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Making Monsters

Monster Maker v2.1.1

Once you have an idea for a monster, it's time to start building a profile. Maybe you need a high level goblin king protected by an elite entourage? Or a drunken giant with some tiefling friends looking to cause chaos? Or a pack of fierce dire-wolves hungry for fresh flesh?

Whatever your situation, this chapter will help you to create quickstart monster profiles and get your combat encounters up and running in seconds.

Dragonborn WardenLevel 5 Defender

Medium humanoidStandard (450 XP)

Armor Class18 Attack Bonus+5
Hit Points60 (30) Damage10
Speed20 ft Spell DCs13, 10
Str+3
Dex+0
Con+4
Int+1
Wis+2
Cha+1
Saving Throws Con +8, Str/Wis +5, Cha/Int/Dex +2
Skills Initiative +2, Perception +5, Stealth +2

Indomitable

You are immune to any effects that would alter your mind or will.

Reliable Attacker

When you miss with an attack, you can spend your reaction to reroll your attack. You must use the second result.

You Can't Leave

Creatures always provoke opportunity attacks from you, even if they take the Disengage action before leaving your reach. When you hit a creature with an opportunity attack, that creature's speed becomes 0 for the rest of the turn.

The Monster Profile

A quickstart monster profile is deliberately more vague than a standard monster profile, allowing you greater flexibility to improvise. A quickstart stat block includes:

  • Level: Quickstart monsters use monster levels, a one-to-one match for player character levels.
  • Role: Every monster has a combat role which describes their particular focus on the battlefield.
  • Armor Class: This represents how hard the monster is to hit with an attack, whether due to armor, agility, magic, training, or some other significant feature.
  • Hit Points: This is the amount of damage that the monster can endure before it dies.
  • Speed: Your monster's movement speed.
  • Attack Bonus: This represents your monster's ability to make successful attacks—melee, ranged, or magic.
  • Damage: This is the amount of damage the monster can cause with a successful attack action.
  • Spell DCs: This shows the primary ("I'm good at this") and secondary ("I'm not so good at this") DCs of any spells or effects the monster might use.
  • Ability Modifiers: These are your monster's ability modifiers—arrange them however you like. Unlike player characters, monster modifiers can go beyond 5.
  • Saving Throws: These come in three grades—best, ok, and bad. Use the highest bonus for your monster's best stat, the second bonus for it's 2nd and 3rd best stats, and the worst bonus for the 3 worst stats.
  • Initiative: Your monster's combat reaction speed.
  • Perception: Your monster's ability to notice things.
  • Stealth: Your monster's ability to hide.
  • Traits & Powers: These are special abilities and passive perks that the monster has gained from their race, class, faction, role, or some other feature.

Build your Monster

Once you're ready to start building your monster, there are five basic steps to consider:

  1. Pick a Level: Decide how dangerous your monster should be—the higher the level, the bigger the threat it will be to your players.
  2. Assign a Role: Choose how your monster will function in combat—different roles confer different benefits, such as a higher AC or attack bonus.
  3. Add some Traits: Give your monster some quick racial or class-based flavor with a few basic traits.
  4. Choose some Powers: Add some special combat powers to make your monster stand out in their role.
  5. Personalization: Tweak the default monster stats if necessary to better suit your group of players.

Step 1. Pick a Level

Your first step is to assign a level to your new monster. Quickstart monsters don't use challenge ratings—instead, they use monster levels to determine their base strength. Monster levels are a one-to-one match for character levels—one 4th-level monster should be a decent contest for one 4th-level player character.

For a medium challenge, use the same level as your average player character. Add +2 levels to make it a more dangerous encounter, or -2 levels for an easier time.

Once you've decided on a level, check the Monster Statistics by Level table to find your monster's basic attributes—AC, hit points, attack bonuses, damage, etc.

Valiant, Clanda and Chansi have been unexpectedly waylaid by some bandits and a combat begins. The PCs are level 3, so the GM decides to create three 3rd-level bandits for a medium-challenge encounter.

From the table, the GM can see that each bandit has (as a base) 14 AC, 33 HP, and deals 5 damage on a +3 attack roll (melee or ranged).

Step 2. Apply a Role

Monsters, like player characters, have roles to play. Some charge in to fight in the front-line, some fire away from the back, some devastate and destroy their enemies with wild abandon, and some lend support to their allies.

There are seven core roles that you can apply to your quickstart monsters, each with its own strengths and weaknesses: controller, defender, lurker, scout, sniper, striker, and support.

