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Levy Pike

Levy Pike Humanoid, Neutral 0 10 xp

  • Armor class 11 (Padded)
  • Hit points 8 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Languages: Common

Challenge: 0 (10 xp)


When the peasants arrive to the army, the Pikes is where they are most likely to be positioned.

Pike- Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 1d10 piercing damage.
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Actions

Levy Archer

Levy Archer Humanoid, Neutral 0 10 xp

  • Armor class 11 (Padded)
  • Hit points 8 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Languages: Common

Challenge: 0 (10 xp)


Levies that have some skill hunting with a bow usually end up as an Archer for combat and a scavenger when on the move.

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

Crossbow

Crossbow Humanoid, Neutral 1/8 25 xp

  • Armor class 14 (Chain Shirt)
  • Hit points 18 (2d8 + 2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/8 (25 xp)


A trained missile unit of the Coalition Army, Crossbows are deadly to all types of enemies that are within their range.

Light Crossbow- Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d8 + 1 piercing damage.

The Crossbow carries around a deployable cover when in formation. During battles they can use this for half cover so long as they are not moving.
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Actions

Light Horse

Light Horse Humanoid, Neutral 1/4 50 xp

  • Armor class 15 (Studded Leather/Shield)
  • Hit points 22 (2d10 + 2)
  • Speed 60 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/4 (50 xp)


Mostly peasants who can ride horses, this unit is quick and effective for hit-and-run tactics.

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

Soldier

Soldier Humanoid, Neutral 1/8 25 xp

  • Armor class 16 (Chain Shirt/Shield)
  • Hit points 18 (2d8 + 2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/8 (25 xp)


Normally where someone who joins the Coalition Army starts, Soldiers are given their equipment at cost if they don't have something better.

Shortsword/Mace/Handaxe- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 physical damage.
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Actions

Halberdier

Halberdier Humanoid, Neutral 1/8 25 xp

  • Armor class 16 (Chainmail)
  • Hit points 18 (2d8 + 2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/8 (25 xp)


Soldiers that have been proven to be stalwart in battle, the Lords' Alliance gives these men better armor and halberds to face enemy charges.

Halberd- Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit: 1d10 + 1 slashing/piercing damage.

The Halberdier has disadvantage on Dexterity (Stealth) checks.
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Actions

Sword

Sword Humanoid, Neutral 1/2 100 xp

  • Armor class 18 (Chainmail/Shield)
  • 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: Perception +3

Senses: Passive Perception 13

Languages: Common

Challenge: 1/2 (100 xp)


Soldiers skilled in combat, Swords are given better gear and used to prop up the weaker units in combat so a rout might be avoided.

Longsword- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage.

The Sword has disadvantage on Dexterity (Stealth) checks.
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Actions

Royal Sword

Royal Sword Humanoid, Neutral 2 450 xp

  • Armor class 18 (Breastplate/Shield)
  • Hit points 60 (5d10 + 10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +5, Perception +4

Senses: Passive Perception 14

Languages: Common

Challenge: 2 (450 xp)


The best and most fearless fighters in the Coalition Army, they are given the best gear of all the soldiers and are put wherever they can turn the tide of battle.

Multiattack- The Royal Sword can attack twice.

Longsword- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage.

Brave- The Royal Sword has advantage on saving throws against being frightened.
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Actions

Mercenary

Mercenary Humanoid, Neutral 3/4 150 xp

  • Armor class 18 (Chainmail/Shield)
  • Hit points 33 (3d10 + 3)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: DEX +4

Skills: Perception +3, Intimidation +2

Senses: Passive Perception 13

Languages: Common

Challenge: 3/4 (150 xp)


Experienced fighters, Mercenaries are commonly hired by nobles and countries to fight for them. They are deadly fighters to even experienced soldiers, especially when fighting in formation with the other members of their Mercenary Company.

