Assassins and thieves that lack true morals, they tarnish the reputation of any school they come from and spread chaos and distrust wherever they emerge from hiding. Hit: 10 (1d10 + 5) piercing damage plus 18 (4d8) radiant damage. At will: speak with animals

In opposition to priests of the domain of Death, grave priests consider themselves caretakers and shepherds of the living to their rightful plane of existence after passing on. The scout has advantage on initiative checks. 1st level (4 slots): charm person, comprehend languages, disguise self, illusory script, silent image Privateers man warships in search of lawbreakers to hunt down, but they can also be tempted towards lawbreaking themselves without proper measures of control from their superiors. Multiattack. Melee Spell Attack: +4 to hit, reach 5 ft., one target. While wearing heavy armor, the priest gains a +1 bonus to AC. They are generally focused on spreading the word of their gods rather than performing miracles, though miracles do tend to follow them.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Blackrazor is a legendary +3 magic weapon. The knight and friendly creatures within 30 feet of the knight have advantage on Wisdom saving throws and death saving throws. Arcane Deflection. Abjurers use magic to protect those who cannot fend for themselves and to defeat other wizards. 2nd level (3 slots): blur, darkness, earthbind, invisibility, pyrotechnics, web | 13th Age SRD If the cavalier is mounted, it can make two lance attacks. Dawn Star. A DC 10 Wisdom (Insight) check exposes the sorcerer's true appearance (but doesn't reveal the sorcerer if it is hidden). Spellcasting. Anything below 10 we can assume the characters just do without a check. 212 Gladiator, MM pg. The most venerated archers in elven society use their innate magical abilities to infuse their arrows with deadly effects. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. First, use the NPC statistics in the back of the Monster Manual.

Vanish. Shadow Step.

Hit: 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) radiant damage (good) or necrotic damage (evil). At its core, D&D 5e comes down to rolling a die, adding a modifier, and checking it against a difficulty check (DC). The sky darkens and the usual lively sounds of birds chirping goes deadly silent. Followers have a knack for spotting illusions and tend to examine their world in more detail. Multiattack. Medium humanoid (any race), any neutral alignment. The archer has advantage on saving throws against being charmed, and magic can't put it to sleep.

Paladins who break their oaths don't always go mad with self-pity and regret. First, choose a challenge level for your NPC or monsters. On a failed save, the target takes 22 (4d10) bludgeoning damage and is either knocked prone or pulled up to 25 feet closer to the bender.

Medium humanoid (any race), any lawful alignment. Lucky (3/Day). A game that explores how well a PC is at combat, at interaction, at a wide variety of skills and actions, and makes all those things equally interesting is a great game. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) radiant damage. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. They will defend their tribes with their lives. The sorcerer is a 7th-level spellcaster. Tempest priests chase the thrill of great storms, taking great interest in weather patterns and the chaos of nature. Followers are capable of coming to moral and ethical conclusions in a fraction of a second, and their decisions are almost always fair. The sorcerer's spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15).

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Arcane Shot (1/Turn). Most fighters found in the world are champions: they fight for a cause (though not necessarily one that comes from their own ideals) and can be hired as soldiers, mercenaries, duelists, or performance artists. If the priest expends a spell slot of 2nd or higher, the extra damage increases by 1d6 for each level above 1st. Beyond Death (3/Day). Its spellcasting ability is Charisma (spell save DC 12). Scimitar. Favored by the Gods. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Fancy Footwork. Hit: 5 (1d4 + 3) slashing damage. Neither good nor evil, to grave priests death is simply a facet of existence that must be nurtured and respected. The vast majority of druids are protectors of their land, drawing upon special powers drawn from the elemental nature of the region that they use in turn to nourish it. The target wakes up if it takes damage or another creature takes an action to shake it awake. We might be tempted to build new stat blocks or determine that the NPC stat blocks don't fit the NPC we have.

2nd level (3 slots): invisibility, phantasmal force, suggestion, knock When the undying succeeds on a death saving throw or stabilises a creature with spare the dying, it regains 11 (2d8 + 2) hit points.

The enormous hound sticks loyally by the woman's heel, head down, fangs bared. The priest can cast the following spells innately.

