Adventurers - The Homebrewery
Adventurers - The Homebrewery
Armor Class 23 (Half Plate +2, Shield +2) Armor Class 23 (Half Plate +2, Shield +2)
Hit Points 105 (12d8 + 48) Hit Points 165 (17d8 + 85)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 18 (+4) 20 (+5) 10 (+0) 12 (+1) 8 (-1) 14 (+2) 20 (+5) 20 (+5) 10 (+0) 12 (+1)
Saving Throws CON +8, INT +9 Saving Throws STR +5, DEX+8, CON +17, INT +17,
Skills Perception +4 WIS +6, CHA +7
Senses Passive Perception 14 Skills Perception +6
Languages Common Senses Passive Perception 16
Challenge 12 (8,400 XP) Languages Common
Challenge 15 (13,000 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
Saving Throws STR +5, DEX +6, CON +5 Saving Throws STR +7, DEX +6, CON +6
Skills Athletics +5, Perception +3 Skills Athletics +7, Perception +4
Damage Resistances All, except for Psychic Damage Resistances All, except for Psychic
Senses Passive Perception 13 Senses Passive Perception 14
Languages Common Languages Common
Challenge 1 (Defensive), 1 (Offensive) Challenge 5 (Defensive), 4 (Offensive)
Actions Actions
Greataxe. Melee Weapon Attack: +5 to hit, one Multiattack.The Barbarian makes two attacks with
target. Hit: 12 (1d12 + 5) slashing damage. its Greataxe.
Greataxe, +1. Melee Weapon Attack: +8 to hit, one
target. Hit: 14 (1d12 + 6) slashing damage.
Barbarian Hero Barbarian Legend
Medium humanoid (any), any alignment Medium humanoid (any), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 8 (-1)
Saving Throws STR +9, DEX +6, CON +7 Saving Throws STR +9, DEX +6, CON +7
Skills Athletics +9, Perception +5 Skills Athletics +11, Perception +7
Damage Resistances All, except for Psychic Damage Resistances All, except for Psychic
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 11 (Defensive), 9 (Offensive) Challenge 20 (Defensive), 11 (Offensive)
On a critical hit, the Barbarian does 7 additional Greataxe, +2. Melee Weapon Attack: +6 to hit, one
slashing damage. target. Hit: 28 (1d12 + 21) slashing damage. On a
critical hit, the Barbarian does 21 additional
slashing damage.
Bard Initiate Bard Adventurer
Medium humanoid (any), any alignment Medium humanoid (any), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
Saving Throws DEX +6, CHA +6 Saving Throws DEX +6, CHA +7
Skills Deception +7, Perception +3, Stealth +5 Skills Deception +10, Perception +4, Stealth +6
Senses Passive Perception 13 Senses Passive Perception 14
Languages Common Languages Common
Challenge 1 (200 XP) Challenge 4 (1,100 XP)
Actions Actions
Multiattack. The Bard attacks once with its Bow, and Multiattack. The Bard attacks once with its Bow, and
uses its Inspire ability. It may replace its Bow attack uses its Inspire ability. It may replace its Bow attack
with a spell. with a spell.
Bow.Ranged Weapon Attack: +5 to hit, reach Bow.Ranged Weapon Attack: +5 to hit, reach
80/320 ft., one target. Hit: 7 (1d6 + 3) piercing 80/320 ft., one target. Hit: 7 (1d6 + 3) piercing
damage. damage.
Inspire.One friendly creature within 60 feet adds a Inspire.One friendly creature within 60 feet adds a
d6 to their next D20 roll. d8 to their next D20 roll.
30 ft range, DC 13
Blindness (1/day, 2nd level spell). Hypnotic Patern (1/day, 3rd level spell,
CON save. On a failed save, the target is Blinded. concentration). 120 ft range, 30 ft cube, DC 15 WIS
Target repeats the save at the end of its turn, save. On a failed save, the target is Incapacitated for
ending the effect on a success. 1 minute. Ends early if the target takes damage or is
shaken out of it with an action.
60 ft
Faerie Fire (1/day, 1st level spell, concentration).
range, 20 ft cube, DC 13 DEX save. On a failed 60
Hold Person (1/day, 3rd level spell, concentration).
save, all attacks have advantage against the target ft range, 2 targets, DC 15 WIS save. On a failed
and they can't benefit from invisibility. save, the target is Paralyzed for 1 minute. Target
repeats the save at the end of its turn, ending the
effect on a success.
30 ft range, DC 15
Blindness (1/day, 3rd level spell).
Moments vs Tactics. Often, the optimal way to play CON save. On a failed save, the target is Blinded.
a spellcaster is to spam their strongest spell. In that Target repeats the save at the end of its turn,
respect, many of these stat blocks are decidedly ending the effect on a success.
un-optimal, since I prioritize casting a greater
variety of spells that will make for memorable
moments that feel right for the classes. Typically,
every time you repeat the same action it becomes Multiattack vs Full Action Economy. If I expect a
less impactful and memorable, so generally I've creature to take the same bonus action every turn, I
represented a stat block's highest level spells as include it in the multiattack. If a creature has
1/day, even when they could do more. multiple competing bonus actions, I add a seperate
section for them.
Bard Hero Bard Legend
Medium humanoid (any), any alignment Medium humanoid (any), any alignment
Armor Class 15 (Studded Leather Armor) Armor Class 15 (Studded Leather Armor)
Hit Points 90 (12d8 + 36) Hit Points 148 (17d8 + 68)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 20 (+5)
Saving Throws DEX +7, CHA +9 Saving Throws DEX +9, CHA +11
Skills Deception +13 Perception +9, Stealth +7 Skills Deception +17, Perception +13, Stealth +15
Senses Passive Perception 19 Senses Passive Perception 23
Languages Common Languages Common
Challenge 9 (5,000 XP) Challenge 15 (13,000 XP)
War Caster.The Bard has advantage on saves to War Caster.The Bard has advantage on saves to
maintain concentration. maintain concentration.
Actions Actions
Multiattack. The Bard uses its Inspire ability and Multiattack. The Bard uses its Inspire ability and
casts a spell. casts a spell.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1)
Saving Throws WIS +5, CHA +3 Saving Throws WIS +7, CHA +4
Skills Insight +5, Perception +5 Skills Insight +7, Perception +7
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 6 (2,300 XP)
Actions Actions
Multiattack 3/day.The Cleric makes two Maul The Cleric makes two Maul
Multiattack (4/day).
attacks, one of which it may replace with a spell. attacks, one of which it may replace with a spell.
Maul. Melee Weapon Attack: +5 to hit, one target. Maul. Melee Weapon Attack: +6 to hit, one target.
Hit: 10 (2d6 + 3) bludgeoning damage. Hit: 10 (2d6 + 3) bludgeoning damage.
