete. Myrna can add half her proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Myrna covers with a running long jump increases 
  by 2 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Myrna can use a bonus action to regain 1d10 + 8 
  hit points. 
  Shield Master. Myrna adds +2 to Dexterity saving throws she 
  makes against spells and harmful effects which target only her as 
  long as she is not incapacitated.
  Actions
  Multiattack. Myrna makes two weapon attacks. Additionally, as 
  a bonus action, she can attempt to shove a creature within 5 feet 
  of her with her shield.
  War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Healer. Myrna uses one use of a healer’s kit to restore  
  1d6 + 4 hit points, plus additional hit points equal to the 
  creature’s maximum Hit Dice. A creature cannot be healed this 
  way again until it finishes a short or long rest. 
  Reactions
  Protection. When a creature Myrna can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll.
  Shield Master. When Myrna succeeds on a Dexterity saving 
  throw to only take half damage from a spell or other effect, she 
  can instead take no damage.
  Weapons, Armor & Items
  War pick, splint armor*, Bulwark, healer’s kit, 12 gp, 150 sp
  *While wearing this armor, Myrna has disadvantage on 
  Dexterity (Stealth) checks
  Myrna in your Game
  Any party member who takes a hit in battle (or arrives at camp 
  injured) is likely to find Myrna at their side when they awake, 
  either tending to them directly, or instructing their carer on how 
  they could improve for next time. If their intentions are good, 
  Myrna may be able to secure the party an audience with high 
  command or a local ruler, but she will not extend this courtesy 
  to those she even remotely suspects may tarnish her reputation. 
  Quest Hook: Armies are prone to illness, and in the close 
  confines of the camp, sickness can spread like wildfire. A 
  mysterious disease has struck the camp, and it is all Myrna 
  can do to keep it in check. She needs the help of the party to 
  investigate its source and find the items she needs for a cure. 
  
  53
  Myrna Octavian (Level 12)
  Medium humanoid (hill dwarf), lawful good
  Class Fighter 12
  Background Guild Artisan
  Occupation Field Medic
  Armor Class 20 (splint, shield)
  Hit Points 124 (12d10 + 48)
  Speed 25 ft.
  STR
  15 (+2)
  DEX
  10 (+0)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving Throws Strength +6, Constitution +7
  Skills Insight +7, Medicine +7, Perception +7, Persuasion +4; 
  Tools healer’s kit
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Draconic, Dwarvish
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Myrna can take an additional action on top of her normal 
  action and possible bonus action. 
  Dwarven Resilience. Myrna has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Myrna adds +1 to her AC when  
  wearing armor (included in her stat block).
  Guild Membership. For a monthly payment of 5 gp, Myrna has 
  the benefits of being part of a surgeons’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Healer. When Myrna uses a healer’s kit to stabilize a dying 
  creature, the creature also regains 1 hit point. 
  Improved Critical. Myrna scores critical hits on rolls of 
  19 and 20.
  Indomitable (1/day). Myrna can reroll a failed saving throw. 
  Remarkable Athlete. Myrna can add half her proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Myrna covers with a running long jump increases 
  by 2 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Myrna can use a bonus action to regain 1d10 + 12 
  hit points. 
  Shield Master. Myrna adds +2 to Dexterity saving throws she 
  makes against spells and harmful effects which target only her as 
  long as she is not incapacitated.
  Actions
  Multiattack. Myrna makes three weapon attacks. Additionally, 
  as a bonus action, she can attempt to shove a creature within 5 
  feet of her with her shield.
  War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Healer. Myrna uses one use of a healer’s kit to restore  
  1d6 + 4 hit points, plus additional hit points equal to the 
  creature’s maximum Hit Dice. A creature cannot be healed this 
  way again until it finishes a short or long rest. 
  Reactions
  Protection. When a creature Myrna can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll.
  Shield Master. When Myrna succeeds on a Dexterity saving 
  throw to only take half damage from a spell or other effect, she 
  can instead take no damage.
  Weapons, Armor & Items
  War pick, splint armor*, Bulwark, healer’s kit, 18 gp, 200 sp
  *While wearing this armor, Myrna has disadvantage on 
  Dexterity (Stealth) checks
  
  54
  Myrna Octavian (Level 16)
  Medium humanoid (hill dwarf), lawful good
  Class Fighter 16
  Background Guild Artisan
  Occupation Field Medic
  Armor Class 21 (plate, shield)
  Hit Points 164 (16d10 + 64)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  17 (+3)
  INT
  11 (+0)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Saving Throws Strength +8, Constitution +8
  Skills Insight +9, Medicine +9, Perception +9, Persuasion +5; 
  Tools healer’s kit
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Draconic, Dwarvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Myrna can take an additional action on top of her normal 
  action and possible bonus action. 
  Dwarven Resilience. Myrna has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Myrna adds +1 to her AC when  
  wearing armor (included in her stat block).
  Guild Membership. For a monthly payment of 5 gp, Myrna has 
  the benefits of being part of a surgeons’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Healer. When Myrna uses a healer’s kit to stabilize a dying 
  creature, the creature also regains 1 hit point. 
  Indomitable (2/day). Myrna can reroll a failed saving throw. 
  Remarkable Athlete. Myrna can add half her proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Myrna covers with a running long jump increases 
  by 3 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Myrna can use a bonus action to regain 1d10 + 16 
  hit points. 
  Shield Master. Myrna adds +2 to Dexterity saving throws she 
  makes against spells and harmful effects which target only her as 
  long as she is not incapacitated.
  Superior Critical. Myrna scores critical hits on rolls of 18 – 20.
  Actions
  Multiattack. Myrna makes three weapon attacks. Additionally, 
  as a bonus action, she can attempt to shove a creature within 5 
  feet of her with her shield.
  War Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Healer. Myrna uses one use of a healer’s kit to restore  
  1d6 + 4 hit points, plus additional hit points equal to the 
  creature’s maximum Hit Dice. A creature cannot be healed this 
  way again until it finishes a short or long rest. 
  Reactions
  Protection. When a creature Myrna can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll.
  Shield Master. When Myrna succeeds on a Dexterity saving 
  throw to only take half damage from a spell or other effect, she 
  can instead take no damage.
  Weapons, Armor & Items
  War pick, plate armor*, Bulwark, healer’s kit, 24 gp, 300 sp
  *While wearing this armor, Myrna has disadvantage on 
  Dexterity (Stealth) checks
  
  55
  Myrna Octavian (Level 20)
  Medium humanoid (hill dwarf), lawful good
  Class Fighter 20
  Background Guild Artisan
  Occupation Field Medic
  Armor Class 21 (plate, shield)
  Hit Points 224 (20d10 + 100)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  18 (+4)
  INT
  12 (+1)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Saving Throws Strength +9, Constitution +10
  Skills Insight +10, Medicine +10, Perception +10, Persuasion +6; 
  Tools healer’s kit
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 20
  Languages Common, Draconic, Dwarvish
  Challenge 8 (3,900 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On her turn, Myrna can take an additional action on top of her 
  normal action and possible bonus action. 
  Dwarven Resilience. Myrna has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Myrna adds +1 to her AC when  
  wearing armor (included in her stat block).
  Guild Membership. For a monthly payment of 5 gp, Myrna has 
  the benefits of being part of a surgeons’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Healer. When Myrna uses a healer’s kit to stabilize a dying 
  creature, the creature also regains 1 hit point. 
  Indomitable (3/day). Myrna can reroll a failed saving throw. 
  Remarkable Athlete. Myrna can add half her proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Myrna covers with a running long jump increases 
  by 3 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Myrna can use a bonus action to regain 1d10 + 20 
  hit points. 
  Shield Master. Myrna adds +2 to Dexterity saving throws she 
  makes against spells and harmful effects which target only her as 
  long as she is not incapacitated.
  Superior Critical. Myrna scores critical hits on rolls of 18 – 20.
  Survivor. At the beginning of each of her turns, if Myrna has 
  112 or fewer hit points, she regains 9 hit points. She does not 
  gain this benefit if she has 0 hit points.
  Actions
  Multiattack. Myrna makes four weapon attacks. Additionally, as 
  a bonus action, she can attempt to shove a creature within 5 feet 
  of her with her shield.
  War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Healer. Myrna uses one use of a healer’s kit to restore  
  1d6 + 4 hit points, plus additional hit points equal to the 
  creature’s maximum Hit Dice. A creature cannot be healed this 
  way again until it finishes a short or long rest. 
  Reactions
  Protection. When a creature Myrna can see attacks a target 
  other than her within 5 feet, she can impose disadvantage on the 
  attack roll.
  Shield Master. When Myrna succeeds on a Dexterity saving 
  throw to only take half damage from a spell or other effect, she 
  can instead take no damage.
  Weapons, Armor & Items
  War pick, plate armor*, Bulwark, healer’s kit, 30 gp, 350 sp
  *While wearing this armor, Myrna has disadvantage on 
  Dexterity (Stealth) checks
  
  56
  Private Bowlde
  Medium humanoid (human), lawful good
  Class Fighter 1
  Background Folk Hero
  Occupation Chef
  Armor Class 13 (leather)
  Hit Points 12 (1d10 + 2)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +2, Constitution +4
  Skills Nature +2, Perception +3, Persuasion +1, Survival +3; 
  Tools cook’s utensils
  Senses passive Perception 13
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Fighting Style (Defense). Bowlde adds +1 to his AC when 
  wearing armor (included in his stat block).
  Rustic Hospitality. Commoners will happily accept 
  Bowlde if he has need of shelter, food or rest. They won’t 
  risk their lives for him, but will shield him from any 
  pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). 
  On his turn Bowlde can use a bonus action to regain 
  1d10 + 1 hit points. 
  Actions
  Pan. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Cleaver. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target.  
  Hit: 3 (1d4 + 1) slashing damage.
  Overview
  Private Anton Bowlde (mostly just “Bowlde!”) had wanted 
  to be a chef ever since he was a lad, but his ex-military 
  parents would have no such thing. The scrawny teenager 
  was sent to train as a footman but was unable to pass the 
  entry tests. A few coins from a decorated, grumbling father 
  miraculously changed that, however. 
  Bowlde found himself incapable of excelling in any standard 
  category. His gangly arms could barely lift a shield and his poor 
  coordination meant he couldn’t operate a bow. He was quite 
  fast so he had the charging part down, but what would he 
  do when he reached the enemy? Trip over them?
  There was one thing hat made him stand out from the 
  other recruits: Private Bowlde seemed to have luck on his side.
  Somehow, by the will of the gods (or god’s know what else), Bowlde 
  survived his first battle. A deadly volley of arrows raining down in 
  his direction were suddenly caught by a freak gust of wind. That, 
  and all manner of other fortunate occurrences, saw him to safety.
  His father had never been so proud; he threw his arms around his 
  boy, who he assumed had bravely taken the lives of numerous foes. 
  Fact was, Bowlde had spent most of the battle dragging injured 
  men into cover, but the praise was nice.
  There were aspects of the military he did enjoy. Word had gotten 
  round that Bowlde could cook, and suddenly he found himself 
  preparing enormous meals for the mess hall and even, eventually, 
  for the officers. He was taken off the front line after a few months 
  and assigned as a full time chef. It was only after a letter of praise 
  from a respected ex-comrade that his father admitted just how 
  wrong he had been to stifle his son’s dream. 
  Bowlde is an essential cog in the engine of battle; the one that feeds 
  the other cogs that do the messy bits.
  Personality Traits
  “Take a seat, I’ll bring something over now...WHERE’S THAT 
  MINT SAUCE?!” Bowlde is normally shy, awkward and clumsy 
  but behind a hot stove the skinny boy comes into his own; 
  commanding, decisive and strict, his head in the game and his 
  hands stirring two massive saucepans. 
  Ideals
  “Tell me a warlord still wants to burn a village down after a 
  steaming bowl of chowder.” Bowlde believes that a positive 
  attitude and some clever seasoning can make all the 
  difference. While not naive enough to imagine he is 
  changing the world, he likes to think he is helping.
  Bonds
  “If they’re going to be fighting ‘til dinner, they need 
  a good breakfast.” Bowlde tries to see the good 
  in anyone and as such is quick to trust. He 
  has become a firm part of the military unit he 
  belongs to and, whilst he does not necessarily 
  support the wars they wage, he is incredibly 
  thankful he can do his part to lift their spirits after 
  battle, or give them courage before it.
  Flaws
  “Oh gods, not in the kitchen. Not in MY 
  kitchen!” Bowlde is not the bravest when 
  faced with violence and tends to avoid combat 
  when he can... Unless the battle begins while he 
  is preparing dinner. That might be a different story. 
  Roleplaying Bowlde
  Bowlde has managed to find himself a place 
  in the world where he is both happy and no 
  discredit to his family. His beaming smile is a true 
  rarity in the mess hall, and he is glad to offer it. 
  Bowlde is significantly more comfortable in the 
  heat of the cooking fires than in the heat of battle. 
  He doesn’t so much run from a fight as he does stay 
  near the back and shout encouragement. It is his greatest fear that 
  he will one day be sent back to the frontlines, so does his best not 
  to appear remotely competent in front of any potential recruiters. 
  “An army marches on its stomach. Give me some stock and a few 
  bits of veg and I’ll get them marching right.”
  Weapons, Armor & Items
  Pan, 4 cleavers, leather armor, apron, Bowlde’s lucky 
  cookpot, 14 sp
  
  57
  Private Bowlde (Level 4)
  Medium humanoid (human), lawful good
  Class Fighter 4
  Background Folk Hero
  Occupation Chef
  Armor Class 13 (leather)
  Hit Points 36 (1d10 + 8)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +2, Constitution +4
  Skills Nature +2, Perception +3, Persuasion +1, Survival +3; 
  Tools cook’s utensils
  Senses passive Perception 13
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Bowlde can take an additional action on top of his normal 
  action and possible bonus action. 
  Fighting Style (Defense). Bowlde adds +1 to his AC when 
  wearing armor (included in his stat block).
  Improved Critical. Bowlde scores critical hits on rolls of 
  19 and 20.
  Lucky. Bowlde has three luck points, which are expended when 
  used and are regained after a long rest. Whenever he makes an 
  attack roll, ability check, or saving throw, he may spend a luck 
  point to roll one additional d20 and choose which roll to take. 
  Alternatively, when an attack roll is made against Bowlde, he 
  may spend a luck point to roll a d20, and choose which roll the 
  attacker takes. 
  Rustic Hospitality. Commoners will happily accept Bowlde if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Bowlde can use a bonus action to regain 1d10 + 4 
  hit points. 
  Actions
  Pan. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) bludgeoning damage.
  Cleaver. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
  Weapons, Armor & Items
  Pan, 4 cleavers, leather armor, apron, Bowlde’s lucky 
  cookpot, 30 sp
  Love and War
  Tonight was the night. 
  He would be leaving the mess tent at the same time she was due to 
  be getting off sentry duty. He would offer to walk with her, give her 
  some wildflowers he’d found, and tell her he thought she was the 
  most beautiful girl he’d ever seen. 
  As it happened, he’d managed to empty a tureen of soup down 
  himself when Zev clapped him on the shoulder after being told his 
  plan, and he’d been unable to find anything resembling wildflowers 
  in the trampled campsite. 
  Dill? Herbs were almost flowers...
  Worst of all, he’d messed up the times; rather than strolling out 
  confidently as she rounded the corner of the thoroughfare, he 
  rushed out, rapidly-cooling carrot and coriander dripping from his 
  apron, and almost crashed into... her. 
  “Oh,” Gael said, with a surprised smile. It was a lovely smile. 
  “Uh,” said Bowlde. He was suddenly aware of how big his 
  tongue felt. 
  “Excellent stew the other day. Really tasty.”
  “Uh,” said Bowlde. This was not going according to plan.
  “Well, I’ve got to be off...” Gael’s smile was slightly fixed now, as she 
  sidled away. 
  Bowlde opened his mouth, but no sound emerged. As he stood 
  there dejected, wilting herbs clutched in his limp fist, he heard 
  a woman’s throaty chuckle, barely audible. Over Gael’s shoulder, 
  he spotted Rosalind peeking out of a nearby tent, a spectator 
  to his great embarrassment. Realizing she’d been rumbled, she 
  stepped out brazenly to get a better view of the show. She mouthed 
  something to him and gestured around her head.
  Bowlde looked puzzled. Rosalind mouthed again, wider this 
  time, her hands making wild twirling movements, punctuated by 
  exaggerated pointing at Gael and then himself before she twined 
  her fingers into the shape of a heart. Bowlde squinted. Hair? Love 
  hair? You… love… Gael… hair…
  “Hair!” he blurted, suddenly, turning his attention back to Gael 
  and trying not to notice Rosalind double up, stuffing her maid’s 
  cap forcibly into her mouth to silence her giggling and staggering 
  backwards into the tent once more. Gael, who had started to inch 
  around him and be on her way, halted. She looked behind her, 
  confused, but, seeing nothing, turned back to face Bowlde. He 
  coughed and took a deep breath.
  “Your hair,” he muttered. “It’s p-pretty. I like… it.”
  Gael’s expression softened and she smiled. “Thank you – Anton, 
  isn’t it? You’re too lovely.” She gave the sweetest little wave of her 
  perfect fingers and walked off in the direction of her camp. Bowlde 
  simply stared after her.
  “Oh, kid,” said a breathless voice that accompanied the hands on 
  his shoulders. He knew if he turned round he would see dark hair 
  framing a red face streaked with tears of laughter. “You’ve got some 
  work to do...”
  
  58
  Private Bowlde (Level 8)
  Medium humanoid (human), lawful good
  Class Fighter 8
  Background Folk Hero
  Occupation Chef
  Armor Class 14 (leather)
  Hit Points 76 (8d10 + 24)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +3, Constitution +6
  Skills Nature +3, Perception +4, Persuasion +2, Survival +4; 
  Tools cook’s utensils
  Senses passive Perception 14
  Languages Common, Dwarvish
  Challenge 4 (1,100 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Bowlde can take an additional action on top of his normal 
  action and possible bonus action. 
  Fighting Style (Defense). Bowlde adds +1 to his AC when 
  wearing armor (included in his stat block).
  Improved Critical. Bowlde scores critical hits on rolls of 
  19 and 20.
  Lucky. Bowlde has three luck points, which are expended when 
  used and are regained after a long rest. Whenever he makes an 
  attack roll, ability check, or saving throw, he may spend a luck 
  point to roll one additional d20 and choose which roll to take. 
  Alternatively, when an attack roll is made against Bowlde, he 
  may spend a luck point to roll a d20, and choose which roll the 
  attacker takes. 
  Remarkable Athlete. Bowlde can add half his proficiency bonus 
  (+2) to any Strength, Dexterity, or Constitution check that 
  doesn’t already use his proficiency bonus. 
  Rustic Hospitality. Commoners will happily accept Bowlde if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Bowlde can use a bonus action to regain 1d10 + 8 
  hit points. 
  Actions
  Multiattack. Bowlde makes two weapon attacks.
  Pan. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) bludgeoning damage.
  Cleaver. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
  Weapons, Armor & Items
  Pan, 4 cleavers, leather armor, apron, Bowlde’s lucky cookpot, 
  6 gp, 50 sp
  Bowlde in your Game
  Bowlde is most likely to be found holding court in the mess tent, 
  the only place he feels truly at home. Here, he is authoritative 
  and confident and will likely make use of any extra hands to 
  chop vegetables, scrub pots, or ferry cauldrons. Outside his 
  kitchen, he is most likely to be found causing some sort of scene 
  or making a mess of things. 
  The capable combat abilities presented in Bowlde’s statblock 
  should be seen as a representation of his sheer dumb luck; his 
  panicked flailing happens to find a gap in the enemy’s armor, or 
  lurches him forward for another attack, or he stumbles at just 
  the right moment for an attack to miss him. 
  Quest Hook: Bowlde has overheard scouting reports that a 
  warehouse in a nearby town occupied by enemy forces contains 
  the stores of a near-mythical chef. He tells the party that a meal 
  prepared with these ingredients would be just the thing high 
  command needs to pull out of their recent slump. In actuality, 
  he plans to create a stunning meal to woo Gael (p.20), to whom 
  he has taken quite a fancy. 
  
  59
  Private Bowlde (Level 12)
  Medium humanoid (human), lawful good
  Class Fighter 12
  Background Folk Hero
  Occupation Chef
  Armor Class 16 (chain shirt)
  Hit Points 112 (12d10 + 36)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  15 (+2)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +5, Constitution +7
  Skills Nature +4, Perception +5, Persuasion +3, Survival +5; 
  Tools cook’s utensils
  Senses passive Perception 15
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Bowlde can take an additional action on top of his normal 
  action and possible bonus action. 
  Fighting Style (Defense). Bowlde adds +1 to his AC when 
  wearing armor (included in his stat block).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Bowlde deals +2 damage with that 
  weapon (included in the attack).
  Improved Critical. Bowlde scores critical hits on rolls of 
  19 and 20.
  Indomitable (1/day). Bowlde can reroll a failed saving throw. 
  Lucky. Bowlde has three luck points, which are expended when 
  used and are regained after a long rest. Whenever he makes an 
  attack roll, ability check, or saving throw, he may spend a luck 
  point to roll one additional d20 and choose which roll to take. 
  Alternatively, when an attack roll is made against Bowlde, he 
  may spend a luck point to roll a d20, and choose which roll the 
  attacker takes. 
  Remarkable Athlete. Bowlde can add half his proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his proficiency bonus. Additionally, 
  the distance Bowlde covers with a running long jump increases 
  by 1 foot.
  Rustic Hospitality. Commoners will happily accept Bowlde if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Bowlde can use a bonus action to regain 1d10 + 12 
  hit points. 
  Actions
  Multiattack. Bowlde makes three weapon attacks.
  Pan. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Cleaver. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
  Weapons, Armor & Items
  Pan, 4 cleavers, chain shirt, apron, Bowlde’s lucky cookpot, 
  20 gp, 60 sp
  some, might have t
  Sausages in pottage
  Sausages
  Apple, peeled, cored, and sliced
  Onion, sliced 
  Butter 
  Red Wine
  Water
  Sugar 
  Salt 
  Cinnamon 
  Nutmeg 
  o pad out. Squirr
  Bones are a pain…
  probably all been drunk, even the bad stuff
  should be alright? 
  fat chance
  sausage surprise it is then
  el? 
   
  
  60
  Private Bowlde (Level 16)
  Medium humanoid (human), lawful good
  Class Fighter 16
  Background Folk Hero
  Occupation Chef
  Armor Class 16 (chain shirt)
  Hit Points 160 (16d10 + 64)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +6, Constitution +9
  Skills Nature +5, Perception +6, Persuasion +4, Survival +6; 
  Tools cook’s utensils
  Senses passive Perception 16
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Bowlde can take an additional action on top of his normal 
  action and possible bonus action. 
  Fighting Style (Defense). Bowlde adds +1 to his AC when 
  wearing armor (included in his stat block).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Bowlde deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (2/day). Bowlde can reroll a failed saving throw. 
  Lucky. Bowlde has three luck points, which are expended when 
  used and are regained after a long rest. Whenever he makes an 
  attack roll, ability check, or saving throw, he may spend a luck 
  point to roll one additional d20 and choose which roll to take. 
  Alternatively, when an attack roll is made against Bowlde, he 
  may spend a luck point to roll a d20, and choose which roll the 
  attacker takes. 
  Remarkable Athlete. Bowlde can add half his proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his proficiency bonus. Additionally, 
  the distance Bowlde covers with a running long jump increases 
  by 1 foot.
  Rustic Hospitality. Commoners will happily accept Bowlde if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Bowlde can use a bonus action to regain 1d10 + 16 
  hit points. 
  Superior Critical. Bowlde scores critical hits on rolls of 18 – 20.
  Actions
  Multiattack. Bowlde makes three weapon attacks.
  Pan. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Cleaver. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Pan, 4 cleavers, chain shirt, apron, Bowlde’s lucky cookpot,  
  45 gp, 100 sp
  
  61
  Private Bowlde (Level 20)
  Medium humanoid (human), lawful good
  Class Fighter 20
  Background Folk Hero
  Occupation Chef
  Armor Class 16 (chain shirt)
  Hit Points 224 (20d10 + 100)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  9 (–1)
  Saving Throws Strength +7, Constitution +11
  Skills Nature +6, Perception +7, Persuasion +6, Survival +7; 
  Tools cook’s utensils
  Senses passive Perception 17
  Languages Common, Dwarvish
  Challenge 8 (3,900 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On his turn, Bowlde can take an additional action on top of his 
  normal action and possible bonus action. 
  Fighting Style (Defense). Bowlde adds +1 to his AC when 
  wearing armor (included in his stat block).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Bowlde deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (3/day). Bowlde can reroll a failed saving throw. 
  Lucky. Bowlde has three luck points, which are expended when 
  used and are regained after a long rest. Whenever he makes an 
  attack roll, ability check, or saving throw, he may spend a luck 
  point to roll one additional d20 and choose which roll to take. 
  Alternatively, when an attack roll is made against Bowlde, he 
  may spend a luck point to roll a d20, and choose which roll the 
  attacker takes. 
  Remarkable Athlete. Bowlde can add half his proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his proficiency bonus. Additionally, 
  the distance Bowlde covers with a running long jump increases 
  by 1 foot.
  Rustic Hospitality. Commoners will happily accept Bowlde if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Bowlde can use a bonus action to regain 1d10 + 20 
  hit points. 
  Superior Critical. Bowlde scores critical hits on rolls of 18 – 20.
  Survivor. At the beginning of each of his turns, if Bowlde has 
  112 or fewer hit points, he regains 10 hit points. He does not 
  gain this benefit if he has 0 hit points.
  Actions
  Multiattack. Bowlde makes four weapon attacks.
  Pan. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Cleaver. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Pan, 4 cleavers, chain shirt, apron, Bowlde’s lucky cookpot,  
  80 gp, 170 sp
  
  62
  Wyatt Hemlocke
  Medium humanoid (wood elf), chaotic good
  Class Ranger 1
  Background Folk Hero
  Occupation Scout
  Armor Class 14 (leather)
  Hit Points 11 (1d10 + 1)
  Speed 35 ft.
  STR
  15 (+2)
  DEX
  17 (+3)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving Throws Strength +4, Dexterity +5
  Skills Animal Handling +4, Insight +4, Nature +2,  
  Perception +4, Stealth +5, Survival +4; Tools lyre, land vehicles
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Elvish
  Challenge 1/2 (100XP)
  Favored Enemy (Undead). Wyatt has 
  advantage on Survival checks made when 
  tracking his favored enemies, as well as advantage 
  on Intelligence checks to recall information 
  about them.
  Fey Ancestry. Wyatt has advantage on saving 
  throws against being charmed, and magic can’t 
  put him to sleep.
  Mask of the Wild. Wyatt may attempt to 
  hide when only lightly obscured by natural 
  phenomenon such as rain.
  Natural Explorer (Forests). Wyatt doubles his 
  proficiency bonus (+4) when making Intelligence 
  or Wisdom checks about his favored terrain, 
  as well as other benefits listed on the 
  following pages.
  Rustic Hospitality. Commoners will 
  happily accept Wyatt if he has need of 
  shelter, food or rest. They won’t risk 
  their lives for him, but will shield him 
  from any pursuers if they are able.
  Trance. Wyatt does not sleep. 
  Instead, he meditates for four hours 
  each night. This grants him the benefit 
  of a long rest.
  Actions
  Two-Weapon Fighting. When Wyatt makes a 
  Scimitar attack, as a bonus action he can make a second Scimitar 
  attack. On a hit, this attack deals 3 (1d6) piercing damage. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft,  
  one creature. Hit: 6 (1d6 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one creature. Hit: 7 (1d8 + 3) piercing damage.
  Overview
  Wyatt spent his early years in growing frustration in his isolated 
  elven community. Undead plagued their forest home, relentless, 
  and seemingly innumerable, while his own people dwindled with 
  each defence. Finally, at barely half-a-century old, he broke with 
  his people and joined a mercenary company, ‘The Roaring Scum’, 
  who were planning an assault on the necromancer responsible. 
  The attack was a success, but for ‘abandoning’ his people to take 
  up with soliders-for-hire, Wyatt was branded a traitor and cast out. 
  Wyatt cared not—he was ready to leave regardless. 
  The Roaring Scum joined the army proper, soon gaining a name as 
  the unit that could get in anywhere, cause all manner of mayhem, 
  and return to tell the tale. They took risky missions behind enemy 
  lines, be it sabotage or assassination; anything to stop a fight 
  before it started. However, their access to classified information 
  was curtailed after Wyatt was able to rig a local mayoral election 
  to give The Scum an inordinate amount of sway over the army’s 
  governance. For a time, they enjoyed the spoils of their caper, but 
  such a lapse would not happen again and, shortly thereafter, The 
  Scum disbanded, and Wyatt was summarily demoted. 
  Personality Traits
  ‘’What was Step Two? Oh yes, be alive to see Step 
  Three.” Wyatt never likes to wait and react; 
  he’d rather make the first move. He has the 
  easy manner of one with a plan but, more-
  often-than-not, makes it up as he goes along.
  Ideals
  “Do you want to survive this or not? Shut it, then.” 
  Wyatt puts no stock in honor; if dishonorable 
  tactics would save lives, why avoid them?
  Bonds
  “Oh, most of us are still kicking about, not that 
  you heard it from me…” While barred from 
  working together by high command, The 
  Roaring Scum still keep contact and, 
  occasionally, risk a meet-up.
  Flaws
  “I’m not questioning your 
  authority, I’m questioning your 
  terrible plan.” Wyatt’s cocksure 
  attitude tends to get him into 
  trouble with authorities. 
  Roleplaying Wyatt
  Wyatt is a good-natured rogue who takes 
  obstacles in his stride. He presents himself as a 
  dashing, romantic hero and likes a chase and a challenge in both 
  love and war. His history as a maverick puts off many higher-ups, 
  but his, admittedly unorthodox, results secure steady employment. 
  In combat, Wyatt likes to soften up his opponents from range 
  before getting stuck into melee. He sees little point in fighting fair, 
  and will make use of any advantage he can get, as well as making 
  sure he has an escape plan should things turn against him. 
  “Course I can get us in there. What you should worry about is 
  how we’re getting out.”
  Weapons, Armor & Items
  Leather armor, 2 scimitars, longbow, 20 arrows, lyre
  
  63
  Wyatt Hemlocke (Level 4)
  Medium humanoid (wood elf), chaotic good
  Class Ranger 3/Rogue 1
  Background Folk Hero
  Occupation Scout
  Armor Class 14 (leather)
  Hit Points 29 (3d10 + 1d8 + 4)
  Speed 35 ft.
  STR
  15 (+2)
  DEX
  17 (+3)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving Throws Strength +4, Dexterity +5
  Skills Animal Handling +4, Insight +4, Nature +2,  
  Perception +6, Sleight of Hand +5, Stealth +7, Survival +4; Tools 
  lyre, land vehicles, thieves’ tools
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elvish, thieves’ cant
  Challenge 1 (200XP)
  Horde Breaker (1/turn). When Wyatt makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 feet of the target and within range of 
  his weapon.
  Sneak Attack (1/turn). Wyatt can deal an extra 1d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Expertise (Perception, Stealth). Wyatt doubles his proficiency 
  bonus (+4) to checks with his Expertise skills. 
  Favored Enemy (Undead). Wyatt has advantage on Survival 
  checks made when tracking his favored enemies, as well as 
  advantage on Intelligence checks to recall information about them.
  Fey Ancestry. Wyatt has advantage on saving throws against 
  being charmed, and magic can’t put him to sleep.
  Mask of the Wild. Wyatt may attempt to hide when only lightly 
  obscured by natural phenomenon such as rain.
  Natural Explorer (Forests). Wyatt is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+4) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Rustic Hospitality. Commoners will happily accept Wyatt if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Spellcasting. Wyatt is a 1st-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (3 slots): detect magic, hunter’s stride, longstrider
  Trance. Wyatt does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Actions
  Two-Weapon Fighting. When Wyatt makes a Scimitar attack, as 
  a bonus action he can make a second Scimitar attack.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft,  
  one creature. Hit: 6 (1d6 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one creature. Hit: 7 (1d8 + 3) piercing damage.
  Primeval Awareness. Wyatt expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within 
  a mile of his current location, or within 6 miles if Wyatt is 
  in a forest.
  Weapons, Armor & Items
  Leather armor, 2 scimitars, longbow, 20 arrows, lyre
  Job Done
  “Right, so the cells are along here and down the South Tower steps. 
  Wyatt, if you take point and… Wyatt? Wyatt?! Oh for f-“
  Wyatt gulped down a guffaw that threatened to break free from his 
  lips as he balanced precariously on a window ledge, mere metres 
  and only one thickness of stone wall away from where his ‘team’ 
  were staring round in bewilderment. Wyatt worked better on his 
  own. High command had sent them for ‘support’, but he knew 
  what they were: babysitters. 
  Orders were to free a couple of lieutenants taken captive during 
  a recent skirmish and then make some noise and mess to mask 
  their escape but Wyatt disagreed; noise and mess done right would 
  cause confusion and make a break-out that much easier. Done 
  right meant done right now. 
  He looked back around and surveyed his immediate surroundings. 
  The outer wall ran alongside his ledge only about six feet below, 
  running alongside the scum-coated moat encircling the keep 
  twenty feet below that. Wyatt knew he could drop six feet and 
  avoid an untimely bath. The tiled roof of an outbuilding slightly 
  off to his right was another option; he could shimmy down the 
  chimney and panic the scullions. Wyatt knew he could reach the 
  roof with a bit of a run up. With a grin, he swung back into the 
  stone corridor he had originally sprang from, just in time to see his 
  bemused babysitters disappear round the corner. 
  “Hey!” 
  Wyatt turned on his heel to see several armed guards form up at 
  the other end of the corridor, ready to deal swiftly with an intruder. 
  Thinking they were the subject of the shout, Wyatt’s team rounded 
  the corner opposite once more, swords drawn, clocking both their 
  estranged teammate and the unhappy guards simultaneously, 
  a look of irritation at both circumstances crossing their faces. 
  Somewhere in the keep, a bell of warning tolled. One of the guards 
  must have peeled off to sound the alarm. More faces appeared on 
  the ramparts and in the windows of the kitchen. 
  Six-and-twenty feet. He could do that. At least it was a hot night; 
  should dry off fast enough. Well, they did want a distraction. 
  Throwing a sarcastic salute to the onlooking pot-scrubs, he closed 
  his eyes, and held his nose. 
  
  64
  Wyatt Hemlocke (Level 8)
  Medium humanoid (wood elf), chaotic good
  Class Ranger 6/Rogue 2
  Background Folk Hero
  Occupation Scout
  Armor Class 15 (leather)
  Hit Points 54 (6d10 + 2d8 + 8)
  Speed 35 ft.
  STR
  15 (+2)
  DEX
  18 (+4)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  15 (+2)
  CHA
  9 (–1)
  Saving Throws Strength +5, Dexterity +7
  Skills Animal Handling +5, Insight +5, Nature +3,  
  Perception +8, Sleight of Hand +7, Stealth +10, Survival +5; 
  Tools lyre, land vehicles, thieves’ tools
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Elvish, Thieves’ Cant
  Challenge 3 (700XP)
  Horde Breaker (1/turn). When Wyatt makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 feet of the target and within range of 
  his weapon.
  Sneak Attack (1/turn). Wyatt can deal an extra 1d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. On his turn, as a bonus action, Wyatt can take 
  a Dash, Dodge, Disengage, or Hide action.
  Expertise (Perception, Stealth). Wyatt doubles his proficiency 
  bonus (+6) to checks with his Expertise skills. 
  Favored Enemy (Dragons, Undead). Wyatt has advantage on 
  Survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Fey Ancestry. Wyatt has advantage on saving throws against 
  being charmed, and magic can’t put him to sleep.
  Mask of the Wild. Wyatt may attempt to hide when only lightly 
  obscured by natural phenomenon such as rain.
  Natural Explorer (Forests, Mountains). Wyatt is adept at 
  traversing his favored terrain and doubles his proficiency 
  bonus (+6) when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, difficult terrain doesn’t slow 
  his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Rustic Hospitality. Commoners will happily accept Wyatt if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Spellcasting. Wyatt is a 3rd-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (4 slots): detect magic, hunter’s stride, longstrider
  2nd level (2 slots): find traps
  Trance. Wyatt does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Actions
  Multiattack. Wyatt makes two weapon attacks.
  Two-Weapon Fighting. When Wyatt makes a Scimitar attack, as 
  a bonus action he can make a second Scimitar attack.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft,  
  one creature. Hit: 7 (1d6 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one creature. Hit: 8 (1d8 + 4) piercing damage.
  Primeval Awareness. Wyatt expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Wyatt is in a 
  forest or mountainous terrain.
  Weapons, Armor & Items
  Leather armor, 2 scimitars, longbow, 20 arrows, lyre
  Wyatt in your Game
  Wyatt may be encountered as a guide when the party must 
  traverse an area stealthily, or infiltrate a location undetected. 
  He is also an excellent man to have around if you are in need 
  of a distraction; he takes an inordinate amount of glee from 
  creating chaos, especially if he can justify it as being orders or 
  part of the plan.
  Quest Hook. Through his own secret channels, Wyatt has learnt 
  of a plot by an old enemy to take out The Roaring Scum one by 
  one. Are the party able to keep his network a secret while also 
  working to prevent any deaths? 
  
  65
  Wyatt Hemlocke (Level 12)
  Medium humanoid (wood elf), chaotic good
  Class Ranger 10/Rogue 2
  Background Folk Hero
  Occupation Scout
  Armor Class 16 (std. leather)
  Hit Points 80 (10d10 + 2d8 + 12)
  Speed 35 ft.
  STR
  15 (+2)
  DEX
  19 (+4)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +6, Dexterity +8
  Skills Animal Handling +7, Insight +7, Nature +4,  
  Perception +11, Sleight of Hand +8, Stealth +12, Survival +7; 
  Tools lyre, land vehicles, thieves’ tools
  Senses darkvision 60 ft., passive Perception 21
  Languages Common, Elvish, Thieves’ Cant
  Challenge 5 (1,800XP)
  Horde Breaker (1/turn). When Wyatt makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 feet of the target and within range of 
  his weapon.
  Sneak Attack (1/turn). Wyatt can deal an extra 1d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. On his turn, as a bonus action, Wyatt can take 
  a Dash, Dodge, Disengage, or Hide action.
  Escape the Horde. Opportunity attacks against Wyatt are made 
  with disadvantage.
  Expertise (Perception, Stealth). Wyatt doubles his proficiency 
  bonus (+8) to checks with his Expertise skills. 
  Favored Enemy (Dragons, Undead). Wyatt has advantage on 
  Survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Fey Ancestry. Wyatt has advantage on saving throws against 
  being charmed, and magic can’t put him to sleep.
  Hide in Plain Sight. Wyatt may spend 1 minute creating 
  camouflage for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouflage. Once Wyatt is camouflaged in this way, he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction, he must camouflage himself again to gain this benefit.
  Land’s Stride. Wyatt may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Mask of the Wild. Wyatt may attempt to hide when only lightly 
  obscured by natural phenomenon such as rain.
  Natural Explorer (Forests, Mountains, Swamp). Wyatt is adept 
  at traversing his favored terrain and doubles his proficiency 
  bonus (+8) when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, difficult terrain doesn’t slow 
  his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Rustic Hospitality. Commoners will happily accept Wyatt if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Spellcasting. Wyatt is a 5th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (4 slots): detect magic, hunter’s stride, longstrider
  2nd level (3 slots): find traps, silence
  3rd level (2 slots): nondetection
  Trance. Wyatt does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Actions
  Multiattack. Wyatt makes two weapon attacks.
  Two-Weapon Fighting. When Wyatt makes a Scimitar attack, as 
  a bonus action he can make a second Scimitar attack.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft,  
  one creature. Hit: 7 (1d6 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 
  one creature. Hit: 8 (1d8 + 4) piercing damage.
  Primeval Awareness. Wyatt expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Wyatt is in a 
  forest, mountainous terrain, or swamp.
  Weapons, Armor & Items
  Studded leather armor, 2 scimitars, longbow, 20 arrows, lyre
  
  66
  Wyatt Hemlocke (Level 16)
  Medium humanoid (wood elf), chaotic good
  Class Ranger 14/Rogue 2
  Background Folk Hero
  Occupation Scout
  Armor Class 17 (std. leather)
  Hit Points 106 (14d10 + 2d8 + 16)
  Speed 35 ft.
  STR
  15 (+2)
  DEX
  20 (+5)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  17 (+3)
  CHA
  9 (–1)
  Saving Throws Strength +7, Dexterity +10
  Skills Animal Handling +8, Insight +8, Nature +5,  
  Perception +13, Sleight of Hand +10, Stealth +15, Survival +8; 
  Tools lyre, land vehicles, thieves’ tools
  Senses darkvision 60 ft., passive Perception 23
  Languages Common, Elvish, Thieves’ Cant
  Challenge 6 (2,300XP)
  Horde Breaker (1/turn). When Wyatt makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 feet of the target and within range of 
  his weapon.
  Sneak Attack (1/turn). Wyatt can deal an extra 1d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. On his turn, as a bonus action, Wyatt can take 
  a Dash, Dodge, Disengage, or Hide action.
  Escape the Horde. Opportunity attacks against Wyatt are made 
  with disadvantage.
  Expertise (Perception, Stealth). Wyatt doubles his proficiency 
  bonus (+10) to checks with his Expertise skills. 
  Favored Enemy (Dragons, Monstrosities, Undead). Wyatt has 
  advantage on Survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Fey Ancestry. Wyatt has advantage on saving throws against 
  being charmed, and magic can’t put him to sleep.
  Hide in Plain Sight. Wyatt may spend 1 minute creating 
  camouflage for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouflage. Once Wyatt is camouflaged in this way, he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction, he must camouflage himself again to gain this benefit.
  Land’s Stride. Wyatt may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Mask of the Wild. Wyatt may attempt to hide when only lightly 
  obscured by natural phenomenon such as rain.
  Natural Explorer (Forests, Mountains, Swamp). Wyatt is adept 
  at traversing his favored terrain and doubles his proficiency 
  bonus (+10) when making Intelligence or Wisdom checks 
  about such areas. In favored terrain, difficult terrain doesn’t 
  slow his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Rustic Hospitality. Commoners will happily accept Wyatt if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Spellcasting. Wyatt is a 7th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  He knows the following ranger spells: 
  1st level (4 slots): detect magic, hunter’s stride, longstrider
  2nd level (3 slots): find traps, silence
  3rd level (3 slots): nondetection
  4th level (1 slot): freedom of movement, locate creature
  Trance. Wyatt does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Vanish. Wyatt can’t be tracked by non-magical means, unless he 
  chooses to leave a trail.
  Actions
  Multiattack. Wyatt makes two weapon attacks.
  Two-Weapon Fighting. When Wyatt makes a Scimitar attack, as 
  a bonus action he can make a second Scimitar attack.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5ft,  
  one creature. Hit: 8 (1d6 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., 
  one creature. Hit: 9 (1d8 + 5) piercing damage.
  Primeval Awareness. Wyatt expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Wyatt is in a 
  forest, mountainous terrain, or swamp.
  Whirlwind Attack. Wyatt attacks any number of creatures 
  within 5 feet of him, with a separate attack roll for each creature.
  Weapons, Armor & Items
  Studded leather armor, 2 scimitars, longbow, 20 arrows, lyre
  
  67
  Wyatt Hemlocke (Level 20)
  Medium humanoid (wood elf), chaotic good
  Class Ranger 18/Rogue 2
  Background Folk Hero
  Occupation Scout
  Armor Class 17 (std. leather)
  Hit Points 152 (18d10 + 2d8 + 40)
  Speed 35 ft.
  STR
  15 (+2)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  18 (+4)
  CHA
  9 (–1)
  Saving Throws Strength +8, Dexterity +11
  Skills Animal Handling +10, Insight +10, Nature +6,  
  Perception +16, Sleight of Hand +11, Stealth +17, Survival +10; 
  Tools lyre, land vehicles, thieves’ tools
  Senses darkvision 60 ft., passive Perception 26
  Languages Common, Elvish, Thieves’ Cant
  Challenge 7 (2,900XP)
  Horde Breaker (1/turn). When Wyatt makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 feet of the target and within range of 
  his weapon.
  Sneak Attack (1/turn). Wyatt can deal an extra 1d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. On his turn, as a bonus action, Wyatt can take 
  a Dash, Dodge, Disengage, or Hide action.
  Escape the Horde. Opportunity attacks against Wyatt are made 
  with disadvantage.
  Expertise (Perception, Stealth). Wyatt doubles his proficiency 
  bonus (+12) to checks with his Expertise skills. 
  Favored Enemy (Dragons, Monstrosities, Undead). Wyatt has 
  advantage on Survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Feral Senses. When Wyatt attacks a creature he can’t see, his 
  inability to see it doesn’t impose disadvantage on his attack 
  roll against it. He is also aware of the location of any invisible 
  creature within 30 feet of him, provided the creature is not 
  hidden from him and he is not blinded of deafened.
  Fey Ancestry. Wyatt has advantage on saving throws against 
  being charmed, and magic can’t put him to sleep.
  Hide in Plain Sight. Wyatt may spend 1 minute creating 
  camouflage for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouflage. Once Wyatt is camouflaged in this way, he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction, he must camouflage himself again to gain this benefit.
  Land’s Stride. Wyatt may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Mask of the Wild. Wyatt may attempt to hide when only lightly 
  obscured by natural phenomenon such as rain.
  Natural Explorer (Forests, Mountains, Swamp). Wyatt is adept 
  at traversing his favored terrain and doubles his proficiency 
  bonus (+12) when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, difficult terrain doesn’t slow his 
  group’s travel, his group can’t get lost except by magical means, 
  he can engage in another activity such as foraging or tracking 
  and remain alert to danger, he can move stealthily at a normal 
  pace if traveling alone, finds twice as much food as normal while 
  foraging and, when tracking other creatures, he learns their exact 
  number, sizes, and how long ago they passed through the area.
  Rustic Hospitality. Commoners will happily accept Wyatt if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Spellcasting. Wyatt is a 9th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 18, +10 to hit with spell 
  attacks). He knows the following ranger spells: 
  1st level (4 slots): detect magic, hunter’s stride, longstrider
  2nd level (3 slots): find traps, pass without trace, silence
  3rd level (3 slots): nondetection
  4th level (3 slots): freedom of movement, locate creature
  5th level (1 slot): treestride
  Trance. Wyatt does not sleep. Instead, he meditates for four 
  hours each night. This grants him the benefit of a long rest.
  Vanish. Wyatt can’t be tracked by non-magical means, unless he 
  chooses to leave a trail.
  Actions
  Multiattack. Wyatt makes two weapon attacks.
  Two-Weapon Fighting. When Wyatt makes a Scimitar attack, as 
  a bonus action he can make a second Scimitar attack.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5ft,  
  one creature. Hit: 8 (1d6 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., 
  one creature. Hit: 9 (1d8 + 5) piercing damage.
  Primeval Awareness. Wyatt expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Wyatt is in a 
  forest, mountainous terrain, or swamp.
  Whirlwind Attack. Wyatt attacks any number of creatures 
  within 5 feet of him, with a separate attack roll for each creature.
  Reactions
  Stand Against the Tide. When Wyatt is missed with an attack 
  from an attacker he can see, he can force that creature to repeat 
  the same attack against another creature (other than itself) of 
  his choice.
  Weapons, Armor & Items
  Studded leather armor, 2 scimitars, longbow, 20 arrows, lyre
  
  68
  Neutral Aligned Guilds
  Some groups see it as folly to choose a side and simply work for the 
  highest bidder, while a few are so wide-ranging that even warring 
  factions can make use of the common resource. Below are some 
  example guilds working towards no particularly good or ill end, 
  along with suggested membership and affiliates. 
  The Black Marks
  The Black Marks’ reputation is of a group of lunatics led by a 
  madwoman. The Black Marks’ reputation is not entirely unearned. 
  Gathering mercenaries and warriors from every corner of the map, 
  most deemed too unpredictable, unreliable, or just plain suicidal 
  by other companies, The Black Marks are, undoubtedly, a fearsome 
  fighting force. They seem to be in the game more for sport and 
  glory than coin, and will not hesitate to throw themselves against 
  seemingly-impossible odds. Outside observers would be forgiven 
  for thinking each is competing for the most glorious death and, in 
  some cases, they would be right. To mark rank, Black Marks tattoo 
  each other as recognition of great deeds in the manner of some orc 
  tribes; commonly a simple black dot on the face for each victory 
  won, although some choose more elaborate designs. Low ranked 
  ‘frecklers’ have extra incentive to prove themselves, gain renown 
  and escape the mildly demeaning nickname. 
  However, their true claim to fame is the wild parties thrown 
  between jobs, where vast amounts of drink are quaffed and 
  boastful crowing of each individual’s actions can be heard around 
  every fire, along with noisy remembrances of the fallen. Some 
  gravitate towards The Black Marks through hearsay of wild 
  carousing (which may or may not leave out the high-risk, do-or-
  die missions in favor of more drinking stories), and more than 
  one member has simply been scooped up as part of festivities and 
  never left. When The Black Marks approach a town, tavern keepers 
  rub their hands at thoughts of profits, even as they rush to hide 
  their more fragile glassware. 
  Iusaaset (p.88) leads The Black Marks from the front, and would 
  ask nothing of her followers she would not do herself. She is 
  respected as a warrior as well as beloved for her ability to drink any 
  challenger under the table and tell tall-tales of their exploits. 
  ‘Bellows’ Marrick (p.106) has friends in the Marks, and will always 
  join festivities if he is able. His musical talents are used to 
  great effect as accompaniment to stories, but his 
  loyalty to his banner and what it represents is 
  too great to go off gallivanting full time. 
  During his wandering, Vandronum (p.118) 
  has accompanied The Black Marks on 
  a few jobs. While his fighting ferocity is 
  greatly appreciated, his refusal to be inked 
  (claiming his face is ‘pretty enough’) is 
  something of a sticking point when it 
  comes to finding comradeship, and he 
  usually does not leave on the best of terms. 
  The Forge Network
  To the outside world, and even to 
  most within, The Forge Network 
  is an unrelated assortment 
  of weapons manufacturers, 
  smithies, foundries, and 
  merchants. Member businesses 
  would only know they all 
  ultimately work for the same 
  individual if their bosses spoke to 
  each other and, given that most are 
  bitter rivals, this is unlikely. 
  The businesses themselves range from high-
  quality artisans in excellent regard who create arms and armor 
  fit for royalty, to foundries mass-producing kit to outfit armies 
  for the price-conscious. A few of the enterprises are out-and-out 
  illegal, utilizing children or slaves for manual labor. Should one be 
  discovered and shut down, it is but a drop in the ocean.
  At the center of the web sits Kley (p.150), growing fat on profits 
  skimmed from his many interests. While only interacting directly 
  with the upper management of each enterprise (or even those in 
  charge of them), he has a hand in everything at every level.
  He uses his influence to have various intermediaries unwittingly 
  bid for contracts and materials against each other, with multiple 
  enterprises supplying every side of a conflict. Whoever ends up 
  victorious, Kley is on the winning side, and happy to cut loose any 
  on the other, if they are in danger of becoming a liability.
  Carat (p.82) simply wants to smith and does as he is told. This, and 
  his superlative craftsmanship, makes him a valuable asset and he, 
  unwittingly, furnishes Kley’s customers with quality arms. 
  Ezelga (p.138), a prickly and prideful sort, refused employment 
  from many different sources, only accepting an offer from Kley 
  himself with the promise her work would be seen and feared by 
  thousands. 
  The Murmuration
  Messengers and runners are invaluable in war; lone messengers 
  arriving minutes late can mean an entire war is lost. Written 
  messages can be lost, however, and those committed to memory 
  can be affected by any number of things; altering as they are 
  passed down the line, or risk being mistranslated. If 
  captured by the enemy, most messengers will value their 
  own lives above the information they carry, and who 
  could blame them?
  The Murmuration provides messengers of another 
  caliber entirely, to those who can afford their 
  services; those whose life’s purpose is the delivery 
  of the message, with minds honed over a lifetime 
  to layer and categorize information; no detail is 
  forgotten, no need for written records to go astray 
  (save for the false reports they carry should they be 
  accosted). 
  Children with keen minds and a knack for languages are 
  plucked from the streets, poorhouses and orphanages with 
  promises of a life of excitement and adventure (and a pouch of 
  silver for their guardian). The training is mentally taxing and 
  
  69
  physically grueling, with a strict daily regimen of exercises to 
  sharpen the mind and strengthen the body. Those that fall short of 
  the exacting standards are abandoned without ceremony. 
  Messengers are stripped of names, if they had them in the first 
  place, and conditioned to think of themselves only as tools; each a 
  cog in the machinery of war. They are taught to compartmentalize 
  their minds; to store and relay messages and codes, but never to 
  think about them, and to forget them once the job is done. 
  On occasion, messengers may be found 
  working as scribes and stewards for the 
  extremely wealthy; The Murmuration 
  charge a high price for the loan of 
  one of their precious assets. 
  While undoubtedly a status 
  symbol, there can be 
  something of a stigma 
  attached to using a 
  messenger for one’s own 
  personal affairs; not only 
  do the guild’s practices 
  lean too close to slavery 
  for most people’s taste, but 
  there is always the question 
  of what business one conducts where 
  it is so important to have a scribe who can 
  forget information on command...
  Linnet (p.100), formerly a loyal and unthinking messenger for The 
  Murmuration, has recently broken free of her training. Believed 
  dead by the group, she is keen to keep it that way, and finds the 
  excellent mental and linguistic skills drilled into her invaluable in 
  her independent life. 
  Servants of The Old Kingdom
  The name of the empire is lost to the annals of time, and the war 
  which destroyed it consigned to footnotes in obscure volumes. 
  What is remembered is that the ancient elves who ruled it were 
  cruel, vain, and pernicious; villains whose defeat by their plucky, 
  ragged underlings should be celebrated as a victory of hard, honest 
  work over decadence and complacency. 
  Some dispute this telling of history, though do not do so openly. 
  Aelfthryth (p.70) grew up in the euphemistically-named ‘Old 
  Kingdom’, where she served as high priestess of a prominent 
  temple before its fall and, as far as she knows, is the only cognizant 
  survivor. After centuries of forced anonymity, hopelessly watching 
  her kith and kin die off without acknowledgement or ceremony, 
  she is determined to redeem their names in the eyes of history, or 
  at least to ensure they are heard. 
  Over years, she has gathered a web of scholars, researchers, 
  chroniclers, mercenaries, and politicians who she subtly 
  manipulates to gain power for herself. Only a select few know 
  her true purpose, and those few refer to themselves as Servants 
  of The Old Kingdom. Some are historians wanting to present 
  a less skewed version of events, some are recently-discovered 
  descendants of The Old Kingdom, seeking vengeance for their lost 
  heritage. Many simply know good coin when they see it. 
  Unknowingly, Vandronum (p.118) is the only other survivor 
  Aelfthryth is aware of; he served as her personal protector during 
  the last days of The Old Kingdom and was propelled through 
  time and space by a ritual gone wrong, losing his memory in the 
  process. Although not exactly a beloved friend, Aelfthryth wants 
  all the allies and all the remnants from The Old Kingdom she can 
  get. She believes that restoring his blood-bound sword is key to 
  restoring his memories, and will give him no hint of his or her own 
  true natures until he can be reunited with the blade.
  Neutral Aligned Characters
  Some of these characters could provide interesting interactions for your players, some could be intriguing wrinkles in an otherwise 
  smooth narrative, and some could be full-on adversaries. Use this table to select a neutral character at random. 
  d10
  Name
  Class
  Alignment
  Background
  Occupation
  Page
  1
  Aelfthryth
  Cleric
  Lawful Neutral
  Sage
  Relic Keeper
  70
  2
  Aniyo Neune
  Monk
  Neutral
  Noble
  Errant
  76
  3
  Carat
  Fighter
  Lawful Neutral
  Folk Hero
  Smith
  82
  4
  Iusaaset
  Fighter
  Chaotic Neutral
  Soldier
  Mercenary
  88
  5
  Jory Ceffyl
  Ranger
  Neutral
  Sage
  Animal Keeper
  94
  6
  Linnet
  Rogue/Monk
  Neutral
  Sage
  Messenger
  100
  7
  Owain ‘Bellows’ Marrick
  Bard
  Chaotic Neutral
  Folk Hero
  Standard-Bearer
  106
  8
  Rosalind Barzetti
  Rogue
  Lawful Neutral
  Actor 
  Bodyguard
  112
  9
  Vandronum
  Fighter/Rogue
  Neutral
  Criminal
  Sellsword
  118
  10
  Zev Klamka
  Cleric
  Lawful Neutral
  Criminal
  Spy
  124
  
  70
  Aelfthryth
  Medium humanoid (high elf), lawful neutral
  Class Cleric 1
  Background Sage
  Occupation Relic Keeper
  Armor Class 13 (chain shirt)
  Hit Points 8 (1d8)
  Speed 30 ft.
  STR
  8 (–1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  17 (+3)
  CHA
  12 (+1)
  Saving Throws Wisdom +5, Charisma +3
  Skills Arcana +7, History +7, Nature +5, Perception +5, Religion +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan, 
  Undercommon
  Challenge 1/4 (50 XP)
  Fey Ancestry. Aelfthryth has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Researcher. If Aelfthryth is unable to recall a piece 
  of lore, she probably knows where the information 
  can be found.
  Spellcasting. Aelfthryth is a 1st-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). She has the following cleric 
  spells prepared:
  Cantrips: blade ward, light, mending, 
  thaumaturgy 
  1st level (2 slots): bane, command, detect 
  magic, healing word, identify, inflict wounds
  Trance. Aelfthryth does not sleep. Instead, she 
  meditates for four hours each night. This grants her 
  the benefit of a long rest.
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit,  
  reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
  Shortbow. Ranged Weapon Attack: +2 to hit, 
  range 80/320 ft., one target. Hit: 3 (1d6) 
  piercing damage.
  Overview
  Wars are all the same to Aelfthryth; 
  quarreling children coming to blows 
  over triviality, forgotten after mere months 
  and a few hundred pointless corpses. She has seen centuries of 
  them, but none compare to her first; the war which so long ago 
  broke her people, mortals have all but forgotten their name. 
  Her people slaughtered, relics scattered, Aelfthryth hid her 
  heritage and previous high-standing for fear of reprisals. For 
  centuries she lived in near-solitude, until rumors reached her of a 
  mysterious relic, discovered by some human general. Recognizing 
  its description, and knowing the destruction it could wreak in 
  untrained hands, Aelfthryth sought him out. Her knowledge of 
  the artifact proved invaluable, as did that of centuries-old history, 
  geography and martial lore. Aelfthryth introduced herself as a 
  well-read sage, reluctant to be revealed as belonging to a people 
  rare history books remember as villains the world is well-rid of. 
  Now, Aelfthryth travels with the army as chronicler and keeper of 
  relics; those religiously significant to curry favour with the gods, 
  and those of great arcane power. While bearing no particular love 
  for those she serves (indeed, she suspects several descend from 
  those who destroyed her people), she offers council as best she can, 
  and is a common sight at the commander’s table.
  Her position of influence allows her to curate a spider’s web of 
  trusted contacts. Only a select few are aware of her true origins, 
  and dutifully bring her news of artifacts. Her hope, however 
  distant, is that she will one day amass enough power to usurp 
  the course of the army and direct it towards reforging her lost 
  kingdom. Aelfthryth is patient and methodical, having had close to 
  a millennium to plan. She sees no reason to rush things now. 
  Personality Traits
  “Which is better; to die a hero’s death, or to live to tell of it?” 
  Aelfthryth is measured and wise, as befits her years, and is able 
  to see both sides of an argument. She never puts herself in 
  potentially dangerous situations without a contingency, leverage, 
  or escape plan, should things turn against her. 
  Ideals
  “The mistakes of the past should be remembered, but not 
  repeated.” The relics that Aelfthryth meticulously tends to 
  are testament to her reverence of history, but she knows, 
  all-too-well, the follies of countless reckless ancients. 
  Bonds
  “My people will not be a page in someone else’s history book.” 
  It pains Aelfthryth that her once proud and noble people are 
  consigned to dusty tomes, but will not risk damaging their 
  legacy further by playing her hand too soon. 
  Flaws
  “All things in time.” Aelfthryth’s longevity has bred a healthy 
  amount of patience but, used to an abundance of time to 
  carry out plans, she can be over-cautious and fail to take 
  even slight risks. 
  Roleplaying Aelfthryth
  Aelfthryth is a font of knowledge on many subjects, 
  making no attempt to disguise pride in her 
  great age and experience while staying elusive 
  about her exact origins (save with the few 
  trusted or deemed potentially useful). She dismisses 
  those who act impulsively or fail to see the big picture, including 
  almost all the shorter-lived races (who she views, with few 
  exceptions, as humans might view an unusually intelligent dog). 
  Aelfthryth never knowingly enters combat without a plan to 
  gain an upper hand, and sees no point in fighting fair or proudly 
  fighting a losing battle when pragmatism would be more sensible. 
  “There is power in these old things,  
  more than you could comprehend in a lifetime.”
  Weapons, Armor & Items
  Shortsword, shortbow, 20 arrows, chain shirt, reliquary chest, 
  8 gp, 15 sp
  
  71
  Aelfthryth (Level 4)
  Medium humanoid (high elf), lawful neutral
  Class Cleric 4
  Background Sage
  Occupation Relic Keeper
  Armor Class 13 (chain shirt)
  Hit Points 21 (4d8)
  Speed 30 ft.
  STR
  8 (–1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  18 (+4)
  CHA
  12 (+1)
  Saving Throws Wisdom +6, Charisma +3
  Skills Arcana +7, History +7, Nature +5, Perception +6, Religion +5
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan, 
  Undercommon
  Challenge 1 (200 XP)
  Fey Ancestry. Aelfthryth has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Researcher. If Aelfthryth is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Spellcasting. Aelfthryth is a 4th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: blade ward, light, mending, resistance, thaumaturgy 
  1st level (4 slots): bane, bless, command, detect magic, healing 
  word, identify, inflict wounds, sanctuary
  2nd level (3 slots): augury, locate object, spiritual weapon, 
  suggestion
  Trance. Aelfthryth does not sleep. Instead, she meditates for 
  four hours each night. This grants her the benefit of a long rest.
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6) piercing damage.
  Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). 
  Aelfthryth chooses one of the following two options:
  Knowledge of the Ages. Aelfthryth gains proficiency with a skill 
  or tool of her choice for 10 minutes. 
  Turn Undead. Each undead within 30 feet of Aelfthryth who 
  can see or hear her must make a DC 14 Wisdom saving throw. 
  If a creature fails its save, it must spend its turns moving away 
  from Aelfthryth, cannot willingly move within 30 feet of her, 
  and must use its action to Dash or attempt to escape an effect 
  preventing it from moving (it may Dodge if there is nowhere to 
  move away). These effects last for one minute. 
  Weapons, Armor & Items
  Shortsword, shortbow, 20 arrows, chain shirt, reliquary chest, 
  shard of the past, 21 gp, 25 sp
  Relic
  “We found it in the ruins on the hill, ma’am. We thought it had the 
  look of a reliquary about it, and you said-”
  Aelfthryth sighed at the oafish interruption. She had given orders 
  not to be disturbed, but her long-standing demand to see any new 
  material at once had overridden her more recent edict. Tracing a 
  spidery signature at the foot of the letter she had been writing, she 
  closed her eyes for a moment to center herself. 
  "Yes," she raised her hand to silence the over-eager hunter. She 
  stowed the letter in one of the many boxes on her desk, locked it, 
  and returned the tiny key to a ring of almost identical companions 
  at her belt. "You've done well. Hand it over then, let's see 
  what we have."
  The hunter placed the chest reverently in her hands, and she had to 
  stifle a gasp. 
  Aelfthryth had suggested this route to the commander under the 
  guise of screening their movements with the uneven terrain; he 
  had agreed to the plan, but did not suspect her true intentions. As 
  she had thought, what little of her city that had not crumbled to 
  dust was so weather-worn as to be unrecognizable. She had not 
  truly hoped to find anything of value in the ruins, let alone this...
  The old elf ran fleshless fingers over the engraved figures, tracing 
  lines of faded color in the coating of gray dust. Some enterprising 
  treasure hunter had gouged out the inlaid topaz eyes, and the years 
  had muted once-vivid paintwork, but otherwise it was just as she 
  remembered it on the day her mother had given it to her. 
  The disguised catch was tricky, and she was not as dexterous as 
  once she was; her finger joints were beginning to complain when, 
  with a click, the lid snapped open and the music began. She had 
  never thought to hear it again but, as the tiny silvery figures, 
  sheltered from time’s ravages, began their dance, she found she 
  remembered every word. Aelfthryth had not shed a tear in over a 
  century, but something threatened to well up from deep within her 
  at the sound. 
  “No, nothing of importance.” The music stopped mid-note with a 
  click. “But I shall keep hold of it all the same.”
  
  72
  Aelfthryth (Level 8)
  Medium humanoid (high elf), lawful neutral
  Class Cleric 8
  Background Sage
  Occupation Relic Keeper
  Armor Class 13 (chain shirt)
  Hit Points 39 (8d8)
  Speed 30 ft.
  STR
  8 (–1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  20 (+5)
  CHA
  12 (+1)
  Saving Throws Wisdom +8, Charisma +4
  Skills Arcana +9, History +9, Nature +6, Perception +8, Religion +6
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan, 
  Undercommon
  Challenge 2 (450 XP)
  Fey Ancestry. Aelfthryth has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Researcher. If Aelfthryth is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Potent Spellcasting. Aelfthryth adds +5 to any damage she deals 
  with cleric cantrips. 
  Spellcasting. Aelfthryth is an 8th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: blade ward, light, mending, resistance, thaumaturgy 
  1st level (4 slots): bane, command, detect magic, healing word, 
  identify, inflict wounds
  2nd level (3 slots): augury, find traps, locate object, spiritual 
  weapon, suggestion
  3rd level (3 slots): clairvoyance, glyph of warding, nondetection, 
  speak with dead, tongues
  4th level (2 slots): arcane eye, banishment, confusion, divination
  Trance. Aelfthryth does not sleep. Instead, she meditates for 
  four hours each night. This grants her the benefit of a long rest.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Aelfthryth chooses one of the following three options:
  Knowledge of the Ages. Aelfthryth gains proficiency with a skill 
  or tool of her choice for 10 minutes. 
  Read Thoughts. Aelfthryth chooses a creature within 60 feet 
  of her, which must make a DC 16 Wisdom saving throw. If a 
  creature succeeds on its saving throw, it cannot be targeted by 
  this feature until Aelfthryth finishes a long rest. If it fails its save, 
  Aelfthryth can read its surface thoughts as long as it is within 
  60 feet. This effect lasts for one minute. Aelfthryth can use an 
  action to cast suggestion on the creature without expending a 
  spell slot; the creature automatically fails its saving throw, and 
  the effect ends.
  Turn Undead. Each undead within 30 feet of Aelfthryth who 
  can see or hear her must make a DC 16 Wisdom saving throw. 
  If a creature fails its save and is CR 2 or higher, it must spend 
  its turns moving away from Aelfthryth, cannot willingly 
  move within 30 feet of her, and must use its action to Dash or 
  attempt to escape an effect preventing it from moving (it may 
  Dodge if there is nowhere to move away). These effects last for 
  one minute. A creature of CR 1 or lower that fails its save is 
  immediately destroyed. 
  Weapons, Armor & Items
  Shortsword, shortbow, 20 arrows, chain shirt, reliquary chest, 
  shard of the past, 35 gp
  Aelfthryth in your Game
  Aelfthryth is always looking for opportunities to increase her 
  sphere of influence, so will certainly send out feelers to the party 
  should they be of high social standing or contain those of noble 
  blood or magical prowess. She often has need of capable groups 
  to search out particular relics and, should the party prove 
  themselves skilled and discreet, she may even trust them with 
  her true identity and invite them to join her cause. 
  Quest Hook: A nearby fort serves as a staging point for enemy 
  raids. While bothersome, the attacks are infrequent enough for 
  high command to ignore in favor of more pressing concerns, 
  and the sustained siege necessary to remove the threat is out of 
  the question. However, Aelfthryth, ever keen to remove possible 
  outliers, has other ideas. She suggests infiltrating the fort 
  through a series of ancient underground ruins with which she 
  seems very familiar. 
  