Battleaxe/Warhammer/Morning Star/ Light Crossbow- Melee Weapon Attack: +4 to hit, reach 5 ft., range 80/320 ft., one target. Hit: 1d8 + 2 physical damage.

The Mercenary has disadvantage on Dexterity (Stealth) checks.
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Actions

Coalition Army Ranger

Coalition Army Ranger Humanoid, Neutral 1 200 xp

  • Armor class 16 (Studded Leather)
  • Hit points 55 (5d10 + 5)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Save Throws: STR +6, DEX +6

Skills: Athletics +6, Stealth +6, Perception +5, Nature +3, Survival +5, Medicine +5

Senses: Darkvision 60 ft.

Languages: All Common Languages

Challenge: 1 (200 xp)


Since the Emerald Enclave refuses to get involved in diplomatic events, including war, the Lords' Alliance funded their own rangers for special tasks. Expert scouts, navigators, and fighters, these Rangers are priceless to the Coalition Army.

Multiattack- Ranger can attack twice.

Longsword/Longbow- Melee Weapon Attack: +5 to hit, reach 5 ft., range 150/600, one target. Hit: 1d8 + 3 slashing/piercing damage.

Horde Breaker- Once on each of the Ranger's turns when they make a weapon attack, they can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of their weapon.

Natural Explorer- The Ranger has the Natural Explorer ability from the Ranger class for forests.
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Actions

Knight

Knight Humanoid, Lawful 6 2,300 xp

  • Armor class 21/23 (Plate Armor/Shield)
  • Hit points 120 (10d10 + 20)
  • Speed 25 ft.
    50 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Con +6, Wis +5

Skills: Athletics +7, History +5, Perception +5,
All CHA Skills +6

Languages: Common, Any Language Relevant

Challenge: 6 (2,300 xp)


Knights are warriors who pledge service to rulers, religious orders, and noble causes. A Knight's Alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a Knight often travels with an entourage that includes squires and Hirelings who are commoners.

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

Defense- While the knight is wearing armor, they gain a +1 bonus to AC.

Born to the Saddle- The Knight has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed.
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Actions


Multiattack- The Knight makes two melee attacks.
Greatsword/Lance- Melee Weapon Attack: +7 to hit, reach 5/10 ft., one target. Hit: (2d6 + 3) slashing 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 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.
(Reaction) Parry- The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Hold the Line- Creatures provoke an opportunity attack from the Knight when it moves 5 feet or more while within their reach, and if they hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Mounted Combatant- The Knight 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.
_

Paladin of Good

Paladin of Good Humanoid, Lawful Good 6 2,300 xp

  • Armor class 21/23 (Plate Armor/Shield)
  • Hit points 120 (10d10 + 20)
  • Speed 35 ft.
    60 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Con +9, Wis +8, CHA +10

Skills: Athletics +7, History +5, Perception +5,
All CHA Skills +7

Senses: Divine Sense (60 ft.)

Languages: Common, Any Language Relevant

Challenge: 6 (2,300 xp)


A Paladin of Good is a knight that has devoted themselves to a Good aligned deity. They are not devoted to a nation or kingdom. If they have companions, they are usually only a squire or another Paladin with them.

Spell Save DC = 13, Spell Attack Bonus = +5
(4 Slots) 1st Level: Guiding Bolt, Heroism, Command, Compelled Duel, Detect Magic, Detect P&D, Protection from E&G
(3 Slots) 2nd Level: Enhance Ability, Magic Weapon
(2 Slots) 3rd Level: Haste, Protection From Energy, Daylight, Dispel Magic, Revivify

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

Defense- While the Paladin is wearing armor, they gain a +1 bonus to AC.
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Actions


Multiattack- The Paladin makes two melee attacks.
Greatsword/Lance of Light- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing/radiant 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 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.
(Reaction) Parry- The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Lay on Hands- The Paladin can Heal up to 50 hit points or use 5 of the hit points for curing a disease.
Divine Smite- When the Paladin hits a creature with a melee weapon attack, they can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health- The Paladin is immune to disease.
Aura of Protection- Whenever the Paladin or a friendly creature within 10 feet of them must make a saving throw, the creature gains a bonus to the saving throw equal to +3. They must be conscious to grant this bonus.
Aura of Courage- The Paladin and friendly creatures within 10 feet of them can't be frightened while they are conscious.