Up to three creatures
Aid (1/day, 2nd level spell. Spirit Guardians (1/day, 3rd level spell, concentration.)
within 30 feet each gain 5 temp HP. Range self, 15 ft radius, affects creatures of the
Cleric's choice. An affected creature's speed is
Hold Person (1/day, 2nd level spell, concentration).
halved in the area, DC 15 WIS save when the
60 ft range, 1 target, DC 13 WIS save. On a failed creature enters the area for the first time on a turn
save, the target is Paralyzed for 1 minute. Target or starts its turn there. 3d8 radiant damage on a
repeats the save at the end of its turn, ending the failure, 1/2 damage on success.
effect on a success.
Up to three creatures
Aid (1/day, 2nd level spell.
30 ft
Bless (1/day, 1st level spell, concentration).
within 30 feet each gain 5 temp HP.
range, 3 targets. Whenever a target makes an attack
roll or a saving throw before the spell ends, the 30 ft
Bless (1/day, 1st level spell, concentration).
target can roll a d4 and add the number rolled to range, 3 targets. Whenever a target makes an attack
the attack roll or saving throw. roll or a saving throw before the spell ends, the
target can roll a d4 and add the number rolled to
Reactions the attack roll or saving throw.
When the cleric misses an
Guided Strike (1/day).
Reactions
attack, it may choose to add 10 to the attack roll.
When the cleric misses an
Guided Strike (2/day).
attack, it may choose to add 10 to the attack roll.
Cleric Hero Cleric Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0) 20 (+5) 12 (+1)
Saving Throws WIS +9, CHA +5 Saving Throws WIS +11, CHA +7
Skills Insight +9, Perception +9 Skills Insight +11, Perception +11
Senses Passive Perception 19 Senses Passive Perception 21
Languages Common Languages Common
Challenge 9 (5,000 XP) Challenge 11 (7,200 XP)
War Caster.The Cleric has advantage on saves to War Caster.The Cleric has advantage on saves to
maintain concentration. maintain concentration.
Actions Actions
The Cleric makes two Maul
Multiattack (5/day). The Cleric makes two Maul
Multiattack (5/day).
attacks, one of which it may replace with a spell. attacks, one of which it may replace with a spell.
Maul, +1. Melee Weapon Attack: +8 to hit, one Maul, +1. Melee Weapon Attack: +10 to hit, one
target. Hit: 10 (2d6+1d8 + 4) bludgeoning target. Hit: 20 (2d6+2d8 + 4) bludgeoning
damage. damage.
60 ft range, 1 target.
Heal (1/day, 6th level spell.) 60 ft range.
Mass Heal (1/day, 9th level spell.)
Target creature regains 70 HP. Restore 700 HP split between any number of
targets in range.
Spirit Guardians (1/day, 5th level spell, concentration.)
Range self, 15 ft radius, affects creatures of the Holy Aura (1/day, 8th level spell, concentration.)
Cleric's choice. An affected creature's speed is Range self, 30 foot radius. Friendly creatures have
halved in the area, DC 17 WIS save when the advantage on all saving throws, and other creatures
creature enters the area for the first time on a turn have disadvantage on attack rolls against them until
or starts its turn there. 5d8 radiant damage on a the spell ends.
failure, 1/2 damage on success. 10 ft range, 9
Plane Shift (1/day, 7th level spell.)
Up to three creatures
Aid (3/day, 4th level spell. targets. The cleric and 8 allies in range teleport to a
within 30 feet each gain 15 temp HP. different plane.
30 ft
Bless (3/day, 3rd level spell, concentration). Spirit Guardians (1/day, 5th level spell, concentration.)
range, 5 targets. Whenever a target makes an attack Range self, 15 ft radius, affects creatures of the
roll or a saving throw before the spell ends, the Cleric's choice. An affected creature's speed is
target can roll a d4 and add the number rolled to halved in the area, DC 17 WIS save when the
the attack roll or saving throw. creature enters the area for the first time on a turn
or starts its turn there. 5d8 radiant damage on a
Reactions failure, 1/2 damage on success.
When the cleric misses an
Guided Strike (2/day).
Reactions
attack, it may choose to add 10 to the attack roll.
When the cleric misses an
Guided Strike (2/day).
attack, it may choose to add 10 to the attack roll.
Druid Initiate Druid Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
Armor Class 18 (Breastplate and Shield) Armor Class 18 (Breastplate and Shield)
Hit Points 26 (3d8+9) Hit Points 46 (6d8+18)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
Saving Throws INT +2, WIS +5 Saving Throws INT +3, WIS +7
Skills Perception +5 Skills Perception +7
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 6 (2,300 XP)
Bonus Actions
Summoning Spells. Summmoning spells are often Giant Elk Form (2/day). The druid gains 42 temp HP.
the strongest offensive spells that a given class has As long as it has this temp HP, it is a giant elk, it
access to, particularly for Bards, Druids, and can't cast spells, its speed is 60 ft, and its AC is 14.
Rangers. I haven't put them on any of these stat
blocks because they slow combat down, they don't
usually make for super memorable moments, and
they require referencing other rules that you may
not have handy. Feel free to swap them in if you
feel up to it, though.
Druid Hero Druid Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
Armor Class 19 (Half Plate and Shield) Armor Class 19 (Half Plate and Shield)
Hit Points 94 (12d8+36) Hit Points 148 (17d8+68)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 20 (+5) 12 (+1) 8 (-1) 14 (+2) 18 (+4) 10 (+0) 20 (+5) 12 (+1)
Saving Throws INT +4, WIS +9 Saving Throws INT +6, WIS +11
Skills Perception +9 Skills Perception +11
Senses Passive Perception 19 Senses Passive Perception 21
Languages Common Languages Common
Challenge 8 (3,900 XP) Challenge 10 (5,900 XP)
War Caster.The Druid has advantage on saves to War Caster.The Druid has advantage on saves to
maintain concentration. maintain concentration.
Foresight.The Druid has advantage on attack rolls
Actions and saving throws. Attack rolls targeting it have
Multiattack. (Earth Elemental form only) The Druid disadvantage.
makes two slam attacks.
Actions
Slam. (Earth Elemental form only) Melee Weapon
Attack: +8 to hit, reach 10 ft., one target. Hit: 14 Multiattack. (Earth Elemental form only) The Druid
(2d8 + 5) bludgeoning damage. makes two slam attacks.
Primordial Ward (1/day, 6th level spell, Slam. (Earth Elemental form only) Melee Weapon
concentration). The druid has resistance to acid, Attack: +8 to hit, reach 10 ft., one target. Hit: 14
cold, fire, lightning, and thunder damage for the (2d8 + 5) bludgeoning damage.
next minute, or until it loses concentration. When it 150 ft range, 60 ft
Sunburst (1/day), 8th level spell.)
takes damage of one of those types, it can use its radius. DC 19 CON save. 12d6 radiant damage and
reaction to gain immunity to that type of damage, blinded for 1 minuten on a failure. On a successful
including against the triggering damage, after save, it takes half as much damage and isn’t
which the spell ends. blinded by this spell. Blinded creatures repeat the
120 ft range.