  73
  Aelfthryth (Level 12)
  Medium humanoid (high elf), lawful neutral
  Class Cleric 12
  Background Sage
  Occupation Relic Keeper
  Armor Class 14 (breastplate)
  Hit Points 57 (12d8)
  Speed 30 ft.
  STR
  8 (–1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  19 (+4)
  WIS
  20 (+5)
  CHA
  12 (+1)
  Saving Throws Wisdom +9, Charisma +5
  Skills Arcana +12, History +12, Nature +8, Perception +9,  
  Religion +8
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan, 
  Undercommon
  Challenge 3 (700 XP)
  Fey Ancestry. Aelfthryth has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Researcher. If Aelfthryth is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Potent Spellcasting. Aelfthryth adds +5 to any damage she deals 
  with cleric cantrips. 
  Spellcasting. Aelfthryth is a 12th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: blade ward, light, mending, resistance, sacred flame, 
  thaumaturgy 
  1st level (4 slots): bane, command, detect magic, healing word, 
  identify, inflict wounds
  2nd level (3 slots): augury, find traps, locate object, spiritual 
  weapon, suggestion
  3rd level (3 slots): clairvoyance, glyph of warding, nondetection, 
  speak with dead, tongues
  4th level (3 slots): arcane eye, banishment, confusion, divination 
  5th level (2 slots): geas, hallow, legend lore, planar 
  binding, scrying
  6th level (1 slot): forbiddance, true seeing
  Trance. Aelfthryth does not sleep. Instead, she meditates for 
  four hours each night. This grants her the benefit of a long rest.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Aelfthryth chooses one of the following three options:
  Knowledge of the Ages. Aelfthryth gains proficiency with a skill 
  or tool of her choice for 10 minutes. 
  Read Thoughts. Aelfthryth chooses a creature within 60 feet 
  of her, which must make a DC 17 Wisdom saving throw. If a 
  creature succeeds on its saving throw, it cannot be targeted by 
  this feature until Aelfthryth finishes a long rest. If it fails its save, 
  Aelfthryth can read its surface thoughts as long as it is within 
  60 feet. This effect lasts for one minute. Aelfthryth can use an 
  action to cast suggestion on the creature without expending a 
  spell slot; the creature automatically fails its saving throw, and 
  the effect ends.
  Turn Undead. Each undead within 30 feet of Aelfthryth who 
  can see or hear her must make a DC 17 Wisdom saving throw. 
  If a creature fails its save and is CR 3 or higher, it must spend 
  its turns moving away from Aelfthryth, cannot willingly 
  move within 30 feet of her, and must use its action to Dash or 
  attempt to escape an effect preventing it from moving (it may 
  Dodge if there is nowhere to move away). These effects last for 
  one minute. A creature of CR 2 or lower that fails its save is 
  immediately destroyed. 
  Divine Intervention (1/day). Aelfthryth can describe the aid 
  she needs from her deity and roll a percentile die. If the result 
  is 12 or lower, the deity intervenes in a manner of the GM's 
  choosing. If successful, Aelfthryth cannot use this feature again 
  for seven days. 
  Weapons, Armor & Items
  Shortsword, shortbow, 20 arrows, breastplate, reliquary chest, 
  shard of the past, 50 gp, 50 sp
  
  74
  Aelfthryth (Level 16)
  Medium humanoid (high elf), lawful neutral
  Class Cleric 16
  Background Sage
  Occupation Relic Keeper
  Armor Class 14 (breastplate)
  Hit Points 75 (16d8)
  Speed 30 ft.
  STR
  8 (–1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  20 (+5)
  CHA
  13 (+1)
  Saving Throws Wisdom +10, Charisma +6
  Skills Arcana +15, History +15, Nature +10, Perception +10, 
  Religion +10
  Senses darkvision 60 ft., passive Perception 20
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan, 
  Undercommon
  Challenge 4 (1,100 XP)
  Fey Ancestry. Aelfthryth has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Researcher. If Aelfthryth is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Potent Spellcasting. Aelfthryth adds +5 to any damage she deals 
  with cleric cantrips. 
  Spellcasting. Aelfthryth is a 16th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: blade ward, light, mending, resistance, sacred flame, 
  thaumaturgy 
  1st level (4 slots): bane, command, detect magic, healing word, 
  identify, inflict wounds
  2nd level (3 slots): augury, find traps, locate object, spiritual 
  weapon, suggestion
  3rd level (3 slots): clairvoyance, glyph of warding, nondetection, 
  speak with dead, tongues
  4th level (3 slots): arcane eye, banishment, confusion, divination 
  5th level (2 slots): geas, hallow, legend lore, planar 
  binding, scrying
  6th level (1 slot): forbiddance, true seeing
  7th level (1 slot): etherealness, plane shift, symbol
  8th level (1 slot): control weather
  Trance. Aelfthryth does not sleep. Instead, she meditates for 
  four hours each night. This grants her the benefit of a long rest.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Aelfthryth chooses one of the following three options:
  Knowledge of the Ages. Aelfthryth gains proficiency with a skill 
  or tool of her choice for 10 minutes. 
  Read Thoughts. Aelfthryth chooses a creature within 60 feet 
  of her, which must make a DC 18 Wisdom saving throw. If a 
  creature succeeds on its saving throw, it cannot be targeted by 
  this feature until Aelfthryth finishes a long rest. If it fails its save, 
  Aelfthryth can read its surface thoughts as long as it is within 
  60 feet. This effect lasts for one minute. Aelfthryth can use an 
  action to cast suggestion on the creature without expending a 
  spell slot; the creature automatically fails its saving throw, and 
  the effect ends.
  Turn Undead. Each undead within 30 feet of Aelfthryth who 
  can see or hear her must make a DC 18 Wisdom saving throw. 
  If a creature fails its save and is CR 4 or higher, it must spend 
  its turns moving away from Aelfthryth, cannot willingly 
  move within 30 feet of her, and must use its action to Dash or 
  attempt to escape an effect preventing it from moving (it may 
  Dodge if there is nowhere to move away). These effects last for 
  one minute. A creature of CR 3 or lower that fails its save is 
  immediately destroyed. 
  Divine Intervention (1/day). Aelfthryth can describe the aid 
  she needs from her deity and roll a percentile die. If the result 
  is 16 or lower, the deity intervenes in a manner of the GM's 
  choosing. If successful, Aelfthryth cannot use this feature again 
  for seven days. 
  Weapons, Armor & Items
  Shortsword, shortbow, 20 arrows, breastplate, reliquary chest, 
  shard of the past, 160 gp, 50 sp
  
  75
  Aelfthryth (Level 20)
  Medium humanoid (high elf), lawful neutral
  Class Cleric 20
  Background Sage
  Occupation Relic Keeper
  Armor Class 14 (breastplate)
  Hit Points 93 (20d8)
  Speed 30 ft.
  STR
  8 (–1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  20 (+5)
  CHA
  15 (+2)
  Saving Throws Wisdom +11, Charisma +8
  Skills Arcana +17, History +17, Nature +11, Perception +11, 
  Religion +11
  Senses darkvision 60 ft., passive Perception 21
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan, 
  Undercommon
  Challenge 6 (2,300 XP)
  Fey Ancestry. Aelfthryth has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Researcher. If Aelfthryth is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Potent Spellcasting. Aelfthryth adds +5 to any damage she deals 
  with cleric cantrips. 
  Spellcasting. Aelfthryth is a 20th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips: blade ward, light, mending, resistance, sacred flame, 
  thaumaturgy 
  1st level (4 slots): bane, command, detect magic, healing word, 
  identify, inflict wounds
  2nd level (3 slots): augury, find traps, locate object, spiritual 
  weapon, suggestion
  3rd level (3 slots): clairvoyance, glyph of warding, nondetection, 
  speak with dead, tongues
  4th level (3 slots): arcane eye, banishment, confusion, divination 
  5th level (3 slots): geas, hallow, legend lore, planar binding, raise 
  dead, scrying
  6th level (2 slots): forbiddance, true seeing, word of recall
  7th level (2 slots): etherealness, plane shift, symbol
  8th level (1 slot): control weather, holy aura
  9th level (1 slot): astral projection, true resurrection
  Trance. Aelfthryth does not sleep. Instead, she meditates for 
  four hours each night. This grants her the benefit of a long rest.
  Visions of the Past (Recharges after a Short or Long Rest). 
  Aelfthryth can meditate for at least one minute, and no longer 
  than five minutes, maintaining concentration as if casting a spell 
  and receive one of the following two visions:
  Object Reading. Aelfthryth learns about an object she is holding 
  for the duration of her meditation, including how its most recent 
  owner acquired and lost it, and the most recent significant event 
  involving the owner and the object. Aelfthryth can spend an 
  additional minute to learn the same information about each 
  owner the object has had in the last five days, up to a total of five. 
  Area Reading. Aelfthryth learns about the immediate area she 
  meditates in (up to a 50-foot cube), including the most recent 
  significant event in the last five days. Aelfthryth can spend an 
  additional minute to learn the next most recent significant event, 
  up to a total of five. 
  Actions
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6) piercing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Channel Divinity (3/day; Recharges after a Short or Long 
  Rest). Aelfthryth chooses one of the following three options:
  Knowledge of the Ages. Aelfthryth gains proficiency with a skill 
  or tool of her choice for 10 minutes. 
  Read Thoughts. Aelfthryth chooses a creature within 60 feet 
  of her, which must make a DC 19 Wisdom saving throw. If a 
  creature succeeds on its saving throw, it cannot be targeted by 
  this feature until Aelfthryth finishes a long rest. If it fails its save, 
  Aelfthryth can read its surface thoughts as long as it is within 
  60 feet. This effect lasts for one minute. Aelfthryth can use an 
  action to cast suggestion on the creature without expending a 
  spell slot; the creature automatically fails its saving throw, and 
  the effect ends.
  Turn Undead. Each undead within 30 feet of Aelfthryth who 
  can see or hear her must make a DC 19 Wisdom saving throw. 
  If a creature fails its save and is CR 5 or higher, it must spend 
  its turns moving away from Aelfthryth, cannot willingly 
  move within 30 feet of her, and must use its action to Dash or 
  attempt to escape an effect preventing it from moving (it may 
  Dodge if there is nowhere to move away). These effects last for 
  one minute. A creature of CR 4 or lower that fails its save is 
  immediately destroyed. 
  Divine Intervention. Aelfthryth can describe the aid she needs 
  from her deity and the deity intervenes in a manner of the 
  GM's choosing. Aelfthryth cannot use this feature again for 
  seven days. 
  Weapons, Armor & Items
  Shortsword, shortbow, 20 arrows, breastplate, reliquary chest, 
  shard of the past, 280 gp, 50 sp
  
  76
  Aniyo Neune
  Medium humanoid (human), neutral
  Class Monk 1
  Background Noble
  Occupation Errant
  Armor Class 15 (unarmored)
  Hit Points 8 (1d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  17 (+3)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  14 (+2)
  Saving Throws Strength +1, Dexterity +5
  Skills Acrobatics +5, History +3, Insight +4, Persuasion +4; 
  Tools dice, painter’s supplies
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 1/2 (100 XP)
  Position of Privilege. Neune can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate her.
  Actions
  Martial Arts. When Neune makes an attack, as a bonus 
  action she can make one unarmed strike.
  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: 5 (1d4 + 3) 
  bludgeoning damage.
  Dart. Ranged Weapon Attack: +5 to hit, 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage.
  Overview
  There was a time in Neune’s life when 
  everything was handed to her on a 
  platter. She had no name of note (the 
  daughters of tavern-keepers seldom 
  do), but her noble father did; one which 
  she was all too happy to bandy around to 
  gain favors among the common folk. When she 
  returned home to the Aniyo manor, however, it was through the 
  side entrance to her tucked-away chamber, far from where she 
  might draw the attention of those who had the right to bear her 
  father’s name. Neune was unconcerned; as long as her allowance 
  kept rolling in, she had wealth and power with no responsibilities 
  or obligations. 
  When war began to ravage the country, and the great lords 
  demanded armies, she, along with her legitimate siblings, were sent 
  off to fight, and Neune saw her chance for adventure and glory, to 
  become the equal of her kin. While her half-brothers and sisters 
  and their serious faces attended councils and drills and inspections, 
  she threw her weight around with the foot soldiers, playing cards 
  for their drink rations. Even up until the morning of the assault 
  on the enemy encampment, she still saw it as a marvelous game, 
  brazenly wearing the Aniyo colors with a (‘borrowed’) shield from 
  her father’s personal armory strapped to her back. 
  The game ended when she took a blow to the head in the 
  first battle. 
  Darkness. Cold. Aching limbs and a pounding head; the first 
  moment Neune remembers of her new life was waking up in a 
  cell, the sounds of battle ringing in her ears, but distant, unseen 
  through walls and shadow. Those unearned colors she wore had 
  made her a target; a noble hostage is a valuable thing in wartime. 
  Valuable, that is, provided the noble’s family is willing to pay for 
  them; Neune’s were more than happy to see the back of her. 
  Neune changed in that cell. If this was what her life of empty plenty 
  had bought her, she would try a life of nothing. Her long, quiet 
  days allowed her to focus herself, until she gained the strength to 
  break free, both of her prison, and of her vices. 
  Now, with no name and no home to return to, Neune is left 
  searching for her place in the war, and in the world.
  Personality Traits
  “I’m not who I once was. I need to be better.” Neune is still 
  getting used to her new life of temperance and restraint, but 
  is determined to remain strong, instead devoting her energy 
  towards helping those who cannot help themselves; those 
  she would previously have passed by. 
  Ideals
  “I am Neune. Just Neune.” No more will Neune 
  define herself by a family name; she seeks to forge 
  her own identity. 
  Bonds
  “You feel alone, lost, abandoned. So did I, once.” 
  Neune feels a kinship with forgotten 
  people, and helps those in need she 
  comes across on her wanderings. 
  Flaws
  “No, thank you, I really shouldn’t.” 
  Neune’s hedonistic former self is 
  always whispering at the back of her 
  mind; she fears that any indulgences 
  will send her tumbling back into her old, 
  unsatisfying life.
  Roleplaying Neune
  Neune desperately wants to be someone, but is still not entirely 
  sure who she wants that someone to be. Until she decides, she 
  is content with a solitary life, happy to keep herself away from 
  temptation in her directionless wanderings. She does not shun 
  company if any presents itself, and still enjoys a joke as much 
  as she did before, but when she speaks of her past, it is with a 
  melancholy, as if she is speaking of someone else; a friend she 
  drifted apart from. 
  “A person is more than a name.”
  Weapons, Armor & Items
  Shortsword, 4 darts, Aniyo family shield
  
  77
  Aniyo Neune (Level 4)
  Medium humanoid (human), neutral
  Class Monk 4
  Background Noble
  Occupation Errant
  Armor Class 16 (unarmored)
  Hit Points 23 (4d8)
  Speed 40 ft.
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  15 (+2)
  CHA
  14 (+2)
  Saving Throws Strength +1, Dexterity +6
  Skills Acrobatics +6, History +3, Insight +4, Persuasion +4; 
  Tools dice, painter’s supplies
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 1 (200 XP)
  Ki. Neune has 4 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Neune can expend 1 ki point after taking 
  the attack action on her turn to make two unarmed strikes as 
  a bonus action. If she hits a target, Neune can choose one of 
  the following additional effects; it must succeed on a DC 12 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 12 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Neune’s next turn. 
  Patient Defense. Neune can expend 1 ki point to take the Dodge 
  action as a bonus action on her turn. 
  Step of the Wind. Neune can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Position of Privilege. Neune can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate her.
  Actions
  Martial Arts. When Neune makes an attack, as a bonus action 
  she can make one unarmed strike.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d4 + 4) bludgeoning damage.
  Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,  
  one target. Hit: 6 (1d4 + 4) piercing damage.
  Reactions 
  Deflect Missiles. When she is hit by a ranged weapon attack, 
  Neune can reduce the damage from the attack by 1d10 + 8. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Neune has one hand free, Neune can 
  catch the missile and expend 1 ki point to make a ranged attack 
  with it as part of this reaction. 
  Slow Fall. When Neune is falling, she can reduce the damage 
  taken by 20. 
  Weapons, Armor & Items
  Shortsword, 4 darts, Aniyo family shield
  Reflecting
  Neune sat on the edge of the bridge leading into town, feet 
  dangling over the water yards below. A carp gulped at the surface, 
  leaving perfect, concentric rings behind. Here, there was peace, 
  away from the victory celebrations in the square. 
  “Lovely day, innit?” 
  She had heard him approach, with shuffling steps, and the clack 
  of a cane.
  “Yes, it is.”
  “Would yeh mind if I sat? My feet ache terribly.”
  She gestured with a hand to the empty stone wall next to her.
  The old man set his cane down and sat next to her with a grunt, 
  facing the other way. They sat in silence, the wind rustling the 
  leaves in the surrounding forest and rippling the water below.
  The old man, after some time, asked “Not at the celebration? What 
  brings yeh here, lady?”
  “I truly don’t know,” she said, staring at nothing in particular. 
  “Maybe I was always coming here. What about you?”
  “Not for me, that carousin’ lark. I had me fill of war before the lot 
  o’ them were born, and I ain’t hungerin’ for seconds. It’s back home 
  for me, down that-a-way.” He gestured with his stick.
  “Have you lived here long?”
  “All my days. Still livin’ in the cottage built by my pap, way back.” A 
  smile creased his face. “You ’ent from around here, are yeh?”
  “I am not. I have been traveling for some time.”
  “But yeh say yeh don’t know what brought yeh here?”
  “I travel, from here to there, seeing what I can wherever I am. I 
  walk to lose myself, and lose myself to find myself.”
  “Young lady, pard’n an old man for sayin’ so, but that sounds plain 
  daft t’ me.”
  “Does it?”
  “Wanderin’ aimless, losin’ yerself t’ find yerself... ’s the 
  point in that?”
  Neune paused a moment.
  “Learning to understand, I think.”
  The old man smiled. “Somethin’ tells me, y’ already do.”
  With a groan and a stretch, the old man got up from his seat, 
  taking up his cane.
  “That’s my house down there,” he said, pointing with his stick. 
  “Third house on the right. If you find your tryin’ to find all that 
  understandin’ makes y’ hungry, you stop by, hear?”
  Neune turned to look at the old man. He smiled to her, patted her 
  shoulder gently with an age-spotted hand, and walked on down the 
  road. She felt, for the first time since the cells, the hint of a smile.
  
  78
  Aniyo Neune (Level 8)
  Medium humanoid (human), neutral
  Class Monk 8
  Background Noble
  Occupation Errant
  Armor Class 17 (unarmored)
  Hit Points 43 (8d8)
  Speed 45 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  15 (+2)
  CHA
  14 (+2)
  Saving Throws Strength +2, Dexterity +8
  Skills Acrobatics +8, History +4, Insight +5, Persuasion +5; 
  Tools dice, painter’s supplies
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 3 (700 XP)
  Ki. Neune has 8 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Neune can expend 1 ki point after taking 
  the attack action on her turn to make two unarmed strikes as 
  a bonus action. If she hits a target, Neune can choose one of 
  the following additional effects; it must succeed on a DC 13 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 13 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Neune’s next turn. 
  Patient Defense. Neune can expend 1 ki point to take the Dodge 
  action as a bonus action on her turn. 
  Step of the Wind. Neune can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Stunning Strike. Neune can expend 1 ki point when she hits a 
  creature with a melee weapon attack to force the target to make a 
  DC 13 Constitution saving throw or be stunned until the end of 
  Neune’s next turn. 
  Evasion. When Neune is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Ki-Empowered Strikes. Neune’s unarmed strikes count as 
  magical for the purposes of overcoming resistances. 
  Position of Privilege. Neune can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate her.
  Actions
  Multiattack. Neune makes two weapon attacks. As a bonus 
  action, she can make one unarmed strike.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) bludgeoning damage.
  Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Stillness of Mind. Neune ends one effect on herself causing her 
  to be charmed or frightened. 
  Wholeness of Body (1/day). Neune regains 24 hit points.
  Reactions 
  Deflect Missiles. When she is hit by a ranged weapon attack, 
  Neune can reduce the damage from the attack by 1d10 + 13. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Neune has one hand free, Neune can 
  catch the missile and expend 1 ki point to make a ranged attack 
  with it as part of this reaction. 
  Slow Fall. When Neune is falling, she can reduce the damage 
  taken by 40. 
  Weapons, Armor & Items
  Shortsword, 4 darts, Aniyo family shield
  Neune in your Game
  Neune is relatively nomadic nowadays, so could be encountered 
  almost anywhere by the party. Unsure of her path in life 
  since her capture and subsequent escape, Neune attempts to 
  understand the world through philosophical contemplation 
  and listening to the stories of others. She will likely engage an 
  intellectual in the party, or any who enjoy deep conversation! 
  Her lack of direction is unlikely to spark any specific encounters 
  but, always eager to find purpose, may join the party for a time 
  on their current quest and assist in any way she can. 
  Quest Hook: The party hears of a bounty being offered for the 
  recapture of an escaped captive; a minor noble embodying all 
  that is wrong with the entitled elite. After tracking her down, 
  however, they find the humble and introspective Neune. Does 
  the party return her to her fetters, or do they agree that Aniyo 
  Neune the captive is no more?
  
  79
  Aniyo Neune (Level 12)
  Medium humanoid (human), neutral
  Class Monk 12
  Background Noble
  Occupation Errant
  Armor Class 18 (unarmored)
  Hit Points 75 (12d8 + 12)
  Speed 50 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Saving Throws Strength +3, Dexterity +9
  Skills Acrobatics +9, History +5, Insight +7, Persuasion +6; 
  Tools dice, painter’s supplies
  Damage Immunities poison
  Senses passive Perception 13
  Languages Common, Draconic, Elvish
  Challenge 5 (1,800 XP)
  Ki. Neune has 12 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Neune can expend 1 ki point after taking 
  the attack action on her turn to make two unarmed strikes as 
  a bonus action. If she hits a target, Neune can choose one of 
  the following additional effects; it must succeed on a DC 15 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 15 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Neune’s next turn. 
  Patient Defense. Neune can expend 1 ki point to take the Dodge 
  action as a bonus action on her turn. 
  Step of the Wind. Neune can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Stunning Strike. Neune can expend 1 ki point when she hits a 
  creature with a melee weapon attack to force the target to make a 
  DC 15 Constitution saving throw or be stunned until the end of 
  Neune’s next turn. 
  Evasion. When Neune is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Ki-Empowered Strikes. Neune’s unarmed strikes count as 
  magical for the purposes of overcoming resistances. 
  Position of Privilege. Neune can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate her.
  Purity of Body. Neune is immune to disease.
  Tranquility. At the end of a long rest, Neune gains the effects of 
  the sanctuary spell (DC 15) until the start of her next long rest.
  Unarmored Movement. Neune can move along vertical 
  surfaces and across liquid on her turn without falling during the 
  movement. 
  Actions
  Multiattack. Neune makes two weapon attacks. As a bonus 
  action, she can make one unarmed strike.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft.,  
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Stillness of Mind. Neune ends one effect on herself causing her 
  to be charmed or frightened. 
  Wholeness of Body (1/day). Neune regains 36 hit points.
  Reactions 
  Deflect Missiles. When she is hit by a ranged weapon attack, 
  Neune can reduce the damage from the attack by 1d10 + 17. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Neune has one hand free, Neune can 
  catch the missile and expend 1 ki point to make a ranged attack 
  with it as part of this reaction. 
  Slow Fall. When Neune is falling, she can reduce the damage 
  taken by 60. 
  Weapons, Armor & Items
  Shortsword, 4 darts, Aniyo family shield
  
  80
  Aniyo Neune (Level 16)
  Medium humanoid (human), neutral
  Class Monk 16
  Background Noble
  Occupation Errant
  Armor Class 19 (unarmored)
  Hit Points 99 (16d8 + 16)
  Speed 55 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving Throws Strength +4, Dexterity +10, Constitution +6, 
  Intelligence +6, Wisdom +9, Charisma +7
  Skills Acrobatics +10, History +6, Insight +9, Persuasion +7; 
  Tools dice, painter’s supplies
  Damage Immunities poison
  Senses passive Perception 14
  Languages Common, Draconic, Elvish; understands all spoken 
  languages and can be understood by any creature that can speak 
  a language.
  Challenge 7 (2,900 XP)
  Ki. Neune has 16 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Diamond Soul. Neune can expend 1 ki point after failing a 
  saving throw to reroll it and take the new result. 
  Flurry of Blows. Neune can expend 1 ki point after taking 
  the attack action on her turn to make two unarmed strikes as 
  a bonus action. If she hits a target, Neune can choose one of 
  the following additional effects; it must succeed on a DC 17 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 17 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Neune’s next turn. 
  Patient Defense. Neune can expend 1 ki point to take the Dodge 
  action as a bonus action on her turn. 
  Step of the Wind. Neune can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Stunning Strike. Neune can expend 1 ki point when she hits a 
  creature with a melee weapon attack to force the target to make a 
  DC 17 Constitution saving throw or be stunned until the end of 
  Neune’s next turn. 
  Evasion. When Neune is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Ki-Empowered Strikes. Neune’s unarmed strikes count as 
  magical for the purposes of overcoming resistances. 
  Position of Privilege. Neune can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate her.
  Purity of Body. Neune is immune to disease.
  Timeless Body. Neune cannot be aged magically and does not 
  require food or water. 
  Tranquility. At the end of a long rest, Neune gains the effects of 
  the sanctuary spell (DC 17) until the start of her next long rest.
  Unarmored Movement. Neune can move along vertical 
  surfaces and across liquid on her turn without falling during the 
  movement. 
  Actions
  Multiattack. Neune makes two weapon attacks. As a bonus 
  action, she can make one unarmed strike.
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft.,  
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Stillness of Mind. Neune ends one effect on herself causing her 
  to be charmed or frightened. 
  Wholeness of Body (1/day). Neune regains 48 hit points.
  Reactions 
  Deflect Missiles. When she is hit by a ranged weapon attack, 
  Neune can reduce the damage from the attack by 1d10 + 21. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Neune has one hand free, Neune can 
  catch the missile and expend 1 ki point to make a ranged attack 
  with it as part of this reaction. 
  Slow Fall. When Neune is falling, she can reduce the damage 
  taken by 80. 
  Weapons, Armor & Items
  Shortsword, 4 darts, Aniyo family shield
  
  81
  Aniyo Neune (Level 20)
  Medium humanoid (human), neutral
  Class Monk 20
  Background Noble
  Occupation Errant
  Armor Class 19 (unarmored)
  Hit Points 123 (20d8 + 20)
  Speed 60 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  16 (+3)
  Saving Throws Strength +5, Dexterity +11, Constitution +7, 
  Intelligence +7, Wisdom +11, Charisma +9
  Skills Acrobatics +11, History +7, Insight +11, Persuasion +9; 
  Tools dice, painter’s supplies
  Damage Immunities poison
  Senses passive Perception 15
  Languages Common, Draconic, Elvish; understands all spoken 
  languages and can be understood by any creature that can speak 
  a language.
  Challenge 9 (5,000 XP)
  Ki. Neune has 20 ki points, which are expended when used 
  and are regained after a short or long rest. When Neune 
  rolls initiative and has no ki points remaining she gains four 
  ki points.
  Diamond Soul. Neune can expend 1 ki point after failing a 
  saving throw to reroll it and take the new result. 
  Empty Body. Neune can expend 8 ki points to cast the astral 
  projection spell, but cannot take any other creatures with her. 
  Flurry of Blows. Neune can expend 1 ki point after taking 
  the attack action on her turn to make two unarmed strikes as 
  a bonus action. If she hits a target, Neune can choose one of 
  the following additional effects; it must succeed on a DC 19 
  Dexterity saving throw or be knocked prone, it must succeed on 
  a DC 19 Strength saving throw or be pushed up to 15 feet away, 
  or it cannot take reactions until the end of Neune’s next turn. 
  Patient Defense. Neune can expend 1 ki point to take the Dodge 
  action as a bonus action on her turn. 
  Quivering Palm. Neune can expend 3 ki points when she hits 
  a creature with an unarmed strike to set up lethal vibrations in 
  the target. At any time in the next 20 days, Neune can use her 
  action to end the vibrations, forcing the creature to make a DC 
  19 Constitution saving throw or take 10d10 necrotic damage. 
  Only one creature can be affected at a time, and Neune can end 
  the vibrations harmlessly for no action. 
  Step of the Wind. Neune can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Stunning Strike. Neune can expend 1 ki point when she hits a 
  creature with a melee weapon attack to force the target to make a 
  DC 19 Constitution saving throw or be stunned until the end of 
  Neune’s next turn. 
  Evasion. When Neune is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Ki-Empowered Strikes. Neune’s unarmed strikes count as 
  magical for the purposes of overcoming resistances. 
  Position of Privilege. Neune can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate her.
  Purity of Body. Neune is immune to disease.
  Timeless Body. Neune cannot be aged magically and does not 
  require food or water. 
  Tranquility. At the end of a long rest, Neune gains the effects of 
  the sanctuary spell (DC 19) until the start of her next long rest.
  Unarmored Movement. Neune can move along vertical 
  surfaces and across liquid on her turn without falling during the 
  movement. 
  Actions
  Multiattack. Neune makes two weapon attacks. As a bonus 
  action, she can make one unarmed strike.
  Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10 + 5) bludgeoning damage.
  Dart. Ranged Weapon Attack: +11 to hit, range 20/60 ft.,  
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Empty Body. Neune expends 4 ki points and becomes invisible 
  for one minute, during which time she has resistance to all 
  damage types except force.
  Stillness of Mind. Neune ends one effect on herself causing her 
  to be charmed or frightened. 
  Wholeness of Body (1/day). Neune regains 60 hit points.
  Reactions 
  Deflect Missiles. When she is hit by a ranged weapon attack, 
  Neune can reduce the damage from the attack by 1d10 + 25. If 
  this reduces the damage to 0, the attack uses ammunition which 
  can fit in one hand, and Neune has one hand free, Neune can 
  catch the missile and expend 1 ki point to make a ranged attack 
  with it as part of this reaction. 
  Slow Fall. When Neune is falling, she can reduce the damage 
  taken by 100. 
  Weapons, Armor & Items
  Shortsword, 4 darts, Aniyo family shield
  
  82
  Carat
  Medium humanoid (hill dwarf), lawful neutral
  Class Fighter 1
  Background Folk Hero
  Occupation Smith
  Armor Class 17 (chainmail)
  Hit Points 13 (1d10 + 3)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  12 (+1)
  WIS
  8 (-1)
  CHA
  9 (–1)
  Saving Throws Strength +5, Constitution +4
  Skills Animal Handling +1, Athletics +5, Investigation +3,  
  Survival +1; Tools land vehicles, leatherworker’s tools, smith’s 
  tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Dwarven Resilience. Carat has advantage on saving 
  throws against poison.
  Fighting Style (Defense). Carat adds +1 to his AC 
  when wearing armor (included in his stat block).
  Rustic Hospitality. Commoners will happily accept 
  Carat if he has need of shelter, food or rest. They 
  won’t risk their lives for him, but will shield him 
  from any pursuers if they are able.
  Second Wind (Recharges after a Short or 
  Long Rest). On his turn Carat can use a 
  bonus action to regain 1d10 + 1 hit points. 
  Actions
  Warhammer. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  bludgeoning damage, or 8 (1d10 + 3) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged 
  Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  Overview
  Carat never wanted to be anyone. Carat just wanted to smith. 
  He fell into the profession quite by accident. Originally a 
  stablehand, Carat turned his hand to metalworking after the village 
  blacksmith was called away to war. Carat had seen him bend a 
  horseshoe before, it seemed simple enough, even trivial. It wasn’t 
  until someone wandered into the assumed-vacant forge and saw 
  the veritable pile of horseshoes that Carat learnt some level of 
  training was usually undertaken before putting hammer to metal. 
  He moved on from horseshoes to horses; twisting and hammering 
  scrap metal into life-like galloping and rearing forms, which he 
  gave to his few friends as good luck charms. To this day, he spends 
  his spare time adding figures to his growing metal menagerie.
  Almost on a whim, Carat thought he would try a dagger; he 
  thought it a fair effort but in need of some refinement (in truth 
  it was the finest workmanship that particular forge had ever 
  produced). Beyond that, what is a sword but a larger dagger?  
  What is armor but just another form waiting within the steel; 
  waiting for Carat to find it?
  Carat became a local curiosity, and word spread of the untrained 
  boy who could work wonders with metal. Word spread to the 
  army, who were quick to press him into service. Once at camp, 
  word spread to a group of particularly pious dwarves, who 
  proclaimed him a prophet of their smith god. 
  Carat didn’t want to be a prophet. Carat never wanted to be 
  anyone. Carat just wanted to smith. 
  Carat has a constant stream of contracts flowing from high 
  command, who were quick to take advantage of his quick, high-
  quality workmanship, as well as repairs for lower ranked soldiers 
  passing by (who know he won’t say no to a job). He is glad for 
  the work; the ringing of steel almost drowns out the drone of 
  proselytizing dwarves outside his forge. Almost. 
  Personality Traits
  When given a job, Carat will work tirelessly to achieve it, 
  and then fills his spare time with his own projects. He is 
  honest and blunt, lacking the guile even for everyday white 
  lies, and is untrusting of those who engage in even 
  innocent deception. 
  Ideals
  Carat wants things to be beautiful, and finds 
  beauty in precision, effectiveness, and utility, 
  as well as in the more traditional sense of 
  the word. 
  Bonds
  Carat doesn’t mind the army life, and enjoys having 
  work to do, but he does miss the peace and quiet of 
  his own forge and his own home. 
  Flaws
  Often, Carat fails to see the world beyond his anvil 
  and becomes so focussed on details or the job at 
  hand that he doesn’t see the bigger picture. 
  Roleplaying Carat
  Carat is comfortable in silence, punctuated by the clang of his 
  hammer. He rarely speaks even when spoken to. When he does, it 
  is only in a few, disjointed words; the bare minimum needed to put 
  across his point. This is not to say he is unfriendly; he has a smile 
  for anyone who enters his forge, though he may not meet their 
  eye. It is not uncommon for him to answer yes or no questions 
  only with hammer on metal, with a pleasant ringing for ‘yes’, and a 
  dampened clang for ‘no’. 
  “I work.”
  Weapons, Armor & Items
  Warhammer, 4 light hammers, chainmail*, metal horse figurine, 
  precision hammer
  *While wearing this armor, Carat has disadvantage on Dexterity 
  (Stealth) checks
  
  83
  Carat (Level 4)
  Medium humanoid (hill dwarf), lawful neutral
  Class Fighter 4
  Background Folk Hero
  Occupation Smith
  Armor Class 17 (chainmail)
  Hit Points 40 (4d10 + 12)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  12 (+1)
  WIS
  8 (-1)
  CHA
  9 (–1)
  Saving Throws Strength +6, Constitution +4
  Skills Animal Handling +1, Athletics +6, Investigation +3,  
  Survival +1;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Carat can take an additional action on top of his normal 
  action and possible bonus action. 
  Dwarven Resilience. Carat has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Carat adds +1 to his AC when  
  wearing armor (included in his stat block).
  Rustic Hospitality. Commoners will happily accept Carat if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Carat can use a bonus action to regain 1d10 + 4 hit points. 
  Spellcasting. Carat is a 1st-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 11, +3 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips: mage hand, mending
  1st level (3 slots): mage armor, protection from evil and good, 
  shield, thunderwave
  Weapon Bond. Carat can perform a ritual to bond himself to a 
  weapon over a short rest. Once bonded, he cannot be disarmed 
  of the weapon unless he is incapacitated, and he can cause it to 
  instantly teleport to his hand as a bonus action as long as it is 
  on the same plane of existence as him. He can have up to two 
  weapons bonded to him in this way. 
  Actions
  Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) 
  bludgeoning damage.
  Weapons, Armor & Items
  Warhammer, 4 light hammers, chainmail*, metal horse figurine, 
  precision hammer
  *While wearing this armor, Carat has disadvantage on Dexterity 
  (Stealth) checks
  A Day in the Life
  Carat wakes up one hour before sunrise every day. He knows it 
  is one hour before sunrise because the sky is just beginning to be 
  tinged with blue. He splashes his face with cold water, dresses, 
  combs his hair, and returns everything to its proper place. 
  Carat crosses the camp after ten minutes have passed. He knows 
  ten minutes have passed because his beard has dried. He walks past 
  the mess tent, between the twin watchtowers of the main camp, 
  waves good morning to Marny if he’s on duty, and Ola if he’s not, 
  same as every morning.
  Carat arrives at his forge and sets things up for the day. He stokes 
  up yesterday’s embers into a proper fire, aligns his hammers on the 
  bench, puts on his apron, gets out his list. He checks the bellows. 
  Not ‘Bellows’; he is a dwarf and useless for blowing air to keep the 
  forge hot. ‘Bellows’ is not even his real name, so Carat calls him 
  ‘Owain’, which is.
  Carat steps out of his forge in time to watch the sunrise. He 
  likes the predictability of the sunrise. Everything happens in its 
  proper order.
  Today, Carat is working on spears. It isn’t difficult to make a 
  spearhead, but Carat makes them faster than anyone else, and the 
  commanders need a lot of them. No sooner had he put hammer to 
  glowing steel, they started up. 
  “Behold our prophet, come-“clang ”-the word of-“ clang “-with 
  hammer in-“ clang “-spread his blessing-“ clang clang clang. 
  They had moved into position as he was setting up, as they did 
  every morning. He wouldn’t mind them if they weren’t so loud. 
  “-come into this world to-“ clang. They were too loud now.
  When the world is too loud, Carat goes to his garden. The dwarves 
  are usually so focussed on their worship that they do not notice 
  the object of their idolatry leave. It’s not his real garden. His real 
  garden is back home behind his mother’s house. His real garden 
  has carrots, cabbages, turnips, radishes, and a line of beanpoles 
  along the back. This garden is just some planters on wheels and 
  herbs in pots out the back of the mess tent that are loaded up onto 
  a wagon when they move on. Carat likes it nonetheless. 
  Anton is in the garden too. Most people call him ‘Bowlde’, which is 
  his last name, but people are called by their first names. Carat likes 
  Anton because he is friendly and talented but doesn’t show off. 
  Anton likes Carat because he doesn’t talk a lot and people that talk 
  a lot make him nervous. 
  Anton is talking. Anton talks a lot when he is nervous, and just 
  now Anton is nervous about a girl called Gael. Gael sounds nice. 
  Carat doesn’t really know what to say, so he doesn’t say anything. 
  Sometimes it’s better just to listen. 
  
  84
  Carat (Level 8)
  Medium humanoid (hill dwarf), lawful neutral
  Class Fighter 8
  Background Folk Hero
  Occupation Smith
  Armor Class 17 (chainmail)
  Hit Points 84 (8d10 + 32)
  Speed 25 ft.
  STR
  19 (+4)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  8 (-1)
  CHA
  9 (–1)
  Saving Throws Strength +7, Constitution +6
  Skills Animal Handling +2, Athletics +7, Investigation +5,  
  Survival +2;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Carat can take an additional action on top of his normal 
  action and possible bonus action. 
  Dwarven Resilience. Carat has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Carat adds +1 to his AC when  
  wearing armor (included in his stat block).
  Rustic Hospitality. Commoners will happily accept Carat if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Carat can use a bonus action to regain 1d10 + 8 hit points. 
  Spellcasting. Carat is a 2nd-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 13, +5 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips: mage hand, mending
  1st level (4 slots): mage armor, protection from evil and good, 
  shield, thunderwave
  2nd level (2 slots): magic weapon, shatter
  Weapon Bond. Carat can perform a ritual to bond himself to a 
  weapon over a short rest. Once bonded, he cannot be disarmed 
  of the weapon unless he is incapacitated, and he can cause it to 
  instantly teleport to his hand as a bonus action as long as it is 
  on the same plane of existence as him. He can have up to two 
  weapons bonded to him in this way. 
  Actions
  Multiattack. Carat makes two weapon attacks.
  War Magic. Carat casts a cantrip and can make one weapon 
  attack as a bonus action. 
  Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) 
  bludgeoning damage.
  Weapons, Armor & Items
  Warhammer, 4 light hammers, chainmail*, metal horse figurine, 
  precision hammer
  *While wearing this armor, Carat has disadvantage on Dexterity 
  (Stealth) checks
  Carat in your Game
  Carat is a friendly soul, even if not the most verbose. He can get 
  overwhelmed around more boisterous characters, and might 
  remove himself without explanation to somewhere quieter, 
  but is happy in the presence of those who remain calm and 
  soft-spoken. 
  He is a skilled enough smith to craft almost any high-quality 
  gear and can even create and repair simple magical items 
  (though he will require specific materials or components and a 
  fair amount of time). 
  Quest Hook: The party are approached by a group of dwarves, 
  those who were formally singing Carat’s praises. They beseech 
  the party’s help; their precious prophet has been kidnapped, 
  doubtless by a rival cult who mean him harm. Following the 
  trail, the party track down Carat to a group of outlaws, happily 
  hammering away at his craft, having been put to work by the 
  raiders. Will the party ‘rescue’ him from his quiet, if potentially 
  unstable life, or return him to the safer, if bothersome, company 
  of the dwarves? Carat just wants to smith. 
  
  85
  Carat (Level 12)
  Medium humanoid (hill dwarf), lawful neutral
  Class Fighter 12
  Background Folk Hero
  Occupation Smith
  Armor Class 18 (splint)
  Hit Points 124 (12d10 + 48)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  17 (+3)
  INT
  14 (+2)
  WIS
  8 (-1)
  CHA
  9 (–1)
  Saving Throws Strength +9, Constitution +7
  Skills Animal Handling +3, Athletics +9, Investigation +6,  
  Survival +3;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Carat can take an additional action on top of his normal 
  action and possible bonus action. 
  Eldritch Strike. When Carat hits a creature with a weapon 
  attack, it has disadvantage on its next saving throw against a 
  spell cast by Carat before the end of his next turn. 
  Dwarven Resilience. Carat has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Carat adds +1 to his AC when  
  wearing armor (included in his stat block).
  Indomitable (1/day). Carat can reroll a failed saving throw. 
  Rustic Hospitality. Commoners will happily accept Carat if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Carat can use a bonus action to regain 1d10 + 12 
  hit points. 
  Spellcasting. Carat is a 4th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, mending
  1st level (4 slots): fire bolt, mage armor, protection from evil and 
  good, shield, thunderwave
  2nd level (3 slots): continual flame, magic weapon, shatter
  Weapon Bond. Carat can perform a ritual to bond himself to a 
  weapon over a short rest. Once bonded, he cannot be disarmed 
  of the weapon unless he is incapacitated, and he can cause it to 
  instantly teleport to his hand as a bonus action as long as it is 
  on the same plane of existence as him. He can have up to two 
  weapons bonded to him in this way. 
  Actions
  Multiattack. Carat makes three weapon attacks.
  War Magic. Carat casts a cantrip and can make one weapon 
  attack as a bonus action. 
  Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) 
  bludgeoning damage.
  Weapons, Armor & Items
  Warhammer, 4 light hammers, splint armor*, metal horse 
  figurine, precision hammer
  *While wearing this armor, Carat has disadvantage on Dexterity
  (Stealth) checks
  Pilgrims, hear and rejoice!
  You hear our beloved prophet 
  working miracles with steel and
   
  fire. 
  For we are all but raw, shapeless
   
  iron, moulded and given function
   
  by the hammer of The Great
  Smith. What more proof need 
  you than our prophet? Though
   
  untrained, he works with skill far 
  beyond the most experienced of
   
  smiths.
  Please stop. Not god. Just smith. 
  
  86
  Carat (Level 16)
  Medium humanoid (hill dwarf), lawful neutral
  Class Fighter 16
  Background Folk Hero
  Occupation Smith
  Armor Class 18 (splint)
  Hit Points 180 (16d10 + 80)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  19 (+4)
  INT
  16 (+3)
  WIS
  8 (-1)
  CHA
  9 (–1)
  Saving Throws Strength +10, Constitution +9
  Skills Animal Handling +4, Athletics +10, Investigation +8,  
  Survival +4;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish
  Challenge 7 (2,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Carat can take an additional action on top of his normal 
  action and possible bonus action. Before or after this action, he 
  may teleport up to 30 feet to an unoccupied space he can see.
  Eldritch Strike. When Carat hits a creature with a weapon 
  attack, it has disadvantage on its next saving throw against a 
  spell cast by Carat before the end of his next turn. 
  Dwarven Resilience. Carat has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Carat adds +1 to his AC when  
  wearing armor (included in his stat block).
  Indomitable (2/day). Carat can reroll a failed saving throw. 
  Rustic Hospitality. Commoners will happily accept Carat if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn Carat can use a bonus action to regain 1d10 + 16 hit points. 
  Spellcasting. Carat is a 5th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, mending
  1st level (4 slots): fire bolt, mage armor, protection from evil and 
  good, shield, thunderwave
  2nd level (3 slots): continual flame, magic weapon, shatter
  3rd level (3 slots): counterspell, fireball, glyph of warding
  Weapon Bond. Carat can perform a ritual to bond himself to a 
  weapon over a short rest. Once bonded, he cannot be disarmed 
  of the weapon unless he is incapacitated, and he can cause it to 
  instantly teleport to his hand as a bonus action as long as it is 
  on the same plane of existence as him. He can have up to two 
  weapons bonded to him in this way. 
  Actions
  Multiattack. Carat makes three weapon attacks.
  War Magic. Carat casts a cantrip and can make one weapon 
  attack as a bonus action. 
  Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +10 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) 
  bludgeoning damage.
  Weapons, Armor & Items
  Warhammer, 4 light hammers, splint armor*, metal horse 
  figurine, precision hammer
  *While wearing this armor, Carat has disadvantage on Dexterity 
  (Stealth) checks
  
  87
  Carat (Level 20)
  Medium humanoid (hill dwarf), lawful neutral
  Class Fighter 20
  Background Folk Hero
  Occupation Smith
  Armor Class 19 (plate)
  Hit Points 244 (20d10 + 120)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  17 (+3)
  WIS
  8 (-1)
  CHA
  9 (–1)
  Saving Throws Strength +11, Constitution +11
  Skills Animal Handling +5, Athletics +11, Investigation +9,  
  Survival +5;  
  Tools land vehicles, leatherworker’s tools, smith’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish
  Challenge 9 (5,000 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On his turn, Carat can take an additional action on top of his 
  normal action and possible bonus action. Before or after this 
  action, he may teleport up to 30 feet to an unoccupied space 
  he can see.
  Eldritch Strike. When Carat hits a creature with a weapon 
  attack, it has disadvantage on its next saving throw against a 
  spell cast by Carat before the end of his next turn. 
  Dwarven Resilience. Carat has advantage on saving throws 
  against poison.
  Fighting Style (Defense). Carat adds +1 to his AC when  
  wearing armor (included in his stat block).
  Indomitable (3/day). Carat can reroll a failed saving throw. 
  Rustic Hospitality. Commoners will happily accept Carat if he 
  has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Carat can use a bonus action to regain 1d10 + 20 
  hit points. 
  Spellcasting. Carat is a 6th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 17, +9 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, mending
  1st level (4 slots): fire bolt, mage armor, protection from evil and 
  good, shield, thunderwave
  2nd level (3 slots): continual flame, magic weapon, shatter
  3rd level (3 slots): counterspell, fireball, glyph of warding
  4th level (1 slot): fire shield, stoneskin
  Weapon Bond. Carat can perform a ritual to bond himself to a 
  weapon over a short rest. Once bonded, he cannot be disarmed 
  of the weapon unless he is incapacitated, and he can cause it to 
  instantly teleport to his hand as a bonus action as long as it is 
  on the same plane of existence as him. He can have up to two 
  weapons bonded to him in this way. 
  Actions
  Multiattack. Carat makes four weapon attacks.
  Improved War Magic. Carat casts a cantrip or spell and can 
  make one weapon attack as a bonus action. 
  Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Light Hammer. Melee or Ranged Weapon Attack: +11 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) 
  bludgeoning damage.
  Weapons, Armor & Items
  Warhammer, 4 light hammers, plate armor*, metal horse 
  figurine, precision hammer
  *While wearing this armor, Carat has disadvantage on Dexterity 
  (Stealth) checks
  
  88
  Iusaaset
  Medium humanoid (human), chaotic neutral
  Class Fighter 1
  Background Solider
  Occupation Mercenary
  Armor Class 16 (chainmail)
  Hit Points 12 (1d10 + 2)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  16 (+3)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  17 (+3)
  Saving Throws Strength +6, Constitution +4
  Skills Acrobatics +5, Athletics +6, Intimidation +5, Persuasion +5; 
  Tools land vehicles, playing cards
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Military Rank. Iusaaset has the rank of captain. Soldiers 
  loyal to her organization recognize this rank. 
  Fighting Style (Great Weapon). When Iusaaset rolls 
  a 1 or 2 on a damage die for an attack she makes 
  with a melee weapon that she is wielding with two 
  hands, she can reroll the die and must use the new 
  roll, even if it is a 1 or a 2. 
  Second Wind (Recharges after a Short or Long 
  Rest). On her turn, Iusaaset can use a bonus 
  action to regain 1d10 + 1 hit points. 
  Actions
  Halberd. Melee Weapon Attack:  
  +6 to hit, reach 10 ft., one target.  
  Hit: 9 (1d10 + 4) slashing damage.
  Scimitar. Melee Weapon 
  Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 
  + 4) slashing damage.
  Light Crossbow. 
  Ranged Weapon 
  Attack: +5 to hit, 
  range 80/320 ft.,  
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Overview
  A daughter of minor nobility, Iusaaset knew from an 
  early age that her calling was more battlefield than 
  ballroom. Stepping aside and allowing her younger 
  brother to inherit the family name seemed like a selfless act, 
  but in truth was simply the easiest way to take command of the 
  house guard and, eventually, the city watch. 
  When her city was besieged, Iusaaset led a valiant defence, and was 
  on the verge of negotiating peace with the enemy’s ambassador, 
  Alakaf, with whom she had formed a close friendship and, ever 
  impulsive, a romantic dalliance. On the night their truce was 
  to be announced, Alakaf revealed his true colors, opening the 
  city gates before butchering Iusaaset’s parents where they slept. 
  Iusaaset’ leadership drove back the assault, just barely. Killing the 
  treacherous ambassador once the battle was done was the only time 
  Iusaaset had ever attacked an unarmed man, and it was her last act 
  before she was banished from her home, spared execution only by 
  her slim victory and the influence of her now-powerful brother.
  That her parents died quietly for nothing, devoid of glory or honor 
  was not lost on Iusaaset; hers would not be the same fate, and by 
  gaining renown, perhaps the scales could be balanced. Iusaaset has 
  found work among many mercenary companies over the years, 
  always volunteering herself for the most risky tasks and gaining a 
  reputation of fearlessness to the point of being slightly unhinged. 
  She now leads a company of her own, some glory-chasers like 
  herself, and some simply drawn to the near-legendary carousing 
  Iusaaset arranges between jobs; it is her belief that a glorious death 
  should be proceeded by a glorious life. 
  Personality Traits
  “If I don’t end the day exhausted, bloody, or drunk, what was the 
  point of it?” When not looking to cement her place in the afterlife 
  with a glorious death in battle, Iusaaset seeks more immediate 
  rewards, taking whatever pleasures she fancies with 
  little thought to the future.
  Ideals
  “Think that’s good? Watch this.” Iusaaset lives to do great 
  deeds she can crow about later, and to bring glory to 
  her name. 
  Bonds
  “He’s all I’ve got, and he’ll burn the place down 
  without me.” Though banished from 
  home, Iusaaset still visits her brother 
  in secret when she can, the one 
  member of her family she has left. 
  Flaws
  “What’s wrong? You want to live forever?!” Iusaaset can be 
  reckless in her pursuit of glory, and sometimes forgets that 
  not all those following her share her same willingness to fall 
  to impossible odds. 
  Roleplaying Iusaaset
  Iusaaset is a woman of many passions; she finds joy wherever 
  she can and sees no problem indulging herself whatever the 
  situation. To some, she may appear boastful, but the truth is 
  she enjoys hearing about the exploits of anyone and everyone; 
  she just happens to think her exploits rate among the best. She 
  enjoys people, and is quick to share a joke or throw a punch 
  as the need arises. However, she keeps to herself when it comes to 
  discussing her past beyond her battles, and is slow to truly trust. 
  In battle, Iusaaset has no fear of death or pain. While she has no 
  particular wish to die, she would happily face off against suicidal 
  odds provided her death would be a spectacular one, spoken of 
  in awe for generations to come. She is well-versed in small group 
  tactics from experience and study, and will point out opportunities 
  and openings to her allies. 
  “Everybody dies; I plan to live first.”
  Weapons, Armor & Items
  Halberd, scimitar, light crossbow, 20 bolts, chainmail*, clay 
  pipe, 15 sp
  *While wearing this armor, Iusaaset has disadvantage on 
  Dexterity (Stealth) checks
  
  89
  Iusaaset (Level 4)
  Medium humanoid (human), chaotic neutral
  Class Fighter 4
  Background Solider
  Occupation Mercenary
  Armor Class 16 (chainmail)
  Hit Points 40 (4d10 + 12)
  Speed 30 ft.
  STR
  19 (+4)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  17 (+3)
  Saving Throws Strength +6, Constitution +5
  Skills Acrobatics +5, Athletics +6, Intimidation +5, Persuasion +5; 
  Tools brewer’s supplies, land vehicles, playing cards 
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Iusaaset can take an additional action on top of her normal 
  action and possible bonus action. 
  Combat Superiority. Iusaaset has 4 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Iusaaset can expend 1 superiority die 
  when taking the attack action. She forgoes one of her attacks and 
  uses a bonus action to allow a friendly creature who can see or 
  hear her to use its reaction to make one weapon attack, adding 
  1d8 to the attack roll. 
  Goading Attack. Iusaaset can expend 1 superiority die when she 
  hits a creature with a weapon attack to attempt to goad the target. 
  She adds 1d8 to the attack’s damage roll. The target must make a 
  DC 14 Wisdom saving throw or have disadvantage on attack rolls 
  against all targets other than her until the end of her next turn.
  Sweeping Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within her reach. If the original attack roll would hit the second 
  creature, it takes 1d8 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Iusaaset rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Military Rank. Iusaaset has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Iusaaset can use a bonus action to regain 1d10 + 4 
  hit points.
  Actions
  Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Halberd, scimitar, light crossbow, 20 bolts, chainmail*, clay pipe, 
  12 gp, 15 sp
  *While wearing this armor, Iusaaset has disadvantage on 
  Dexterity (Stealth) checks
  The Drunk and the Dead
  The talk around camp was that the enemy was on the march. 
  Tomorrow, there would be battle and, from the little she had heard, 
  Iusaaset knew it was going to be a bad one, especially if the rumors 
  of Ander’s little surprise were to be believed…
  Given the circumstances, it was only natural that Iusaaset was 
  getting spectacularly drunk. 
  She was far from alone; it was tradition for The Black Marks to 
  lead by example, and if they were to die tomorrow, they would 
  live tonight. For the others – the soldiery, mercenaries from 
  other companies, and the militia – there was a quiet desperation 
  underneath the laughter and song, but the raucous thunder of 
  Iusaaset’s band was pure revelry. 
  Somewhere, Bellows was producing a screel on his pipes like the 
  souls of the damned, and a few were dancing in a manner which 
  suggested they had quite forgotten exactly how to use their legs. 
  Iusaaset was holding court at a stiller, but no quieter, corner of the 
  camp. Surrounded by bloodshot eyes, slurred words, and, on every 
  face, the black dots of their company. Her people, and she would 
  die for any one of them. 
  “It was the last battle,” one of them was saying, so intent on getting 
  each word out, he didn’t notice the ale sloshing from his tankard 
  with each gesture. “This big bear of a fellow comes charging at me 
  with a maul. Now, I gone and got me sword stuck in someone’s 
  head, so I reach down, pull out me knife and chuck it. Bang. Right 
  though his visor.” With the last, flailing movement, he loosed his 
  now-empty tankard, which struck Bansten right between the eyes 
  to hoots of approval. 
  “That’s nothing! Why, one time…” another began. And another. 
  And another. 
  “And you, boss? Come on, most memorable kill.”
  They are almost peaceful, lying together in their spattered sheet. She 
  grabs him, drags him from his cell. He needs to see, needs to see that 
  she knows what he did. His neck is as smooth under her fingers as it 
  had been under her lips, before. His eyes are wild, flicking from the 
  bed to her, growing wider when they find no mercy there…
  “Mine? Well, have any of you fought a troll mercenary? No, of 
  course you haven’t, or you’d be dead. Well, this one must’ve been 
  twelve feet tall…”
  By the time she’d pushed the enemy captain into the still-gnashing 
  maw of the decapitated troll, her company were on their feet and 
  cheering. It was getting late, and Iusaaset’s cup was empty. For a 
  moment, she felt tired. 
  “That’s why you’re such a great captain, captain,” a freckled youth 
  slurred. “You always keep your head!”
  She blinked, and she was back. These were her people, and she 
  would die for any one of them. 
  “Who wants another drink?” she yelled, springing to her feet. 
  But tonight, they would live.
  
  90
  Iusaaset (Level 8)
  Medium humanoid (human), chaotic neutral
  Class Fighter 8
  Background Solider
  Occupation Mercenary
  Armor Class 16 (chainmail)
  Hit Points 84 (8d10 + 32)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  18 (+4)
  Saving Throws Strength +8, Constitution +7
  Skills Acrobatics +6, Athletics +8, Intimidation +7, Persuasion +7; 
  Tools brewer’s supplies, land vehicles, playing cards 
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Iusaaset can take an additional action on top of her normal 
  action and possible bonus action. 
  Combat Superiority. Iusaaset has 5 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Iusaaset can expend 1 superiority die 
  when taking the attack action. She forgoes one of her attacks and 
  uses a bonus action to allow a friendly creature who can see or 
  hear her to use its reaction to make one weapon attack, adding 
  1d8 to the attack roll. 
  Goading Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to attempt to goad the 
  target. She adds 1d8 to the attack’s damage roll. The target must 
  make a DC 16 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than her until the end of her 
  next turn.
  Maneuvering Attack. Iusaaset can expend 1 superiority die 
  when she hits a creature with a weapon attack to move an ally. 
  She adds 1d8 to the attack’s damage roll. An ally who can see 
  or hear her can use its reaction to move up to half its speed, 
  provoking no opportunity attacks from the target of the attack.
  Rally. Iusaaset can use a bonus action on her turn and expend 1 
  superiority die to rally an ally. A friendly creature who can see or 
  hear her gains 1d8 + 4 temporary hit points. 
  Sweeping Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within her reach. If the original attack roll would hit the second 
  creature, it takes 1d8 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Iusaaset rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Know Your Enemy. Iusaaset can learn certain information about 
  a creature’s capabilities, compared to her own, if she spends 
  at least one minute observing or interacting with it outside of 
  combat. She can discern if the creature is her equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Iusaaset has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Iusaaset can use a bonus action to regain 1d10 + 8 
  hit points.
  Actions
  Multiattack. Iusaaset makes two weapon attacks.
  Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (1d10 + 5) slashing damage.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Halberd, scimitar, light crossbow, 20 bolts, chainmail*, clay pipe, 
  soul inker, 12 gp, 46 sp
  *While wearing this armor, Iusaaset has disadvantage on 
  Dexterity (Stealth) checks
  Iusaaset in your Game
  In any location where those of martial bent gather, one is likely 
  to hear Iusaaset’s Black Marks carousing, and Iusaaset will be 
  the loudest of them all. She sees telling tales as a competition, 
  and will certainly want to hear the party’s story, even as she 
  tries to top each episode with her own. It is entirely possible she 
  may need a few extra hands for a job, and could offer the party 
  one-time employment, or even full-time membership in the 
  Black Marks (the tattoos are technically optional, but heartily 
  encouraged). 
  Quest Hook: The enemy fortification has a weak point to 
  exploit, and a stealthy, subtle approach could work wonders. 
  However, Iusaaset, who has command of the assault, would 
  prefer a more direct (and spectacularly violent) approach. 
  Can the party talk her down, will they use the carnage as a 
  distraction for their mission, or will they join the slaughter? If 
  they go against her, will she be willing to share the spoils with 
  those who do not follow her orders?
  
  91
  Iusaaset (Level 12)
  Medium humanoid (human), chaotic neutral
  Class Fighter 12
  Background Solider
  Occupation Mercenary
  Armor Class 17 (splint)
  Hit Points 124 (12d10 + 48)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  20 (+5)
  Saving Throws Strength +9, Constitution +8
  Skills Acrobatics +7, Athletics +9, Intimidation +9, Persuasion +9; 
  Tools brewer’s supplies, land vehicles, playing cards 
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Iusaaset can take an additional action on top of her normal 
  action and possible bonus action. 
  Combat Superiority. Iusaaset has 5 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Iusaaset can expend 1 superiority die 
  when taking the attack action. She forgoes one of her attacks and 
  uses a bonus action to allow a friendly creature who can see or 
  hear her to use its reaction to make one weapon attack, adding 
  1d10 to the attack roll. 
  Distracting Strike. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to distract the target. 
  She adds 1d10 to the attack’s damage roll. The next attack made 
  against the target by a creature other than her before the start of 
  her next turn has advantage. 
  Goading Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to attempt to goad the 
  target. She adds 1d10 to the attack’s damage roll. The target must 
  make a DC 17 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than her until the end of her 
  next turn.
  Maneuvering Attack. Iusaaset can expend 1 superiority die 
  when she hits a creature with a weapon attack to move an ally. 
  She adds 1d10 to the attack’s damage roll. An ally who can see 
  or hear her can use its reaction to move up to half its speed, 
  provoking no opportunity attacks from the target of the attack.
  Menacing Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack. She adds 1d10 to the 
  attack’s damage roll. The target must make a DC 17 Wisdom 
  saving throw or become frightened of Iusaaset until the end of 
  her next turn.
  Rally. Iusaaset can use a bonus action on her turn and expend 1 
  superiority die to rally an ally. A friendly creature who can see or 
  hear her gains 1d10 + 5 temporary hit points. 
  Sweeping Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within her reach. If the original attack roll would hit the second 
  creature, it takes 1d10 damage of the same type dealt by the 
  original attack. 
  Fighting Style (Great Weapon). When Iusaaset rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Indomitable (1/day). Iusaaset can reroll a failed saving throw. 
  Know Your Enemy. Iusaaset can learn certain information about 
  a creature’s capabilities, compared to her own, if she spends 
  at least one minute observing or interacting with it outside of 
  combat. She can discern if the creature is her equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Iusaaset has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Iusaaset can use a bonus action to regain 1d10 + 12 
  hit points.
  Actions
  Multiattack. Iusaaset makes three weapon attacks.
  Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 10 (1d10 + 5) slashing damage.
  Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit,  
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Halberd, scimitar, light crossbow, 20 bolts, splint armor*, clay 
  pipe, soul inker,112 gp, 46 sp
  *While wearing this armor, Iusaaset has disadvantage on 
  Dexterity (Stealth) checks
  
  92
  Iusaaset (Level 16)
  Medium humanoid (human), chaotic neutral
  Class Fighter 16
  Background Solider
  Occupation Mercenary
  Armor Class 17 (splint)
  Hit Points 180 (16d10 + 80)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  18 (+4)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  20 (+5)
  Saving Throws Strength +10, Constitution +10
  Skills Acrobatics +9, Athletics +10, Intimidation +10,  
  Persuasion +10;  
  Tools brewer’s supplies, land vehicles, playing cards 
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 8 (3,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Iusaaset can take an additional action on top of her normal 
  action and possible bonus action. 
  Combat Superiority. Iusaaset has 6 superiority dice. These dice 
  are expended when used and are regained after a short or long 
  rest. When Iusaaset rolls initiative and has no superiority dice 
  remaining, she gains one superiority die.
  Commander’s Strike. Iusaaset can expend 1 superiority die 
  when taking the attack action. She forgoes one of her attacks and 
  uses a bonus action to allow a friendly creature who can see or 
  hear her to use its reaction to make one weapon attack, adding 
  1d10 to the attack roll. 
  Distracting Strike. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to distract the target. 
  She adds 1d10 to the attack’s damage roll. The next attack made 
  against the target by a creature other than her before the start of 
  her next turn has advantage. 
  Goading Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to attempt to goad the 
  target. She adds 1d10 to the attack’s damage roll. The target must 
  make a DC 18 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than her until the end of her 
  next turn.
  Lunging Attack. Iusaaset can expend 1 superiority die to 
  increase her reach for one melee weapon attack by 5 feet and 
  adds 1d10 to attack’s damage roll on a hit.
  Maneuvering Attack. Iusaaset can expend 1 superiority die 
  when she hits a creature with a weapon attack to move an ally. 
  She adds 1d10 to the attack’s damage roll. An ally who can see 
  or hear her can use its reaction to move up to half its speed, 
  provoking no opportunity attacks from the target of the attack.
  Menacing Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack. She adds 1d10 to the 
  attack’s damage roll. The target must make a DC 18 Wisdom 
  saving throw or become frightened of Iusaaset until the end of 
  her next turn.
  Rally. Iusaaset can use a bonus action on her turn and expend 1 
  superiority die to rally an ally. A friendly creature who can see or 
  hear her gains 1d10 + 5 temporary hit points. 
  Sweeping Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within her reach. If the original attack roll would hit the second 
  creature, it takes 1d10 damage of the same type dealt by the 
  original attack. 
  Trip Attack. Iusaaset may expend 1 superiority die when she 
  hits a creature with a weapon attack to attempt to knock the 
  target down. She adds 1d10 to the attack’s damage roll. If it is 
  Large or smaller, the target must make a DC 18 Strength saving 
  throw or fall prone. 
  Fighting Style (Great Weapon). When Iusaaset rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Indomitable (2/day). Iusaaset can reroll a failed saving throw. 
  Know Your Enemy. Iusaaset can learn certain information about 
  a creature’s capabilities, compared to her own, if she spends 
  at least one minute observing or interacting with it outside of 
  combat. She can discern if the creature is her equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Iusaaset has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Iusaaset can use a bonus action to regain 1d10 + 16 
  hit points.
  Actions
  Multiattack. Iusaaset makes three weapon attacks.
  Halberd. Melee Weapon Attack: +10 to hit, reach 10 ft.,  
  one target. Hit: 10 (1d10 + 5) slashing damage.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +9 to hit,  
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Halberd, scimitar, light crossbow, 20 bolts, splint armor*, clay 
  pipe, soul inker, 192 gp, 92 sp
  *While wearing this armor, Iusaaset has disadvantage on 
  Dexterity (Stealth) checks
  
  93
  Iusaaset (Level 20)
  Medium humanoid (human), chaotic neutral
  Class Fighter 20
  Background Solider
  Occupation Mercenary
  Armor Class 17 (splint)
  Hit Points 224 (20d10 + 100)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  20 (+5)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  20 (+5)
  Saving Throws Strength +11, Constitution +11
  Skills Acrobatics +11, Athletics +11, Intimidation +11,  
  Persuasion +11;  
  Tools brewer’s supplies, land vehicles, playing cards 
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 10 (5,900 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On her turn, Iusaaset can take an additional action on top of her 
  normal action and possible bonus action. 
  Combat Superiority. Iusaaset has 6 superiority dice. These dice 
  are expended when used and are regained after a short or long 
  rest. When Iusaaset rolls initiative and has no superiority dice 
  remaining, she gains one superiority die.
  Commander’s Strike. Iusaaset can expend 1 superiority die 
  when taking the attack action. She forgoes one of her attacks and 
  uses a bonus action to allow a friendly creature who can see or 
  hear her to use its reaction to make one weapon attack, adding 
  1d12 to the attack roll. 
  Distracting Strike. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to distract the target. 
  She adds 1d12 to the attack’s damage roll. The next attack made 
  against the target by a creature other than her before the start of 
  her next turn has advantage. 
  Goading Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack to attempt to goad the 
  target. She adds 1d12 to the attack’s damage roll. The target must 
  make a DC 19 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than her until the end of her 
  next turn.
  Lunging Attack. Iusaaset can expend 1 superiority die to 
  increase her reach for one melee weapon attack by 5 feet and 
  adds 1d12 to attack’s damage roll on a hit.
  Maneuvering Attack. Iusaaset can expend 1 superiority die 
  when she hits a creature with a weapon attack to move an ally. 
  She adds 1d12 to the attack’s damage roll. An ally who can see 
  or hear her can use its reaction to move up to half its speed, 
  provoking no opportunity attacks from the target of the attack.
  Menacing Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a weapon attack. She adds 1d12 to the 
  attack’s damage roll. The target must make a DC 19 Wisdom 
  saving throw or become frightened of Iusaaset until the end of 
  her next turn.
  Rally. Iusaaset can use a bonus action on her turn and expend 1 
  superiority die to rally an ally. A friendly creature who can see or 
  hear her gains 1d12 + 5 temporary hit points. 
  Sweeping Attack. Iusaaset can expend 1 superiority die when 
  she hits a creature with a melee weapon attack to attempt to 
  damage another creature within 5 feet of the original target and 
  within her reach. If the original attack roll would hit the second 
  creature, it takes 1d12 damage of the same type dealt by the 
  original attack. 
  Trip Attack. Iusaaset may expend 1 superiority die when she 
  hits a creature with a weapon attack to attempt to knock the 
  target down. She adds 1d12 to the attack’s damage roll. If it is 
  Large or smaller, the target must make a DC 19 Strength saving 
  throw or fall prone. 
  Fighting Style (Great Weapon). When Iusaaset rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Indomitable (3/day). Iusaaset can reroll a failed saving throw. 
  Know Your Enemy. Iusaaset can learn certain information about 
  a creature’s capabilities, compared to her own, if she spends 
  at least one minute observing or interacting with it outside of 
  combat. She can discern if the creature is her equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Iusaaset has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Iusaaset can use a bonus action to regain 1d10 + 20 
  hit points.
  Actions
  Multiattack. Iusaaset makes four weapon attacks.
  Halberd. Melee Weapon Attack: +11 to hit, reach 10 ft.,  
  one target. Hit: 10 (1d10 + 5) slashing damage.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +11 to hit,  
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Halberd, scimitar, light crossbow, 20 bolts, splint armor*, clay 
  pipe, soul inker, 220 gp, 292 sp
  *While wearing this armor, Iusaaset has disadvantage on 
  Dexterity (Stealth) checks
  
  94
  Jory Ceffyl
  Small humanoid (stout halfling), neutral
  Class Ranger 1
  Background Sage
  Occupation Animal 
  Keeper
  Armor Class 16 (std. leather, shield)
  Hit Points 11 (1d10 + 1)
  Speed 25 ft.
  STR
  9 (–1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  17 (+3)
  CHA
  8 (–1)
  Saving Throws Strength +1, Dexterity +4
  Skills Animal Handling +5, Medicine +5, Nature +4,  
   Perception +5, Survival +5
  Damage Resistances poison
  Senses passive Perception 15
  Languages Common, Halfling
  Challenge 1/4 (50 XP)
  Favored Enemy (Beasts). Jory has advantage on Survival 
  checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information 
  about them.
  Brave. Jory has advantage on saving throws against being 
  frightened.
  Halfling Nimbleness. Jory can move through a space 
  occupied by a creature that is larger than him.
  Lucky. If Jory rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the new result.
  Natural Explorer (Grasslands). Jory doubles his proficiency 
  bonus (+4) when making Intelligence or Wisdom 
  checks about his favored terrain, as well as other 
  benefits listed on the following pages.
  Researcher. If Jory is unable to recall a piece of lore, he 
  probably knows where the information can be found.
  Stout Resilience. Jory has advantage on 
  saving throws against poison.
  Actions
  Goad. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Overview
  Jory was raised by books as much as his parents; while other 
  children were playing at knights and castles, he could list every 
  symptom of scale-rot and every bone in a wyvern’s wing. Growing 
  up in a trade caravan following armies from camp to camp, he 
  had ready access to a large library, interesting folk from across the 
  world, and more charts and anatomical diagrams than he could 
  ever work through. What he never consistently had, however, was 
  children his own age as playmates; the family never stayed in place 
  long enough. Instead, Jory found companionship in the various 
  creatures associated with a wandering army—hunting dogs, rat-
  catching cats, and any bird or beast drawn to carrion and corpses. 
  Jory never learnt to fear them, and never felt he was missing out on 
  more civilised companionship. One quiet moment, Jory found an 
  upturned nest with all but one egg smashed. He raised the fragile, 
  pink hatchling in his jacket pocket until it fledged. 
  When Jory was old enough he, naturally, joined the army; it was, 
  after all, the only life he had ever known. Not long after he signed 
  on as a foot soldier, one of the commander’s griffons was taken ill. 
  Passing the tent where the beasts were housed, Jory immediately 
  recognized the symptoms of bumblefoot from his reading, and 
  rushed in to suggest treatment for the suffering creature.
  His potential thus demonstrated, Jory was quickly moved from the 
  front line to directing the care of the beasts he showed such an 
  affinity for. Many laugh to see the little halfling corralling and 
  commanding the fearsome creatures, happily chatting to 
  the raven, Faenagg, all the while, but he hardly notices. 
  Personality Traits 
  “I’ll...I think I’ll just go for a bit...” In 
  moments of peace, Jory prefers to wander 
  and explore than stay put and suffer the 
  awkward silence that pervades with his peers.
  Ideals
  “They don’t have voices; I have to speak for them.” 
  Animals in Jory’s care are as much people as 
  anyone else, some of them more so. 
  Bonds
  “He’s better conversation than anyone else 
  I know.” Jory tried to set Feanagg free, but 
  the raven refused to leave, and has been his 
  constant companion ever since.
  Flaws
  “Oh…yes…sorry, it’s simpler in hippogriff.” 
  Having never developed important social skills, 
  Jory can seem gawky and aloof around humanoids.  
  Roleplaying Jory
  Jory is intensely awkward around people. He is able to speak on 
  the subject of animal husbandry with eloquence and authority 
  but, should the topic of conversation shift, he will flounder and fall 
  silent (and possibly wait for a lull in conversation to sidle away). 
  Having had experience training dangerous creatures as well as 
  seeing to their care, Jory is a capable combatant, able to use many 
  of the same techniques (though aiming to dispatch an enemy 
  rather than simply discourage a behavior). 
  “Look at you, aren’t you handsome?  
   Oh, sorry, I was talking to your horse...”
  Weapons, Armor & Items
  Goad, whip, shortbox, 20 arrows, studded leather armor, 
  textbooks (Beasts of This World, Scale and Claw: an Introduction 
  to Reptiles, A Primer to the Healing Arts), 14 cp
  
  95
  Jory Ceffyl (Level 4)
  Small humanoid (stout halfling), neutral
  Class Ranger 4
  Background Sage
  Occupation Animal 
  Keeper
  Armor Class 16 (std. leather, shield)
  Hit Points 32 (4d10 + 4)
  Speed 25 ft.
  STR
  9 (–1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  18 (+4)
  CHA
  8 (–1)
  Saving Throws Strength +1, Dexterity +4
  Skills Animal Handling +6, Medicine +6, Nature +4,  
  Perception +6, Survival +6
  Damage Resistances poison
  Senses passive Perception 16
  Languages Common, Halfling
  Challenge 2 (450 XP)
  Ranger’s Companion (Raven). Jory has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. As no action, Jory may verbally command 
  the beast to move. Jory can use an action to command the beast 
  to Attack, Dash, Disengage, Dodge, or Help, and it will follow 
  commands to the best of its ability. When traveling through 
  his favored terrain with only his companion, Jory can move 
  stealthily at a normal pace. The Beast gains a +2 to its AC, attack 
  and damage rolls, and saving throws and skills it is proficient in. 
  Its maximum hit points are 16. 
  Favored Enemy (Beasts). Jory has advantage on Survival checks 
  made when tracking his favored enemies, as well as advantage 
  on Intelligence checks to recall information about them.
  Brave. Jory has advantage on saving throws against being 
  frightened.
  Fighting Style (Archery). Jory gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Halfling Nimbleness. Jory can move through a space occupied 
  by a creature that is larger than him.
  Lucky. If Jory rolls a 1 on an attack roll, ability check, or saving 
  throw, he can reroll the die and must take the new result.
  Natural Explorer (Grasslands). Jory is adept at traversing his 
  favored terrain and doubles his proficiency bonus (+4) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow his group’s travel, 
  his group can’t get lost except by magical means, he can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, he can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, he learns their exact number, 
  sizes, and how long ago they passed through the area.
  Researcher. If Jory is unable to recall a piece of lore, he probably 
  knows where the information can be found.
  Spellcasting. Jory is a 2nd-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  He knows the following ranger spells:
  1st level (3 slots): animal friendship, hunter’s mark, speak 
  with animals
  Stout Resilience. Jory has advantage on saving throws 
  against poison.
  Actions
  Goad. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Primeval Awareness. Jory expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within 
  a mile of his current location, or within 6 miles if Jory is in 
  grassland terrain.
  Weapons, Armor & Items
  Goad, whip, shortbox, 20 arrows, studded leather armor, 
  textbooks (Beasts of This World, Scale and Claw: an Introduction 
  to Reptiles, A Primer to the Healing Arts), 33 cp
  The King’s Elephant
  “The beast is off its food. It took a wound in the last battle...”
  “Yes,” muttered Jory, “you’ve made quite the target of him.”
  He could scarcely take his eyes off the creature; illustrations could 
  teach him much of gross anatomy, but nothing of its presence. 
  “It is the largest in the menagerie,” the man intoned disapprovingly. 
  “Should it expire, His Grace would be most distressed, though I 
  should be glad to no longer have to shovel its... leavings.”
  The man, the elephant’s handler, was dressed richly, as befitted his 
  status, and held out an ornate, and wickedly sharp, hooked goad. 
  Jory ignored both him and it as he approached to place a hand on 
  the creature’s elbow, criss-crossed with pale puncture scars. 
  “Down here, if you’d be so kind. We can’t all be as big as you.” 
  Males, distinguished by their tusks, are preferred for warfare, not for 
  their greater size or fiercer temperament, but for the fact that females 
  will flee before them.
  The elephant knelt with a rumble, and the man returned the ankus 
  to his belt, frowning, contenting himself to run a thumb over the 
  embedded jewels and the handle of the heavy chisel dangling 
  beside it. Jory knew what the chisel was for. 
  Faenagg cawed from his perch on the creature’s broad back; he 
  had been investigating the wounds and found nothing of note. The 
  raven was almost as adept at spotting early signs of infection as 
  Jory, and the halfling trusted his judgement. 
  Wounds heal quickly without stitches, and are less likely to turn 
  septic. Many common complaints are intestinal, with most bearing- 
  “Worms,” he said simply. 
  “The king’s elephant-” the man flustered.
  “Needs two pounds of clay daily in his feed until they’re expelled.”
  “And how will I kn- “
  “Well, you’ll just have to check, won’t you?” 
  
