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Regular

Regular Humanoid, Lawful Neutral 1 200 xp

  • Armor class 16 (Chain Shirt/Scutum)
  • Hit points 33 (3d10+3)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +4, Perception +3, DEX skills +1

Languages: Common +1

Challenge: 1 (200 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Legion Tactics- The Legionnaire has advantage on attack rolls against a creature if the Legionnaire is flanked by their allies and the allies are not incapacitated.
_

Actions


Well Made Shortsword/Pilum- Melee/Ranged Weapon Attack: +5 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.

Shield Master- the Legionnaire uses shields not just for protection but also for offense. They gain the following benefits while They are wielding a shield:
• If they take the Attack action on their turn, they can use a bonus action to try to shove a creature within 5 feet of them with their shield.
• If they aren't incapacitated, they can add their shield's AC bonus to any Dexterity saving throw they make against a spell or other harmful effect.
• If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing the shield between themselves and the source of the effect.
_

Heavy

Heavy Humanoid, Lawful Neutral 1 200 xp

  • Armor class 21 (Splint/Greatshield)
  • Hit points 33 (3d10+3)
  • Speed 25 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +5, Perception +3, DEX skills +1

Languages: Common +1

Challenge: 1 (200 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Legion Tactics- The Legionnaire has advantage on attack rolls against a creature if it is flanked by the Legionnaire's allies and the allies are not incapacitated.
_

Actions


Well Made Shortsword- Melee/Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Shield Master- the Legionnaire uses shields not just for protection but also for offense. They gain the following benefits while They are wielding a shield:
• If they take the Attack action on their turn, they can use a bonus action to try to shove a creature within 5 feet of them with their shield.
• If they aren't incapacitated, they can add their shield's AC bonus to any Dexterity saving throw they make against a spell or other harmful effect.
• If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing the shield between themselves and the source of the effect.

The Heavy has Disadvantage on Dexterity (Stealth) checks.
_

Pike

Pike Humanoid, Lawful Neutral 1 200 xp

  • Armor class 15 (Chain Shirt/Lightshield)
  • Hit points 33 (3d10+3)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +4, Perception +3, DEX skills +1

Languages: Common +1

Challenge: 1 (200 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Legion Tactics- The Legionnaire has advantage on attack rolls against a creature if the Legionnaire is flanked by their allies and the allies are not incapacitated.
_

Actions


Well Made Pike- Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 1d10 + 2 piercing damage.

Pike Formation- Whe a creature enters the reach of the Pike, they can make an attack as a reaction. If the attack hits and they are size Large or smaller, the enemy's speed is reduced to 0.

Shield Master- the Legionnaire uses shields not just for protection but also for offense. They gain the following benefits while They are wielding a shield:
• If they take the Attack action on their turn, they can use a bonus action to try to shove a creature within 5 feet of them with their shield.
• If they aren't incapacitated, they can add their shield's AC bonus to any Dexterity saving throw they make against a spell or other harmful effect.
• If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing the shield between themselves and the source of the effect.
_

First Cohort Soldier

First Cohort Soldier Humanoid, Lawful Neutral 3 700 xp

  • Armor class 18 (Breastplate/Scutum)
  • Hit points 60 (5d10+10)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Athletics +6, Perception +5, DEX skills +2

Languages: Common +1

Challenge: 3 (700 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Legion Tactics- The Legionnaire has advantage on attack rolls against a creature if the Legionnaire is flanked by their allies and the allies are not incapacitated.
_

Actions


Multiattack- The Legionnaire can attack two times.

Improved Critical- The Legionnaire's weapon attacks score a critical hit on a roll of 19 or 20.

Fine Shortsword/Pilum- Melee/Ranged Weapon Attack: +8 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 1d6 + 3 piercing damage.