Wall of Stone (1/day, 5th level spell). save at the end of their turn, ending the effect on a
The druid summons a wall 6 inches thick and success.
composed of ten 10-foot- by-10-foot panels. 10 ft range, 9
Plane Shift (1/day, 7th level spell.)
120 ft range,
Erupting Earth (3/day, 4th level spell). targets. The druid and 8 allies in range teleport to a
20 ft cube. DC17 DEX save. 4d12 bludgeoning different plane.
damage on a failure, or half on success. The area Primordial Ward (1/day, 6th level spell,
becomes difficult terrain. concentration). The druid has resistance to acid,
60
Heat Metal (3/day, 3rd level spell, concentration). cold, fire, lightning, and thunder damage for the
ft range. 1 target that is wielding a metal weapon. next minute, or until it loses concentration. When it
3d8 fire damage, and the target must pass a DC 17 takes damage of one of those types, it can use its
CON save or drop its weapon. Can repeat this as a reaction to gain immunity to that type of damage,
bonus action every turn against the same target as including against the triggering damage, after
long as the spell lasts. which the spell ends.
Wall of Stone (1/day, 5th level spell, concentration).
Bonus Actions 120 ft range. The druid summons a wall 6 inches
Earth Elemental Form (1/day). The druid gains 126 thick and composed of ten 10-foot- by-10-foot
temp HP. As long as it has this temp HP, it is an panels.
earth elemental, it can't cast spells, it has a 30 ft
burrow speed, and its AC is 17. Bonus Actions
Earth Elemental Form (1/day). The druid gains 126
temp HP. As long as it has this temp HP, it is an
earth elemental, it can't cast spells, it has a 30 ft
burrow speed, and its AC is 17.
Fighter Initiate Fighter Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
Saving Throws STR +5, CON +5 Saving Throws STR +7, CON +6
Skills Athletics +5, Perception
+3 Skills Athletics +7, Perception
+4
Senses Passive Perception 13 Senses Passive Perception 14
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 9 (5,000 XP)
Precision Strike (3/day). When the fighter misses an Precision Strike (3/day). When the fighter misses an
attack roll, it may add a d8 to the attack roll. attack roll, it may add a d8 to the attack roll.
Actions Actions
Longbow.Ranged Weapon Attack: +4 to hit, reach Multiattack. The Fighter makes two attacks with
150/600 ft., one target. Hit: 7 (1d8 + 2) piercing either its Longbow or its Greatsword. If it reduces a
damage. creature to 0 HP with one of these attacks, it may
make an additonal attack as a bonus action.
Longsword. Melee Weapon Attack: +5 to hit, one
target. Hit: 8 (1d8 + 3) slashing damage. Longbow.Ranged Weapon Attack: +5 to hit, reach
150/600 ft., one target. Hit: 7 (1d8 + 2) piercing
The Fighter immediately takes
Action Surge (1/day).
damage.
two additonal actions other than this one. It may
take the same action twice. Greatsword, +1. Melee Weapon Attack: +3 to hit,
one target. Hit: 22 (2d6 + 15) slashing damage.
Bonus Actions The Fighter immediately takes
Action Surge (1/day).
Second Wind (1/day). The Fighter heals itself for two additonal actions other than this one. It may
1d10+3. take the same action twice.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 8 (-1) 20 (+5) 14 (+2) 20 (+5) 10 (+0) 13 (+1) 8 (-1)
Saving Throws STR +9, CON +6, WIS +5 Saving Throws STR +11, CON +11, WIS +7
Skills Athletics +9, Perception
+5 Skills Athletics +11, Perception
+7
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 15 (13,000 XP) Challenge 17 (18,000 XP)
Precision Strike (4/day). When the Fighter misses an Precision Strike (5/day). When the Fighter misses an
attack roll, it may add a d10 to the attack roll. attack roll, it may add a d10 to the attack roll.
Indomitable (1/day). When the Fighter fails a saving Indomitable (3/day). When the Fighter fails a saving
throw, it may reroll it. throw, it may reroll it.
Actions Actions
Multiattack. The Fighter makes three attacks with Multiattack. The Fighter makes three attacks with
either its Longbow or its Greatsword. If it reduces a either its Longbow or its Greatsword. If it reduces a
creature to 0 HP with one of these attacks, it may creature to 0 HP with one of these attacks, it may
make an additonal attack as a bonus action. make an additonal attack as a bonus action.
Longbow.Ranged Weapon Attack: +6 to hit, reach Longbow.Ranged Weapon Attack: +8 to hit, reach
150/600 ft., one target. Hit: 7 (1d8 + 2) piercing 150/600 ft., one target. Hit: 7 (1d8 + 2) piercing
damage. damage.
Greatsword, +2. Melee Weapon Attack: +6 to hit, Greatsword, +2. Melee Weapon Attack: +8 to hit,
one target. Hit: 24 (2d6 17) slashing damage. one target. Hit: 24 (2d6 + 17) slashing damage.
The Fighter immediately takes
Action Surge (1/day). The Fighter immediately takes
Action Surge (2/day).
two additonal actions other than this one. It may two additonal actions other than this one. It may
take the same action twice. take the same action twice.
Reactions Reactions
Riposte (2/day). As a reaction to being missed with Riposte (2/day). As a reaction to being missed with
a melee attack, the Fighter may make melee weaon a melee attack, the Fighter may make melee weaon
attack. If it hits, it does an extra 1d10 damage. attack. If it hits, it does an extra 1d10 damage.
Monk Initiate Monk Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 12 (+1
Saving Throws STR +1, DEX +5 Saving Throws STR +2, DEX +7
Skills Perception +5, Stealth +5 Skills Perception +6, Stealth +7
Senses Passive Perception 15 Senses Passive Perception 16
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 5 (1,800 XP)
Reactions
Deflect Missiles.When the monk is hit with a
ranged weapon attack, it may use its reaction to
subtract 15 from the damage. If this reduces the
damage to 0, it may make a ranged attack with a
range of 20/60 using the ammunition it just caught
as part of the same reaction. This attack has +7 to
hit and deals 1d6+4 piercing damage.
Monk Hero Monk Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 12 (+1 8 (-1) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 12 (+1
Saving Throws STR +3, DEX +9 Saving Throws STR +5, DEX +11, CON +8, INT +6,
Skills Perception +8, Stealth+9 WIS +11, CHA +7
Damage Immunities Poison Skills Perception +11, Stealth +11
Senses Passive Perception 18 Damage Immunities Poison
Languages Common Senses Passive Perception 21
Challenge 7 (2,900 XP) Languages Common
Challenge 10 (5,900 XP)
When the monk hits a
Stunning Strike (5/day).
creature with a melee attack, it can force the When the monk hits a
Stunning Strike (7/day).
creature to make a DC16 CON save or be stunned creature with a melee attack, it can force the
until the end of the Monk's next turn. creature to make a DC19 CON save or be stunned
until the end of the Monk's next turn.