  96
  Jory Ceffyl (Level 8)
  Small humanoid (stout halfling), neutral
  Class Ranger 8
  Background Sage
  Occupation Animal 
  Keeper
  Armor Class 17 (std. leather, shield)
  Hit Points 60 (8d10 + 8)
  Speed 25 ft.
  STR
  9 (–1)
  DEX
  17 (+3)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  18 (+4)
  CHA
  8 (–1)
  Saving Throws Strength +2, Dexterity +6
  Skills Animal Handling +7, Medicine +7, Nature +5,  
  Perception +7, Survival +7
  Damage Resistances poison
  Senses passive Perception 17
  Languages Common, Halfling
  Challenge 3 (700 XP)
  Ranger’s Companion (Raven). Jory has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. As no action, Jory may verbally command 
  the beast to move. Jory can use an action to command the beast 
  to Attack, Dash, Disengage, Dodge, or Help, and it will follow 
  commands to the best of its ability. When traveling through 
  his favored terrain with only his companion, Jory can move 
  stealthily at a normal pace. The Beast gains a +3 to its AC, attack 
  and damage rolls, and saving throws and skills it is proficient in. 
  Its maximum hit points are 32. 
  Exceptional Training. Jory can use a bonus action to command 
  his beast companion to Dash, Disengage, Dodge, or Help on any 
  turn when it does not attack.
  Favored Enemy (Beasts, Plants). Jory has advantage on 
  Survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Brave. Jory has advantage on saving throws against being 
  frightened.
  Fighting Style (Archery). Jory gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Halfling Nimbleness. Jory can move through a space occupied 
  by a creature that is larger than him.
  Land’s Stride. Jory may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Lucky. If Jory rolls a 1 on an attack roll, ability check, or saving 
  throw, he can reroll the die and must take the new result.
  Natural Explorer (Forests, Grasslands). Jory is adept at 
  traversing his favored terrain and doubles his proficiency 
  bonus (+6) when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, difficult terrain doesn’t slow 
  his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Researcher. If Jory is unable to recall a piece of lore, he probably 
  knows where the information can be found.
  Spellcasting. Jory is a 4th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  He knows the following ranger spells:
  1st level (4 slots): animal friendship, hunter’s mark, speak 
  with animals
  2nd level (3 slots): lesser restoration, locate animals or plants
  Stout Resilience. Jory has advantage on saving throws 
  against poison.
  Actions
  Multiattack. Jory makes two weapon attacks.
  Goad. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 4 (1d4 + 3) slashing damage.
  Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
  Primeval Awareness. Jory expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Jory is in forest 
  or grassland terrain.
  Weapons, Armor & Items
  Goad, whip, shortbow, 20 arrows, studded leather armor, 
  textbooks (Beasts of This World, Scale and Claw: an Introduction 
  to Reptiles, A Primer to the Healing Arts), 9 gp, 14 cp
  Jory in your Game
  Mounts, pets, familiars, and companions will all fascinate Jory, 
  and he is more likely to talk to them than the party. Should any 
  of the party’s animal companions require aid, Jory’s skills are 
  widely known and well-regarded. Jory is not the most talkative, 
  but any character with knowledge of, or interest in, the natural 
  world may struggle to get him to stop if they get him onto the 
  subject of animal care and husbandry.
  Quest Hook: The party has been tasked with slaying a 
  dangerous beast which has been menacing supply lines and the 
  surrounding countryside. Jory insists it is suffering from a rage-
  inducing condition and implores them to instead restrain it so 
  he can administer treatment. When the attacks start again some 
  time later, do the party believe his claim that these are disguised 
  bandit attacks, not the beast returning to old habits?
  
  97
  Jory Ceffyl (Level 12)
  Small humanoid (stout halfling), neutral
  Class Ranger 12
  Background Sage
  Occupation Animal 
  Keeper
  Armor Class 19 (std. leather, shield)
  Hit Points 88 (12d10 + 12)
  Speed 25 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  19 (+4)
  CHA
  8 (–1)
  Saving Throws Strength +3, Dexterity +9
  Skills Animal Handling +8, Medicine +8, Nature +6,  
  Perception +8, Survival +8
  Damage Resistances poison
  Senses passive Perception 18
  Languages Common, Halfling
  Challenge 5 (1,800 XP)
  Ranger’s Companion (Raven). Jory has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. As no action, Jory may verbally command 
  the beast to move. Jory can use an action to command the beast 
  to Attack, Dash, Disengage, Dodge, or Help, and it will follow 
  commands to the best of its ability. Additionally, when Jory 
  commands his beast to attack, it makes two weapon attacks. 
  When traveling through his favored terrain with only his 
  companion, Jory can move stealthily at a normal pace. The Beast 
  gains a +4 to its AC, attack and damage rolls, and saving throws 
  and skills it is proficient in. Its maximum hit points are 48. 
  Exceptional Training. Jory can use a bonus action to command 
  his beast companion to Dash, Disengage, Dodge, or Help on any 
  turn when it does not attack.
  Favored Enemy (Beasts, Plants). Jory has advantage on 
  Survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Brave. Jory has advantage on saving throws against being 
  frightened.
  Fighting Style (Archery). Jory gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Halfling Nimbleness. Jory can move through a space occupied 
  by a creature that is larger than him.
  Hide in Plain Sight. Jory may spend 1 minute creating 
  camouflage for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouflage. Once Jory is camouflaged in this way, he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouflage himself again to gain this benefit.
  Land’s Stride. Jory may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Lucky. If Jory rolls a 1 on an attack roll, ability check, or saving 
  throw, he can reroll the die and must take the new result.
  Natural Explorer (Forests, Grasslands, Swamp). Jory is adept 
  at traversing his favored terrain and doubles his proficiency 
  bonus (+8) when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, difficult terrain doesn’t slow 
  his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Researcher. If Jory is unable to recall a piece of lore, he probably 
  knows where the information can be found.
  Spellcasting. Jory is a 6th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  He knows the following ranger spells:
  1st level (4 slots): animal friendship, hunter’s mark, speak 
  with animals
  2nd level (3 slots): lesser restoration, locate animals or plants
  3rd level (3 slots): conjure animals, speak with plants
  Stout Resilience. Jory has advantage on saving throws 
  against poison.
  Actions
  Multiattack. Jory makes two weapon attacks.
  Goad. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 6 (1d4 + 5) slashing damage.
  Shortbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Primeval Awareness. Jory expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Jory is in forest, 
  grassland, or swamp terrain.
  Weapons, Armor & Items
  Goad, whip, shortbox, 20 arrows, studded leather armor, 
  textbooks (Beasts of This World, Scale and Claw: an Introduction 
  to Reptiles, A Primer to the Healing Arts), 9 gp, 32 cp
  
  98
  Jory Ceffyl (Level 16)
  Small humanoid (stout halfling), neutral
  Class Ranger 16
  Background Sage
  Occupation Animal 
  Keeper
  Armor Class 19 (std. leather, shield)
  Hit Points 116 (16d10 + 16)
  Speed 25 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  13 (+1)
  INT
  15 (+2)
  WIS
  20 (+5)
  CHA
  8 (–1)
  Saving Throws Strength +4, Dexterity +10
  Skills Animal Handling +10, Medicine +10, Nature +7,  
  Perception +10, Survival +10
  Damage Resistances poison
  Senses passive Perception 20
  Languages Common, Halfling
  Challenge 6 (2,300 XP)
  Ranger’s Companion (Raven). Jory has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. As no action, Jory may verbally command 
  the beast to move. Jory can use an action to command the beast 
  to Attack, Dash, Disengage, Dodge, or Help, and it will follow 
  commands to the best of its ability. Additionally, when Jory 
  commands his beast to attack, it makes two weapon attacks. 
  When traveling through his favored terrain with only his 
  companion, Jory can move stealthily at a normal pace. The Beast 
  gains a +5 to its AC, attack and damage rolls, and saving throws 
  and skills it is proficient in. Its maximum hit points are 64. 
  Exceptional Training. Jory can use a bonus action to command 
  his beast companion to Dash, Disengage, Dodge, or Help on any 
  turn when it does not attack.
  Favored Enemy (Beasts, Dragons, Plants). Jory has advantage 
  on Survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Brave. Jory has advantage on saving throws against being 
  frightened.
  Fighting Style (Archery). Jory gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Halfling Nimbleness. Jory can move through a space occupied 
  by a creature that is larger than him.
  Hide in Plain Sight. Jory may spend 1 minute creating 
  camouflage for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouflage. Once Jory is camouflaged in this way, he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouflage himself again to gain this benefit.
  Land’s Stride. Jory may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Lucky. If Jory rolls a 1 on an attack roll, ability check, or saving 
  throw, he can reroll the die and must take the new result.
  Natural Explorer (Forests, Grasslands, Swamp). Jory is adept 
  at traversing his favored terrain and doubles his proficiency 
  bonus (+10) when making Intelligence or Wisdom checks 
  about such areas. In favored terrain, difficult terrain doesn’t 
  slow his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Researcher. If Jory is unable to recall a piece of lore, he probably 
  knows where the information can be found.
  Share Spells. If his beast companion is within 30 feet of him, any 
  spell Jory casts targeting himself can also target the beast.
  Spellcasting. Jory is an 8th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 18, +10 to hit with spell 
  attacks). He knows the following ranger spells:
  1st level (4 slots): animal friendship, cure wounds, hunter’s mark, 
  speak with animals
  2nd level (3 slots): lesser restoration, locate animals or plants
  3rd level (3 slots): conjure animals, speak with plants
  4th level (2 slots): locate creature
  Stout Resilience. Jory has advantage on saving throws 
  against poison.
  Vanish. Jory may use the Hide action as a bonus action on his 
  turn. Also, he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Actions
  Multiattack. Jory makes two weapon attacks.
  Goad. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 6 (1d4 + 5) slashing damage.
  Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Primeval Awareness. Jory expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Jory is in forest, 
  grassland, or swamp terrain.
  Weapons, Armor & Items
  Goad, whip, shortbox, 20 arrows, studded leather armor, 
  textbooks (Beasts of This World, Scale and Claw: an Introduction 
  to Reptiles, A Primer to the Healing Arts), 49 gp, 32 cp
  
  99
  Jory Ceffyl (Level 20)
  Small humanoid (stout halfling), neutral
  Class Ranger 20
  Background Sage
  Occupation Animal 
  Keeper
  Armor Class 19 (std. leather, shield)
  Hit Points 164 (20d10 + 40)
  Speed 25 ft.
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  20 (+5)
  CHA
  8 (–1)
  Saving Throws Strength +5, Dexterity +11
  Skills Animal Handling +11, Medicine +11, Nature +9,  
  Perception +11, Survival +11
  Damage Resistances poison
  Senses passive Perception 21
  Languages Common, Halfling
  Challenge 7 (2,900 XP)
  Ranger’s Companion (Raven). Jory has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. As no action, Jory may verbally command 
  the beast to move. Jory can use an action to command the beast 
  to Attack, Dash, Disengage, Dodge, or Help, and it will follow 
  commands to the best of its ability. Additionally, when Jory 
  commands his beast to attack, it makes two weapon attacks. 
  When traveling through his favored terrain with only his 
  companion, Jory can move stealthily at a normal pace. The Beast 
  gains a +6 to its AC, attack and damage rolls, and saving throws 
  and skills it is proficient in. Its maximum hit points are 80. 
  Exceptional Training. Jory can use a bonus action to command 
  his beast companion to Dash, Disengage, Dodge, or Help on any 
  turn when it does not attack.
  Favored Enemy (Beasts, Dragons, Plants). Jory has advantage 
  on Survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Brave. Jory has advantage on saving throws against being 
  frightened.
  Feral Senses. When Jory attacks a creature he can’t see, his 
  inability to see it doesn’t impose disadvantage on his attack 
  roll against it. He is also aware of the location of any invisible 
  creature within 30 ft. of him, provided the creature is not hidden 
  from him and he is not blinded of deafened
  Fighting Style (Archery). Jory gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Foe Slayer (1/turn). Jory can add +5 to the attack roll or the 
  damage roll of an attack he makes against one of his favored 
  enemies. He can choose to use this feature before or after the roll 
  but before any effects of the roll are applied.
  Halfling Nimbleness. Jory can move through a space occupied 
  by a creature that is larger than him.
  Hide in Plain Sight. Jory may spend 1 minute creating 
  camouflage for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouflage. Once Jory is camouflaged in this way, he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouflage himself again to gain this benefit.
  Land’s Stride. Jory may move through non-magical difficult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Lucky. If Jory rolls a 1 on an attack roll, ability check, or saving 
  throw, he can reroll the die and must take the new result.
  Natural Explorer (Forests, Grasslands, Swamp). Jory is adept 
  at traversing his favored terrain and doubles his proficiency 
  bonus (+12) when making Intelligence or Wisdom checks 
  about such areas. In favored terrain, difficult terrain doesn’t 
  slow his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, finds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Researcher. If Jory is unable to recall a piece of lore, he probably 
  knows where the information can be found.
  Share Spells. If his beast companion is within 30 feet of him, any 
  spell Jory casts targeting himself can also target the beast.
  Spellcasting. Jory is a 10th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 19, +11 to hit with spell 
  attacks). He knows the following ranger spells:
  1st level (4 slots): animal friendship, cure wounds, hunter’s mark, 
  speak with animals
  2nd level (3 slots): lesser restoration, locate animals or plants
  3rd level (3 slots): conjure animals, speak with plants
  4th level (3 slots): freedom of movement, locate creature 
  5th level (2 slots): commune with nature
  Stout Resilience. Jory has advantage on saving throws 
  against poison.
  Vanish. Jory may use the Hide action as a bonus action on his 
  turn. Also, he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Actions
  Multiattack. Jory makes two weapon attacks.
  Goad. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 6 (1d4 + 5) slashing damage.
  Shortbow. Ranged Weapon Attack: +13 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Primeval Awareness. Jory expends 1 ranger spell slot to focus 
  on the region around him. For 1 minute per level of the spell 
  slot expended, he can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of his current location, or within 6 miles if Jory is in forest, 
  grassland, or swamp terrain.
  Weapons, Armor & Items
  Goad, whip, shortbox, 20 arrows, studded leather armor, 
  textbooks (Beasts of This World, Scale and Claw: an Introduction 
  to Reptiles, A Primer to the Healing Arts), 149 gp, 40 sp, 32 cp
  
  100
  Linnet
  Medium humanoid (half elf), neutral
  Class Rogue 1
  Background Sage
  Occupation Messenger
  Armor Class 12
  Hit Points 8 (1d8)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving Throws Dexterity +4, Intelligence +5
  Skills Arcana +5, Deception +3, History +5, Insight +6,  
  Investigation +5, Perception +4, Sleight of Hand +6, Survival +4;  
  Tools thieves’ tools
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, 
  Thieves’ Cant
  Challenge 1/4 (50 XP)
  Sneak Attack (1/turn). Linnet can deal an extra 
  1d6 damage to one creature she hits with an attack 
  if she has advantage on the attack roll. The attack 
  must use a finesse or ranged weapon. She doesn’t 
  need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on 
  the attack roll.
  Expertise (Insight, Sleight of Hand). Linnet 
  doubles her proficiency bonus (+4) to checks with 
  her Expertise skills.
  Fey Ancestry. Linnet has advantage on saving 
  throws against being charmed and magic can’t put 
  her to sleep.
  Researcher. If Linnet is unable to recall a piece of 
  lore, she probably knows where the information 
  can be found.
  Actions
  Bo staff. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage,  
  or 6 (1d8 + 2) damage if used with two hands.
  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.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit,  
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Overview
  Linnet was a baby once, presumably. After that, she was a child, 
  then an awkward adolescent. For as long as she could remember, 
  though, she had been a part of The Murmuration (p.68), living 
  her life for the cause. Her mind, trained from infancy, can hold 
  and compartmentalize information, languages, and secrets to an 
  extent inconceivable to most. Her life was the receiving, storing, 
  and delivering of messages as a near-automaton until she did the 
  unthinkable to one in her order; she thought about her message, 
  thought through its implications, and decided not to deliver it. 
  Refusal to deliver a message, even one which would start a needless 
  war, is a death sentence to those in The Murmuration, so Linnet 
  simply slipped away. She allowed the order to believe she met her 
  fate somewhere en route, and put as much ground between them 
  and her as she could before they realized their mistake. 
  Having little else in the way of skills or training, Linnet works as a 
  runner, still carrying messages, but now only working for causes 
  she trusts and believes in (as well as now being personally paid 
  for her services). While happy in her new life, she is constantly 
  looking over her shoulder, sure that The Murmuration will cross 
  paths with her again, if not seek her out directly. 
  Personality Traits
  “This one will... no, actually I don’t want to.” Linnet is still coming to 
  terms with the idea of being an individual person, and not part of a 
  greater whole. She takes an unusual amount of delight in personal 
  freedom and any situation she is able to say ‘no’ to. 
  Ideals
  “I’m a soldier, not a machine.” Her escape from The 
  Murmuration has given Linnet a strong belief in personal 
  freedom and self-determination. She still follows orders, 
  but now from commanders she has chosen, which 
  makes all the difference in her mind. 
  Bonds
  “I won’t go back.” Linnet is assumed dead by The 
  Murmuration, and is keen to keep it that way, a task 
  made more difficult the longer the war drags on. 
  Flaws
  “Your plan is terrible; here is my suggestion...” 
  Linnet can be cold, almost mechanical in her 
  interactions with others, and has not fully grasped 
  the nuances of which thoughts to keep to herself 
  and which to voice. 
  Roleplaying Linnet
  Linnet is still fairly new to her life as an individual, 
  and occasionally slips into the parlance of The 
  Murmuration, habitually referring to herself as ‘it’ or 
  ‘this one’ before catching herself. She enjoys testing herself 
  mentally, part of her conditioned training, and can carry 
  on riddles and memory games far beyond the point that 
  others give up, or suffer along in intense boredom. 
  While she was drilled in combat from a young age, the focus 
  of the training was that the delivery of the message is always more 
  important than defeating an enemy and that discretion is the better 
  part of valor, so if the option to flee arises, Linnet will take it. 
  “Let me relay that back to you;  
  I got it right, but you might want to make changes...”
  Weapons, Armor & Items
  Bo staff, 4 daggers, hand crossbow, 20 bolts, cipher quill, scroll 
  tube, 12 sp
  
  101
  Linnet (Level 4)
  Medium humanoid (half elf), neutral
  Class Rogue 3/Monk 1
  Background Sage
  Occupation Messenger
  Armor Class 14 (unarmored)
  Hit Points 23 (4d8)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving Throws Dexterity +4, Intelligence +5
  Skills Arcana +5, Deception +3, History +5, Insight +6,  
  Investigation +5, Perception +4, Sleight of Hand +6, Survival +4;  
  Tools thieves’ tools
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, 
  Thieves’ Cant
  Challenge 1 (200 XP)
  Sneak Attack (1/turn). Linnet can deal an extra 2d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and 
  she doesn’t have disadvantage on the attack roll.
  Cunning Action. On her turn, as a bonus action, Linnet can 
  take a Dash, Dodge, Disengage, or Hide action. Alternatively, 
  she can control her mage hand. 
  Expertise (Insight, Sleight of Hand). Linnet doubles her 
  proficiency bonus (+4) to checks with her Expertise skills.
  Fey Ancestry. Linnet has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Mage Hand Legerdemain. Linnet can use her mage hand spell 
  to stow or retrieve an object in a container worn or carried by 
  another creature, or use thieves’ tools to pick locks and disarm 
  traps at range. If she succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, she can perform one of 
  these tasks without being noticed. 
  Researcher. If Linnet is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Spellcasting. Linnet is a 1st-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 13, +5 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, message
  1st level (2 slots): comprehend languages, disguise self, 
  illusory script
  Actions
  Martial Arts. When Linnet makes a melee attack, as a bonus 
  action she can make one unarmed strike.
  Bo staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) damage if 
  used with two hands.
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  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.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit,  
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Weapons, Armor & Items
  Bo staff, 4 daggers, hand crossbow, 20 bolts, cipher quill, scroll 
  tube, 12 sp, 21 cp
  Deliverance
  The Message will be delivered as instructed, when instructed, without 
  delay, without omission, without excuse. Without exception. 
  The Message was afraid. The Message had thought about the words 
  it carried. The Message was to go to this lord and that lady, this 
  general, and that captain, and the words were war, and flame, and 
  death. The Message did not like the words. 
  The Message had fled, undelivered. Siskin had been beaten bloody 
  in training for missing a single word of its message. This would be 
  much worse. Messages did not fear, but it was fearful all the same. 
  It had never had to make a decision before. It was deemed 
  adequate after training. It hadn’t the track speed of Serin, and 
  it spoke one less language than Pipit, but it was faster and more 
  lingual than any outsider, and far beyond its present company. It 
  was odd to think of itself as one of them. It was odd to think of 
  itself at all. 
  The horn announcing the group’s arrival at the training camp 
  snapped it out of its thoughts (her thoughts). There would be war, 
  message or no; it seemed as good a place to start as any. The dozen 
  or so recruits who had filtered from trails, paths, and rutted tracks 
  to trudge the road together formed a line ahead of her, filing past a 
  tired-looking officer with a ledger. 
  She tightened the scarf at her throat to hide the brand, but still 
  worried at the thought of questions. Silence was the same in all six 
  languages, but it could only get her so far. She didn’t even have a 
  name, not really. Their designations in the training groups were for 
  the convenience of the trainer. She, at least, had one which could 
  pass for a name, she supposed. 
  The officer eyed her expectantly, quill poised above parchment. 
  “Linnet. My name is Linnet.”
  
  102
  Linnet (Level 8)
  Medium humanoid (half elf), neutral
  Class Rogue 6/Monk 2
  Background Sage
  Occupation Messenger
  Armor Class 14 (unarmored)
  Hit Points 43 (8d8)
  Speed 40 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  19 (+4)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving Throws Dexterity +5, Intelligence +7
  Skills Arcana +10, Deception +4, History +10, Insight +8,  
  Investigation +7, Perception +5, Sleight of Hand +7, Survival +5;  
  Tools thieves’ tools
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, 
  Thieves’ Cant
  Challenge 3 (700 XP)
  Ki. Linnet has 2 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Linnet can expend 1 ki point after taking the 
  attack action on her turn to make two unarmed strikes as a 
  bonus action.
  Step of the Wind. Linnet can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Sneak Attack (1/turn). Linnet can deal an extra 3d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and 
  she doesn’t have disadvantage on the attack roll.
  Cunning Action. On her turn, as a bonus action, Linnet can 
  take a Dash, Dodge, Disengage, or Hide action. Alternatively, 
  she can control her mage hand. 
  Expertise (Arcana, History, Insight, Sleight of Hand). 
  Linnet doubles her proficiency bonus (+6) to checks with her 
  Expertise skills.
  Fey Ancestry. Linnet has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Mage Hand Legerdemain. Linnet can use her mage hand spell 
  to stow or retrieve an object in a container worn or carried by 
  another creature, or use thieves’ tools to pick locks and disarm 
  traps at range. If she succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, she can perform one of 
  these tasks without being noticed. 
  Researcher. If Linnet is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Spellcasting. Linnet is a 2nd-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, message
  1st level (3 slots): comprehend languages, disguise self, 
  expeditious retreat, illusory script
  Actions
  Martial Arts. When Linnet makes a melee attack, as a bonus 
  action she can make one unarmed strike.
  Bo staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) damage if 
  used with two hands.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) bludgeoning 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.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Reactions
  Uncanny Dodge. When Linnet is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  Bo staff, 4 daggers, hand crossbow, 20 bolts, cipher quill, scroll 
  tube, 12 sp, 32 cp
  Linnet in your Game
  Linnet may, of course, be encountered in her role as a 
  messenger, relaying between the party and any higher-ups. 
  Depending on where the party meet her in her personal 
  journey, she may be entirely unused to social nuance; she might 
  get herself into a social situation she does not fully understand 
  or require the party’s help with learning to blend into normal 
  society. Linnet may be a useful point of contact, as her wide-
  ranging travels and eidetic memory means she is privy to a lot of 
  information from a wide range of sources (though she will only 
  divulge it to those she completely trusts). 
  Quest Hook: A representative for The Murmuration has been 
  sniffing around the local area. A rumor has reached them 
  of a young woman with a suspiciously similar skill set, and 
  they are keen to recover their asset, or at least remove her 
  as competition. A weighty purse of coin awaits any who can 
  give information as to her whereabouts. Will the party defend 
  Linnet’s freedom or will the allure of so much gold prove too 
  great a temptation?
  
  103
  Linnet (Level 12)
  Medium humanoid (half elf), neutral
  Class Rogue 10/Monk 2
  Background Sage
  Occupation Messenger
  Armor Class 15 (unarmored)
  Hit Points 63 (12d8)
  Speed 40 ft.
  STR
  10 (+0)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving Throws Dexterity +7, Intelligence +9
  Skills Arcana +13, Deception +5, History +13, Insight +10,  
  Investigation +9, Perception +6, Sleight of Hand +11, Survival +6;  
  Tools thieves’ tools
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, 
  Thieves’ Cant
  Challenge 5 (1,800 XP)
  Ki. Linnet has 2 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Linnet can expend 1 ki point after taking the 
  attack action on her turn to make two unarmed strikes as a 
  bonus action.
  Step of the Wind. Linnet can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Sneak Attack (1/turn). Linnet can deal an extra 5d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and 
  she doesn’t have disadvantage on the attack roll.
  Cunning Action. On her turn, as a bonus action, Linnet can 
  take a Dash, Dodge, Disengage, or Hide action. Alternatively, 
  she can control her mage hand. 
  Evasion. When Linnet is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Arcana, History, Insight, Sleight of Hand). 
  Linnet doubles her proficiency bonus (+8) to checks with her 
  Expertise skills.
  Fey Ancestry. Linnet has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Mage Hand Legerdemain. Linnet can use her mage hand spell 
  to stow or retrieve an object in a container worn or carried by 
  another creature, or use thieves’ tools to pick locks and disarm 
  traps at range. If she succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, she can perform one of 
  these tasks without being noticed. 
  Magical Ambush. If Linnet casts a spell on a creature she is 
  hidden from, that creature makes any saving throws against the 
  spell this turn with disadvantage. 
  Researcher. If Linnet is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Spellcasting. Linnet is a 4th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 17, +9 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, message, prestidigitation
  1st level (4 slots): comprehend languages, disguise self, 
  expeditious retreat, illusory script
  2nd level (3 slots): alter self, detect thoughts, invisibility
  Actions
  Martial Arts. When Linnet makes a melee attack, as a bonus 
  action she can make one unarmed strike.
  Bo staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) damage if 
  used with two hands.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit,  
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Reactions
  Uncanny Dodge. When Linnet is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  Bo staff, 4 daggers, hand crossbow, 20 bolts, cipher quill, scroll 
  tube, 12 gp, 12 sp, 32 cp
  
  104
  Linnet (Level 16)
  Medium humanoid (half elf), neutral
  Class Rogue 14/Monk 2
  Background Sage
  Occupation Messenger
  Armor Class 16 (unarmored)
  Hit Points 83 (16d8)
  Speed 40 ft.
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  15 (+2)
  CHA
  13 (+1)
  Saving Throws Dexterity +8, Intelligence +10
  Skills Arcana +15, Deception +6, History +15, Insight +12,  
  Investigation +10, Perception +7, Sleight of Hand +14, Survival +7;  
  Tools thieves’ tools
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, 
  Thieves’ Cant
  Challenge 6 (2,300 XP)
  Ki. Linnet has 2 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Linnet can expend 1 ki point after taking the 
  attack action on her turn to make two unarmed strikes as a 
  bonus action.
  Step of the Wind. Linnet can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Sneak Attack (1/turn). Linnet can deal an extra 7d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and 
  she doesn’t have disadvantage on the attack roll.
  Blindsense. If Linnet is able to hear, she is aware of the location 
  of any hidden or invisible creature within 10 ft. of her.
  Cunning Action. On her turn, as a bonus action, Linnet can 
  take a Dash, Dodge, Disengage, or Hide action. Alternatively, 
  she can control her mage hand. 
  Evasion. When Linnet is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Arcana, History, Insight, Sleight of Hand). 
  Linnet doubles her proficiency bonus (+10) to checks with her 
  Expertise skills.
  Fey Ancestry. Linnet has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Mage Hand Legerdemain. Linnet can use her mage hand spell 
  to stow or retrieve an object in a container worn or carried by 
  another creature, or use thieves’ tools to pick locks and disarm 
  traps at range. If she succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, she can perform one of 
  these tasks without being noticed. 
  Magical Ambush. If Linnet casts a spell on a creature she is 
  hidden from, that creature makes any saving throws against the 
  spell this turn with disadvantage. 
  Reliable Talent. Whenever Linnet makes an ability check that 
  lets her add her proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10.
  Researcher. If Linnet is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Spellcasting. Linnet is a 5th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 18, +10 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, message, prestidigitation
  1st level (4 slots): comprehend languages, disguise self, 
  expeditious retreat, illusory script
  2nd level (3 slots): alter self, detect thoughts, invisibility, 
  locate object
  3rd level (2 slots): nondetection, sending 
  Versatile Trickster. As a bonus action on her turn, Linnet may 
  designate a creature within 5 feet of her mage hand spell. She 
  has advantage on attack rolls against that creature until the end 
  of the turn.
  Actions
  Martial Arts. When Linnet makes a melee attack, as a bonus 
  action she can make one unarmed strike.
  Bo staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) damage if 
  used with two hands.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d4 + 4) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +9 to hit,  
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Reactions
  Uncanny Dodge. When Linnet is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  Bo staff, 4 daggers, hand crossbow, 20 bolts, cipher quill, scroll 
  tube, 28 gp, 12 sp, 32 cp
  
  105
  Linnet (Level 20)
  Medium humanoid (half elf), neutral
  Class Rogue 18/Monk 2
  Background Sage
  Occupation Messenger
  Armor Class 17 (unarmored)
  Hit Points 103 (20d8)
  Speed 40 ft.
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  15 (+2)
  CHA
  13 (+1)
  Saving Throws Dexterity +11, Intelligence +11, Wisdom +7
  Skills Arcana +17, Deception +7, History +17, Insight +14,  
  Investigation +11, Perception +8, Sleight of Hand +17, Survival +8;  
  Tools thieves’ tools
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, 
  Thieves’ Cant
  Challenge 7 (2,900 XP)
  Ki. Linnet has 2 ki points, which are expended when used and 
  are regained after a short or long rest. 
  Flurry of Blows. Linnet can expend 1 ki point after taking the 
  attack action on her turn to make two unarmed strikes as a 
  bonus action.
  Step of the Wind. Linnet can expend 1 ki point to take the Dash 
  or Disengage action as a bonus action on her turn. Her jump 
  distance is doubled for that turn. 
  Sneak Attack (1/turn). Linnet can deal an extra 9d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and 
  she doesn’t have disadvantage on the attack roll.
  Blindsense. If Linnet is able to hear, she is aware of the location 
  of any hidden or invisible creature within 10 ft. of her.
  Cunning Action. On her turn, as a bonus action, Linnet can 
  take a Dash, Dodge, Disengage, or Hide action. Alternatively, 
  she can control her mage hand. 
  Elusive. No attack rolls against Linnet can have advantage, as 
  long as she’s not incapacitated.
  Evasion. When Linnet is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Arcana, History, Insight, Sleight of Hand). 
  Linnet doubles her proficiency bonus (+12) to checks with her 
  Expertise skills.
  Fey Ancestry. Linnet has advantage on saving throws against 
  being charmed and magic can’t put her to sleep.
  Mage Hand Legerdemain. Linnet can use her mage hand spell 
  to stow or retrieve an object in a container worn or carried by 
  another creature, or use thieves’ tools to pick locks and disarm 
  traps at range. If she succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, she can perform one of 
  these tasks without being noticed. 
  Magical Ambush. If Linnet casts a spell on a creature she is 
  hidden from, that creature makes any saving throws against the 
  spell this turn with disadvantage. 
  Reliable Talent. Whenever Linnet makes an ability check that 
  lets her add her proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10.
  Spell Thief (1/day). When Linnet is targeted by a spell, or is 
  included in its area of effect, she can attempt to steal it from the 
  caster. The spellcaster must make a DC 19 saving throw using its 
  spellcasting modifier. On a failed save, Linnet is unaffected by 
  the spell and, if it is at least 1st-level and of a level she can cast, 
  she can cast the spell using her spell slots for the next 8 hours. 
  The spellcaster cannot use the spell for those 8 hours. 
  Researcher. If Linnet is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Spellcasting. Linnet is a 6th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 19, +11 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, mage hand, message, prestidigitation
  1st level (4 slots): comprehend languages, disguise self, 
  expeditious retreat, illusory script
  2nd level (3 slots): alter self, detect thoughts, invisibility, 
  locate object
  3rd level (3 slots): nondetection, phantom steed, sending 
  Versatile Trickster. As a bonus action on her turn, Linnet may 
  designate a creature within 5 feet of her mage hand spell. She 
  has advantage on attack rolls against that creature until the end 
  of the turn.
  Actions
  Martial Arts. When Linnet makes a melee attack, as a bonus 
  action she can make one unarmed strike.
  Bo staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) damage if 
  used with two hands.
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 7 (1d4 + 5) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +11 to hit,  
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Linnet is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  Bo staff, 4 daggers, hand crossbow, 20 bolts, cipher quill, scroll 
  tube, 42 gp, 36 sp, 32 cp
  
  106
  Owain ‘Bellows’ Marrick
  Medium humanoid (mountain dwarf), chaotic neutral
  Class Bard 1
  Background Folk Hero
  Occupation Standard-bearer
  Armor Class 14 (chain shirt)
  Hit Points 10 (1d8 + 2)
  Speed 25 ft.
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  9 (–1)
  CHA
  16 (+3)
  Saving Throws Dexterity +3, Charisma +5
  Skills Animal Handling +1, Deception +5, Performance +5, 
  Persuasion +5, Survival +1; Tools bagpipes, brewer’s supplies, 
  drums, horns, land vehicles, weaver’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Bardic Inspiration (3/day). Bellows can use 
  his bonus action to give a creature within 60 
  feet his Bardic Inspiration die. Once, within 
  the next 10 minutes, the creature can roll 
  1d6 and add the number rolled to one 
  ability check, attack roll, or saving 
  throw it makes.
  Dwarven Resilience. Bellows 
  has advantage on saving throws 
  against poison.
  Rustic Hospitality. Commoners will happily accept 
  Bellows if he has need of shelter, food or rest. They 
  won’t risk their lives for him, but will shield him 
  from any pursuers if they are able.
  Spellcasting. Bellows is a 1st-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 13, 
  +5 to hit with spell attacks). He knows the following 
  bard spells:
  Cantrips: message, vicious mockery
  1st level (2 slots): cure wounds, healing word, heroism, 
  longstrider
  Actions
  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.
  Overview
  Bellows Marrick is a hero. Part of a group contracted to 
  slay Lern-O’-Nine-Heads, a hydra which had established 
  a lair too close to town for comfort and devoured all 
  who had attempted the deed before. He was the only 
  one to emerge from its fetid cave alive and, for this great 
  achievement, he was given the great honor of bearing his unit’s 
  banner when he was called to war. 
  Bellows Marrick’s life is a lie. Fighting the hydra was a hopeless and 
  foolish endeavor, and he assumed his companions felt the same. 
  He spent the night drinking, slept far too late and woke up alone. 
  His friends’ trail led to a cave of corpses; they were slain to a man, 
  but took the beast with them. As he exited the cave, exhausted by 
  both grief and his raging hangover, a villager spotted him. They 
  began making assumptions, which Owain didn’t feel the need to 
  correct, and there he was, a hero.
  To begin with, Owain was happy with his fame; his companions 
  weren’t able to take credit for their job, so why shouldn’t he? He 
  even opined on a few of the ballads, being quite tuneful himself. 
  After a time though, the constant gnaw of guilt began to take its 
  toll. Owain came to realise that he couldn’t stop their songs but he 
  could, perhaps, make himself worthy of them. 
  Personality Traits
  “Oh, that old story? Nah, let me get you a drink and let’s talk about 
  you.” Bellows is a people person; he thrives in the company of 
  strangers and loves to entertain. He covers his guilt with a smile, 
  and usually tries to shift the focus of conversation to others (or 
  to deeds he can actually be proud of) when the subject of the 
  hydra comes up.
  Ideals
  “They believe the story; they’re counting on me to live up to it.” 
  Bellows is determined to live up to the fictional version of himself. 
  Bonds
  “To me! Look to the banner!” While it began as just another 
  decoration to boast of, Bellows now takes the honor of standard-
  bearer very seriously and will fall himself before the banner does. 
  Flaws
  “Sit closer, darling, have I got a 
  story for you…” A few years of 
  fame are enough to go to a 
  man’s head, and Bellows does 
  occasionally slip back into a 
  cocksure attitude and a hedonistic 
  reliance on his celebrity. 
  Roleplaying Bellows
  Bellows tries to be everybody’s best friend, 
  and has a kind word or a joke for everyone. 
  It is his duty as standard-bearer to keep 
  his unit cohesive, and he takes this job 
  seriously both in and out of combat.
  In battle, Bellows looks to the needs 
  of others first, hanging back, ready to 
  leap to the defense of those in need. 
  He will shout support or instruction, 
  or simply keep everyone in time with a 
  sonorous marching chant. 
  “Oh! The! March is long, and the foe is harsh,  
  but we’ll send him home with a spear up his... breeches!”
  Weapons, Armor & Items
  Handaxe, chain shirt, bagpipes, bellowing banner, bugle, 15 cp
  
  107
  Owain ‘Bellows’ Marrick (Level 4)
  Medium humanoid (mountain dwarf), chaotic neutral
  Class Bard 4
  Background Folk Hero
  Occupation Standard-bearer
  Armor Class 14 (chain shirt)
  Hit Points 31 (4d8 + 8)
  Speed 25 ft.
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Saving Throws Dexterity +3, Charisma +6
  Skills Animal Handling +1, Deception +6, Performance +8, 
  Persuasion +8, Survival +1; Tools bagpipes, brewer’s supplies, 
  drums, horns, land vehicles, weaver’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Bardic Inspiration (4/day). Bellows can use his bonus action to 
  give a creature within 60 feet his Bardic Inspiration die. Once, 
  within the next 10 minutes, the creature can roll 1d6 and add the 
  number rolled to one ability check, attack roll, weapon damage 
  roll, or saving throw it makes. Alternatively, if the creature is 
  targeted by an attack, it can use its reaction to add 1d6 to its AC 
  against that attack.
  Dwarven Resilience. Bellows has advantage on saving throws 
  against poison.
  Expertise (Performance, Persuasion). Bellows doubles his 
  proficiency bonus (+4) to checks with his Expertise skills. 
  Jack of all Trades. Bellows can add half his proficiency bonus 
  (+1) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Rustic Hospitality. Commoners will happily accept Bellows if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Song of Rest. During a short rest, when Bellows or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d6 hit points.
  Spellcasting. Bellows is a 4th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). He knows the following bard spells:
  Cantrips: message, true strike, vicious mockery
  1st level (4 slots): cure wounds, faerie fire, healing word, heroism, 
  longstrider
  2nd level (3 slots): enhance ability, lesser restoration
  Actions
  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. 
  Weapons, Armor & Items
  Handaxe, chain shirt, bagpipes, bellowing banner, bugle, 
  13 gp, 15 cp
  Hair of the Dog
  Owain’s head pounded. The Black Marks knew how to drink, 
  he had to concede, no wonder they were fearless in battle; he’d 
  rather impale himself on a foeman’s sword than bear this splitting 
  hangover. 
  Not that he turned down an ale with breakfast. Hair of the dog. 
  He sat himself, a dozen blackened sausages, and a horn of ale down 
  by the nearest fire and tried very hard not to be sick. 
  Around the next fire, a group of new recruits sat, silent and 
  hollow-eyed in the way of those facing their first battle. One of 
  them glanced his way, looking up from the porridge he had been 
  listlessly pushing around his bowl. Owain gave what he hoped was 
  a friendly smile (though it may have been more of a grimace) and 
  returned to his breakfast. 
  Before long, he turned to find the expectant recruit sat next to him. 
  “You’re Bellows Marrick, aren’t you?”
  By my grandfather’s stones...
  “Aye lad, might be I am! And who, may I ask, are you?”
  “Name’s Winston, sir. New recruit with the sixth company, sir. 
  Heard a lot about you around the camp! They say there’s not a man 
  here can boast to the kind of bravery you can, nor tell a tale as well! 
  I came looking to see for myself. It’s a pleasure to meet you, sir.”
  Owain tried to keep him in focus. The boy talked very quickly, and 
  didn’t seem to breathe. He found his hand intercepted on its way 
  to his ale, instead grasped between two sweaty, overeager hands, 
  shaking his vigorously.
  “Well, I’m pleased to hear my reputation has preceded me,” he said, 
  hoping that would put an end to it. 
  “Thing is...” Oh gods, please don’t let there be a thing. “My friends 
  and me,” he gestured back to his silent group. “We’re not brave 
  like you, we’ve never been in a battle. I’ve never been in a fight, 
  even, not really. Were you this scared before you fought Lern-O’-
  Nine-Heads?”
  “Can I let you in on a secret?” Owain leaned in close. “I was... I 
  was terrified. But you can’t be brave otherwise. Besides, I had good 
  people beside me, like you do,” he winked. “Watch out for your 
  friends, and they’ll watch out for you.”
  Winston grinned sheepishly and, with murmured thanks, rejoined 
  his group. He could just make out awed whispering. 
  You’re a bag of wind, Marrick, he thought to himself. A fraud.
  “Maybe,” he conceded. He glanced at the recruits, now laughing 
  nervously. “But that’s real.”
  
  108
  Owain ‘Bellows’ Marrick (Level 8)
  Medium humanoid (mountain dwarf), chaotic neutral
  Class Bard 8
  Background Folk Hero
  Occupation Standard-bearer
  Armor Class 15 (chain shirt)
  Hit Points 59 (8d8 + 16)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Saving Throws Dexterity +5, Charisma +7
  Skills Animal Handling +2, Deception +7, Performance +10, 
  Persuasion +10, Survival +2; Tools bagpipes, brewer’s supplies, 
  drums, horns, land vehicles, weaver’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Bardic Inspiration (4/day; Recharges after a Short or Long 
  Rest). Bellows can use his bonus action to give a creature within 
  60 feet his Bardic Inspiration die. Once, within the next 10 
  minutes, the creature can roll 1d8 and add the number rolled 
  to one ability check, attack roll, weapon damage roll, or saving 
  throw it makes. Alternatively, if the creature is targeted by 
  an attack, it can use its reaction to add 1d8 to its AC against 
  that attack.
  Dwarven Resilience. Bellows has advantage on saving throws 
  against poison.
  Expertise (Performance, Persuasion). Bellows doubles his 
  proficiency bonus (+6) to checks with his Expertise skills. 
  Jack of all Trades. Bellows can add half his proficiency bonus 
  (+1) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Rustic Hospitality. Commoners will happily accept Bellows if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Song of Rest. During a short rest, when Bellows or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d6 hit points.
  Spellcasting. Bellows is an 8th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). He knows the following bard spells:
  Cantrips: message, true strike, vicious mockery
  1st level (4 slots): cure wounds, faerie fire, healing word, heroism, 
  longstrider
  2nd level (3 slots): enhance ability, lesser restoration
  3rd level (3 slots): dispel magic, glyph of warding
  4th level (2 slots): confusion, dimension door
  Actions
  Multiattack. Bellows makes two weapon attacks.
  Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Countercharm. Bellows starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Weapons, Armor & Items
  Handaxe, chain shirt, bagpipes, bellowing banner, bugle, 24 gp, 
  14 sp, 15 cp
  Bellows in your Game
  Bellows is almost always surrounded by a group of rowdy 
  individuals he is entertaining with a story or song. He is 
  something of a celebrity, and his deeds may be compared to 
  those of the party, or even overshadow them in the eyes of some 
  of his admirers (though he tries to quell such assertions, shamed 
  as he is by his lies). 
  His interactions with the party may well differ depending on his 
  current company; in a crowd he will mirror the loud, raucous 
  behavior of other celebrants, and encourage his new friends to 
  join in with their carousing. If alone with the party, he may be 
  more reserved and laid-back, perhaps even using a rare moment 
  of quiet and relative solitude to subtly question the motive and 
  methods for their heroism, and probing into the secrets of their 
  good natures... 
  Quest Hook: The famed slayer of Lern-O’-Nine-Heads has been 
  commissioned to slay a fearsome monster in its lair, a task for 
  which Bellows is woefully unprepared. Unwilling to come clean, 
  he implores the party for their help, even letting them in on his 
  secret if it comes to it. Do they aid him, or leave him to face the 
  possibly deadly consequences of his lies?
  
  109
  Owain ‘Bellows’ Marrick (Level 12)
  Medium humanoid (mountain dwarf), chaotic neutral
  Class Bard 12
  Background Folk Hero
  Occupation Standard-bearer
  Armor Class 16 (scale)
  Hit Points 87 (12d8 + 24)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Dexterity +6, Charisma +9
  Skills Animal Handling +3, Deception +13, Performance +13, 
  Persuasion +13, Survival +7; Tools bagpipes, brewer’s supplies, 
  drums, horns, land vehicles, weaver’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Bardic Inspiration (5/day; Recharges after a Short or Long 
  Rest). Bellows can use his bonus action to give a creature within 
  60 feet his Bardic Inspiration die. Once, within the next 10 
  minutes, the creature can roll 1d10 and add the number rolled 
  to one ability check, attack roll, weapon damage roll, or saving 
  throw it makes. Alternatively, if the creature is targeted by an 
  attack, it can use its reaction to add 1d10 to its AC against 
  that attack.
  Dwarven Resilience. Bellows has advantage on saving throws 
  against poison.
  Expertise (Deception, Performance, Persuasion, Survival). 
  Bellows doubles his proficiency bonus (+8) to checks with his 
  Expertise skills. 
  Jack of all Trades. Bellows can add half his proficiency bonus 
  (+2) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Rustic Hospitality. Commoners will happily accept Bellows if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Song of Rest. During a short rest, when Bellows or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d8 hit points.
  Spellcasting. Bellows is a 12th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). He knows the following bard spells:
  Cantrips: mending, message, true strike, vicious mockery
  1st level (4 slots): cure wounds, faerie fire, healing word, heroism, 
  longstrider
  2nd level (3 slots): enhance ability, lesser restoration
  3rd level (3 slots): dispel magic, glyph of warding
  4th level (3 slots): confusion, dimension door 
  5th level (2 slots): mass cure wounds, greater restoration, 
  raise dead
  6th level (1 slot): guards and wards
  Actions
  Multiattack. Bellows makes two weapon attacks.
  Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Countercharm. Bellows starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Weapons, Armor & Items
  Handaxe, scale armor*, bagpipes, bellowing banner, bugle, 44 
  gp, 114 sp, 15 cp
  *While wearing this armor, Bellows had disadvantage on 
  Dexterity (Stealth) checks
  
  110
  Owain ‘Bellows’ Marrick (Level 16)
  Medium humanoid (mountain dwarf), chaotic neutral
  Class Bard 16
  Background Folk Hero
  Occupation Standard-bearer
  Armor Class 16 (scale)
  Hit Points 115 (16d8 + 32)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Dexterity +7, Charisma +10
  Skills Animal Handling +4, Deception +15, Performance +15, 
  Persuasion +15, Survival +9; Tools bagpipes, brewer’s supplies, 
  drums, horns, land vehicles, weaver’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  Bardic Inspiration (5/day; Recharges after a Short or Long 
  Rest). Bellows can use his bonus action to give a creature within 
  60 feet his Bardic Inspiration die. Once, within the next 10 
  minutes, the creature can roll 1d12 and add the number rolled 
  to one ability check, attack roll, weapon damage roll, or saving 
  throw it makes. Alternatively, if the creature is targeted by an 
  attack, it can use its reaction to add 1d12 to its AC against 
  that attack.
  Dwarven Resilience. Bellows has advantage on saving throws 
  against poison.
  Expertise (Deception, Performance, Persuasion, Survival). 
  Bellows doubles his proficiency bonus (+10) to checks with his 
  Expertise skills. 
  Jack of all Trades. Bellows can add half his proficiency bonus 
  (+2) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Rustic Hospitality. Commoners will happily accept Bellows if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Song of Rest. During a short rest, when Bellows or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d10 hit points.
  Spellcasting. Bellows is a 16th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell 
  attacks). He knows the following bard spells:
  Cantrips: mending, message, true strike, vicious mockery
  1st level (4 slots): cure wounds, faerie fire, healing word, heroism, 
  longstrider
  2nd level (3 slots): enhance ability, lesser restoration
  3rd level (3 slots): dispel magic, glyph of warding
  4th level (3 slots): confusion, dimension door 
  5th level (2 slots): mass cure wounds, greater restoration, 
  raise dead
  6th level (1 slot): guards and wards, heal
  7th level (1 slot): regenerate, resurrection
  8th level (1 slot): power word stun
  Actions
  Multiattack. Bellows makes two weapon attacks.
  Battle Magic. Bellows casts a spell and can make one weapon 
  attack as a bonus action. 
  Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. 
  Countercharm. Bellows starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Weapons, Armor & Items
  Handaxe, scale armor*, bagpipes, bellowing banner, bugle, 204 
  gp, 114 sp, 15 cp
  *While wearing this armor, Bellows had disadvantage on 
  Dexterity (Stealth) checks
  
  111
  Owain ‘Bellows’ Marrick (Level 20)
  Medium humanoid (mountain dwarf), chaotic neutral
  Class Bard 20
  Background Folk Hero
  Occupation Standard-bearer
  Armor Class 16 (scale)
  Hit Points 143 (20d8 + 40)
  Speed 25 ft.
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving Throws Dexterity +8, Charisma +11
  Skills Animal Handling +5, Deception +17, Performance +17, 
  Persuasion +17, Survival +11; Tools bagpipes, brewer’s supplies, 
  drums, horns, land vehicles, weaver’s tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Dwarvish
  Challenge 7 (2,900 XP)
  Bardic Inspiration (5/day; Recharges after a Short or Long 
  Rest). Bellows can use his bonus action to give a creature within 
  60 feet his Bardic Inspiration die. Once, within the next 10 
  minutes, the creature can roll 1d12 and add the number rolled 
  to one ability check, attack roll, weapon damage roll, or saving 
  throw it makes. Alternatively, if the creature is targeted by an 
  attack, it can use its reaction to add 1d12 to its AC against that 
  attack. When Bellows rolls initiative and has no uses of Bardic 
  Inspiration remaining he gains one use.
  Dwarven Resilience. Bellows has advantage on saving throws 
  against poison.
  Expertise (Deception, Performance, Persuasion, Survival). 
  Bellows doubles his proficiency bonus (+12) to checks with his 
  Expertise skills. 
  Jack of all Trades. Bellows can add half his proficiency bonus 
  (+3) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Rustic Hospitality. Commoners will happily accept Bellows if 
  he has need of shelter, food or rest. They won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Song of Rest. During a short rest, when Bellows or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d12 hit points.
  Spellcasting. Bellows is a 20th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell 
  attacks). He knows the following bard spells:
  Cantrips: mending, message, true strike, vicious mockery
  1st level (4 slots): cure wounds, faerie fire, healing word, heroism, 
  longstrider
  2nd level (3 slots): enhance ability, lesser restoration
  3rd level (3 slots): dispel magic, glyph of warding
  4th level (3 slots): confusion, dimension door 
  5th level (2 slots): mass cure wounds, greater restoration, 
  raise dead
  6th level (2 slots): guards and wards, heal
  7th level (2 slots): regenerate, resurrection
  8th level (1 slot): power word stun
  9th level (1 slot): mass heal, power world heal, true resurrection
  Actions
  Multiattack. Bellows makes two weapon attacks.
  Battle Magic. Bellows casts a spell and can make one weapon 
  attack as a bonus action. 
  Handaxe. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage. 
  Countercharm. Bellows starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Weapons, Armor & Items
  Handaxe, scale armor*, bagpipes, bellowing banner, bugle, 374 
  gp, 114 sp, 15 cp
  *While wearing this armor, Bellows had disadvantage on 
  Dexterity (Stealth) checks
  
  112
  Rosalind Barzetti
  Medium humanoid (human), lawful neutral
  Class Rogue 1
  Background Actor
  Occupation Bodyguard
  Armor Class 13 (leather)
  Hit Points 7 (1d8 – 1)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  9 (–1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Dexterity +4, Intelligence +2
  Skills Deception +7, Insight +4, Perception +4, Performance +5, 
  Sleight of Hand +6, Stealth +4;  
  Tools disguise kit, forgery kit, thieves’ tools
  Senses passive Perception 14
  Languages Common, Elvish, Thieves’ Cant
  Challenge 1/4 (50 XP)
  Sneak Attack (1/turn). Rosalind can deal an extra 1d6 damage 
  to one creature she hits with an attack if she has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Expertise (Deception, Sleight of Hand). Rosalind doubles 
  her proficiency bonus to checks with her Expertise skills. 
  False Identity. Rosalind has created a second 
  identity, including relevant documents, 
  contacts and disguises. In addition, she can 
  forge documents and mimic handwriting as 
  long as she has seen an example of the kind of 
  document or a sample of the handwriting. 
  Actions
  Two-Weapon Fighting. When 
  Rosalind makes a Dagger 
  attack, as a bonus action she can 
  make a second Dagger attack. 
  On a hit, this attack deals 2 (1d4) 
  piercing damage. 
  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.
  Hand Crossbow. Ranged Weapon 
  Attack: +4 to hit, range 30/120 ft., one creature.  
  Hit: 5 (1d6 + 2) piercing damage.
  Overview
  High command has a near-constant stream of visitors, from 
  servants bringing meals, to visiting dignitaries, to giggling camp 
  followers. Few observers notice that many share an almost familial 
  resemblance and never suspect the truth: that they are all one and 
  the same, Miss Rosalind Barzetti. Most bodyguards make their 
  constant presence conspicuous, but Rosalind prefers to watch from 
  hiding, a secret layer of protection. 
  As soon as she could talk, Rosalind earned her keep drumming up 
  business on the streets for the tavern dancers, with catchy slogans 
  she didn’t always fully understand. While she grew up doted on 
  by her mother and a huge surrogate family, it was far from idyllic; 
  they all concealed daggers in their garters, and she quickly picked 
  up the finer points of back-alley fighting. Eager to see the world, 
  Rosalind took up with a troop of players once of age. She adored 
  tackling new roles; a villainous queen one night, a noble-hearted 
  urchin the next, and loved the enraptured faces of her audience. 
  During a show, Rosalind stumbled into her current job. Glancing 
  into the crowd, she saw two figures stalking towards a third, their 
  murderous intentions clear. Thinking quickly, she improvised a 
  contrivance to bring the would-be victim on stage, and smuggled 
  her new acquaintance, a military commander, into a dressing 
  room. They were able to escape the scene in disguise. After striking 
  up a friendship, she accepted his offer to remain as a bodyguard; 
  steady employment, better pay, and the opportunity to slip in and 
  out of roles, with the thrill of life-or-death stakes. 
  Personality Traits
  “Take the job and your friends seriously but, for gods’ sake, don’t 
  take yourself seriously.” Rosalind maintains a sense of 
  mischief and fun, the perfect antidote to the intensity 
  of the command tent. She is fiercely loyal to her 
  friends, belligerently taking their side to the 
  exclusion of other points of view. 
  Ideals
  “I live for my craft.” Rosalind is an artist, and believes 
  that if something is worth doing—even scrubbing 
  pots in her trusty servant’s garb—it is worth 
  doing well. 
  Bonds
  “There’s no one he’ll be safer with.” Professional 
  obligation aside, Rosalind feels a genuine kinship 
  with the general. Shared experience, and close 
  shaves, have forged their friendship.
  Flaws
  “No one else could do what I do.” With the 
  confidence of a performer, bordering 
  on narcissism, plus the ego boost 
  of saving a life on a regular basis, 
  she sees herself as above her peers.
  Roleplaying Rosalind
  Rosalind is rarely encountered out-of-character by anyone 
  outside of her inner circle. Her personas are seamless, down 
  to the smallest movement, gesture, and turn of phrase. She is a 
  woman quick to laughter, enjoying a bawdy joke as much as a 
  clever witticism. She is a consummate professional while working, 
  however, and would never draw attention while in character.
  While on guard, she keeps a close eye on everybody present, subtly 
  positioning herself near to whoever she deems to be the greatest 
  threat, or the most likely to start trouble, hoping to put them down 
  with a pre-emptive surprise attack should they make a move. 
  “I’ll stay close; you never know when a cup might need filling,  
  or a head might need bashing.”
  Weapons, Armor & Items
  4 daggers, hand crossbow, 20 bolts, leather armor, disguise kit, 
  noble dress, servant’s clothes, 11 sp
  
  113
  Rosalind Barzetti (Level 4)
  Medium humanoid (human), lawful neutral
  Class Rogue 4
  Background Actor
  Occupation Bodyguard
  Armor Class 14 (leather)
  Hit Points 19 (4d8 – 4)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  9 (–1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Dexterity +5, Intelligence +2
  Skills Deception +8, Insight +4, Perception +4, Performance +6, 
  Sleight of Hand +6, Stealth +5;  
  Tools disguise kit, forgery kit, thieves’ tools
  Senses passive Perception 14
  Languages Common, Elvish, Thieves’ Cant
  Challenge 1 (200 XP)
  Sneak Attack (1/turn). Rosalind can deal an extra 2d6 damage 
  to one creature she hits with an attack if she has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Assassinate. Rosalind has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Cunning Action. On her turn, as a bonus action, Rosalind can 
  take a Dash, Dodge, Disengage, or Hide action.
  Expertise (Deception, Sleight of Hand). Rosalind doubles her 
  proficiency bonus (+4) to checks with her Expertise skills. 
  False Identity. Rosalind has created a second identity, including 
  relevant documents, contacts and disguises. In addition, she 
  can forge documents and mimic handwriting as long as she has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Actions
  Two-Weapon Fighting. When Rosalind makes a Dagger attack, 
  as a bonus action she can make a second Dagger attack. On a hit, 
  this attack deals 2 (1d4) 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.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 30/120 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  4 daggers, hand crossbow, 20 bolts, leather armor, disguise kit, 
  noble dress, servant’s clothes, 65 sp
  Behind the Curtain
  As they filed out, Rosalind kept her gaze respectfully downwards as 
  befit a servant, though she watched their reflections closely in the 
  polished drinks tray. The big one with the face like minced beef, he 
  was one to keep an eye on. She had sensed it from the start, though 
  he’d been smart enough not to try anything, regardless of how 
  tense the war counsel had gotten. 
  “Rosa, a moment?”
  “Milord,” she curtsied. 
  “They’re gone,” he whispered conspiratorially, closing the tent flap. 
  She straightened her posture and crossed to the table. 
  “Oh thank goodness. You’ve had a bit of food in your beard for 
  over an hour now; I’ve been dying to say something.”
  He scratched at his chin and filled a cup from the flagon. Pouring a 
  second for himself, he pushed it towards her. 
  “I ought to be patrolling; there’s normally something interesting to 
  overhear after a meeting.”
  “I think you can afford one night off, don’t you? I’m an old man, 
  and I’m feeling nostalgic.” He took a deep draught and sighed with 
  satisfaction. “What was the name of the play again?”
  “It was... Oh what was it?” She’d been a wicked countess with some 
  wonderful monologues... “‘The Tragical Historie of Erodyll and 
  Freyyan’, that was it. By Brandishpole. Gods, I had a good part in 
  that too before you messed that up for me.”
  “It was you who brought me up on stage.”
  “The man I seek, beard grizzled, doublet plum, 
  I prithee sir, approach, and this way come.”
  “Not the most elegant rhyme. Besides, it was more of a maroon as 
  I recall.”
  “Have you ever tried to improvise in iambic pentameter?”
  “Can’t say I have,” he chuckled. “Can’t say I’d ever fled assassins 
  before either, especially with a woman dressed as a priest 
  and me as-”
  “A milkmaid.”
  “I was a dairy farmer.”
  “A milkmaid. I still have the blonde wig. Ribbons in the pigtails 
  just as you left them”
  “You do understand I’m your employer, don’t you?”
  “Please,” she said, kicking off her boots and swinging her 
  stockinged feet up onto the table. She gestured for a refill. “You 
  gave me the night off.”
  