Mounted Combatant- See Knight
_

Elf Spear

Elf Spear High-Elf, Neutral 3 700 xp

  • Armor class 21 (Half-Plate/Greatshield)
  • Hit points 55 (5d10 + 5)
  • Speed 25 ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: DEX +6

Skills: Athletics +4, Acrobatics +6, Stealth +6, Perception +5

Senses: Darkvision 60 ft.

Languages: Common, Elvish

Challenge: 3 (700 xp)


Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.

Military Training- The Elf has extensive training fighting in formations. When their sides are flanked by others from the same unit, they get the benefit of half-cover and have advantage on saving throws against being frightened.

Multiattack- The Elf makes two melee attacks.

Elven Spear- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.

Elven Training- As a bonus action, the Elf can switch places with allies within 5 feet of them that also have Elven Training without provoking opportunity attacks.
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Actions

Elf Greatsword

Elf Greatsword High-Elf, Neutral 4 1,100 xp

  • Armor class 18 (Half-Plate)
  • Hit points 77 (7d10 + 7)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: DEX +6

Skills: Athletics +5, Acrobatics +6, Stealth +6, Perception +5

Senses: Darkvision 60 ft.

Languages: Common, Elvish

Challenge: 4 (1,100 xp)


Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.

Multiattack- The Elf makes two melee attacks.

Elven Greatsword- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.

Great Weapon Fighting- When the Elf 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.

Elven Training- As a bonus action, the Elf can switch places with allies within 5 feet of them that also have Elven Training without provoking opportunity attacks.
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Actions

Elf Scout

Elf Scout Wood/High-Elf, Neutral 3 700 xp

  • Armor class 16 (Studded Leather)
  • Hit points 45 (5d8 + 5)
  • Speed 35 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: DEX +7, INT +5

Skills: Athletics +4, Acrobatics +7, Stealth +10,
Perception +8, Survival +5

Senses: Darkvision 60 ft.

Languages: Common, Elvish

Challenge: 3 (700 xp)


Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Keen Hearing and Sight- The Elf has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Multiattack- The Elf makes two attacks.
Elven Longbow- Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit: 1d8 + 5 piercing damage.
Elven Shortsword (x2)- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.

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

Cunning Action- The Elf 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.
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Actions

Elf Rider

Elf Rider High-Elf, Neutral 4 1,100 xp

  • Armor class 18 (Half-Plate)
  • Hit points 55 (5d10 + 5)
  • Speed 70 ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: DEX +6

Skills: Athletics +4, Acrobatics +6, Stealth +6, Perception +5

Senses: Darkvision 60 ft.

Languages: Common, Elvish

Challenge: 4 (1,100 xp)


Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Multiattack- The Elf makes two melee attacks.
Elven Spear/Shortbow- Melee Weapon Attack: +7 to hit, reach 5 ft., range 320 ft., one target. Hit: 1d6 + 4 piercing damage.
Mounted Combatant- The Elf 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.
_

Actions

Bladesinger

Bladesinger High-Elf, Neutral 12 8,400 xp

  • Armor class 15/18 (Studded Leather/Bladesong)
  • Hit points 142 (17d6 + 40)
  • Speed 40/50 ft.
    (Longstrider/
    Bladesong)
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: DEX +8, CON +7, INT +8, WIS +6

Skills: Acrobatics +13, Stealth, +13, Perception +6, Investigation +8, Arcana +8, History +8, Performance +5

Senses: Darkvision 60 ft.