Evasion. When the monk makes a Dexterity saving
throw, it takes no damage on a success, and half Evasion. When the monk makes a Dexterity saving
damage if it fails. throw, it takes no damage on a success, and half
damage if it fails.
Actions
Multiattack. The Monk attack four times with its
Actions
Unarmed Attack, and once with either its Shove or Multiattack. The Monk attack four times with its
its Trip. It may replace two of its Unarmed Attacks Unarmed Attack, and once with either its Shove or
with a single Dodge, Dash, or Disengage action. its Trip. It may replace two of its Unarmed Attacks
with a single Dodge, Dash, or Disengage action.
Unarmed Attack. Melee Weapon Attack: +7 to hit.
Hit: 10 (1d8 + 5) bludgeoning damage. Unarmed Attack. Melee Weapon Attack: +7 to hit.
Hit: 11 (1d10 + 5) bludgeoning damage.
Shove. Target creature must make a DC 16 Strength
save or be pushed back 15 feet. Shove. Target creature must make a DC 19 Strength
save or be pushed back 15 feet.
Trip.Target creature must make a DC 16 Dexterity
save or be knocked prone. Trip.Target creature must make a DC 19 Dexterity
save or be knocked prone.
Stillness of Mind. The Monk ends one effect on
itself causing it to be charmed or frightened. Stillness of Mind. The Monk ends one effect on
itself causing it to be charmed or frightened.
Reactions Quivering Palm (1/day). A creature that the Monk
Deflect Missiles. When the monk is hit with a has hit with an unarmed attack before must make a
ranged weapon attack, it may use its reaction to DC 19 saving throw. If it fails, it is reduced to 0 Hit
subtract 23 (1d10+17) from the damage. If this Points. If it succeeds, it takes 10d10 necrotic
reduces the damage to 0, it may make a ranged damage. Once a creature makes this saving throw,
attack with a range of 20/60 using the ammunition it is immune to this ability until the monk hits it
it just caught as part of the same reaction. This again.
attack has +9 to hit and deals 1d8+5 piercing
damage. Reactions
Deflect Missiles. When the monk is hit with a
ranged weapon attack, it may use its reaction to
subtract 23 (1d10+17) from the damage. If this
reduces the damage to 0, it may make a ranged
attack with a range of 20/60 using the ammunition
it just caught as part of the same reaction. This
attack has +9 to hit and deals 1d8+5 piercing
damage.
Paladin Initiate Paladin Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Saving Throws WIS +3, CHA +5 Saving Throws STR +6, DEX +2, CON +5, INT +3,
Skills Athletics +5, Perception
+3 WIS +7, CHA +9
Senses Passive Perception 13 Skills Athletics +6, Perception +4
Languages Common Senses Passive Perception 14
Challenge 2 (450 XP) Languages Common
Challenge 9 (5,000 XP)
Bonus Actions
1st Level Smite (4/day). 2d8 radiant
Vow of Enmity (1/day). 10 ft range, 1 target. The
Paladin gains advantage on attack rolls against the 2nd Level Smite (2/day). 3d8 radiant
creature for 1 minute.
The
Thunderous Smite (3/day, 1st level spell).
Paladin's next successful melee attack deals an Actions
additional 7 (2d6) thunder damage, and the target Multiattack. The Paladin makes two attacks with its
must make a DC 13 Strength Save or be pushed 10 Halberd.
feet away and knocked prone.
Halberd, +1. Melee Weapon Attack: +7 to hit, reach
10 ft, one target. Hit: 10 (1d10 + 4) slashing
damage.
Lay on Hands (1/day). One creature within 5 feet
regains 30 hit points.
Bonus Actions
Vow of Enmity (1/day). 10 ft range, 1 target. The
Paladin gains advantage on attack rolls against the
creature for 1 minute.
Polearm Master Attack.+7 to hit, one target. Hit: 7
(1d4 + 4) slashing damage.
Reactions
Polearm Master Reaction.The Paladin may make an
opportunity attack when a creature enters its
Halberd's reach.
Paladin Hero Actions
Medium humanoid (any), any allignment
Multiattack. The Paladin makes two attacks with its
Halberd.
Armor Class 19 (Plate, Defense)
Hit Points 94 (12d10+24) Halberd, +2. Melee Weapon Attack: +11 to hit, reach
Speed 30ft. 10 ft, one target. Hit: 13 (1d10 + 7) slashing damage
plus 5 (1d8) radiant damage.
STR DEX CON INT WIS CHA Lay on Hands (1/day). One creature within 5 feet
regains 60 hit points.
20 (+5) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Bonus Actions
Saving Throws STR +8, DEX +2, CON +5, INT +3, WIS
+8, CHA +10 Vow of Enmity (1/day).10 ft range, 1 target. The Paladin
Skills Athletics +9, Perception +5
gains advantage on attack rolls against the creature for
Senses Passive Perception 15
1 minute.
Languages Common
Polearm Master Attack.+11 to hit, one target. Hit: 10
Challenge 14 (11,500 XP)
(1d4 + 7) slashing damage plus 5 (1d8) radiant
damage.
Aura of Protection.The Paladin's allies within 10 feet
add +3 to their saving throws. Reactions
When the Paladin hits with an attack, it
Divine Smite. Opportunity attack.As a reaction, the Paladin may make
may use a smite to add additional radiant damage to a Halberd attack under either of the following
the attack. conditions:
When a creature enters its reach
1st Level Smite (4/day). 2d8 radiant When a creature leaves its reach
2nd Level Smite (3/day). 3d8 radiant
3rd Level Smite (3/day). 4d8 radiant
Paladin Legend Lay on Hands (1/day). One creature within 5 feet
Medium humanoid (any), any allignment regains 60 hit points.
Circle of Power (1/day, 5th level spell, concentration).
Armor Class 19 (Plate, Defense) Friendly creatures within 30 feet have advantage on
Hit Points 132 (17d10+34) saves against spells. If they would take half damage
Speed 30ft. from a successful save, they instead take none.
Dimension Door (1/day, 4th level spell).The Paladin and
STR DEX CON INT WIS CHA up to one willing creature within 5 feet teleport up to
500 ft.
20 (+5) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Bonus Actions
Saving Throws STR +8, DEX +2, CON +5, INT +3, WIS
+10, CHA +12 Vow of Enmity (1/day).10 ft range, 1 target. The Paladin
Skills Athletics +11, Perception +7
gains advantage on attack rolls against the creature for
Senses Passive Perception 17
1 minute.
Languages Common
The
Holy Weapon (1/day, 5th level spell, concentration).
Challenge 21 (33,000 XP)
Paladin adds 2d8 radiant damage to its weapon attacks
for the next minute.