  114
  Rosalind Barzetti (Level 8)
  Medium humanoid (human), lawful neutral
  Class Rogue 8
  Background Actor
  Occupation Bodyguard
  Armor Class 14 (leather)
  Hit Points 35 (8d8 – 8)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  9 (–1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Dexterity +6, Intelligence +3
  Skills Deception +11, Insight +5, Perception +8,  
  Performance +11, Sleight of Hand +9, Stealth +6;  
  Tools disguise kit, forgery kit, thieves’ tools
  Senses passive Perception 18
  Languages Common, Elvish, Thieves’ Cant
  Challenge 2 (450 XP)
  Sneak Attack (1/turn). Rosalind can deal an extra 4d6 damage 
  to one creature she hits with an attack if she has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Assassinate. Rosalind has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Cunning Action. On her turn, as a bonus action, Rosalind can 
  take a Dash, Dodge, Disengage, or Hide action.
  Evasion. When Rosalind is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Performance, Sleight of 
  Hand). Rosalind doubles her proficiency bonus (+6) to checks with 
  her Expertise skills. 
  False Identity. Rosalind has created a second identity, including 
  relevant documents, contacts and disguises. In addition, she 
  can forge documents and mimic handwriting as long as she has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Actions
  Two-Weapon Fighting. When Rosalind makes a Dagger attack, 
  as a bonus action she can make a second Dagger attack. On a hit, 
  this attack deals 2 (1d4) 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.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 30/120 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
  Reactions
  Uncanny Dodge. When Rosalind is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  4 daggers, hand crossbow, 20 bolts, leather armor, amulet of 
  disinterest, disguise kit, noble dress, servant’s clothes, 95 sp
  Rosalind in your Game
  Rosalind might be encountered many times by the party without 
  them ever knowing it if they have reason to interact with the 
  general she protects. She might seek them out in the guise of one 
  of her personas in advance of a meeting to get a measure of their 
  characters and intentions, as well as any potential weaknesses 
  she can exploit should the meeting go very badly. 
  If Rosalind is gotten on side, she has great utility as an ally and 
  could act as a spy, scout or informant. She is incredibly loyal and 
  will not betray the party if they earn her trust, provided they 
  do nothing that could endanger the general, who remains her 
  number one priority.
  Quest Hook: Rosalind has gotten wind of a planned attempt 
  on the general’s life and wants to catch the perpetrator. Too 
  many obvious guards will frighten the would-be assassin off, so 
  Rosalind plans an event to draw them out. She asks the party 
  to pose as traveling players, hoping the assassin will attempt 
  to strike in the confusion of the crowd. Rosalind can provide 
  costumes and, if necessary, a script, though she encourages each 
  actor to ‘feel out the role’ and ‘do what feels natural’.
  
  115
  Rosalind Barzetti (Level 12)
  Medium humanoid (human), lawful neutral
  Class Rogue 12
  Background Actor
  Occupation Bodyguard
  Armor Class 16 (std. leather)
  Hit Points 63 (12d8)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Dexterity +8, Intelligence +5
  Skills Deception +13, Insight +6, Perception +10,  
  Performance +13, Sleight of Hand +12, Stealth +8;  
  Tools disguise kit, forgery kit, thieves’ tools
  Senses passive Perception 20
  Languages Common, Elvish, Thieves’ Cant
  Challenge 3 (700 XP)
  Sneak Attack (1/turn). Rosalind can deal an extra 6d6 damage 
  to one creature she hits with an attack if she has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Assassinate. Rosalind has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Cunning Action. On her turn, as a bonus action, Rosalind can 
  take a Dash, Dodge, Disengage, or Hide action.
  Evasion. When Rosalind is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Performance, Sleight of 
  Hand). Rosalind doubles her proficiency bonus (+8) to checks with 
  her Expertise skills. 
  False Identity. Rosalind has created a second identity, including 
  relevant documents, contacts and disguises. In addition, she 
  can forge documents and mimic handwriting as long as she has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Infiltration Expertise. Rosalind can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Rosalind makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Rosalind makes a Dagger attack, 
  as a bonus action she can make a second Dagger attack. On a hit, 
  this attack deals 2 (1d4) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +8 to hit,  
  range 30/120 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
  Reactions
  Uncanny Dodge. When Rosalind is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  4 daggers, hand crossbow, 20 bolts, studded leather armor, 
  amulet of disinterest, disguise kit, noble dress, servant’s 
  clothes, 145 sp
  k
  DRAMATIS PERSONAE
  ROS – a beautiful and talented actress
  GENERAL – a well-meaning, though somewhat
   
  bumbling officer
  ASSASSINS – foolish cutthroats, one fat, one lean 
  PLAYERS – a theatrical troupe
  ACT 1, SCENE 1
  ROS: Harken to my tale, well attend.
  An actress, gifted, humble, belov’d, k
  nd,
  ind,
  Moved to save a general from his e
  To stay the cutthroats’ blades with cunning mind.
  add more flatulence jo es to assassins’ song
  
  116
  Rosalind Barzetti (Level 16)
  Medium humanoid (human), lawful neutral
  Class Rogue 16
  Background Actor
  Occupation Bodyguard
  Armor Class 17 (std. leather)
  Hit Points 83 (16d8)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Dexterity +10, Intelligence +6, Wisdom +7
  Skills Deception +15, Insight +7, Perception +12,  
  Performance +15, Sleight of Hand +15, Stealth +10;  
  Tools disguise kit, forgery kit, thieves’ tools
  Senses passive Perception 22
  Languages Common, Elvish, Thieves’ Cant
  Challenge 4 (1,000 XP)
  Sneak Attack (1/turn). Rosalind can deal an extra 8d6 damage 
  to one creature she hits with an attack if she has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Assassinate. Rosalind has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Blindsense. If Rosalind is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 
  feet of her.
  Cunning Action. On her turn, as a bonus action, Rosalind can 
  take a Dash, Dodge, Disengage, or Hide action.
  Evasion. When Rosalind is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Performance, Sleight of 
  Hand). Rosalind doubles her proficiency bonus (+10) to checks 
  with her Expertise skills. 
  False Identity. Rosalind has created a second identity, including 
  relevant documents, contacts and disguises. In addition, she 
  can forge documents and mimic handwriting as long as she has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Impostor. Rosalind can flawlessly mimic another person’s 
  speech, writing, and behavior if she spends at least three hours 
  studying the person’s speech, hand writing, and mannerisms. 
  She has advantage on any Deception check made to avoid 
  detection.
  Infiltration Expertise. Rosalind can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Rosalind makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Rosalind makes a Dagger attack, 
  as a bonus action she can make a second Dagger attack. On a hit, 
  this attack deals 2 (1d4) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +10 to hit,  
  range 30/120 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Rosalind is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  4 daggers, hand crossbow, 20 bolts, studded leather armor, 
  amulet of disinterest, disguise kit, noble dress, servant’s clothes, 
  60 gp, 145 sp
  
  117
  Rosalind Barzetti (Level 20)
  Medium humanoid (human), lawful neutral
  Class Rogue 20
  Background Actor
  Occupation Bodyguard
  Armor Class 17 (std. leather)
  Hit Points 103 (20d8)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  20 (+5)
  Saving Throws Dexterity +11, Intelligence +7, Wisdom +9
  Skills Deception +17, Insight +9, Perception +15,  
  Performance +17, Sleight of Hand +17, Stealth +11;  
  Tools disguise kit, forgery kit, thieves’ tools
  Senses passive Perception 25
  Languages Common, Elvish, Thieves’ Cant
  Challenge 6 (2,300 XP)
  Sneak Attack (1/turn). Rosalind can deal an extra 10d6 damage 
  to one creature she hits with an attack if she has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Assassinate. Rosalind has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Blindsense. If Rosalind is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 
  feet of her.
  Cunning Action. On her turn, as a bonus action, Rosalind can 
  take a Dash, Dodge, Disengage, or Hide action.
  Death Strike. When Rosalind hits a surprised target, it must 
  make a DC 19 Constitution saving throw or take double damage 
  from the attack.
  Elusive. No attack roll can have advantage against Rosalind 
  unless she is incapacitated. 
  Evasion. When Rosalind is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Performance, Sleight of 
  Hand). Rosalind doubles her proficiency bonus (+12) to checks 
  with her Expertise skills. 
  False Identity. Rosalind has created a second identity, including 
  relevant documents, contacts and disguises. In addition, she 
  can forge documents and mimic handwriting as long as she has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Impostor. Rosalind can flawlessly mimic another person’s 
  speech, writing, and behavior if she spends at least three hours 
  studying the person’s speech, hand writing, and mannerisms. 
  She has advantage on any Deception check made to avoid 
  detection.
  Infiltration Expertise. Rosalind can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Rosalind makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of a 9 or 
  lower as a 10.
  Stroke of Luck (Recharges after a Short or Long Rest). If 
  Rosalind’s attack misses a target within range, she can turn the 
  miss into a hit. Alternatively, if she fails an ability check, she can 
  treat the d20 roll as a 20. 
  Actions
  Two-Weapon Fighting. When Rosalind makes a Dagger attack, 
  as a bonus action she can make a second Dagger attack. On a hit, 
  this attack deals 2 (1d4) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +11 to hit,  
  range 30/120 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Rosalind is hit with an attack from an 
  attacker that she can see, she can halve the attack’s damage.
  Weapons, Armor & Items
  4 daggers, hand crossbow, 20 bolts, studded leather armor, 
  amulet of disinterest, disguise kit, noble dress, servant’s clothes, 
  160 gp, 200 sp
  
  118
  Vandronum
  Medium humanoid (high elf), neutral
  Class Fighter 1
  Background Criminal
  Occupation Sellsword
  Armor Class 17 (scale, shield)
  Hit Points 13 (1d10 + 3)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  17 (+3)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving Throws Strength +4, Constitution +5
  Skills Athletics +4, Deception +1, Intimidation +1, Stealth +3; 
  Tools dice, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish
  Challenge 1/2 (100 XP)
  Criminal Contact. Vandronum has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Fighting Style (Dueling). 
  When using a melee 
  weapon in one hand and no 
  other weapons, Vandronum deals 
  +2 damage with that weapon (included 
  in the attack).
  Fey Ancestry. Vandronum has advantage 
  on saving throws against being charmed, 
  and magic cannot put him to sleep.
  Spellcasting. Vandronum can cast the poison 
  spray cantrip using Intelligence as his spellcasting 
  modifier (spell save DC 10).
  Second Wind (Recharges after a Short or Long Rest). 
  On his turn, Vandronum can use a bonus action to 
  regain 1d10 + 1 hit points. 
  Trance. Vandronum does not sleep. Instead, he 
  meditates for four hours each night. This grants him 
  the benefit of a long rest.
  Actions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,  
  range 80/320 ft., one target.  
  Hit: 5 (1d8 + 1) piercing damage.
  Overview
  Vandronum’s memories of his previous life amongst the fey are 
  patchy at best; brief fragments of a blade forged with his own 
  blood, a high priest he was sworn to protect, and a shattering 
  defeat. He dimly remembers awakening in a mundane glade 
  with only a sword hilt, a new scar, and his head shaven to mark 
  his shame. Most clear and far more recent is the memory of 
  his betrayal…
  After wandering without purpose for years, finding meaning in the 
  bottom of an ale mug, Vandronum fell into working with a band of 
  mercenaries undertaking questionable work for the highest bidder. 
  When he spoke out against betraying their employer for a better 
  offer from the enemy, he was beaten and left for dead in a ditch by 
  his former companions. The last thing he remembers of them is 
  their laughter as they stripped him of his boots and his sword hilt 
  while blackness descended. 
  Now, stumbling and raging towards a new purpose, Vandronum 
  pays his way as a sellsword with no greater purpose than moving 
  ever closer on the heels of those who left him behind. His only 
  over-arching morality is an unwillingness to break his word once 
  given; for this reason, he rarely gives his word. 
  Personality Traits
  “I don’t care how much you need a copper; I earned this fair and 
  square.” Vandronum is abrasive, brash and rude. He cares little for 
  the feelings of others and enjoys causing the odd bit of discomfort 
  or awkwardness, but is rarely truly malicious. He is often 
  angrily possessive of coin and valuables, having lost so 
  much previously. 
  Ideals
  “I’m a man of my word.” Vandronum has a 
  particular hatred for oath-breakers. He is 
  reluctant to swear to anything, but will have 
  it known that when he does, his word is 
  ironclad. 
  Bonds
  “There was something about a sword. I 
  need that bloody sword!” Having almost no 
  memories of his previous life, Vandronum clings 
  to the only clear one he has; his broken sword, stolen 
  from him by his former companions. 
  Flaws
  “I’m owed my vengeance. Anyone in my way is 
  another name on the list.” Vandronum is myopic 
  in his pursuit of revenge. Any activity which 
  does not allow him to close the gap on his 
  betrayers’ heels is a waste of his time. 
  Roleplaying Vandronum
  Vandronum has few scruples about the work 
  he undertakes, and enjoys a good scrap. His rough 
  appearance and mannerisms belie the elegance and 
  refinement of his fighting technique; a relic of training 
  he no longer remembers. 
  “My memory’s not what it was,  
  but I do remember wanting to gut you like a fish...”
  Weapons, Armor & Items
  Rapier, light crossbow, 20 bolts, scale armor*, shield, gambling 
  dice, 14 sp
  *While wearing this armor, Vandronum has disadvantage on 
  Dexterity (Stealth) checks
  
  119
  Vandronum (Level 4)
  Medium humanoid (high elf), neutral
  Class Fighter 3/Rogue 1
  Background Criminal
  Occupation Sellsword
  Armor Class 17 (scale, shield)
  Hit Points 39 (3d10 + 1d8 + 12)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  17 (+3)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving Throws Strength +4, Constitution +5
  Skills Athletics +6, Deception +1, Intimidation +3,  
  Sleight of Hand +3, Stealth +3; Tools dice, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Thieves’ Cant
  Challenge 1 (200 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can take one additional action on top of his 
  regular action and a possible bonus action. 
  Sneak Attack (1/turn). Vandronum can deal an extra 1d6 
  damage to one creature he hits with an attack if he has 
  advantage on the attack roll. The attack must use a finesse or 
  ranged weapon. He doesn’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Criminal Contact. Vandronum has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Athletics, Intimidation). Vandronum doubles his 
  proficiency bonus (+4) to checks with his Expertise skills. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Vandronum deals +2 damage with 
  that weapon (included in the attack).
  Fey Ancestry. Vandronum has advantage on saving throws 
  against being charmed, and magic cannot put him to sleep.
  Improved Critical. Vandronum scores critical hits on rolls of 
  19 and 20.
  Spellcasting. Vandronum can cast the poison spray cantrip using 
  Intelligence as his spellcasting modifier (spell save DC 10).
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can use a bonus action to regain 1d10 + 3 
  hit points. 
  Trance. Vandronum does not sleep. Instead, he meditates for 
  four hours each night. This grants him the benefit of a long rest.
  Actions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,  
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Weapons, Armor & Items
  Rapier, light crossbow, 20 bolts, scale armor*, shield, gambling 
  dice, 14 sp, 22 cp
  *While wearing this armor, Vandronum has disadvantage on 
  Dexterity (Stealth) checks
  Shards of Memory
  “Nothing personal,” Tertius said, his image swimming and fading. 
  “A job’s a job.”
  Medna was cackling, wiping her blade on Vandronum’s jacket 
  while Lugdush placed his bare foot against the sole of Vandronum’s 
  boot. Malacai found the sword hilt, eyes gleaming at the inlay. 
  “Nnn-” Vandronum managed, clawing at it with the last of his 
  strength. His hand was slick and sticky. Malacai kicked it away 
  with a contemptuous sneer. His feet were cold he realized; Lugdush 
  had decided the size was close enough. Everything was cold. 
  Everything was dark...
  “I am your shield, by my life’s blood, I swear it.”
  He draws his sword across his forearm, the edge gleaming as it 
  drinks, until the entire blade glows faintly with pulsing red. 
  “I pray we need spill no more of it.” At the touch of her hand, a warmth 
  flows through him, to the razor-thin, blood-beaded cut. “Rise.”
  “Another one? That’s the tenth this week,” came the voice in 
  the darkness.
  “Just grab his legs,” came the other.
  Another chunk of stone lands with a thud beside him. The doors 
  of the temple shake. The portal shimmers incomplete; indistinct, 
  flickering shapes dancing in twilight. 
  With another crash and the doors bursts, caved in by a force that 
  sends him staggering back in a rain of splinters. Another step. He 
  stumbles. The portal rushes up to embrace him. An instant of her 
  face; wide-eyed, betrayed. I’ve failed. With the thought, piercing pain 
  as the blade explodes into a storm of shards.
  He falls.
  The cart bounced over a cobblestone and jolted him awake, as well 
  as disturbing the crow which was pecking at his bedmate. He must 
  have made a noise, as the driver tugged on the reigns, bringing the 
  plodding donkey to a stop. 
  “Gods, a live one. Your lucky day-” 
  He was cut off as Vandronum clutched the front of his tunic with 
  shaking fists. 
  He wakes with a mouth of dirt, blood, and dead, wet leaves. 
  Coughing and spitting, he rolls onto his back.
  The forest is dim, mundane, with none of the splendor of... where 
  was it? His hand, flecked with cuts, grasps a sword hilt. It means 
  something. Everything.
  He brings the jagged edge up to his hairline, even as the memories of 
  why fade to blackness.
  “Calm down, sir, calm down!”
  “Sword.” His voice was hoarse, bone-dry from disuse. “Want 
  my sword.”
  
  120
  Vandronum (Level 8)
  Medium humanoid (high elf), neutral
  Class Fighter 5/Rogue 3
  Background Criminal
  Occupation Sellsword
  Armor Class 17 (scale, shield)
  Hit Points 73 (5d10 + 3d8 + 24)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  13 (+1)
  CON
  17 (+3)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving Throws Strength +6, Constitution +6
  Skills Athletics +9, Deception +2, Intimidation +5,  
  Sleight of Hand +4, Stealth +4; Tools dice, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Thieves’ Cant
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can take one additional action on top of his 
  regular action and a possible bonus action. 
  Sneak Attack (1/turn). Vandronum can deal an extra 2d6 
  damage to one creature he hits with an attack if he has 
  advantage on the attack roll. The attack must use a finesse or 
  ranged weapon. He doesn’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Vandronum can take a bonus action on each 
  of his turns during combat. He can use this action to use the 
  Dash, Disengage, Hide, or Use an Object action. Alternatively, 
  he can make a Sleight of Hand check, or use his thieves’ tools, to 
  disarm a trap or open a lock.
  Criminal Contact. Vandronum has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Athletics, Intimidation). Vandronum doubles his 
  proficiency bonus (+6) to checks with his Expertise skills. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Vandronum deals +2 damage with 
  that weapon (included in the attack).
  Fey Ancestry. Vandronum has advantage on saving throws 
  against being charmed, and magic cannot put him to sleep.
  Improved Critical. Vandronum scores critical hits on rolls of 
  19 and 20.
  Spellcasting. Vandronum can cast the poison spray cantrip using 
  Intelligence as his spellcasting modifier (spell save DC 11).
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can use a bonus action to regain 1d10 + 5 
  hit points. 
  Trance. Vandronum does not sleep. Instead, he meditates for 
  four hours each night. This grants him the benefit of a long rest.
  Actions
  Multiattack. Vandronum makes two weapon attacks.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit,  
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Weapons, Armor & Items
  Rapier, light crossbow, 20 bolts, scale armor*, shield, gambling 
  dice, 18 sp, 40 cp
  *While wearing this armor, Vandronum has disadvantage on 
  Dexterity (Stealth) checks
  Vandronum in your Game
  Vandronum is a man with no real overriding moral code, 
  and is always available as a blade for hire, though his grating 
  personality means he is seldom employed for more than one 
  job. For this reason, he could be found among any of the various 
  mercenary companies, in the ranks of the army, or as a lone 
  sellsword. 
  If the coin is right, he will accompany the party into any 
  dangerous situation, as long as it does not interfere with his 
  greater goal of reuniting with his lost sword. Indeed, should 
  he catch wind of a party seeking a legendary sword, or part of 
  one, he may insist he join, regardless of pay, on the off-chance 
  it is his. 
  Quest Hook: The party needs to bring in one of Vandronum’s 
  old gang members for trial to answer for a spate of recent 
  crimes. Vandronum gets wind of their mission, and tails them 
  with the intent of administering his own swift and deadly form 
  of justice. Do the party value the rule of law or personal revenge 
  more highly?
  
  121
  Vandronum (Level 12)
  Medium humanoid (high elf), neutral
  Class Fighter 7/Rogue 5
  Background Criminal
  Occupation Sellsword
  Armor Class 18 (half plate, shield)
  Hit Points 131 (7d10 + 5d8 + 60)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving Throws Strength +8, Constitution +9
  Skills Athletics +12, Deception +3, Intimidation +7,  
  Sleight of Hand +5, Stealth +5; Tools dice, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Thieves’ Cant
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can take one additional action on top of his 
  regular action and a possible bonus action. 
  Sneak Attack (1/turn). Vandronum can deal an extra 3d6 
  damage to one creature he hits with an attack if he has 
  advantage on the attack roll. The attack must use a finesse or 
  ranged weapon. He doesn’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Vandronum can take a bonus action on each 
  of his turns during combat. He can use this action to use the 
  Dash, Disengage, Hide, or Use an Object action. Alternatively, 
  he can make a Sleight of Hand check, or use his thieves’ tools, to 
  disarm a trap or open a lock.
  Criminal Contact. Vandronum has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Athletics, Intimidation). Vandronum doubles his 
  proficiency bonus (+8) to checks with his Expertise skills. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Vandronum deals +2 damage with 
  that weapon (included in the attack).
  Fey Ancestry. Vandronum has advantage on saving throws 
  against being charmed, and magic cannot put him to sleep.
  Improved Critical. Vandronum scores critical hits on rolls of 
  19 and 20.
  Remarkable Athlete. Vandronum can add half his proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his proficiency bonus. Additionally, the 
  distance Vandronum covers with a running long jump increases 
  by 4 feet.
  Spellcasting. Vandronum can cast the poison spray cantrip using 
  Intelligence as his spellcasting modifier (spell save DC 12).
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can use a bonus action to regain 1d10 + 7 
  hit points. 
  Trance. Vandronum does not sleep. Instead, he meditates for 
  four hours each night. This grants him the benefit of a long rest.
  Actions
  Multiattack. Vandronum makes two weapon attacks.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8 + 6) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Uncanny Dodge. When Vandronum is hit with an attack from 
  an attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Rapier, light crossbow, 20 bolts, half plate*, shield, gambling 
  dice, 110 gp, 18 sp, 40 cp
  *While wearing this armor, Vandronum has disadvantage on
  Dexterity (Stealth) checks
  Medna
  Lugdush
  Malacai
  TERTIUS
  Eoran the blacksmith
  Ashdan the thief
  Martyn Fenns the cheat
  That guard who said I ‘had issues’
  WHOEVER BROKE MY SWORD
  
  122
  Vandronum (Level 16)
  Medium humanoid (high elf), neutral
  Class Fighter 11/Rogue 5
  Background Criminal
  Occupation Sellsword
  Armor Class 19 (half plate, shield)
  Hit Points 175 (11d10 + 5d8 + 80)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving Throws Strength +10, Constitution +10
  Skills Athletics +15, Deception +4, Intimidation +9,  
  Sleight of Hand +6, Stealth +6; Tools dice, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Thieves’ Cant
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can take one additional action on top of his 
  regular action and a possible bonus action. 
  Sneak Attack (1/turn). Vandronum can deal an extra 3d6 
  damage to one creature he hits with an attack if he has 
  advantage on the attack roll. The attack must use a finesse or 
  ranged weapon. He doesn’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Vandronum can take a bonus action on each 
  of his turns during combat. He can use this action to use the 
  Dash, Disengage, Hide, or Use an Object action. Alternatively, 
  he can make a Sleight of Hand check, or use his thieves’ tools, to 
  disarm a trap or open a lock.
  Criminal Contact. Vandronum has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Athletics, Intimidation). Vandronum doubles his 
  proficiency bonus (+10) to checks with his Expertise skills. 
  Fighting Style (Defense). Vandronum adds +1 to his AC when  
  wearing armor (included in his stat block).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Vandronum deals +2 damage with 
  that weapon (included in the attack).
  Fey Ancestry. Vandronum has advantage on saving throws 
  against being charmed, and magic cannot put him to sleep.
  Improved Critical. Vandronum scores critical hits on rolls of 
  19 and 20.
  Indomitable (1/day). Vandronum can reroll a failed 
  saving throw. 
  Remarkable Athlete. Vandronum can add half his proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his proficiency bonus. Additionally, the 
  distance Vandronum covers with a running long jump increases 
  by 5 feet.
  Spellcasting. Vandronum can cast the poison spray cantrip using 
  Intelligence as his spellcasting modifier (spell save DC 13).
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can use a bonus action to regain 1d10 + 11 
  hit points. 
  Trance. Vandronum does not sleep. Instead, he meditates for 
  four hours each night. This grants him the benefit of a long rest.
  Actions
  Multiattack. Vandronum makes three weapon attacks.
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Uncanny Dodge. When Vandronum is hit with an attack from 
  an attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Rapier, light crossbow, 20 bolts, half plate*, shield, gambling 
  dice, 200 gp, 18 sp, 40 cp
  *While wearing this armor, Vandronum has disadvantage on 
  Dexterity (Stealth) checks
  
  123
  Vandronum (Level 20)
  Medium humanoid (high elf), neutral
  Class Fighter 15/Rogue 5
  Background Criminal
  Occupation Sellsword
  Armor Class 20 (half plate, shield)
  Hit Points 219 (15d10 + 5d8 + 100)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  17 (+3)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving Throws Strength +11, Constitution +11
  Skills Athletics +17, Deception +5, Intimidation +11,  
  Sleight of Hand +9, Stealth +9; Tools dice, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Thieves’ Cant
  Challenge 9 (5,000 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can take one additional action on top of his 
  regular action and a possible bonus action. 
  Sneak Attack (1/turn). Vandronum can deal an extra 3d6 
  damage to one creature he hits with an attack if he has 
  advantage on the attack roll. The attack must use a finesse or 
  ranged weapon. He doesn’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Vandronum can take a bonus action on each 
  of his turns during combat. He can use this action to use the 
  Dash, Disengage, Hide, or Use an Object action. Alternatively, 
  he can make a Sleight of Hand check, or use his thieves’ tools, to 
  disarm a trap or open a lock.
  Criminal Contact. Vandronum has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Athletics, Intimidation). Vandronum doubles his 
  proficiency bonus (+12) to checks with his Expertise skills. 
  Fighting Style (Defense). Vandronum adds +1 to his AC when  
  wearing armor (included in his stat block).
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Vandronum deals +2 damage with 
  that weapon (included in the attack).
  Fey Ancestry. Vandronum has advantage on saving throws 
  against being charmed, and magic cannot put him to sleep.
  Indomitable (2/day). Vandronum can reroll a failed 
  saving throw. 
  Remarkable Athlete. Vandronum can add half his proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his proficiency bonus. Additionally, the 
  distance Vandronum covers with a running long jump increases 
  by 5 feet.
  Spellcasting. Vandronum can cast the poison spray cantrip using 
  Intelligence as his spellcasting modifier (spell save DC 14).
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Vandronum can use a bonus action to regain 1d10 + 15 
  hit points. 
  Superior Critical. Vandronum scores critical hits on rolls 
  of 18 – 20.
  Trance. Vandronum does not sleep. Instead, he meditates for 
  four hours each night. This grants him the benefit of a long rest.
  Actions
  Multiattack. Vandronum makes three weapon attacks.
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +9 to hit,  
  range 80/320 ft., one target. Hit: 5 (1d8 + 3) piercing damage.
  Reactions
  Uncanny Dodge. When Vandronum is hit with an attack from 
  an attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Rapier, Troth, light crossbow, 20 bolts, half plate*, shield, 
  gambling dice, 240 gp, 218 sp, 40 cp
  *While wearing this armor, Vandronum has disadvantage on 
  Dexterity (Stealth) checks
  
  124
  Zev Klamka
  Medium humanoid (hill dwarf), lawful neutral
  Class Cleric 1
  Background Criminal
  Occupation Spy
  Armor Class 13 (chain shirt)
  Hit Points 9 (1d8 + 1)
  Speed 25 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  16 (+3)
  Saving Throws Wisdom +5, Charisma +5
  Skills Deception +5, Insight +5, Perception +5, Stealth +2;  
  Tools dice, forgery kit, thieves’ tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Dwarvish
  Challenge 1/4 (50 XP)
  Criminal Contact. Zev has a contact in the criminal network, 
  and can send and receive messages to them through 
  various means, even over great distances. 
  Dwarven Resilience. Zev has advantage 
  on saving throws against poison.
  Spellcasting. Zev is a 1st-level spellcaster. 
  His spellcasting ability is Wisdom (spell 
  save DC 13, +5 to hit with spell attacks). 
  He has the following cleric spells prepared:
  Cantrips: guidance, mending, 
  thaumaturgy
  1st level (2 slots): charm person, command, 
  cure wounds, detect evil and good, detect 
  magic, disguise self
  Actions
  Handaxe. Melee or Ranged Weapon Attack:  
  +3 to hit, reach 5 ft. or range 20/60 ft.,  
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Sling. Ranged Weapon Attack: +2 to hit,  
  range 30/120 ft., one target.  
  Hit: 2 (1d4) bludgeoning damage.
  Blessing of the Trickster. Zev touches 
  a willing creature other than himself. 
  That creature has advantage on Dexterity 
  (Stealth) checks for one hour, or until Zev 
  uses this feature again. 
  Overview
  When he was a boy, Zev’s mother was visited by a friend he did 
  not recognise. Zev asked if he was a warrior like her. “Aye lad,” she 
  answered, “the bravest I know.” Zev asked what his weapons were. 
  “Smiles,” she replied. “Smiles, jokes, and handshakes.” Zev never 
  learned his true name (perhaps even his mother didn’t know), but 
  the spy left an impression on him, and he grew up to follow in the 
  footsteps of this rarity; a man his mother spoke highly of. 
  Smiles, jokes, handshakes. Everyone knows that Zev will always 
  be ready with a quip or a story to cheer them up when times are 
  dark and desperate, and in times of conflict, those moments are all 
  too common. What they don’t know, however, is that the sparkling 
  eyes are quick and all-seeing, that laughing mouth drips with lies, 
  and those hands are ink-spotted from covert correspondences. 
  Zev has become so good at living his double life he almost believes 
  it himself. He has been many people over the years but, at present, 
  he is living as an army chef, traveling within all ranks of the enemy, 
  learning what he can of their plans, and reporting back when he 
  can. Zev creates an easy atmosphere around his cook-pot; the men 
  are far less guarded in their talk than perhaps they should be. 
  As much as he opposes their commands and their ideals, Zev has 
  no quarrel with the soldiers he interacts with, and even becomes 
  rather fond of them from time to time. When it will not risk the 
  mission, he might drop the occasional subtle hint to divert a 
  few of his closer ‘friends’ away from an ambush but, ultimately, 
  the job comes first; he believes in the greater good, and that his 
  commanders are in the right. 
  Personality Traits
  “Me? I’m just a soldier, same as you.” Zev has a ready 
  smile for any and all he comes across, and finds it easy to 
  differentiate between individuals and the causes they serve. 
  Ideals
  “The lives of a few misguided fools for the lives 
  of hundreds of innocents? In a heartbeat.” Zev 
  believes in the greater good. While the loss of 
  a few soldiers’ lives are regrettable, and he 
  will do what he can to reduce casualties, 
  they are ultimately necessary for victory 
  and peace. 
  Bonds
  “Orders are orders.” Zev feels great personal 
  loyalty to his commanders, though he 
  seldom interacts with them for fear of 
  blowing his cover. 
  Flaws
  “Maybe I’m wrong, but they’d thank me if they 
  knew.” On the whole, Zev is a good spy, but 
  his occasional pangs of conscience are a 
  growing liability. 
  Roleplaying Zev 
  Zev presents himself as a warm, friendly companion to all, with 
  a mischievous glint in his eye, perhaps reminding one of a big 
  brother or favorite uncle. He is talkative and quick-witted, but 
  those paying close attention might notice he asks more questions 
  than he answers. 
  “Have a seat, friend; what’s troubling you?”
  Weapons, Armor & Items
  Handaxe, sling, 20 bullets, chain shirt, drinking horn, quill, 
  scroll tube, 4 pints of toast to friendship
  
  125
  Zev Klamka (Level 4)
  Medium humanoid (hill dwarf), lawful neutral
  Class Cleric 4
  Background Criminal
  Occupation Spy
  Armor Class 13 (chain shirt)
  Hit Points 27 (4d8 + 4)
  Speed 25 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  18 (+4)
  CHA
  16 (+3)
  Saving Throws Wisdom +6, Charisma +5
  Skills Deception +5, Insight +6, Perception +6, Stealth +2;  
  Tools dice, forgery kit, thieves’ tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Criminal Contact. Zev has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Dwarven Resilience. Zev has advantage on saving throws 
  against poison.
  Spellcasting. Zev is a 4th-level spellcaster. His spellcasting ability is 
  Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the 
  following cleric spells prepared:
  Cantrips: guidance, mending, spare the dying, thaumaturgy
  1st level (4 slots): charm person, command, cure wounds, detect 
  evil and good, detect magic, disguise self
  2nd level (3 slots): calm emotions, find traps, locate object, 
  mirror image, pass without trace, silence
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft.,  
  one target. Hit: 2 (1d4) bludgeoning damage.
  Blessing of the Trickster. Zev touches a willing creature other 
  than himself. That creature has advantage on Dexterity (Stealth) 
  checks for 1 hour, or until Zev uses this feature again. 
  Channel Divinity (Recharges after a Short or Long Rest). Zev 
  chooses one of the following two options:
  Invoke Duplicity. A perfect illusory duplicate of Zev appears 
  within 30 feet of him. As a bonus action, Zev can move the 
  duplicate up to 30 feet, but it must remain within 120 feet of 
  him. Zev can cast spells as though he were in its space, and when 
  both he and the duplicate are within 5 feet of a creature that can 
  see the duplicate, he has advantage on attack rolls against the 
  creature. The duplicate lasts for one minute or until Zev loses 
  concentration. 
  Turn Undead. Each undead within 30 feet of Zev who can see 
  or hear him must make a DC 14 Wisdom saving throw. If a 
  creature fails its save, it must spend its turns moving away from 
  Zev, cannot willingly move within 30 feet of him, and must use 
  its action to Dash or attempt to escape an effect preventing it 
  from moving (it may Dodge if there is nowhere to move away). 
  These effects last for one minute. 
  Weapons, Armor & Items
  Handaxe, sling, 20 bullets, chain shirt, drinking horn, quill, 
  scroll tube, 4 pints of toast to friendship
  Leftovers
  Second helpings were good news in everyone’s book. For the 
  soldiers crowded around the benches it meant going to bed with 
  full bellies, for the commanders it meant contented troops, and for 
  Zev—the one with the ladle—it meant he was the most popular 
  dwarf in the room, surrounded by happy eaters, and happy eaters 
  were liable to have loose lips. As he strode along the trestles, he 
  offered a spoonful here, a pleasant word there, and his ears were 
  always open. 
  The mid-rankers were always a rich vein to mine; recently 
  promoted, puffed-up with a newfound sense of importance, but 
  with none of the discipline of their superiors. Sure enough, as 
  he neared, they were bragging, each desperate to prove the little 
  information they had been trusted with was greater than the 
  others’. A little information could be a dangerous thing.
  “Well, you didn’t hear it from me, but word is the enemy’s on the 
  march, coming from the south.”
  “East, wasn’t it?”
  “Nah, east’s a diversion. South, that’s where they’ll hit us.”
  Good. Zev had slipped that note into the scouts’ report himself, 
  and he was glad to hear it had taken hold. 
  “East, south, makes no difference, we’ll be ready for ‘em. I’m to be 
  sent south myself to command a garrison; you can buy me a drink 
  once we’ve beaten them back for you…”
  You have no idea, you poor fools, thought Zev, and you’ll drag the 
  rest down with you. 
  He continued his path down the benches to the rank-and-file, 
  and his ladle was beginning to scrape the bottom of the pot. This 
  end of the room lacked the ceremony of high command and the 
  braggadocio of the mid-rankers; instead, packed elbow-to-elbow, 
  were the sort of common, humble folk Zev liked best. Idealists 
  wanting to fight for their homes, youngsters drafted away from 
  their quiet lives and making do the best they could, the aged 
  trying to give their families a chance for peace, misguided in their 
  allegiances, but honest in their intentions. 
  “Been puttin’ off goin’ back to see her for months and now she’s 
  gone and broken a leg. Knowin’ her, if I go home now, she’ll have 
  my ear off that I’m only comin’ to see her now she’s bed-ridden…”
  Zev was well acquainted with Norris and his tales of his harridan 
  of a mother. He’d grown fond of the lad, knew all about his 
  sweetheart back home, how he helped his mother raise his 
  younger siblings after his father passed. Zev also knew that he was 
  assigned to the company of the lion and set to march east to meet 
  the ‘diversionary’ force, and that if he didn’t go home to visit his 
  mother now, in all likelihood he never would again. 
  “Here’s what you do, son,” Zev butted on, slopping the last ladleful 
  of stew into Norris’ bowl. “You get off your arse, go and see your 
  ma, and apologize for not coming sooner; tell her you were on a 
  special mission if you like. Bring her some flowers, and tell her 
  some of your war stories. You never know what could be about to 
  happen out here.”
  He couldn’t save all of them, but he could, and he would, 
  save someone. 
  
  126
  Zev Klamka (Level 8)
  Medium humanoid (hill dwarf), lawful neutral
  Class Cleric 8
  Background Criminal
  Occupation Spy
  Armor Class 13 (chain shirt)
  Hit Points 51 (8d8 + 8)
  Speed 25 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  11 (+0)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  16 (+3)
  Saving Throws Wisdom +8, Charisma +6
  Skills Deception +6, Insight +8, Perception +8, Stealth +3;  
  Tools dice, forgery kit, thieves’ tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Criminal Contact. Zev has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Divine Strike (1/turn). Zev can deal an additional 1d8 poison 
  damage to a creature he hits with a weapon attack. 
  Dwarven Resilience. Zev has advantage on saving throws 
  against poison.
  Spellcasting. Zev is an 8th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: guidance, mending, spare the dying, thaumaturgy
  1st level (4 slots): charm person, command, cure wounds, detect 
  evil and good, detect magic, disguise self
  2nd level (3 slots): calm emotions, find traps, hold person, locate 
  object, mirror image, pass without trace, silence
  3rd level (3 slots): blink, clairvoyance, dispel magic, feign 
  death, tongues
  4th level (2 slots): dimension door, freedom of 
  movement, polymorph
  Actions
  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.
  Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft.,  
  one target. Hit: 2 (1d4) bludgeoning damage.
  Blessing of the Trickster. Zev touches a willing creature other 
  than himself. That creature has advantage on Dexterity (Stealth) 
  checks for 1 hour, or until Zev uses this feature again. 
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Zev chooses one of the following three options:
  Cloak of Shadows. Zev becomes invisible until the end of his 
  next turn, or until he casts a spell or makes an attack. 
  Invoke Duplicity. A perfect illusory duplicate of Zev appears 
  within 30 feet of him. As a bonus action, Zev can move the 
  duplicate up to 30 feet, but it must remain within 120 feet of 
  him. Zev can cast spells as though he were in its space, and when 
  both he and the duplicate are within 5 feet of a creature that can 
  see the duplicate, he has advantage on attack rolls against the 
  creature. The duplicate lasts for one minute or until Zev loses 
  concentration. 
  Turn Undead. Each undead within 30 feet of Zev who can see 
  or hear him must make a DC 16 Wisdom saving throw. If a 
  creature fails its save and is CR 2 or higher, it must spend its 
  turns moving away from Zev, cannot willingly move within 30 
  feet of him, and must use its action to Dash or attempt to escape 
  an effect preventing it from moving (it may Dodge if there 
  is nowhere to move away). These effects last for one minute. 
  A creature of CR 1 or lower that fails its save is immediately 
  destroyed. 
  Weapons, Armor & Items
  Handaxe, sling, 20 bullets, chain shirt, drinking horn, quill, 
  scroll tube, 4 pints of toast to friendship
  Zev in your Game
  Zev is a friendly face with a dark secret, often found hanging 
  around the mess tent or making small-talk round a campfire. 
  He will find an excuse to introduce himself to any new faces and 
  will attempt to ingratiate himself into a circle of trust and find 
  out their intentions and allegiances in camp.
  Depending on the party’s affiliations, Zev could either be an 
  invaluable source of information and a point of contact while 
  they are surrounded by enemies, or a trusted friend whose 
  treacherous nature is all the more devastating for his previous 
  good nature. 
  Quest Hook: In danger of losing his cover, Zev has been given 
  his final mission; to assassinate an enemy officer. Gathering 
  information which might lead to a death is one thing, but 
  actively taking a life is quite another. If Zev is an ally, will the 
  party assist him with his scheme, ensuring his poisoned food is 
  only eaten by the officer in question? If an enemy, do they have 
  the wits to sniff him out in time?
  
  127
  Zev Klamka (Level 12)
  Medium humanoid (hill dwarf), lawful neutral
  Class Cleric 12
  Background Criminal
  Occupation Spy
  Armor Class 13 (chain shirt)
  Hit Points 87 (12d8 + 24)
  Speed 25 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  18 (+4)
  Saving Throws Wisdom +9, Charisma +8
  Skills Deception +8, Insight +9, Perception +9, Stealth +4;  
  Tools dice, forgery kit, thieves’ tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Criminal Contact. Zev has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Divine Strike (1/turn). Zev can deal an additional 1d8 poison 
  damage to a creature he hits with a weapon attack. 
  Dwarven Resilience. Zev has advantage on saving throws 
  against poison.
  Spellcasting. Zev is a 12th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: guidance, light, mending, spare the dying, thaumaturgy
  1st level (4 slots): charm person, command, cure wounds, detect 
  evil and good, detect magic, disguise self
  2nd level (3 slots): calm emotions, find traps, hold person, locate 
  object, mirror image, pass without trace, silence
  3rd level (3 slots): blink, clairvoyance, dispel magic, feign 
  death, tongues
  4th level (3 slots): dimension door, divination, freedom of 
  movement, polymorph
  5th level (2 slots): dominate person, geas, modify 
  memory, scrying
  6th level (1 slot): find the path
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,  
  one target. Hit: 2 (1d4) bludgeoning damage.
  Blessing of the Trickster. Zev touches a willing creature other 
  than himself. That creature has advantage on Dexterity (Stealth) 
  checks for 1 hour, or until Zev uses this feature again. 
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Zev chooses one of the following three options:
  Cloak of Shadows. Zev becomes invisible until the end of his 
  next turn, or until he casts a spell or makes an attack. 
  Invoke Duplicity. A perfect illusory duplicate of Zev appears 
  within 30 feet of him. As a bonus action, Zev can move the 
  duplicate up to 30 feet, but it must remain within 120 feet of 
  him. Zev can cast spells as though he were in its space, and when 
  both he and the duplicate are within 5 feet of a creature that can 
  see the duplicate, he has advantage on attack rolls against the 
  creature. The duplicate lasts for one minute or until Zev loses 
  concentration. 
  Turn Undead. Each undead within 30 feet of Zev who can see 
  or hear him must make a DC 17 Wisdom saving throw. If a 
  creature fails its save and is CR 3 or higher, it must spend its 
  turns moving away from Zev, cannot willingly move within 30 
  feet of him, and must use its action to Dash or attempt to escape 
  an effect preventing it from moving (it may Dodge if there 
  is nowhere to move away). These effects last for one minute. 
  A creature of CR 2 or lower that fails its save is immediately 
  destroyed. 
  Divine Intervention (1/day). Zev can describe the aid he needs 
  from his deity and roll a percentile die. If the result is 12 or 
  lower, the deity intervenes in a manner of the GM’s choosing. If 
  successful, Zev cannot use this feature again for seven days. 
  Weapons, Armor & Items
  Handaxe, sling, 20 bullets, chain shirt, drinking horn, quill, 
  scroll tube, 4 pints of toast to friendship
  
  128
  Zev Klamka (Level 16)
  Medium humanoid (hill dwarf), lawful neutral
  Class Cleric 16
  Background Criminal
  Occupation Spy
  Armor Class 13 (chain shirt)
  Hit Points 115 (16d8 + 32)
  Speed 25 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  18 (+4)
  Saving Throws Wisdom +10, Charisma +9
  Skills Deception +9, Insight +10, Perception +10, Stealth +5; 
  Tools dice, forgery kit, thieves’ tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 20
  Languages Common, Dwarvish
  Challenge 4 (1,100 XP)
  Criminal Contact. Zev has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Divine Strike (1/turn). Zev can deal an additional 2d8 poison 
  damage to a creature he hits with a weapon attack. 
  Dwarven Resilience. Zev has advantage on saving throws 
  against poison.
  Spellcasting. Zev is a 16th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: guidance, light, mending, spare the dying, thaumaturgy
  1st level (4 slots): charm person, command, cure wounds, detect 
  evil and good, detect magic, disguise self
  2nd level (3 slots): calm emotions, find traps, hold person, locate 
  object, mirror image, pass without trace, silence
  3rd level (3 slots): blink, clairvoyance, dispel magic, feign 
  death, tongues
  4th level (3 slots): banishment, dimension door, divination, 
  freedom of movement, polymorph
  5th level (2 slots): dominate person, geas, legend lore, modify 
  memory, scrying
  6th level (1 slot): find the path
  7th level (1 slot): etherealness
  8th level (1 slot): antimagic field
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,  
  one target. Hit: 2 (1d4) bludgeoning damage.
  Blessing of the Trickster. Zev touches a willing creature other 
  than himself. That creature has advantage on Dexterity (Stealth) 
  checks for 1 hour, or until Zev uses this feature again. 
  Channel Divinity (2/day; Recharges after a Short or Long 
  Rest). Zev chooses one of the following three options:
  Cloak of Shadows. Zev becomes invisible until the end of his 
  next turn, or until he casts a spell or makes an attack. 
  Invoke Duplicity. A perfect illusory duplicate of Zev appears 
  within 30 feet of him. As a bonus action, Zev can move the 
  duplicate up to 30 feet, but it must remain within 120 feet of 
  him. Zev can cast spells as though he were in its space, and when 
  both he and the duplicate are within 5 feet of a creature that can 
  see the duplicate, he has advantage on attack rolls against the 
  creature. The duplicate lasts for one minute or until Zev loses 
  concentration. 
  Turn Undead. Each undead within 30 feet of Zev who can see 
  or hear him must make a DC 18 Wisdom saving throw. If a 
  creature fails its save and is CR 4 or higher, it must spend its 
  turns moving away from Zev, cannot willingly move within 30 
  feet of him, and must use its action to Dash or attempt to escape 
  an effect preventing it from moving (it may Dodge if there 
  is nowhere to move away). These effects last for one minute. 
  A creature of CR 3 or lower that fails its save is immediately 
  destroyed. 
  Divine Intervention (1/day). Zev can describe the aid he needs 
  from his deity and roll a percentile die. If the result is 16 or 
  lower, the deity intervenes in a manner of the GM’s choosing. If 
  successful, Zev cannot use this feature again for seven days. 
  Weapons, Armor & Items
  Handaxe, sling, 20 bullets, chain shirt, drinking horn, quill, 
  scroll tube, 4 pints of toast to friendship
  
  129
  Zev Klamka (Level 20)
  Medium humanoid (hill dwarf), lawful neutral
  Class Cleric 20
  Background Criminal
  Occupation Spy
  Armor Class 14 (chain shirt)
  Hit Points 143 (20d8 + 40)
  Speed 25 ft.
  STR
  12 (+1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  18 (+4)
  Saving Throws Wisdom +11, Charisma +10
  Skills Deception +10, Insight +11, Perception +11, Stealth +7; 
  Tools dice, forgery kit, thieves’ tools
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 21
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Criminal Contact. Zev has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Divine Strike (1/turn). Zev can deal an additional 2d8 poison 
  damage to a creature he hits with a weapon attack. 
  Dwarven Resilience. Zev has advantage on saving throws 
  against poison.
  Spellcasting. Zev is a 20th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks). He has 
  the following cleric spells prepared:
  Cantrips: guidance, light, mending, spare the dying, thaumaturgy
  1st level (4 slots): charm person, command, cure wounds, detect 
  evil and good, detect magic, disguise self
  2nd level (3 slots): calm emotions, find traps, hold person, locate 
  object, mirror image, pass without trace, silence
  3rd level (3 slots): blink, clairvoyance, dispel magic, feign death, 
  sending, tongues
  4th level (3 slots): banishment, dimension door, divination, 
  freedom of movement, polymorph
  5th level (3 slots): dominate person, geas, legend lore, modify 
  memory, scrying
  6th level (2 slots): blade barrier, find the path, forbiddance
  7th level (2 slots): etherealness
  8th level (1 slot): antimagic field
  9th level (1 slot): gate
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft.,  
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Blessing of the Trickster. Zev touches a willing creature other 
  than himself. That creature has advantage on Dexterity (Stealth) 
  checks for 1 hour, or until Zev uses this feature again. 
  Channel Divinity (3/day; Recharges after a Short or Long 
  Rest). Zev chooses one of the following three options:
  Cloak of Shadows. Zev becomes invisible until the end of his 
  next turn, or until he casts a spell or makes an attack. 
  Invoke Duplicity. Up to four perfect illusory duplicates of Zev 
  appears within 30 feet of him. As a bonus action, Zev can move 
  any number of duplicates up to 30 feet, but they must remain 
  within 120 feet of him. Zev can cast spells as though he were in 
  a duplicate’s space, and when both he and a duplicate are within 
  5 feet of a creature that can see the duplicate, he has advantage 
  on attack rolls against the creature. The duplicates last for one 
  minute or until Zev loses concentration. 
  Turn Undead. Each undead within 30 feet of Zev who can see 
  or hear him must make a DC 19 Wisdom saving throw. If a 
  creature fails its save and is CR 5 or higher, it must spend its 
  turns moving away from Zev, cannot willingly move within 30 
  feet of him, and must use its action to Dash or attempt to escape 
  an effect preventing it from moving (it may Dodge if there 
  is nowhere to move away). These effects last for one minute. 
  A creature of CR 4 or lower that fails its save is immediately 
  destroyed. 
  Divine Intervention. Zev can describe the aid he needs from his 
  deity and the deity intervenes in a manner of the GM’s choosing. 
  Zev cannot use this feature again for seven days. 
  Weapons, Armor & Items
  Handaxe, sling, 20 bullets, chain shirt, drinking horn, quill, 
  scroll tube, 4 pints of toast to friendship
  
  130
  Evil Aligned Guilds
  While far from the majority, there will always be a few rotten 
  characters drawn to the military life to bully the weak, get rich 
  off spoils, or simply for a love of killing. Gather enough of these 
  people, and they can form groups of their own to pursue their 
  unsavory goals together. Below are some of these more villainous 
  guilds, along with suggested membership and affiliates. 
  Carrion Company 
  Carrion Company is a loose association of those turned to the 
  mercenary life: those with nothing to go back to (or nothing to 
  lose), deserters, and those discharged from military life for any 
  number of crimes. Within, there is some semblance of the purpose 
  and comradeship of the army, though with no restraint when 
  it comes to looting, murder, and cowing non-combatants with 
  brutality. Carrion Company places emphasis on personal freedoms 
  not afforded to those in the military, and each member can do 
  as they please, though an almost pack-like mentality keeps most 
  of them working towards the same goals, and those who do not 
  toe the line are soundly dealt with (in full view of any others who 
  might harbor rebellious thoughts).
  In theory, Carrion Company is a mercenary organization, although 
  most commanders are loathe to give them coin, knowing full well 
  that they will wreak havoc and destruction wherever they go, to 
  say nothing of the fact that, in all likelihood, their ranks include 
  deserters and dismissed soldiers from their own army. In reality, 
  the most usual course is that Carrion Company, growing bored 
  and restless, will begin to burn and pillage until someone pays 
  them to stop, or demand payment from whichever power the 
  burning and pillaging most benefits, threatening to turn their 
  attention elsewhere should payment not be forthcoming. 
  Unlike many mercenary groups, Carrion Company has no qualms 
  about changing sides, and many a commander has regretted 
  involving them in a conflict for their talent for destruction, only to 
  find their talents faced against them when a better offer arises. 
  Carrion Company formed around Fel Kade (p.144) after his 
  ‘death’; his utter ruthlessness, fearlessness, and disdain for the 
  lives of others maintaining his position 
  a notch above the others in the brutal 
  hierarchy. While they lack 
  formal ranks, he remains the 
  de facto leader, and keeps the 
  rest in line through 
  fear and awe, as well 
  as by facilitating the 
  accumulation of vast 
  stocks of plunder. 
  The  
   
    
  Gallows Boys
  When the army needs 
  bodies, and all but 
  the most useless of the 
  peasantry have been marched 
  off, sometimes high command has 
  no choice but turn the gaols upside-
  down and see what filth shakes out. 
  The offer of a pardon for their crimes and being spared the noose 
  is a tempting offer and most agree to serve with little hesitation. 
  Usually sporting a talent for violence, they are most often simply 
  used to fill out the front lines: disposable troops no-one needs to 
  give a second thought to, or mourn when lost.
  Should they last longer than their first battle, press-ganged 
  criminals are generally misliked and distrusted by the great 
  proportion of the army, so those that seek any form of 
  companionship tend to keep to each other’s company. The Gallows 
  Boys are the largest such company—one with a foul, but reliable, 
  reputation for getting the job done no matter how dirty. 
  High command have no qualms about sending them on high-risk 
  jobs: reinforcing doomed encampments, infiltrating well-fortified 
  encampments, or seeking out particularly dangerous targets. No 
  matter how slim the odds, the potential gains are worth well in 
  excess of the lives of a few criminals. A few of The Boys see their 
  dangerous life as a chance for redemption, wiping their slate clean, 
  but most are simply happy to have the 
  chance to walk without shackles and 
  occasionally kill someone. 
  While she sees herself as above 
  their base camaraderie, 
  Mercy (p.162) has become 
  central to The Gallows 
  Boys, partly a symbol 
  encompassing their 
  plight, partly a figure 
  of close-to-religious 
  worship, partly an object 
  of unachievable longing. 
  Some members have 
  taken to referring to themselves 
  as The Sons of Mercy, taking on 
  her view that their very existence is 
  a reflection of everything that is wrong 
  with those claiming to be on the side of righteousness. Mercy, of 
  course, is entirely disdainful of the lot of them, but secretly enjoys 
  the feeling of additional power immensely. 
  The Glorious Spectacle
  Spectacle is everything. The wealthy demand it, from ever grander 
  sets and more elaborate costumes in their theatres, to heightened 
  and novel brutality in gladiatorial games. Some grow tired of these 
  ‘common’ entertainments and seek still-greater excitement. Once 
  one has seen exotic beasts fighting all manner of opponents on the 
  sands, or seen the arena flooded for a naval engagement, there is 
  only really one stage grander: the battlefield. 
  The Glorious Spectacle works hard to afford its well-paying 
  customers with, as the name implies, a great view of real combat 
  from a safe distance. Much cheaper (to organize, at least) than 
  grand games with prizes for the survivors and live animals to rear 
  for fighting, The Glorious Spectacle are, nonetheless, able to charge 
  exorbitant prices for their service. Their profits go on to fund their 
  network of spies and informers who keep them abreast of any 
  worthwhile conflicts, in some cases giving them a better picture of 
  the war as a whole than either side involved. 
  In order to be successful and attractive, the safety of all patrons 
  must be guaranteed. To that end, The Glorious Spectacle spends 
  
  131
  a portion of its considerable wealth to hire 
  and maintain an elite guard, serving to 
  protect both the patrons and hosts from 
  any stragglers from the day’s ‘events’. 
  For the comfort of all guests, a huge, 
  raised marquee is often set up on 
  the outskirts of a battle, equipped 
  with fortifications not only for 
  function, but also for the feeling 
  of war and danger that so excites 
  the clientele. Servants are on hand 
  to ensure all paying customers are never 
  without wine or delicacies as they watch the 
  battle from afar (using a range of technological and 
  magical eyeglasses) and reminisce about their own or their family’s 
  (often fictitious or, at the very least, overblown) successes in war.
  Given the questionable legality (and ethics) of The Glorious 
  Spectacle’s activities, each customer receives a mask to hide their 
  identity, and to house the lenses required to focus on the distant 
  action. Masks are indicative of prestige, so those who attend 
  several events, or who are willing to spend a little extra, stand out 
  from the crowd. Those wishing to show off their wealth can pay for 
  personal servants to attend them during an event, or for military 
  veterans (whose former importance is generally vastly exaggerated) 
  to sit with them and provide commentary of the action. 
  The Glorious Spectacle has no formal allegiances to any recognized 
  authority, yet the faction has considerable power and influence 
  (not to mention, gold), allowing it to remain unchallenged. As well 
  as a network of spies, the generous patronage of its clientele funds 
  a network of informants who have bribed and infiltrated their way 
  all over the known world, creating a framework which not only 
  sustains The Glorious Spectacle, but allows it to grow and flourish.
  Kley (p.150) utilizes his contacts within The Glorious Spectacle to 
  both flaunt his newly-made wealth by sponsoring events, and to 
  demonstrate his wares to potential buyers. 
  Shirak (p.168), always looking for a little extra coin on the side, 
  is happy to share the knowledge gained from her scouting 
  expeditions to the guild’s shady envoys.
  Evil Aligned Characters
  If you are in need of a villainous character for your campaign, whether it be a nemesis for an adventure, or just to add a bit of flavor to a 
  military organization, let these evil characters inspire you. Many of those who fight for selfish ends are flexible in their allegiances, and 
  may even be found fighting for good causes if it advances their aims, though their loyalty might not be the most reliable. 
  d10
  Name
  Class
  Alignment
  Background
  Occupation
  Page
  1
  Ander Scorchheart
  Fighter/Warlock
  Neutral Evil
  Soldier
  Tactician
  132
  2
  Ezelga
  Warlock
  Chaotic Evil
  Guild Artisan
  Weaponsmith
  138
  3
  Fel Kade
  Fighter/Barbarian
  Chaotic Evil
  Soldier
  Sellsword
  144
  4
  Kley Tukangkutsuu
  Rogue
  Neutral Evil
  Guild Artisan
  Weapons Dealer
  150
  5
  Mathias Cole
  Bard/Rogue
  Neutral Evil
  Entertainer
  Troubadour
  156
  6
  Mercy
  Sorcerer
  Chaotic Evil
  Criminal
  Conscript
  162
  7
  Shirak
  Fighter/Ranger
  Neutral Evil
  Soldier
  Scout
  168
  8
  Silva
  Fighter
  Neutral Evil
  Soldier
  Elite Infantry
  174
  9
  Sylas the Jackal
  Rogue
  Neutral Evil
  Criminal
  Scavenger
  180
  10
  Xelia Brand
  Paladin
  Lawful Evil
  Soldier
  Garrison Commander
  186
  While he finds the whole thing fairly distasteful, Vandronum 
  (p.118) has worked as a bodyguard for The Glorious 
  Spectacle on occasion; they are a regular job, and they pay 
  well for what, to him, is easy work. 
  The Snare
  In war, it is a simple thing to march directly at your 
  opponent. The Snare are a small team of specialists spread 
  far and wide throughout the armies of the realms who make 
  defeating an enemy an artform.
  Among their number are assassins, engineers, spies, torturers 
  and trackers. When they are hired, The Snare will send word to 
  their closest operatives; they’re given orders on the objective and 
  any potential sub-objectives, and they will hear no more of it. They 
  make it clear that they will achieve the goal as quickly as possible 
  and set to work.
  The Snare does not discriminate when it comes to targets or 
  obstacles. Anything in their way is removed. Castle walls will 
  be collapsed. Royal family members will be abducted, and 
  information will be extracted. Key enemy officers will be found 
  dead in their beds the morning of the battle.
  What makes The Snare special is the fervent commitment all 
  the members have to their work. Every last member loves what 
  they do and approaches each task set to them with a zeal and 
  excitement that is hard to match. One could be confident that, if 
  they were speaking with a guild assassin, they would be speaking 
  with someone who adores taking life and puts in the extra effort to 
  do the job just right.
  Shirak (p.168) is primarily content to pursue her own selfish aims, 
  but her tracking skills have proved useful to The Snare in the past. 
  Silva (p.174) is unmatched at seeking out and 
  destroying high-value enemies on the 
  battlefield, and has no qualms which 
  side the target might be on, so long as 
  they put up a decent fight. 
  
  132
  Ander Scorchheart
  Medium humanoid (human), neutral evil
  Class Fighter 1
  Background Soldier
  Occupation Tactician
  Armor Class 16 (breastplate)
  Hit Points 9 (1d10 – 1)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Strength +4, Constitution +1
  Skills Arcana +4, Deception +5, Insight +4, Perception +4;  
  Tools dragonchess, land vehicles
  Senses passive Perception 14
  Languages Common, Elvish
  Challenge 1/2 (100 XP)
  Fighting Style (Defense). Ander adds +1 to his AC when 
  wearing armor (included in his stat block).
  Military Rank. Ander has the rank of 
  commandant. Soldiers loyal to his organization 
  recognize this rank. 
  Second Wind (Recharges after a Short or Long 
  Rest). On his turn, Ander can use a bonus action to 
  regain 1d10 + 1 hit points. 
  Actions
  Longsword. Melee Weapon Attack: +4 to hit,  
  reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing 
  damage, or 7 (1d10 + 2) damage if used with 
  two hands.
  Hand Crossbow. Ranged Weapon Attack:  
  +3 to hit, range 30/120 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  Overview
  Ander Valiente’s noble heart burned away the day 
  he was abandoned by his comrades with a flaming 
  arrow stuck through his chest. Captured by orcs 
  and forced into hard labor, a searing scar across 
  his heart giving him daily agony, Ander believed 
  fate truly had forgotten him. He changed this belief 
  when the orcs that had enslaved him were attacked 
  by a rival tribe. During the fray, he escaped into the 
  wilderness, looting whatever supplies he could on the 
  way. One item in particular, a book, gave him new life.
  Heralded by a devastating forest fire three years after 
  his disappearance which, to this day, he denies having 
  a hand in, Ander, under his new name ‘Scorchheart’, 
  returned from the dead.
  He found no welcome in the military upon his return. His 
  erstwhile comrades (now commanders) believed his injury had 
  put him out of commission and begrudgingly gave him the 
  role of tactician, hoping it would keep him occupied and quiet. 
  Consumed with anger, Ander fed tactical information to outside 
  forces. Suddenly only Ander seemed able to predict the enemies 
  moves to thwart them. He played sides against each other until his 
  reputation as a tactician spread across the realms, but this was still 
  not enough to sate his lust for respect. 
  Ander continues his pursuit to this day. He makes friends of 
  enemies but never enemies of friends, all in the pursuit of his 
  ultimate goal to become a general and court martial the men who 
  had once been his comrades.
  Personality traits
  “There’s some fire in this one, perhaps you and I should have a 
  chat... away from the others.” Ander likes to keep himself near 
  his superiors at all times in case a situation arises that he might 
  exploit. If he believes anyone can serve his purpose, he will swiftly 
  ally himself with them, steering their course towards his own 
  betterment.
  Ideals
  “They all follow my commands already; they just don’t know 
  it yet.” Ander’s drive is reputation. He has built himself up 
  from presumed death to being a well-regarded military 
  mind, but he has visions of much more.
  Bonds
  “That time is done.” Somewhere within 
  Ander is a spark that yearns for the 
  camaraderie of years past, though he keeps 
  it well hidden behind a mask of ambition. 
  Flaws
  “The pawns dislike the player. So be 
  it.” Ander spins falsehoods as easy as 
  breathing, knowing that he can think fast 
  enough to capitalise on any opportunities 
  created by a successful lie. His skills as a 
  tactician are respected, but he is not well-
  liked personally. 
  Roleplaying Ander
  Though his comrades’ betrayal left 
  him bitter, Ander’s ambition has never 
  dulled. He covets the title of general, 
  hoping that playing people against each 
  other will one day achieve this. 
  Ander is not interested in gold, only 
  climbing the ladder. He makes it his 
  business to introduce himself to any new face, 
  particularly to those who look influential or 
  are likely to be led astray. To take advantage 
  of Ander’s good moods is to tread a silken 
  tightrope, but the knowledge and leverage he could offer may be 
  well-worth the risk, so long as one does not become entangled in 
  his web of lies.
  “To comprehend the nature of war, one must embrace it,  
  be branded by it…”
  Weapons, Armor & Items
  Longsword, hand crossbow, 20 bolts, breastplate, map of 
  adaptable stratagem
  
  133
  Ander Scorchheart (Level 4)
  Medium humanoid (human), neutral evil
  Class Fighter 3/
  Warlock 1
  Background Soldier
  Occupation Tactician
  Armor Class 16 (breastplate)
  Hit Points 23 (3d10 + 1d8 – 4)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Strength +4, Constitution +1
  Skills Arcana +4, Deception +5, Insight +4, Perception +4;  
  Tools calligrapher’s supplies, dragonchess, land vehicles
  Senses passive Perception 14
  Languages Common, Elvish, telepathy 60 ft.
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Ander can take one additional action on top of his regular 
  action and a possible bonus action. 
  Combat Superiority. Ander has 4 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Ander can expend 1 superiority die when 
  taking the attack action. He forgoes one of his attacks and uses 
  a bonus action to allow a friendly creature who can see or hear 
  him to use its reaction to make one weapon attack, adding 1d8 
  to the attack roll. 
  Distracting Strike. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to distract the target. 
  He adds 1d8 to the attack’s damage roll. The next attack made 
  against the target by a creature other than him before the start of 
  his next turn has advantage. 
  Maneuvering Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to move an ally. He adds 
  1d8 to the attack’s damage roll. An ally who can see or hear him 
  can use its reaction to move up to half its speed, provoking no 
  opportunity attacks from the target of the attack.
  Fighting Style (Defense). Ander adds +1 to his AC when  
  wearing armor (included in his stat block).
  Military Rank. Ander has the rank of commandant. Soldiers 
  loyal to his organization recognize this rank. 
  Pact Magic. Ander is a 1st-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, friends
  1st level (1 slot): charm person, dissonant whispers
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Ander can use a bonus action to regain 1d10 + 3 hit points. 
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  damage if used with two hands.
  Hand Crossbow. Ranged Weapon Attack: +3 to hit,  
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Weapons, Armor & Items
  Longsword, hand crossbow, 20 bolts, breastplate, map of 
  adaptable stratagem
  War Games
  The hour was late but, by lamplight, a battle raged in Ander’s tent. 
  The field was parchment, the soldiers wood and stone, but he could 
  smell the dust and blood. 
  Scouts reported the enemy would be upon them within the day. 
  Ander had the dragonborn harrying their supply lines, making 
  them pay for every step they took, but they would be upon them 
  nonetheless. The enemy had numbers on their side, but Ander had 
  faced worse odds. 
  They are numerous, but flagging from a quick march. They need a 
  quick, decisive victory for morale. They see the ragged line before 
  them, and begin to hope. The horns signal a charge... 
  Ander moved the wooden blocks forward. 
  The centre of the line is weak and quickly broken; striplings 
  and greybeards with spears shaking in their hands, and a few 
  undisciplined orcish mercenaries... 
  Ander unlaced another fastening with a grimace; his scars always 
  burned on the eve of battle. He traced them with a cool finger as 
  he thought. No, as much as it would be... satisfying... to watch the 
  Gold-Arms tribe break and run (or better still, be slaughtered), 
  they would serve better elsewhere. He removed the tusk-jawed 
  token from the centre, and moved it to the reserves. Shugruk 
  would grumble, but he’d endured worse from orcs. 
  They gain ground quickly, easily dispatching the first ranks. A few 
  break and run, a trickle at first, and then a flood. Smelling victory, 
  they pursue like dogs, heedless that their doom crests the hills to 
  their flanks. 
  With both hands, Ander swept the wings around to envelop the 
  enemy. The hammers. He moved his reserves up to take the place of 
  the flagging centre. The anvil. 
  He could cut off their retreat all together; the hills allowed it even 
  with his numbers, but a trapped animal will fight until its last 
  breath even with no hope of victory, but give them a gap, and a 
  little motivation... 
  He set the horned figure of flame-red wood amongst the enemy. 
  He would show them Mercy. 
  
  134
  Ander Scorchheart (Level 8)
  Medium humanoid (human), neutral evil
  Class Fighter 4/
  Warlock 4
  Background Soldier
  Occupation Tactician
  Armor Class 16 (breastplate)
  Hit Points 40 (4d10 + 4d8 – 8)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Strength +6, Constitution +2
  Skills Arcana +6, Deception +7, Insight +5, Perception +5;  
  Tools calligrapher’s supplies, dragonchess, land vehicles
  Senses passive Perception 15
  Languages Common, Elvish, telepathy 60 ft.
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Ander can take one additional action on top of his regular 
  action and a possible bonus action. 
  Combat Superiority. Ander has 4 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Ander can expend 1 superiority die when 
  taking the attack action. He forgoes one of his attacks and uses 
  a bonus action to allow a friendly creature who can see or hear 
  him to use its reaction to make one weapon attack, adding 1d8 
  to the attack roll. 
  Distracting Strike. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to distract the target. 
  He adds 1d8 to the attack’s damage roll. The next attack made 
  against the target by a creature other than him before the start of 
  his next turn has advantage. 
  Maneuvering Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to move an ally. He adds 
  1d8 to the attack’s damage roll. An ally who can see or hear him 
  can use its reaction to move up to half its speed, provoking no 
  opportunity attacks from the target of the attack.
  Eyes of the Rune Keeper. Ander can read all writing.
  Fighting Style (Defense). Ander adds +1 to his AC when  
  wearing armor (included in his stat block).
  Military Rank. Ander has the rank of commandant. Soldiers 
  loyal to his organization recognize this rank. 
  Pact Magic. Ander is a 4th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, fire bolt, friends, message, thaumaturgy
  2nd level (2 slots): charm person, dissonant whispers, enthrall, 
  scorching ray, suggestion
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Ander can use a bonus action to regain 1d10 + 4 hit points. 
  Actions
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  damage if used with two hands.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit,  
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Gaze of Two Minds. Ander touches a willing creature and 
  can perceive through its senses until the end of his next turn. 
  Ander can use his action on subsequent turns to continue 
  this connection as long as the creature is on the same plane of 
  existence. Ander benefits from any special senses the creature 
  possesses, but is blinded and deafened to his own surroundings. 
  Weapons, Armor & Items
  Longsword, hand crossbow, 20 bolts, breastplate, map of 
  adaptable stratagem
  Ander in your Game
  Ander is a figure of some authority; he controls a lot of 
  moving parts himself and usually has great influence even in 
  circumstances where he has no direct control. He will often be 
  found in the command tent and has learnt how to make useful 
  alliances, though many are a façade to cover his more self-
  interested end-goals.
  As a man with his fingers in many pies, Ander may have need of 
  a party of adventurers to scout, clear an area of hostiles, retrieve 
  a lost object, spy on his foes, secretly parlay with rival factions, 
  or just to fill out the front lines. He may attempt to recruit 
  individuals he sees promise in, even at the expense of their 
  companions. 
  Quest Hook: The party is hired by a mysterious figure to 
  raid and destroy a caravan resupplying a camp controlled by 
  Ander. After driving off guards (who seem very quick to take 
  flight), they discover the supplies consist of empty barrels, 
  sacks of sand, and other worthless goods. Ander has, in fact, 
  engineered an attack on his own caravan in order to requisition 
  more soldiers from high command and so increase his own 
  personal power. If the party play their part well, Ander may 
  have additional work for them, so long as their loyalty can be 
  trusted. Can it?
  
