While those making decisions have a great deal of power and responsibility, the quiet advisors who enable them and assist them are vital. Skilled in many areas, they make the gears of government turn quietly, supply the right information at the right time, and ensure that their employer stays fresh and able to deal with challenges.
Here are three statistic blocks you can use to represent these unsung heroes in your game, whether as scheming viziers, able assistants, or as a loyal major-domo. A valet is a hard-working and talented advisor, able to operate quietly behind the scenes and facilitate an employer with diverse needs. VALET Medium humanoid (any race), any alignment Armour Class 11 Hit Points 5 (1d8 + 1) Speed 30ft. Str 12 (+1); Dex 12 (+1); Con 12 (+1); Int 14 (+2); Wis 12 (+1); Cha 12 (+1) Skills Intuition +3, Perception +3, Sleight of hand +3 Proficiency bonus +2 Senses passive Perception 13 Languages Common and any two others Challenge 1/8 (25 XP) Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, a valet can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the valet that regain hit points during a short rest, regain an extra d6 hit points. ACTIONS Dagger. Melee or ranged weapon attack: +3 to hit, reach 5ft. or range 20/60ft., one target. Hit: 3 (1d4 + 1) piercing damage. Equerries are even more talented assistants, well-prepared and able to instruct their employer in nearly in any skill. They are well-rounded in nearly any task. EQUERRY Medium humanoid (any race), any alignment Armour Class 12 Hit Points 36 (6d8 + 12) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 15 (+2); Wis 14 (+2); Cha 15 (+2) Skills Intuition +4, Perception +4, Sleight of hand +4; all other skills +3 Proficiency bonus +2 (proficient in all tools at total bonus of +3) Senses passive Perception 14 Languages Common and any three others Challenge 2 (450 XP) Instructor (recharges on a long rest). An equerry who spends 1 hour instructing a creature in use of a skill or set of tools allows them to act as if they are proficient with that skill or tool set, with a proficiency bonus of +2, for the next 1 hour. Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, an equerry can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the equerry that regain hit points during a short rest, regain an extra d6 hit points. Well-Prepared (recharges on long rest). By spending 1 hour gathering supplies, the equerry can provide one tool set or equipment pack. ACTIONS Rapier. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. A steward is a master of coin, commerce, and logistics, and can get their hands on any conceivable skill or gear at nearly any location, given enough time to prepare. STEWARD Medium humanoid (any race), any alignment Armour Class 12 Hit Points 63 (9d8 + 18) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 17 (+3); Wis 14 (+2); Cha 15 (+2) Proficiency bonus +4 (proficient in all skills and tools) Senses passive Perception 16 Languages Common and any four others Challenge 3 (700 XP) Instructor (recharges on a long rest). A steward who spends 1 hour instructing a creature in use of a skill or set of tools allows them to act as if they are proficient with that skill or tool set, with a proficiency bonus of +4, for the next 1 hour. Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, a steward can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the steward that regain hit points during a short rest, regain an extra d6 hit points. Talented. The steward's proficiency bonus is increased by +2, to a total of +4 as listed above. Well-Prepared (recharges on long rest). By spending 1 hour gathering supplies, the steward can provide one tool set or equipment pack. ACTIONS Rapier. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. Light Crossbow. Ranged weapon attack: +6 to hit, range 80/320ft., one target. Hit: 6 (1d8 + 2) piercing damage. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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