Shield Master- the Legionnaire uses shields not just for protection but also for offense. They gain the following benefits while They are wielding a shield:
• If they take the Attack action on their turn, they can use a bonus action to try to shove a creature within 5 feet of them with their shield.
• If they aren't incapacitated, they can add their shield's AC bonus to any Dexterity saving throw they make against a spell or other harmful effect.
• If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing the shield between themselves and the source of the effect.
_

Squad Leader

Squad Leader Humanoid, Lawful Neutral 1 200 xp

  • Armor class --- (Same as Soldier)
  • Hit points 44 (4d10+4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Athletics +4, Perception +4, DEX skills +1

Languages: Common +1

Challenge: 1 (200 xp)


If the Squad Leader has stats higher than the base unit, then they use their own stats.
_


Battle Master Conduit- If the Legionnaire hears a Maneuver from the Battle Master Fighter list, they can use a free action to use the same Maneuver as well.
_

Actions

Lieutenant

Lieutenant Humanoid, Lawful Neutral 1 200 xp

  • Armor class 16 (Breastplate)
  • Hit points 55 (5d10+5)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Athletics +4, Perception +3, DEX skills +1

Languages: Common +1

Challenge: 1 (200 xp)


If the Captain has stats higher than the base unit, then they use their own stats. Note: Add AC bonuses from shields.
_


Multiattack- The Lieutenant can attack two times.
Battle Master- The Lieutenant has 2 superiority dice, which are d6s, and they expend one whenever they use a maneuver. They regain them all when they finish a short or long rest. Their Maneuvers are Commander's Strike, Maneuvering Attack.
_

Actions

Captain

Captain Humanoid, Lawful Neutral 3 700 xp

  • Armor class 17 (Breastplate)
  • Hit points 84 (7d10+14)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: DEX +5

Skills: Athletics +6, Perception +5, DEX skills +2,
Persuasion +3, Intimidation +3

Languages: Common +1

Challenge: 3 (700 xp)


If the Captain has stats higher than the base unit, then they use their own stats. Note: Add AC bonuses from shields.
_

Multiattack- The Legionnaire can attack two times.
Fine Weapons- The Captain's weapons have an extra +1 to attack rolls compared to their base soldier stats
Battle Master- The Captain has 4 superiority dice, which are d8s, and they expend one whenever they use a maneuver. They regain them all when they finish a short or long rest. Their Maneuvers are Commander's Strike, Maneuvering Attack, and Rally.

Actions

Major

Major Humanoid, Lawful Neutral 4 1,100 xp

  • Armor class 20 (Half-plate/Scutum)
  • Hit points 108 (9d10+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: DEX +7, CON +6

Skills: Athletics +7, Perception +6, Stealth +7, DEX skills +2,
Persuasion +5, Intimidation +5

Languages: Common +1

Challenge: 4 (1,100 xp)

Any new or better stats that the Major has, they use over the stats of a First Cohort Soldier.
_

Multiattack- The Legionnaire can attack two times.
Improved Critical- The Major's weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable- The Major can reroll a saving throw that they fail. If they do so, they must use the new roll, and they can't use this feature again until they finish a long rest.
Exquisite Shortsword/Pilum- The Major gets a +1 to Attack rolls from the First Cohort Soldier stats.
Battle Master- The Major has 5 superiority dice, which are d8s, and they expend one whenever they use a maneuver. They regain them all when they finish a short or long rest. Their Maneuvers are Commander's Strike, Commanding Presence, Maneuvering Attack, Rally, and Tactical Assessment.
Know Your Enemy- If the Major spends at least 1 minute observing or interacting with another creature, they can learn if the creature is their equal, superior, or inferior in regard to the following characteristics: Strength score, Dexterity score, Constitution score, Armor Class, and current hit points.
_

Actions

Auxiliary

Auxiliary Humanoid, Lawful Neutral 1/2 100 xp

  • Armor class 16 (Chain Shirt/Shield)
  • Hit points 30 (3d10)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +4, Perception +3

Languages: Common +1

Challenge: 1/2 (100 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Spear- Melee/Ranged Weapon Attack: +4 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.
_

Actions

Auxiliary Scout

Auxiliary Scout Humanoid, Lawful Neutral 1/2 100 xp

  • Armor class 13 (Leather)
  • Hit points 30 (3d10)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Dexterity +3

Skills: Athletics +3, Stealth +4,
Investigation +2, Perception +4, Survival +4

Languages: Common +1

Challenge: 1/2 (100 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Shortbow- Ranged Weapon Attack: +4 to hit, reach 5 ft., range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.