  135
  Ander Scorchheart (Level 12)
  Medium humanoid (human), neutral evil
  Class Fighter 6/
  Warlock 6
  Background Soldier
  Occupation Tactician
  Armor Class 16 (breastplate)
  Hit Points 58 (6d10 + 6d8 – 12)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +7, Constitution +3
  Skills Arcana +7, Deception +9, Insight +6, Perception +6;  
  Tools calligrapher’s supplies, dragonchess, land vehicles
  Senses passive Perception 16
  Languages Common, Elvish, telepathy 60 ft.
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Ander can take one additional action on top of his regular 
  action and a possible bonus action. 
  Combat Superiority. Ander has 4 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Ander can expend 1 superiority die when 
  taking the attack action. He forgoes one of his attacks and uses 
  a bonus action to allow a friendly creature who can see or hear 
  him to use its reaction to make one weapon attack, adding 1d8 
  to the attack roll. 
  Distracting Strike. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to distract the target. 
  He adds 1d8 to the attack’s damage roll. The next attack made 
  against the target by a creature other than him before the start of 
  his next turn has advantage. 
  Maneuvering Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to move an ally. He adds 
  1d8 to the attack’s damage roll. An ally who can see or hear him 
  can use its reaction to move up to half its speed, provoking no 
  opportunity attacks from the target of the attack.
  Eldrich Sight. Ander can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ander can read all writing.
  Fighting Style (Defense). Ander adds +1 to his AC when  
  wearing armor (included in his stat block).
  Military Rank. Ander has the rank of commandant. Soldiers 
  loyal to his organization recognize this rank. 
  Pact Magic. Ander is a 6th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, fire bolt, friends, message, thaumaturgy
  3rd level (2 slots): charm person, counterspell, dissonant 
  whispers, enthrall, hypnotic pattern, scorching ray, suggestion
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Ander can use a bonus action to regain 1d10 + 6 hit points. 
  Actions
  Multiattack. Ander makes two weapon attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  damage if used with two hands.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Gaze of Two Minds. Ander touches a willing creature and 
  can perceive through its senses until the end of his next turn. 
  Ander can use his action on subsequent turns to continue 
  this connection as long as the creature is on the same plane of 
  existence. Ander benefits from any special senses the creature 
  possesses, but is blinded and deafened to his own surroundings. 
  Reactions
  Entropic Ward (Recharges after a Short or Long Rest). When 
  a creature attacks Ander, he can impose disadvantage on the 
  attack roll. If the attack misses, Ander has advantage on the next 
  attack roll he makes against the creature before the end of his 
  next turn.
  Weapons, Armor & Items
  Longsword, hand crossbow, 20 bolts, breastplate, map of 
  adaptable stratagem
  
  136
  Ander Scorchheart (Level 16)
  Medium humanoid (human), neutral evil
  Class Fighter 8/
  Warlock 8
  Background Soldier
  Occupation Tactician
  Armor Class 16 (breastplate)
  Hit Points 76 (8d10 + 8d8 – 16)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +9, Constitution +4
  Skills Arcana +9, Deception +10, Insight +7, Perception +7;  
  Tools calligrapher’s supplies, dragonchess, land vehicles
  Senses passive Perception 17
  Languages Common, Elvish, telepathy 60 ft.
  Challenge 8 (3,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Ander can take one additional action on top of his regular 
  action and a possible bonus action. 
  Combat Superiority. Ander has 5 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Ander can expend 1 superiority die when 
  taking the attack action. He forgoes one of his attacks and uses 
  a bonus action to allow a friendly creature who can see or hear 
  him to use its reaction to make one weapon attack, adding 1d8 
  to the attack roll. 
  Distracting Strike. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to distract the target. 
  He adds 1d8 to the attack’s damage roll. The next attack made 
  against the target by a creature other than him before the start of 
  his next turn has advantage. 
  Maneuvering Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to move an ally. He adds 
  1d8 to the attack’s damage roll. An ally who can see or hear him 
  can use its reaction to move up to half its speed, provoking no 
  opportunity attacks from the target of the attack.
  Menacing Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d8 to the 
  attack’s damage roll. The target must make a DC 17 Wisdom 
  saving throw or become frightened of Ander until the end of his 
  next turn.
  Parry. Ander can use his reaction to expend 1 superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by 1d8. 
  Bewitching Whispers (1/day). Ander can cast compulsion using 
  a spell slot. 
  Eldrich Sight. Ander can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ander can read all writing.
  Fighting Style (Defense). Ander adds +1 to his AC when  
  wearing armor (included in his stat block).
  Know Your Enemy. Ander can learn certain information about 
  a creature’s capabilities, compared to his own, if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Ander has the rank of commandant. Soldiers 
  loyal to his organization recognize this rank. 
  Pact Magic. Ander is an 8th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, fire bolt, friends, message, thaumaturgy
  4th level (2 slots): charm person, clairvoyance, counterspell, 
  dissonant whispers, enthrall, hypnotic pattern, scorching ray, 
  sending, suggestion
  Second Wind (Recharges after a Short or Long Rest). On his 
  turn, Ander can use a bonus action to regain 1d10 + 8 hit points. 
  Actions
  Multiattack. Ander makes two weapon attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  damage if used with two hands.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Gaze of Two Minds. Ander touches a willing creature and 
  can perceive through its senses until the end of his next turn. 
  Ander can use his action on subsequent turns to continue 
  this connection as long as the creature is on the same plane of 
  existence. Ander benefits from any special senses the creature 
  possesses, but is blinded and deafened to his own surroundings. 
  Reactions
  Entropic Ward (Recharges after a Short or Long Rest). When 
  a creature attacks Ander, he can impose disadvantage on the 
  attack roll. If the attack misses, Ander has advantage on the next 
  attack roll he makes against the creature before the end of his 
  next turn.
  Weapons, Armor & Items
  Longsword, hand crossbow, 20 bolts, breastplate, map of 
  adaptable stratagem
  
  137
  Ander Scorchheart (Level 20)
  Medium humanoid (human), neutral evil
  Class Fighter 10/
  Warlock 10
  Background Soldier
  Occupation Tactician
  Armor Class 16 (breastplate)
  Hit Points 94 (10d10 + 10d8 – 20)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +10, Constitution +5
  Skills Arcana +10, Deception +11, Insight +8, Perception +8;  
  Tools calligrapher’s supplies, dragonchess, land vehicles
  Damage Resistances psychic
  Senses passive Perception 18
  Languages Common, Elvish, telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Ander can take one additional action on top of his regular 
  action and a possible bonus action. 
  Combat Superiority. Ander has 5 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Commander’s Strike. Ander can expend 1 superiority die when 
  taking the attack action. He forgoes one of his attacks and uses 
  a bonus action to allow a friendly creature who can see or hear 
  him to use its reaction to make one weapon attack, adding 1d10 
  to the attack roll. 
  Distracting Strike. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to distract the target. 
  He adds 1d10 to the attack’s damage roll. The next attack made 
  against the target by a creature other than him before the start of 
  his next turn has advantage. 
  Maneuvering Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack to move an ally. He adds 
  1d10 to the attack’s damage roll. An ally who can see or hear him 
  can use its reaction to move up to half its speed, provoking no 
  opportunity attacks from the target of the attack.
  Menacing Attack. Ander can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d10 to the 
  attack’s damage roll. The target must make a DC 18 Wisdom 
  saving throw or become frightened of Ander until the end of his 
  next turn.
  Parry. Ander can use his reaction to expend 1 superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by 1d10. 
  Bewitching Whispers (1/day). Ander can cast compulsion using 
  a spell slot. 
  Eldrich Sight. Ander can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ander can read all writing.
  Fighting Style (Defense). Ander adds +1 to his AC when  
  wearing armor (included in his stat block).
  Indomitable (1/day). Ander can reroll a failed saving throw. 
  Know Your Enemy. Ander can learn certain information about 
  a creature’s capabilities, compared to his own, if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Ander has the rank of commandant. Soldiers 
  loyal to his organization recognize this rank. 
  Mire the Mind (1/day). Ander can cast slow using a spell slot. 
  Pact Magic. Ander is a 10th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, fire bolt, friends, message, thaumaturgy
  5th level (2 slots): charm person, clairvoyance, counterspell, 
  dissonant whispers, dominate person, enthrall, hypnotic pattern, 
  scorching ray, sending, suggestion
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Ander can use a bonus action to regain 1d10 + 10 
  hit points. 
  Thought Shield. Ander’s thoughts cannot be read unless he 
  allows it. Additionally, when a creature deals psychic damage to 
  Ander, it takes an equal amount of damage. 
  Actions
  Multiattack. Ander makes two weapon attacks.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  damage if used with two hands.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit,  
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Gaze of Two Minds. Ander touches a willing creature and 
  can perceive through its senses until the end of his next turn. 
  Ander can use his action on subsequent turns to continue 
  this connection as long as the creature is on the same plane of 
  existence. Ander benefits from any special senses the creature 
  possesses, but is blinded and deafened to his own surroundings. 
  Reactions
  Entropic Ward (Recharges after a Short or Long Rest). When 
  a creature attacks Ander, he can impose disadvantage on the 
  attack roll. If the attack misses, Ander has advantage on the next 
  attack roll he makes against the creature before the end of his 
  next turn.
  Weapons, Armor & Items
  Longsword, hand crossbow, 20 bolts, breastplate, map of 
  adaptable stratagem
  
  138
  Ezelga
  Small humanoid (rock gnome), chaotic evil
  Class Warlock 1
  Background Guild Artisan
  Occupation Weaponsmith
  Armor Class 13 (leather)
  Hit Points 8 (1d8)
  Speed 25 ft.
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  15 (+2)
  Saving Throws Wisdom +3, Charisma +4
  Skills Arcana +4, Insight +3, Investigation +4, Nature +4;  
  Tools tinker’s tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Gnomish
  Challenge 1/4 (50 XP)
  Dark One’s Blessing. When Ezelga reduces a hostile creature 
  to 0 hit points, she gains 3 temporary hit points.
  Gnome Cunning. Ezelga has advantage on all 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Guild Membership. For a monthly payment of 5 
  gp, Ezelga has the benefits of being part of a 
  weaponsmiths’ guild, including lodging and food, 
  funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Pact Magic. Ezelga is a 1st-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 12, 
  +4 to hit with spell attacks). She regains expended 
  spell slots after a short or long rest, and knows the 
  following warlock spells:
  Cantrips: blade ward, mage hand
  1st level (1 slot): expeditious 
  retreat, unseen servant
  Tinker. Ezelga can spend 
  1 hour and 10 gp worth 
  of materials to construct 
  a tiny clockwork device, 
  with parameters listed on the 
  following pages.
  Actions
  Slinger. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,  
  one target. Hit: 7 (1d10 + 2) acid or fire damage.
  Overview
  Ezelga was a small child, even for her diminutive race; a weak and 
  sickly thing, tormented on rare occasions she ventured outside. 
  After a particularly vicious beating, she shut herself away with 
  tools ‘borrowed’ from her family’s workshop, and began to plan, 
  experiment, and build instruments of revenge. The other children 
  didn’t laugh after Imrynn lost an eye. The feeling of power in that 
  moment stuck with Ezelga; small as she was, when Imrynn lay 
  wailing on the ground, she towered over him. 
  As she grew up, Ezelga longed for that feeling again. She continued 
  to experiment with weaponry; fire and acid held par ticular 
  fascination and potential in the utter ruination they could wreak 
  on the sides of meat she discreetly purchased from the butcher (she 
  had the sense not to test her inventions any further on her peers).
  While perfectly proficient with the use of mundane materials 
  for her destructive ends, it was only a matter of time before she 
  became fascinated with the promise of the arcane. Research led to 
  a deal with the enigmatic Charr of the Smoking Wound, a demonic 
  entity glimpsed in the glowing coals of her forge. Ezelga will always 
  use her inventions when she can, but is comforted by her magic’s 
  destructive capability as a fall-back if she is caught unprepared. 
  The prospect of her inventions working on living and breathing 
  targets tempted her out of isolation once armies began to gather. 
  Scaling up her designs, she turned to larger machinery like 
  trebuchets and scorpions. Her machines command high prices, but 
  come with a guarantee of repairs and maintenance; Ezelga finds it 
  difficult to fully hand over the fun of operating her creations. 
  Personality Traits
  “This beauty? Point her at someone and watch their head 
  pop like a grape.” Ezelga would rather work than talk, but 
  ask about her creations and she will gleefully explain each 
  feature. Convinced no one understands 
  or likes her as a person, she finds 
  talking shop much easier. 
  Ideals
  “No one looks down on me.” There are those 
  who say Ezelga’s vast war machines compensate 
  for something – though never to her face. 
  Bonds
  “Not so cocky with a eyeful of sulphur, are you...” 
  Ezelga is deeply envious of confidence (she calls 
  it ‘arrogance’). She’ll grudgingly turn a blind eye 
  if she’s being paid, but might otherwise plot some 
  embarrassing, painful, or possibly deadly, accident. 
  Flaws
  “Of course I’ve not slept; I need to get it RIGHT!” 
  Ezelga is prone to obsession, whether tinkering 
  with her precious machines, or nursing grudges 
  against any she deems to have slighted her.
  Roleplaying Ezelga
  For one who lives on pain and death, Ezelga doesn’t outwardly 
  show the eccentricities that couple with her history to make her 
  who she is. She is generally reserved and solitary; her inferiority 
  complex hampers her ability to make conversation, unless someone 
  shows interest in something she has made or is working on.
  In battle, Ezelga aims for flashy shows of destruction, treating 
  fights as demonstrations; spectacle which sticks in soldiers’ minds 
  is good for business. 
  “Sure, you can stab him, but this will do him in from the next 
  town over, and torch everything he owns into the bargain.”
  Weapons, Armor & Items
  Slinger, 10 fire vials, 10 acid vials, leather armor, 15 sp
  
  139
  Ezelga (Level 4)
  Small humanoid (rock gnome), chaotic evil
  Class Warlock 4
  Background Guild Artisan
  Occupation Weaponsmith
  Armor Class 14 (leather)
  Hit Points 23 (4d8)
  Speed 25 ft.
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving Throws Wisdom +3, Charisma +5
  Skills Arcana +4, Insight +3, Investigation +4, Nature +4;  
  Tools tinker’s tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Gnomish
  Challenge 1 (200 XP)
  Dark One’s Blessing. When Ezelga reduces a hostile creature to 
  0 hit points, she gains 7 temporary hit points.
  Eldritch Sight. Ezelga can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ezelga can read all writing.
  Gnome Cunning. Ezelga has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Guild Membership. For a monthly payment of 5 gp, Ezelga has 
  the benefits of being part of a weaponsmiths’ guild, including 
  lodging and food, funeral expenses, use of a guild hall, legal 
  defense, and access to allied politicians.
  Pact Magic. Ezelga is a 4th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). She regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, mage hand, poison spray
  2nd level (2 slots): expeditious retreat, hold person, misty step, 
  scorching ray, unseen servant
  Pact of the Blade (Rapier). Ezelga can use her action to create 
  a pact weapon in a free hand. She is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Ezelga for more than one minute, if she dies 
  or if she dismisses it (no action required). 
  Tinker. Ezelga can spend 1 hour and 10 gp worth of materials 
  to construct a tiny clockwork device. The device ceases to 
  function within 24 hours unless she spends one hour repairing 
  it to keep the device functioning. She can disassemble the device 
  to reclaim the materials. Ezelga can have up to 3 devices at a 
  time. She can either create a clockwork toy, a firestarter, or a 
  music box.
  Actions
  Pact Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Slinger. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,  
  one target. Hit: 8 (1d10 + 3) acid or fire damage.
  Weapons, Armor & Items
  Slinger, 10 fire vials, 10 acid vials, leather armor, 23 sp
  Speak of the Devil
  Everything about the man, from his well-heeled boots to the tips 
  of his horns, screamed that he did not belong. Ezelga had watched 
  through her glass as he approached from the village along the last 
  two miles of the dusty road, and seen him wander blindly past 
  each of the discreet range-markers she had erected by the wayside. 
  She was adjusting the calibration on the sights of a scorpion when 
  he ducked his head into her workshop. It had spread significantly 
  from its beginnings as a remote cattle shed, but it retained what 
  some might call a rustic aesthetic. The tiefling sniffed as he took 
  in the room. Ezelga continued to work by the dim light of the 
  glowing forge. 
  “My name is Kley Tukangkutsuu,” he said, extending a hand. 
  “When I heard you made the best war machines in the land, well, I 
  simply had to come and see them for myself.”
  “And what do you think, now you’ve seen them?” she asked, 
  ignoring the gesture. 
  “I must say, I expected more.”
  Ezelga’s jaw clenched as she turned a screw with perhaps a little too 
  much force. 
  “I hear Armel Daggon makes a device which spits alchemical fire 
  to sixty feet, hot enough to roast a knight in armor.” Ezelga could 
  hear the oily smirk in his voice even with her back turned. Very 
  well, so this was the game they were playing. She wiped the grease 
  from her hands with a rag.
  “Daggon’s an amateur,” she snorted. “Flashy stuff, but no finesse.”
  “We’re talking about siege weaponry, how important can f-”
  He was cut off by the loud thunk of a scorpion bolt embedding 
  itself in the wood next to his ear, pinning a small lock of hair to the 
  wall. Good, so the sights are fixed. It was Ezelga’s turn to smirk. 
  She had to hand it to him, he took it in his stride. 
  “I can see you’re a busy woman, a talented woman, so I’ll skip the 
  chatter. You’ve caught my attention.” He tried, and failed, to pull 
  the bolt from the wall. “I represent a number of talented people, 
  and I make sure their work gets the recognition it deserves. I can 
  make you rich,” he met her eyes and saw that the promise of wealth 
  stirred nothing in her. “I can make armies tremble at your name.”
  Ezelga had known his type before. She had to admit, her interest 
  was piqued, but his cocky attitude made her wish she’d aimed at 
  his mouth. Why couldn’t she gain all he’d promised without his 
  help? She was about to say as much to him when the forge crackled 
  into life.
  We could use him, Charr intoned in the back of her mind. Think of 
  the possibilities. Think of the destruction.
  “Alright, let’s say I’m interested. Talk to me about details.”
  Both of them smiled. Their opponent was just where they 
  wanted them. 
  
  140
  Ezelga (Level 8)
  Small humanoid (rock gnome), chaotic evil
  Class Warlock 8
  Background Guild Artisan
  Occupation Weaponsmith
  Armor Class 15 (leather)
  Hit Points 43 (8d8)
  Speed 25 ft.
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving Throws Wisdom +4, Charisma +6
  Skills Arcana +5, Insight +4, Investigation +5, Nature +5;  
  Tools tinker’s tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Gnomish
  Challenge 3 (700 XP)
  Dark One’s Blessing. When Ezelga reduces a hostile creature to 
  0 hit points, she gains 11 temporary hit points.
  Dark One’s Own Luck (Recharges after a Short or Long Rest). 
  When Ezelga makes an ability check or a saving throw, she may 
  add 1d10 to the roll. She can do so after the initial roll but before 
  determining success or failure. 
  Eldritch Sight. Ezelga can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ezelga can read all writing.
  Gnome Cunning. Ezelga has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Guild Membership. For a monthly payment of 5 gp, Ezelga has 
  the benefits of being part of a weaponsmiths’ guild, including 
  lodging and food, funeral expenses, use of a guild hall, legal 
  defense, and access to allied politicians.
  Pact Magic. Ezelga is an 8th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, mage hand, poison spray
  4th level (2 slots): counterspell, dispel magic, expeditious retreat, 
  fire shield, hold person, misty step, scorching ray, stinking cloud, 
  unseen servant
  Pact of the Blade (Rapier). Ezelga can use her action to create 
  a pact weapon in a free hand. She is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Ezelga for more than one minute, if she dies 
  or if she dismisses it (no action required). 
  Sign of Ill Omen (1/day). Ezelga can cast bestow curse using a 
  spell slot.
  Tinker. Ezelga can spend 1 hour and 10 gp worth of materials 
  to construct a tiny clockwork device. The device ceases to 
  function within 24 hours unless she spends one hour repairing 
  it to keep the device functioning. She can disassemble the device 
  to reclaim the materials. Ezelga can have up to 3 devices at a 
  time. She can either create a clockwork toy, a firestarter, or a 
  music box.
  Actions
  Thirsting Blade. Ezelga makes two Pact Rapier attacks.
  Pact Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Slinger. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,  
  one target. Hit: 9 (1d10 + 4) acid or fire damage.
  Weapons, Armor & Items
  Slinger, 10 fire vials, 10 acid vials, leather armor, 23 sp, 14 cp
  Ezelga in your Game
  Depending on the party’s allegiance in the on-going conflict, 
  Ezelga will either be an unpredictable, but valuable asset, or a 
  much-feared adversary. No one wants to be on the other side 
  of the field from Ezelga’s deadly war machines. Even if allied, 
  Ezelga mostly confines herself to her workshop; she is not a 
  friendly or personable woman and will only likely converse 
  with party members if forced or if they show genuine (or 
  convincingly feigned) interest in her beloved constructs and 
  stroke her fragile ego. 
  Quest Hook: Ezelga requests the party’s aid in reclaiming 
  some of her weaponry, abandoned in enemy territory. When 
  they arrive at the location, they find themselves trapped with a 
  selection of her war machines, an oncoming enemy force… and 
  an attentive audience. Ezelga has manufactured the situation 
  to show off her weapons to prospective buyers in The Glorious 
  Spectacle (p.130).
  
  141
  Ezelga (Level 12)
  Small humanoid (rock gnome), chaotic evil
  Class Warlock 12
  Background Guild Artisan
  Occupation Weaponsmith
  Armor Class 16 (std. leather)
  Hit Points 63 (12d8)
  Speed 25 ft.
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving Throws Wisdom +5, Charisma +8
  Skills Arcana +6, Insight +5, Investigation +6, Nature +6;  
  Tools tinker’s tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Gnomish
  Challenge 5 (1,800 XP)
  Dark One’s Blessing. When Ezelga reduces a hostile creature to 
  0 hit points, she gains 16 temporary hit points.
  Dark One’s Own Luck (Recharges after a Short or Long Rest). 
  When Ezelga makes an ability check or a saving throw, she may 
  add 1d10 to the roll. She can do so after the initial roll but before 
  determining success or failure. 
  Eldritch Sight. Ezelga can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ezelga can read all writing.
  Fiendish Resilience. When Ezelga finishes a long or short rest, 
  she may choose a damage type. She gains resistance to that 
  damage type until she chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Gnome Cunning. Ezelga has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Guild Membership. For a monthly payment of 5 gp, Ezelga has 
  the benefits of being part of a weaponsmiths’ guild, including 
  lodging and food, funeral expenses, use of a guild hall, legal 
  defense, and access to allied politicians.
  Minions of Chaos (1/day). Ezelga can cast conjure elemental 
  using a spell slot.
  Mystic Arcanum. Ezelga may cast flesh to stone as a 6th level 
  spell once per day.
  Pact Magic. Ezelga is a 12th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). She regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, chill touch, mage hand, poison spray
  5th level (3 slots): counterspell, dispel magic, expeditious retreat, 
  fire shield, hold monster, hold person, misty step, scorching ray, 
  scrying, stinking cloud, unseen servant
  Pact of the Blade (Rapier). Ezelga can use her action to create 
  a pact weapon in a free hand. She is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Ezelga for more than one minute, if she dies 
  or if she dismisses it (no action required). 
  Sign of Ill Omen (1/day). Ezelga can cast bestow curse using a 
  spell slot.
  Tinker. Ezelga can spend 1 hour and 10 gp worth of materials 
  to construct a tiny clockwork device. The device ceases to 
  function within 24 hours unless she spends one hour repairing 
  it to keep the device functioning. She can disassemble the device 
  to reclaim the materials. Ezelga can have up to 3 devices at a 
  time. She can either create a clockwork toy, a firestarter, or a 
  music box.
  Actions
  Thirsting Blade. Ezelga makes two Pact Rapier attacks.
  Pact Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 4 necrotic damage.
  Slinger. Ranged Weapon Attack: +8 to hit, range 80/320 ft.,  
  one target. Hit: 9 (1d10 + 4) acid or fire damage.
  Weapons, Armor & Items
  Slinger, 10 fire vials, 10 acid vials, studded leather armor, 60 gp, 
  23 sp, 14 cp
  
  142
  Ezelga (Level 16)
  Small humanoid (rock gnome), chaotic evil
  Class Warlock 16
  Background Guild Artisan
  Occupation Weaponsmith
  Armor Class 17 (std. leather)
  Hit Points 83 (16d8)
  Speed 25 ft.
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving Throws Wisdom +6, Charisma +9
  Skills Arcana +7, Insight +6, Investigation +7, Nature +7;  
  Tools tinker’s tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Gnomish
  Challenge 6 (2,300 XP)
  Dark One’s Blessing. When Ezelga reduces a hostile creature to 
  0 hit points, she gains 20 temporary hit points.
  Dark One’s Own Luck (Recharges after a Short or Long Rest). 
  When Ezelga makes an ability check or a saving throw, she may 
  add 1d10 to the roll. She can do so after the initial roll but before 
  determining success or failure. 
  Eldritch Sight. Ezelga can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ezelga can read all writing.
  Fiendish Resilience. When Ezelga finishes a long or short rest, 
  she may choose a damage type. She gains resistance to that 
  damage type until she chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Gnome Cunning. Ezelga has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Guild Membership. For a monthly payment of 5 gp, Ezelga has 
  the benefits of being part of a weaponsmiths’ guild, including 
  lodging and food, funeral expenses, use of a guild hall, legal 
  defense, and access to allied politicians.
  Hurl through Hell (1/day). When Ezelga hits a creature with 
  an attack, she can instantly teleport that creature through the 
  lower planes. The creature disappears and hurtles through a 
  nightmarish landscape. At the end of Ezelga’s next turn, the 
  target returns to the space it previously occupied or the nearest 
  unoccupied space. If the target is not a fiend, it takes 60 (10d10) 
  psychic damage as it reels from its horrific experience.
  Minions of Chaos (1/day). Ezelga can cast conjure elemental 
  using a spell slot.
  Mystic Arcanum. Ezelga may cast flesh to stone as a 6th level 
  spell once per day, etherealness as a 7th-level spell once per day, 
  and feeblemind as an 8th-level spell once per day.
  Pact Magic. Ezelga is a 16th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). She regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, chill touch, mage hand, poison spray
  5th level (3 slots): blight, counterspell, dispel magic, expeditious 
  retreat, fire shield, hold monster, hold person, misty step, scorching 
  ray, scrying, shatter, stinking cloud, unseen servant
  Pact of the Blade (Rapier). Ezelga can use her action to create 
  a pact weapon in a free hand. She is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Ezelga for more than one minute, if she dies 
  or if she dismisses it (no action required). 
  Sign of Ill Omen (1/day). Ezelga can cast bestow curse using a 
  spell slot.
  Tinker. Ezelga can spend 1 hour and 10 gp worth of materials 
  to construct a tiny clockwork device. The device ceases to 
  function within 24 hours unless she spends one hour repairing 
  it to keep the device functioning. She can disassemble the device 
  to reclaim the materials. Ezelga can have up to 3 devices at a 
  time. She can either create a clockwork toy, a firestarter, or a 
  music box.
  Witch Sight. Ezelga can see the true form of any shapechanger, 
  or creature concealed by illusion or transmutation magic, while 
  the creature is within 30 feet of her and within line of sight.
  Actions
  Thirsting Blade. Ezelga makes two Pact Rapier attacks.
  Pact Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage plus 4 necrotic damage.
  Slinger. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,  
  one target. Hit: 10 (1d10 + 5) acid or fire damage.
  Weapons, Armor & Items
  Slinger, 10 fire vials, 10 acid vials, studded leather armor, 200 gp, 
  23 sp, 14 cp
  
  143
  Ezelga (Level 20)
  Small humanoid (rock gnome), chaotic evil
  Class Warlock 20
  Background Guild Artisan
  Occupation Weaponsmith
  Armor Class 17 (std. leather)
  Hit Points 103 (20d8)
  Speed 25 ft.
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Wisdom +7, Charisma +11
  Skills Arcana +8, Insight +7, Investigation +8, Nature +8;  
  Tools tinker’s tools
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Gnomish
  Challenge 7 (2,900 XP)
  Dark One’s Blessing. When Ezelga reduces a hostile creature to 
  0 hit points, she gains 25 temporary hit points.
  Dark One’s Own Luck (Recharges after a Short or Long Rest). 
  When Ezelga makes an ability check or a saving throw, she may 
  add 1d10 to the roll. She can do so after the initial roll but before 
  determining success or failure. 
  Eldritch Master (1/day). Ezelga can spend one minute 
  entreating her patron to regain all her expended spell slots from 
  her Pact Magic feature.
  Eldritch Sight. Ezelga can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Ezelga can read all writing.
  Fiendish Resilience. When Ezelga finishes a long or short rest, 
  she may choose a damage type. She gains resistance to that 
  damage type until she chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Gnome Cunning. Ezelga has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Guild Membership. For a monthly payment of 5 gp, Ezelga has 
  the benefits of being part of a weaponsmiths’ guild, including 
  lodging and food, funeral expenses, use of a guild hall, legal 
  defense, and access to allied politicians.
  Hurl through Hell (1/day). When Ezelga hits a creature with 
  an attack, she can instantly teleport that creature through the 
  lower planes. The creature disappears and hurtles through a 
  nightmarish landscape. At the end of Ezelga’s next turn, the 
  target returns to the space it previously occupied or the nearest 
  unoccupied space. If the target is not a fiend, it takes 60 (10d10) 
  psychic damage as it reels from its horrific experience.
  Minions of Chaos (1/day). Ezelga can cast conjure elemental 
  using a spell slot.
  Mire the Mind (1/day). Ezelga can cast slow using a spell slot.
  Mystic Arcanum. Ezelga may cast flesh to stone as a 6th level 
  spell once per day, etherealness as a 7th-level spell once per day, 
  feeblemind as an 8th-level spell once per day, and foresight as a 
  9th-level spell once per day.
  Pact Magic. Ezelga is a 20th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell 
  attacks). She regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, chill touch, mage hand, poison spray
  5th level (3 slots): banishment, blight, counterspell, dispel 
  magic, expeditious retreat, fire shield, hallow, hold monster, hold 
  person, misty step, scorching ray, scrying, shatter, stinking cloud, 
  unseen servant
  Pact of the Blade (Rapier). Ezelga can use her action to create 
  a pact weapon in a free hand. She is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Ezelga for more than one minute, if she dies 
  or if she dismisses it (no action required). 
  Sign of Ill Omen (1/day). Ezelga can cast bestow curse using a 
  spell slot.
  Tinker. Ezelga can spend 1 hour and 10 gp worth of materials 
  to construct a tiny clockwork device. The device ceases to 
  function within 24 hours unless she spends one hour repairing 
  it to keep the device functioning. She can disassemble the device 
  to reclaim the materials. Ezelga can have up to 3 devices at a 
  time. She can either create a clockwork toy, a firestarter, or a 
  music box.
  Witch Sight. Ezelga can see the true form of any shapechanger, 
  or creature concealed by illusion or transmutation magic, while 
  the creature is within 30 feet of her and within line of sight.
  Actions
  Thirsting Blade. Ezelga makes two Pact Rapier attacks.
  Pact Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage plus 5 necrotic damage.
  Slinger. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,  
  one target. Hit: 10 (1d10 + 5) acid or fire damage.
  Weapons, Armor & Items
  Slinger, 10 fire vials, 10 acid vials, studded leather armor, 200 gp, 
  223 sp, 14 cp
  
  144
  Fel Kade
  Medium humanoid (human), chaotic evil
  Class Fighter 1
  Background Soldier
  Occupation Sellsword
  Armor Class 15 (half plate)
  Hit Points 12 (1d10 + 2)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  11 (+0)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  14 (+2)
  Saving Throws Strength +6, Constitution +4
  Skills Athletics +6, Insight +4, Intimidation +4, Perception +4; 
  Tools dice, land vehicles
  Senses passive Perception 14
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Fighting Style (Defense). Fel Kade adds +1 to his AC when  
  wearing armor (included in his stat block).
  Military Rank. Fel Kade has the rank of captain. Soldiers 
  loyal to his organization recognize this rank. 
  Second Wind (Recharges after a Short or 
  Long Rest). On his turn, Fel Kade can use a 
  bonus action to regain 1d10 + 1 hit points. 
  Actions
  Greatsword. Melee Weapon Attack:  
  +6 to hit, reach 5 ft., one target.  
  Hit: 11 (2d6 + 4) slashing damage.
  Warhammer. Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target.  
  Hit: 8 (1d8 + 4) bludgeoning damage, 
  or 9 (1d10 + 4) damage if used with 
  two hands.
  Heavy Crossbow. Ranged Weapon 
  Attack: +2 to hit, range 100/400 ft.,  
  one target. Hit: 5 (1d10) 
  piercing damage.
  Overview
  Battle can make or break a man. Fel 
  Kade was a promising solider once; promoted 
  for acts of valor, storming forward when others 
  quavered, inspiring others to do the same. As the 
  war dragged on, although Fel Kade grew crueler 
  and harder, his unit could not be routed. 
  Until the day they were. 
  Caught in a crush of stampeding bodies, panicking animals 
  rather than soldiers, Fel Kade was trampled into the churning 
  mud amongst the dead and dying. Clawing his way up, he was 
  surrounded by the enemy. How he survived, not even he knows, 
  but that day he was reborn, caked in gore and filth, bleeding from a 
  dozen wounds, made monstrous by his labor. 
  Entirely alone, he wandered the path of so many desperate, broken 
  men stranded far from home and turned to banditry, first to fill 
  his stomach, then to equip himself, and finally for amusement. 
  His talent for violence did not go unnoticed, and soon a band of 
  particularly unsavory individuals formed around him; deserters, 
  marauders, and thugs gathered behind this seeming avatar of 
  war, marred by the scars of his own death. Keeping atop the heap 
  has required a further spiral into violence and depravity to keep 
  the attention of his ‘unit’ focussed on the next prize, rather than 
  turning to infighting as so many similarly barbarous groups do. 
  Some of his men view him with devotion verging on religious 
  fervor, some see him as a means to act on their own twisted 
  impulses, others live in fear of his wrath, but none dare openly defy 
  him after his previous, brutal put-downs of would-be mutinies. 
  Personality Traits
  “I’ve forgotten half the towns I’ve burned, what makes you think I’ll 
  remember killing you?” Fel Kade is a man who has become very 
  good at weaponizing terror. His and, by extension, his company’s 
  reputation for committing atrocities is often enough to convince 
  enemies to lay down their arms rather than provoke his ire. 
  Ideals
  “Think you scare me? I’ve died once already.” Fel Kade 
  will never back down, or shy away 
  from a conflict. 
  Bonds
  “I bled for them. They’ll know my 
  name before they die.” Fel Kade does 
  not blame the men in his former 
  unit for routing, but does harbour 
  a grudge against his superiors 
  who gave the command and left 
  him for dead.
  Flaws
  “What did you say?” Fel Kade is the 
  epitome of a dangerous man. The injuries 
  and betrayals he suffered have left him 
  addled, unstable, and liable to lash out at 
  any perceived insult. 
  Roleplaying Fel Kade 
  Fel Kade is uncompromisingly tough, brutal, 
  and violent, especially in front of his men, 
  who he knows he must keep continually 
  reverent and fearful in order to maintain 
  control. He will bear no insult or attempt to 
  undermine his authority, preferring to lose a potential ally or 
  renege on a deal rather than lose face.
  Fel Kade’s actions are those of a man who has nothing to lose, 
  believing himself to have died and been reborn once already. 
  “You’d better kill me; I can promise you won’t get a second swing.”
  Weapons, Armor & Items
  Greatsword, warhammer, heavy crossbow, 20 bolts, half plate*, 
  gauntlets of iron command, 40 sp
  *While wearing this armor, Fel Kade has disadvantage on 
  Dexterity (Stealth) checks
  
  145
  Fel Kade (Level 4)
  Medium humanoid (human), chaotic evil
  Class Fighter 3/
  Barbarian 1
  Background Soldier
  Occupation Sellsword
  Armor Class 16 (half plate)
  Hit Points 37 (3d10 + 1d12 + 8)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  11 (+0)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  14 (+2)
  Saving Throws Strength +6, Constitution +4
  Skills Athletics +6, Insight +4, Intimidation +4, Perception +4; 
  Tools dice, land vehicles, woodcarver’s tools
  Senses passive Perception 14
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Fel Kade can take an additional action on top of his normal 
  action and possible bonus action.
  Rage (2/day). On his turn, Fel Kade can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Combat Superiority. Fel Kade has 4 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Disarming Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 14 Strength saving throw or drop one item of Fel 
  Kade’s choice that it’s holding.
  Feinting Attack. Fel Kade can expend one superiority dice to 
  choose a creature within 5 feet of him. He gains advantage on 
  his next attack roll against that target and adds 1d8 to attack’s 
  damage roll on a hit.
  Menacing Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d8 to the 
  attack’s damage roll. The target must make a DC 14 Wisdom 
  saving throw or become frightened of Fel Kade until the end of 
  his next turn.
  Fighting Style (Defense). Fel Kade adds +1 to his AC when  
  wearing armor (included in his stat block).
  Military Rank. Fel Kade has the rank of captain. Soldiers loyal 
  to his organization recognize this rank. 
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Fel Kade can use a bonus action to regain 1d10 + 3 
  hit points. 
  Actions
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) 
  damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Weapons, Armor & Items
  Greatsword, warhammer, heavy crossbow, 20 bolts, half plate*, 
  gauntlets of iron command, 40 sp, 30 cp
  *While wearing this armor, Fel Kade has disadvantage on 
  Dexterity (Stealth) checks
  Reunion
  “Kellock,” rasped the voice in the darkness.
  The captain whipped around, and looked as though he had 
  seen a ghost. 
  “You? I thought you... The rout, you were...”
  “I was,” came the wheezing reply as the figure stepped into the light 
  of the fire. “Been a long time, Kellock. Looks like you’re the unit 
  my boys have been sent to reinforce.” 
  Kellock’s face lost most of its color, whether from the reputation 
  of his new reinforcements or the shape now made monstrously 
  clear by the firelight, it was difficult to say. He gathered himself 
  enough to begin to offer a place by the fire, but the man was 
  already hunched on a stool, shadows dancing in the crags of his 
  ruined face.
  “Got beer?”
  “Wine.”
  The man sneered at the proffered cup—or perhaps that was simply 
  the curve of the gash he had in place of a mouth—but snatched it 
  nonetheless and took a deep draught, a thin trickle of red dribbling 
  between the yellowed teeth left naked by his missing lip. 
  “I thought it was strange enough seeing Ander again; even more 
  full of himself than when he had our command now he’s g-”
  “Valiente’s here?”
  “‘Scorchheart’ he calls himself now, not that he has all that much to 
  say to a common foot-soldier like me these days-” 
  But Fel Kade was already on his feet, marching towards the distant 
  command tent, a path clearing before him. 
  “Thanks for the drink.” 
  
  146
  Fel Kade (Level 8)
  Medium humanoid (human), chaotic evil
  Class Fighter 5/
  Barbarian 3
  Background Soldier
  Occupation Sellsword
  Armor Class 16 (half plate)
  Hit Points 71 (5d10 + 3d12 + 16)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  14 (+2)
  Saving Throws Strength +8, Constitution +5
  Skills Athletics +8, Insight +5, Intimidation +5, Perception +5; 
  Tools dice, land vehicles, woodcarver’s tools
  Senses passive Perception 15
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Fel Kade can take an additional action on top of his normal 
  action and possible bonus action.
  Rage (3/day). On his turn, Fel Kade can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Combat Superiority. Fel Kade has 4 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Disarming Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 16 Strength saving throw or drop one item of Fel 
  Kade’s choice that it’s holding.
  Feinting Attack. Fel Kade can expend one superiority dice to 
  choose a creature within 5 feet of him. He gains advantage on 
  his next attack roll against that target and adds 1d8 to attack’s 
  damage roll on a hit.
  Menacing Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d8 to the 
  attack’s damage roll. The target must make a DC 16 Wisdom 
  saving throw or become frightened of Fel Kade until the end of 
  his next turn.
  Danger Sense. Fel Kade has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Fighting Style (Defense). Fel Kade adds +1 to his AC when  
  wearing armor (included in his stat block).
  Frenzy. When raging, Fel Kade can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends he suffers one level of exhaustion.
  Military Rank. Fel Kade has the rank of captain. Soldiers loyal 
  to his organization recognize this rank. 
  Reckless Attack. When making his first attack on his turn, Fel 
  Kade may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Fel Kade can use a bonus action to regain 1d10 + 5 
  hit points. 
  Actions
  Multiattack. Fel Kade makes two weapon attacks.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Weapons, Armor & Items
  Greatsword, warhammer, heavy crossbow, 20 bolts, half plate*, 
  gauntlets of iron command, 12 gp, 40 sp, 30 cp
  *While wearing this armor, Fel Kade has disadvantage on 
  Dexterity (Stealth) checks
  Fel Kade in your Game
  As a one-off adversary, the party might encounter Fel Kade in 
  a roadside ambush, leading Carrion Company to attack a likely 
  looking target. Depending on how many rumors abound of the 
  fallen, heroic captain he was in his past life, Fel Kade can either 
  present a simple, blunt-force physical threat, or a tragic figure; 
  perhaps one of the player characters with a military background 
  served in his unit and knew the man he used to be. 
  Quest Hook: Fel Kade has tracked down the final commander 
  responsible for his disastrous last charge (perhaps Ander 
  (p.132), who could potentially be guarded by Rosalind (p.112)). 
  If the party is friendly with the commander, will they respect Fel 
  Kade’s call for single combat? Should he succeed, what does Fel 
  Kade do; can he seek redemption (with the party’s guidance), or 
  is he too far down his road of rage to turn back?
  
  147
  Fel Kade (Level 12)
  Medium humanoid (human), chaotic evil
  Class Fighter 9/
  Barbarian 3
  Background Soldier
  Occupation Sellsword
  Armor Class 16 (half plate)
  Hit Points 115 (9d10 + 3d12 + 36)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  17 (+3)
  INT
  10 (+0)
  WIS
  15 (+2)
  CHA
  15 (+2)
  Saving Throws Strength +9, Constitution +7
  Skills Athletics +9, Insight +6, Intimidation +6, Perception +6; 
  Tools dice, land vehicles, woodcarver’s tools
  Senses passive Perception 16
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Fel Kade can take an additional action on top of his normal 
  action and possible bonus action.
  Rage (3/day). On his turn, Fel Kade can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Combat Superiority. Fel Kade has 5 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Disarming Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 17 Strength saving throw or drop one item of Fel 
  Kade’s choice that it’s holding.
  Feinting Attack. Fel Kade can expend one superiority die to 
  choose a creature within 5 feet of him. He gains advantage on 
  his next attack roll against that target and adds 1d8 to attack’s 
  damage roll on a hit.
  Menacing Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d8 to the 
  attack’s damage roll. The target must make a DC 17 Wisdom 
  saving throw or become frightened of Fel Kade until the end of 
  his next turn.
  Riposte. Fel Kade can use his reaction and expend 1 superiority 
  die when missed by a creature’s melee attack to make a melee 
  weapon attack against it and adds 1d8 to attack’s damage 
  roll on a hit.
  Trip Attack. Fel Kade may expend 1 superiority die when he hits 
  a creature with a weapon attack to attempt to knock the target 
  down. He adds 1d8 to the attack’s damage roll. If it is Large or 
  smaller, the target must make a DC 17 Strength saving throw or 
  fall prone.
  Danger Sense. Fel Kade has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Fighting Style (Defense). Fel Kade adds +1 to his AC when  
  wearing armor (included in his stat block).
  Frenzy. When raging, Fel Kade can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Indomitable (1/day). Fel Kade can reroll a failed saving throw. 
  Know Your Enemy. Fel Kade can learn certain information 
  about a creature’s capabilities, compared to his own, if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Fel Kade has the rank of captain. Soldiers loyal 
  to his organization recognize this rank. 
  Reckless Attack. When making his first attack on his turn, Fel 
  Kade may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Fel Kade can use a bonus action to regain 1d10 + 9 
  hit points. 
  Actions
  Multiattack. Fel Kade makes two weapon attacks.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Weapons, Armor & Items
  Greatsword, warhammer, heavy crossbow, 20 bolts, half plate*, 
  gauntlets of iron command, 35 gp, 90 sp, 30 cp
  *While wearing this armor, Fel Kade has disadvantage on 
  Dexterity (Stealth) checks
  
  148
  Fel Kade (Level 16)
  Medium humanoid (human), chaotic evil
  Class Fighter 13/
  Barbarian 3
  Background Soldier
  Occupation Sellsword
  Armor Class 16 (half plate)
  Hit Points 151 (13d10 + 3d12 + 48)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  17 (+3)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  16 (+3)
  Saving Throws Strength +10, Constitution +8
  Skills Athletics +10, Insight +8, Intimidation +8, Perception +8; 
  Tools dice, land vehicles, woodcarver’s tools
  Senses passive Perception 18
  Languages Common, Dwarvish
  Challenge 8 (3,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On his 
  turn, Fel Kade can take an additional action on top of his normal 
  action and possible bonus action.
  Rage (3/day). On his turn, Fel Kade can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Combat Superiority. Fel Kade has 5 superiority dice. These 
  dice are expended when used and are regained after a short or 
  long rest. 
  Disarming Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 18 Strength saving throw or drop one item of Fel 
  Kade’s choice that it’s holding.
  Feinting Attack. Fel Kade can expend one superiority die to 
  choose a creature within 5 feet of him. He gains advantage on 
  his next attack roll against that target and adds 1d10 to attack’s 
  damage roll on a hit.
  Goading Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to attempt to goad the 
  target. He adds 1d10 to the attack’s damage roll. The target must 
  make a DC 18 Wisdom saving throw or have disadvantage on 
  attack rolls against all targets other than him until the end of his 
  next turn.
  Menacing Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d10 to the 
  attack’s damage roll. The target must make a DC 18 Wisdom 
  saving throw or become frightened of Fel Kade until the end of 
  his next turn.
  Parry. Fel Kade can use his reaction to expend 1 superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by 1d10. 
  Riposte. Fel Kade can use his reaction and expend 1 superiority 
  die when missed by a creature’s melee attack to make a melee 
  weapon attack against it and adds 1d10 to attack’s damage 
  roll on a hit.
  Trip Attack. Fel Kade may expend 1 superiority die when he hits 
  a creature with a weapon attack to attempt to knock the target 
  down. He adds 1d10 to the attack’s damage roll. If it is Large or 
  smaller, the target must make a DC 18 Strength saving throw or 
  fall prone.
  Danger Sense. Fel Kade has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Fighting Style (Defense). Fel Kade adds +1 to his AC when  
  wearing armor (included in his stat block).
  Frenzy. When raging, Fel Kade can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Indomitable (2/day). Fel Kade can reroll a failed saving throw. 
  Know Your Enemy. Fel Kade can learn certain information 
  about a creature’s capabilities, compared to his own, if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Fel Kade has the rank of captain. Soldiers loyal 
  to his organization recognize this rank. 
  Reckless Attack. When making his first attack on his turn, Fel 
  Kade may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Fel Kade can use a bonus action to regain 1d10 + 13 
  hit points. 
  Actions
  Multiattack. Fel Kade makes three weapon attacks.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Weapons, Armor & Items
  Greatsword, warhammer, heavy crossbow, 20 bolts, half plate*, 
  gauntlets of iron command, 85 gp, 190 sp, 30 cp
  *While wearing this armor, Fel Kade has disadvantage on 
  Dexterity (Stealth) checks
  
  149
  Fel Kade (Level 20)
  Medium humanoid (human), chaotic evil
  Class Fighter 17/
  Barbarian 3
  Background Soldier
  Occupation Sellsword
  Armor Class 17 (half plate)
  Hit Points 227 (17d10 + 3d12 + 100)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  16 (+3)
  Saving Throws Strength +11, Constitution +11
  Skills Athletics +11, Insight +9, Intimidation +9, Perception +9; 
  Tools dice, land vehicles, woodcarver’s tools
  Senses passive Perception 19
  Languages Common, Dwarvish
  Challenge 10 (5,900 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On his turn, Fel Kade can take an additional action on top of his 
  normal action and possible bonus action.
  Rage (3/day). On his turn, Fel Kade can enter a rage as a bonus 
  action. He gains advantage on Strength checks and Strength 
  saving throws, a +2 bonus to damage when making Strength 
  based melee attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it ends early if his 
  turn ends and he hasn’t attacked a hostile creature since his last 
  turn or taken damage since then. He can also choose to end his 
  rage early as a bonus action.
  Combat Superiority. Fel Kade has 6 superiority dice. These dice 
  are expended when used and are regained after a short or long 
  rest. When Fel Kade rolls initiative and has no superiority dice 
  remaining, he gains 1 superiority die.
  Commander’s Strike. Fel Kade can expend 1 superiority die 
  when taking the attack action. He forgoes one of his attacks and 
  uses a bonus action to allow a friendly creature who can see or 
  hear him to use its reaction to make one weapon attack, adding 
  1d10 to the attack roll. 
  Distracting Strike. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to distract the target. 
  He adds 1d10 to the attack’s damage roll. The next attack made 
  against the target by a creature other than him before the start of 
  her next turn has advantage. 
  Disarming Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds 1d8 to the attack’s damage roll. The target must 
  make a DC 19 Strength saving throw or drop one item of Fel 
  Kade’s choice that it’s holding.
  Feinting Attack. Fel Kade can expend one superiority die to 
  choose a creature within 5 feet of him. He gains advantage on 
  his next attack roll against that target and adds 1d10 to attack’s 
  damage roll on a hit.
  Goading Attack. Fel Kade can expend 1 superiority die when he 
  hits a creature with a weapon attack to attempt to goad the target. 
  He adds 1d10 to the attack’s damage roll. The target must make a 
  DC 19 Wisdom saving throw or have disadvantage on attack rolls 
  against all targets other than him until the end of his next turn.
  Menacing Attack. Fel Kade can expend 1 superiority die when 
  he hits a creature with a weapon attack. He adds 1d10 to the 
  attack’s damage roll. The target must make a DC 19 Wisdom 
  saving throw or become frightened of Fel Kade until the end of 
  his next turn.
  Parry. Fel Kade can use his reaction to expend 1 superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by 1d10. 
  Riposte. Fel Kade can use his reaction and expend 1 superiority 
  die when missed by a creature’s melee attack to make a melee 
  weapon attack against it and adds 1d10 to attack’s damage 
  roll on a hit.
  Trip Attack. Fel Kade may expend 1 superiority die when he hits a 
  creature with a weapon attack to attempt to knock the target down. 
  He adds 1d10 to the attack’s damage roll. If it is Large or smaller, 
  the target must make a DC 19 Strength saving throw or fall prone.
  Danger Sense. Fel Kade has advantage on Dexterity saving 
  throws against effects he can see, such as traps and spells, as long 
  as he is not blinded, deafened, or incapacitated. 
  Fighting Style (Defense). Fel Kade adds +1 to his AC when  
  wearing armor (included in his stat block).
  Frenzy. When raging, Fel Kade can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends, he suffers one level of exhaustion.
  Indomitable (3/day). Fel Kade can reroll a failed saving throw. 
  Know Your Enemy. Fel Kade can learn certain information 
  about a creature’s capabilities, compared to his own, if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Military Rank. Fel Kade has the rank of captain. Soldiers loyal 
  to his organization recognize this rank. 
  Reckless Attack. When making his first attack on his turn, Fel 
  Kade may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn. 
  Second Wind (Recharges after a Short or Long Rest). On 
  his turn, Fel Kade can use a bonus action to regain 1d10 + 17 
  hit points. 
  Actions
  Multiattack. Fel Kade makes three weapon attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) 
  damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit,  
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Weapons, Armor & Items
  Greatsword, warhammer, heavy crossbow, 20 bolts, half plate*, 
  gauntlets of iron command, 185 gp, 390 sp, 30 cp
  *While wearing this armor, Fel Kade has disadvantage on 
  Dexterity (Stealth) checks
  
  150
  Kley Tukangkutsuu
  Medium humanoid (tiefling), neutral evil
  Class Rogue 1
  Background Guild Artisan
  Occupation Weapons Dealer
  Armor Class 13 (leather)
  Hit Points 8 (1d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Dexterity +4, Intelligence +4
  Skills Deception +7, Insight +4, Intimidation +5, Perception +4, 
  Persuasion +7, Sleight of Hand +4;  
  Tools cobbler’s tools, thieves’ tools
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Dwarvish, Infernal, Thieves’ Cant
  Challenge 1/4 (50 XP)
  Sneak Attack (1/turn). Kley can deal an extra 1d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Guild Membership. For a monthly payment of 5 gp, Kley 
  has the benefits of being part of a traders’ guild, including 
  lodging and food, funeral expenses, use of a guild hall, 
  legal defense, and access to allied politicians.
  Expertise (Deception and Persuasion). 
  Kley doubles his proficiency bonus (+4) 
  to checks with his Expertise skills. 
  Infernal Legacy. Kley can cast the thaumaturgy 
  cantrip using Charisma as his spellcasting 
  modifier (spell save DC 13).
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach  
  5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack:  
  +4 to hit, range 80/320 ft., one creature.  
  Hit: 6 (1d8 + 2) piercing damage.
  Overview
  For as long as he can remember, Kley has wanted 
  Aniyo Giya. He would call it love, and perhaps it was once; 
  perhaps his attempts to win her came from a place of affection, 
  not possessiveness. Perhaps. 
  He was no suitable match for her, certainly. A low-born cobbler’s 
  son couldn’t hope for the hand of the daughter of a noble house, 
  even were he handsome, witty, and intelligent (Kley, as it happened, 
  lacked all these qualities, though he did possess a certain cunning). 
  Wealth, however, speaks for itself; self-made might be less desirable 
  than inherited, but with enough coin the distinction becomes blurry. 
  Kley knew he could make enough; he had a nose for these things. 
  War is inevitable, and armies need, well ...arming. Kley started 
  to stockpile whatever arms he could, selling off other stock for 
  a song to buy armor destined for the scrap heap and fixing it up 
  just enough to be saleable (some smiths owed him a favor). When 
  profits began to roll in, he took over a forge, and began working 
  the smiths night and day to churn out product. 
  As soon as he was able, Kley started to buy additional foundries 
  under false names, allowing him to drive up prices as he fancied. 
  He fabricated bidding wars and professional rivalries, striking up 
  lucrative exclusive contracts with wealthy buyers through various 
  fronts. Secretly, he even owns some slave-operated forges, enabling 
  him to keep prices as low as possible. 
  Kley is now a wealthy man, and he frequently arranges lavish 
  parties to show off his riches. He plans one day to invite Giya and 
  her noble father, revenge himself upon their disdain and win her 
  hand in one fell swoop, but the details must be exactly right, and 
  his plate-spinning professional life leaves little time to plan.
  Personality Traits
  “I can get them, but it’ll cost double.” Kley is crafty and never passes 
  up a bargain. However, his megalomaniacal bent in 
  trying to amass as much wealth as possible has caused 
  him to cross lines most businessmen wouldn’t.
  Ideals
  “I will not live my life in the gutter.” Kley sees himself 
  as above his peers and worthy of a place among the 
  elite echelons of society. 
  Bonds
  “She’d be lucky to have me.” Giya represents 
  everything Kley believes should be rightfully 
  his, and a marriage into the Aniyo family would 
  validate his delusions of grandeur.
  Flaws
  “She’s mine, damnit! It’s all for her!” Kley is prickly 
  and prideful, and sees his ultimate endeavour 
  of winning Giya as noble and inevitable. 
  Insinuations that his motivations are less than 
  gallant (or certain) puncture through to the 
  insecurity beneath the bravado. 
  Roleplaying Kley
  Kley presents himself as a suave, sophisticated 
  businessman who can get anything done for 
  the right price. He is crass in his displays of 
  wealth, having the notion the upper classes are 
  expected to behave as such, and masking his own 
  insecurities about his precarious lifestyle. 
  Kley prefers to have others do his fighting for him, 
  and has enough coin to sustain a guard. However, 
  he can hold his own using moves he has learnt for weapon 
  demonstrations. Like all things, he somewhat overestimates his 
  talent for combat, but his self-preservation will normally outweigh 
  his pride should things turn for the worse. 
  “Like what you see? I can outfit 1000 men with them in a month, 
  a fortnight if you pay up-front.”
  Weapons, Armor & Items
  2 shortswords, light crossbow, 20 bolts, leather armor, fine 
  clothes, appropriate change
  
  151
  Kley Tukangkutsuu (Level 4)
  Medium humanoid (tiefling), neutral evil
  Class Rogue 4
  Background Guild Artisan
  Occupation Weapons Dealer
  Armor Class 14 (leather)
  Hit Points 23 (4d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Dexterity +5, Intelligence +4
  Skills Deception +8, Insight +4, Intimidation +6, Perception +4, 
  Persuasion +8, Sleight of Hand +5;  
  Tools cobbler’s tools, thieves’ tools
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Dwarvish, Infernal, Thieves’ Cant
  Challenge 1 (200 XP)
  Sneak Attack (1/turn). Kley can deal an extra 2d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. Kley can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide, or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Expertise (Deception and Persuasion). Kley doubles his 
  proficiency bonus (+4) to checks with his Expertise skills. 
  Guild Membership. For a monthly payment of 5 gp, Kley has 
  the benefits of being part of a traders’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Infernal Legacy. Kley can cast the thaumaturgy cantrip, 
  and hellish rebuke as a 2nd-level spell using Charisma as his 
  spellcasting modifier (spell save DC 14). Once he casts hellish 
  rebuke, he must complete a long rest before he can cast it again.
  Second-Story Work. Kley can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 3 feet.
  Actions
  Two-Weapon Fighting. When Kley makes a Shortsword attack, 
  as a bonus action he can make a second Shortsword attack. On a 
  hit, this attack deals 3 (1d6) piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one creature. Hit: 6 (1d6 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 80/320 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  2 shortswords, light crossbow, 20 bolts, leather armor, fine 
  clothes, appropriate change
  Stick to the Last
  The bear huffed and snorted through missing teeth as it shuffled 
  from foot to foot with the beat of the band. Kley watched it, barely 
  hiding the scowl he’d worn since the morning’s news; one of his 
  workshops had suffered a mishap, with his product and the slaves 
  manufacturing it burnt to ashes. He’d ordered anyone found 
  responsible made an example of, but the loss of productivity was 
  galling. Still, there were always more slaves. 
  It wasn’t as amusing as Kley had hoped, but one can’t have revels 
  without a dancing bear they had said, and every extravagance must 
  be on display. The bear was the least of it; tumblers and mages-
  in-motley, roasted peacocks in their feathers, a pie filled with live 
  parakeets (which now screeched in the rafters, occasionally gracing 
  the shoulders of the assembled nobility with flecks of guano), it 
  had cost him a pretty penny, but he was determined to impress. 
  Through the clamor of guests; once-strapping generals gone to 
  red-faced suet, nobles and their toadies, rough-faced mercenaries 
  in finery, Kley saw him. Taking a goblet from a passing servant, he 
  weaved through the crowd and presented himself with a bow.
  “My lord of Aniyo, be welcome, please have a drink.” 
  Aniyo curled his lip at the vintage and surveyed the soiree as a 
  whole with similar distaste. 
  “Was this... folly for my benefit?”
  “I had hoped-”
  “Your designs on my daughter, yes,” Aniyo sniffed and pointed to 
  his supple leather boots. “Your father made me these boots. They 
  have served me well and I am far more positively-inclined towards 
  them than I am anything else of his creation.”
  “Sir-”
  “You’re an up-jumped, grubby little cobbler with no more place 
  in my family than that,” he inclined his head to the bear, “has in a 
  ballroom.”
  Aniyo turned on his heel and left without another word. Kley 
  stood in silence, refused drink still in hand, teeth grinding. 
  Striding over to one of his men, he threw the goblet to the floor 
  and it shattered in a pool of overpriced red. 
  “Chain that bear and find me some hounds. I need to kill 
  something.”
  
  152
  Kley Tukangkutsuu (Level 8)
  Medium humanoid (tiefling), neutral evil
  Class Rogue 8
  Background Guild Artisan
  Occupation Weapons Dealer
  Armor Class 14 (leather)
  Hit Points 43 (8d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Dexterity +6, Intelligence +6
  Skills Deception +10, Insight +8, Intimidation +7,  
  Perception +8, Persuasion +10, Sleight of Hand +6;  
  Tools cobbler’s tools, thieves’ tools
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Dwarvish, Infernal, Thieves’ Cant
  Challenge 2 (450 XP)
  Sneak Attack (1/turn). Kley can deal an extra 4d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. Kley can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide, or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Evasion. When Kley is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Insight, Perception, Persuasion). 
  Kley doubles his proficiency bonus (+6) to checks with his 
  Expertise skills. 
  Guild Membership. For a monthly payment of 5 gp, Kley has 
  the benefits of being part of a traders’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Infernal Legacy. Kley can cast the thaumaturgy cantrip, 
  darkness, and hellish rebuke as a 2nd-level spell, using Charisma 
  as his spellcasting modifier (spell save DC 15). Once he casts a 
  spell, he can’t cast it again until he completes a long rest.
  Second-Story Work. Kley can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 3 feet.
  Actions
  Two-Weapon Fighting. When Kley makes a Shortsword attack, 
  as a bonus action he can make a second Shortsword attack. On a 
  hit, this attack deals 3 (1d6) piercing damage. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one creature. Hit: 6 (1d6 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 80/320 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
  Reactions
  Uncanny Dodge. When Kley is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  2 shortswords, light crossbow, 20 bolts, leather armor, fine 
  clothes, appropriate change
  Kley in your Game
  Kley is most likely to be encountered by the party as a 
  straightforward weapons merchant; his double-dealing, war 
  profiteering, use of slave-powered workshops and market 
  rigging becoming clear only by discovering his influence 
  further afield. 
  The party may make a number of decisions upon their 
  discovery, and no option will be easy; Kley’s network is wide-
  spread and airtight—no one part of the operation knows 
  about many or, occasionally, any of the others. Some are even 
  legitimate, unaware of foul-play along the production line and 
  reliant on Kley’s business to sustain their livelihood. Any skilled 
  crafts or salesperson may be offered work by Kley himself, or 
  one of his intermediaries. Do the party attempt to bring down 
  his operation? Ally with or blackmail him for a cut of the 
  profits? Or is it none of their business? 
  Quest Hook: After a disastrous dinner party, Kley now believes 
  the only thing standing in the way of Giya’s love is her father. He 
  needs him removed from power and prestige, but Aniyo’s fall 
  mustn’t be traced back to him. He asks the party to help bring 
  Aniyo down in the eyes of his peers; and with true love on the 
  line, who could refuse?
  