  • Controller: Controllers disorientate their enemies, moving them around the battlefield and applying conditions. Controllers deal little direct damage themselves, preferring to weaken their enemies and allow their allies to attack with advantage.
  • Defender: Defenders shield their allies and block enemy attacks. They are harder to hit thanks to their thicker armor, but often move slower as a result.
  • Lurker: Lurkers hide out of sight until they see a weak point, then attack for massive damage. They are glass cannons, capable of dealing a lot of damage yet easily defeated if cornered.
  • Scout: Scouts like to move around, using their speed and high perception to outmaneuver their enemies. They tend to be lightly armored and carry smaller weapons to keep their weight low and speed high.
  • Sniper: Snipers stay out of harm's way, firing at enemies from a distance. They are good at ranged attacks, but fall quickly if attacked.
  • Striker: Strikers forgo defense and focus on hitting the enemy hard. Strikers are easier to hit but deal more damage with their attacks.
  • Supporter: Supporters provide aid to their allies, keeping them in peak condition. Supporters deal little damage and are relatively frail—they need protection to survive long on the battlefield.

Each role changes the default monster statistics in some fashion—granting more AC, or reducing damage, or inflating health. Try to use a variety of roles to create interesting encounters for your players.

Once you've picked a role, check the Monster Roles table to see how it affects your monsters attributes.

With 3 bandits, the GM decides to have one striker to deal heavy damage, one defender to shield the striker, and one sniper to support them both.

  • Defender: 16 AC, 33 HP, +3 attack, 5 damage
  • Striker: 10 AC, 42 HP, +5 attack, 7 damage
  • Sniper: 14 AC, 25 HP, +3 attack, 7 damage

Step 3. Add some Traits

To give your monster some flavor, add one or two passive traits based on its race, class, or faction. Traits help your monsters feel more unique, but try to keep them simple—avoid complicated mechanics or using more than two traits per monster.

See the Monster Traits table for a list of example traits you can apply to your monsters—make your own if the examples don't suit your new creation.

Because the bandits work together to overpower their victims, the GM decides to give all three a common trait:

  • Teamwork: You have advantage on attack rolls when your target is within 5ft of an unrestrained ally.

Step 4. Choose some Powers

Now it's time to add some combat powers to your monster based on their role. Powers are a good way to distinguish monsters from each other and highlight their roles—they allow defenders to defend and strikers to strike.

See the Monster Powers tables for a list of example powers you can apply to your monsters.

In addition to their normal attacks, the GM allocates a power to each bandit according to their combat role:

  • Got your Back: If you are unrestrained and standing next to a creature that is the target of an attack (which doesn't already include you), you can spend your reaction to redirect the attack onto yourself.
  • Cleave: Once per turn, when you deal damage to a creature, you can deal half-as-much damage to a target that is (a) within 5 ft of your target and (b) within your reach.
  • Close Quarters: You don't suffer disadvantage when making ranged attacks within 5 ft of a hostile creature.

Step 5. Personalization

Finally, compare the monster template to your player characters and consider tweaking any values that seem a little over or under-powered. Lower the AC or HP if your players have trouble dealing damage, or reduce the attack bonus or damage if their defenses are a little low.

Valiant and Chansi are low on hit points thanks to an earlier encounter, so the GM considers reducing the overall damage of each bandit by 2.

The party is carrying some unused healing potions, however—the GM decides to leave the challenge as-is.

Step 6. Start Playing

Your quickstart monsters are now ready. Start your encounter and improvise any extra details as you go.

Refining as you Play

During an encounter, you might discover that your monster is too weak or too strong for your party. That's ok—it's hard to predict how powerful some abilities can be.

If you find you need to update a monster during live play, try to do so naturally. Avoid telling players explicitly what you're doing—instead, fold it into the fiction.

During an encounter, the GM notices that the party are having a hard time reliably hitting the defender's AC of 16. On the next successful hit, the GM says:

"You hear a crack as the bandit's shield splits apart from the force of your attack, and he throws it aside."

Bandit, ShieldLevel 3 Defender

Medium humanoidStandard (175 XP)

Armor Class16 Attack Bonus+3
Hit Points33 (17) Damage5
Speed20 ft Spell DCs11, 8
Str+2
Dex+0
Con+3
Int−1
Wis+1
Cha+1
Saving Throws Con +6, Str/Wis +4, Cha/Dex/Int +1
Skills Initiative +1, Perception +3, Stealth +1

Teamwork

You have advantage on attack rolls when your target is within 5ft of an unrestrained ally.