Cunning Action- The Scout can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
_

Actions

Scout

Scout Humanoid, Lawful Neutral 1 200 xp

  • Armor class 15 (Studded Leather/Lightshield)
  • Hit points 33 (3d10+3)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Dexterity +3

Skills: Athletics +3, Stealth +4, DEX skills +1,
Investigation +2, Perception +4, Survival +4

Senses: Passive Perception 19, Passive Investigation 17

Languages: Common +1

Challenge: 1 (200 xp)


Keen Hearing and Sight- The Scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.
_

Actions


Well Made Longbow/Sling- Ranged Weapon Attack: +5 to hit, reach 5 ft., range 150/600 ft., one target. Hit: 1d8 + 2 piercing/bludgeoning damage.

Well Made Shortsword/Javelin- Melee/Ranged Weapon Attack: +5 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.

Cunning Action- The Scout can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
_

Scout Cav

Scout Cav Humanoid, Lawful Neutral 2 450 xp

  • Armor class 15 (Studded Leather/Lightshield)
  • Hit points 33 (3d10+3)
  • Speed 70 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Dexterity +3

Skills: Athletics +4, Stealth +4, Perception +4, Survival +4,
Animal Handling +4, Investigation +2, DEX skills +1

Senses: Passive Perception 19, Passive Investigation 17

Languages: Common +1

Challenge: 2 (450 xp)


Keen Hearing and Sight- The Scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.
_

Actions


Well Made Javelin- Melee/Ranged Weapon Attack: +5 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.

Charging Throw- If the Scout Cav moves 20 feet in a strait line and then hits an enemy with a ranged Javelin Attack, they get a +5 bonus to damage.

Mounted Combatant- The Legionnaire is a dangerous foe to face while mounted. While they are mounted and aren't incapacitated, they gain the following benefits:
• They have advantage against any unmounted creature that is smaller than their mount.
• Any unmounted creature that is smaller than their mount has disadvantage on melee attack roles against them or their mount while they are moving.
• As a Reaction, they can force an attack targeted at their mount to target you instead.
• If their mount is subjected to an effect that requires it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
• They have advantage on checks to remain mounted.
_

Heavy Cav

Heavy Cav Humanoid, Lawful Neutral 3 700 xp

  • Armor class 18 (Chain Mail/Shield)
  • Hit points 36 (3d10+6)
  • Speed 60 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +5, Perception +3, Animal Handling +3,
DEX skills +1

Languages: Common +1

Challenge: 3 (700 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.
_

Actions


Well Made Spear- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Hooves- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

Trampling Charge- If the horse moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Mounted Combatant- The Legionnaire is a dangerous foe to face while mounted. While they are mounted and aren't incapacitated, they gain the following benefits:
• They have advantage against any unmounted creature that is smaller than their mount.
• Any unmounted creature that is smaller than their mount has disadvantage on melee attack roles against them or their mount while they are moving.
• As a Reaction, they can force an attack targeted at their mount to target you instead.
• If their mount is subjected to an effect that requires it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
• They have advantage on checks to remain mounted.
_

Cataphract

Cataphract Humanoid, Lawful Neutral 3 700 xp

  • Armor class 20 (Splint/Shield)
  • Hit points 60 (5d10+10)
  • Speed 60 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +6, Perception +4, Animal Handling +4,
DEX skills +2

Languages: Common +1

Challenge: 3 (700 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go without one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Remarkable Athlete- The Legionnaire can add half its proficiency bonus (round up) to any Strength, Dexterity or Constitution check they make that doesn't already use their proficiency bonus. In addition, when the Legionnaire makes a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.
_

Actions


Fine Lance- Melee/Ranged Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 1d12 + 3 piercing damage.

Hooves- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

Mounted Charge- When the Cataphract moves at least 20 feet in a straight line, they gain a +5 bonus to the attack roll and damage roll.

