___ > ## Kensei >*Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 17 (agile parry) > - **Hit Points** 49 (9d8 + 9) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|17 (+3)|12 (+1)|10 (+0)|15 (+2)|10 (+0)| >___ > - **Skills** Painter's Supplies +5 > - **Senses** passive Perception 12 > - **Languages** any two languages > - **Challenge** 2 (450 XP) > ___ > > ***Agile Parry.*** While wielding a melee weapon that isn't heavy, the kensei's armor class increases by 2. > > ***Kensei Weapons.*** The kensei can use its Dexterity instead of its Strength for a melee weapons that isn't heavy. When it does so, its attacks with the weapon are magical. > > ***Unarmored Defense.*** While the kensei isn't wearing armor, its armor class includes its Wisdom modifier. > > ### Actions > > ***Multiattack.*** The kensei makes two attacks: one with its unarmed strike and one with its katana. > > ***Katana.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. > > ***Longbow.*** *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. > > ***Unarmed Strike.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage. > > ### Reactions > > ***Deflect Missile.*** In response to being hit by a ranged weapon attack, the kensei deflects the missile. The damage it takes from the attack is reduced by 14 (2d10 + 3) and the missile is destroyed. #### Ranger ___ > ## Gloom Stalker > *Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 14 (leather) > - **Hit Points** 38 (7d8 + 7) > - **Speed** 30 ft. > ___ > STR | DEX | CON | INT | WIS | CHA > :-:|:-:|:-:|:-:|:-:|:-: > 10 (+0)|17 (+3)|13 (+1)|10 (+0)|15 (+2)|8 (-1) >___ > - **Skills** Perception +4, Stealth +5, Survival +4 > - **Senses** darkvision 120 ft., passive Perception 14 > - **Languages** Undercommon plus any one language > - **Challenge** 4 (1,100 XP) >___ > >***Surprise Attack (Recharges on a Short or Long Rest).*** If the gloom stalker surprises a creature and hits it with an attack on the first turn of combat, the target takes an additional 9 (2d8) damage from the attack. > >***Umbral Shroud.*** While in darkness, the gloom stalker is invisible to any creature that relies on darkvision to see it in that darkness. > >***Vanish.*** The gloom stalker can take the Hide or Disengage action as a bonus action. > >### Actions > >***Multiattack.*** On the first turn of combat, the gloom stalker makes two attacks with its darts. > > ***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 plus 5 (2d4) poison damage. > > ***Dart.*** *Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned by the darts for 1 hour. If the target fails this save by 5 or more, it is also unconscious while poisoned in this way. The target wakes up if it takes damage or another creature takes an action to shake it awake. > >### Reactions > >***Shadowy Dodge.*** When a creature targets the gloom stalker with an attack, the gloom stalker can use its reaction to impose disadvantage on that attack. ___ > ## Herbalist >*Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 14 (hide armor) > - **Hit Points** 66 (12d8 + 12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|12 (+1)|11 (+0)|17 (+3)|11 (+0)| >___ > - **Skills** Nature +4, Perception +5, Survival +7 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** passive Perception 15 > - **Languages** Druidic plus any one language > - **Challenge** 1 (200 XP) > ___ > > ***Disarming Attack (1/Turn).*** When the herbalist hits a creature with an attack from its shortsword or shortbow, it can choose to force the target to succeed on a DC 12 Strength saving throw or take an additional 3 (1d6) piercing damage from the attack and drop an object it is holding of the herbalist's choice. The object lands at its feet. > > ***Poisoned Weapons.*** The herbalist's weapon attacks deal an extra 7 (2d6) poison damage (included in the attack). > > ***Poultice (3/Day).*** The herbalist spends 1 minute to apply a poultice to a wounded creature. That creature regains 14 (4d6) hit points. Alternatively, it can use this ability to cure the creature of one poison afflicting it. > > ### Actions > > ***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage. > > ***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage. #### Warrior ___ > ## Default Warrior >*Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 15 (any armor) > - **Hit Points** 39 (6d8 + 12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|15 (+2)|15 (+2)|11 (+0)|11 (+0)|11 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** any one language > - **Challenge** 1 (200 XP) > ___ > > ***Blank Slate.