Got Your Back

If you are unrestrained and standing next to a creature that is the target of an attack (which doesn't already include you), you can spend your reaction to redirect the attack onto yourself.

Bandit, GreatswordLevel 3 Striker

Medium humanoidStandard (175 XP)

Armor Class10 Attack Bonus+5
Hit Points42 (21) Damage7
Speed30 ft Spell DCs13, 10
Str+3
Dex+0
Con+2
Int−1
Wis+1
Cha+1
Saving Throws Str +3, Con/Cha +1, Wis/Dex/Int −2
Skills Initiative +1, Perception +1, Stealth +1

Teamwork

You have advantage on attack rolls when your target is within 5ft of an unrestrained ally.

Cleave

Once per turn, when you deal damage to a creature, you can deal half-as-much damage to a target that is (a) within 5 ft of your target and (b) within your reach.

Bandit, CrossbowLevel 3 Sniper

Medium humanoidStandard (175 XP)

Armor Class14 Attack Bonus+3
Hit Points25 (13) Damage7
Speed30 ft Spell DCs11, 8
Str+1
Dex+3
Con+0
Int+1
Wis+2
Cha−1
Saving Throws Dex +5, Wis/Int +3, Str/Con/Cha +0
Skills Initiative +1, Perception +1, Stealth +3

Teamwork

You have advantage on attack rolls when your target is within 5ft of an unrestrained ally.

Close Quarters

You don't suffer disadvantage when making ranged attacks within 5 ft of a hostile creature.

Monster Statistics by Level

Monster Level Armor Class Hit Points Attack Bonus Damage per Action Spell DCs Percep., Init. & Stealth Prof. Bonus Saving Throws Ability Modifiers XP
−5 11 1 −1 1 8, 5 +0 +0 1, 0, −1 1, 0, 0, 0, 0, −1 0
−4 12 1 +0 1 9, 6 +1 +0 2, 1, −1 2, 1, 1, 0, 0, −1 0
−3 13 4 +1 1 10, 7 +1 +1 3, 1, 0 2, 1, 1, 0, 0, −1 2
−2 13 8 +1 1 10, 7 +1 +1 3, 1, 0 2, 1, 1, 0, 0, −1 6
−1 13 12 +1 1 10, 7 +1 +1 3, 1, 0 2, 1, 1, 0, 0, −1 12
0 14 16 +2 1 10, 7 +1 +1 4, 2, 0 3, 2, 1, 1, 0, −1 25
1 14 26 +3 2 11, 8 +1 +2 5, 3, 0 3, 2, 1, 1, 0, −1 50
2 14 30 +3 4 11, 8 +1 +2 5, 3, 0 3, 2, 1, 1, 0, −1 112
3 14 33 +3 5 11, 8 +1 +2 5, 3, 0 3, 2, 1, 1, 0, −1 175
4 15 36 +4 8 12, 9 +2 +2 6, 3, 1 4, 3, 2, 1, 1, 0 275
