User:Rlyehable/sandbox/NPC Overlays

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NPC Overlays are abilities or modifications to an "any race" NPC for a specific race.

Notes[edit]

When applying ability score increases from a race, first reduce each ability score by 1 (to a minimum of 10), then apply the racial ability score bonuses.

If a race has proficiency with a skill and the NPC template has proficiency with the same skill, choose an additional skill that seems appropriate for the NPC.

If a race has proficiency with a weapon(s), they usually carry at least one of these.

To find proficiency for an NPC see SRD5: Monster - Proficiency Bonus by Challenge Rating

Dragonborn[edit]

Draconic Ancestry Table[edit]

Dragon Damage Type Breath Weapon
Black Acid 5 × 30 ft. line (Dex. save)
Blue Lightning 5 × 30 ft. line (Dex. save)
Brass Fire 5 × 30 ft. line (Dex. save)
Bronze Lightning 5 × 30 ft. line (Dex. save)
Copper Acid 5 × 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
  • Ability Score Adj: Decrease all scores by 1 (min. 10). Then add +2 Str, +1 Cha
  • Languages: Common and Draconic

Damage Resistance. Resistant to same type of damage as Breath Weapon.

Draconic Ancestry. The dragonborn has a 1/Day Breath Weapon based on color.

Breath Weapon. The dragonborn exhales destructive energy in a 5 ft. by 30 ft. line or 15 ft. cone. Creatures in the area of effect must make a DC 8+ConAdj+prof Dexterity/Constitution saving throw taking 2d6 _type_ damage on a failed save or half as much on a successful save.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Red Dragons), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



White Dragonborn Guard
Medium Humanoid (White Dragons), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 8 (2d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Skills: Perception +2
Damage Resistances: Cold
Senses: passive Perception 12
Languages: Common, Dragonborn
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Damage Resistance. Resistant to same type of damage as Breath Weapon.

Draconic Ancestry. The dragonborn has a 1/Day Breath Weapon based on color.

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, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Breath Weapon (Recharge: Short or long rest). The dragonborn exhales destructive energy in a 15 ft. cone. Creatures in the area of effect must make a DC 10 Constitution saving throw taking 2d6 cold damage on a failed save or half as much on a successful save.


Dwarf[edit]

Hill Dwarf NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Con, +1 Wis
  • Speed: 25 ft.
  • Alignment: Any Lawful
  • Size: Medium
  • Senses: darkvision 60 ft.
  • Languages: Common and Dwarvish
  • Saves: (see Dwarven Resistance below)
  • Damage Resistances: Poison

Dwarven Resistance. Advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. Attacks with battleaxe, handaxe, throwing hammer, and warhammer have proficiency (The NPC will be equipped with at least one of these.)

Dwarven Toughness. The dwarf has an extra +1 hp per hit die (included above).

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Hill Dwarf Guard
Medium Humanoid (Hill Dwarfs), Any Lawful
Armor Class: 17 (chain shirt, shield)
Hit Points: 13 (2d8+4)
Speed: 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)
Saving Throws: (see Dwarven Resistance)
Skills: Perception +2
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Dwarvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Dwarven Resistance. Advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness. The dwarf has an extra +1 hp per hit die (included above).

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage, or 6 (1d10+1) bluedgeoning damaged if used two-handed.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft, one target. Hit: 4 (1d6+1) bludgeoning damage.


Mountain Dwarf NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Str, +2 Con
  • Speed: 25 ft.
  • Alignment: Any Lawful
  • Size: Medium
  • Senses: darkvision 60 ft.
  • Languages: Common and Dwarvish
  • Saves: (see Dwarven Resistance below)
  • Damage Resistances: Poison

Dwarven Resistance. The dwarf has Advantage on saving throws against poison, and has resistance against poison damage.

Dwarven Combat Training. Attacks with battleaxe, handaxe, throwing hammer, and warhammer have proficiency (The NPC will be equipped with at least one of these.)

Dwarven Armor Training. The dwarf is proficient with medium and heavy armor. (NPC will usually wear one of these, often one class better than original NPC).

