Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 43 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 23 (5d8) & 18 (4d8) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 10 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2.5 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 85 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 44 (8d10) & 39 (7d10) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 170 Hit Points.
Swarm Attack. 1d10+11 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 85 (13d12) & 78 (12d12) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/19/25 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 40 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 340 Hit Points.
Swarm Attack. 1d10+14 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 168 (16d20) & 158 (15d20) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/25/37 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 4 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 34 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 18 (5d6) & 14 (4d6) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 8 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2.5 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 68 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 36 (8d8) & 32 (7d8) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 16 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 136 Hit Points.
Swarm Attack. 1d10+11 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 65 (10d12) & 59 (9d12) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/19/25 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 24 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 204 Hit Points.
Swarm Attack. 1d10+12 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 98 (15d12) & 91 (14d12) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/21/29 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 272 Hit Points.
Swarm Attack. 1d10+13 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 137 (13d20) & 126 (12d20) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/23/33 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-7 Tiles or Hexes. Uniformed Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 47 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 27 (5d8) & 18 (4d8) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+7) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+7) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 17/17/21 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 10 creatures in this swarm, and they occupy approximately 9-12 Tiles or Hexes. Uniformed Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2.5 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 85 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 44 (8d10) & 39 (12d10) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 12 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 112 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/112/21 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Uniformed Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 170 Hit Points.
Swarm Attack. 1d10+11 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 85 (13d12) & 78 (12d12) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/19/25 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Swarm Size and Shape. There are 40 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Uniformed Infantry, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 340 Hit Points.
Swarm Attack. 1d10+14 to hit (No d20).
This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 168 (16d20) & 158 (15d20) damage.
===Individual Attacks===
Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/25/37 Athletics check to move at Quarter/Half/Full speed.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.
Nimble Shooter. The Scout may Hide, Dash, and Disenage as a Bonus Action. It also ignores cover on all attacks.
Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (11) 3d6 to one of these attacks.
Shortsword or Handbow. Weapon Attack. +5 to hit.,Range 30/120
Hit. 10 (2d6+3) piercing damage.
Longbow Weapon Attack., +5 to hit, Range 150/600 ft.,
Hit. 12 (2d8+3) piercing damage.
Crossbow., +5 to hit, Range 60/600 ft.,
Hit. 9 (2d4+4) piercing damage.
Knockout Bolt. 39 (4d4+6d6+8) Sleep damage.
The bolt deals no HP damage, but if the total damage is greater than the target's current HP, they are instantly put into a magical slumber for 1 minute, or until another creature wakes them as an action.
Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 4 (1d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 7 (2d6 Radiant damage to a target on hit.
Guiding Bolt (OOO) +5 to hit. Range. 120ft.
Hit. 18 (4d6) Radiant Damage and the next attack roll on this target has advantage.
Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.
Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 14 (3d8) Radiant or Necrotic damage, or can make a DC 13 WIS Save for half.
Dispel Magic. (O) All magical effects of Spell Level 3 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.
Aura of Protection. The Paladin grants a +3 bonus to the saving throws of all allies within 10ft.
2x Longsword Multiattack.
Longsword +1. Melee Weapon Attack. +7 to hit.
Hit. 6 (1d8+7) Slashing damage.
Radiant Lure. Spell Attack, Range 30ft., Creature must make a DC 14 STR save or be pulled 15ft. closer to the paladin and take 11 (2d10+0) Radiant damage. A successful save halves the damage and the creature is not pulled.
Wrathful Smite (Recharge 5-6). Melee Attack. +7 to hit.
Hit. 16 (2d8+7) Slashing Plus 10 (4d4) Radiant damage.
Creatures hit by this attack must make a DC 14 CON Save or be ignited, taking 11 (3d4) Fire damage at the start of each turn until someone uses an action to extinguish the fire.
Wild Magic. Mage has been touched by Wild Magic, and now checks for Wild Magic surges on Natural 1's, Critical Hits, and Spellcasting. They gain advantage on saving throws vs spells.
Mage Slayer. When a creature within 50 feet of the mage casts a spell, the mage may Counterspell as a Reaction.
When the mage damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.
Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.
Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.
DaggerWand. Weapon Attack. +6 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +7 to hit, Range 120ft,
Hit. 11 (2d10) Fire Damage.
Disarming Missile. The mage creates 4 darts of magical force. Each deals 7 (1d6+3) force damage to its target, and the target must make a DC 15 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 30ft radius sphere make a DC 15 DEX Save, taking 32 (9d6) fire damage on a failed save, half on success.
Ice Storm (Recharge 5). A hail of rock-hard ice pounds to the ground in a 40-foot-radius, 80-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 15 DEX Save, taking taking 36 (8d8) Cold and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Cone of Cold (Recharge 6). Each creature in a 100ft. cone must make a DC 15 CON Save. A creature takes 41 (9d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Legendary Resistance (OOO/day). When the Mage fails a saving throw, it may succeed instead.
Spells Per Day
Mage knows 6 spells and 3 Cantrips through INT.
Their Spell Save DC is 15 and their Spell Attack mod is +7
Level 1.OOOO..Level 2.OOO
Level 3.OOO