Languages: Common, Elvish

Challenge: 12 (8,400 xp)


Spell Save DC = 16, Spell Attack Bonus = +8
Cantrips: Blade Ward, True Strike, Booming Blade, Sword Burst, Lighting Lure, Shocking Grasp, Message, Prestidigitation
(4 Slots) 1st Level: Magic Missile, Shield, Thunderwave, Witch Bolt
(3 Slots) 2nd Level: Hold Person, Knock, Misty Step, Shadow Blade, Shatter
(3 Slots) 3rd Level: Counterspell, Dispel Magic, Haste, Lightning Bolt,
(3 Slots) 4th Level: Greater Invisibility, Storm Sphere
(2 Slots) 5th Level: Scrying, Steel Wind Strike
(1 Slots) 6th Level: Chain Lighting, Investiture of Wind
(1 Slots) 7th Level: Teleport, Whirlwind


Arcane Recovery- Once per day when the Bladesinger finishes a short rest, they can recover 7 spell slot levels.
Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Sneak Attack- The Bladesinger has 2d6.
_

Actions


Multiattack- The Elf makes two melee attacks.
Elven Longsword- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 4/7 slashing damage.

Cunning Action- The Elf 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.
Fancy Footwork- During the Bladesinger's turn, if they make a melee attack against a creature, that creature can't make opportunity attacks against them for the rest of your turn.
Rakish Audacity-The Bladesinger gets Sneak Attack when next to a single enemy.

Bladesong- As a bonus action, the elf can magically increase their abilities for 1 minute. Usable 5 times before a long rest, the effects include:
• They gain a +3 bonus to AC, Concentration Checks, and melee damage rolls.
• Their walking speed increases by 10 feet.
• They have advantage on Dexterity (Acrobatics) checks.

War Caster- The Bladesinger 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 they 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.
Defensive Dualist- When The Bladesinger is wielding a one-handed weapon with which they are proficient and another creature hits them with a melee attack, they can use their reaction to add +5 to their AC for that attack.
_

Eagle Rider

Eagle Rider Wood-Elf, Chaotic Good 12 8,400 xp

  • Armor class 16 (Leather)
  • Hit points 187 (17d10 + 17)
  • Speed 35/80 ft.
    (Walking/Fly)
  • STR 14 (+2)
  • DEX 19 (+4)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 9 (-1)

Save Throws: STR +8, DEX+10

Skills: Athletics +8, Acrobatics +10, Stealth +10,
Perception +9, Survival +15, Animal Handling +9, Nature +12

Senses: Darkvision 60 ft.

Languages: Common, Elvish, Auran

Challenge: 12 (8,400 xp)


Spell Save DC = 16, Spell Attack Bonus = +8
Cantrips: Create Bonfire, Control Flames, Gust,
(4 Slots) 1st Level: Animal Friendship, Detect Poison and Disease, Hunter's Mark, Speak with Animals
(3 Slots) 2nd Level: Animal Messenger, Lesser Restoration, Pass Without Trace, Spike Growth, Summon Beast
(3 Slots) 3rd Level: Conjure Animals, Conjure Barrage, Plant Growth, Speak with Plants
(3 Slots) 4th Level:
(1 Slots) 5th Level: Commune with Nature, Greater Restoration, Wrath of Nature


Keen Sight- The Eagle Rider has advantage on Wisdom (Perception) checks that rely on sight.

Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
_

Actions


Multiattack- The Eagle Rider makes four attacks. Two with its spear/shortbow, one with it's beak, and one with its talons.

Elven Spear/Shortbow- Melee Weapon Attack: +10 to hit, reach 5ft., range 80/320 ft., one target. Hit: 1d6 + 5 piercing damage.

Beak- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.

Talons- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.

Foe Slayer- The Eagle Rider can do an extra +3 damage once per a turn to Beasts, Monstrosities, and Humanoids.