Aura of Protection.The Paladin's allies within 10 feet
add +3 to their saving throws and can't be Frightened. Polearm Master Attack.+11 to hit, one target. Hit: 10
(1d4 + 7) slashing damage plus 5 (1d8) radiant
When the Paladin hits with an attack, it
Divine Smite. damage.
may use a smite to add additional radiant damage to
the attack. Reactions
Opportunity attack.As a reaction, the Paladin may make
1st Level Smite (4/day). 2d8 radiant a Halberd attack then move up to half its speed
without provoking attacks of opportunity under any of
2nd Level Smite (3/day). 3d8 radiant the following conditions:
3rd Level Smite (3/day). 4d8 radiant When a creature enters its reach
4th Level Smite (2/day). 5d8 radiant When a creature leaves its reach
When a creature within 5 feet of makes an attack
5th Level Smite (1/day). 6d8 radiant against a target other than it.
If the attack hits, the creature's movement speed is
reduced to 0 until the end of the turn.
Actions
Multiattack. The Paladin makes two attacks with its Soul of Vengeance. As a reaction, the Paladin may make
Halberd. a Halberd attack against a creature under the effect of
its Vow of Enmity when that creature makes an attack.
Halberd, +2. Melee Weapon Attack: +11 to hit, reach
10 ft, one target. Hit: 13 (1d10 + 7) slashing damage
plus 5 (1d8) radiant damage.
Paladins are Complex. Something I discovered Find Greater Steed.A high level paladin should
putting this project together is that of all the always be riding something cool. Give them
classes, Paladins are the most irreducible. Which is whatever CR 2 creature fits thematically to ride,
to say, on any given turn in combat they have the then have it act on their turn. If you were already
most viable options for how to use their Action, going to be using a more powerful monster in the
Bonus Action, and Reaction. I really didn't expect encounter, have them riding that instead and have
that, to be honest. Even more so, if you take into them act on the same turn in initiative.
account Find Greater Steed.
Ranger Initiate Ranger Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA f
8 (-1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Saving Throws STR +1, DEX +5 Saving Throws STR +2, DEX +7
Skills Perception +5, Stealth +5 Skills Perception +6, Stealth +7
Senses Passive Perception 15 Senses Passive Perception 16
Languages Common Languages Common
Challenge 1 (??? XP) Challenge 4 (??? XP)
Dread Ambusher. On its first turn each combat, the Dread Ambusher. On its first turn each combat, the
Ranger has +10 movement speed. If it Attacks on Ranger has +10 movement speed. If it Attacks on
that turn, it can make one additional weapon attack that turn, it can make one additional weapon attack
as part of that action. If that attack hits, the target as part of that action. If that attack hits, the target
takes an extra 1d8 damage. takes an extra 1d8 damage.
Umbral Sight The Ranger is invisible when in Umbral Sight The Ranger is invisible when in
darkness. darkness.
Actions Actions
Longbow. Ranged Weapon Attack: +7 to hit, reach Multiattack. The Ranger makes two attacks with its
150/600 ft., one target. Hit: 11 (1d8+1d6+3) longbow.
piercing damage.
Longbow +1. Ranged Weapon Attack: +10 to hit,
reach 150/600 ft., one target. Hit: 13 (1d8+4)
piercing damage.
Snare, 2nd level spell (1/day). The Ranger designates
Ranger Spells. Hunters Mark is fine, but its real a 5 foot radius circle that it touches. The first time
value past level 5 is in conserving spell slots. a creature steps into the circle, the trap is triggered.
Zephyr Strike is more generally useful for the kinds The triggering creature must succeed on a DC 14
of situations a Ranger facing your party is going to Dexterity Saving Throw or or fall prone and be
have to deal with. hoisted into the air where it hangs upside down 3
Ranger spells in general are really good, but at feet above the protected surface, where it is
higher levels they either can't justify their restrained.
complexity or they get severely outclassed by the
raw power of just attacking. This is why the Ranger The restrained creature can make a Dexterity saving
Legend only has a single spell prepared. throw with disadvantage at the end of each of its
turns and ends the restrained effect on a success.
Bonus Actions
Zephyr Strike, 1st level spell, concentration (4/day).
Why Longbow rather than Light Crossbow?. The
The Ranger makes its next attack at advantage, its
longbow is iconic, and a lot of the things that make
next attack does an additional 1d8 damage, its
a Ranger feel like a Ranger are bonus-action hungry.
speed increases by 30 feet, and it does not provoke
attacks of opportunity this turn.
Ranger Hero Ranger Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA f STR DEX CON INT WIS CHA f
8 (-1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Saving Throws STR +3, DEX +9, WIS +7 Saving Throws STR +5, DEX +11, WIS +9
Skills Perception +7, Stealth +9 Condition Immunities Grappled, Paralyzed,
Senses Passive Perception 17 Restrained, Slowed
Languages Common Skills Perception +9, Stealth +11
Challenge 9 (5,000 XP) Senses Passive Perception 19
Languages Common
Dread Ambusher. On its first turn each combat, the Challenge 14 (11,500 XP)
Ranger has +10 movement speed. If it Attacks on
that turn, it can make one additional weapon attack Dread Ambusher. On its first turn each combat, the
as part of that action. If that attack hits, the target Ranger has +10 movement speed. If it Attacks on
takes an extra 1d8 damage. that turn, it can make one additional weapon attack
as part of that action. If that attack hits, the target
Sharpshooter. The Ranger's attacks ignore half and takes an extra 1d8 damage.
three-quarters cover.
Sharpshooter. The Ranger's attacks ignore half and
When the Ranger misses
Stalker's Flurry (1/turn).
three-quarters cover, and don't suffer disadvantage
with an attack, it can make another weapon attack for creatures being within 5 feet.
as part of the same action.
When the Ranger misses
Stalker's Flurry (1/turn).
Umbral Sight The Ranger is invisible when in with an attack, it can make another weapon attack
darkness. as part of the same action.
Actions Umbral Sight The Ranger is invisible when in
darkness.
Multiattack. The Ranger makes two attacks with its
longbow. Actions
Longbow, +2. Ranged Weapon Attack: +8 to hit, Multiattack. The Ranger makes two attacks with its
reach 600 ft., one target. Hit: 23 (1d8+17) piercing longbow.
damage.
Longbow, +2. Ranged Weapon Attack: +8 to hit,
Bonus Actions reach 600 ft., one target. Hit: 23 (1d8+17) piercing
damage.
Zephyr Strike, 1st level spell, concentration (9/day).
The Ranger makes its next attack at advantage, its Bonus Actions
next attack does an additional 1d8 damage, its
speed increases by 30 feet, and it does not provoke Swift Quiver, 5th level spell, concentration (2/day).
attacks of opportunity this turn. For the next minute, the Ranger can make two
Longbow attacks as a bonus action.
Vanish. The Ranger can Hide as a bonus action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 8 (-1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
Saving Throws DEX +5, INT +2 Saving Throws DEX +7, INT +3
Skills Stealth +7 Perception +5 Skills Stealth +10 Perception +7
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 1 (200 XP) Challenge 2 (450 XP)
Actions Actions
Sneak Attack. The rogue makes a weapon attack. If Sneak Attack. The rogue makes a weapon attack. If
the attack has advantage or targets a creature the attack has advantage or targets a creature
within 5 feet of one of the rogue's allies, it deals an within 5 feet of one of the rogue's allies, it deals an
additional 7 (2d6) damage. additional 10 (3d6) damage.