Trampling Charge- If the horse moves at least 20 ft. straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Mounted Combatant- The Legionnaire is a dangerous foe to face while mounted. While they are mounted and aren't incapacitated, they gain the following benefits:
• They have advantage against any unmounted creature that is smaller than their mount.
• Any unmounted creature that is smaller than their mount has disadvantage on melee attack roles against them or their mount while they are moving.
• As a Reaction, they can force an attack targeted at their mount to target you instead.
• If their mount is subjected to an effect that requires it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
• They have advantage on checks to remain mounted.
_

Medic

Medic Humanoid, Lawful Neutral 1 200 xp

  • Armor class 16 (Chain Shirt/Lightshield)
  • Hit points 40 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Athletics +5, Perception +5, Medicine +8

Languages: Common +1

Challenge: 1 (200 xp)


Spell Save DC = 13, Spell Attack Bonus = +5
Cantrips: Light, Mending, Spare the Dying (60 feet), Sacred Flame, Word of Radiance
(4 Slots) 1st Level: Cure Wounds, Detect Poison and Disease, Healing Word, Guiding Bolt
(3 Slots) 2nd Level: Gentle Repose, Lesser Restoration, Prayer of Healing
(2 Slots) 3rd Level: Aura of Vitality, Mass Healing Word, Revivify

Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go without one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.
_

Actions


Well Made Shortsword- Melee/Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

Medic- Your need to save your comrades has made you able to move around the battlefield effectively. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash or Disengage action.

Circle of Mortality- Medics gain the ability to manipulate the line between life and death. When they would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, they instead use the highest number possible for each die.

Eyes of the Grave- As an action, they can open their awareness to magically detect undead.

Channel Divinity- The Medic gets one use and then must finish a short or Long Rest to use their Channel Divinity again. Their Channel Divinities are Turn Undead and Path to the Grave.

Healer- As an action, the Medic can spend one use of a healer's kit to tend to a conscious creature and restore 2d8 hit points to it. They may also re-roll 1s when rolling for healing.
_

Mage

Mage Humanoid, Lawful Neutral 3 700 xp

  • Armor class 15 (Mage Armor)
  • Hit points 40 (5d6+10)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: INT +4, WIS +4

Skills: Athletics +4, Stealth +5, Arcana +5, Perception +4

Languages: Common +1

Challenge: 3 (700 xp)


Spell Save DC = 13, Spell Attack Bonus = +5
Cantrips: Fire Blast, Lightning Strike, Chill Touch, Blade Ward, Prestidigitation, Message
(4 Slots) 1st Level: Burning Hands, Chromatic Orb, Detect Magic, Shield
(3 Slots) 2nd Level:
(2 Slots) 3rd Level: Counterspell, Dispel Magic, Fireball

Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

The Mage has a flying Familiar and can cast Mage Armor once without expending a spell slot.
_

Actions


Well Made Dagger- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage.

Arcane Recovery- Once per day when the Mage finishes a short rest, they can choose expended spell slots to recover. The spell slots can have a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Ward- When the Mage casts an abjuration spell of 1st level or higher, they can simultaneously use a strand of the spell's magic to create a magical ward on themselves that lasts until they finish a long rest. The ward has 12 hit points. Whenever they take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, they take any remaining damage. Whenever they cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once they create the ward, they can't create it again until they finish a long rest.

War Caster- The Mage has practiced casting spells in the midst of combat, learning techniques that grant them the following benefits:
• They have advantage on Constitution saving throws that they make to maintain their concentration on a spell when they take damage.
• They can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature's movement provokes an opportunity attack from them, they can use their reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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Senior Mage

Senior Mage Humanoid, Lawful Neutral 6 2,300 xp

  • Armor class 15 (Mage Armor)
  • Hit points 80 (10d6+20)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: INT +7, WIS +5

Skills: Athletics +5, Stealth +6, Arcana +7, Perception +5

Languages: Common +1

Challenge: 6 (2,300 xp)


Spell Save DC = 15, Spell Attack Bonus = +7
Cantrips: Fire Blast, Lightning Strike, Chill Touch, Blade Ward, Prestidigitation, Message
(4 Slots) 1st Level: Burning Hands, Chromatic Orb, Detect Magic, Shield
(3 Slots) 2nd Level: Hold Person
(3 Slots) 3rd Level: Counterspell, Dispel Magic, Fireball
(3 Slots) 4th Level: Arcane Eye, Wall of Fire
(2 Slots) 5th Level: Hold Monster, Scrying, Wall of Force

Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

The Senior Mage has a flying Familiar and can cast Mage Armor once without expending a spell slot.
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Actions


Fine Dagger- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage.

