User:Rlyehable/sandbox/NPC Overlays

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NPC Overlays are abilities or modifications to an "any race" NPC.

Dragonborn

Draconic Ancestry Table

Dragon Damage Type Breath Weapon
Black Acid 5 × 30 ft. line (Dex. save)
Blue Lightning 5 × 30 ft. line (Dex. save)
Brass Fire 5 × 30 ft. line (Dex. save)
Bronze Lightning 5 × 30 ft. line (Dex. save)
Copper Acid 5 × 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Ability Score Adj. Decrease all scores by 1 (min. 10). Then add +2 Str, +1 Cha

Languages. Common and Draconic

Damage Resistance. Resistant to same type of damage as Breath Weapon.

Draconic Ancestry. The dragonborn has a 1/Day Breath Weapon based on color.

Breath Weapon. The dragonborn exhales destructive energy in a 5 ft. by 30 ft. line or 15 ft. cone. Creatures in the area of effect must make a DC 8+ConAdj+prof Dexterity/Constitution saving throw taking 2d6 _type_ damage on a failed save or half as much on a successful save.

Example

Original Becomes
Guard
Medium Humanoid (Red Dragons), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



White Dragon Guard
Medium Humanoid (White Dragons), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 8 (2d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Skills: Perception +2
Damage Resistances: Cold
Senses: passive Perception 12
Languages: Common, Dragonborn
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Damage Resistance. Resistant to same type of damage as Breath Weapon.

Draconic Ancestry. The dragonborn has a 1/Day Breath Weapon based on color.

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Breath Weapon (Recharge: Short or long rest). The dragonborn exhales destructive energy in a 15 ft. cone. Creatures in the area of effect must make a DC 10 Constitution saving throw taking 2d6 cold damage on a failed save or half as much on a successful save.


Dwarf

Hill Dwarf NPC Overlay

Speed: 25 ft.

Alignment: Any Lawful

Size: Medium

Darkvision:

Ability Score Adj. Decrease all scores by 1 (min. 10). Then add +2 Con, +1 Wis

Languages. Common and Dwarvish

Dwarven Resistance. Advantage on saving throws against poison, and you have resistance against poison damage.

Warven Combat Training. Attacks with battleaxe, handaxe, throwing hammer, and warhammer have proficiency (The NPC will be equipped with at least one of these.)

Dwarven Toughness. The dwarf has an extra +1 hp per hit die.

Example

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Hill Dwarf Guard
Medium Humanoid (Hill Dwarfs), Any Lawful
Armor Class: 17 (chain shirt, shield)
Hit Points: 13 (2d8+4)
Speed: 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)
Saving Throws: (see Dwarven Resistance)
Skills: Perception +2
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Dwarvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Dwarven Resistance. Advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness. The dwarf has an extra +1 hp per hit die (included above).

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage, or 6 (1d10+1) bluedgeoning damaged if used two-handed.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft, one target. Hit: 4 (1d6+1) bludgeoning damage.


Mountain Dwarf NPC Overlay

Speed: 25 ft.

Alignment: Any Lawful

Size: Medium

Darkvision:

Ability Score Adj. Decrease all scores by 1 (min. 10). Then add +2 Str, +2 Con

Languages. Common and Dwarvish

Dwarven Resistance. Advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. Attacks with battleaxe, handaxe, throwing hammer, and warhammer have proficiency (The NPC will be equipped with at least one of these.)

Dwarven Armor Training. The dwarf is proficient with medium and heavy armor.

Example

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Mountain Dwarf Guard
Medium Humanoid (Mountain Dwarves), Any Lawful
Armor Class: 16 (chain mail)
Hit Points: 11 (2d8+2)
Speed: 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
Saving Throws: (see Dwarven Resistance)
Skills: Perception +2
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Dwarvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Dwarven Resistance. Advantage on saving throws against poison, and you have resistance against poison damage.

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bluedgeoning damaged if used two-handed.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft, one target. Hit: 5 (1d6+2) bludgeoning damage.


Elf

High Elf NPC Overlay

Ability Score Adj. Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Int

Languages. Common and Elvish

Keen Senses. Proficiency in Perception.

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Elf Weapon Training. Attacks with longsword, shortsword, shortbow, and longbow have proficiency (The NPC will be equipped with at least one of these.)

Cantrip. You know one cantrip of your choice from the wizards’s spell list. Intelligence is your magic ability for it.

Example

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



High Elf Guard
Medium Humanoid (High Elves), Chaotic Good
Armor Class: 17 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0)
Skills: Perception +2
Condition Immunity: Sleep
Senses: passive Perception 12
Languages: Common, Elvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Cantrip. You know one cantrip of your choice from the wizards’s spell list. Intelligence is your magic ability for it. (see Acid Splash below)

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (1d6+1) piercing damage

Acid Splash Cantrip. Ranged Spell Attack: The High Elf Guard targets 1 or two targets (that are within 5' of each other) within 60 feet of the guard. The targets must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) acid damage.


Wood Elf NPC Overlay

Ability Score Adj. Decrease all scores by 1 (min. 10). Then add +2 Dex, +1 Wis

Fleet of Foot. Increase walking speed by 5 ft.

Languages. Common and Elvish

Keen Senses. Proficiency in Perception.

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Elf Weapon Training. Attacks with longsword, shortsword, shortbow, and longbow have proficiency (The NPC will be equipped with at least one of these.)

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

Example

Original Becomes
Guard
Medium Humanoid (Any Race), Any Alignment
Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages: Any one language (usually Common)
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.



Wood Elf Guard
Medium Humanoid (Wood Elves), Chaotic Good
Armor Class: 17 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 35 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 10 (+0) 11 (+0) 10 (+0)
Skills: Perception +3
Condition Immunity: Sleep
Senses: passive Perception 13
Languages: Common, Elvish
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2
Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

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

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (1d6+1) piercing damage