Guild NPCS

Here are the Guild Npcs that are currently created.

First Trial Recruits

Mountain Dwarf Fighter – Male – Garren Ironfist.

Armor Class: 16 (Ring mail, Shield) Hit Points: 7 (18 for obstacle course)

Speed: 25ft (7,5m / 5 sqr) Proficiency: +2

STR 18 (+4) DEX 11 (+0) CON 16 (+3)

INT 10 (+0) WIS 12 (+1) CHA 10 (+0)

Skills: Athletics +6 Intimidation +2 Saving Throws: Strength +6 Constitution +5

Actions

Shortsword. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 +4 ) slashing damage.

Properties: Finesse, Light,

Light Crossbow. Ranged Weapon Attack +2 to hit, range 80/320ft, one target. Hit: 4 (1d8 +0 ) piercing damage.

Properties: Ammunition: range 80/320ft, Loading, Two-handed,

Racial Features

Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.

Tools Proficiency: smith’s tools, brewer’s supplies or mason’s tools

Darkvision: 60ft (18m / 12sqr)


Elf Wizard – Female – Neriyra Galanodel

Armor Class: 14 (with mage armor) Hit Points: 5 (14 for obstacle course)

Speed: 30ft (9m / 6 sqr) Proficiency: +2

STR 10 (+0) DEX 12 (+1) CON 12 (+1)

INT 17 (+3) WIS 11 (+0) CHA 14 (+2)

Skills: Perception +2 Arcana +5 History +5

Actions

Quarterstaff. Melee Weapon Attack +2 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage. Properties: Versatile (1d8),

Spells

Spellcasting. the Arcanist is an 1st-level wizard. Its spellcasting ability is Intelligence (spell save DC 13, to hit with spell attacks +5)

Cantrips (at will): Fire Bolt, Minor Illusion, Dancing Lights,

1st level (2 slots): Unseen Servant, Longstrider, Burning Hands, Magic Missile, Mage Armor,

Special Abilities

Arcane Recovery: During a short rest the arcanist can recover one spell slot of a first level.
Spellbook: The most valuable possession of a mage is her spellbook. Mostly of his spells are written there. All known spells by the arcanist and 1 extra per hit die are writen there.

Racial Features

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision: 60ft (18m / 12sqr)


Human Cleric – Male – Nilus Stav

Armor Class: 18 (Full plate) Hit Points: 6 (15 for obstacle course)

Speed: 30ft (9m / 6 sqr) Proficiency: +2

STR 17 (+3) DEX 11 (+0) CON 13 (+1)

INT 15 (+2) WIS 17 (+3) CHA 12 (+1)

Skills: Nature +4 Medicine +5 Perception +5 Religion +4

Actions

Mace. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 7 (1d6 +3 ) bludgeoning damage.

Special Abilities

Holy ServantDuring a long rest the healer can prepare and use a Once per short rest he can conjure, as a bonus action, the spell Healing Word (1d4 + Cha, range 60ft).
Potion of Healing: The healer carries a potion of healing (2d4+2 healing as a action) and a Healer’s Kit.


Halfling Rogue – Female – Hilola Greenbottle

Armor Class: 14 (Hide) Hit Points: 4 (12 for obstacle course)

Speed: 25ft (7,5m / 5 sqr) Proficiency: +2

STR 10 (+0) DEX 16 (+3) CON 11 (+0)

INT 12 (+1) WIS 10 (+0) CHA 17 (+3)

Skills: Deception +5 Persuasion +5  

Actions

Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage.

Properties: Thrown: range 20/60ft, Finesse, Light,

Light Crossbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 7 (1d8 +3 ) piercing damage.

Properties: Ammunition: range 80/320ft, Loading, Two-handed,

Special Abilities

Copycat: The spy can try to impersonate a target with the given time. By spending 25po and a week of work stalking its target the spy learns their speach and maneirms, giving the spy advantage on persuation, deception and desguise kit to impersonate its target. To acomplish that the spy must succeed on a Steath check vs the Passive Perception of the target.

Racial Features

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


Half Elf Ranger – Male – The Lilac Rabbit

Armor Class: 14 (Leather) Hit Points: 6 (16 for obstacle course)

Speed: 30ft (9m / 6 sqr) Proficiency: +2

STR 12 (+1) DEX 17 (+3) CON 14 (+2)

INT 10 (+0) WIS 12 (+1) CHA 12 (+1)

Skills: Survival +3 Perception +3 Stealth +5 Nature +2 Saving Throws: Dexterity +5 Constitution +4

Actions

Shortsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage.

Properties: Finesse, Light,

Longbow. Ranged Weapon Attack +5 to hit, range 150/600ft, one target. Hit: 7 (1d8 +3 ) piercing damage.

Properties: Ammunition: range 150/600ft, Heavy, Two-handed,

Special Abilities

Tracker: The scout has advantage on survival checks to track a foe.
Wanderer: During a short rest the scout can find food and fresh water for him, provided that the land has such things.

Racial Features

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision: 60ft (18m / 12sqr)