*Arcane Recovery- The spell slots can have a combined level of 5.
*Arcane Ward- The ward has 23 hit points.
*War Caster

Projected Ward- When a creature that the Senior Mage can see within 30 feet of them takes damage, they can use their reaction to cause their Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration- When the Senior Mage casts an abjuration spell that requires them to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), they add +4 to that ability check.

*See Mage for more details.
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Archmage

Archmage Humanoid, Lawful Neutral 12 8,400 xp

  • Armor class 16 (Mage Armor)
  • Hit points 144 (18d6+36)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: INT +7, WIS +5

Skills: Athletics +7, Stealth +9, Arcana +16, History +10, Perception +8

Damage Resistances: Spell's damage and saving throws

Languages: Common +1

Challenge: 12 (8,400 xp)


Spell Save DC = 18, Spell Attack Bonus = +10
Cantrips: Fire Blast, Lightning Strike, Chill Touch, Blade Ward, Prestidigitation, Minor Illusion, Message
(4 Slots) 1st Level: Burning Hands, Chromatic Orb, Detect Magic, Shield (at will)
(3 Slots) 2nd Level: Hold Person, Invisibility (at will)
(3 Slots) 3rd Level: Counterspell, Dispel Magic, Fireball
(3 Slots) 4th Level: Arcane Eye, Wall of Fire
(3 Slots) 5th Level: Hold Monster, Scrying, Wall of Force
(1 Slots) 6th Level: Guards and Wards, Globe of Invulnerability
(1 Slots) 7th Level: Teleport
(1 Slots) 8th Level: Antimagic Field, Mighty Fortress
(1 Slots) 9th Level: Imprisonment, Invulnerability, Power Word: Kill, Prismatic Wall
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Actions


Exquisite Dagger- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing damage.

*Arcane Recovery- The spell slots can have a combined level of 9.
*Arcane Ward- The ward has 40 hit points.
*War Caster

**Projected Ward
**Improved Abjuration- They add +5 to the ability check.

*See Mage for more details.
**See Senior Mage for more details.

Spell Sniper- When the Archmage casts a spell that requires they to make an attack roll, the spell's range is doubled. In addition, their ranged spell attacks ignore half cover and three-quarters cover.

Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

The Archmage has a flying Familiar and can cast Mage Armor once without expending a spell slot.
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Ogrillon Heavy

Ogrillon Heavy Large Giant, Lawful Neutral 5 1,700 xp

  • Armor class 20 (Plate)
  • Hit points 110 (10d10 + 10)
  • Speed 25 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +8, Perception +4, Intimidation +3

Senses: Darkvision 60 ft.

Languages: Common, Orcish

Challenge: 5 (1,700 xp)


Feature: Soldier- The Legionnaire is able to get a long rest from only six hours and able to go one day without sleep before gaining a point of exhaustion, so long as two long rests follow.

Military Training- Whenever a the Legionnaire hears a Maneuver from an ally Battle Master Fighter, even if it is not directed at them, they can gain the benefits of that Maneuver.

Legion Tactics- The Legionnaire has advantage on attack rolls against a creature if the Legionnaire is flanked by their allies and the allies are not incapacitated.

Actions


Well Made Maul- Melee/Ranged Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4d6 + 10 bludgeoning damage.

Great Weapon Fighting- When the Ogrillon rolls a 1 or 2 on a damage die for an attack they make with a melee weapon that they are wielding with two hands, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for them to gain this benefit.

Aggressive- The Ogrillon can move up to its speed towards a hostile creature that they can see.

Orcish Fury- Once per a turn when the Ogrillon hits with an attack made with a simple or martial weapon, they can add bonus damage equal to their Strength Modifier (included in attack).

Savage Attacker- Once per turn when the Ogrillon rolls damage for a melee weapon attack, they can reroll the weapon's damage dice and use either total.