Adventurers are likely to encounter a variety of non-combatant NPCs in the course of their explorations. These might be people they need to protect from harm, consult for advice, escort on a mission through a perilous dungeon, or keep as hirelings for consulting when they need advice.
Here are statistic blocks for three different varieties of experts which you can use for your game. If used in combat, these NPCs shine when used to assist others, rather than winning fights on their own. A scribe is a civilian expert, one skilled at writing and copying text, and learned in the history of their kind. Some might be dragged along on an adventure or end up tangled in some kind of intrigue. SCRIBE Medium humanoid (any race), any alignment Armour Class 11 Hit Points 4 (1d8) Speed 30ft. Str 9 (-1); Dex 12 (+1); Con 10 (+0); Int 14 (+2); Wis 13 (+1); Cha 9 (-1) Skills History +4 Proficiency bonus +2 Senses passive Perception 11 Languages Common and any two other languages Challenge 1/8 (25 XP) Expertise. A scribe doubles their proficiency bonus to +4 for use of a calligraphy tool set. Instruction (recharges after a long rest). A scribe who spends one hour instructing a creature in History allows them to make History checks using the scribe's proficiency bonus of +2 until they finish a long rest. ACTIONS Unarmed. Melee weapon attack: -1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. An expert is a skilled scribe, one acknowledged as a professional among their kind. Many are aged, having lost the flexibility of their youth but even more experienced in their chosen career. An expert might be consulted or brought along on a mission for their useful knowledge. EXPERT Medium humanoid (any race), any alignment Armour Class 10 Hit Points 18 (4d8) Speed 30ft. Str 9 (-1); Dex 11 (+0); Con 10 (+0); Int 16 (+3); Wis 14 (+2); Cha 10 (+0) Skills Arcana +5, History +7, Investigation +5 Proficiency bonus +2 Senses passive Perception 12 Languages Common and any three other languages Challenge 2 (450 XP) Expertise. An expert doubles their proficiency bonus to +4 for use of a calligraphy tool set or History skill check. Expert Instruction (recharges after a long rest). An expert who spends one hour instructing a creature in Arcana or History allows them to make skill checks using the expert's proficiency bonus of +2 until they finish a long rest. ACTIONS Dagger. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) piercing damage. Identify Weakness (recharges after a short rest). The expert chooses a target it can see within 50 feet. The next attack made by an ally who can hear the expert, until the start of the expert's next turn, has advantage. A sage is a world-class expert, schooled in a variety of skills and able to identify commonalities in methods to effect amazing insight. While they make poor combatants, sages are nevertheless useful to bring along for their tremendous reserves of knowledge. SAGE Medium humanoid (any race), any alignment Armour Class 10 Hit Points 28 (8d8 - 8) Speed 30ft. Str 8 (-1); Dex 10 (-1); Con 9 (-1); Int 19 (+4); Wis 16 (+3); Cha 12 (+1) Skills Arcana +6, History +10, Investigation +6, Nature +6, Religion +6 Proficiency bonus +2 Senses passive Perception 13 Languages Common and any four other languages Challenge 3 (700 XP) Expertise. A sage triples their proficiency bonus to +6 for use of a calligraphy tool set or History skill check. Sage Advice (recharges after a long rest). A sage who spends one hour instructing up to three creatures in Arcana or History allows them to make skill checks using the sage's proficiency bonus of +2 until they finish a long rest. During this time, they can reroll a skill check result of 1. ACTIONS Dagger. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) piercing damage. Identify Weakness. The sage chooses a target it can see within 50 feet. The next attack made by an ally who can hear the sage, until the start of the sage's next turn, has advantage. Also posted on Game Masters Stash on 25 November 2021. Comments are closed.
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