Land's Stride- Moving through nonmagical difficult terrain costs the Eagle Rider no extra movement. They can also pass through nonmagical plants without being slowed and without taking damage from them if the plant has thorns, spines, or a similar hazard. In addition, they have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Hide in Plain Sight- The Eagle Rider gains a +10 bonus to Dexterity (Stealth) checks as long as they remain still for 1 minute in natural areas. Once they move or take an action or a reaction, they must camouflage themselves again to gain this benefit.

Vanish- The Eagle Rider can use the Hide action as a bonus action on their turn. Also, they can't be tracked by nonmagical means, unless they choose to leave a trail.
_

Dwarf Warrior

Dwarf Warrior Mountain Dwarf, Lawful Neutral 1 200 xp

  • Armor class 20 (Splint/Shield)
  • Hit points 39 (3d10 + 9)
  • Speed 25 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +5, Perception +3, Investigation +3, Insight +3

Damage Resistances: Poison + ADV on saving throws

Senses: Darkvision 60 ft.

Languages: Common, Dwarvish

Challenge: 1 (200 xp)


Dwarves are an ancient race of stoneworkers and metalsmiths. Due to facing many fearsome foes, both from above and below, their warriors are some of the most heavily armed fighters in existence.

Dwarven Battleaxe- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.

Dwarven Formation- The Dwarf has extensive training fighting in formations against all kinds of foes. When their sides are flanked by others from the same unit, they get the benefit of half-cover and are immune to being frightened.
_

Actions

Dwarf Heavy Warrior

Dwarf Heavy Warrior Mountain Dwarf, Lawful Neutral 2 450 xp

  • Armor class 22 (Plate/Shield)
  • Hit points 52 (4d10 + 12)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +6, Perception +3, Investigation +3, Insight +3

Damage Resistances: Poison + ADV on saving throws

Senses: Darkvision 60 ft.

Languages: Common, Dwarvish

Challenge: 2 (450 xp)


Heavy Warriors are experienced soldiers of the Dwarven armies and have become difficult to kill due to their skill and equipment.

Dwarven Warhammer- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 4 bludgeoning damage.

Dwarven Formation- The Dwarf has extensive training fighting in formations against all kinds of foes. When their sides are flanked by others from the same unit, they get the benefit of half-cover and are immune to being frightened.
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Actions

Dwarf Crossbow

Dwarf Crossbow Mountain Dwarf, Lawful Neutral 1 200 xp

  • Armor class 18 (Splint)
  • Hit points 39 (3d10 + 9)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +4, Perception +3, Investigation +3, Insight +3

Damage Resistances: Poison + ADV on saving throws

Senses: Darkvision 60 ft.

Languages: Common, Dwarvish

Challenge: 1 (200 xp)


Even Dwarven ranged units, a lightly armored soldier in other races, wear heavy armor. They also use powerful Dwarven crossbows that can only be beaten in range by longbows, but not in power.

Dwarven Heavy Crossbow- Ranged Weapon Attack: +6 to hit, reach 100/400 ft., one target. Hit: 1d10 + 2 piercing damage.

Dwarven Maul- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 2 bludgeoning damage.
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Actions

Dwarf Sapper

Dwarf Sapper Mountain Dwarf, Lawful Neutral 1 200 xp

  • Armor class 16 (Chainmail)
  • Hit points 39 (3d10 + 9)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Athletics +4, Perception +3, Investigation +3, Insight +3

Damage Resistances: Poison + ADV on saving throws

Senses: Darkvision 60 ft.

Languages: Common, Dwarvish

Challenge: 1 (200 xp)


Many Dwarves are expert miners and builders. These skills are important in warfare when reducing the effectiveness of enemy defensive structures. Sometimes, but not often, these Sappers are skilled Gnomes.

Dwarven Pick- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage.