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Mountain Dwarf Guard
Medium Humanoid (Mountain Dwarves), Any Lawful
Armor Class: 16 (chain mail)
Hit Points: 11 (2d8+2)
Speed: 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
Saving Throws: (see Dwarven Resistance)
Skills: Perception +2
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Dwarvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Dwarven Resistance. The dwarf has Advantage on saving throws against poison, and has resistance against poison damage.

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bluedgeoning damaged if used two-handed.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft, one target. Hit: 5 (1d6+2) bludgeoning damage.


Elf[edit]

High Elf NPC Overlay[edit]

  • Ability Score Adj: Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Int
  • Skills: Perception
  • Saving Throws: (see Fey Ancestry below)
  • Condition Immunities: Sleep
  • Senses: Darkvision 60 ft.
  • Skills: Proficient in Perception
  • Languages: Common, Elvish, and choice of 1 more
  • Weapon Proficiency: longsword, shortsword, shortbow, and longbow. (The NPC will be equipped with at least one of these.)

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Cantrip. The High Elf knows and can cast one (extra) cantrip from the wizards’s spell list. Intelligence is your magic ability for it.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



High Elf Guard
Medium Humanoid (High Elves), Chaotic Good
Armor Class: 17 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0)
Skills: Perception +2
Condition Immunity: Sleep
Senses: passive Perception 12
Languages: Common, Elvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Cantrip. You know one cantrip of your choice from the wizards’s spell list. Intelligence is your magic ability for it. (see Acid Splash below)

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (1d6+1) piercing damage

Acid Splash Cantrip. Ranged Spell Attack: The High Elf Guard targets 1 or two targets (that are within 5' of each other) within 60 feet of the guard. The targets must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) acid damage.


Wood Elf NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Wis}}
  • Speed: Increase walking speed by 5 ft.
  • Languages: Common and Elvish
  • Saves: (see Fey Ancestry below)
  • Skills: Proficiency in Perception
  • Senses: Darkvision 60 ft.
  • Weapons: Proficiency with longsword, shortsword, shortbow, and longbow (usually armed with at least one of these.

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Wood Elf Guard
Medium Humanoid (Wood Elves), Chaotic Good
Armor Class: 17 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 35 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +3
Condition Immunity: Sleep
Senses: passive Perception 13
Languages: Common, Elvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (1d6+1) piercing damage


Eladrin NPC Overlay[edit]

  • Ability Score Adj: Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Int
  • Skills: Perception
  • Saving Throws: (see Fey Ancestry below)
  • Condition Immunities: Sleep
  • Senses: Darkvision 60 ft.
  • Skills: Proficient in Perception
  • Languages: Common, Elvish, and choice of 1 more
  • Weapon Proficiency: longsword, shortsword, shortbow, and longbow. (The NPC will be equipped with at least one of these.)

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Step (1/Day). As a bonus action the Eladrin can teleport up to 30 feet to an unoccupied space that it can see.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Eladrin Guard
Medium Humanoid (Eladrin), Chaotic Good
Armor Class: 17 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0)
Skills: Perception +2
Condition Immunity: Sleep
Senses: passive Perception 12
Languages: Common, Elvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Step (1/Day). As a bonus action the Eladrin can teleport up to 30 feet to an unoccupied space that it can see.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (1d6+1) piercing damage


Gnome[edit]

Forest Gnome NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Int, +1 Dex
  • Subtype: Forest Gnome
  • Alignment: Any Good
  • Size: Small
  • Speed: 25
  • Senses: darkvision 60 ft.
  • Languages: Common and Gnomish

Gnome Cunning. Advantage on all Intelligence, Wisdom, and saving throws against magic.

Speak with Small Beasts. Using sounds and gestures, the gnome can communicate with Small or smaller beasts.

Minor Illusion. The gnome casts the Minor Illusion cantrip. Range: 30 ft. Intelligence is the spellcasting ability.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.