5 16 60 +5 10 13, 10 +2 +3 7, 4, 1 4, 3, 2, 1, 1, 0 450
6 16 64 +5 11 13, 10 +2 +3 7, 4, 1 4, 3, 2, 1, 1, 0 575
7 16 68 +5 13 13, 10 +2 +3 7, 4, 1 4, 3, 2, 1, 1, 0 725
8 17 72 +6 17 14, 11 +3 +3 8, 5, 1 5, 3, 2, 2, 1, 0 975
9 18 102 +7 19 15, 12 +3 +4 9, 5, 2 5, 3, 2, 2, 1, 0 1,250
10 18 107 +7 21 15, 12 +3 +4 9, 5, 2 5, 3, 2, 2, 1, 0 1,475
11 18 111 +7 23 15, 12 +3 +4 9, 5, 2 5, 3, 2, 2, 1, 0 1,800
12 18 115 +8 28 15, 12 +3 +4 10, 6, 2 6, 4, 3, 2, 1, 0 2,100
13 19 152 +9 30 16, 13 +3 +5 11, 7, 2 6, 4, 3, 2, 1, 0 2,500
14 19 157 +9 32 16, 13 +3 +5 11, 7, 2 6, 4, 3, 2, 1, 0 2,875
15 19 162 +9 35 16, 13 +3 +5 11, 7, 2 6, 4, 3, 2, 1, 0 3,250
16 20 167 +10 41 17, 14 +4 +5 12, 7, 3 7, 5, 3, 2, 2, 1 3,750
17 21 210 +11 43 18, 15 +4 +6 13, 8, 3 7, 5, 3, 2, 2, 1 4,500
18 21 216 +11 46 18, 15 +4 +6 13, 8, 3 7, 5, 3, 2, 2, 1 5,000
19 21 221 +11 48 18, 15 +4 +6 13, 8, 3 7, 5, 3, 2, 2, 1 5,500
20 22 226 +12 51 19, 16 +5 +6 14, 9, 3 8, 6, 4, 3, 2, 1 6,250
21 22 276 +13 53 20, 17 +5 +7 15, 9, 4 8, 6, 4, 3, 2, 1 8,250
22 22 282 +13 56 20, 17 +5 +7 15, 9, 4 8, 6, 4, 3, 2, 1 10,250
23 22 288 +13 58 20, 17 +5 +7 15, 9, 4 8, 6, 4, 3, 2, 1 12,500
24 23 294 +14 61 20, 17 +5 +7 16, 10, 4 9, 6, 4, 3, 2, 1 15,500
25 24 350 +15 63 21, 18 +5 +8 17, 11, 4 9, 6, 4, 3, 2, 1 18,750
26 24 357 +15 66 21, 18 +5 +8 17, 11, 4 9, 6, 4, 3, 2, 1 22,500
27 24 363 +15 68 21, 18 +5 +8 17, 11, 4 9, 6, 4, 3, 2, 1 26,250
28 25 369 +16 71 22, 19 +6 +8 18, 11, 5 10, 7, 5, 4, 3, 2 30,000
29 26 432 +17 73 23, 20 +6 +9 19, 12, 5 10, 7, 5, 4, 3, 2 33,750
30 26 439 +17 76 23, 20 +6 +9 19, 12, 5 10, 7, 5, 4, 3, 2 38,750
31 26 446 +17 78 23, 20 +6 +9 19, 12, 5 10, 7, 5, 4, 3, 2 44,500
32 26 453 +18 81 24, 21 +7 +9 20, 13, 5 11, 8, 5, 4, 3, 2 51,000
33 27 522 +19 83 25, 22 +7 +10 21, 13, 6 11, 8, 5, 4, 3, 2 58,750
34 27 530 +19 86 25, 22 +7 +10 21, 13, 6 11, 8, 5, 4, 3, 2 67,750
35 27 537 +19 88 25, 22 +7 +10 21, 13, 6 11, 8, 5, 4, 3, 2 77,750