Siege Experts- The Dwarf Sapper deals double damage to Objects or structures, has Advantage when using siege engines to damage an Object or structure, and they can dig 2.5 squared feet as an action and movement every turn into dirt or stone.
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Actions

Dwarf Battlerager

Dwarf Battlerager Hill Dwarf, Chaotic Neutral 7 2,900 xp

  • Armor class 16 (Unarmored [Spiked])
  • Hit points 187 (11d12 + 55)
  • Speed 35 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Save Throws: STR +8, CON +8

Skills: Athletics +7, Stealth + 5, Perception +3, Survival +3,
Intimidation +3

Damage Resistances: Poison + ADV on saving throws

Senses: Darkvision 60 ft.

Languages: Common, Dwarvish

Challenge: 7 (2,900 xp)


Battleragers are Dwarves who have taken the Battlerager's Creed. They fight as many foes as they can until they die in battle. Their battle rage has been so great that Orcs have been known to shy away.

Danger Sense- The Battlerager has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, they can't be blinded, deafened, or incapacitated.

Reckless Attack- When the Battlerager makes their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against them have advantage until their next turn.

The Battlerager has 4 rages.
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Actions


Multiattack- The Battlerager makes two melee attacks.
Dwarven Greataxe- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d12 + 7 slashing damage.

Feral Instinct- The Battlerager has advantage on initiative rolls. Additionally, if they are surprised at the beginning of combat and aren't incapacitated, they can act normally on their first turn, but only if they enter their rage before doing anything else on that turn.
Brutal Critical- The Battlerager can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Relentless Rage- If the Battlerager drops to 0 hit points while they're raging and don't die outright, they can make a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead. Each time they use this feature after the first, the DC increases by 5. When they finish a short or long rest, the DC resets to 10.

Battlerager Armor- While the Battlerager is wearing spiked armor and are raging, they can use a bonus action to make one melee weapon attack with their armor spikes against a target within 5 feet of them. If the attack hits, the spikes deal 1d4 piercing damage. they use their Strength modifier for the attack and damage rolls. Additionally, when they use the Attack action to grapple a creature, the target takes 3 piercing damage if their grapple check succeeds.
Reckless Abandon- When the Battlerager uses Reckless Attack while raging, they also gain 4 temporary hit points. The hit points vanish if any of them are left when it's rage ends.
Battlerager Charge- The Battlerager can take the Dash action as a bonus action while they are raging.

Dwarven Fortitude- Whenever the Battlerager takes the Dodge action in combat, they can spend one Hit Die to heal themselves. Roll the die, add their Constitution modifier, and they regain a number of hit points equal to the total (minimum of 1).
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Dwarf Goat Rider

Dwarf Goat Rider Hill Dwarf, Lawful Neutral 4 1,100 xp

  • Armor class 20 (Splint/Shield)
  • Hit points 98 (7d10 + 28)
  • Speed 40 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: STR +6, CON +6

Skills: Athletics +6, Perception +4, Investigation +4,
Insight +4, Animal Handling +4

Damage Resistances: Poison + ADV on saving throws

Senses: Darkvision 60 ft.

Languages: Common, Dwarvish

Challenge: 4 (1,100 xp)


Dwarves need to be able to quickly and effectively protect the surface of their mountainous lands, secret and otherwise. Their solution was to get skilled Dwarves to make the Giant Goats of their regions into an agile heavy melee cavalry.

Born to the Saddle- The Goat Rider has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed.

Sure Footed- The goat has advantage on Strength and Dexterity saving throws made against Effects that would knock it prone.
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Actions


Multiattack- The Goat Rider makes three melee attacks. Two with it's Warhammer and one with it's Ram.

Dwarven Warhammer- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 5 bludgeoning damage.

Ram- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4 + 3 bludgeoning damage.

Charge- If the goat moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Unwavering Mark- When the Goat Rider hits a creature with a melee weapon attack, they can mark the creature until the end of their next turn. This effect ends early if they are incapacitated or they die, or if someone else marks the creature. While it is within 5 feet of them, a creature marked by them has disadvantage on any attack roll that doesn't target them. In addition, if a creature marked by them deals damage to anyone other than them, they can make a special melee weapon attack against the marked creature as a bonus action on their next turn. They have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to 4.