The rogue can use this ability to make opportunity The rogue can use this ability to make opportunity
attacks. attacks.
Shortbow. Melee Weapon Attack: +5 to hit, one Shortbow. Melee Weapon Attack: +7 to hit, one
target. Hit: 6 (1d6 + 3) piercing damage. target. Hit: 7 (1d6 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, one Shortsword. Melee Weapon Attack: +7 to hit, one
target. Hit: 6 (1d6 + 3) piercing damage target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
. Uncanny Dodge. When a creature the rogue can see
hits it with an attack, the rogue can halve the
attack's damage.
When a hostile creature ends its
Skirmisher.
movement within 5 feet of the rogue, the rogue
can move up to half its speed without provoking
opportunity attacks.
Rogue Hero Rogue Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
Armor Class 17 (Studded Leather Armor) Armor Class 17 (Studded Leather Armor)
Hit Points 110 (12d8+48) Hit Points 148 (17d8+68)
Speed 40ft. Speed 40ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 14 (+2) 8 (-1) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 14 (+2)
Saving Throws DEX +9, INT +4 Saving Throws DEX +11, INT +6
Skills Stealth +13 Perception +9 Skills Stealth +17 Perception +13
Senses Passive Perception 19 Senses Passive Perception 23
Languages Common Languages Common
Challenge 4 (1,100 XP) Challenge 12 (8,400 XP)
Evasion. When the Rogue makes a Dexterity saving Evasion. When the rogue makes a Dexterity saving
throw, it takes no damage on a success, and half throw, it takes no damage on a success, and half
damage if it fails. damage if it fails.
Actions Actions
Sneak Attack. The rogue makes a weapon attack. If Multiattack. The rogue makes two attacks, each of
the attack has advantage or targets a creature which it can replace with its Sneak Attack if they
within 5 feet of one of the rogue's allies, it deals an target different creatures.
additional 21 (6d6) damage.
Sneak Attack. The rogue makes a weapon attack. If
The rogue can use this ability to make opportunity the attack has advantage or targets a creature
attacks. within 5 feet of one of the thief's allies, it deals an
additional 31 (9d6) damage.
Shortbow. Melee Weapon Attack: +9 to hit, one
target. Hit: 8 (1d6 + 5) piercing damage. The rogue can use this ability to make opportunity
attacks.
Shortsword. Melee Weapon Attack: +9 to hit, one
target. Hit: 8 (1d6 + 5) piercing damage. Shortbow. Melee Weapon Attack: +11 to hit, one
target. Hit: 8 (1d6 + 5) piercing damage.
Bonus Actions Shortsword. Melee Weapon Attack: +11 to hit, one
Cunnning Action. The rogue Dashes, Disengages, or target. Hit: 8 (1d6 + 5) piercing damage.
Hides.
Bonus Actions
Reactions Cunnning Action. The rogue Dashes, Disengages, or
Uncanny Dodge. When a creature the rogue can see Hides.
hits it with an attack, the rogue can halve the
attack's damage. Reactions
When a hostile creature ends its
Skirmisher.
Uncanny Dodge. When a creature the rogue can see
movement within 5 feet of the rogue, the rogue hits it with an attack, the rogue can halve the
can move up to half its speed without provoking attack's damage.
opportunity attacks. When a hostile creature ends its
Skirmisher.
movement within 5 feet of the rogue, the rogue
can move up to half its speed without provoking
opportunity attacks.
Sorcerer Initiate Sorcerer Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
Saving Throws CON +4, CHA +5 Saving Throws CON +5, CHA +7
Skills Perception +3, Stealth +5 Skills Perception +4, Stealth +6
Senses Passive Perception 13 Senses Passive Perception 14
Languages Common Languages Common
Challenge 1 (??? XP) Challenge 6 (2,300 XP)
Actions Actions
Multiattack (3/day). The Sorcerer attacks twice with Multiattack. The Sorcerer attacks twice with its
its Firebolt. Firebolt. It may replace one Firebolt attack with a
Spell.
Firebolt. Ranged Spell Attack: +5 to hit, reach 120
ft., one target. Hit: 6 (1d10) fire damage. Firebolt. Ranged Spell Attack: +7 to hit, reach 120
ft., one target. Hit: 15 (2d10 + 4) fire damage.
Bonus Actions 120 ft range, 30 ft
Fireball (1/day, 3rd level spell).
Misty Step (2/day, 2nd level spell).The Sorcerer cube, DC 15 DEX save. On a failed save, the target
teleports 30 feet to a location it can see. takes 32 (8d6+4) fire damage, or half damage on a
success.
Reactions Hold Person (1/day, 3rd level spell, concentration).60
As a reaction to being
Shield (4/day, 1st level spell).
ft range, 2 targets, DC 15 WIS save. On a failed
save, the target is Paralyzed for 1 minute. One
targeted with an attack, the Sorcerer may add 5 to
its AC until the beginning of its next turn. creature has disadvantage on its first save against
this spell. The targets repeat the save at the end of
their turn, ending the effect on a success.
30 ft range, DC 15
Blindness (1/day, 3rd level spell).
CON save. On a failed save, the target is Blinded.
Tracking Resources. With shared pools of limited Target repeats the save at the end of its turn,
resources, like Ki and Metamagic, I've tried to ending the effect on a success.
allocate them based on typical usage in a 3-6
round fight. Once the stat blocks get to a level Bonus Actions
where they're not likely to run out, I stop bothering
to track them, because you should only take on Misty Step (2/day, 2nd level spell).The Sorcerer
more bookkeeping load when and if it benefits teleports 30 feet to a location it can see.
your game.
Reactions
As a reaction to being
Shield (4/day, 1st level spell).
targeted with an attack, the Sorcerer may add 5 to
its AC until the beginning of its next turn.
Sorcerer Hero Sorcerer Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 20 (+5)
Saving Throws CON +6, CHA +9 Saving Throws CON +8, CHA +11
Skills Perception +5, Stealth +9 Skills Perception +7, Stealth +10
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 17 (18,000 XP) Challenge 30 (155,000 XP)
Actions Actions
Firebolt. Ranged Spell Attack: +9 to hit, reach 120 1 mile range, 4
Meteor Swarm (1/day, 9th level spell).
ft., one target. Hit: 15 (3d10+5) fire damage. 40 ft radius spheres, DC 19 DEX save. On a failed
save, a creature in one or more spheres takes 145
150 ft range,
Chain Lightning (1/day, 6th level spell). (40d6+5) fire damage and 140 (40d6)
4 targets, DC 17 DEX save. On a failed save, the bludgeoning, or half damage on a success.
target takes 45 (10d8) lightning damage, or half
damage on a success. Power Word: Stun (1/day, 8th level spell). 60 ft range,
1 target. If the target has 150 hit points or fewer, it
Bigby's Hand (2/day, 5th level spell, concentration). is stunned. Otherwise, the spell has no effect. The
Melee Spell Attack: +9 to hit, reach 60 ft., one stunned target must make a Constitution saving
target. Hit: 18 (4d8) force damage. The Sorcerer throw at the end of each of its turns, ending the
may repeat this attack as a bonus action each turn effect on a success.
for the next minute.