  153
  Kley Tukangkutsuu (Level 12)
  Medium humanoid (tiefling), neutral evil
  Class Rogue 12
  Background Guild Artisan
  Occupation Weapons Dealer
  Armor Class 16 (std. leather)
  Hit Points 63 (12d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  15 (+2)
  CHA
  20 (+5)
  Saving Throws Dexterity +8, Intelligence +7
  Skills Deception +13, Insight +10, Intimidation +9,  
  Perception +10, Persuasion +13, Sleight of Hand +8;  
  Tools cobbler’s tools, thieves’ tools
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 20
  Languages Common, Dwarvish, Infernal, Thieves’ Cant
  Challenge 4 (1,100 XP)
  Sneak Attack (1/turn). Kley can deal an extra 6d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Cunning Action. Kley can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide, or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Evasion. When Kley is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Insight, Perception, Persuasion). 
  Kley doubles his proficiency bonus (+8) to checks with his 
  Expertise skills. 
  Guild Membership. For a monthly payment of 5 gp, Kley has 
  the benefits of being part of a traders’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Infernal Legacy. Kley can cast the thaumaturgy cantrip, 
  darkness, and hellish rebuke as a 2nd-level spell, using Charisma 
  as his spellcasting modifier (spell save DC 17). Once he casts a 
  spell, he can’t cast it again until he completes a long rest.
  Reliable Talent. When Kley makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of a 9 or 
  lower as a 10.
  Second-Story Work. Kley can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 4 feet.
  Supreme Sneak. Kley has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Actions
  Two-Weapon Fighting. When Kley makes a Shortsword attack, 
  as a bonus action he can make a second Shortsword attack. On a 
  hit, this attack deals 3 (1d6) piercing damage. 
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one creature. Hit: 7 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +8 to hit,  
  range 80/320 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. When Kley is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  2 shortswords, light crossbow, 20 bolts, studded leather armor, 
  fine clothes, appropriate change
  
  154
  Kley Tukangkutsuu (Level 16)
  Medium humanoid (tiefling), neutral evil
  Class Rogue 16
  Background Guild Artisan
  Occupation Weapons Dealer
  Armor Class 16 (std. leather)
  Hit Points 83 (16d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  16 (+3)
  CHA
  20 (+5)
  Saving Throws Dexterity +9, Intelligence +8, Wisdom +8
  Skills Deception +15, Insight +13, Intimidation +10,  
  Perception +13, Persuasion +15, Sleight of Hand +9;  
  Tools cobbler’s tools, thieves’ tools
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 23
  Languages Common, Dwarvish, Infernal, Thieves’ Cant
  Challenge 5 (1,800 XP)
  Sneak Attack (1/turn). Kley can deal an extra 8d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Blindsense. If Kley is able to hear, he is aware of the location of 
  any hidden or invisible creatures within 10 feet of him.
  Cunning Action. Kley can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide, or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Evasion. When Kley is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Insight, Perception, Persuasion). 
  Kley doubles his proficiency bonus (+10) to checks with his 
  Expertise skills. 
  Guild Membership. For a monthly payment of 5 gp, Kley has 
  the benefits of being part of a traders’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Infernal Legacy. Kley can cast the thaumaturgy cantrip, 
  darkness, and hellish rebuke as a 2nd-level spell, using Charisma 
  as his spellcasting modifier (spell save DC 18). Once he casts a 
  spell, he can’t cast it again until he completes a long rest.
  Reliable Talent. When Kley makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of a 9 or 
  lower as a 10.
  Second-Story Work. Kley can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 4 feet.
  Supreme Sneak. Kley has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Use Magic Device. Kley ignores all class, race, and level 
  requirements for the use of magic items.
  Actions
  Two-Weapon Fighting. When Kley makes a Shortsword attack, 
  as a bonus action he can make a second Shortsword attack. On a 
  hit, this attack deals 3 (1d6) piercing damage. 
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one creature. Hit: 7 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +9 to hit,  
  range 80/320 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. When Kley is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  2 shortswords, light crossbow, 20 bolts, studded leather armor, 
  fine clothes, appropriate change
  
  155
  Kley Tukangkutsuu (Level 20)
  Medium humanoid (tiefling), neutral evil
  Class Rogue 20
  Background Guild Artisan
  Occupation Weapons Dealer
  Armor Class 16 (std. leather)
  Hit Points 103 (20d8)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  17 (+3)
  CHA
  20 (+5)
  Saving Throws Dexterity +10, Intelligence +10, Wisdom +9
  Skills Deception +17, Insight +15, Intimidation +11,  
  Perception +15, Persuasion +17, Sleight of Hand +10;  
  Tools cobbler’s tools, thieves’ tools
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 25
  Languages Common, Dwarvish, Infernal, Thieves’ Cant
  Challenge 6 (2,300 XP)
  Sneak Attack (1/turn). Kley can deal an extra 10d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Blindsense. If Kley is able to hear, he is aware of the location of 
  any hidden or invisible creatures within 10 feet of him.
  Cunning Action. Kley can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide, or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Elusive. No attack roll can have advantage against Kley, unless 
  he is incapacitated. 
  Evasion. When Kley is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Insight, Perception, Persuasion). 
  Kley doubles his proficiency bonus (+12) to checks with his 
  Expertise skills. 
  Guild Membership. For a monthly payment of 5 gp, Kley has 
  the benefits of being part of a traders’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Infernal Legacy. Kley can cast the thaumaturgy cantrip, 
  darkness, and hellish rebuke as a 2nd-level spell, using Charisma 
  as his spellcasting modifier (spell save DC 19). Once he casts a 
  spell, he can’t cast it again until he completes a long rest.
  Reliable Talent. When Kley makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of a 9 or 
  lower as a 10.
  Second-Story Work. Kley can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 4 feet.
  Stroke of Luck (Recharges after a Short or Long Rest). If Kley’s 
  attack misses a target within range, he can turn the miss into a 
  hit. Alternatively, if he fails an ability check, he can treat the d20 
  roll as a 20. 
  Supreme Sneak. Kley has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Thief’s Reflexes. Kley can take two turns during the first round 
  of any combat. He takes his first turn at his normal initiative, 
  and his second turn at his initiative minus 10. He can’t use this 
  feature when he is surprised.
  Use Magic Device. Kley ignores all class, race, and level 
  requirements for the use of magic items.
  Actions
  Two-Weapon Fighting. When Kley makes a Shortsword attack, 
  as a bonus action he can make a second Shortsword attack. On a 
  hit, this attack deals 3 (1d6) piercing damage. 
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one creature. Hit: 7 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +10 to hit,  
  range 80/320 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. When Kley is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  2 shortswords, light crossbow, 20 bolts, studded leather armor, 
  fine clothes, appropriate change
  
  156
  Mathias Cole
  Medium humanoid (human), neutral evil
  Class Bard 1
  Background Entertainer
  Occupation Troubadour
  Armor Class 13 (leather)
  Hit Points 8 (1d8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  12 (+1)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  16 (+3)
  Saving Throws Dexterity +3, Charisma +5
  Skills Deception +5, Insight +2, Investigation +4, Performance +5, 
  Sleight of Hand +3; Tools disguise kit, hurdy-gurdy
  Senses passive Perception 10
  Languages Common, Elvish
  Challenge 1/2 (100 XP)
  Bardic Inspiration (3/day). Mathias can use his bonus action to 
  give a creature within 60 feet his Bardic Inspiration die. Once, 
  within the next 10 minutes, the creature can roll 1d6 and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes.
  By Popular Demand. Mathias can always find a place to 
  perform, and can expect free food and lodging at the venue 
  for each performance day.
  Spellcasting. Mathias is a 1st-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 13, 
  +5 to hit with spell attacks). He knows the following 
  bard spells:
  Cantrips: friends, vicious mockery
  1st level (2 slots): disguise self, dissonant 
  whispers, hideous laughter, sleep
  Actions
  Rapier. Melee Weapon 
  Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) 
  piercing 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.
  Overview
  Mathias Cole was an idealist 
  once, a tavern singer looking to make his name in entertainment. 
  When war broke out, and the soldiers moved in, he was thrilled: an 
  audience for heroic ballads of brave knights, of shining armor, of 
  selfless bravery in the face of certain death. The soldiers preferred 
  drinking, brawling, and forcing themselves on locals. On the day 
  he was beaten half to death for not knowing one of their favorite 
  bawdy songs, he traveled to the enemy camp—surely those 
  opposing these thugs must be better. 
  The opposing camp was just more of the same; more animals in 
  armor boasting to each other of the things they’d done to villages 
  like his, to men like him. This then was the world: brutes fighting 
  brutes, with idealistic morons like him caught up in the flames. An 
  epiphany such as this might have spurred or inspired some men 
  into righteous action. Mathias Cole felt nothing but apathy.
  He now travels from camp to camp, battlefield to siege to 
  occupation, presenting himself as a staunch supporter to all, 
  stoking their bloodlust, patriotism and hatred. The more he can 
  rouse the rabble, the heavier his pockets become, and the more 
  his old character is eaten away. Who cares who wins and who dies 
  when the world would do well to be shot of the lot of them? 
  In his loftier moments, Mathias might think himself an idealist, 
  a champion of the common man, ridding the world of the filth 
  that fill it with death and destruction, but the truth is far from it. 
  Mathias is a cynic through and through, with no higher purpose 
  than filling his purse at any cost to his character, and no plan 
  grander than those of the circling crows that grow fat on war. 
  Personality Traits
  “To hell with them and good riddance. Care for a song?” Mathias 
  lacks a moral compass; he will take the easiest route in any given 
  situation, caring little for maintaining 
  relationships, knowing he can simply 
  make new friends at the next tavern.
  Ideals
  “Take your pleasures 
  where you can; you’ll 
  be dead tomorrow.” Mathias 
  will gravitate towards comfort, 
  profit and an easy life. If things 
  start to get hairy, or if he is simply 
  bored of one place, he will move on.
  Bonds
  “Raise your voices—the scum on the other 
  side hate this song.” Mathias’ bonds are 
  fleeting and transitory; he will do and say 
  anything to get himself in the good graces 
  of the current crowd, and cut them dead 
  in an instant. 
  Flaws
  “Which of you miserable sods wants a 
  song?” Mathias’ nihilism can cause him to 
  swing from deep bouts of melancholy to 
  self-destructive, reckless behavior.
  Roleplaying Mathias
  Mathias is a man with no greater ideal or conviction 
  than himself; he is more than happy to rub shoulders 
  with the lowest of the low, even sing songs of their virtue if it 
  will get him a free drink, and equally happy to insult them to the 
  next crowd he meets if he thinks it will win their favor. Similarly, 
  if faced with conflict, he has no sense of honor at stake, and will 
  say or do anything to weasel out of a fight, occasionally using 
  information he has gleaned about enemies or allies to distract 
  attention from himself to escape. 
  “Honor and glory;  
  for all the songs, they seem to be in a sorry state.”
  Weapons, Armor & Items
  Rapier, 4 daggers, leather armor, hurdy-gurdy, 16 sp
  
  157
  Mathias Cole (Level 4)
  Medium humanoid (human), neutral evil
  Class Bard 4
  Background Entertainer
  Occupation Troubadour
  Armor Class 14 (chain shirt)
  Hit Points 23 (4d8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  12 (+1)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  18 (+4)
  Saving Throws Dexterity +3, Charisma +6
  Skills Deception +8, Insight +2, Investigation +4, Performance +8, 
  Sleight of Hand +3; Tools disguise kit, hurdy-gurdy
  Senses passive Perception 11
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Bardic Inspiration (4/day). Mathias can use his bonus action to 
  give a creature within 60 feet his Bardic Inspiration die. Once, 
  within the next 10 minutes, the creature can roll 1d6 and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes.
  By Popular Demand. Mathias can always find a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Expertise (Deception, Performance). Mathias doubles his 
  proficiency bonus (+4) to checks with his Expertise skills. 
  Jack of all Trades. Mathias can add half his proficiency bonus 
  (+1) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Song of Rest. During a short rest, when Mathias or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d6 hit points.
  Spellcasting. Mathias is a 4th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). 
  He knows the following bard spells:
  Cantrips: friends, message, vicious mockery
  1st level (4 slots): bane, disguise self, dissonant whispers, hideous 
  laughter, sleep
  2nd level (3 slots): calm emotions, crown of madness
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing 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.
  Weapons, Armor & Items
  Rapier, 4 daggers, chain shirt, hurdy-gurdy, 11 gp, 16 sp
  The Coin
  Some men would feel joy in their victory. The inn, though patched 
  and singed, had been spared the worst of it, and was currently 
  packed with celebratory soldiers, along with the accompanying 
  stink of stale beer, dried blood, and unwashed bodies. 
  “This next one is a new composition. Those buggers thought they 
  had us. Thought they could kick us around like they’ve kicked 
  around everyone else who got in their way. We’ve all heard the 
  stories, haven’t we?” Jeering and boos. “But they didn’t count on 
  our steel, our mettle, or our fire, did they?” A great cheer. Mathias 
  turned the crank and, with a wheezing sigh, the drone began.
  ‘A giant came a-marching, with plunder on his mind. 
  Spoils lined his saddlebags, and death lay all behind.
  No foe could stand against him, brute strength was on his side, 
  But he lacked for wit and cunning, a wise man could turn the tide.
  Ander had a cunning plan, Ander said “I’ll find, 
  A way to lure him in with trickery, and take him from behind.”’
  The fools cheered at Ander’s name, raising slopping tankards in a 
  toast, hooting laughter at the barest of bawdy connotations. 
  ‘The hammers stood on hilltops, the anvil stood below. 
  With a clang and a bang and a flash of flame, the giant caught a blow.
  He fled, the foolish giant, and said “You’re most unkind! 
  I’ll be back for vengeance, Ander, once I’ve iced my sore behind!”’
  The inn exploded with laughter and crude mimes. Some were 
  yelling at each other with their own exploits in the battle, as if 
  they’d had any kind of significance to its outcome. 
  ***
  Some men would feel sad at their fall. They sat dejected on their 
  packs, most of them nursing wounds, whether sword, fire, or 
  simply the weight of what they had seen. 
  “This next one is a new composition. They’re laughing now. 
  Laughing as they look over the scorched field of our brave dead. 
  They may have won the day with their vile trickery, but we’ll never 
  give up, will we?” A muted cheer. “We’ll have our revenge, and the 
  head of the man responsible!” Jeering and boos. Mathias turned 
  the crank and, with a wheezing sigh, the drone began.
  ‘The schemer sat in darkness, books open, maps unrolled, 
  And though his name was Scorchheart, his heart was black and cold.
  He envied our brave soldiers, though before us he did flee, 
  Where an honest man would stand and fight, no honest man was he.’
  The fools were getting angry, riled by the very mention of his 
  name. Some spat and cursed, others simply stared darkly. 
  ‘Scorchheart dealt in trickery, and sorcery and lies,  
  Falsehoods set his vile trap, and devils won his prize.
  Brave friends roasted in their armor, while Scorchheart watched 
  and laughed, 
  “I’ll march upon your families next, to hone my wicked craft!”’
  Their dull eyes now showed resolve where once there had been 
  despondency. Those who might have wavered on the point of 
  desertion were revived with fury at the dark deeds of their enemy. 
  Some men would feel contradictory. 
  Mathias felt nothing at all. 
  
  158
  Mathias Cole (Level 8)
  Medium humanoid (human), neutral evil
  Class Bard 6/Rogue 2
  Background Entertainer
  Occupation Troubadour
  Armor Class 14 (chain shirt)
  Hit Points 43 (8d8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  12 (+1)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  18 (+4)
  Saving Throws Dexterity +4, Charisma +7
  Skills Deception +10, Insight +6, Investigation +5,  
  Performance +10, Sleight of Hand +7, Stealth +4;  
  Tools disguise kit, hurdy-gurdy, thieves’ tools
  Senses passive Perception 11
  Languages Common, Elvish
  Challenge 2 (450 XP)
  Bardic Inspiration (4/day; Recharges After a Short or Long 
  Rest). Mathias can use his bonus action to give a creature 
  within 60 feet his Bardic Inspiration die. Once, within the 
  next 10 minutes, the creature can roll 1d8 and add the number 
  rolled to one ability check, attack roll, weapon damage roll, or 
  saving throw it makes. Alternatively, if the creature is targeted 
  by an attack, it can use its reaction to add 1d8 to its AC against 
  that attack.
  Sneak Attack (1/turn). Mathias can deal an extra 1d6 damage 
  to one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  By Popular Demand. Mathias can always find a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Cunning Action. On his turn, as a bonus action, Mathias can 
  take a Dash, Dodge, Disengage, or Hide action.
  Expertise (Deception, Insight, Performance, Sleight of Hand). 
  Mathias doubles his proficiency bonus (+6) to checks with his 
  Expertise skills. 
  Jack of all Trades. Mathias can add half his proficiency bonus 
  (+1) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Song of Rest. During a short rest, when Mathias or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d6 hit points.
  Spellcasting. Mathias is a 6th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). 
  He knows the following bard spells:
  Cantrips: friends, message, vicious mockery
  1st level (4 slots): bane, disguise self, dissonant whispers, hideous 
  laughter, sleep
  2nd level (3 slots): calm emotions, crown of madness
  3rd level (3 slots): dispel magic, fear
  Actions
  Multiattack. Mathias makes two weapon attacks.
  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.
  Countercharm. Mathias starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Weapons, Armor & Items
  Rapier, 4 daggers, chain shirt, hurdy-gurdy, 11 gp, 16 sp, 14 cp
  Mathias in your Game
  Mathias, unaligned as he is, may be found in any communal 
  area or building like a mess tent or campfire, but is most likely 
  found in the tavern, where his audience are easier to rile, looser 
  of lip and freer with their coppers. Mathias has a smile and a 
  song for anyone, especially those with a pretty face or a fat coin 
  purse, but his experiences have made him permanently cynical 
  and he has no interest in making lasting bonds. He gets around 
  and may have heard all manner of interesting bits of information 
  but will not be helpful without adequate compensation. 
  Quest Hook: In a run-down inn, Mathias sings songs praising 
  the bravery of the army. A drunken traveler confronts 
  him, shouting that he was singing a very different tune in 
  a tavern occupied by the enemy a few nights ago. Do the 
  party defend Mathias, believing his claim that there has been 
  some misunderstanding, or do they throw their lot in with 
  the loyalist?
  
  159
  Mathias Cole (Level 12)
  Medium humanoid (human), neutral evil
  Class Bard 7/Rogue 5
  Background Entertainer
  Occupation Troubadour
  Armor Class 15 (chain shirt)
  Hit Points 63 (12d8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  18 (+4)
  Saving Throws Dexterity +6, Charisma +8
  Skills Deception +12, Insight +8, Investigation +6,  
  Performance +12, Sleight of Hand +10, Stealth +6;  
  Tools disguise kit, hurdy-gurdy, thieves’ tools
  Senses passive Perception 12
  Languages Common, Elvish
  Challenge 3 (700 XP)
  Bardic Inspiration (4/day; Recharges After a Short or Long 
  Rest). Mathias can use his bonus action to give a creature 
  within 60 feet his Bardic Inspiration die. Once, within the 
  next 10 minutes, the creature can roll 1d8 and add the number 
  rolled to one ability check, attack roll, weapon damage roll, or 
  saving throw it makes. Alternatively, if the creature is targeted 
  by an attack, it can use its reaction to add 1d8 to its AC against 
  that attack.
  Sneak Attack (1/turn). Mathias can deal an extra 3d6 damage 
  to one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  By Popular Demand. Mathias can always find a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Cunning Action. On his turn, as a bonus action, Mathias can 
  take a Dash, Dodge, Disengage, Hide, or Use an Object action. 
  Alternatively, he can make a Sleight of Hand check, or use his 
  thieves’ tools, to disarm a trap or open a lock.
  Expertise (Deception, Insight, Performance, Sleight of Hand). 
  Mathias doubles his proficiency bonus (+8) to checks with his 
  Expertise skills. 
  Jack of all Trades. Mathias can add half his proficiency bonus 
  (+2) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Second-Story Work. Mathias can climb without expending 
  extra movement. In addition, when he makes a running jump, 
  the distance he covers increases by 2 feet.
  Song of Rest. During a short rest, when Mathias or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d6 hit points.
  Spellcasting. Mathias is a 7th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). 
  He knows the following bard spells:
  Cantrips: friends, message, vicious mockery
  1st level (4 slots): bane, disguise self, dissonant whispers, hideous 
  laughter, sleep
  2nd level (3 slots): calm emotions, crown of madness
  3rd level (3 slots): dispel magic, fear
  4th level (1 slot): confusion
  Actions
  Multiattack. Mathias makes two weapon attacks.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Countercharm. Mathias starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Reactions
  Uncanny Dodge. When Mathias is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Rapier, 4 daggers, chain shirt, hurdy-gurdy, 21 gp, 16 sp, 14 cp
  
  160
  Mathias Cole (Level 16)
  Medium humanoid (human), neutral evil
  Class Bard 11/Rogue 5
  Background Entertainer
  Occupation Troubadour
  Armor Class 15 (chain shirt)
  Hit Points 83 (16d8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  18 (+4)
  Saving Throws Dexterity +8, Charisma +9
  Skills Deception +14, Insight +10, Investigation +12,  
  Performance +14, Sleight of Hand +13, Stealth +13;  
  Tools disguise kit, hurdy-gurdy, thieves’ tools
  Senses passive Perception 12
  Languages Common, Elvish
  Challenge 5 (1,800 XP)
  Bardic Inspiration (4/day; Recharges After a Short or Long 
  Rest). Mathias can use his bonus action to give a creature 
  within 60 feet his Bardic Inspiration die. Once, within the next 
  10 minutes, the creature can roll 1d10 and add the number 
  rolled to one ability check, attack roll, weapon damage roll, or 
  saving throw it makes. Alternatively, if the creature is targeted 
  by an attack, it can use its reaction to add 1d10 to its AC against 
  that attack.
  Sneak Attack (1/turn). Mathias can deal an extra 3d6 damage 
  to one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  By Popular Demand. Mathias can always find a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Cunning Action. On his turn, as a bonus action, Mathias can 
  take a Dash, Dodge, Disengage, Hide, or Use an Object action. 
  Alternatively, he can make a Sleight of Hand check, or use his 
  thieves’ tools, to disarm a trap or open a lock.
  Expertise (Deception, Insight, Investigation, Performance, 
  Sleight of Hand, Stealth). Mathias doubles his proficiency 
  bonus (+10) to checks with his Expertise skills. 
  Jack of all Trades. Mathias can add half his proficiency bonus 
  (+2) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Second-Story Work. Mathias can climb without expending 
  extra movement. In addition, when he makes a running jump, 
  the distance he covers increases by 3 feet.
  Song of Rest. During a short rest, when Mathias or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d8 hit points.
  Spellcasting. Mathias is an 11th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  He knows the following bard spells:
  Cantrips: blade ward, friends, message, vicious mockery
  1st level (4 slots): bane, disguise self, dissonant whispers, hideous 
  laughter, sleep
  2nd level (3 slots): calm emotions, crown of madness
  3rd level (3 slots): bestow curse, dispel magic, fear
  4th level (3 slots): blight, confusion
  5th level (2 slots): dream, mislead
  6th level (1 slot): mass suggestion
  Actions
  Multiattack. Mathias makes two weapon attacks.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Countercharm. Mathias starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Reactions
  Uncanny Dodge. When Mathias is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Rapier, 4 daggers, chain shirt, hurdy-gurdy, 91 gp, 16 sp, 14 cp
  
  161
  Mathias Cole (Level 20)
  Medium humanoid (human), neutral evil
  Class Bard 15/Rogue 5
  Background Entertainer
  Occupation Troubadour
  Armor Class 15 (chain shirt)
  Hit Points 103 (20d8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  20 (+5)
  Saving Throws Dexterity +9, Charisma +11
  Skills Deception +17, Insight +12, Investigation +14,  
  Performance +17, Sleight of Hand +15, Stealth +15;  
  Tools disguise kit, hurdy-gurdy, thieves’ tools
  Senses passive Perception 13
  Languages Common, Elvish
  Challenge 7 (2,900 XP)
  Bardic Inspiration (5/day; Recharges After a Short or Long 
  Rest). Mathias can use his bonus action to give a creature 
  within 60 feet his Bardic Inspiration die. Once, within the next 
  10 minutes, the creature can roll 1d12 and add the number 
  rolled to one ability check, attack roll, weapon damage roll, or 
  saving throw it makes. Alternatively, if the creature is targeted 
  by an attack, it can use its reaction to add 1d12 to its AC against 
  that attack.
  Sneak Attack (1/turn). Mathias can deal an extra 3d6 damage 
  to one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  By Popular Demand. Mathias can always find a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Cunning Action. On his turn, as a bonus action, Mathias can 
  take a Dash, Dodge, Disengage, Hide, or Use an Object action. 
  Alternatively, he can make a Sleight of Hand check, or use his 
  thieves’ tools, to disarm a trap or open a lock.
  Expertise (Deception, Insight, Investigation, Performance, 
  Sleight of Hand, Stealth). Mathias doubles his proficiency 
  bonus (+12) to checks with his Expertise skills. 
  Jack of all Trades. Mathias can add half his proficiency bonus 
  (+3) to any ability check he makes that doesn’t already include 
  his proficiency bonus.
  Second-Story Work. Mathias can climb without expending 
  extra movement. In addition, when he makes a running jump, 
  the distance he covers increases by 3 feet.
  Song of Rest. During a short rest, when Mathias or any friendly 
  creature who can hear him regains hit points by spending Hit 
  Dice, each creature regains an additional 1d10 hit points.
  Spellcasting. Mathias is a 15th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  He knows the following bard spells:
  Cantrips: blade ward, friends, message, vicious mockery
  1st level (4 slots): bane, disguise self, dissonant whispers, hideous 
  laughter, sleep
  2nd level (3 slots): calm emotions, crown of madness
  3rd level (3 slots): bestow curse, dispel magic, fear 
  4th level (3 slots): blight, confusion, freedom of movement
  5th level (2 slots): dream, geas, mislead
  6th level (1 slot): mass suggestion
  7th level (1 slot): mirage arcane
  8th level (1 slot): feeblemind
  Actions
  Multiattack. Mathias makes two weapon attacks.
  Battle Magic. Mathias casts a spell and can make one weapon 
  attack as a bonus action. 
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Countercharm. Mathias starts a performance that lasts until his 
  next turn. During that time, he and any friendly creature within 
  30 feet of him have advantage on saving throws against being 
  frightened or charmed. 
  Reactions
  Uncanny Dodge. When Mathias is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Rapier, 4 daggers, chain shirt, hurdy-gurdy, 161 gp, 16 sp, 14 cp
  
  162
  Mercy
  Medium humanoid (tiefling), chaotic evil
  Class Sorcerer 1
  Background Criminal
  Occupation Conscript
  Armor Class 14 (unarmored)
  Hit Points 9 (1d6 + 3)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  12 (+1)
  CON
  15 (+2)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  17 (+3)
  Saving Throws Constitution +4, Charisma +5
  Skills Deception +5, Insight +3, Intimidation +5, Stealth +3; 
  Tools dragonchess, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Damage Resistances fire 
  Languages Common, Draconic, Infernal
  Challenge 1/2 (100 XP)
  Criminal Contact. Mercy has a contact in the criminal 
  network, and can send and receive messages to them 
  through various means, even over great distances. 
  Dragon Ancestor. Mercy doubles her proficiency bonus 
  (+4) to Charisma checks when interacting with dragons, if 
  applicable. 
  Spellcasting. Mercy is a 1st-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13, 
  +5 to hit with spell attacks). She knows the following 
  sorcerer spells:
  Cantrips: acid splash, fire bolt, poison spray, shocking 
  grasp, thaumaturgy
  1st level (2 slots): burning hands, witch bolt
  Actions
  Chains. Melee Weapon Attack: 
   +3 to hit, reach 10 ft.,  
  one target. Hit: 3 (1d4 + 1) 
  bludgeoning damage.
  Overview
  Whether they admit it or not, the 
  good can always find use for a monster. 
  Once an infamous killer, whose mutilated victims littered 
  the streets and psyche of an entire city for a few terrifying 
  months, Mercy was tracked down, captured (with great 
  difficulty), and scheduled for public execution. On the eve 
  of her final day, an officer approached her bound in her cell, 
  explained that war was coming, that the army needed every 
  weapon it could muster, and offered her a choice—to be smuggled 
  out in chains now, or to face the rope come morning. Smirking 
  through her restraints, Mercy chose the chains. 
  Mercy’s life is a series of long, grinding periods of boredom 
  chained and gagged in the back of a wagon, punctuated by brief, 
  gloriously violent moments of catharsis when she is unleashed on 
  the enemy. Mercy has always had a talent for killing people and, 
  the more her innate powers grow, the more she relishes it.
  For the most part, she is treated better than a prisoner of war, but 
  only by a slim margin; the images of her previous victims, and 
  of what she does when she is let off her leash, are seared into the 
  minds of her captors, and they are loathe to give her any level of 
  freedom lest they join her body-count. 
  Mercy enjoys the fear she instills in her gaolers, and does all 
  she can to stoke their terror, doing nothing to overturn their 
  impression of her as a monster; it is, more or less, her only form of 
  entertainment in the space between battles. She believes that her 
  being honest about her evil nature places her in a position above 
  her hypocritical captors, who claim to fight for righteousness 
  but are more than willing to stoop to using her powers when it 
  suits them. 
  Personality Traits
  “My mind is my own. Stay out of it, or yours gets sprayed across 
  this cell.” Mercy is perfectly content to be a pariah, and is happy to 
  accept the condemnation of those she herself despises. 
  However, she is immediately suspicious of any attempt to 
  befriend or understand her. 
  Ideals
  “You bore me. The last person who bored me was found 
  in four different alleyways.” In both her previous life as a 
  serial killer and her current ‘employment’, Mercy’s aim 
  is entertainment. She is most entertained by killing, and 
  can’t abide boredom. 
  Bonds
  “Gag me all you like; I say all I need to just sitting here.” 
  Mercy could easily turn on her captors when they 
  release her to fight, but remains to undermine them; 
  her very presence shows only that they are as bad as 
  the evils they claim to fight. 
  Flaws
  “Is the big, strong soldier afraid of little me?” 
  Mercy enjoys needling at people’s weaknesses 
  and insecurities; if she causes someone to lose 
  their temper she sees it as a victory, especially 
  enjoyable as her tactical significance means she 
  cannot be harmed. 
  Roleplaying Mercy
  Mercy is a once-impulsive woman who has been forced 
  to learn very quickly how to be patient. While undoubtedly 
  psychologically damaged, she is not unthinking or deranged, 
  but a calculating creature who enjoys the suffering of others, both 
  mental and physical. While bound and unable to cast spells, she 
  is reserved, sarcastic, and cutting, content to attempt to unnerve 
  and deconstruct her gaolers. When unleashed, her euphoria as she 
  slaughters her enemies is obvious. 
  “The mind wanders in captivity. I think about trees, flowers,  
  what face you’ll make when I kill you...”
  Weapons, Armor & Items
  Chains, spellguard restraints
  
  163
  Mercy (Level 4)
  Medium humanoid (tiefling), chaotic evil
  Class Sorcerer 4
  Background Criminal
  Occupation Conscript
  Armor Class 14 (unarmored)
  Hit Points 34 (4d6 + 16)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  12 (+1)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving Throws Constitution +5, Charisma +6
  Skills Deception +6, Insight +3, Intimidation +6, Stealth +3; 
  Tools dragonchess, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Damage Resistances fire 
  Languages Common, Draconic, Infernal
  Challenge 1 (200 XP)
  Font of Magic. Mercy has 4 sorcery points, which are expended 
  when used and are regained after a long rest. She can use a 
  bonus action on her turn and expend 2 sorcery points to create a 
  1st level spell slot, 3 for 2nd level, 5 for 3rd level, 6 for 4th level, 
  or 7 for 5th level. Additionally, she can use a bonus action on her 
  turn and expend a spell slot to gain a number of sorcery points 
  equal to the slot’s level. 
  Heightened Spell. Mercy can expend 3 sorcery points when 
  she casts a spell which forces a creature to make a saving throw 
  to resist its effects to give the creature disadvantage on its first 
  saving throw against the spell.
  Twinned Spell. When Mercy casts a spell which targets only 
  one creature other than herself, she can spend a number of 
  sorcery points equal to the spell’s level to target another creature 
  in range. 
  Criminal Contact. Mercy has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Dragon Ancestor. Mercy doubles her proficiency bonus (+4) to 
  Charisma checks when interacting with dragons, if applicable. 
  Infernal Legacy. Mercy can cast hellish rebuke as a 2nd-level 
  spell using Charisma as her spellcasting modifier (spell save DC 
  14). Once she casts it, she can’t cast it again until she completes 
  a long rest.
  Spellcasting. Mercy is a 4th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips: acid splash, fire bolt, poison spray, ray of frost, shocking 
  grasp, thaumaturgy
  1st level (4 slots): burning hands, thunderwave, witch bolt 
  2nd level (3 slots): crown of madness, scorching ray
  Actions
  Chains. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Weapons, Armor & Items
  Chains, spellguard restraints
  The Visage of Offence
  Mercy sat. She spent a lot of time sitting and had become 
  exceedingly good at it; straight-backed and poised, like a cat 
  wanting the observer to know just how much effort it is putting in 
  to looking effortless. 
  The surroundings left something to be desired. The wagon was 
  better than the cell, and certainly better than the gallows. They 
  had graciously allowed her some of her effects; the hangings 
  and pillows gave a certain boudoir aesthetic she was not entirely 
  opposed to, though they couldn’t disguise the black wrought-iron 
  ring set into the floor to which her chains attached. 
  Her hands itched interminably, as they always did from the 
  moment they were fastened to the moment the catches were 
  released. It had been a while now; they were probably beginning to 
  smell as well, but the sourness tended to burn off fairly quickly. 
  Not even any fun to be had with the help today. Wrinkled old 
  Gressen stationed outside was half deaf; her voice, muffled as 
  it was, barely registered to him at all. Other days, well, her very 
  existence rankled the crusty, old halfling, she knew, and, with a 
  few whispers, she could have the lion-helmed knight impotently 
  furious, or the priestess praying. Bowlde would deliver her meal 
  later (soup, always) and she would leave him blushing to the tips of 
  his ears, but he was just too easy. 
  Bored. The word rattled around her head like a wasp in a jar. Bored 
  and itchy. Perhaps she could try and convince someone to kill 
  Gressen. That would pass the time. 
  “You’re wanted,” the old man grunted, poking her with the butt of 
  his spear. Mercy fixed him a withering stare as he unhooked the 
  chain. Nobody poked her. 
  She was led through the press of retreating, ragged militia, the few 
  who knew her looking as though they’d rather be back at the front 
  than meet her gaze. The cries and clattering steel grew louder, but 
  the sweetest sound of all was the click of the lock. She flexed her 
  fingers, already glowing with a pleasant warmth, and reached up to 
  unfasten the muzzle. Gressen had already backed away; she’d bitten 
  a finger off the last guard who had tried to remove it for her, and 
  word had spread. Her jaw freed, she spoke at a level the old man 
  could hear.
  Her eyes were fire. Gressen’s widened with confusion, before 
  beginning to stream as he choked, thick black smoke pouring from 
  his gasping mouth. No one moved as he collapsed to his knees. 
  “You’ll ask nicely next time,” she said, stroking the back of his head. 
  “You’ll say ‘please, Mercy’, won’t you?”
  “Pl... Merz...” he managed.
  Satisfied the lesson would be remembered when he awoke in agony 
  some time later, Mercy made her way towards the fighting. The 
  reserves made way when they saw who was coming, rank by rank 
  opening her path to the front, she graced a few with a light brush 
  of her fingers to a cheek and some were well-behaved enough 
  to shudder. 
  The shouts were louder now; anger, fear, the noisy business of 
  dying. Mercy stood in the midst of it and smiled.
  “Ah, peace.” 
  And the world went red.
  
  164
  Mercy (Level 8)
  Medium humanoid (tiefling), chaotic evil
  Class Sorcerer 8
  Background Criminal
  Occupation Conscript
  Armor Class 14 (unarmored)
  Hit Points 66 (8d6 + 32)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  12 (+1)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Constitution +6, Charisma +8
  Skills Deception +8, Insight +4, Intimidation +8, Stealth +4; 
  Tools dragonchess, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Damage Resistances fire 
  Languages Common, Draconic, Infernal
  Challenge 2 (450 XP)
  Font of Magic. Mercy has 8 sorcery points, which are expended 
  when used and are regained after a long rest. She can use a 
  bonus action on her turn and expend 2 sorcery points to create a 
  1st level spell slot, 3 for 2nd level, 5 for 3rd level, 6 for 4th level, 
  or 7 for 5th level. Additionally, she can use a bonus action on her 
  turn and expend a spell slot to gain a number of sorcery points 
  equal to the slot’s level. 
  Heightened Spell. Mercy can expend 3 sorcery points when 
  she casts a spell which forces a creature to make a saving throw 
  to resist its effects to give the creature disadvantage on its first 
  saving throw against the spell.
  Twinned Spell. When Mercy casts a spell which targets only 
  one creature other than herself, she can spend a number of 
  sorcery points equal to the spell’s level to target another creature 
  in range. 
  Criminal Contact. Mercy has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Dragon Ancestor. Mercy doubles her proficiency bonus (+6) to 
  Charisma checks when interacting with dragons, if applicable. 
  Elemental Affinity. When Mercy casts a spell which deals fire 
  damage, she adds +5 to the damage roll. 
  Infernal Legacy. Mercy can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 16). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Spellcasting. Mercy is an 8th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips: acid splash, fire bolt, poison spray, ray of frost, shocking 
  grasp, thaumaturgy
  1st level (4 slots): burning hands, thunderwave, witch bolt 
  2nd level (3 slots): crown of madness, scorching ray
  3rd level (3 slots): fear, lightning bolt
  4th level (2 slots): ice storm, wall of fire
  Actions
  Chains. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Weapons, Armor & Items
  Chains, spellguard restraints
  Mercy in your Game
  Mercy is a time bomb. To begin with, she can serve to 
  demonstrate that the commanders are not as virtuously 
  squeaky-clean as they might want people to believe, but it is 
  only a matter of time before she escapes to cause all manner of 
  destruction. If the party is made up of empathetic sorts, Mercy 
  might attempt to take advantage of their good natures and 
  engineer a breakout. 
  Should she break free (or be set loose), Mercy will be more 
  interested in pursuing her freedom and settling grudges 
  (however trivial) than wantonly killing; though she would be 
  untroubled by collateral damage, unless the party actively stands 
  in her way, she is unlikely to pay them much mind. Quality 
  matters more than quantity when it comes to slaking her 
  bloodlust. 
  Quest Hook: A dogmatic would-be hero is determined to kill 
  Mercy, and plans to strike as she is being transported to another 
  camp. At the same time, The Sons of Mercy attempt to break her 
  out. Do the party help the caravan guards fend off both assaults, 
  or do they agree that Mercy’s captivity needs to end, one way 
  or another?
  
  165
  Mercy (Level 12)
  Medium humanoid (tiefling), chaotic evil
  Class Sorcerer 12
  Background Criminal
  Occupation Conscript
  Armor Class 15 (unarmored)
  Hit Points 98 (12d6 + 48)
  Speed 30 ft.
  STR
  9 (–1)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Constitution +7, Charisma +9
  Skills Deception +9, Insight +5, Intimidation +9, Stealth +6; 
  Tools dragonchess, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Damage Resistances fire 
  Languages Common, Draconic, Infernal
  Challenge 4 (1,100 XP)
  Font of Magic. Mercy has 12 sorcery points, which are 
  expended when used and are regained after a long rest. She can 
  use a bonus action on her turn and expend 2 sorcery points to 
  create a 1st level spell slot, 3 for 2nd level, 5 for 3rd level, 6 for 
  4th level, or 7 for 5th level. Additionally, she can use a bonus 
  action on her turn and expend a spell slot to gain a number of 
  sorcery points equal to the slot’s level. 
  Empowered Spell. Mercy can expend a sorcery point when she 
  casts a spell to reroll up to 5 of the damage dice and take the 
  new results. 
  Heightened Spell. Mercy can expend 3 sorcery points when 
  she casts a spell which forces a creature to make a saving throw 
  to resist its effects to give the creature disadvantage on its first 
  saving throw against the spell.
  Twinned Spell. When Mercy casts a spell which targets only 
  one creature other than herself, she can spend a number of 
  sorcery points equal to the spell’s level to target another creature 
  in range. 
  Criminal Contact. Mercy has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Dragon Ancestor. Mercy doubles her proficiency bonus (+8) to 
  Charisma checks when interacting with dragons, if applicable. 
  Elemental Affinity. When Mercy casts a spell which deals fire 
  damage, she adds +5 to the damage roll. 
  Infernal Legacy. Mercy can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 17). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Spellcasting. Mercy is a 12th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips: acid splash, chill touch, fire bolt, poison spray, ray of 
  frost, shocking grasp, thaumaturgy
  1st level (4 slots): burning hands, thunderwave, witch bolt
  2nd level (3 slots): crown of madness, scorching ray
  3rd level (3 slots): fear, lightning bolt
  4th level (3 slots): ice storm, wall of fire
  5th level (2 slots): cloudkill, cone of cold
  6th level (1 slot): chain lightning
  Actions
  Chains. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage.
  Weapons, Armor & Items
  Chains, spellguard restraints
  
  166
  Mercy (Level 16)
  Medium humanoid (tiefling), chaotic evil
  Class Sorcerer 16
  Background Criminal
  Occupation Conscript
  Armor Class 16 (unarmored)
  Hit Points 130 (16d6 + 64)
  Speed 30 ft., fly 30 ft. 
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Constitution +8, Charisma +10
  Skills Deception +10, Insight +6, Intimidation +10, Stealth +8; 
  Tools dragonchess, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Damage Resistances fire 
  Languages Common, Draconic, Infernal
  Challenge 6 (2,300 XP)
  Font of Magic. Mercy has 16 sorcery points, which are 
  expended when used and are regained after a long rest. She can 
  use a bonus action on her turn and expend 2 sorcery points to 
  create a 1st level spell slot, 3 for 2nd level, 5 for 3rd level, 6 for 
  4th level, or 7 for 5th level. Additionally, she can use a bonus 
  action on her turn and expend a spell slot to gain a number of 
  sorcery points equal to the slot’s level. 
  Empowered Spell. Mercy can expend a sorcery point when she 
  casts a spell to reroll up to 5 of the damage dice and take the 
  new results. 
  Heightened Spell. Mercy can expend 3 sorcery points when 
  she casts a spell which forces a creature to make a saving throw 
  to resist its effects to give the creature disadvantage on its first 
  saving throw against the spell.
  Twinned Spell. When Mercy casts a spell which targets only 
  one creature other than herself, she can spend a number of 
  sorcery points equal to the spell’s level to target another creature 
  in range. 
  Criminal Contact. Mercy has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Dragon Ancestor. Mercy doubles her proficiency bonus (+10) 
  to Charisma checks when interacting with dragons, if applicable. 
  Dragon Wings. On her turn, as a bonus action, Mercy can grow 
  wings, granting her a flying speed of 30 feet, or dismiss them. 
  Elemental Affinity. When Mercy casts a spell which deals fire 
  damage, she adds +5 to the damage roll. 
  Infernal Legacy. Mercy can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 18). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Spellcasting. Mercy is a 16th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips: acid splash, chill touch, fire bolt, poison spray, ray of 
  frost, shocking grasp, thaumaturgy
  1st level (4 slots): burning hands, thunderwave, witch bolt 
  2nd level (3 slots): crown of madness, scorching ray
  3rd level (3 slots): fear, lightning bolt
  4th level (3 slots): ice storm, wall of fire
  5th level (2 slots): cloudkill, cone of cold
  6th level (1 slot): chain lightning
  7th level (1 slot): fire storm
  8th level (1 slot): incendiary cloud
  Actions
  Chains. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage.
  Weapons, Armor & Items
  Chains, spellguard restraints
  Captain,
  I a
  rans
  m writing to formally reques
  t
   
  fer. I cannot take this a moment
  t a 
  longer.
  It’s not fear of what might happen if
  she g
  ets i
  ets out, it’s the whisperi
  g
  n your head. You think Mo
  ng. She 
  rris
  up and hanged himself for nothing?
  She got to him, and I’m next.
  If a transfer cannot be arranged,
  consider this my resignation.
  
  167
  Mercy (Level 20)
  Medium humanoid (tiefling), chaotic evil
  Class Sorcerer 20
  Background Criminal
  Occupation Conscript
  Armor Class 17 (unarmored)
  Hit Points 162 (20d6 + 80)
  Speed 30 ft., fly 30 ft. 
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Constitution +9, Charisma +11
  Skills Deception +11, Insight +7, Intimidation +11, Stealth +10; 
  Tools dragonchess, thieves’ tools
  Senses darkvision 60 ft., passive Perception 11
  Damage Resistances fire 
  Languages Common, Draconic, Infernal
  Challenge 9 (5,000 XP)
  Font of Magic. Mercy has 20 sorcery points, which are 
  expended when used and are regained after a long rest. She can 
  use a bonus action on her turn and expend 2 sorcery points to 
  create a 1st level spell slot, 3 for 2nd level, 5 for 3rd level, 6 for 
  4th level, or 7 for 5th level. Additionally, she can use a bonus 
  action on her turn and expend a spell slot to gain a number of 
  sorcery points equal to the slot’s level. When Mercy finishes a 
  short rest, she regains 4 sorcery points.
  Empowered Spell. Mercy can expend a sorcery point when she 
  casts a spell to reroll up to 5 of the damage dice and take the 
  new results. 
  Heightened Spell. Mercy can expend 3 sorcery points when 
  she casts a spell which forces a creature to make a saving throw 
  to resist its effects to give the creature disadvantage on its first 
  saving throw against the spell.
  Subtle Spell. Mercy can expend a sorcery point when casting a 
  spell to cast it without somatic or verbal components. 
  Twinned Spell. When Mercy casts a spell which targets only 
  one creature other than herself, she can spend a number of 
  sorcery points equal to the spell’s level to target another creature 
  in range. 
  Criminal Contact. Mercy has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Dragon Ancestor. Mercy doubles her proficiency bonus (+12) 
  to Charisma checks when interacting with dragons, if applicable. 
  Dragon Wings. On her turn, as a bonus action, Mercy can grow 
  wings, granting her a flying speed of 30 feet, or dismiss them. 
  Elemental Affinity. When Mercy casts a spell which deals fire 
  damage, she adds +5 to the damage roll. 
  Infernal Legacy. Mercy can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 19). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Spellcasting. Mercy is a 20th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips: acid splash, chill touch, fire bolt, poison spray, ray of 
  frost, shocking grasp, thaumaturgy
  1st level (4 slots): burning hands, thunderwave, witch bolt 
  2nd level (3 slots): crown of madness, scorching ray
  3rd level (3 slots): fear, lightning bolt
  4th level (3 slots): ice storm, wall of fire
  5th level (2 slots): cloudkill, cone of cold
  6th level (2 slots): chain lightning
  7th level (2 slots): fire storm
  8th level (1 slot): incendiary cloud
  9th level (1 slot): meteor swarm
  Actions
  Chains. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 6 (1d4 + 4) bludgeoning damage.
  Draconic Presence. Mercy projects the dread presence of her 
  draconic ancestry, expending 5 sorcery points to create a 60-foot 
  aura of fear or awe. For one minute, or until Mercy loses her 
  concentration, each hostile creature that starts its turn in the 
  aura must make a DC 19 Wisdom saving throw. Creatures that 
  fail their saving throw are either charmed or frightened by her 
  until the aura ends. Creatures that succeed their saving throw 
  are immune to the effects of the aura for 24 hours. 
  Weapons, Armor & Items
  Chains, spellguard restraints
  
  168
  Shirak
  Medium humanoid (dragonborn), neutral evil
  Class Fighter 1
  Background Soldier
  Occupation Scout
  Armor Class 17 (chainmail)
  Hit Points 11 (1d10 + 1)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Strength +4, Constitution +3
  Skills Athletics +4, Deception +6, Insight +4, Intimidation +6; 
  Tools land vehicles, playing cards
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Fighting Style (Defense). Shirak adds +1 to her AC 
  when wearing armor (included in her stat block).
  Military Rank. Shirak has the rank of captain. Soldiers 
  loyal to her organization recognize this rank. 
  Second Wind (Recharges after a Short or Long 
  Rest). On her turn, Shirak can use a bonus action 
  to regain 1d10 + 1 hit points.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit,  
  reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  slashing damage, or 7 (1d10 + 2) damage if 
  used with two hands.
  Heavy Crossbow. Ranged Weapon 
  Attack: +3 to hit,  
  range 100/400 ft., one target.  
  Hit: 6 (1d10 + 1) piercing damage.
  Breath Weapon (Recharges after a Short 
  or Long Rest). Shirak breathes poison out in 
  a 15-foot-cone. Each creature in the area must 
  make a DC 11 Constitution saving throw, taking 
  2d6 poison damage on a failed saving throw, or half 
  on a successful one.
  Overview
  Scouting is an essential part of warfare. 
  Knowledge of enemy numbers and 
  positioning, what provisions can be found in 
  the immediate area, and the disposition of nearby settlements is 
  vital. Scouting also gives Shirak first pick of any spoils she finds, and 
  plenty of unsuspecting prey to take them from with no witnesses.
  The tales Shirak spins of her exploits are many, and invariably false; 
  by the time she got to the town, the enemy had already ransacked 
  it, the villagers hid secret banners which showed their treacherous 
  intent, there was a skirmish, during which a fire was started, 
  anything to excuse or distract from her violence and theft and, if 
  possible, net some additional danger pay. 
  Shirak leads a group of like-minded thugs. Those who criticize 
  her orders fight bravely, but die at the hands of enemy scouts on 
  a mission, or so she tells her superiors. Reputed for being bad 
  company, they are a rough, dangerous lot who keep to themselves.
  Shirak’s superiors know that she is not exactly a model of virtue, 
  but see her as too skilled and too valuable to fuss over what they 
  think are a few ruthless tendencies. They have little idea of the full 
  extent of her transgressions, and she takes pains to keep it that way. 
  Personality Traits
  “They forced my hand; I had to put them down.” Lies come as 
  naturally to Shirak as breathing, and she is adept at acting the 
  false friend, whether temporarily or as part of a longer game. This, 
  coupled with her ruthless and bullish determination, allow her to 
  always serve her own interests and cover her tracks.
  Ideals
  “If I don’t take it, someone else will.” Shirak believes in the rule of 
  the strong; those who have goods they cannot defend don’t deserve 
  to keep them. 
  Bonds
  “You’re with us now, and you stay with us or 
  we put you in the ground.” Shirak trusts her 
  cronies completely, they wouldn’t still be 
  alive otherwise, but she wouldn’t hesitate 
  to cut them dead if they threatened 
  to compromize her schemes 
  through betrayal or carelessness. 
  Flaws
  “Please, those morons wouldn’t see a manticore 
  if it was chewing on their arses.” The ease with 
  which Shirak maintains her web of lies has 
  bred arrogance that blinds her to the fact that 
  her superiority is built on a fragile foundation.
  Roleplaying Shirak
  Shirak has no greater purpose in life than to make 
  a quick bit of gold, and has no concern for anyone 
  she harms along the way. Others are idiots for 
  not noticing her actions, weaklings to be preyed 
  upon, or threats to be removed. She has become 
  very good at living her double life and always 
  has a reasonable explanation for the scenes of 
  destruction she leaves behind her. 
  Shirak likes to attack from ambush, to 
  take her enemies unawares. Once battle 
  is joined, she is fearless and aggressive, 
  hoping to intimidate her foes for a quick 
  victory. This tactic serves her well against the lightly-armed 
  peasant militias she typically faces, but against better-equipped 
  forces, she is not too proud to pull back to lick her wounds.
  “With the right attitude, someone like you could stand to make 
  themselves very comfortable.” 
  Weapons, Armor & Items
  Longsword, heavy crossbow, 20 bolts, chainmail*, playing cards
  *While wearing this armor, Shirak has disadvantage on 
  Dexterity (Stealth) checks
  
  169
  Shirak (Level 4)
  Medium humanoid (dragonborn), neutral evil
  Class Fighter 3/Ranger 1
  Background Soldier
  Occupation Scout
  Armor Class 17 (chainmail)
  Hit Points 32 (4d10 + 4)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Strength +4, Constitution +3
  Skills Athletics +4, Deception +6, Insight +4, Intimidation +6, 
  Stealth +3; Tools land vehicles, playing cards
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 2 (450 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Shirak can take an additional action on top of her normal 
  action and possible bonus action. 
  Favored Enemy (Elves, Humans). Shirak has advantage on 
  survival checks made when tracking her favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Fighting Style (Defense). Shirak adds +1 to her AC when  
  wearing armor (included in her stat block).
  Military Rank. Shirak has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Natural Explorer (Grassland). Shirak is adept at traversing her 
  favored terrain and doubles her proficiency bonus (+4) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow her group’s travel, 
  her group can’t get lost except by magical means, she can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, she can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, she learns their exact number, 
  sizes, and how long ago they passed through the area.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Shirak can use a bonus action to regain 1d10 + 3 hit points.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d8 + 2) slashing damage,  
  or 7 (1d10 + 2) damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Breath Weapon (Recharges after a Short or Long Rest). 
  Shirak breathes poison out in a 15-foot-cone. Each creature 
  in the area must make a DC 11 Constitution saving throw, 
  taking 2d6 poison damage on a failed saving throw, or half on a 
  successful one.
  Weapons, Armor & Items
  Longsword, heavy crossbow, 20 bolts, chainmail*, playing cards
  *While wearing this armor, Shirak has disadvantage on 
  Dexterity (Stealth) checks
  False Shepherd
  This is the easiest part of every job, Shirak thought, as the sheep 
  clustered together, emptying pockets and purses of their last few 
  coppers. Fear. Fear is the greatest weapon in any war. People will 
  believe everything, pay anything and trust anyone if they think it 
  will keep them safe. 
  “There’s dangerous folk out there. Folk who’ll stop at nothing. 
  Folk who only me and my soldiers can keep you safe from. But we 
  need clothes on our backs and food in our bellies, same as any of 
  you. We’re risking our hides protecting you, seems fair you make a 
  contribution to the cause.”
  She saw a face she recognized, eyes averted, a gold coin in the 
  wrinkled, outstretched hand. 
  “Last time I was here, you said you had nothing,” she growled, 
  snatching the coin. “What’s this then? Where’s this from? What else 
  have you got hidden away?” She punctuated with jabs from her 
  shortsword, but the old man made no move to reply. 
  “I gave it to him,” came the voice from the doorway. “Your days of 
  exploiting these people are over.”
  Steel whispered against leather as the stranger drew his sword.
  ***
  “It broke my heart to cut him down, after the trust the peasants 
  had placed on him,” Shirak recounted later to command. More 
  sheep, she thought, just sheep with delusions of grandeur.
  “I couldn’t even bring myself to tell them the full details of his 
  crimes. He had been paying local bandits to send raiding parties 
  so that he could repel them and look the hero. He had been taking 
  what little hard-earned silver they had in return for his false 
  protection. The audacity! I told those helpless souls that they were 
  under my protection now, and they would no longer have to worry 
  about anyone else.”
  The last part was true. One or two of them had even wept. 
  The sheep looked suitably impressed and bleated their shock and 
  approval to each other. 
  Captain Kellock rose. “Shirak, I don’t know if we give you enough 
  credit for your service. Whatever the peril, you always pull through 
  with grace and humility. I, for one, would like to let you know how 
  much we appreciate your efforts. Look out for yourself out there.”
  “I always do, sir,” she murmured, exiting. “I always do.”
  
  170
  Shirak (Level 8)
  Medium humanoid (dragonborn), neutral evil
  Class Fighter 6/Ranger 2
  Background Soldier
  Occupation Scout
  Armor Class 17 (chainmail)
  Hit Points 60 (8d10 + 8)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +6, Constitution +4
  Skills Athletics +6, Deception +8, Insight +5, Intimidation +8, 
  Stealth +4; Tools land vehicles, playing cards
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 4 (1,100 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Shirak can take an additional action on top of her normal 
  action and possible bonus action. 
  Favored Enemy (Elves, Humans). Shirak has advantage on 
  survival checks made when tracking her favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Fighting Style (Archery). Shirak gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Defense). Shirak adds +1 to her AC when  
  wearing armor (included in her stat block).
  Improved Critical. Shirak scores critical hits on rolls of 
  19 and 20.
  Military Rank. Shirak has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Natural Explorer (Grassland). Shirak is adept at traversing her 
  favored terrain and doubles her proficiency bonus (+6) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow her group’s travel, 
  her group can’t get lost except by magical means, she can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, she can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, she learns their exact number, 
  sizes, and how long ago they passed through the area.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Shirak can use a bonus action to regain 1d10 + 6 hit points.
  Spellcasting. Shirak is a 1st-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  She knows the following ranger spells: 
  1st level (2 slots): hunter’s mark, longstrider
  Actions
  Multiattack. Shirak makes two weapon attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) slashing damage,  
  or 8 (1d10 + 3) damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Breath Weapon (Recharges after a Short or Long Rest). 
  Shirak breathes poison out in a 15-foot-cone. Each creature 
  in the area must make a DC 12 Constitution saving throw, 
  taking 3d6 poison damage on a failed saving throw, or half on a 
  successful one.
  Weapons, Armor & Items
  Longsword, heavy crossbow, 20 bolts, chainmail*, playing cards
  *While wearing this armor, Shirak has disadvantage on 
  Dexterity (Stealth) checks
  Shirak in your Game
  Shirak is a villainous character the party may have to work with, 
  or at least adjacent to, for an extended period of time. They 
  may be partnered with her squad, aware of her methods (or 
  not) or may encounter her on a mission. She is trusted by high 
  command, so the party will require some very definite evidence 
  of her misdeeds in order to prove her guilt, should they wish 
  to. She might approach any morally-questionable character 
  and offer them a place on her next mission, giving them an 
  ultimatum of ‘join us or die’ before returning to camp. 
  Quest Hook: The party happens upon a lone survivor of a 
  village Shirak has ‘scouted’. They are barely hanging on to life, 
  but are the only evidence which can be leveraged against her. 
  Are the party able to keep them alive long enough to testify 
  against Shirak to high command, or will their injuries, or 
  Shirak’s cronies get to them first?
  
  171
  Shirak (Level 12)
  Medium humanoid (dragonborn), neutral evil
  Class Fighter 9/Ranger 3
  Background Soldier
  Occupation Scout
  Armor Class 18 (splint)
  Hit Points 100 (12d10 + 24)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +7, Constitution +6
  Skills Athletics +7, Deception +9, Insight +6, Intimidation +9, 
  Stealth +5; Tools land vehicles, playing cards
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Shirak can take an additional action on top of her normal 
  action and possible bonus action. 
  Favored Enemy (Elves, Humans). Shirak has advantage on 
  survival checks made when tracking her favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Fighting Style (Archery). Shirak gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Defense). Shirak adds +1 to her AC when  
  wearing armor (included in her stat block).
  Improved Critical. Shirak scores critical hits on rolls of 
  19 and 20.
  Horde Breaker (1/turn). When Shirak makes a weapon attack, 
  she may make another attack with the same weapon against a 
  different creature within 5 feet of the original target and within 
  ranger of her weapon.
  Indomitable (1/day). Shirak can reroll a failed saving throw. 
  Military Rank. Shirak has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Natural Explorer (Grassland). Shirak is adept at traversing her 
  favored terrain and doubles her proficiency bonus (+8) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow her group’s travel, 
  her group can’t get lost except by magical means, she can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, she can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, she learns their exact number, 
  sizes, and how long ago they passed through the area.
  Remarkable Athlete. Shirak can add half her proficiency 
  bonus (+2) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Shirak covers with a running long jump increases 
  by 3 feet.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Shirak can use a bonus action to regain 1d10 + 9 hit points.
  Spellcasting. Shirak is a 1st-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  She knows the following ranger spells: 
  1st level (3 slots): fog cloud, hunter’s mark, longstrider
  Actions
  Multiattack. Shirak makes two weapon attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) slashing damage,  
  or 8 (1d10 + 3) damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit,  
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Breath Weapon (Recharges after a Short or Long Rest). 
  Shirak breathes poison out in a 15-foot-cone. Each creature 
  in the area must make a DC 14 Constitution saving throw, 
  taking 4d6 poison damage on a failed saving throw, or half on a 
  successful one.
  Primeval Awareness. Shirak expends 1 ranger spell slot to focus 
  on the region around her. For 1 minute per level of the spell 
  slot expended, she can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of her current location, or within 6 miles if Shirak is in 
  grassland.
  Weapons, Armor & Items
  Longsword, heavy crossbow, 20 bolts, splint armor*, 
  playing cards
  *While wearing this armor, Shirak has disadvantage on 
  Dexterity (Stealth) checks
  
  172
  Shirak (Level 16)
  Medium humanoid (dragonborn), neutral evil
  Class Fighter 13/
  Ranger 3
  Background Soldier
  Occupation Scout
  Armor Class 18 (splint)
  Hit Points 123 (16d10 + 32)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +9, Constitution +7
  Skills Athletics +9, Deception +10, Insight +7, Intimidation +10, 
  Stealth +6; Tools land vehicles, playing cards
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 8 (3,900 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Shirak can take an additional action on top of her normal 
  action and possible bonus action. 
  Favored Enemy (Elves, Humans). Shirak has advantage on 
  survival checks made when tracking her favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Fighting Style (Archery). Shirak gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Defense). Shirak adds +1 to her AC when  
  wearing armor (included in her stat block).
  Fighting Style (Great Weapon). When Shirak rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Horde Breaker (1/turn). When Shirak makes a weapon attack, 
  she may make another attack with the same weapon against a 
  different creature within 5 feet of the original target and within 
  ranger of her weapon.
  Improved Critical. Shirak scores critical hits on rolls of 
  19 and 20.
  Indomitable (2/day). Shirak can reroll a failed saving throw. 
  Military Rank. Shirak has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Natural Explorer (Grassland). Shirak is adept at traversing her 
  favored terrain and doubles her proficiency bonus (+10) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow her group’s travel, 
  her group can’t get lost except by magical means, she can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, she can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, she learns their exact number, 
  sizes, and how long ago they passed through the area.
  Remarkable Athlete. Shirak can add half her proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Shirak covers with a running long jump increases 
  by 4 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Shirak can use a bonus action to regain 1d10 + 13 
  hit points.
  Spellcasting. Shirak is a 1st-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  She knows the following ranger spells: 
  1st level (3 slots): fog cloud, hunter’s mark, longstrider
  Actions
  Multiattack. Shirak makes three weapon attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) slashing damage,  
  or 9 (1d10 + 4) damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +8 to hit, 
   range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Breath Weapon (Recharges after a Short or Long Rest). 
  Shirak breathes poison out in a 15-foot-cone. Each creature 
  in the area must make a DC 15 Constitution saving throw, 
  taking 5d6 poison damage on a failed saving throw, or half on a 
  successful one.
  Primeval Awareness. Shirak expends 1 ranger spell slot to focus 
  on the region around her. For 1 minute per level of the spell 
  slot expended, she can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of her current location, or within 6 miles if Shirak is in 
  grassland.
  Weapons, Armor & Items
  Longsword, heavy crossbow, 20 bolts, splint armor*, 
  playing cards
  *While wearing this armor, Shirak has disadvantage on 
  Dexterity (Stealth) checks
  
  173
  Shirak (Level 20)
  Medium humanoid (dragonborn), neutral evil
  Class Fighter 17/
  Ranger 3
  Background Soldier
  Occupation Scout
  Armor Class 18 (splint)
  Hit Points 204 (20d10 + 80)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving Throws Strength +10, Constitution +10
  Skills Athletics +10, Deception +11, Insight +8,  
  Intimidation +11, Stealth +8; Tools land vehicles, playing cards
  Damage Resistances poison
  Senses passive Perception 12
  Languages Common, Draconic, Elvish
  Challenge 9 (5,000 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On her turn, Shirak can take an additional action on top of her 
  normal action and possible bonus action. 
  Favored Enemy (Elves, Humans). Shirak has advantage on 
  survival checks made when tracking her favored enemies, as well 
  as advantage on Intelligence checks to recall information  
  about them.
  Fighting Style (Archery). Shirak gains a +2 to attack rolls with 
  ranged weapons (included in the attack).
  Fighting Style (Defense). Shirak adds +1 to her AC when  
  wearing armor (included in her stat block).
  Fighting Style (Great Weapon). When Shirak rolls a 1 or 2 on 
  a damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Horde Breaker (1/turn). When Shirak makes a weapon attack, 
  she may make another attack with the same weapon against a 
  different creature within 5 feet of the original target and within 
  ranger of her weapon.
  Indomitable (3/day). Shirak can reroll a failed saving throw. 
  Military Rank. Shirak has the rank of captain. Soldiers loyal to 
  her organization recognize this rank. 
  Natural Explorer (Grassland). Shirak is adept at traversing her 
  favored terrain and doubles her proficiency bonus (+12) when 
  making Intelligence or Wisdom checks about such areas. In 
  favored terrain, difficult terrain doesn’t slow her group’s travel, 
  her group can’t get lost except by magical means, she can engage 
  in another activity such as foraging or tracking and remain alert 
  to danger, she can move stealthily at a normal pace if traveling 
  alone, finds twice as much food as normal while foraging and, 
  when tracking other creatures, she learns their exact number, 
  sizes, and how long ago they passed through the area.
  Remarkable Athlete. Shirak can add half her proficiency 
  bonus (+3) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her proficiency bonus. Additionally, 
  the distance Shirak covers with a running long jump increases 
  by 4 feet.
  Second Wind (Recharges after a Short or Long Rest). On 
  her turn, Shirak can use a bonus action to regain 1d10 + 17 
  hit points.
  Spellcasting. Shirak is a 1st-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). 
  She knows the following ranger spells: 
  1st level (3 slots): fog cloud, hunter’s mark, longstrider
  Superior Critical. Shirak scores critical hits on rolls of 18 – 20.
  Actions
  Multiattack. Shirak makes three weapon attacks.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) slashing damage, 
  or 9 (1d10 + 4) damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +10 to hit,  
  range 100/400 ft., one target. Hit: 6 (1d10 + 2) piercing damage.
  Breath Weapon (Recharges after a Short or Long Rest). 
  Shirak breathes poison out in a 15-foot-cone. Each creature 
  in the area must make a DC 18 Constitution saving throw, 
  taking 5d6 poison damage on a failed saving throw, or half on a 
  successful one.
  Primeval Awareness. Shirak expends 1 ranger spell slot to focus 
  on the region around her. For 1 minute per level of the spell 
  slot expended, she can sense whether there are any aberrations, 
  celestials, dragons, elementals, fey, fiends or undead within a 
  mile of her current location, or within 6 miles if Shirak is in 
  grassland.
  Weapons, Armor & Items
  Longsword, heavy crossbow, 20 bolts, splint armor*, 
  playing cards
  *While wearing this armor, Shirak has disadvantage on 
  Dexterity (Stealth) checks
  
  174
  Silva
  Medium humanoid (half orc), neutral evil
  Class Fighter 1
  Background Soldier
  Occupation Elite Infantry
  Armor Class 15 (std. leather)
  Hit Points 12 (1d10 + 2)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  15 (+2)
  INT
  15 (+2)
  WIS
  11 (+0)
  CHA
  8 (–1)
  Saving Throws Strength +3, Constitution +4
  Skills Acrobatics +5, Athletics +3, Insight +2, Intimidation +1; 
  Tools land vehicles, playing cards
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Fighting Style (Dueling). When using a melee weapon 
  in one hand and no other weapons, Silva deals +2 
  damage with that weapon (included in the attack).
  Military Rank. Silva has the rank of  lieutenant. 
  Soldiers loyal to her organization recognize this rank. 
  Relentless Endurance (1/day). When Silva is 
  reduced to 0 hit points, but not killed outright, she 
  can instead drop to 1 hit point.
  Savage Attacks. When Silva scores a critical hit with 
  a melee weapon, she may roll one additional weapon 
  damage die when determining the extra damage.
  Second Wind (Recharges after a Short or Long 
  Rest). On her turn, Silva can use a bonus 
  action to regain 1d10 + 1 hit points. 
  Actions
  Rapier. Melee Weapon Attack:  
  +5 to hit, reach 5 ft., one target.  
  Hit: 9 (1d8 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack:  
  +5 to hit, range 30/120 ft., one target.  
  Hit: 6 (1d6 + 3) piercing damage.
  Overview
  Silva hated her brother. Her younger brother. Her 
  pure brother. 
  Her parents doted on the pink little baby, the 
  fat little child, the skinny young man. Their… 
  other child, the one they didn’t like to mention, was 
  pushed aside. When he joined the army, well, he was 
  the finest soldier they’d ever seen. He claimed to hate the 
  attention, claimed to respect her and wish their parents 
  could see her as he did; his platitudes were as empty as 
  they were infuriating. 
  She had signed up herself, to no great fanfare. She was 
  just as good a soldier, and far better at killing people. It 
  was his face she saw when she did it. 
  She had made up her mind to kill him too and be done with 
  it, when the fool boy fell off his horse and broke his neck. Silva 
  was robbed of her kill, and ashamed for ever wanting it in the 
  first place.
  Putting all her pent-up aggression behind each sword thrust, 
  Silva now takes her pain and confusion of feelings out on any 
  who cross her. On paper, Silva is an ordinary, albeit highly skilled, 
  soldier. High command, however, recognize assets where they 
  have them, and use Silva’s brutality and bravado to their advantage. 
  Silva may find herself privy to an ‘off-the-record’ meeting where 
  high-priority targets are named a little too loudly, with officers 
  theatrically lamenting whether they have any soldier up to the task 
  of bringing them down.  
  Silva is fully aware she is being used, but relishes her ‘challenges’. 
  She is content to spill any blood whenever the opportunity arises 
  but, whenever possible, she seeks out renowned targets on the 
  battlefield, eager to prove herself their better in one-on-one combat 
  and put them in their place, if not the ground. Command have 
  one thing less to worry about and Silva’s ego gets a little stroke. 
  Everybody wins.
  Personality Traits
  “Maybe I’ll let you off with a scar; something to remember the 
  woman who beat you.” Silva enjoys having the power of life and 
  death over others, and is determined to never let someone else 
  have that power over her. She cannot back down from a challenge; 
  too much of her self-identity is her sense of superiority. 
  Ideals
  “I am an artist.” Silva constantly strives to improve her martial 
  technique. 
  Bonds
  “He’s dead. One way or another, he’s dead.” Part 
  of Silva questions whether she could have gone 
  through with killing her brother if she had the 
  opportunity. Finding the next target keeps that 
  part quiet.
  Flaws
  “I’m better than any of you sorry 
  lot.” Silva harbors deep feelings of 
  inadequacy from her upbringing, 
  and lashes out (usually 
  physically) at any suggestion 
  she might not be up to a task. 
  Roleplaying Silva
   Silva is proud and confident of her abilities as 
  a warrior, and usually comes across as a cocky, 
  swaggering bravo. However, this masks a deep 
  contempt for those she sees as beneath her, and a sadistic 
  streak which revels at beating people down. She is quick to 
  lay down a challenge, or rise to one, and the veneer quickly 
  slips away to reveal the sheer pleasure she takes from drawing 
  another’s blood. 
  “A lot of men have thought themselves better than me,  
  and a lot of men are in the ground.”
  Weapons, Armor & Items
  Little Brother, hand crossbow, 20 bolts, studded leather armor, 
  cape of rags, 6 gp
  
  175
  Silva (Level 4)
  Medium humanoid (half orc), neutral evil
  Class Fighter 4
  Background Soldier
  Occupation Elite Infantry
  Armor Class 16 (std. leather)
  Hit Points 36 (4d10 + 8)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  18 (+4)
  CON
  15 (+2)
  INT
  15 (+2)
  WIS
  11 (+0)
  CHA
  8 (–1)
  Saving Throws Strength +3, Constitution +4
  Skills Acrobatics +6, Athletics +3, Insight +2, Intimidation +1; 
  Tools land vehicles, playing cards
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1 (200 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Silva can take an additional action on top of her normal 
  action and possible bonus action. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Silva deals +2 damage with that 
  weapon (included in the attack).
  Military Rank. Silva has the rank of  lieutenant. Soldiers loyal to 
  her organization recognize this rank. 
  Relentless Endurance (1/day). When Silva is reduced to 0 
  hit points, but not killed outright, she can instead drop to 1 
  hit point.
  Savage Attacks. When Silva scores a critical hit with a melee 
  weapon, she may roll one additional weapon damage die when 
  determining the extra damage.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Silva can use a bonus action to regain 1d10 + 4 hit points. 
  Spellcasting. Silva is a 1st-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 12, +4 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, true strike
  1st level (3 slots): burning hands, shield, thunderwave, witch bolt
  Weapon Bond. Silva can perform a ritual to bond herself to a 
  weapon over a short rest. Once bonded, she cannot be disarmed 
  of the weapon unless she is incapacitated, and she can cause it 
  to instantly teleport to her hand as a bonus action as long as it 
  is on the same plane of existence as her. She can have up to two 
  weapons bonded to her in this way. 
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8 + 6) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Weapons, Armor & Items
  Little Brother, hand crossbow, 20 bolts, studded leather armor, 
  cape of rags, 16 gp
  Sibling Rivalry
  As the man’s eyes turned to glass behind his helm, Silva allowed 
  herself a moment to admire her work: life into death, man into 
  meat. Around her, soldiers hacked at each other, raining down 
  blows like labourers hammering nails. Silva rarely had to strike 
  twice; where their strikes went, she simply was not, and where a 
  gap presented itself in their armor, there was her blade. She would 
  have been an excellent dancer, had the thought interested her in 
  the slightest. 
  Fair hair, scar above the eyebrow, green tint to the armor, that’s 
  what the captains had said in their absurd little pantomime; some 
  minor lord making a name for himself with an unblemished 
  martial record. Her parents had fawned over her brother’s fair 
  hair, just like ‘father’s’. He wasn’t a constant reminder of an 
  unpleasantness they’d rather forget. When she’d ripped out a hank 
  of her brother’s perfect hair by the roots, her parents had sent 
  her to bed without supper. Yes, this one would be particularly 
  satisfying.
  Out of the corner of her eye, she spotted a flash of blonde, and 
  lashed out. It was a woman, she realized afterwards, and no scar; 
  well, she’d have one now, if she survived. 
  More bloodshed with little challenge, Silva found herself getting 
  bored. She allowed the next opponent (wearing arguably green 
  armor, but disappointingly dark hair) to take a few swings for 
  the sport of the thing. Her sword flashed, a shield of quicksilver 
  turning every strike. For each blow he missed, Silva rewarded him 
  with a slash to a weak spot until he fell to his knees. He hadn’t 
  entertained her enough to bother killing him outright, so she 
  moved on, leaving him to writhe in the dirt.
  She flicked the blood from her blade and looked around the melee. 
  The ranks seemed to part to allow their champion through; a 
  towering figure clad in green-tinted plate, fair hair emerging from 
  their helm, a scar just visible beneath his raised visor. For her, the 
  battle fell away in a haze of dust and meaningless noise, reducing 
  to just the two of them. In that moment, all her thoughts, energy 
  and emotions, her years of living in a shadow of insignificance, 
  they all turned to the singular, satisfying purpose of taking this 
  oaf apart.
  He barely looked like her brother. The disappointment didn’t last 
  for long. 
  