*** Add a set of features associated from a class on this page to give this default warrior an identity tied to a martial class. > > ### Actions > > ***Bow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. #### Barbarian ___ > ***Reckless.*** At the start of its turn, the NPC can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. > > ***Multiattack.*** The NPC makes two melee weapon attacks. > > ***Axe.*** Melee weapon attack that deals 1d10 slashing damage. #### Fighter ___ > ***Commander's Strike (Recharge 5-6).*** As a bonus action, the NPC chooses one friendly creature within 30 feet of it that can see and hear it. That creature can immediately use its reaction to make one weapon attack. > > ***Multiattack.*** The NPC makes two weapon attacks. > > ***Sword.*** Melee weapon attack that deals 1d10 slashing damage. Maneuvers for fighters, based on the battlemaster subclass, are listed on the next page. #### Monk ___ > ***Multiattack.*** The NPC makes four unarmed strikes. > > ***Unarmed Strike.*** Melee weapon attack that deals 1d4 bludgeoning damage. #### Paladin ___ > ***Sword.*** Magical melee weapon attack that deals 1d10 slashing damage plus 1d8 radiant damage. > > ***Lay on Hands (1/Day).*** The NPC touches a willing creature. The target regains 5 hit points. #### Ranger ___ > **Skills** Perception > > ***Multiattack.*** The NPC makes two ranged weapon attacks. > > ***Knife.*** Melee weapon attack with finesse that deals 1d4 piercing damage. #### Rogue ___ > ***Sneak Attack (1/Turn).*** The NPC deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the NPC that isn't incapacitated and the crime boss doesn't have disadvantage on the attack roll. > > ***Multiattack.*** The NPC makes two melee weapon attacks. > > ***Knife.*** Melee weapon attack with finesse that deals 1d4 piercing damage. ___ > ## Default Mage >*Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 10 > - **Hit Points** 27 (6d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|11 (+0)|11 (+0)|15 (+2)|15 (+2)|15 (+2)| >___ > - **Senses** passive Perception 12 > - **Languages** any one language > - **Challenge** 1 (200 XP) > ___ > > ***Blank Slate.*** Add a set of features associated from a class on this page to give this default mage an identity tied to a magical class. > > ### Actions > ***Knife.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. #### Bard ___ > ***Spellcasting.*** The NPC is a 3rd-level spellcaster. Its spellcasting ability is Charisma. It knows the following bard spells. > > Cantrips (at will): *friends, vicious mockery* > <br> 1st level (4 slots): *charm person, disguise self, thunderwave* > <br> 2nd level (2 slots): *silence* #### Cleric ___ > ***Spellcasting.*** The NPC is a 3rd-level spellcaster. Its spellcasting ability is Wisdom. It has the following cleric spells prepared. > > Cantrips (at will): *light, sacred flame, thaumaturgy* > <br> 1st level (4 slots): *cure wounds, guiding bolt, purify food and drink* > <br> 2nd level (2 slots): *lesser restoration, spiritual weapon* #### Druid ___ > ***Spellcasting.*** The NPC is a 3rd-level spellcaster. Its spellcasting ability is Wisdom. It has the following druid spells prepared. > > Cantrips (at will): *druidcraft, shillelagh* > <br> 1st level (4 slots): *animal friendship, entangle, goodberry, thunderwave* > <br> 2nd level (2 slots): *animal messenger* #### Sorcerer ___ > ***Spellcasting.*** The NPC is a 3rd-level spellcaster. Its spellcasting ability is Charisma. It knows the following sorcerer spells. > > Cantrips (at will): *acid splash, dancing lights, mage hand, message* > <br> 1st level (4 slots): *burning hands, color spray, fog cloud* > <br> 2nd level (2 slots): *levitate* #### Warlock ___ > ***Spellcasting.*** The NPC is a 3rd-level spellcaster. Its spellcasting ability is Charisma. It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells. > > Cantrips (at will): *eldritch blast, friends* > <br> 1st-2nd level (2 2nd-level slots): *crown of madness, darkness, hellish rebuke, hex* #### Wizard ___ > ***Spellcasting.*** The NPC is a 3rd-level spellcaster. Its spellcasting ability is Intelligence. It has the following wizard spells prepared: > > Cantrips (at will): *mending, prestidigitation, ray of frost* > <br> 1st level (4 slots): *grease, magic missile, shield* > <br> 2nd level (2 slots): *mirror image, phantasmal force*