10 ft range, the
Teleport (1/day, 7th level spell).
The Sorcerer
Dimension Door (1/day, 4th level spell).
sorcerer and up to 8 willing creatures within range
and up to one willing creature within 5 feet teleport teleport to anywhere on the same plane of
up to 500 ft. existence.
120 ft range, 20 ft
Fireball (3/day, 3rd level spell).
150 ft range,
Chain Lightning (1/day, 6th level spell).
radius sphere, DC 17 DEX save. On a failed save, 4 targets, DC 19 DEX save. On a failed save, the
the target takes 33 (8d6+5) fire damage, or half target takes 10d8 lightning damage, or half damage
damage on a success. on a success.
Hold Person (1/day, 2nd level spell, concentration). 120 ft range, 20 ft
Fireball (3/day, 4th level spell).
60 ft range, 1 target, DC 17 WIS save. On a failed radius sphere, DC 19 DEX save. On a failed save,
save, the target is Paralyzed for 1 minute. One the target takes 33 (8d6+5) fire damage, or half
creature has disadvantage on its first save against damage on a success.
this spell. The targets repeat the save at the end of
their turn, ending the effect on a success. Twinned Haste (3/day, 3rd level spell, concentration).
30 ft range, 2 targets. Each gets +2 AC, double
Bonus Actions movement, advantage on DEX saves, and an extra
attack. The targets are stunned for a turn when the
Firebolt. Ranged Spell Attack: +9 to hit, reach 120 spell wears off.
ft., one target. Hit: 15 (3d10+5) fire damage.
Misty Step (2/day, 2nd level spell).The Sorcerer Bonus Actions
teleports 30 feet to a location it can see. Firebolt. Ranged Spell Attack: +11 to hit, reach 120
ft., one target. Hit: 27 (4d10+5) fire damage.
Reactions
Misty Step (2/day, 2nd level spell).The Sorcerer
As a reaction to being
Shield (4/day, 1st level spell).
teleports 30 feet to a location it can see.
targeted with an attack, the Sorcerer may add 5 to
its AC until the beginning of its next turn. Reactions
As a reaction to being
Shield (4/day, 1st level spell).
targeted with an attack, the Sorcerer may add 5 to
its AC until the beginning of its next turn.
Warlock Initiate Warlock Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
Saving Throws WIS +3, CHA +5 Saving Throws WIS +4, CHA +7
Skills Perception +3, Stealth +5 Skills Perception +4, Stealth +6
Senses Passive Perception 13 Senses Passive Perception 14
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 3 (700 XP)
Actions Actions
Repelling Blast.Ranged Spell Attack: +5 to hit, reach Multiattack.The Warlock uses its Repelling Blast
120 ft., one target. Hit: 9 (1d10 + 3) force damage once and its Eldritch Blast once.
and the target is pushed back 10 feet.
Repelling Blast.Ranged Spell Attack: +7 to hit, reach
Scorching Ray (2/day, 2nd level spell).Spell Attack: 120 ft., one target. Hit: 10 (1d10 + 4) force
+5 to hit, 3 attacks. Each attack deals 7 (2d6) fire damage and the target is pushed back 10 feet.
damage on a hit. Ranged Spell Attack: +7 to hit, reach
Eldritch Blast.
120 ft., one target. Hit: 10 (1d10 + 4) force
damage.
30 ft
Fear (1/day, 3rd level spell, concentration).
cone, DC 15 WIS save. On a failed save, the target
is Frightened and must use its action to dash away.
Target repeats the save at the end of its turn if it
can't see the Warlock, ending the effect on a
success.
60
Hold Person (1/day, 3rd level spell, concentration).
ft range, 2 targets, DC 15 WIS save. On a failed
save, the target is Paralyzed for 1 minute. Target
repeats the save at the end of its turn, ending the
effect on a success.
Warlock Hero Warlock Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 20 (+5)
Saving Throws WIS +5, CHA +9 Saving Throws WIS +7, CHA +11
Skills Perception +5, Stealth +7 Skills Perception +7, Stealth +9
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 8 (??? XP) Challenge 21 (33,000 XP)
Actions Actions
Multiattack.The Warlock attacks once with its Multiattack.The Warlock attacks once with its
Repelling Blast and twice with its Eldritch Blast Repelling Blast and three times with its Eldritch
Blast
Repelling Blast.Ranged Spell Attack: +9 to hit, reach
120 ft., one target. Hit: 11 (1d10 + 5) force Repelling Blast.Ranged Spell Attack: +11 to hit,
damage and the target is pushed back 10 feet. reach 120 ft., one target. Hit: 11 (1d10 + 5) force
damage and the target is pushed back 10 feet.
Ranged Spell Attack: +9 to hit, reach
Eldritch Blast.
120 ft., one target. Hit: 11 (1d10 + 5) force Ranged Spell Attack: +11 to hit, reach
Eldritch Blast.
damage. 120 ft., one target. Hit: 11 (1d10 + 5) force
damage.
Mental Prison (1/day, 6th level spell, concentration).
60 ft range, 1 target, DC 17 INT save. On a 60 ft range,
Pyschic Scream (1/day, 9th level spell).
success, the target takes 5d10 psychic damage. On 10 targets, DC 19 INT save. On a failed save, a
a failure, the target takes 28 (5d10) psychic target takes 49 (14d6) psychic damage and is
damage, and perceives itself surrounded by fire. stunned. On a successful save, a target takes half as
The target can’t see or hear anything beyond it much damage and isn’t stunned. A stunned
and is restrained for the spell’s duration. If the target makes a DC 19 INT save at the end of its
target is moved out of the illusion, makes a melee turn, ending the effect on a success.
attack through it, or reaches any part of its body Power Word: Stun (1/day, 8th level spell). 60 ft range,
through it, the target takes 55 (10d10) psychic 1 target. If the target has 150 hit points or fewer, it
damage, and the spell ends. is stunned. Otherwise, the spell has no effect. The
120 ft range,
Synaptic Static (1/day, 5th level spell). stunned target must make a Constitution saving
20 ft radius sphere, DC 17 INT save. On a failed throw at the end of each of its turns, ending the
save, the target takes 28 (8d6) psychic damage, or effect on a success.
half damage on a success. Also on a failed save, the 60 ft range, 1
Finger of Death (1/day, 7th level spell).
target subtracts a d6 from all their attack rolls and target. DC 19 CON save. 62 (7d8+30) necrotic
concentration checks. A target makes a DC 17 INT damage on a failure, or 1/2 damage on a success.
save at the end of their turn to end this effect.
Mental Prison (1/day, 6th level spell, concentration).