  176
  Silva (Level 8)
  Medium humanoid (half orc), neutral evil
  Class Fighter 8
  Background Soldier
  Occupation Elite Infantry
  Armor Class 17 (std. leather)
  Hit Points 76 (8d10 + 24)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  16 (+3)
  WIS
  11 (+0)
  CHA
  8 (–1)
  Saving Throws Strength +4, Constitution +6
  Skills Acrobatics +8, Athletics +4, Insight +3, Intimidation +2; 
  Tools land vehicles, playing cards
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 3 (700 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Silva can take an additional action on top of her normal 
  action and possible bonus action. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Silva deals +2 damage with that 
  weapon (included in the attack).
  Military Rank. Silva has the rank of  lieutenant. Soldiers loyal to 
  her organization recognize this rank. 
  Relentless Endurance (1/day). When Silva is reduced to 0 
  hit points, but not killed outright, she can instead drop to 1 
  hit point.
  Savage Attacks. When Silva scores a critical hit with a melee 
  weapon, she may roll one additional weapon damage die when 
  determining the extra damage.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Silva can use a bonus action to regain 1d10 + 8 hit points. 
  Spellcasting. Silva is a 2nd-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, true strike
  1st level (4 slots): burning hands, shield, thunderwave, witch bolt
  2nd level (2 slots): blur, shatter
  Weapon Bond. Silva can perform a ritual to bond herself to a 
  weapon over a short rest. Once bonded, she cannot be disarmed 
  of the weapon unless she is incapacitated, and she can cause it 
  to instantly teleport to her hand as a bonus action as long as it 
  is on the same plane of existence as her. She can have up to two 
  weapons bonded to her in this way. 
  Actions
  Multiattack. Silva makes two weapon attacks.
  War Magic. Silva casts a cantrip and can make one weapon 
  attack as a bonus action. 
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +8 to hit,  
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Little Brother, hand crossbow, 20 bolts, studded leather armor, 
  cape of rags, 16 gp, 21 sp
  Silva in your Game
  Silva can be encountered among the rank and file of the 
  army, and may have been drafted to either side. Regardless of 
  allegiance, she will be antagonistic towards the party, through 
  jealousy if allied, or professional obligation if an enemy. If they 
  find themselves on the opposite side of the battlefield to Silva, 
  the party would surely have been marked as valuable targets 
  in need of elimination. In any case, she will almost certainly 
  attempt to lure or challenge a party member to a duel, most-
  likely the one she deems to be the strongest or most capable 
  with sword in hand. 
  Quest Hook: The party is tasked with investigating a string of 
  murders. Each of the bodies is marked with sword wounds, 
  and appears to have put up a fight with their own weapon. The 
  clues lead them towards Silva, who has been practising her skills 
  by forcing others to duel her. Authorities want her brought to 
  justice, but don’t want a valuable soldier killed, and Silva is not 
  going to submit without a fight. 
  
  177
  Silva (Level 12)
  Medium humanoid (half orc), neutral evil
  Class Fighter 12
  Background Soldier
  Occupation Elite Infantry
  Armor Class 17 (std. leather)
  Hit Points 112 (12d10 + 36)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  18 (+4)
  WIS
  11 (+0)
  CHA
  8 (–1)
  Saving Throws Strength +5, Constitution +7
  Skills Acrobatics +9, Athletics +5, Insight +4, Intimidation +3; 
  Tools land vehicles, playing cards
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Silva can take an additional action on top of her normal 
  action and possible bonus action. 
  Eldritch Strike. When Silva hits a creature with a weapon attack, 
  it has disadvantage on its next saving throw against a spell cast 
  by Silva before the end of her next turn. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Silva deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (1/day). Silva can reroll a failed saving throw. 
  Military Rank. Silva has the rank of  lieutenant. Soldiers loyal to 
  her organization recognize this rank. 
  Relentless Endurance (1/day). When Silva is reduced to 0 
  hit points, but not killed outright, she can instead drop to 1 
  hit point.
  Savage Attacks. When Silva scores a critical hit with a melee 
  weapon, she may roll one additional weapon damage die when 
  determining the extra damage.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Silva can use a bonus action to regain 1d10 + 12 hit points. 
  Spellcasting. Silva is a 4th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, shocking grasp, true strike
  1st level (4 slots): burning hands, shield, thunderwave, witch bolt
  2nd level (3 slots): blur, gust of wind, scorching ray, shatter
  Weapon Bond. Silva can perform a ritual to bond herself to a 
  weapon over a short rest. Once bonded, she cannot be disarmed 
  of the weapon unless she is incapacitated, and she can cause it 
  to instantly teleport to her hand as a bonus action as long as it 
  is on the same plane of existence as her. She can have up to two 
  weapons bonded to her in this way. 
  Actions
  Multiattack. Silva makes three weapon attacks.
  War Magic. Silva casts a cantrip and can make one weapon 
  attack as a bonus action. 
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +9 to hit,  
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Little Brother, hand crossbow, 20 bolts, studded leather armor, 
  cape of rags, 16 gp, 41 sp
  ,
  .
  Brother,
  Know that this was not a random act of
  o
  passion. Know that I have always hated
  y u. Know that I have dreamt of thi
  moment many times. As you read thi
  s 
  s
  know that you have made me far, fa
  happier than you ever made our pare
  r 
  nts
  Silva
  Why? Why did he have to fall off that damned horse?
  
  178
  Silva (Level 16)
  Medium humanoid (half orc), neutral evil
  Class Fighter 16
  Background Soldier
  Occupation Elite Infantry
  Armor Class 17 (std. leather)
  Hit Points 164 (16d10 + 64)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  19 (+4)
  INT
  19 (+4)
  WIS
  11 (+0)
  CHA
  8 (–1)
  Saving Throws Strength +6, Constitution +9
  Skills Acrobatics +10, Athletics +6, Insight +5, Intimidation +4; 
  Tools land vehicles, playing cards
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 6 (2,300 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Silva can take an additional action on top of her normal 
  action and possible bonus action. Before or after this action, she 
  may teleport up to 30 feet to an unoccupied space she can see.
  Eldritch Strike. When Silva hits a creature with a weapon attack, 
  it has disadvantage on its next saving throw against a spell cast 
  by Silva before the end of her next turn. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Silva deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (2/day). Silva can reroll a failed saving throw. 
  Military Rank. Silva has the rank of  lieutenant. Soldiers loyal to 
  her organization recognize this rank. 
  Relentless Endurance (1/day). When Silva is reduced to 0 
  hit points, but not killed outright, she can instead drop to 1 
  hit point.
  Savage Attacks. When Silva scores a critical hit with a melee 
  weapon, she may roll one additional weapon damage die when 
  determining the extra damage.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Silva can use a bonus action to regain 1d10 + 16 hit points. 
  Spellcasting. Silva is a 5th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 17, +9 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, shocking grasp, true strike
  1st level (4 slots): burning hands, shield, thunderwave, witch bolt
  2nd level (3 slots): blur, gust of wind, scorching ray, shatter
  3rd level (3 slots): counterspell, lightning bolt, slow
  Weapon Bond. Silva can perform a ritual to bond herself to a 
  weapon over a short rest. Once bonded, she cannot be disarmed 
  of the weapon unless she is incapacitated, and she can cause it 
  to instantly teleport to her hand as a bonus action as long as it 
  is on the same plane of existence as her. She can have up to two 
  weapons bonded to her in this way. 
  Actions
  Multiattack. Silva makes three weapon attacks.
  War Magic. Silva casts a cantrip and can make one weapon 
  attack as a bonus action. 
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +10 to hit,  
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Little Brother, hand crossbow, 20 bolts, studded leather armor, 
  cape of rags, 116 gp, 41 sp
  
  179
  Silva (Level 20)
  Medium humanoid (half orc), neutral evil
  Class Fighter 20
  Background Soldier
  Occupation Elite Infantry
  Armor Class 17 (std. leather)
  Hit Points 224 (20d10 + 100)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  20 (+5)
  INT
  20 (+5)
  WIS
  11 (+0)
  CHA
  8 (–1)
  Saving Throws Strength +7, Constitution +11
  Skills Acrobatics +11, Athletics +7, Insight +6, Intimidation +5; 
  Tools land vehicles, playing cards
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 9 (5,000 XP)
  Action Surge (2/day; Recharges after a Short or Long Rest). 
  On her turn, Silva can take an additional action on top of her 
  normal action and possible bonus action. Before or after this 
  action, she may teleport up to 30 feet to an unoccupied space 
  she can see.
  Eldritch Strike. When Silva hits a creature with a weapon attack, 
  it has disadvantage on its next saving throw against a spell cast 
  by Silva before the end of her next turn. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Silva deals +2 damage with that 
  weapon (included in the attack).
  Indomitable (3/day). Silva can reroll a failed saving throw. 
  Military Rank. Silva has the rank of  lieutenant. Soldiers loyal to 
  her organization recognize this rank. 
  Relentless Endurance (1/day). When Silva is reduced to 0 
  hit points, but not killed outright, she can instead drop to 1 
  hit point.
  Savage Attacks. When Silva scores a critical hit with a melee 
  weapon, she may roll one additional weapon damage die when 
  determining the extra damage.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Silva can use a bonus action to regain 1d10 + 16 hit points. 
  Spellcasting. Silva is a 6th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 19, +11 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips: blade ward, shocking grasp, true strike
  1st level (4 slots): burning hands, shield, thunderwave, witch bolt
  2nd level (3 slots): blur, gust of wind, scorching ray, shatter
  3rd level (3 slots): counterspell, lightning bolt, slow
  4th level (1 slot): fire shield, stoneskin
  Weapon Bond. Silva can perform a ritual to bond herself to a 
  weapon over a short rest. Once bonded, she cannot be disarmed 
  of the weapon unless she is incapacitated, and she can cause it 
  to instantly teleport to her hand as a bonus action as long as it 
  is on the same plane of existence as her. She can have up to two 
  weapons bonded to her in this way. 
  Actions
  Multiattack. Silva makes four weapon attacks.
  Improved War Magic. Silva casts a cantrip or spell and can 
  make one weapon attack as a bonus action. 
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 7) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +11 to hit,  
  range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Little Brother, hand crossbow, 20 bolts, studded leather armor, 
  cape of rags, 166 gp, 241 sp
  
  180
  Sylas the Jackal
  Medium humanoid (human), neutral evil
  Class Rogue 1
  Background Criminal
  Occupation Scavenger
  Armor Class 13 (leather)
  Hit Points 9 (1d8 + 1)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  13 (+1)
  WIS
  16 (+3)
  CHA
  8 (–1)
  Saving Throws Dexterity +4, Intelligence +3
  Skills Deception +1, Insight +5, Perception +7, Religion +3, 
  Sleight of Hand +6, Stealth +4; Tools dice, thieves’ tools
  Senses passive Perception 17
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 1/4 (50 XP)
  Sneak Attack (1/turn). Sylas can deal an extra 1d6 damage 
  to one creature he hits with an attack if he has advantage 
  on the attack roll. The attack must use a finesse or 
  ranged weapon. He doesn’t need advantage 
  on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have 
  disadvantage on the attack roll.
  Criminal Contact. Sylas has a 
  contact in the criminal network, 
  and can send and receive 
  messages to them through 
  various means, even over 
  great distances. 
  Expertise (Perception, 
  Sleight of Hand). Sylas doubles his 
  proficiency bonus (+4) to checks with his 
  Expertise skills. 
  Actions
  Two-Weapon Fighting. When Sylas makes a 
  Shortsword attack, as a bonus action he can 
  make a Dagger attack. On a hit, this attack 
  deals 2 (1d4) piercing damage. 
  Shortsword. Melee Weapon Attack:  
  +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  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.
  Overview
  The churned fields left behind when armies clash are ripe for 
  harvest, and Sylas is sure to move quickly before other scavengers 
  descend. Sifting through the mud, blood, and dying can reveal 
  treasures to those who’ve the stomach for it. To the right people, 
  quality steel arrowheads are as good as coin. March him long 
  enough and a soldier would sell his mother for a new pair of boots. 
  To those on campaign, Sylas can be a welcome sight, doling out 
  some small home comforts and much-needed supplies, even if 
  they’d rather not think about the source. To those in civilization, 
  Sylas is a deplorable thief who, nonetheless, may have some 
  interesting trinkets at a low price.
  Sylas always buries the corpses he robs, if time allows. He sees this 
  as rightful payment and how he squares his lifestyle with the gods. 
  He has familiarized himself with the burial rights of many different 
  races and cultures, and tries to honor these customs in at least a 
  token way.
  His relationship with those in the army he follows is complex. 
  While many make use of his services to top up their supplies, most 
  do so reluctantly, some even with outright hostility, and he is loath 
  to form any lasting friendships with any of them, even those who 
  tolerate his company. He would rather pry teeth from the corpses 
  of strangers than friends. 
  Personality Traits
  “Better that we make use of them, I’m sure it’s what he 
  would’ve wanted.” Sylas takes no small amount of pride 
  in his work, especially the fact that others would be 
  unable to do the same. That they would be unable 
  to do it through moral compunctions rather than 
  physical difficulty is immaterial to him, and he 
  enjoys needling their sensibilities to fuel his sense 
  of superiority, and simply for entertainment. 
  Ideals
  “Pay your dues, it’s only fair.” Sylas believes his 
  habit of a token burial makes him a king 
  among his peers; as little as it is, it’s more 
  than the rest, and that’s all that matters. 
  Bonds
  “And what do you have for me, my 
  beauty?” Transitory by nature and 
  trade, Sylas has few bonds among the 
  living but talks to the corpses of the slain as 
  though they were close friends. 
  Flaws
  “They’ll sing no songs for old Sylas, oh no.” 
  Sylas is a hypocrite; as much as he acts as 
  if he has no qualms about death, this only 
  applies to other people. He is terrified of 
  his own mortality, and hates the thought of his 
  corpse being treated as he does others. 
  Roleplaying Sylas
  Sylas has a rather twisted sense of humor; both a 
  necessity to keep himself sane with his bleak lifestyle, and as a 
  means to keep others distant to avoid forming attachments. While 
  he would never steal from the living, he is always looking out 
  for future opportunities and will make a quick evaluation of the 
  possessions of anyone he comes across, keeping his valuation in 
  mind should anything... unfortunate happen. 
  “It ain’t right to leave him for the crows,  
  but he won’t need those rings where he’s going.”
  Weapons, Armor & Items
  Shortsword, dagger, leather armor, finger chopper, thieves’ 
  tools, 16 sp
  
  181
  Sylas the Jackal (Level 4)
  Medium humanoid (human), neutral evil
  Class Rogue 4
  Background Criminal
  Occupation Scavenger
  Armor Class 14 (leather)
  Hit Points 27 (4d8 + 4)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  17 (+3)
  CON
  12 (+1)
  INT
  13 (+1)
  WIS
  16 (+3)
  CHA
  8 (–1)
  Saving Throws Dexterity +5, Intelligence +3
  Skills Deception +1, Insight +5, Perception +7, Religion +3, 
  Sleight of Hand +7, Stealth +5; Tools dice, thieves’ tools
  Senses passive Perception 17
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 1 (200 XP)
  Sneak Attack (1/turn). Sylas can deal an extra 2d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Criminal Contact. Sylas has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Cunning Action. Sylas can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Expertise (Perception, Sleight of Hand). Sylas doubles his 
  proficiency bonus (+4) to checks with his Expertise skills. 
  Second-Story Work. Sylas can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 3 feet.
  Actions
  Two-Weapon Fighting. When Sylas makes a Shortsword attack, 
  as a bonus action he can make a Dagger attack. On a hit, this 
  attack deals 2 (1d4) piercing damage. 
  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.
  Weapons, Armor & Items
  Shortsword, dagger, leather armor, finger chopper, thieves’ tools, 
  16 sp, 9 cp
  Due for the Dead
  The battle was won, but not for them. 
  They were strewn in all directions; twisted forms scorched into the 
  blackened, blighted earth, jutting from the quagmire of the rout, 
  their standards and sigils trampled unrecognizable in the mud. 
  Lions, griffins, and unicorns all uniformly crusted brown; bitter 
  enemies now lay together, just alike. Crows were already circling, 
  and Sylas knew wolves and worse would take notice soon enough. 
  Mud sucked at his boots as he picked his way over the field, 
  ploughed, seeded, and ripe for harvest. 
  “Any-rag-and-bone!” he muttered, sing-song to himself. “Old iron! 
  Any old rag b-”
  A glint caught his eye; not the tarnished gleam of battered steel, 
  something far more interesting. He was sure he’d seen the ring 
  before; silver, set with a bright, green stone. The dwarf’s finger 
  wasn’t stiff yet, so there was no need for the knife. Cleaner that 
  way, besides. 
  “What’s this then, my sweet? What’ve you got for me?”
  The dwarf was young, and the braids in his short beard, streaked 
  with blood, identified him as one of the mountain clans.
  Sylas reached into his bag, whistling cheerfully the one dwarvish 
  dirge he knew, withdrew a fist-sized chunk of stone, and lay it on 
  the dwarf’s chest. 
  “Not much, my dear, but more than most,” he muttered, patting the 
  stone sadly, “more than most...”
  He turned the ring over in his hand... certainly familiar...
  “I remember this; you didn’t think old Sylas would, but he did.” 
  Sylas pocketed the ring. “Emerald for your lassy’s eyes, you said.” 
  He thought back to their transaction; the lad had been so full of 
  hope, with a great, broad smile, and...
  He pushed back the boy’s lip. Just as he remembered; nice 
  bit of gold. 
  “Tragic, really.”
  He rooted around for his pliers. 
  “’Nuff to make a man weep.”
  
  182
  Sylas the Jackal (Level 8)
  Medium humanoid (human), neutral evil
  Class Rogue 8
  Background Criminal
  Occupation Scavenger
  Armor Class 15 (leather)
  Hit Points 51 (8d8 + 8)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  13 (+1)
  WIS
  17 (+3)
  CHA
  8 (–1)
  Saving Throws Dexterity +7, Intelligence +4
  Skills Deception +5, Insight +6, Perception +9, Religion +7, 
  Sleight of Hand +10, Stealth +7; Tools dice, thieves’ tools
  Senses passive Perception 19
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 2 (450 XP)
  Sneak Attack (1/turn). Sylas can deal an extra 4d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Criminal Contact. Sylas has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Cunning Action. Sylas can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Evasion. When Sylas is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Religion, Sleight of Hand). 
  Sylas doubles his proficiency bonus (+6) to checks with his 
  Expertise skills. 
  Second-Story Work. Sylas can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 4 feet.
  Actions
  Two-Weapon Fighting. When Sylas makes a Shortsword attack, 
  as a bonus action he can make a Dagger attack. On a hit, this 
  attack deals 2 (1d4) piercing damage. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Reactions
  Uncanny Dodge. When Sylas is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Shortsword, dagger, leather armor, finger chopper, thieves’ tools, 
  66 sp, 9 cp
  Sylas in your Game
  Sylas has many wares of various (and often questionable) origins 
  and may happen upon any number of items that the party might 
  find useful, or even essential, in their current plight. In the midst 
  of an ongoing conflict, he might be the only regular source of 
  goods other than the official quartermaster, and may therefore 
  have access to unique, luxury and non-regulation items, 
  potentially at a fraction of the cost, if you’re not picky about 
  them being second-hand. Though his practises are morally 
  dubious at best (and repugnant at worst), even the staunchest 
  of law-abiding militia may spring to his defence if he is the only 
  means of providing their home comforts and guilty pleasures. 
  Sylas prides himself on being a businessman, and always has his 
  eyes and ears open for potential bargains or opportunities...
  Quest Hook: A grieving noble asks the party to find their 
  family signet ring. It was last worn by her son, and he has not 
  been heard from since a recent battle. Searching the battlefield 
  (perhaps with the help of the Reclaimers (p.6)), the party finds a 
  shallow grave, and the son’s body. Sylas offers to trade them the 
  ring in return for a favor; there is a bounty on his head after he 
  offended a general, and he wants the party’s help to fake his own 
  death, and split the reward money. 
  
  183
  Sylas the Jackal (Level 12)
  Medium humanoid (human), neutral evil
  Class Rogue 12
  Background Criminal
  Occupation Scavenger
  Armor Class 16 (leather)
  Hit Points 75 (12d8 + 12)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  20 (+5)
  CON
  13 (+1)
  INT
  13 (+1)
  WIS
  18 (+4)
  CHA
  8 (–1)
  Saving Throws Dexterity +9, Intelligence +5
  Skills Deception +7, Insight +8, Perception +12, Religion +9, 
  Sleight of Hand +13, Stealth +9; Tools dice, thieves’ tools
  Senses passive Perception 22
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 4 (1,100 XP)
  Sneak Attack (1/turn). Sylas can deal an extra 6d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Criminal Contact. Sylas has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Cunning Action. Sylas can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Evasion. When Sylas is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Religion, Sleight of Hand). 
  Sylas doubles his proficiency bonus (+8) to checks with his 
  Expertise skills. 
  Reliable Talent. When Sylas makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of a 9 or 
  lower as a 10.
  Second-Story Work. Sylas can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 feet.
  Supreme Sneak. Sylas has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Actions
  Two-Weapon Fighting. When Sylas makes a Shortsword attack, 
  as a bonus action he can make a Dagger attack. On a hit, this 
  attack deals 2 (1d4) piercing damage. 
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Sylas is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Shortsword, dagger, leather armor, finger chopper, thieves’ tools, 
  5 gp, 66 sp, 9 cp
  4 pare good lether boots
  1 spare boot (slitely staynd)
  1 billhook
  18 arrows (mixed)
  1 morningstar (sum brayns)
  1 gold tooth
  6 rings 
  1 locket, good silver (luvely
  uvely lady w
  likeness of a l
  iv red
   
  hair)
  1 wooden leg
  
  184
  Sylas the Jackal (Level 16)
  Medium humanoid (human), neutral evil
  Class Rogue 16
  Background Criminal
  Occupation Scavenger
  Armor Class 16 (leather)
  Hit Points 115 (16d8 + 32)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  8 (–1)
  Saving Throws Dexterity +10, Intelligence +7, Wisdom +9
  Skills Deception +9, Insight +9, Perception +14, Religion +12, 
  Sleight of Hand +15, Stealth +10; Tools dice, thieves’ tools
  Senses passive Perception 24
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 5 (1,800 XP)
  Sneak Attack (1/turn). Sylas can deal an extra 8d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Blindsense. If Sylas is able to hear, he is aware of the location of 
  any hidden or invisible creatures within 10 feet of him.
  Criminal Contact. Sylas has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Cunning Action. Sylas can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Evasion. When Sylas is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Religion, Sleight of Hand). 
  Sylas doubles his proficiency bonus (+10) to checks with his 
  Expertise skills. 
  Reliable Talent. When Sylas makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of a 9 or 
  lower as a 10.
  Second-Story Work. Sylas can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 feet.
  Supreme Sneak. Sylas has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Use Magic Device. Sylas ignores all class, race, and level 
  requirements for the use of magic items.
  Actions
  Two-Weapon Fighting. When Sylas makes a Shortsword attack, 
  as a bonus action he can make a Dagger attack. On a hit, this 
  attack deals 2 (1d4) piercing damage. 
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Sylas is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Shortsword, dagger, leather armor, finger chopper, thieves’ tools, 
  5 gp, 266 sp, 9 cp
  
  185
  Sylas the Jackal (Level 20)
  Medium humanoid (human), neutral evil
  Class Rogue 20
  Background Criminal
  Occupation Scavenger
  Armor Class 16 (leather)
  Hit Points 163 (20d8 + 60)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  8 (–1)
  Saving Throws Dexterity +11, Intelligence +8, Wisdom +10
  Skills Deception +11, Insight +10, Perception +16, Religion +14, 
  Sleight of Hand +17, Stealth +11; Tools dice, thieves’ tools
  Senses passive Perception 26
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 6 (2,300 XP)
  Sneak Attack (1/turn). Sylas can deal an extra 10d6 damage to 
  one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the attack roll.
  Blindsense. If Sylas is able to hear, he is aware of the location of 
  any hidden or invisible creatures within 10 feet of him.
  Criminal Contact. Sylas has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Cunning Action. Sylas can take a bonus action on each of his 
  turns during combat. He can use this action to use the Dash, 
  Disengage, Hide or Use an Object action. Alternatively, he can 
  make a Sleight of Hand check, or use his thieves’ tools, to disarm 
  a trap or open a lock.
  Elusive. No attack roll can have advantage against Sylas, unless 
  he is incapacitated. 
  Evasion. When Sylas is subjected to an effect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Expertise (Deception, Perception, Religion, Sleight of Hand). 
  Sylas doubles his proficiency bonus (+12) to checks with his 
  Expertise skills. 
  Reliable Talent. When Sylas makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of a 9 or 
  lower as a 10.
  Second-Story Work. Sylas can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 feet.
  Stroke of Luck (Recharges after a Short or Long Rest). If Sylas’ 
  attack misses a target within range, he can turn the miss into a 
  hit. Alternatively, if he fails an ability check, he can treat the d20 
  roll as a 20. 
  Supreme Sneak. Sylas has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Thief’s Reflexes. Sylas can take two turns during the first round 
  of any combat. He takes his first turn at his normal initiative, 
  and his second turn at his initiative minus 10. He can’t use this 
  feature when he is surprised.
  Use Magic Device. Sylas ignores all class, race, and level 
  requirements for the use of magic items.
  Actions
  Two-Weapon Fighting. When Sylas makes a Shortsword attack, 
  as a bonus action he can make a Dagger attack. On a hit, this 
  attack deals 2 (1d4) piercing damage. 
  Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Sylas is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Shortsword, dagger, leather armor, finger chopper, thieves’ tools, 
  95 gp, 266 sp, 9 cp
  
  186
  Xelia Brand
  Medium humanoid (tiefling), lawful evil
  Class Paladin 1
  Background Soldier
  Occupation Garrison 
  Commander
  Armor Class 16 (chainmail)
  Hit Points 11 (1d10 + 1)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving Throws Wisdom +4, Charisma +5
  Skills Athletics +5, Insight +4, Intimidation +5, Investigation +2; 
  Tools dice, land vehicles
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Infernal
  Challenge 1 (200 XP)
  Infernal Legacy. Xelia can cast the thaumaturgy cantrip using 
  Charisma as her spellcasting modifier (spell save DC 13).
  Lay on Hands. Xelia has a pool of 5 healing points which 
  are expended when used and replenished after a long rest. 
  As an action, she can touch a creature and expend 
  any number of these points, restoring that number 
  of hit points. Alternatively, Xelia can expend 5 
  points to cure the target of one disease or poison. 
  Actions
  Maul. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6 + 3) 
  bludgeoning damage.
  Light Crossbow. Ranged Weapon Attack:  
  +2 to hit, range 80/320 ft., one creature.  
  Hit: 5 (1d8) piercing damage.
  Divine Sense (4/day). Xelia knows the location 
  of any celestial, fiend, or undead within 60 feet of 
  her that is not behind total cover until the end 
  of her next turn. She also senses the presence of 
  any place or object that has been consecrated or 
  desecrated. 
  Overview
  Loyalty was at Xelia’s core as a soldier, never 
  refusing or questioning orders. This bull-headedness nearly 
  got her killed; only a chance encounter with a healer named 
  Rylan brought her from the brink of death. After the war, 
  Rylan rose to high office, and Xelia saw her opportunity to repay 
  him. Signing on into his service, she brought his opposition to 
  heel, punishing cowardice or disobedience with her maul. 
  Lord Rylan was pleased, until he learnt of Xelia’s methods. His 
  power was unchallenged, but her ruthlessness had made him a 
  tyrant in his people’s eyes. His advisors dared not question him, 
  lest Xelia visit while they slept, but he needed honest council. 
  Seeing the risks of keeping her around, yet knowing imprisonment 
  or execution would vex her soldiers (besides, they had been friends 
  once), Rylan sent her unit to man an abandoned outpost on the 
  verge of the wilds—‘an assignment of great import’. Xelia lost men 
  every day, yet her loyalty never faltered. 
  The time came and went for her unit to be relieved. No word came. 
  It did not take long for morale to break. One night Xelia awoke 
  to her few remaining soldiers standing over her, swords drawn, 
  demanding dismissal. Furious, she cut them all down. Now alone, 
  incapable of performing her duty, she returned in disgrace.
  She went straight to Lord Rylan to beg forgiveness for failing her 
  task but when he saw her, her erstwhile friend howled in anguish. 
  He was sure she would not survive and thought himself rid of her. 
  Humiliated, lost and confused Xelia charged at the man she 
  had sworn to serve. Only the shield of Myrna Octavian, his new 
  advisor, saved his life. With the new guard closing in, Xelia fled.
  Convinced others’ influence in her absence had poisoned Rylan 
  against her, Xelia never forgot her oath. She could not understand 
  how he allowed commoners to speak openly against his ideas 
  and feeble old men to advise and steer him. In her time, they 
  would have been ground under heel. That time would 
  come again. She’d make him see sense. 
  Personality Traits
  “I’m not used to repeating myself.” Xelia’s experience has left 
  her cold; she calls none ‘friend’ and isn’t looking to start. 
  She believes the slow march towards free speech and open 
  sentiment will only lead to the land’s inevitable downfall. 
  Ideals
  “Keep ‘em scared.” Xelia misses her days of power, 
  when respect was unquestioned and self-worth was 
  counted in the dozens that feared you.
  Bonds
  “On business for his lordship? Grab a stool…” 
  Though Xelia was betrayed by Rylan, she cannot let 
  go of the debt she feels she owes. 
  Flaw
  “If your next words aren’t an apology, you’ll be 
  sorry.” Xelia rises to the slightest provocation and 
  will strike out at the nearest target. She has little 
  left to be proud of and will tear down anyone who 
  threatens to debase it.
  Roleplaying Xelia
  Once Xelia sets her mind on a task, nothing deters 
  her. She is unthinkingly loyal once pledged to a cause, 
  and expects the same from others, happily using violence and 
  intimidation to ‘encourage’ this. Xelia enjoys feeling powerful, 
  but is unsatisfied if even a whiff of dissention remains. 
  Xelia is fearless and bloodthirsty in battle, especially if backed up 
  by those she trusts. While she is loath to turn her back on a foe, 
  experience has taught her when it is best to retreat, though she is 
  still unlikely to do so unless she is seriously wounded. 
  “Say that again and your insides are gonna get very sore...go on!”
  Weapons, Armor & Items
  Maul, light crossbow, 20 bolts, chainmail*, badge of 
  office, sear-ring
  *While wearing this armor, Xelia has disadvantage on Dexterity 
  (Stealth) checks
  
  187
  Xelia Brand (Level 4)
  Medium humanoid (tiefling), lawful evil
  Class Paladin 4
  Background Soldier
  Occupation Garrison 
  Commander
  Armor Class 16 (chainmail)
  Hit Points 32 (4d10 + 4)
  Speed 30 ft.
  STR
  17 (+3)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Wisdom +4, Charisma +5
  Skills Athletics +5, Insight +4, Intimidation +5, Investigation +2; 
  Tools dice, land vehicles
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Infernal
  Challenge 3 (700 XP)
  Divine Smite. When Xelia hits a creature with a melee weapon 
  attack, she can expend a spell slot to deal an additional 2d8 
  radiant damage, plus 1d8 radiant damage for each level of the 
  spell slot expended above 1st. If the target is a fiend or undead, 
  this damage increases by 1d8. 
  Divine Health. Xelia is immune to disease.
  Fighting Style (Great Weapon). When Xelia rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Infernal Legacy. Xelia can cast hellish rebuke as a 2nd-level spell 
  using Charisma as her spellcasting modifier (spell save DC 13). 
  Once she casts hellish rebuke, she must complete a long rest 
  before she can cast it again.
  Lay on Hands. Xelia has a pool of 20 healing points which are 
  expended when used and replenished after a long rest. As an 
  action, she can touch a creature and expend any number of these 
  points, restoring that number of hit points. Alternatively, Xelia 
  can expend 5 points to cure the target of one disease or poison. 
  Spellcasting. Xelia is a 2nd-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). She has the following paladin spells prepared:
  Cantrips: thaumaturgy
  1st level (3 slots): bane, command, compel duel, hunter’s mark, 
  searing smite, thunderous smite, wrathful smite
  Actions
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Light Crossbow. Ranged Weapon Attack: +2 to hit,  
  range 80/320 ft., one creature. Hit: 5 (1d8) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). Xelia 
  chooses one of the following two options:
  Abjure Enemy. Xelia chooses a creature she can see within 60 
  feet of her, which must make a DC 13 Wisdom saving throw. If 
  the target is a fiend or undead, it has disadvantage on this saving 
  throw. If the creature fails its save, it is frightened, its speed is 
  reduced to 0, and it cannot benefit from any bonuses to its speed. 
  If a creature succeeds on its save, its speed is halved. These effects 
  last for one minute or until the creature takes any damage. A 
  creature immune to being frightened is unaffected by this feature.
  Vow of Enmity. As a bonus action, Xelia chooses a creature she 
  can see within 10 feet of her. She gains advantage on attack rolls 
  against the creature for one minute or until it drops to 0 hit 
  points or falls unconscious.
  Divine Sense (4/day). Xelia knows the location of any celestial, 
  fiend, or undead within 60 feet of her that is not behind total 
  cover until the end of her next turn. She also senses the presence 
  of any place or object that has been consecrated or desecrated. 
  Weapons, Armor & Items
  Maul, light crossbow, 20 bolts, chainmail*, badge of 
  office, sear-ring
  *While wearing this armor, Xelia has disadvantage on Dexterity 
  (Stealth) checks
  Duty
  The marketplace was a fleshless carcass. War had drawn the 
  meat from it, and left only the old and the frail, cowards and 
  oathbreakers, weaklings and children. The worthless masses. 
  And Xelia. Hooded, her eyes darted from face to face as she wound 
  through the stalls. Poor fare, but the contents did not interest her 
  nearly so much as those crowding around it. 
  “Bailiff says it’s not up for debate,” a crook-backed farmer was 
  yammering to a toothless fishwife. “Half my harvest’s to go to the 
  war effort. I says I’ve mouths to feed at home!” 
  Xelia made a note of the seditionist’s face. In her time, he would 
  have been swallowing teeth before he could get another word out. 
  Rylan truly had allowed things to slip in her absence. The influence 
  of the dwarf, she knew. She could still see her smirking face, feel 
  the hard edge of the shield on her skull, hear the crack as her horn 
  snapped. Xelia ground her teeth, imagining the dwarf marching to 
  battle by Rylan’s side, in the place which should, by rights, be hers. 
  “...making weapons for the enemy.”
  Xelia snapped out of her reverie, as the gossipers ‘ooh my’ed and 
  ‘well I never’ed.
  “Ooh yes, uses the old barn as a foundry. Said he’d tell the watch 
  ‘less he approves nuptials with his daughter. Lovely thing, she is...”
  Xelia had no interest in learning more about the specific loveliness 
  of a traitor’s daughter. She would visit this old barn tonight. 
  ***
  Slaves, she knew immediately as she stole up to the window. She 
  curled her lip. Their meek eyes betrayed their pitiful, craven nature. 
  Some hammered steel, others hefted iron bars, either could be 
  weapons in the hands of one who desired freedom and was strong 
  enough to earn it. They deserved their fate, as did the overseer who 
  had allowed himself to become fat and complacent. 
  A collapsed timber shed provided wood to block the door, and an 
  abandoned stable plenty of straw to pile around the walls. A well-
  placed spark, and all that was left was to wait. As the flames caught, 
  she thought of Lord Rylan. The barricade held until the battering 
  and screaming stopped. Only ashes would remain of this treachery.
  He would be proud of her. 
  
  188
  Xelia Brand (Level 8)
  Medium humanoid (tiefling), lawful evil
  Class Paladin 8
  Background Soldier
  Occupation Garrison 
  Commander
  Armor Class 16 (chainmail)
  Hit Points 60 (8d10 + 8)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Wisdom +5, Charisma +7
  Skills Athletics +7, Insight +5, Intimidation +7, Investigation +3; 
  Tools dice, land vehicles
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Infernal
  Challenge 4 (1,100 XP)
  Divine Smite. When Xelia hits a creature with a melee weapon 
  attack, she can expend a spell slot to deal an additional 2d8 
  radiant damage, plus 1d8 radiant damage for each level of the 
  spell slot expended above 1st. If the target is a fiend or undead, 
  this damage increases by 1d8. 
  Aura of Protection. When Xelia or a friendly creature within 
  10 feet of her must make a saving throw, they gain a +4 bonus as 
  long as she is conscious. 
  Divine Health. Xelia is immune to disease.
  Fighting Style (Great Weapon). When Xelia rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Infernal Legacy. Xelia can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 15). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Lay on Hands. Xelia has a pool of 40 healing points which are 
  expended when used and replenished after a long rest. As an 
  action, she can touch a creature and expend any number of these 
  points, restoring that number of hit points. Alternatively, Xelia 
  can expend 5 points to cure the target of one disease or poison. 
  Spellcasting. Xelia is a 4th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). She has the following paladin spells prepared:
  Cantrips: thaumaturgy
  1st level (4 slots): bane, command, compel duel, hunter’s mark, 
  searing smite, thunderous smite, wrathful smite
  2nd level (3 slots): branding smite, hold person, locate object, 
  misty step, zone of truth
  Actions
  Multiattack. Xelia makes two weapon attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,  
  range 80/320 ft., one creature. Hit: 5 (1d8) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). Xelia 
  chooses one of the following two options:
  Abjure Enemy. Xelia chooses a creature she can see within 60 
  feet of her, which must make a DC 13 Wisdom saving throw. 
  If the target is a fiend or undead, it has disadvantage on this 
  saving throw. If the creature fails its save, it is frightened, its 
  speed is reduced to 0, and it cannot benefit from any bonuses to 
  its speed. If a creature succeeds on its save, its speed is halved. 
  These effects last for one minute or until the creature takes any 
  damage. A creature immune to being frightened is unaffected by 
  this feature.
  Vow of Enmity. As a bonus action, Xelia chooses a creature she 
  can see within 10 feet of her. She gains advantage on attack rolls 
  against the creature for one minute or until it drops to 0 hit 
  points or falls unconscious.
  Divine Sense (5/day). Xelia knows the location of any celestial, 
  fiend, or undead within 60 feet of her that is not behind total 
  cover until the end of her next turn. She also senses the presence 
  of any place or object that has been consecrated or desecrated. 
  Reactions
  Relentless Avenger. When Xelia hits a creature with an 
  opportunity attack, she can move up to half her speed as 
  part of the same reaction. This movement does not provoke 
  opportunity attacks.
  Weapons, Armor & Items
  Maul, light crossbow, 20 bolts, chainmail*, badge of 
  office, sear-ring
  *While wearing this armor, Xelia has disadvantage on Dexterity 
  (Stealth) checks
  Xelia in your Game
  Xelia is detained within a civilian life—and is not happy about 
  it. Exiled from the lands of her lord, the party may encounter 
  her when away from camp, perhaps in town, or out on a mission 
  that takes them away from the field. Though she is certainly 
  of questionable sanity, and often has nefarious intentions and 
  methods, the party may find themselves in an uneasy truce with 
  Xelia if they are allied with Lord Rylan as, despite her numerous 
  faults, she has, what she believes to be, his best interests at heart.
  Quest Hook: Through her underground contacts, Xelia has 
  learned of an attempt on Lord Rylan’s life. She believes foiling 
  this will be the perfect way to get back in his good graces, 
  and asks for the party’s help to get her into Rylan’s estate. 
  Are the party willing to risk breaking the law and aid such a 
  questionable individual to save Lord Rylan?
  
  189
  Xelia Brand (Level 12)
  Medium humanoid (tiefling), lawful evil
  Class Paladin 12
  Background Soldier
  Occupation Garrison 
  Commander
  Armor Class 17 (splint)
  Hit Points 100 (12d10 + 24)
  Speed 30 ft.
  STR
  19 (+4)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Wisdom +6, Charisma +8
  Skills Athletics +8, Insight +6, Intimidation +8, Investigation +4; 
  Tools dice, land vehicles
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Infernal
  Challenge 7 (2,900 XP)
  Divine Smite. When Xelia hits a creature with a melee weapon 
  attack, she can expend a spell slot to deal an additional 2d8 
  radiant damage, plus 1d8 radiant damage for each level of the 
  spell slot expended above 1st. If the target is a fiend or undead, 
  this damage increases by 1d8. 
  Aura of Courage. Xelia and friendly creatures within 10 feet of 
  her cannot be frightened as long as she is conscious. 
  Aura of Protection. When Xelia or a friendly creature within 
  10 feet of her must make a saving throw, they gain a +4 bonus as 
  long as she is conscious. 
  Divine Health. Xelia is immune to disease.
  Fighting Style (Great Weapon). When Xelia rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Infernal Legacy. Xelia can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 16). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Lay on Hands. Xelia has a pool of 60 healing points which are 
  expended when used and replenished after a long rest. As an 
  action, she can touch a creature and expend any number of these 
  points, restoring that number of hit points. Alternatively, Xelia 
  can expend 5 points to cure the target of one disease or poison. 
  Spellcasting. Xelia is a 6th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). She has the following paladin spells prepared:
  Cantrips: thaumaturgy
  1st level (4 slots): bane, command, compel duel, hunter’s mark, 
  searing smite, thunderous smite, wrathful smite
  2nd level (3 slots): branding smite, hold person, locate object, 
  misty step, zone of truth
  3rd level (3 slots): blinding smite, dispel magic, haste, protection 
  from energy
  Actions
  Multiattack. Xelia makes two weapon attacks.
  Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 11 (2d6 + 4) bludgeoning damage, plus 4 (1d8) 
  radiant damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit,  
  range 80/320 ft., one creature. Hit: 5 (1d8) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). Xelia 
  chooses one of the following two options:
  Abjure Enemy. Xelia chooses a creature she can see within 60 
  feet of her, which must make a DC 16 Wisdom saving throw. 
  If the target is a fiend or undead, it has disadvantage on this 
  saving throw. If the creature fails its save, it is frightened, its 
  speed is reduced to 0, and it cannot benefit from any bonuses to 
  its speed. If a creature succeeds on its save, its speed is halved. 
  These effects last for one minute or until the creature takes any 
  damage. A creature immune to being frightened is unaffected by 
  this feature.
  Vow of Enmity. As a bonus action, Xelia chooses a creature she 
  can see within 10 feet of her. She gains advantage on attack rolls 
  against the creature for one minute or until it drops to 0 hit 
  points or falls unconscious.
  Divine Sense (5/day). Xelia knows the location of any celestial, 
  fiend, or undead within 60 feet of her that is not behind total 
  cover until the end of her next turn. She also senses the presence 
  of any place or object that has been consecrated or desecrated. 
  Reactions
  Relentless Avenger. When Xelia hits a creature with an 
  opportunity attack, she can move up to half her speed as 
  part of the same reaction. This movement does not provoke 
  opportunity attacks.
  Weapons, Armor & Items
  Maul, light crossbow, 20 bolts, splint armor*, badge of 
  office, sear-ring
  *While wearing this armor, Xelia has disadvantage on Dexterity 
  (Stealth) checks
  
  190
  Xelia Brand (Level 16)
  Medium humanoid (tiefling), lawful evil
  Class Paladin 16
  Background Soldier
  Occupation Garrison 
  Commander
  Armor Class 17 (splint)
  Hit Points 132 (16d10 + 32)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  10 (+0)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving Throws Wisdom +7, Charisma +9
  Skills Athletics +10, Insight +7, Intimidation +9, Investigation +5; 
  Tools dice, land vehicles
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Infernal
  Challenge 9 (5,000 XP)
  Divine Smite. When Xelia hits a creature with a melee weapon 
  attack, she can expend a spell slot to deal an additional 2d8 
  radiant damage, plus 1d8 radiant damage for each level of the 
  spell slot expended above 1st. If the target is a fiend or undead, 
  this damage increases by 1d8. 
  Aura of Courage. Xelia and friendly creatures within 10 feet of 
  her cannot be frightened as long as she is conscious. 
  Aura of Protection. When Xelia or a friendly creature within 
  10 feet of her must make a saving throw, they gain a +4 bonus as 
  long as she is conscious. 
  Divine Health. Xelia is immune to disease.
  Fighting Style (Great Weapon). When Xelia rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Infernal Legacy. Xelia can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 17). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Lay on Hands. Xelia has a pool of 80 healing points which are 
  expended when used and replenished after a long rest. As an 
  action, she can touch a creature and expend any number of these 
  points, restoring that number of hit points. Alternatively, Xelia 
  can expend 5 points to cure the target of one disease or poison. 
  Spellcasting. Xelia is an 8th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). She has the following paladin spells prepared:
  Cantrips: thaumaturgy
  1st level (4 slots): bane, command, compel duel, hunter’s mark, 
  searing smite, thunderous smite, wrathful smite
  2nd level (3 slots): branding smite, hold person, locate object, 
  misty step, zone of truth
  3rd level (3 slots): blinding smite, dispel magic, haste, protection 
  from energy
  4th level (2 slots): banishment, dimension door, locate creature, 
  staggering smite
  Actions
  Multiattack. Xelia makes two weapon attacks.
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) bludgeoning damage, plus 4 (1d8) 
  radiant damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,  
  range 80/320 ft., one creature. Hit: 5 (1d8) piercing damage.
  Channel Divinity (Recharges after a Short or Long Rest). Xelia 
  chooses one of the following two options:
  Abjure Enemy. Xelia chooses a creature she can see within 60 
  feet of her, which must make a DC 17 Wisdom saving throw. 
  If the target is a fiend or undead, it has disadvantage on this 
  saving throw. If the creature fails its save, it is frightened, its 
  speed is reduced to 0, and it cannot benefit from any bonuses to 
  its speed. If a creature succeeds on its save, its speed is halved. 
  These effects last for one minute or until the creature takes any 
  damage. A creature immune to being frightened is unaffected by 
  this feature.
  Vow of Enmity. As a bonus action, Xelia chooses a creature she 
  can see within 10 feet of her. She gains advantage on attack rolls 
  against the creature for one minute or until it drops to 0 hit 
  points or falls unconscious.
  Cleansing Touch (4/day). Xelia ends one spell affecting herself 
  or a willing creature she touches. 
  Divine Sense (5/day). Xelia knows the location of any celestial, 
  fiend, or undead within 60 feet of her that is not behind total 
  cover until the end of her next turn. She also senses the presence 
  of any place or object that has been consecrated or desecrated. 
  Reactions
  Relentless Avenger. When Xelia hits a creature with an 
  opportunity attack, she can move up to half her speed as 
  part of the same reaction. This movement does not provoke 
  opportunity attacks.
  Soul of Vengeance. When a creature under the effect of Xelia’s 
  Vow of Enmity makes an attack, Xelia can make a melee attack 
  against it, if it is within reach.
  Weapons, Armor & Items
  Maul, light crossbow, 20 bolts, splint armor*, badge of 
  office, sear-ring
  *While wearing this armor, Xelia has disadvantage on Dexterity 
  (Stealth) checks
  
  191
  Xelia Brand (Level 20)
  Medium humanoid (tiefling), lawful evil
  Class Paladin 20
  Background Soldier
  Occupation Garrison 
  Commander
  Armor Class 17 (splint)
  Hit Points 184 (20d10 + 60)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  10 (+0)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  19 (+4)
  Saving Throws Wisdom +8, Charisma +10
  Skills Athletics +11, Insight +8, Intimidation +10, Investigation +6; 
  Tools dice, land vehicles
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Infernal
  Challenge 10 (5,900 XP)
  Divine Smite. When Xelia hits a creature with a melee weapon 
  attack, she can expend a spell slot to deal an additional 2d8 
  radiant damage, plus 1d8 radiant damage for each level of the 
  spell slot expended above 1st. If the target is a fiend or undead, 
  this damage increases by 1d8. 
  Aura of Courage. Xelia and friendly creatures within 30 feet of 
  her cannot be frightened as long as she is conscious. 
  Aura of Protection. When Xelia or a friendly creature within 
  30 feet of her must make a saving throw, they gain a +4 bonus as 
  long as she is conscious. 
  Divine Health. Xelia is immune to disease.
  Fighting Style (Great Weapon). When Xelia rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Infernal Legacy. Xelia can cast darkness and hellish rebuke as a 
  2nd-level spell using Charisma as her spellcasting modifier (spell 
  save DC 18). Once she casts a spell, she can’t cast it again until 
  she completes a long rest. 
  Lay on Hands. Xelia has a pool of 100 healing points which are 
  expended when used and replenished after a long rest. As an 
  action, she can touch a creature and expend any number of these 
  points, restoring that number of hit points. Alternatively, Xelia 
  can expend 5 points to cure the target of one disease or poison. 
  Spellcasting. Xelia is a 10th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell 
  attacks). She has the following paladin spells prepared:
  Cantrips: thaumaturgy
  1st level (4 slots): bane, command, compel duel, hunter’s mark, 
  searing smite, thunderous smite, wrathful smite
  2nd level (3 slots): branding smite, hold person, locate object, 
  misty step, zone of truth
  3rd level (3 slots): blinding smite, dispel magic, haste, protection 
  from energy
  4th level (3 slots): banishment, dimension door, locate creature, 
  staggering smite
  5th level (2 slots): destructive smite, geas, hold monster, scrying
  Actions
  Multiattack. Xelia makes two weapon attacks.
  Maul. Melee Weapon Attack: +11 to hit, reach 5 ft.,  
  one target. Hit: 12 (2d6 + 5) bludgeoning damage, plus 4 (1d8) 
  radiant damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 80/320 ft., one creature. Hit: 5 (1d8) piercing damage.
  Avenging Angel (1/day). For one hour, Xelia gains a flying 
  speed of 60 feet, and creates a 30-foot aura of fear Each hostile 
  creature that starts its turn in the aura must make a DC 18 
  Wisdom saving throw. Creatures that fail their saving throw 
  are frightened, and attack rolls against them have advantage. 
  These effects last for one minute or until the creature takes 
  any damage.
  Channel Divinity (Recharges after a Short or Long Rest). Xelia 
  chooses one of the following two options:
  Abjure Enemy. Xelia chooses a creature she can see within 60 
  feet of her, which must make a DC 18 Wisdom saving throw. 
  If the target is a fiend or undead, it has disadvantage on this 
  saving throw. If the creature fails its save, it is frightened, its 
  speed is reduced to 0, and it cannot benefit from any bonuses to 
  its speed. If a creature succeeds on its save, its speed is halved. 
  These effects last for one minute or until the creature takes any 
  damage. A creature immune to being frightened is unaffected by 
  this feature.
  Vow of Enmity. As a bonus action, Xelia chooses a creature she 
  can see within 10 feet of her. She gains advantage on attack rolls 
  against the creature for one minute or until it drops to 0 hit 
  points or falls unconscious.
  Cleansing Touch (4/day). Xelia ends one spell affecting herself 
  or a willing creature she touches. 
  Divine Sense (5/day). Xelia knows the location of any celestial, 
  fiend, or undead within 60 feet of her that is not behind total 
  cover until the end of her next turn. She also senses the presence 
  of any place or object that has been consecrated or desecrated. 
  Reactions
  Relentless Avenger. When Xelia hits a creature with an 
  opportunity attack, she can move up to half her speed as 
  part of the same reaction. This movement does not provoke 
  opportunity attacks.
  Soul of Vengeance. When a creature under the effect of Xelia’s 
  Vow of Enmity makes an attack, Xelia can make a melee attack 
  against it, if it is within reach.
  Weapons, Armor & Items
  Maul, light crossbow, 20 bolts, splint armor*, badge of 
  office, sear-ring
  *While wearing this armor, Xelia has disadvantage on Dexterity 
  (Stealth) checks
  
  192
  Generic NPCs
  This section contains examples of unnamed NPCs that can be 
  used individually or in groups. Their attributes, skills, features, 
  and actions have been carefully chosen to provide many different 
  encounter possibilities with different challenge ratings.
  Individual Encounter Table
  The following table can be used to generate a random NPC from 
  this section. They are arranged by challenge rating if you are 
  looking to fit a particular encounter.
  d100
  CR
  Name
  Page
  1-2
  0 
  Conscripted Farmhand
  194
  3-4
   1/8
  Belligerent Lumberjack
  195
  5-6
   1/8
  Fresh-Faced Recruit
  198
  7-8
   1/4
  Phalanx Soldier
  199
  9-10
   1/4
  Quick-Witted Fisher
  195
  11-12
   1/4
  Street Patrol
  202
  13-14
   1/2
  Armed Blacksmith
  195
  15-16
   1/2
  Gate Sentinel
  203
  17-18
   1/2
  Infantry Archer
  199
  19-20
  1 
  Enforcer
  203
  21-22
  1 
  Hardened Sellsword
  206
  23-24
  1 
  Heavy Infantry
  199
  25-26
  1 
  Retired Soldier
  195
  27-28
  1 
  Squire at Arms
  210
  29-30
  2 
  Combat Mage
  214
  31-32
  2 
  Light Cavalry Trooper
  200
  33-34
  2 
  Master Hunter
  196
  35-36
  2 
  Palace Guard
  203
  37-38
  3 
  Bladebound Mystic
  215
  39-40
  3 
  Demagogue Priest
  196
  41-42
  3 
  Elite Bodyguard
  203
  43-44
  3 
  Loyal Retainer
  211
  45-46
  3 
  Nimble Fencer
  207
  47-48
  3 
  Old War Hero
  197
  49-50
  4 
  Army Herald
  200
  51-52
  4 
  Spellborne Shock Trooper
  215
  53-54
  4 
  War Falconer
  211
  55-56
  4 
  Watchmaster
  204
  57-58
  4 
  Whirling Dervish
  207
  59-60
  5 
  Cad Duelist
  207
  61-62
  5 
  Field Commander
  201
  63-64
  5 
  Field Diviner
  215
  65-66
  5 
  Valiant Champion
  211
  67-68
  6 
  Battlefield Executioner
  208
  69-70
  6 
  Official Investigator
  204
  71-72
  7 
  Horrific Butcher
  208
  73-74
  7 
  Noble Lancer
  212
  75-76
  7 
  Warsinger
  216
  77-78
  8 
  Glaive Dancer
  209
  79-80
  9 
  Grand General
  201
  81-82
  9 
  Way of Greed Disciple
  209
  83-84
  10 
  Grand Aegis
  205
  85-86
  10 
  Seasoned Warlord
  212
  87-88
  11 
  Master of the Sword
  213
  89-90
  12 
  Knight Exemplar
  213
  91-92
  12 
  Skycaster
  216
  93-94
  13 
  Arcane Blademaster
  217
  95-96
  17 
  Siege Sorcerer
  217
  97-100
  -
  Roll twice, ignoring results of 97-100
  -
  Group Encounter Tables
  For generating encounter groups quickly and easily, you have 
  the following tables. You can either generate the group randomly 
  by rolling a d8 or choose a group according to the cumulative 
  challenge rating. If you want to add a bit more challenge to 
  any group, consider adding a named character from the earlier 
  chapters in this book, or one of the mini bosses found in each sub-
  category of generic NPCs.
  Militia
  A group of militia may be those left behind at a settlement 
  organizing to defend their home, raw recruits undergoing their 
  basic combat training, or an armed and angry mob.
  d8
  CR
  Group Members
  1
  1
  Commoner Gang: 1 Belligerent Lumberjack, 4 
  Conscripted Farmhands
  2
  2
  Militant Mob: 2 Quick-Witted Fishers, 3 Belliger-
  ent Lumberjacks, 4 Conscripted Farmhands
  3
  3
  Able Volunteers: 3 Armed Blacksmiths, 4 Bel-
  ligerent Lumberjacks
  4
  4
  Village Defense: 1 Retired Soldier, 2 Armed 
  Blacksmiths, 2 Quick-Witted Fishers, 4 Conscript-
  ed Farmhands
  5
  5
  Worker Rabble: 1 Armed Blacksmith, 2 Quick-
  Witted Fishers, 4 Belligerent Lumberjacks, 10 
  Conscripted Farmhands
  6
  6
  Woodsman Ambush: 1 Master Hunter, 4 Quick-
  Witted Fishers, 4 Belligerent Lumberjacks
  7
  8
  Veteran Unit: 1 Old War Hero, 6 Retired Soldiers, 
  2 Armed Blacksmiths
  8
  9
  Roused Flock: 1 Demagogue Priest, 2 Retired 
  Soldiers, 3 Armed Blacksmiths, 6 Belligerent Lum-
  berjacks, 10 Conscripted Farmhands
  Soldiers
  Soldiers are most often found in groups, as they usually lack the 
  training to venture into a dangerous situation alone. A small unit 
  away from the main force could be scouting the area or, more 
  dangerously, a group of desperate deserters.
  
  193
  d8
  CR
  Group Members
  1
  1
  Trainee Squad: 6 Fresh-Faced Recruits
  2
  3
  Phalanx Unit: 8 Phalanx Soldiers
  3
  6
  Heavy Defense: 8 Heavy Infantry
  4
  8
  Cavalry Charge: 4 Light Cavalry Troopers on 
  Riding Horses
  5
  9
  Banneret's Line: 1 Army Herald, 10 Phalanx 
  Soldiers, 8 Infantry Archers
  6
  11
  Infantry Formation: 8 Phalanx Soldiers, 8 Infan-
  try Archers, 6 Heavy Infantry
  7
  12
  Battlefield Command: 1 Field Commander, 8 
  Heavy Infantry, 8 Infantry Archers
  8
  15
  General's Retinue: 1 Grand General on Warhorse, 
  4 Light Cavalry Troopers on Riding Horses, 8 
  Heavy Infantry
  Guards
  Guards can be found employed anywhere there is something 
  worth... well... guarding. A small number might protect a person 
  of importance, while large numbers can be found patrolling 
  settlements. 
  d8
  CR
  Group Members
  1
  2
  Town Patrol: 4 Street Patrols
  2
  3
  Gatewatch: 2 Gate Sentinels, 4 Street Patrols
  3
  5
  Guard Raid: 4 Enforcers, 6 Street Patrols
  4
  8
  Palace Patrol: 3 Palace Guards, 2 Enforcers
  5
  9
  Public Presence: 1 Watchmaster, 2 Enforcers, 4 
  Gate Sentinels, 8 Street Patrols
  6
  12
  Official Investigation: 1 Investigator, 4 Gate Sen-
  tinels, 4 Enforcers, 4 Street Patrols
  7
  14
  Armed Escort: 1 Watchmaster, 4 Elite Body-
  guards, 2 Palace Guards, 6 Gate Sentinels, 8 
  Street Patrols
  8
  18
  Royal Bodyguard: 1 Grand Aegis, 3 Elite Body-
  guards, 4 Palace Guards
  Mercenaries
  Mercenaries of one kind or another can be found almost anywhere, 
  from a handful of sellswords hired to guard a location or rough up 
  a rival, to whole units of soldiers-for-hire to bolster an army. 
  d8
  CR
  Group Members
  1
  5
  Hired Troop: 5 Hardened Bailiffs
  2
  8
  Sellsword Squad: 1 Cad Duelist, 4 Hard-
  ened Bailiffs
  3
  11
  Mercenary Band: 1 Cad Duelist, 1 Whirling Der-
  vish, 1 Nimble Fencer, Hardened Bailiff
  4
  14
  Elegant Maneuver: 3 Whirling Dervishes, 4 
  Nimble Fencers 
  5
  15
  Brute Gang: 1 Battlefield Executioner, 3 Cad 
  Duelists, 4 Hardened Bailiffs
  6
  19
  Butcher's Shop: 1 Horrific Butcher, 2 Battlefield 
  Executioners, 2 Cad Duelists
  7
  21
  Battle Cavalcade: 1 Glaive Dancer, 6 Whirling 
  Dervishes, 6 Nimble Fencers
  8
  22
  Elite Company: 1 Way of Greed Disciple, 2 
  Battlefield Executioners, 2 Cad Duelists, 4 Whirl-
  ing Dervishes
  Knights
  Knights often work alone or in small groups, really only coming 
  together in large numbers during times of all-out war. A few 
  knights might work together having sworn to bring a wrongdoer to 
  justice, or for revenge against a mutual foe.
  d8
  CR
  Group Members
  1
  8
  Knight Errant: 1 Noble Lancer on Warhorse, 2 
  Squires at Arms on Riding Horses
  2
  10
  Loyal Vassalage: 4 Loyal Retainers
  3
  12
  Noble Band: 1 Valiant Champion, 1 War Falconer 
  with Hawk, 2 Loyal Retainers
  4
  18
  Valorous Spearhead: 3 Valiant Champions, 4 
  Loyal Retainers
  5
  21
  Crusader Lance: 6 Noble Lancers on Warhorses
  6
  22
  Lord's Retinue: 1 Seasoned Warlord, 2 Valiant 
  Champions, 2 War Falconers with Hawks, 6 
  Loyal Retainers
  7
  23
  Masters' Company: 1 Master of the Sword, 4 No-
  ble Lancers on Warhorses, 4 Valiant Champions
  8
  24
  Martyr's Fellowship: Knight Exemplar, 6 Noble 
  Lancers on Warhorses, 6 Loyal Retainers
  Warmages
  Due to their rarity, warmages are most commonly encountered as 
  auxiliaries to a larger unit. However, larger groups may be sent on 
  important missions requiring a knowledge of the arcane, or against 
  foes resistant to sword and arrow. 
  d8
  CR
  Group Members
  1
  8
  Mage Squad: 4 Combat Mages
  2
  11
  Eldritch Strike Team: 5 Bladebound Mystics
  3
  12
  Arcane Task Force: 2 Spellborne Shock Troopers, 
  5 Combat Mages
  4
  13
  Support Magic Unit: 1 Warsinger, 2 
  Field Diviners
  5
  15
  Magic Advance Party: 1 Warsinger, 3 Spellborne 
  Shock Troopers
  6
  16
  Mystic Advisory: 1 Skycaster, 1 Warsinger, 1 
  Field Diviner
  7
  20
  Arcane Assault Section: 1 Arcane Blademaster, 6 
  Bladebound Mystics, 8 Combat Mages
  8
  22
  Magic Artillery: 1 Siege Sorcerer, 1 Field Diviner, 
  6 Spellborne Shock Troopers 
  
  194
  Militia
  Commoners conscripted during times of war are, more often 
  than not, a sign of the magnitude of the conflict; nobles like to 
  keep their peasants farming the land rather than fighting for it. 
  However, militia can also form as a casual defensive force during 
  peace time, or to take up the slack if most of the fighting force of a 
  nation is deployed elsewhere. 
  Being mostly made up of those deemed too old, young, infirm, or 
  unreliable for armed service, militia are not an ideal option for any 
  military organization, except those in need of bodies to throw at 
  a problem. 
  Militia are usually armed with whatever farming implements or 
  household tools can be used as a weapon, and carry only these and a 
  few personal effects as reminders of home:
  d12
  Item(s)
  1-5
  A coin purse with 1d4 cp
  6-8
  A coin purse with 1d6 cp, and 1d4 sp
  9-10
  A roughly-carved wooden figure on a necklace
  11
  1 gp in a concealed pocket, lining of a coat, or 
  toe of a boot
  12
  Roll twice for this loot drop
  Conscripted Farmhand
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  11 (+0)
  CHA
  8 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Farming Tools. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) piercing damage.
  
  195
  Belligerent Lumberjack
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  11 (+0)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Skills Athletics +3
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Lumber Axe. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) 
  damage if used with two hands.
  Quick-Witted Fisher
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Skills Athletics +2
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Actions
  Fishing Knife. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,  
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Armed Blacksmith
  Medium humanoid (any race), any alignment
  Armor Class 11 (leather armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  11 (+0)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Skills Perception +3, Stealth +2, Survival +3; Tools smith’s tools
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The blacksmith makes two attacks: one with their 
  blacksmith’s hammer and one with their handaxe.
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Blacksmith’s Hammer. Melee Weapon Attack: +5 to hit,  
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Retired Soldier
  Medium humanoid (any race), any alignment
  Armor Class 14 (chain shirt)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (−1)
  Skills Athletics +5, Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 1 (400 XP)
  Actions
  Multiattack. The retired soldier makes two melee attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.  
  or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  
  196
  Master Hunter
  Medium humanoid (any race), any alignment
  Armor Class 14 (leather armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  11 (+0)
  Saving Throws Dex +5, Int +4
  Skills Nature +4, Perception +5, Stealth +7, Survival +7
  Senses passive Perception 15
  Languages any two languages 
  Challenge 2 (450 XP)
  Archer’s Precision. The master hunter gains a +2 bonus on 
  attack rolls made with ranged weapons (included in the attack).
  Colossus Slayer (1/turn). When the master hunter hits a 
  creature with a weapon attack, the creature takes an extra 4 
  (1d8) damage if it’s below its hit point maximum.
  Actions
  Multiattack. The master hunter makes two attacks.
  Longknife. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Demagogue Priest
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  11 (+0)
  CHA
  16 (+3)
  Saving Throws Con +4, Cha +5
  Skills Intimidation +5, Performance +5, Religion +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 3 (700 XP)
  Reckless Attack. At the start of their turn, the demagogue priest 
  can gain advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against them have advantage until the start 
  of their next turn.
  Zealous Wrath (1/day). As a bonus action, the demagogue 
  priest can enter a state of ecstatic wrath. While in this state, 
  the demagogue priest gains a +2 bonus on melee weapon 
  damage rolls and resistance to bludgeoning, piercing and 
  slashing damage. This state lasts for 1 minute and ends early 
  if the demagogue priest is knocked unconscious or ends their 
  turn without having attacked or taken damage since their 
  previous turn.
  Actions
  Multiattack. The demagogue priest makes two melee attacks.
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 9 (2d6 + 2) bludgeoning damage or 11 (2d6 + 5) 
  bludgeoning damage during zealous wrath.
  
  197
  Old War Hero
  Medium humanoid (any race), any alignment
  Armor Class 17 (chain shirt, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  15 (+2)
  CHA
  13 (+2)
  Saving Throws Str +5, Con +4
  Skills Athletics +5, Intimidation +4, Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Action Surge (1/day). On their turn, the old war hero can take 
  an additional action on top of their normal action and possible 
  bonus action. 
  Second Wind (1/day). On their turn, the old war hero can use a 
  bonus action to regain 15 hit points.
  Actions
  Multiattack. The old war hero makes two attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) 
  slashing damage if wielded in two hands.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.  
  or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  
  198
  Soldiers
  The rank-and-file backbone of any fighting force, soldiers suffice to 
  get the job done in most cases. Most soldiers have fairly extensive 
  training to work effectively as a unit but, depending on the current 
  need for troops, may be sent into combat with little in the way 
  of individual experience. Soldiers are loyal foremost to their 
  commanding noble rather than having any great stake in their cause, 
  so groups of soldiers ostensibly on the same side can be fractious 
  and even come to blows.
  Soldiers make up the bulk of any general fighting force, though more 
  famous and infamous organizations tend to prefer specialists and 
  those of proven merit rather than simple grunts. Members of The 
  Gallows Boys, for example, are usually given only the basic training 
  needed to become a soldier, as the expectation is that they will not 
  last long. 
  Soldiers are professionals, but many are drafted with promises of 
  payment or boons after their job is done (a share of the spoils for 
  example). Some unscrupulous soldiers supplement their pay on 
  campaign by raiding and pillaging the countryside as they go, but 
  this behavior is harshly punished by any decent commander. 
  d20
  Item(s)
  1-4
  A coin purse with 3d4 cp.
  5-7
  A coin purse with 4d6 cp, and 3d4 sp.
  8-9
  A coin purse with 4d8 cp, 3d6 sp, and 2d4 ep.
  10
  A coin purse with 4d10 cp, 3d8 sp, 2d6 ep, and 1d4 gp.
  11-13
  A set of gambling dice made from human knucklebones
  14-16
  A small charcoal drawing of a sweetheart in a locket
  17-19
  A scrap of paper with names and locations of ‘Folks to 
  Tell I’m Gone’
  20
  Roll twice for this loot drop.
  
  199
  Fresh-Faced Recruit
  Medium humanoid (any race), any alignment
  Armor Class 13 (padded armor, shield)
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  11 (+0)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  9 (−1)
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Phalanx Soldier
  Medium humanoid (any race), any alignment
  Armor Class 15 (padded armor, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  9 (−1)
  Skills Athletics +4
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Shield Wall. While the phalanx soldier is within 5 feet of at 
  least two other creatures with this trait and they are all wielding 
  shields, the phalanx soldier gains a +2 bonus to their AC and to 
  Dexterity saving throws. 
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Infantry Archer
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Arrow Volley. The infantry archer uses the Ready action to 
  prepare to loose an arrow volley on the command of a chosen 
  creature. The commander designates a target when they give 
  the command, and each creature with this trait who has readied 
  and can see the target shoots their arrow. If at least 5 arrows are 
  shot this way, creatures within 5 feet of the target must make a 
  DC 12 Dexterity saving throw, taking 9 (2d8) piercing damage 
  on a failed save or half as much damage on a successful one. For 
  every 5 additional arrows launched, the area of effect increases 
  by 5 feet.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Heavy Infantry
  Medium humanoid (any race), any alignment
  Armor Class 16 (chainmail)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Skills Perception +5
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Line Defense. If the line infantry is within 5 feet of at least two 
  other creatures with this trait, they can use their reaction to 
  make a single melee weapon attack against a target when that 
  target enters the line infantry’s reach.
  Actions
  Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage.
  