Forest Gnome Guard
Small Humanoid (Rock Gnomes), Any Good Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 10 (+0)
Skills: Perception +2
Senses: darkvision 60 ft., passive Perception 12
Languages: Common and Gnomish (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Gnome Cunning. Advantage on all Intelligence, Wisdom, and saving throws against magic.

Speak with Small Beasts. Using sounds and gestures, the gnome can communicate with Small or smaller beasts.

Actions

War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage

Light Crossbow. Melee Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage. (This weapon has the two-handed and loading properties)

Minor Illusion. The gnome casts the Minor Illusion cantrip. Range: 30 ft. Intelligence is the spellcasting ability.


Rock Gnome NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Int, +1 Con
  • Subtype: Rock Gnome
  • Alignment: Any Good
  • Size: Small
  • Speed: 25
  • Senses: darkvision 60 ft.
  • Languages: Common and Gnomish

Gnome Cunning. Advantage on all Intelligence, Wisdom, and saving throws against magic.

Artificer's Lore. Advantage on Intelligence checks for magic items, alchemical objects, or technological devices.

Tinkerer. Has a small device such as a clockwork toy, fire starter, or musicbox. {see Rock Gnome


Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Rock Gnome Guard
Small Humanoid (Rock Gnomes), Any Good Alignment
Armor Class: 15 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Saving Throws: (see Gnome Cunning below)
Skills: Perception +2
Senses: darkvision 60 ft., passive Perception 12
Languages: Common and Gnomish (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Gnome Cunning. Advantage on all Intelligence, Wisdom, and saving throws against magic.

Artificer's Lore. Advantage on Intelligence checks for magic items, alchemical objects, or technological devices.

Tinkerer. Has a small device such as a clockwork toy, fire starter, or musicbox. {see Rock Gnome

Actions

War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage

Light Crossbow. Melee Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage. (This weapon has the two-handed and loading properties)


Half-Elf[edit]

Half Elf NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Cha, & any two others by +1
  • Subtype: Half-Elf
  • Alignment: Any Alignment
  • Size: Medium
  • Speed: 30 ft.
  • Senses: darkvision 60 ft.
  • Skills: (See skill versatility)
  • Languages: Common, Elvish, and one other language

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility. The Half-Elf has proficiency with two skills (included above).

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Half-Elf Guard
Medium Humanoid (Half-Elfs), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 9 (2d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 12 (+1)
Saving Throws: see Fey Ancestry (below)
Skills: Intimidation +3, Perception +2, Stealth +3
Condition Immunity: Sleep
Senses: darkvision 60 ft., passive Perception 12
Languages: Common, Elvish, and any one language
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility. The Half-Elf has proficiency with two skills (included above).

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (1d6+1) piercing damage.


Half-Orc[edit]

Half Orc NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Str, +1 Con
  • Subtype: Half-Orc
  • Alignment: Any Alignment
  • Size: Medium
  • Speed: 30 ft.
  • Skills: Intimidation (see Menacing)
  • Senses: darkvision 60 ft.
  • Languages: Common and Orc

Menacing. The Half-Orc has proficiency in Intimidation (included above).

Relentless Endurance (1/Day). When reduced to 0 hit points but not killed outright, the half-orc drops to 1 hit point instead.

Savage Attacks. When the half-orc scores a critical hit with a melee weapon, roll 1 extra damage die.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Half-Orc Guard
Medium Humanoid (Half-Orcs), Any Alignment (leans Chaotic)
Armor Class: 15 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Skills: Intimidation +2, Perception +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Orc
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Menacing. The Half-Orc has proficiency in Intimidation (included above).

Relentless Endurance (1/Day). When reduced to 0 hit points but not killed outright, the half-orc drops to 1 hit point instead.

Savage Attacks. When the half-orc scores a critical hit with a melee weapon, roll 1 extra damage die.

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit melee, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.


Halfling[edit]

Lightfoot Halfling NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Cha +1
  • Subtype: Lightfoot Halfling
  • Alignment: Any Alignment
  • Size: Small
  • Speed: 25
  • Senses:
  • Languages: Common and Halfling

Lucky. If the halfling rolls a 1 on an attack roll, ability check, or saving throw, it may be rerolled once.