Dimension Door (1/day, 5th level spell).The Warlock 60 ft range, 1 target, DC 19 INT save. On a
and one willing creature within 5 feet teleport up to success, the target takes 5d10 psychic damage. On
500 ft. a failure, the target takes 28 (5d10) psychic
damage, and perceives itself surrounded by fire.
The target can’t see or hear anything beyond it
and is restrained for the spell’s duration. If the
target is moved out of the illusion, makes a melee
attack through it, or reaches any part of its body
through it, the target takes 55 (10d10) psychic
damage, and the spell ends.
Dimension Door (2/day, 5th level spell).The Warlock
and one willing creature within 5 feet teleport up to
500 ft.
Wizard Initiate Wizard Adventurer
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 10 (+0)
Saving Throws INT +5, WIS +3 Saving Throws INT +7, WIS +4
Skills Perception +3, Stealth +5 Skills Perception +4, Stealth +6
Senses Passive Perception 13 Senses Passive Perception 14
Languages Common Languages Common
Challenge 1 (200 XP) Challenge 13 (10,000 XP)
Sculpt Spells. The Wizard's spells don't harm its Sculpt Spells. The Wizard's spells don't harm its
allies. allies.
Actions Actions
Ray of Frost.60 ft range, 1 target, DC 13 CON save. Ray of Frost.60 ft range, 1 target, DC 15 CON save.
On a failed save, the target takes 1d6 cold damage On a failed save, the target takes 2d6 cold damage
and has disadvantage on its next attack roll. and has disadvantage on its next attack roll. On a
successful save, the target takes 1/2 damage.
60 ft range, 10 ft
Shatter (1/day, 2nd level spell).
radius sphere, DC 13 CON save. On a failed save, 120 ft range, 20 ft
Fireball (3/day, 3rd level spell).
an affected creature takes 3d8 thunder damage, or radius sphere, DC 15 DEX save. On a failed save,
1/2 damage on a success. the target takes 28 (8d6) fire damage, or half
damage on a success.
Roll 5d8, the total is
Sleep (1/day, 1st level spell).
how many hit points of creatures this spell can 60
Hold Person (1/day, 2rd level spell, concentration).
affect. Creatures within 20 feet of a point you ft range, 1 target, DC 15 WIS save. On a failed save,
choose within range are affected in ascending order the target is Paralyzed for 1 minute. One creature
of their current hit points. Starting with the has disadvantage on its first save against this spell.
creature that has the lowest current hit points, each The targets repeat the save at the end of their turn,
creature affected by this spell falls unconscious ending the effect on a success.
until the spell ends, the sleeper takes damage, or The
Invisibility (1/day, 2nd level spell, concentration).
someone uses an action to shake or slap the Wizard turns invisible for the next hour, or until it
sleeper awake. Subtract each creature’s hit casts another spell.
points from the total before moving on to the
creature with the next lowest hit points. Bonus Actions
Bonus Actions Misty Step (2/day, 2nd level spell).The Wizard
teleports 30 feet to a location it can see.
Misty Step (1/day, 2nd level spell).The Wizard
teleports 30 feet to a location it can see.
Reactions
Reactions As a reaction to being
Shield (4/day, 1st level spell).
targeted with an attack, the Wizard may add 5 to its
As a reaction to being
Shield (2/day, 1st level spell). AC until the beginning of its next turn.
targeted with an attack, the Wizard may add 5 to its
AC until the beginning of its next turn.
Wizard Hero Wizard Legend
Medium humanoid (any), any allignment Medium humanoid (any), any allignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 20 (+5) 12 (+1) 10 (+0) 8 (-1) 18 (+4) 14 (+2) 20 (+5) 12 (+1) 10 (+0)
Saving Throws INT +9, WIS +5 Saving Throws INT +11, WIS +7
Skills Perception +5, Stealth +9 Skills Perception +7, Stealth +10
Senses Passive Perception 15 Senses Passive Perception 17
Languages Common Languages Common
Challenge 16 (15,000 XP) Challenge 23 (50,000 XP)
Sculpt Spells. The Wizard's spells don't harm its Sculpt Spells. The Wizard's spells don't harm its
allies. allies.
Actions Actions
60 ft range, 1
Disintegrate (1/day, 6th level spell). 60 ft range,
Power Word: Kill (1/day, 9th level spell).
target, DC 17 DEX save. On a failed save, the target 1 target. If the target has 100 hit points or fewer, it
takes 80 (10d6+45) force damage, or half damage dies. Otherwise, the spell has no effect.
on a success. If this damage reduces a creature to 0
HP, they are disintigrated. 150 ft range, 60 ft
Sunburst (1/day, 8th level spell).
radius sphere, DC 19 CON save. On a failed save,
90
Immolation (1/day, 5th level spell, concentration). the target takes 47 (12d6+5) radiant damage and is
ft range, 1 target, DC 17 DEX save. On a failed save, blinded for a minute, or half damage on a success.
the target takes 30 (7d6+5) fire damage and the A blinded target makes a DC 19 CON save at the
creature begins to burn, or half damage on a end of each of its turns, ending the effect on a
success. A burning creature repeats this saving success.
throw at the end of their turn, taking 10 (3d6) fire 10 ft range, the
Teleport (1/day, 7th level spell).
damage on a failure, or ending the condition on a wizard and up to 8 willing creatures within range
success. teleport to anywhere on the same plane of
Bigby's Hand (1/day, 5th level spell, concentration). existence.
Melee Spell Attack: +9 to hit, reach 60 ft., one 60 ft range, 1
Disintegrate (1/day, 6th level spell).
target. Hit: 18 (4d8) force damage. The Wizard may target, DC 19 DEX save. On a failed save, the target
repeat this attack as a bonus action each turn for takes 80 (10d6+45) force damage, or half damage
the next minute. on a success. If this damage reduces a creature to 0
The wizard
Dimension Door (1/day, 4th level spell). HP, they are disintigrated.
and up to one willing creature within 5 feet teleport Bigby's Hand (1/day, 5th level spell, concentration).
up to 500 ft. Melee Spell Attack: +9 to hit, reach 60 ft., one
120 ft range, 20 ft
Fireball (5/day, 3rd level spell). target. Hit: 18 (4d8) force damage. The Wizard may
radius sphere, DC 17 DEX save. On a failed save, repeat this attack as a bonus action on each
the target takes 33 (8d6+5) fire damage, or half subsequent turn for the next minute.
damage on a success. 120 ft
Overchanneled Fireball (1/day, 5th level spell).
range, 30 ft cube, DC 17 DEX save. On a failed
Reactions save, the target takes 65 fire damage, or half
Shield. As a reaction to being targeted with an damage on a success.
attack, the Wizard may add 5 to its AC until the 120 ft range, 20 ft
Fireball (6/day, 3rd level spell).
beginning of its next turn. radius sphere, DC 17 DEX save. On a failed save,
the target takes 33 (8d6+5) fire damage, or half
damage on a success.
Reactions
Shield. As a reaction to being targeted with an
attack, the Wizard may add 5 to its AC until the
beginning of its next turn.