  200
  Light Cavalry Trooper
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points 43 (7d8 + 12)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  13 (+1)
  CHA
  11 (+0)
  Skills Animal Handling +3, Perception +3
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Coordinated Charge. While mounted, if the light cavalry 
  trooper begins or ends their turn within 10 feet of at least two 
  other mounted creatures with this trait, the trooper can make a 
  coordinated charge.
  During a coordinated charge, if they move at least 20 feet 
  straight toward a target, the light cavalry trooper gains 
  advantage on the first attack roll they make against that target. 
  Actions
  Multiattack. The light cavalry trooper makes two attacks.
  Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 8 (1d12 + 2) piercing damage. Attacks made with this 
  weapon against targets within 5 feet have disadvantage on the 
  attack roll.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Reactions
  Mounted Combatant. When the light cavalry trooper’s mount 
  is targeted with an attack, the trooper can choose to become the 
  target of the attack instead.
  Army Herald
  Medium humanoid (any race), any alignment
  Armor Class 16 (halfplate)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving Throws Dex +3, Wis +4, Cha +5
  Skills Acrobatics +3, Athletics +5
  Senses passive Perception 12
  Languages any two languages 
  Challenge 4 (1,100 XP)
  Army Standard Bearer. As long as the army herald is not 
  incapacitated, and their standard is within 5 feet of them, 
  friendly creatures with an Intelligence score of 5 or higher who 
  can see the army herald or their standard have advantage on 
  saving throws against being charmed or frightened.
  Combat Inspiration (3/day). The army herald can use a bonus 
  action to inspire a creature within 60 feet. Once, within the next 
  10 minutes, the creature can roll 1d8 and add the number rolled 
  to one ability check, attack roll, weapon damage roll, or saving 
  throw it makes. A creature can have only be inspired by one 
  army herald at a time.
  Actions
  Multiattack. The army herald makes two attacks.
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3) 
  bludgeoning damage if used with two hands.
  Standard Spike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage. The standard has to 
  be wielded in two hands to make attacks with it. The spike can 
  also be used to plant the banner in the ground using the army 
  herald’s object interaction (some floors may be too hard to plant 
  the banner, depending on the GM’s discretion).
  
  201
  Field Commander
  Medium humanoid (any race), any alignment
  Armor Class 18 (studded leather, shield)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  15 (+2)
  CHA
  13 (+1)
  Saving Throws Str +4, Con +5
  Skills Acrobatics +7, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Action Surge (1/day). On their turn, the field commander can 
  take an additional action on top of their normal action and 
  possible bonus action. 
  Commander’s Strike (3/day). When the field commander 
  hits a creature with a melee attack, they can use their bonus 
  action to choose an ally. If the chosen ally can see and hear they 
  commander, they can either move up to their speed directly 
  toward the target of the attack or make a single melee attack 
  against it.
  Second Wind (1/day). On their turn, the field commander can 
  use a bonus action to regain 20 hit points.
  Actions
  Multiattack. The field commander makes two attacks.
  Scimitar. Melee Weapon Attack:  
  +7 to hit, reach 5 ft., one target.  
  Hit: 7 (1d6 + 4) slashing damage.
  Grand General
  Medium humanoid (any race), any alignment
  Armor Class 19 (halfplate, shield)
  Hit Points 195 (26d8 + 78)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  15 (+2)
  WIS
  16 (+3)
  CHA
  17 (+3)
  Saving Throws Con +7, Wis +7, Cha +7
  Skills Perception +7
  Senses passive Perception 17
  Languages any two languages
  Challenge 9 (5,000 XP)
  Voice of Command (1/day). As a bonus action, the grand 
  general commands their troops to get back in the fight. Each ally 
  within 60 feet that can hear the grand general and is currently 
  charmed, frightened, incapacitated, paralyzed, or stunned 
  immediately makes a save against that condition with advantage, 
  ending the effect on itself on a success. If the effect normally has 
  no save or DC associated with it, they make a DC 20 Wisdom 
  saving throw instead. 
  If a creature is affected by multiple effects that cause such 
  conditions, it makes only one save against one effect of 
  its choice.
  Bolstering Presence. Allies within 60 feet of the grand general 
  can use the grand general’s Wisdom and Charisma saving throw 
  bonuses instead of their own.
  Actions
  Multiattack. The grand general makes three attacks.
  Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slasing damage or 9 (1d10 + 4) bludgeoning 
  damage if used with two hands.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Coordinated Assault. The grand general chooses a 
  point they can see within 120 feet of themselves. 
  Allies that start the turn within 60 feet of the 
  grand general that can see and hear the grand 
  general gain a +2 bonus on attack rolls against 
  targets within 60 feet of the chosen point 
  until the start of the grand general’s 
  next turn.
  
  202
  Guards
  A cut above the average soldier, guards are full-time professionals 
  who may be tasked with protecting a settlement, providing law-
  enforcement, or acting as bodyguards for significant persons. As 
  benefits a full-time position, guards are well-trained in group and 
  individual combat, often emphasizing non-lethal options; a city 
  guard should not be killing every thief when a fine or gaol would 
  suffice, and a personal bodyguard might find a prisoner more liable 
  to answer questions of motive and employ than a corpse. 
  Guards are prized by The Glorious Spectacle; a good show of 
  defensive force both impresses their patrons and serves to deter 
  any interest from the rabble of troops they are observing. Such 
  guards can be expected to be splendidly equipped and richly 
  rewarded. 
  Their higher rank demands a higher level of payment than the 
  rank-and-file, and nobles have a high incentive to keep their 
  protectors well-paid and happy. Some guards accept bribes for 
  small favors their position can provide, or sneak away a portion of 
  any confiscated contraband to supplement their pay. 
  d12
  Title
  1-2
  A coin purse with 2d4 cp.
  3-4
  A coin purse with 2d6 cp, and 2d4 sp.
  5-6
  A coin purse with 2d8 cp, 2d6 sp, and 2d4 ep.
  7-8
  A coin purse with 2d10 cp, 2d8 sp, 2d6 ep, and 2d4 gp.
  9
  A small amount of contraband (narcotics, smuggled 
  luxury items or the like)
  10
  A royal seal
  11
  A coded letter from an informant
  12
  Roll twice for this loot drop.
  Street Patrol
  Medium humanoid (any race), any alignment
  Armor Class 15 (chain shirt)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  11 (+0)
  Skills Perception +3
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Actions
  Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 6 (1d10 + 1) piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
  203
  Gate Sentinel
  Medium humanoid (any race), any alignment
  Armor Class 16 (breastplate)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Insight +4, Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) 
  slashing damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +4 to hit,  
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Enforcer
  Medium humanoid (any race), any alignment
  Armor Class 18 (scale armor, shield)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  15 (+2)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Skills Athletics +4, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Actions
  Multiattack. The enforcer makes two attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing 
  damage if used with two hands.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Palace Guard
  Medium humanoid (any race), any alignment
  Armor Class 17 (halfplate)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Athletics +5, Insight +4, Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Vigilant. The palace guard can’t be surprised while conscious.
  Actions
  Multiattack. The palace guard makes two attacks.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage.
  Elite Bodyguard
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  11 (+0)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving Throws Str +5, Dex +2, Wis +5 
  Skills Athletics +5, Perception +5
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The elite bodyguard makes two melee attacks.
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Reactions
  Catch the Blow. If a creature within 10 feet of the royal 
  bodyguard is targeted by an attack, the royal bodyguard can 
  move 5 feet towards that creature and force the attacker to target 
  the bodyguard instead. 
  Protector. When a creature within 10 feet of the royal 
  bodyguard makes a Dexterity saving throw, the bodyguard can 
  give the creature a bonus on their saving throw equal to the 
  bodyguard’s Wisdom modifier (+3).
  
  204
  Watchmaster
  Medium humanoid (any race), any alignment
  Armor Class 15 (leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Saving Throws Dex +6, Int +4, Wis +5
  Skills Animal Handling +5, Deception +4, Insight +5, Intimida-
  tion +4, Perception +7, Persuasion +6
  Senses passive Perception 17
  Languages Thieves’ Cant and any two languages 
  Challenge 4 (1,100 XP)
  Sneak Attack (1/turn). The watchmaster can deal an extra 21 
  (6d6) damage to one creature they hit with an attack if they 
  have advantage on the attack roll. The attack must use a finesse 
  or ranged weapon. They don’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and they don’t have disadvantage on the 
  attack roll.
  Actions
  Multiattack. The watchmaster makes two melee attacks, they 
  can use their Sic ‘em ability in place of an attack.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit,  
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Sic ‘em. The watchmaster points at a target they can see 
  within 60 feet. As a reaction, allied beasts trained to obey the 
  watchmaster who can either see or hear the watchmaster can 
  either move up to their speed directly toward the target or make 
  an attack against it. 
  Official Investigator
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  17 (+3)
  CHA
  16 (+3)
  Saving Throws Dex +7, Int +6, Cha +6
  Skills Deception +6, Insight +9, Investigation +9, Perception +6, 
  Persuasion +6 
  Senses passive Perception 16
  Languages any three languages
  Challenge 6 (2,300 XP)
  Sneak Attack (1/turn). The official investigator can deal an extra 
  35 (10d6) damage to one creature they hit with an attack if they 
  have advantage on the attack roll. The attack must use a finesse 
  or ranged weapon. They don’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and they don’t have disadvantage on the 
  attack roll.
  Cunning Action. On their turn, as a bonus action, the official 
  investigator can take a Dash, Dodge, Disengage, or Hide action.
  Eye for Detail. The official investigator can use a bonus action to 
  make a Wisdom (Perception ) check to spot a hidden creature or 
  object to make an Intelligence (Investigation) check to uncover 
  or decipher clues.
  Sense Motive. Deception checks made against the official 
  investigator fail automatically if the result is less than 19 (10 + 
  the investigator’s Wisdom (Insight)).
  Actions
  Multiattack. The official investigator makes two attacks:  
  one with their rapier and one with their dagger.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  
  205
  Grand Aegis
  Medium humanoid (any race), any alignment
  Armor Class 19 (plate)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  15 (+2)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  15 (+2)
  Saving Throws Str +8, Con +7, Wis +8
  Skills Athletics +8, Insight +8, Perception +8
  Senses passive Perception 18
  Languages any one language (usually Common)
  Challenge 10 (5,900 XP)
  Action Surge (1/day). On their turn, the grand aegis can take 
  an additional action on top of their normal action and possible 
  bonus action. 
  Armored Fighter. The grand aegis gains a +1 bonus to its armor 
  class (included in their stat block).
  Legendary Resistance (3/day). If the grand aegis fails a saving 
  throw, they can choose to succeed instead.
  Protective Stance. As a bonus action, the grand aegis can 
  designate a creature within 10 feet of themselves. Until the end 
  of the grand aegis’s next turn, the designated target can use the 
  aegis’ armor class in place of their own. If the designated target’s 
  AC is higher than the grand aegis’, attacks against them have 
  disadvantage. 
  Second Wind (2/day). On their turn, the grand aegis can use a 
  bonus action to regain 25 hit points.
  Actions
  Multiattack. The grand aegis makes three melee attacks.
  Halberd. Melee Weapon Attack: +8 to hit, 
  reach 10 ft., one target. Hit: 9 (1d10 + 4) 
  slashing damage.
  Handaxe. Melee or Ranged Weapon Attack:  
  +8 to hit, reach 5 ft. or range 20/60 ft.,  
  one target. Hit: 6 (1d6 + 4) slashing damage.
  Reactions
  Punishing Strike. Whenever a creature within the grand aegis’ 
  reach makes an attack against a creature other than the grand 
  aegis, the grand aegis can make a single melee attack against 
  the attacker.
  Legendary Actions
  The grand aegis can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The grand 
  aegis regains spent legendary actions at the start of their turn.
  Vigil. The grand aegis makes a Wisdom (Perception) check.
  To the Defense. The grand aegis moves up to half their speed. 
  They must end this move within 5 feet of an ally. If they can’t 
  move in this way, they can’t use this action. 
  Shove. The grand aegis makes a shove attack.
  
  206
  Mercenaries
  Mercenaries range from individual sellswords and 
  companies of a few dozen, to entire armies for 
  hire. Most other soldiers are suspicious or 
  downright hostile to mercenaries, with the 
  assumption that those who fight only 
  for coin will desert them as soon as 
  a better offer presents itself. In fact, 
  most mercenaries are fully aware 
  of this and, with word-of-mouth 
  being their only real guarantee of 
  further employment, go to great 
  pains to honor their contracts. 
  However, the stereotype 
  holds true for some and, 
  when battle turns against 
  them, the promise of gold 
  can be worth less than the love of 
  one’s country as far as morale is 
  concerned. 
  A common sight amongst martial 
  guilds, mercenaries can be found in 
  great numbers in The Black Marks 
  and Carrion Company . Career 
  soldiers, given enough freedom and 
  experience, might transition to the 
  mercenary life themselves. 
  Transitory by nature, mercenaries 
  sometimes bring exotic and strange weapons to the 
  field. It is common for mercenaries to not only carry 
  their wealth with them, but to display it openly, to boast of their 
  deeds, prove their employability, and show their ability to defend 
  themselves.
  d12
  Item(s)
  1-2
  A coin purse with 4d4 cp.
  3-4
  A coin purse with 4d6 cp, and 4d4 sp.
  5-6
  A coin purse with 4d8 cp, 4d6 sp, and 4d4 ep.
  7-8
  A coin purse with 4d10 cp, 4d8 sp, 4d6 ep, and 4d4 gp.
  9
  A notice of banishment, forbidding entry to a nearby 
  country on pain of death
  10
  A small book with blackmail information about 
  previous employers
  11
  A flask of eye-wateringly strong orcish ale
  12
  Roll twice for this loot drop.
  Hardened Sellsword
  Medium humanoid (any race), neutral
  Armor Class 16 (hide, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  9 (−1)
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Brutish Resilience. Whenever the hardened sellsword takes 
  damage from a weapon attack, that damage is reduced by 3 (to a 
  minimum of 0 damage).
  Steadfast. The hardened sellsword has advantage on 
  ability checks and saving throws to resist being moved or 
  knocked prone.
  Actions
  Multiattack. The hardened sellsword makes two attacks: one 
  with their warhammer and one with their shield bash.
  Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) piercing damage and the target must 
  succeed on a DC 12 Strength saving throw or be knocked prone.
  
  207
  Nimble Fencer
  Medium humanoid (any race), neutral
  Armor Class 16 (breastplate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Skills Acrobatics +5, Persuasion +4, Insight +3
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Fencing Form. While wielding a one-handed melee weapon in 
  one hand and nothing in the other, the nimble fencer gains a +1 
  bonus on attack rolls made with that weapon (included in their 
  statblock) and a +2 bonus to their AC against attacks made by 
  the last creature the nimble fencer made a melee attack against.
  Actions
  Multiattack. The nimble fencer makes two attacks.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Parry. When they are hit by a melee attack, the nimble fencer 
  can force the attacker to reroll the attack roll. Advantage, 
  disadvantage and any bonuses or penalties still apply to 
  the reroll.
  Whirling Dervish
  Medium humanoid (any race), neutral
  Armor Class 16 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  19 (+4)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  13 (+1)
  CHA
  14 (+2)
  Skills Acrobatics +6, Performance +4
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Whirling Blades. If the whirling dervish attacks with both their 
  scimitars, attack rolls made against the whirling dervish by 
  creatures within 5 feet are made with disadvantage until the start 
  of the whirling dervish’s next turn. If a creature within 5 feet of 
  the whirling dervish makes a ranged attack or casts a spell that 
  doesn’t include a melee attack during that time, the whirling 
  dervish can make a single scimitar attack against the creature as 
  a reaction.
  Actions
  Multiattack. The whirling dervish makes two attacks with any 
  weapon, or four attacks: two with each of their scimitars.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Cad Duelist
  Medium humanoid (any race), neutral
  Armor Class 15 (chain shirt)
  Hit Points 110 (16d8 + 48)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Athletics +7, Intimidation +4
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Duelling Style. When the cad duelist is wielding a melee 
  weapon in one hand and no other weapons, they gain a +2 
  bonus to damage rolls with that weapon (included in their 
  statblock).
  Clothesline. If the cad duelist moves at least 15 feet straight 
  toward a Large or smaller creature, and then hits it with a fist 
  attack on the same turn, the target takes an additional 5 (2d4) 
  damage and has disadvantage on its saving throw to avoid being 
  knocked prone.
  Pin Down. As a bonus action, the duelist can pin a prone 
  creature. The target is grappled (escape DC 17), and while 
  grappled in this manner, the duelist cannot move the grappled 
  creature unless it initiates a regular grapple attempt. 
  Actions
  Multiattack. The duelist makes two attacks.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d6 + 6) slashing damage.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit: 6 (1d4 + 4) bludgeoning damage and the target must 
  succeed on a DC 15 Strength saving throw or be knocked prone.
  
  208
  Battlefield Executioner
  Medium humanoid (any race), neutral
  Armor Class 16 (scale)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving Throws Str +8, Con +6 
  Skills Athletics +8
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 6 (2,300 XP)
  Execute (1/turn). When the battlefield executioner has 
  advantage on a melee weapon attack roll, the attack deals an 
  additional 13 (2d12) damage on a hit.
  Actions
  Multiattack. The battlefield executioner makes two 
  melee attacks.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., 
   one target. Hit: 11 (1d12 + 5) slashing damage and the target 
  must succeed on a DC 16 Strength saving throw or the next 
  attack the battlefield executioner makes against the target before 
  the end of the battlefield executioner’s next turn has advantage 
  on the attack roll.
  Horrific Butcher
  Medium humanoid (any race), neutral
  Armor Class 16 (unarmored)
  Hit Points 142 (19d8 + 57)
  Speed 40 ft.
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  8 (−1)
  Saving Throws Str +7, Con +6
  Skills Athletics +9, Stealth +6, Survival +4
  Senses passive Perception 11
  Languages any two languages 
  Challenge 7 (2,900 XP)
  Unnatural Brutality. Whenever the horrific butcher reduces a 
  creature other than an undead or construct to 0 hit points, or 
  scores a critical hit against such a creature, allies of the target 
  that can see them must succeed on a Wisdom saving throw 
  (DC is equal to the damage dealt by the triggering attack) or be 
  frightened of the horrific butcher for one minute. A creature can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Improved Critical. The horrific butcher scores critical hits on 
  rolls of 19 and 20.
  Reckless Attack. At the start of their turn, the horrific butcher 
  can choose to act recklessly, giving them advantage on all melee 
  weapon attack rolls during that turn, but granting advantage to 
  all attacks made against them until their next turn. 
  Unarmored Defense. While wearing no armor, the horrific 
  butcher has an AC of 10 plus their Dexterity modifier plus their 
  Constitution modifier (included in their stat block).
  Actions
  Multiattack. The horrific butcher makes two attacks. If they 
  have two weapons drawn, they can make an additional attack 
  with the second weapon.
  Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing 
  damage if used with two hands.
  Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 9 (1d8 + 5) bludgeoning damage. 
  
  209
  Glaive Dancer
  Medium humanoid (any race), neutral
  Armor Class 16 (scale)
  Hit Points 180 (24d8 + 72)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  18 (+4)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving Throws Str +7, Con +6, Wis +5
  Skills Athletics +7, Acrobatics +7, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 8 (3,900 XP)
  Action Surge (1/day). On their turn, the glaive dancer can take 
  an additional action on top of their normal action and possible 
  bonus action. 
  Arcing Blade. When the glaive dancer attacks with a two-
  handed reach weapon and the glaive dancer is at least 25 feet 
  away from the space where they started their turn, all attacks 
  they make with that weapon this turn deal an additional 5 
  (1d10) damage on a hit. This extra damage increases to 11 
  (2d10) damage if they are at least 40 feet away from where they 
  started their turn.
  Circling Glaive. If the glaive dancer hits a creature with a melee 
  attack with a reach weapon, they may move up to their speed 
  as a bonus action. This move does not provoke opportunity 
  attacks. The dancer must stay within 10 feet of the target during 
  this move.
  Indomitable (2/day). The glaive dancer can reroll a failed 
  saving throw. 
  Actions
  Multiattack. The glaive dancer makes two melee attacks.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage.
  Way of Greed Disciple
  Medium humanoid (any race), neutral
  Armor Class 20 (unarmored) (15 w/ Impatient Force)
  Hit Points 195 (26d8 + 78)
  Speed 50 ft.
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  20 (+5)
  CHA
  12 (+1)
  Saving Throws Str +6, Dex +9, Cha +5
  Skills Acrobatics +9, Performance +5, History +4, Stealth +9
  Senses passive Perception 15
  Languages any two languages
  Challenge 9 (5,000 XP)
  Eager Advance. As a bonus action, the way of greed disciple 
  can move up to their speed directly toward a hostile creature 
  they can see.
  Impatient Force. When taking the Attack action, before rolling 
  for the first attack, the way of greed disciple can choose to pour 
  all their focus into the attack. If they do so, each attack they 
  make deals an additional 9 (1d8 + 5) damage on a hit.
  Alternatively, when the way of greed disciple uses their Deflect 
  Missiles ability, it catches a missile if the damage is reduced 
  5 or less. 
  When the way of greed disciple uses this trait, they lose the 
  benefit of their Unarmored Defense until the start of their 
  next turn.
  Unarmored Defense. While wearing no armor, the way of 
  greed disciple has an AC of 10 + their Dexterity modifier + their 
  Wisdom modifier.
  Actions
  Multiattack. The way of greed disciple makes three 
  melee attacks.
  Temple Sword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) slashing damage.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Reactions
  Deflect Missiles. When they are hit by a ranged weapon attack, 
  the way of greed disciple can reduce the damage from the attack 
  by 1d10 + 10. If this reduces the damage to 0, the attack uses 
  ammunition which can fit in one hand, and the way of greed 
  disciple has one hand free, the way of greed disciple can catch 
  the missile and can immediately make a ranged attack with the 
  weapon or piece of ammunition they just caught. 
  This is a Ranged Weapon Attack: +9 to hit, range as weapon.,  
  one target. Hit: weapon’s damage dice + 5 damage of the same 
  type as the weapon.
  
  210
  Knights
  Figures of minor nobility, knights have access to the highest quality 
  arms and armor, as well as the luxury of being able to study and 
  train from a young age in whatever style of combat is best suited 
  for them. 
  Given the requirements of wealth and training, knights are a rare 
  sight, and often work alone, in a small group, or as commanders 
  of more common troops. A few (usually disgraced) knights appear 
  in mercenary companies, where they often rise through the ranks 
  quickly. Companies of knights, such as The Thunder of Heaven, are 
  often talked about, but rarely encountered by the common soldier. 
  Even poor knights are richer than the average citizen and, except 
  in the most dire of circumstances, most are able to travel in relative 
  luxury with home comforts and a small retinue of servants (or, at 
  least, a squire, who may have to fill many roles). 
  d12
  Item(s)
  1-2
  A coin purse with 3d4 cp.
  3-4
  A coin purse with 3d6 cp, and 3d4 sp.
  5-6
  A coin purse with 3d8 cp, 3d6 sp, and 3d4 ep.
  7-8
  A coin purse with 3d10 cp, 3d8 sp, 3d6 ep, and 3d4 gp.
  9
  An ancient holy symbol, worn smooth by 
  frequent handling
  10
  An elaborately penned sheaf of patents of nobility
  11
  A gilded medal of valor
  12
  Roll twice for this loot drop.
  Squire at Arms
  Medium humanoid (any race), any alignment
  Armor Class 16 (breastplate, shield)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  13 (+1)
  Skills History +2
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Actions
  Multiattack. The squire at arms makes two melee attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  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.
  
  211
  Loyal Retainer
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  11 (+0)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  14 (+2)
  Skills Athletics +5, History +4, Insight +3, Persuasion +4
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  No Passing. When the loyal retainer hits a creature with an 
  opportunity attack, that creature’s speed is reduced to 0 for the 
  rest of this turn.
  Relentless Loyalty. The loyal retainer has advantage on saving 
  throws against being charmed or frightened.
  Actions
  Multiattack. The loyal retainer makes two attacks.
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 10 (2d6 + 3) bludgeoning damage.
  War Falconer
  Medium humanoid (any race), any alignment
  Armor Class 19 (halfplate, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  17 (+3)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Skills Animal Handling +5, History +2, Perception +5, Persua-
  sion +4
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Falconry. The war falconer is always accompanied by a trained 
  falcon. As a bonus action, the war falconer can give one of the 
  following orders, which the falcon follows on its turn. Falcons 
  follow orders as described, but try to stay out of the reach of 
  enemy creatures. 
  Fly. The falcon leaves the war falconer and flies at a height of 60 
  to 80 feet, trying to stay within 120 feet of the war falconer. If it 
  can’t complete the order on its turn, it will continue following 
  the order until it is completed.
  Return. The falcon returns to the war falconer and lands on the 
  war falconer’s glove.
  Seek. The falcon takes flight just as in the Fly order. However, it 
  will search for living creatures and emit a call if it spots anything, 
  and remain between the war falconer and the spotted creatures 
  to indicate direction.
  Strike. The falcon moves toward a creature the war falconer 
  indicates and makes a melee attack against it. It will try to fly out 
  of that creature’s reach on the same turn. The first attack made 
  against the target before the falcon’s next turn has advantage 
  on the attack roll. The falcon repeats this order until the target 
  is unconscious or it is given another order. If the target is 
  unconscious, the falcon returns to the last order it was given 
  before striking.
  Actions
  Multiattack. The war falconer makes two attacks.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
   or range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage.
  War Falcon
  A War falconer’s bird uses the regular statistics of a hawk 
  (falcon) but has the following additional traits:
  Dive Attack. While flying, if the falcon takes a Dash action, it 
  can make a single melee attack as a bonus action.
  Flyby. The falcon can fly out of a creature’s reach without 
  provoking an opportunity attack.
  Valiant Champion
  Medium humanoid (any race), any alignment
  Armor Class 17 (halfplate)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  15 (+2)
  Skills Athletics +5, History +4, Insight +5, Persuasion +5
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Code of Valor. When the valiant champion takes damage from 
  an attack, the damage is reduced by three times the number of 
  hostile creatures within 5 feet of the champion.
  Actions
  Multiattack. The valiant champion makes two attacks. 
  Alternatively, the valiant champion makes a one attack each 
  against every hostile creature within their reach.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage.
  
  212
  Noble Lancer
  Medium humanoid (any race), any alignment
  Armor Class 20 (plate, shield)
  Hit Points 161 (19d8 + 76)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  11 (+0)
  CON
  18 (+4)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Saving Throws Str +8, Con +7
  Skills Animal Handling +6, Athletics +8, History +4, Persuasion 
  +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 7 (2,900 XP)
  Heavy Charge. If the noble lancer is mounted, and moves at 
  least 20 feet straight toward a target, and then hits it with the 
  first lance attack they make on the same turn, the target takes 
  an extra 13 (2d12) piercing damage. If the target is a creature, it 
  must succeed on a DC 16 saving throw or be knocked prone.
  Actions
  Multiattack. The noble lancer makes two melee attacks.
  Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 11 (1d12 + 5) piercing damage. Attacks with this weapon 
  against targets within 5 feet are made with disadvantage.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) 
  slashing damage if used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft. or range 30/120 ft., one target.  
  Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Mounted Combatant. When the noble lancer’s 
  mount is targeted with an attack, the lancer 
  can choose to become the target of the 
  attack instead.
  Seasoned Warlord
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 204 (24d8 + 96)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  18 (+4)
  INT
  14 (+2)
  WIS
  17 (+3)
  CHA
  15 (+2)
  Saving Throws Str +9, Con +8, Cha +6
  Skills Athletics +9, History +6, Insight +7, Intimidation +6, 
  Perception +7, Persuasion +6
  Senses passive Perception 17
  Languages any two languages 
  Challenge 10 (5,900 XP)
  Lead by Example. When the seasoned warlord reduces a hostile 
  creature to 0 hit points, allies within 60 feet that can see them 
  gain a +2 bonus to weapon damage rolls until the end of the 
  seasoned warlord’s next turn.
  When the seasoned warlord uses their Second Wind, allies 
  within 50 feet that can see them gain 5 temporary hit points.
  Action Surge (1/Day). On their turn, the seasoned warlord 
  can take an additional action on top of their normal action and 
  possible bonus action. 
  Second Wind (1/Day). On their turn, the seasoned warlord can 
  use a bonus action to regain 20 hit points.
  Actions
  Multiattack. The seasoned warlord makes two attacks. 
  If they have two weapons drawn, they can make an 
  additional attack with the second weapon.
  Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage and 
  the target must succeed on a DC 17 Strength saving 
  throw or be knocked prone. 
  Mace. Melee Weapon Attack:  
  +9 to hit, reach 5 ft., one target.  
  Hit: 8 (1d6 + 5) bludgeoning damage 
  and the target must succeed on a DC 
  17 Constitution saving throw or be 
  stunned until the end of the seasoned 
  warlord’s next turn.
  War Pick. Melee Weapon Attack:  
  +9 to hit, reach 5 ft., one target.  
  Hit: 9 (1d8 + 5) piercing damage and 
  until the end of the seasoned warlord’s next 
  turn, the seasoned warlord’s next attack 
  against the target has advantage on the 
  attack roll.
  
  213
  Master of the Sword
  Medium humanoid (any race), any alignment
  Armor Class 17 (halfplate)
  Hit Points 217 (29d8 + 87)
  Speed 40 ft.
  STR
  14 (+2)
  DEX
  19 (+4)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  12 (+1)
  Saving Throws Str +6, Dex +9, Wis +8
  Skills Athletics +6, Acrobatics +9, History +6, Perception +8, 
  Intimidation +5
  Senses passive Perception 18
  Languages any one language (usually Common)
  Challenge 11 (7,200 XP)
  Mastery of the Blade. The master of the sword uses Dexterity 
  for attack and damage rolls they make with a longsword, and 
  roll their weapon’s damage dice twice, adding the total together 
  (included in their statblock). 
  Additionally, when the master of the sword uses an action to 
  attack with a longsword, it can use a bonus action to make a 
  single additional attack with the same weapon.
  Ki-Empowered Strikes. The master of the sword’s longsword 
  attacks are magical.
  Ki (4/day). The master of the sword can channel Ki into their 
  actions and do one of the following.
  Flurry of Blows. The master of the sword can make two attacks 
  with their longsword as a bonus action.
  Patient Defense. The master of the sword can take the Dodge 
  action as a bonus action.
  Step of the Wind. The master of the sword can take the 
  Disengage or Dash action as a bonus action.
  Stunning Strike. When the master of the sword hits a creature 
  with a longsword attack, the target must succeed on a DC 16 
  Constitution saving throw or be sunned until the end of the 
  master of the sword’s next turn.
  Actions
  Multiattack. The master of the sword makes two melee attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,  
  one target. Hit: 13 (2d8 + 4) slashing damage or 15 (2d10 + 4) 
  slashing damage if used with two hands.
  Reactions
  Cut Missiles. When hit by a ranged weapon attack, the master 
  of the sword parries the missile with their sword. The master 
  of the sword immediately makes a longsword attack against the 
  missile, where the missile’s AC is equal to the result of the attack 
  roll with which it was shot. A missile from a handheld weapon 
  is treated as having 5 hit points plus 2 hit points for each size 
  category the weapon that shot it is above Medium (Large 7 hp, 
  Huge 9 hp, Gargantuan 11 hp). A siege engine missile is treated 
  as having 20 hit points instead. If the missile is reduced to 0 hit 
  points, it is split in half and the ranged attack deals no damage.
  Knight Exemplar
  Medium humanoid (any race), any alignment
  Armor Class 20 (plate, shield)
  Hit Points 255 (30d8 + 120)
  Speed 30 ft.
  STR
  20 (+5)
  DEX
  13 (+1)
  CON
  18 (+4)
  INT
  13 (+1)
  WIS
  17 (+3)
  CHA
  20 (+5)
  Saving Throws Str +9, Dex +5, Cha +9
  Skills History +5, Religion +8, Perception +7
  Senses passive Perception 17
  Languages any two languages
  Challenge 12 (8,400 XP)
  Saint’s Aura. While the knight exemplar is conscious, allies 
  within 40 feet of the knight exemplar can’t be frightened and 
  gain a +5 bonus to saving throws. 
  Divine Smite (1/turn). When the knight exemplar hits a 
  creature with a melee weapon attack, they can expend a spell slot 
  to deal an additional amount of radiant damage equal to 4 (1d8) 
  per level of the spell slot expended.
  Lay on Hands. The knight exemplar has a pool of 30 healing 
  points which are expended when used and replenished after a 
  long rest. As an action, they can touch a creature and expend any 
  number of these points, restoring that number of hit points. 
  Spellcasting. The knight exemplar is a 9th level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks), they have the following paladin spells prepared:
  1st level (4 slots): cure wounds, divine favor, heroism
  2nd level (3 slots): find steed, lesser restoration, magic weapon
  3rd level (3 slots): crusader’s mantle, elemental weapon, revivify
  4th level (2 slots): aura of purity, death ward
  5th level (1 slot): geas
  Actions
  Multiattack. The knight exemplar makes two melee attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,  
  one target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant 
  damage or 10 (1d10 + 5) slashing damage plus 4 (1d8) radiant 
  damage if used with two hands.
  Martyr’s Wings (1/day). The knight exemplar sprouts a pair 
  of radiant, ghostly wings. They can choose to take any amount 
  of radiant damage when they do so. This damage cannot be 
  reduced by resistance or immunity. Each other ally within 40 
  feet regains a number of hit points equal to half the amount 
  of radiant damage the knight exemplar takes. The knight 
  exemplar gains a fly speed of 50 feet as long as they maintain 
  concentration on their martyr’s wings (as if concentrating 
  on a spell).
  
  214
  Warmages
  Magic can be a great asset on the field of battle, but those 
  who devote their lives to the arcane are, the stereotype goes, a 
  fragile and bookish sort. Commanders will pay a hefty fee to train 
  those with magical knowledge in the arts of war, knowing that a 
  few well-placed mages can be worth a battalion of common troops.
  Any military organization would kill for a handful of warmages; 
  The Flesh, Blood, and Soul utilize those with healing magics who 
  are moved by their altruistic endeavors, The Murmuration's varied 
  education produces many who are gifted in martial and magical 
  arts, and no mercenary guild will turn down the extra firepower a 
  warmage can provide. 
  Given their level of respect and pay, warmages tend to 
  conduct themselves with a level of haughtiness bordering on 
  arrogance, with the quirks common to the magically-inclined 
  often manifesting in a love of whatever luxuries they can get 
  their hands on.
  d12
  Item(s)
  1-2
  A coin purse with 1d4 pp.
  3-4
  A coin purse with 1d6 gp, and 2d4 pp.
  5-6
  A coin purse with 1d8 ep, 2d6 gp, and 3d4 pp.
  7-8
  A coin purse with 1d10 sp, 2d8 ep, 3d6 gp, and 4d4 pp.
  9
  A spellcasting focus built into the hilt of a rondel dagger
  10
  A scrap of silk which expands into a comfortable, well-
  furnished tent when unfolded
  11
  A glass bead on a fine chain, which contains a single 
  drop of blood suspended within
  12
  Roll twice for this loot drop.
  Combat Mage
  Medium humanoid (any race), neutral
  Armor Class 14 (leather)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  15 (+2)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Spellcasting. The combat mage is a 3rd level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). They have the following wizard 
  spells prepared:
  Cantrips: fire bolt, shocking grasp, true strike
  1st level (4 slots): burning hands, jump, magic missile, 
  thunderwave
  2nd level (2 slots): magic weapon, misty step
  Actions
  Multiattack. The combat mage makes two attacks; they can cast 
  a cantrip in place of one attack.
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage 
  if wielded in two hands.
  
  215
  Bladebound Mystic
  Medium humanoid (any race), neutral
  Armor Class 15 (chain shirt)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Eldritch Smite. When the bladebound mystic hits a target with 
  a melee attack, they can use a bonus action and expend a spell 
  slot to deal an additional 13 (3d8) force damage to the target.
  Pact Strength. The bladebound mystic can use their Charisma 
  modifier in place of their Strength modifier for melee weapon 
  attacks and damage rolls.
  Spellcasting. The bladebound mystic is a 5th-level spellcaster. 
  Their spellcasting ability is Charisma (spell save DC 14, +6 to hit 
  with spell attacks). They regain expended spell slots after a short 
  or long rest, and know the following warlock spells:
  Cantrips: blade ward, mage hand, true strike
  3rd level (2 slots): hex, hold person, misty step, vampiric touch
  Actions
  Multiattack. The bladebound mystic makes two attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Pact Weapon. The bladebound mystic summons a melee 
  weapon in its hand. If they lose contact with this weapon for 
  one minute, or use this ability again, the previously summoned 
  weapon disappears. The weapon can have the shape of any one-
  handed melee weapon the bladebound mystic chooses.
  Spellborne Shock Trooper
  Medium humanoid (any race), neutral
  Armor Class 16 (breastplate)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Arcane Celerity. When the spellborne shock trooper is affected 
  by a spell that changes their speed or grants them one, that speed 
  is increased by 15 feet.
  Spellcasting. The spellborne shock trooper is a 6th level 
  spellcaster. Their spellcasting ability is Intelligence (spell save 
  DC 13, +5 to hit with spell attacks). They have the following 
  wizard spells prepared:
  Cantrips: chill touch, poison spray, ray of frost
  1st level (4 slots): color spray, expeditious retreat
  2nd level (3 slots): invisibility, scorching ray 
  3rd level (3 slots): fireball, fly
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) 
  bludgeoning damage if used with two hands.
  Field Diviner
  Medium humanoid (any race), neutral
  Armor Class 12 (15 w/mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  9 (−1)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  17 (+3)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Skills Athletics +4, Perception +7
  Senses passive Perception 17
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Arcane Perception. The field diviner's awareness is magically 
  improved, granting them advantage on all Wisdom (Perception) 
  checks and initiative rolls.
  Spellcasting. The field diviner is a 7th level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). They have the following wizard 
  spells prepared:
  Cantrips: message, ray of frost, true strike
  1st level (4 slots): detect magic, find familiar, mage armor, 
  magic missile
  2nd level (3 slots): detect thoughts, see invisibility, sending, 
  3rd level (3 slots): clairvoyance, lightning bolt
  4th level (1 slot): arcane eye, locate creature
  Actions
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 1 bludgeoning damage.
  
  216
  Warsinger
  Medium humanoid (any race), neutral
  Armor Class 15 (leather)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Skills Deception +8, Insight +5, Medicine +5, Persuasion +8
  Senses passive Perception 12
  Languages any two languages
  Challenge 7 (2,900 XP)
  Crossbow Expert. The warsinger ignores the loading property 
  of their hand crossbow. Additionally, when shooting a crossbow, 
  they don't suffer disadvantage for making a ranged attack when 
  an enemy is within 5 feet.
  Spellcasting. The warsinger is an 11th level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). They know the following spells:
  Cantrips: message, ray of frost, true strike, 
  1st level (4 slots): bane, cure wounds, heroism, thunderwave
  2nd level (3 slots): cloud of daggers, enhance ability, lesser 
  restoration
  3rd level (3 slots): dispel magic, fear, major image
  4th level (3 slots): compulsion, confusion 
  5th level (2 slots): mass cure wounds
  6th level (1 slot): mass suggestion
  Actions
  Multiattack. The warsinger makes two attacks: one 
  with their rapier and one with their hand crossbow.
  Rapier. Melee Weapon Attack: +7 to hit,  
  reach 5 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage.
  Hand Crossbow. Ranged Weapon Attack:  
  +7 to hit, range 30/120 ft., one target.  
  Hit: 7 (1d6 + 4) piercing damage.
  Warsong. The warsinger intones a rousing warsong. Until 
  the end of the warsinger's next turn, allies who start their 
  turn within 60 feet that can hear the warsinger gain a 
  warsong die. Once this turn, the creature can roll 1d4 
  and add the number rolled to one ability check, attack 
  roll, or saving throw it makes. The creature must 
  choose to use the warsong die after the roll is 
  made but before the result is determined. 
  After the warsong die is used, it is 
  spent and cannot be used again. If 
  the die isn't used before the end 
  of the creature's turn, it is lost. A 
  creature can never have more than 
  one warsong die at a time.
  Skycaster
  Medium humanoid (any race), neutral
  Armor Class 17 (halfplate)
  Hit Points 157 (21d8 + 63)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  15 (+2)
  CON
  17 (+3)
  INT
  20 (+5)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving Throws Dex +6, Int +9, Wis +7
  Skills Arcana +9, Nature +9, Perception +7
  Senses passive Perception 17
  Languages any three languages
  Challenge 12 (8,400 XP)
  Spellcasting. The skycaster is a 15th level spellcaster. Their 
  spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks). They have the following wizard 
  spells prepared:
  Cantrips: message, ray of frost, true strike
  1st level (4 slots): grease, shield, witch bolt
  2nd level (3 slots): gust of wind, levitate, ray of enfeeblement
  3rd level (3 slots): fly, lightning bolt, sleet storm
  4th level (3 slots): control water, stone shape, 
  5th level (2 slots): cone of cold, conjure elemental
  6th level (1 slot): sunbeam
  7th level (1 slot): teleport
  8th level (1 slot): control weather
  Actions
  Javelin. Melee or Ranged Weapon Attack:  
  +5 to hit, reach 5 ft. or range 30/120 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Sky Javelin. Ranged Weapon Attack:  
  +9 to hit, reach 5 ft. or range 30/120 ft.,  
  one target. Hit: 8 (1d6 + 5) piercing 
  damage plus 18 (4d8) lightning damage.
  
  217
  Arcane Blademaster
  Medium humanoid (any race), neutral
  Armor Class 17 (halfplate)
  Hit Points 187 (25d8 + 75)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  18 (+4)
  CON
  17 (+3)
  INT
  20 (+5)
  WIS
  12 (+1)
  CHA
  14 (+2)
  Saving Throws Dex +9, Int +10, Wis +6
  Skills Acrobatics +9, Arcana +10, Perception +6
  Senses passive Perception 16
  Languages any two languages
  Challenge 13 (10,000 XP)
  Action Surge (1/day). On their turn, the arcane blademaster 
  can take an additional action on top of their normal action and 
  possible bonus action. 
  Combat Caster. The arcane blademaster has advantage on 
  Constitution saving throws made to maintain concentration on 
  a spell when they take damage.
  Spellcasting. The arcane blademaster is a 10th level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 18, 
  +10 to hit with spell attacks). They have the following wizard 
  spells prepared:
  Cantrips: fire bolt, message, true strike
  1st level (4 slots): false life, feather fall, jump, shield
  2nd level (3 slots): hold person, mirror image, misty step
  3rd level (3 slots): fly, haste, vampiric touch
  4th level (3 slots): force blade (p.222), dimension door
  5th level (1 slot): hold monster
  Transposing Blast. When the arcane blademaster hits a target 
  with a ranged spell attack, they can use their bonus action to 
  magically teleport to an unoccupied space they can see within 
  5 feet of the target and immediately make a single melee attack 
  against the target.
  Actions
  Multiattack. The arcane blademaster makes three attacks. They 
  can cast a spell that uses a spell attack and has a casting time of 
  one action in place of one attack.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.  
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Reactions
  Arcane Resurgence (1/day). When the arcane blademaster 
  loses concentration on a spell, or a spell they are casting is 
  interrupted by a counterspell, the arcane blademaster can make 
  an Intelligence saving throw (DC 12 + the spell's slot level). On a 
  success, they regain the spell slot used to cast the spell.
  Siege Sorcerer
  Medium humanoid (any race), neutral
  Armor Class 14 (17 w/mage armor)
  Hit Points 210 (28d8 + 84)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  18 (+4)
  CON
  16 (+3)
  INT
  14 (+2)
  WIS
  17 (+3)
  CHA
  20 (+5)
  Saving Throws Con +9, Wis +9, Cha +11
  Skills Arcana +8, Perception +9, 
  Senses passive Perception 19
  Languages any two languages
  Challenge 17 (18,000 XP)
  Metamagic (4/day). Whenever the siege sorcerer casts a spell, 
  they can use one of the following metamagic options to apply to 
  the spell.
  Distant Spell. When the siege sorcerer casts a spell that has a 
  range of 5 feet or greater, they can double the range of the spell.
  Siege Spell. When the siege sorcerer casts a spell that affects 
  and deals damage to objects within the spell's area, they can 
  choose to have that spell deal double damage against objects and 
  structures.
  Spellcasting. The siege sorcerer is a 17th level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 19, +11 to hit with 
  spell attacks). They know the following sorcerer spells:
  Cantrips: acid splash, mage hand, message, ray of frost
  1st level (4 slots): color spray, fog cloud, mage armor, 
  thunderwave
  2nd level (3 slots): darkness, enlarge/reduce, gust of wind, shatter
  3rd level (3 slots): fireball, fly, lightning bolt
  4th level (3 slots): greater invisibility, ice storm 
  5th level (2 slots): cloudkill, wall of stone
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): fire storm
  8th level (1 slot): earthquake
  9th level (1 slot): meteor swarm
  Actions
  Multiattack. The siege sorcerer makes three attacks. They can 
  cast a spell that uses a spell attack and has a casting time of one 
  action in place of one attack.
  Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6 ) bludgeoning damage or 4 (1d8) 
  bludgeoning damage if used with two hands.
  
  218
  Unique Items
  Each of these items can be found on one of the NPCs within this 
  book, and can be used or distributed at the GM’s discretion.
  Amulet of Disinterest
  Wondrous item, rare
  This amulet exudes an aura of disinterest around the 
  wearer, making others pay less attention to them than they 
  otherwise would. 
  Creatures with an Intelligence of 6 or higher have disadvantage on 
  Wisdom (Perception) and (Insight) checks to discern the wearer’s 
  intentions and specific actions. Observers are aware the wearer is 
  there, but are simply uninterested in looking at them closer. The 
  effect is broken with physical contact, or if the wearer draws undue 
  attention to themselves. 
  Appropriate Change 
  Wondrous item, uncommon
  Kley uses appropriate change to pay his contacts on all sides of 
  a conflict with currency which will not draw suspicion about 
  its origins. 
  These magical coins are minted to reflect a specific currency. When 
  placed in a container with mundane coins of any currency up to 
  a value of 100 gp, those coins are transformed into the currency 
  of the appropriate change coin, without altering their value. A 
  single coin can transform 100 gp worth of mundane coins in a 24 
  hour period. 
  Battle Blinders
  Wondrous item, rare
  As well as covering unsightly wounds, this eyepatch focusses the 
  wearer on the most important elements of the battle around them. 
  While wearing this patch, the wearer can take the Search action as 
  a bonus action. 
  Bellowing Banner 
  Wondrous item, uncommon
  Bellow’s banner, a black griffon rampant on a white field, inspires 
  fervor in the troops who march beneath it, making them eager to 
  join the fight. 
  All creatures allied to the banner’s cause within 15 feet of the 
  banner who can see it have advantage on initiative rolls.
  Bloodcursed Spear
  Weapon (spear), rare (requires attunement)
  When the wielder reduces a creature to 0 hit points with this spear, 
  the wielder gains temporary hit points equal to the damage dealt 
  with that attack. 
  Curse. The spear is cursed. Attuning to it curses the wielder until 
  they are targeted by the remove curse spell or similar magic. When 
  the wielder kills a creature with the spear, the wielder is sent into 
  an uncontrollable state of bloodlust. If the wielder is a barbarian 
  with any uses of Rage remaining, they immediately enter a rage. 
  For the next minute, if the wielder does not attack a creature with 
  the spear on their turn, they take 1d6 psychic damage which 
  cannot be reduced in any way. If this damage would reduce the 
  wielder to 0 Hit Points or fewer, they instead take no damage, and 
  must attack the closest creature for the remainder of the duration, 
  determining their target randomly if there are multiple creatures 
  equally close. 
  Bowlde’s Lucky Cookpot
  Wondrous item, unique
  Is it magic? Is it skill? Is it years of burnt-on umami flavour? 
  Whatever the case, some of Bowlde’s unnatural luck seems to rub 
  off on whatever he cooks in his trusty pot. 
  When a creature eats a meal cooked in the pot, they gain 1d4 
  temporary hit points. A creature cannot gain temporary hit points 
  in this way again until they have completed a long rest. 
  Bulwark
  Armor (shield), unique
  Through clever dwarven artifice, this shield can be set down, 
  slightly expanding to act as a portable barrier, giving unmatched 
  protection in battle. 
  The wielder can plant the shield in the ground as an action, 
  whereupon its panels extend to increase its surface area to a 5-foot 
  square. It provides three-quarters cover (+5 to AC and Dexterity 
  saving throws) to creatures directly behind it, and includes an 
  arrow slit.
  Once planted, a creature must use an action to pick up the 
  Bulwark, returning it to its portable size, and enabling it to be used 
  as a normal shield once more. 
  Cipher Quill
  Wondrous item, rare
  Though it appears to be an unremarkable writing implement, this 
  quill is enchanted by the commanders of The Murmuration. 
  Words written with the cipher quill will shift through The 
  Murmuration’s ciphers and codes, changing at midnight each 
  day. There are 100 ciphers in total, and they appear in a set order 
  memorised by the owner of the quill; each quill rotates through 
  them in a different order.
  
  219
  Finger Chopper
  Tool, uncommon
  Sylas is a man who loves his tools, and one of his favorites is his 
  finger chopper. Hacking through flesh and bone to get jewelry off 
  bloated corpses is a clumsy way to get the goods he wants, and 
  risks damaging otherwise valuable merchandise as well.
  This device is designed like a strange marriage between a pair 
  of pliers and a cigar cutter. The finger is placed in the receptacle 
  which uses various springs to tune itself to the finger’s size. The 
  handles are squeezed together, and the finger is drawn through. 
  Whenever an obstacle hits the guides, a high-tension blade slices 
  cleanly through, and the obstacle is plucked by delicate internal 
  pincers, falling into a waiting bag. At this point, user gives another 
  squeeze and the device chews through the rest of the finger unless 
  it hits another obstacle, repeating the process until the finger has 
  been relieved of its ornaments. Using the finger chopper inflicts 
  1 slashing damage to the target per hand regardless of how many 
  rings are removed.
  Gauntlets of Iron Command 
  Wondrous item, rare
  These heavy gauntlets allow one to rule, quite literally, with an 
  iron fist. 
  If the wearer of the gauntlets is touching a creature capable of 
  understanding them, they may make a Charisma (Intimidation) 
  check against them as a bonus action. 
  Guiding Light 
  Wondrous item, rare (requires attunement)
  This lantern casts bright light in a 30-foot radius and dim light for 
  an additional 30 feet. 
  The owner of the lantern can extend the lantern’s blessing to any 
  number of creatures who complete a long rest within the 60-foot 
  radius of light around the lantern. Blessed creatures will see the 
  dim glow of the lantern as a beacon in their minds until such a 
  time as it or owner of the lantern chooses to remove the effect. 
  While it can see the glow, a creature is able to find a route back to 
  the lantern, provided it exists on the same plane of existence.
  Kellock’s Bones
  Wondrous item, unique (requires attunement)
  Gael’s father made her a set of finely carved bone dice and she rolls 
  them for luck at the start of each day as a form of remembrance. 
  After finishing a long rest, the owner can roll a d20 and use the 
  number rolled in place of a roll for an ability check, attack or 
  saving throw. The owner must decide to use this ability before 
  attempting the roll. After finishing a long rest, the number must be 
  rerolled. 
  Lionheart Helm 
  Wondrous item, very rare
  This shining helmet, wrought in the shape of a roaring lion, 
  bolsters the wearer against fear and enhances their warcry into a 
  leonine roar.
  The wearer has advantage on saving throws against being 
  frightened. Additionally, as a bonus action, they may perform a 
  roaring battle cry to frighten a foe, forcing a creature within 10 
  feet to make a DC 15 Wisdom saving throw or become frightened 
  of the wearer for one minute. The target may repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on 
  a success. 
  Little Brother
  Weapon (rapier), uncommon
  Silva’s rapier reflects her aggressive nature. If one was to look 
  closely at it, they would see that the finely-honed blade actually 
  possesses scattered serrations and burrs at particular points. 
  One might assume them to be nicks and flaws from the forging 
  process, but they were built into the sword intentionally, making it 
  far deadlier.
  When wounded by the rapier, the blade leaves a tiny but 
  ragged wound. Each wound delivered by the rapier will bleed 
  for 1 piercing damage at the start of each of the wounded 
  creature’s turns.
  On a successful attack, the wielder may also use their bonus action 
  to twist the blade, creating a vicious wound, which instead bleeds 
  for 2 piercing damage each round.
  A bleeding creature can make a DC 12 Constitution saving throw 
  at the end of each of its turns, ending the bleed on a success. The 
  bleed effect can also be stopped with any magical healing.
  Map of Adaptable Stratagem 
  Wondrous item, very rare
  This map consists of, what appears to be, a tray of solidified 
  sand roughly 3-foot square, along with four 3-foot tall metal 
  stakes. When all four stakes are placed firmly in the ground, the 
  topography of the area between the stakes, along with any solid 
  objects in the area such as buildings and trees, will shape itself in 
  the sand of the tray. Each of the stakes must be at least 3 feet apart. 
  
  220
  Precision Hammer 
  Tool, rare
  Carat’s superbly-crafted tools allow faster work of superb quality. 
  If the user is proficient with smith’s tools, they can use the 
  precision hammer to craft 10 gp of metalwork per day of crafting 
  rather than 5 gp. 
  Sear-Ring 
  Wondrous item, rare (requires attunement)
  This earring is highly prized by spies and 
  informers, and lets the wearer know when a 
  subject of their choice is being talked about. 
  After completing a long rest, the wearer may focus on a 
  creature known to them, channelling their name into 
  the sear-ring. If the subject is spoken of within hearing 
  range, the sear-ring will begin to heat 
  up, the heat intensifying as the wearer 
  approaches the source of the speech. 
  The sear-ring understands all languages, 
  but does not understand codes and 
  obfuscation. 
  Shard of the Past 
  Wondrous item, very rare
  A broken, palm-sized piece of an ancient magical mirror which 
  once enabled a viewer a clear window into the past. 
  Peering into the shard, the wearer can see the area within 20 
  feet of the other side as it appeared in the past. Every event that 
  happened in that area in one month appears simultaneously, 
  so heavily trafficked areas will appear full of a fog of blurred 
  humanoid shapes, whereas an area which has only crossed once 
  will show a single ghostly path. Static objects, such as buildings 
  or trees, appear more solid, unless they were somehow destroyed 
  part way through the period being viewed. Viewing a month-long 
  span takes 6 seconds, and any number of months may be viewed 
  in a sitting. Specific details such as faces, fine text and other small, 
  moving details are indiscernible. The user can determine how far 
  back in time they wish to see.
  Slinger
  Weapon (crossbow), rare
  This specially-designed crossbow is adapted to fling vials of 
  explosive or corrosive liquid rather than bolts. A creature 
  proficient with alchemist’s supplies or tinkers tools can craft 
  ammunition for the slinger, with each vial having a value of 5 gp. 
  Range: 80/320 ft.
  Damage: 1d10 acid or fire
  Soul Inker 
  Wondrous item, very rare
  The Black Spots use this needle to apply their famous tattoos. 
  Unbeknownst to most outsiders, however, these tattoos increase 
  their unit cohesion and battle prowess, allowing them to feed 
  off each other’s excitement. This also heightens their legendary 
  celebrations; each drunken mercenary is also sharing their 
  drunkenness with the company. 
  Bearers of identical tattoos created with this needle can 
  empathically share emotions between one another, as with the 
  sending spell, with the exception of being unable to use words, 
  instead being limited to emotional states such as fear, anger, 
  or celebration. If an individual bears multiple tattoos, they can 
  mentally channel which tattoo they are communicating through.
  Spellguard Restraints
  Wonderous item, rare
  These shackles are highly prized, allowing a spellcaster to be kept 
  captive at minimal risk.
  They consist of a pair of shackles joined by a length of chain, and 
  a muzzle. The shackles entirely enclose the hands, removing the 
  ability to provide the somatic and material components of spells. 
  The muzzle allows the wearer to drink liquids, as well as speak, 
  though without the precision and diction necessary for the verbal 
  component of a spell. 
  Each component is made of cold iron, etched with runes to 
  dampen magical fields, though the physical bonds would be quite 
  adequate to do the job without them. 
  
  221
  Toast to Friendship
  Potion, uncommon
  This concoction is brewed using a hair from the brewer and 
  resembles a dark, rich beer. Anyone who drinks a pint of the brew 
  must make a DC 14 Wisdom saving throw against its effects. On a 
  failed save, the drinker is charmed by the brewer. While charmed 
  in this manner, the drinker views the brewer as a good friend. The 
  drinker remains charmed until the brew leaves their system, taking 
  the same time to wear off as the effects of a strong ale. If they 
  succeed on the save, the drinker does not notice anything awry, 
  simply that the alcohol wasn’t very strong.
  Totem of the Chosen 
  Wondrous item, very rare
  Appearing to be a simple fetish of wood and hair suspended on 
  a loop of rough leather twine, this is in fact the spirit totem of a 
  near-legendary clan-chief; a symbol of destiny, good fortune and 
  blessing. The totem can be used as a spellcasting focus by a druid 
  or ranger. 
  If worn openly, it grants the wearer advantage on Charisma 
  (Persuasion) and Wisdom (Insight) checks when interacting 
  with barbarian tribes, and will mark them out as a person of 
  importance.
  Troth 
  Weapon (longsword), unique (requires attunement)
  Currently broken. Once the shards of the blade are found, they can 
  be reattached to the hilt.
  Vandronum’s sword, Troth, was blood-forged, acting something 
  like a crude phylactery. If the sword is in existence and Vandronum 
  would have been killed, his soul is instead transported into the 
  blade of his sword, wherever it is. From this point, Troth becomes 
  a sentient item.
  Anyone who wields Troth will find it to be an exceptionally well-
  crafted sword, but nothing incredible. If Vandronum’s soul inhabits 
  the blade, however, it will confer Vandronum’s skills with the blade 
  upon the wielder, granting proficiency with the weapon. If the 
  wielder attunes themselves to the sword, Vandronum’s personality 
  traits will begin seeping into them. They will share his abrasive 
  attitude, possessiveness, hatred of oath-breakers, and tendency 
  toward vengefulness. 
  The soul of Vandronum has one goal—get a new body. To that 
  end, he will aid whoever wields his sword in whatever way he can. 
  Once a new body is found, his soul will leave the sword, inhabiting 
  the new body. The sword will then become empty and give 
  Vandronum alone a +3 bonus to attack and damage rolls made 
  with the weapon.
  
  222
  Unique Spells
  War breeds innovation, not least in the arcane arts. The following 
  spells were developed to aid in martial efforts, whether by 
  hindering the enemy or simply raining down devastation 
  upon them. 
  Ballista Bolt
  5th level conjuration
  Casting Time: 1 action
  Range: Self (120 feet)
  Components: V, S, M (a splinter of oak)
  Duration: Instantaneous
  You conjure a 10-foot long, 8-inch diameter sharpened spear of 
  oak, launching it toward a target in range at blistering speed. The 
  target must make a Dexterity saving throw to avoid being struck.
  On a failed save, the target takes 2d8 piercing damage, and they 
  are impaled by the bolt. The bolt continues moving in a straight 
  line up to 120 feet long, taking the target with it, until it hits a solid 
  object, dealing 8d6 piercing damage to it. 
  Any creatures within 5 feet of the point of impact on a solid object 
  must make a Dexterity saving throw to avoid being struck by 
  debris, or take 4d6 piercing damage.
  If the object is destroyed, the bolt and target continue on, smashing 
  into (and possibly through) further objects, dealing 2d6 less 
  damage to each object (and any creatures within 5 feet) until the 
  bolt does not deal enough damage to destroy an object, and instead 
  pins the target to the object. When this happens, both the target 
  and the object take the damage rolled and the target is restrained 
  until the bolt is removed.
  Once restrained, removing the bolt requires a DC 20 Strength 
  (Athletics) check.
  Any nonmagical objects of inorganic material such as stone, 
  crystal, or metal take double damage from the bolt.
  Binding Muck
  1st level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V,S,M (a clump of dried clay)
  Duration: Instantaneous
  You transform the field into churning, sucking mud.
  You may turn a contiguous area of any shape up to 40 square feet 
  comprised of natural earth (dirt, sand, grass) into mud 1-foot deep. 
  The mud is considered difficult terrain.
  Catapult Shot
  2nd level conjuration
  Casting Time: 1 action
  Range: 240 feet
  Components: V, S, M (a pebble and a twist of cord)
  Duration: Instantaneous
  You conjure a 2-foot diameter stone that streaks down in an arc 
  towards a target in range. The target must make a Dexterity saving 
  throw to avoid being struck. On a failed save, the target takes 
  3d6 bludgeoning damage and is knocked prone. On a successful 
  save, the target takes half damage and is not knocked prone, but is 
  pushed 10 feet from the point of impact.
  All creatures within 5 feet of the target take 2d6 force damage and 
  are pushed back 10 feet from the point of impact.
  A creature made of inorganic material such as stone, crystal, 
  or metal, and nonmagical objects (such as walls) take double 
  damage on a hit.
  At Higher Levels. When you cast this spell using a spell slot of 3rd 
  level or higher, the stone diameter increases by 2 feet and damage 
  increases by 2d6 for each slot level above 2nd.
  Chaos
  7th level enchantment
  Casting Time: 1 action 
  Range: 120 feet
  Components: V, S, M (a vial of mercury)
  Duration: Concentration, up to 1 minute
  You sow chaos amongst the enemy. Each hostile creature within 
  a 20-foot radius sphere, centered on a point you choose within 
  range, must succeed on a Wisdom saving throw or be affected by 
  the chaos for as long as you maintain your concentration.
  An affected creature can’t take reactions and must roll a d20 at the 
  start of each of its turns to determine its behavior for that turn:
  d20
  Behavior
  1–2
  The creature lashes out randomly in a panic against an 
  adjacent creature. If there is no target, it attacks wildly 
  and hits itself.
  3–6
  The creature flees, using all available movement to get as 
  far from the battle as possible (this includes the greater 
  immediate conflict of any surrounding battle).
  7–14
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If no creature is within reach, the creature is 
  disoriented and grants advantage on the next attack 
  against it.
  15–19
  The creature collapses into hysterics and is incapacitated 
  for the turn.
  20
  The creature looks at its current situation. If its side is 
  losing the overall immediate conflict, it will attempt to 
  switch sides. If its side is winning, its resolve is steeled 
  and becomes immune to charm or mind-altering effects 
  for the next hour.
  
  223
  Earthen Mine
  2nd level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a 
  crystal of nitre)
  Duration: 1 minute
  You create a sudden 
  explosion buckling out of 
  the earth itself, wounding 
  those caught in the blast 
  and showering down dust 
  and debris. 
  All creatures within 5 feet 
  of a point you choose within 
  range must make a Dexterity 
  saving throw, taking 3d8 force 
  damage on a failed save or 
  half damage on a successful 
  one. For one minute after the 
  blast, a 5-foot radius cloud 
  of dust heavily obscures 
  the area, centred on the 
  explosion.
  Force Blade
  4th-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You condense arcane energy into the form of a magic sword. This 
  sword lasts until the spell ends. While wielding the sword, as an 
  action, you can make melee spell attacks with the weapon. It deals 
  3d6 force damage plus your spellcasting ability modifier on a hit.
  At Higher Levels. When you cast this spell using a 5th or 6th level 
  spell slot, the damage increases to 4d6. When you cast it using a 
  7th or 8th level spell slot, the damage increases to 5d6. When you 
  cast it using a 9th level spell slot, the damage increases to 6d6.
  The Horrors of War
  9th level necromancy
  Casting Time: 1 action 
  Range: Sight
  Components: V, S
  Duration: Instantaneous
  The souls of the fallen rise to your call, coalescing into a maelstrom 
  of wrath, which you turn upon those who oppose you.
  Souls rise from dead bodies of your choosing within a 30-foot 
  radius sphere from a point you can see. The souls rise above the 
  battlefield, merging to form the maelstrom, which then explodes 
  in a screaming, psychic blast. All enemies in the area take 1d10 
  psychic damage for each raised soul.
  The souls are then obliterated from existence. Any 
  creature that has had its soul destroyed in this 
  manner cannot be resurrected or 
  restored in any way, except for 
  divine intervention, a wish spell, or 
  similar magic.
  Stone Spurs
  1st level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a 
  shard of flint)
  Duration: 1 minute
  You cover the area in 
  caltrop-like spikes, 
  making it impossible to 
  traverse safely. 
  Choose a point within range. A 
  20-foot radius circle around that 
  point is riddled with 4-inch high stone 
  spines and becomes difficult terrain. The first 
  time in a turn a creature moves through this area, 
  they take 1d4 piercing damage.
  Undermine
  3rd level transmutation 
  Casting Time: 1 action 
  Range: 10 feet (5-foot cube)
  Components: V, S
  Duration: Concentration, up to 30 minutes
  This spell allows you to dig through earth, hardening the surfaces 
  left behind to allow for a structurally sound tunnel. All excavated 
  materials are deposited at a point of your choosing within 30 feet 
  of your original position.
  When you cast this spell, choose a point within 30 feet of you. 
  All excavated materials will be deposited here. All soft materials 
  will be in a form resembling having been shoveled. All hard 
  materials will be in a form resembling being blasted or smashed 
  with a hammer.
  On your turn, choose a point (or points) within 10 feet of you. As 
  an action, for as long as you maintain your concentration, you may 
  excavate two 5-foot cubes of loose material (dirt, snow, sand), or 
  one 5-foot cube of hard material (stone, ice, crystal). The ceiling, 
  walls and floor left behind are structurally sound unless you intend 
  them to be weakened. Tunnels can still be demolished by mundane 
  means such as explosions or heavy impacts. 
  At Higher Levels. When you cast this spell using a spell slot of 4th 
  level or higher, you can move twice as much material per turn for 
  each slot level above 3rd.
  
  224
  Legal Appendix
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity as provided in section 1(e) of the 
  Open Game License: Any and all material or content that could 
  be claimed as Product Identity pursuant to section 1(e), below, is 
  hereby claimed as product identity, including but not limited to: 1. 
  The name “Nord Games” as well as all logos and identifying marks 
  of Nord Games, LLC, including but not limited to the Nord Games 
  logo as well as the trade dress of Nord Games products; 2. The 
  product name “Game Master’s Toolbox,” “Ultimate NPCs,” as well 
  as any and all Nord Games product names referenced in the work; 
  3. All artwork, illustration, graphic design, maps, and cartography, 
  including any text contained within such artwork, illustration, 
  maps or cartography; 4. The proper names, personality, 
  descriptions and/or motivations of all artifacts, characters, races, 
  countries, geographic locations, plane or planes of existence, gods, 
  deities, events, magic items, organizations and/or groups unique 
  to this book, but not their stat blocks or other game mechanic 
  descriptions (if any), and also excluding any such names when they 
  are included in monster, spell or feat names. 5. Any other content 
  previously designated as Product Identity is hereby designated 
  as Product Identity and is used with permission and/or pursuant 
  to license. 
  This printing is done under version 1.0a of the Open Game 
  License, below.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved. 
  Notice of Open Game Content: This product contains Open 
  Game Content, as defined in the Open Game License, below. Open 
  Game Content may only be Used under and in terms of the Open 
  Game License. 
  Designation of Open Game Content: Subject to the Product 
  Identity Designation herein, the following material is designated 
  as Open Game Content. (1) all monster statistics, descriptions of 
  special abilities, and sentences including game mechanics such as 
  die rolls, probabilities, and/or other material required to be open 
  game con-tent as part of the game rules, or previously released 
  as Open Game Content, (2) all portions of spell descriptions that 
  include rules-specific definitions of the effect of the spells, and 
  all material previously released as Open Game Content, (3) all 
  other descriptions of game-rule effects specifying die rolls or other 
  mechanic features of the game, whether in traps, magic items, 
  hazards, or anywhere else in the text, (4) all previously released 
  Open Game Content, material required to be Open Game Content 
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  225
  Open Game Content except as expressly licensed in another, 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document, 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Game Master’s Toolbox - Ultimate NPCs: Warfare, Copyright 
  2018, Chris Haskins, Nord Games LLC.
  END OF LICENSE
  
  229
  Step onto the Battlefield.
  Horns blare, spears clatter, horses madden 
  at the scent of death, and soldiers cry out for 
  glory, vengeance, righteousness, and bloodlust; 
  for both heroes and monsters are forged in the 
  crucible of war... 
  A tool for Games Masters and Players alike,  
  Ultimate NPCs: Warfare is a collection of fully 
  fleshed-out characters to populate your game 
  world. From high command to the cook’s tent, 
  you’ll find a variety of soldiers, auxiliaries, and 
  noncombatants within, each with the backstory 
  and statistics necessary to run as an NPC or 
  player character. 
  So strap on your armor, sharpen your sword, 
  and meet your comrades-in-arms...
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nord Games/Ultimate NPCs Warfare.pdf