The priest creates a perfect illusion of itself that lasts for 1 minute or until it loses its concentration, as if concentrating on a spell. Cantrips (at will): control flames, create bonfire, fire bolt, light The paladin's resistances don't function against creatures it has attacked or targeted with a spell since the last dawn. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands to make a melee attack. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack. 1st Level (4 slots): bane, cure wounds, false life, healing word, inflict wounds, sanctuary

The cleric targets up to three unconscious creatures it can see within 30 feet of it. Rallying Cry (Recharge 5-6). The mastermind's thoughts can't be read by telepathy or other means. Slayer's Prey. When a PC wants to interact with an NPC in some way that might be challenging for example being diplomatic, lying their asses off, or threatening them; all we need to do is ask ourselves "on a scale of 10 to 20, how difficult is this?".

Handaxe. When the horizon walker takes damage from an attack, it can use its reaction to give itself resistance to all of that attack's damage on this turn. The section "Monster Statistics by Challenge Rating" from chapter 9 of the Dungeon Master's Guide has statistics you can use to build a quick NPC or monster on the fly. To do so, the samurai must see the attacker and be wielding a melee weapon. Wind's Lash. The barbarian's spellcasting ability is Wisdom (spell save DC 13). The drunken master does not trigger opportunity attacks when it moves on its turn. At the start of its turn, the zealot 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. Scythe.

Hit: 8 (1d8 + 4) piercing damage. Additionally, a creature grappling or grappled by the kuldjargh takes 2 (1d4) piercing damage at the start of the kuldjargh's turn. The Monster Manual and Volo's Guide to Monsters are of particular importance. Maul. Sickle. Knowledge priests took a liking to the studious nature of their profession rather than the martial responsibilities. The aspect targets a creature it can see within 60 feet of it.

Hit: 4 (1d4 + 2) slashing damage. Hunter's Sense (3/Day). The cleric is a 6th-level spellcaster. The scout deals an additional 4 (1d8) damage with its weapons when it hits a creature below its hit point maximum. Divine Sense (3/Day). Innate Spellcasting. The sorcerer can cast the following spells innately: At will: gust, shocking grasp, thunderclap, thunderwave

Luckily we have the Monster Manual to handle all of this for us. The hexblade wielder is bonded to a sentient weapon, for which it uses its Charisma modifier for its attack and damage rolls.

Creatures that start their turn within 5 feet of the storm herald must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. The warlock in Volo's Guide to Monsters is sufficient to represent this subclass. Angelic Weapons. 2nd level (3 slots): invisibility, shatter. 5th level: cloudkill, insect plague. Arcana priests reject the notion that divine and arcane magic are fundamentally different. 5th level (2 slots): dream, geas, tree stride.

Cloak of Shadows (Recharge After a Short or Long Rest). Dragon sorcerers gain their powers in a myriad of ways, from being born as a result of a polymorphed dragon mating with a human, or other ways. Spellcasting. Spellcasting. Any particular NPC may have strengths or weaknesses when dealing with the PC. Hit: 5 (1d4 + 3) bludgeoning damage, plus 11 (2d10) necrotic damage. Leading scores of heavily-armored devotees, a knight conqueror becomes a figure of terrible power carving its way through the battlefield. Lance. That creature can immediately use its reaction to make one weapon attack, adding 4 (1d8) to the attack's damage roll. Melee or Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. They are often sponsored by the state, taking on the mantle of a Kingsguard. Hit: 4 (1d4 + 2) piercing damage.

Intrusive Dagger. Greataxe. Rapier. Those who fall prey to such false promises become their warlocks. Medium humanoid (any race), chaotic neutral or chaotic evil. 1st level (4 slots): animal friendship, goodberry, speak with animals As a bonus action, the monster hunter examines a creature it can see within 60 feet of it, discerning whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. Monsters in D&D have a lot of crunch to them with six attributes, hit points, armor classes, saving throws, attack scores and detailed attacks. | FateCoreSRD It has the following spells prepared: Cantrips (at will): create bonfire, guidance Death Strike.

The gloom stalker can take the Hide action as a bonus action.