Warding Maneuver- The Goat Rider learned to fend off strikes directed at them, their mount, or other creatures nearby. If they or a creature they can see within 5 feet of them is hit by an attack, they can roll 1d8 as a reaction if they're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. They can use this feature thee times, and they regain all expended uses of it when they finish a long rest.
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Harasser

Harasser Lightfoot Halfling, Neutral 1 200 xp

  • Armor class 14 (Leather)
  • Hit points 27 (3d8 + 3)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: DEX +5

Skills: Stealth +7, Acrobatics +7, Initiative +4,
Survival +6. Perception +4

Languages: Common, Halfling

Challenge: 1 (200 xp)


Halflings are probably the highest population race besides humans within the Lords' Alliance. Their small stature makes it difficult for them to participate in standard warfare. However, they are brave and nimble, making them excellent guerilla fighters.

Naturally Stealthy- The Harasser can attempt to hide even when they are only obscured by a creature that is at least one size larger than them.
Squat Nimbleness- The Harasser has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check they make to escape from being grappled.
Lucky- When the Harasser rolls a 1 on an attack roll, ability check, or saving throw, they can reroll the die. They must use the new result, even if it is a 1.
Brave- The Harasser has advantage on saving throws against being frightened.
Nimble- The Harasser can move through the space of any creature that is of a size larger than theirs.
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Actions


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

Bolos- The Harasser makes a Ranged Weapon Attack. If they hit, the targeted creature must make a DC 13 Dexterity saving throw or fall prone and lose all movement from the bolos wrapping around their body. The bolos can be removed using an action.

Sneak Attack- Once per turn, the Harasser can deal an extra 2d6 damage to one creature they hit with an attack if they have advantage on the attack roll. They don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and they don't have disadvantage on the attack roll. They also gain an additional way to use their Sneak Attack, they don't need advantage on the attack roll to use their Sneak Attack against a creature if they are within 5 feet of it, no other creatures are within 5 feet of them, and they don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to them.

Cunning Action- The Harasser 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.

Fancy Footwork- During the Harasser's turn, if they make a melee attack against a creature, that creature can't make opportunity attacks against them for the rest of their turn.
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Healers

Healers Healing Halfling, Neutral 1/2 100 xp

  • Armor class 14 (Leather)
  • Hit points 27 (3d8 + 3)
  • Speed 25 ft.
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 16 (+3)
  • CHA 12 (+1)

Save Throws: DEX +5

Skills: Medecine +7. Perception +4, Investigation +6

Languages: Common, Halfling

Challenge: 1/2 (100 xp)


Halflings that can't fight usually serve as combat medics due to their skill and nimbleness.

Medical Intuition- Whenever the Healer rolls a Wisdom (Medicine) check or an ability check involving an Herbalism Kit, they roll a d4 and add the number rolled to the total ability check.
Healer- As an action, the Healer 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.
Lucky- When the Healer rolls a 1 on an attack roll, ability check, or saving throw, they can reroll the die. They must use the new result, even if it is a 1.
Brave- The Healer has advantage on saving throws against being frightened.
Nimble- The Healer can move through the space of any creature that is of a size larger than theirs.
Cunning Action- The Healer 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.
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Actions

Purple Dragonborn Knight

Purple Dragonborn Knight Dragonborn, Lawful Neutral 5 1,800 xp

  • Armor class 18 (Half-Plate)
  • Hit points 96 (8d10 + 16)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: STR +7, CON +7

Skills: Athletics +7, Perception +4,
Persuasion +8, Deception +5, Intimidation +5

Damage Resistances: Fire, Cold, Lightning, Poison, ORAcid

Languages: Draconic, Common

Challenge: 5 (1,800 xp)