Brave. The halfling has advantage on saving throws against being frightened.

Halfling Nimbleness. The halfling can move through spaces of Medium creatures without squeezing.

Naturally Stealthy. The halfling can attempt to hide even when only obscured by a Medium size creature.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.


Lightfoot Halfing Guard
Small Humanoid (Lightfoot Halfings), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 9 (2d8)
Speed: 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Common and Halfling
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Lucky. If the halfling rolls a 1 on an attack roll, ability check, or saving throw, it may be rerolled once.

Brave. The halfling has advantage on saving throws against being frightened.

Halfling Nimbleness. The halfling can move through spaces of Medium creatures without squeezing.

Naturally Stealthy. The halfling can attempt to hide even when only obscured by a Medium size creature.

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.


Stout Halfing NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Con +1
  • Subtype: Stout Halfling
  • Alignment: Any Alignment
  • Size: Small
  • Speed: 25
  • Saves: see Stout Resilience (below)
  • Senses:
  • Languages: Common and Halfling

Lucky. If the halfling rolls a 1 on an attack roll, ability check, or saving throw, it may be rerolled once.

Brave. The halfling has advantage on saving throws against being frightened.

Halfling Nimbleness. The halfling can move through spaces of Medium creatures without squeezing.

Stout Resilience. The halfling has advantage on saving throws against poison.


Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Stout Halfling Guard
Small Humanoid (Stout Halflings), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Saving Throws: see Stout Resilience (below)
Skills: Perception +2
Senses: passive Perception 12
Languages: Common and Halfling
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Lucky. If the halfling rolls a 1 on an attack roll, ability check, or saving throw, it may be rerolled once.

Brave. The halfling has advantage on saving throws against being frightened.

Halfling Nimbleness. The halfling can move through spaces of Medium creatures without squeezing.

Stout Resilience. The halfling has advantage on saving throws against poison.

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.


Tiefling[edit]

Tiefling NPC Overlay[edit]

  • Ability Scores: Decrease all scores by 1 (min. 10). Then add +1 Int, +2 Cha
  • Subtype: Tiefling
  • Alignment: Any Alignment
  • Size: Medium
  • Speed: 30 ft.
  • Skills:
  • Senses: darkvision 60 ft.
  • Languages: Common and Infernal

Hellish Resistance. The tiefling has resistance to fire damage.

Infernal Legacy. Inate spellcaster. Charisma is the spellcasting ability.
At Will: thaumaturgy
1st Level (1/day): hellish rebuke
2nd Level (1/day): darkness


Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



tiefling Guard
Medium Humanoid (Tieflings), Any Alignment
Armor Class: 15 (chain shirt, shield)
Hit Points: 9 (2d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 11 (+0) 11 (+0) 10 (+0) 11 (+0)
Skills: Perception +2
Senses: darkvision 60 ft., passive Perception 12
Languages: Common and Infernal
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Hellish Resistance. The tiefling has resistance to fire damage.

Infernal Legacy. Inate spellcaster. Charisma is the spellcasting ability.
At Will: thaumaturgy

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit melee, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.


Warforged[edit]

Warforged NPC Overlay[edit]

  • Ability Score Adj: Decrease all scores by 1 (min. 10). Then add +1 Str, +1 Con
  • Type: Construct (Change type from humanoid to construct, and subtype to humanoid)
  • Languages: Common and one other language
  • Damage Immunity: (see Living Construct below)
  • Condition Immunity: (see Living Construct below)

Composite Plating. AC Increased by 1 (included above)

Living Construct. The warforged is immune to disease. It does not need to eat or breathe.

Example[edit]

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Warforged Guard
Medium Construct (Warforgeds), Any Alignment
Armor Class: 17 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Skills: Perception +2
Damage Immunity: Disease
Condition Immunity: Disease
Senses: passive Perception 12
Languages: Common plus any one language
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Composite Plating. AC Increased by 1 (included above)

Living Construct. The warforged is immune to disease. It does not need to eat or breathe.

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, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.