Purple Dragonborn Knights are warriors who hail from the kingdom of Junaarsedov. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights-errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragonborn Knight inspires greatness in others by committing brave deeds in battle. A lone Knight is a skilled warrior, but a Knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A Knight prefers to lead through deeds, not words. As a Knight spearheads an attack, the Knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Second Wind- On their turn, the Dragonborn can use a Bonus Action to regain hit points equal to 1d10 + 8. Once they use this feature, they must finish a short or long rest before they can use it again.
Action Surge- On their turn, the Dragonborn can take one additional action. Once they use this feature, they must finish a short or long rest before they can use it again.
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Actions


Multiattack- The Dragonborn makes two melee attacks. They can also attack with their Claws as a Bonus Action if they Multiattack.
Flamberge- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage. If the target is wearing light armor or no armor, the weapon deals an additional damage die.
Claws- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
Great Weapon Fighting- When the Dragonborn 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.

Breath Weapon- The Dragonborn can use their action to exhale destructive energy. It deals damage in an area according to their ancestry, either a 15-foot cone or a 30-foot line. When they use their breath weapon, all creatures in the area must make a DC 13 saving throw. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. Due to a Dragon Mask, the Breath Weapon has a recharge of one minute before it can be used again.
Dragon Fear- Instead of exhaling destructive energy, the Dragonborn can expend a use of their Breath Weapon trait to roar, forcing each creature of their choice within 30 feet of them to make a DC 13 Wisdom saving throw. A target automatically succeeds on the save if it can't hear or see them. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Rallying Cry- When the Dragonborn uses their Second Wind feature, they can choose up to three creatures within 60 feet of them that are allied with them. Each one regains 8 hit points, provided that the creature can see or hear them.
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Purple Dragonborn Sorcerer

Purple Dragonborn Sorcerer Dragonborn, Lawful Neutral 9 5,000 xp

  • Armor class 15 (Natural)
  • Hit points 126 (14d6 + 42)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: CON +7, INT +8, CHA +8

Skills: Arcana +8, CHA Skills +8

Damage Resistances: Fire, Cold, Lightning, Poison, ORAcid

Languages: Draconic, Common

Challenge: 9 (5,000 xp)


Purple Dragonborn Sorcerers are much like their knightly cousins in terms of purpose, but they serve more in stately matters. They are often the personal sorcerers and advisors of powerful nobles. However, their service is only bound so long as it is in the interest of Junaarsedov.

Sorcery Points: 14, Spell Attack: +8, Save DC: 16

Cantrips: Acid Splash, Firebolt, Poison Spray, Ray of Frost, Lightning Strike, Shocking Grasp
(4 Slots) 1st Level: Chromatic Orb, Detect Magic, Shield, Witch Bolt
(3 Slots) 2nd Level: Darkvision, Hold Person, Shatter
(3 Slots) 3rd Level: Dispel Magic, Counterspell, Fireball, Lightning Bolt
(3 Slots) 4th Level: Ice Storm, Wall of Fire
(2 Slots) 5th Level: Cone of Cold, Hold Monster
(1 Slots) 6th Level: Chain Lightning, Investiture of Fire
(1 Slots) 7th Level:Fire Storm, Teleport


Metamagic- The Dragonborn has Empowered, Quickened, and Transmuted Spell.
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Actions


Breath Weapon- See Purple Dragonborn Knight

Flexible Casting-The Dragonborn can use their sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
Creating Spell Slots: They can transform unexpended sorcery points into one spell slot as a bonus action on their turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. They can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Converting a Spell Slot to Sorcery Points: As a bonus action on their turn, they can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Elemental Affinity- When the Dragonborn casts a spell that deals damage of the type associated with their draconic ancestry, they add +3 to that damage. At the same time, they can spend 1 sorcery point to gain immunity to that damage type for 1 hour.
Dragon Wings- The Dragonborn gains the ability to sprout a pair of dragon wings from their back, gaining a flying speed equal to their current speed. They can create these wings as a bonus action on their turn. The wings last until they dismiss the wings as a bonus action on their turn.

War Caster- The Dragonborn 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 they 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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