Monster Roles

Role Armor Class Saving Throws Hit Points Attack Bonus Damage per Action Speed Perception Stealth Initiative
Controller −2 −1 Trained
Defender +2 +1 −10 Trained
Lurker −4 −2 x 0.5 +2 x 1.5 Trained Trained
Scout −2 −1 x 0.75 +10 Trained Trained Trained
Sniper x 0.75 x 1.25 Trained
Striker −4 −2 x 1.25 +2 x 1.25
Supporter −2 −1 x 0.75 x 0.75 Trained

Monster Traits (1/2)

d100 Name Description
1 Adhesive You can stick to anything you touch. If a creature equal to or smaller than your size touches you, that creature is Grappled by you. Ability checks made to escape your grapple have disadvantage.
2 Aggressive You can spend a bonus action to move up to your speed towards an enemy that you can see.
3 Alarm When you take damage, all other monsters of the same type within the immediate area are made aware of your pain.
4 Alien Mind You have advantage on Intelligence saving throws.
5 Amorphous You can move through a space as narrow as 1 inch wide without squeezing.
6 Arcane Protection You are resistant to all magical damage.
7 Armor Breaker When you hit a creature with an attack, you deal a cumulative -1 penalty to their AC. This penalty can be removed after 1 hour of repair work.
8 Aura (Antimagic) You have a 5/10/15 ft aura. Creatures within your aura have disadvantage when casting magical spells.
9 Aura (Damaging) You have a 5/10/15 ft aura. Creatures that a) enter your aura or b) start their turn within your aura take damage equal to your level.
10 Aura (Disruptive) You have a 5/10/15 ft aura. Creatures within your aura have disadvantage on saving throws.
11 Aura (Distracting) You have a 5/10/15 ft aura. Creatures within your aura have disadvantage on concentration saving throws.
12 Aura (Entangle) You have a 5/10/15 ft aura. The ground within your aura is difficult terrain. Creatures that start their turn in your aura must succeed on a Strength saving throw or be Restrained until the start of their next turn.
13 Aura (Leech) You have a 5/10/15 ft aura. Whenever you deal damage to a creature within your aura, you regain half as many hit points.
14 Aura (Stench) You have a 5/10/15 ft aura. Creatures within your aura have disadvantage on attack rolls.
15 Barbed Hide At the start of your turn, you may deal piercing damage equal to your level to any creature that is grappling you.
16 Blood Frenzy You have advantage on melee attack rolls against any creature that doesn't have all its hit points.
17 Charger If you move more than 20ft in a straight line towards a creature, make your melee attack roll with advantage. On a hit, you knock the creature prone in addition to any other effect.
18 Constrict At the start of your turn, you may deal bludgeoning damage equal to your level to any creature that you are grappling.
19 Corrosive Body Any creature that (a) touches you or (b) makes a melee attack against you takes damage equal to your level. Any weapon that hits you takes a permanent and cumulative −1 penalty to damage rolls. A weapon is destroyed if the penalty reaches −5.
20 Critical Defence Critical hits made against you count as normal hits unless you are already bloodied.
21 Critical Fury Your weapon attacks score a critical hit on a roll of 19-20.
22 Damage Absorption Choose a damage type. Whenever you would take damage of that type, you instead regain that many hit points.
23 Damage Transfer When you take damage from an attack, you can transfer half of the damage to another creature within 5 ft of you.
24 Dangerous Body Any creature that (a) touches you or (b) hits you with a melee attack while within 5 ft of you takes damage equal to your level.
25 Disintegration When you die, your body distintegrates into dust. You leave behind your weapons and anything else you are carrying.
26 Dragonbreath You can breathe dragonfire.
27 Earth Glide You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.
28 Escape When you would be reduced to 0 hit points outside of your lair, you instead escape and flee to your lair. You remain there, paralysed and resting, until you recover at least 50% of your hit points.
29 Explosive When you fall to 0 hit points, your body explodes and deals damage to everyone within 5 ft. You can begin detonation on your turn with a bonus action; you explode at the start of your next turn.
30 False Appearance When you remain motionless, you are indistinguishable from a piece of the local landscape.
31 Fey Mind You have advantage on saving throws against being charmed, and magic can't put you to sleep.
32 Flight You can fly up to your speed. While flying, you must move your entire movement speed or land—unless you can also hover. Launching into flight provokes opportunity attacks, even if you Disengage.
33 Freedom of Movement You ignore difficult terrain, and magical effects can't reduce your speed or cause it to be restrained. You can spend 5 ft of movement to escape from nonmagical restraints or being grappled.
34 Grappler You have advantage on attack rolls against any creature you have grappled. In addition, you can split any damage that you take from an attack 50/50 with one creature that you are grappling.
35 Hover You can hover in one spot in the air for up to 6 seconds before you need to move.

Monster Traits (2/2)

d100 Name Description
36 Immortal You can't be killed unless you are reduced to 0 hit points by a specific type of attack. Any other form of attack will instead reduce you to 1 hit point.
37 Immutable Form You are immune to any spell or effect that would alter your form.
38 Impenetrable You are resistant to all forms of non-magical damage.
39 Incorporeal You can pass through any solid, non-magical matter. In addition, you can't be hit by any non-magical weapon or attack.
40 Independent You have advantage on Charisma saving throws.
41 Indomitable You are immune to any effects that would alter your mind or will.
42 Inscrutable You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
43 Invisible You can't be seen by normal sight.
44 Iron Will You have advantage on Wisdom saving throws.
45 Life Eater When you deal damage that reduces a creature to 0 hit points, that creature can't be revived by any means short of a Wish spell.
46 Magic Resistance You have advantage on saving throws against spells and other magical effects.
47 Magic Weapons Your weapon attacks are magical.
48 Martial Advantage Once per turn, when you hit a creature within 5ft of your allies, you may deal extra damage equal to your level.
49 Parry You can spend your reaction to gain +3 AC against one melee attack that you can see.
50 Powerful Leap You can jump twice as far and twice as high as would be normal.
51 Precise You have advantage on Dexterity saving throws.
52 Rampage When you reduce a creature to 0 hit points with a melee attack on your turn, you can spend a bonus action to move up to half your speed and attack a different target.
53 Reckless At the start of your turn, you can have advantage on all melee attacks you make for that turn. However, all attacks made against you have advantage until the start of your next turn.
54 Redirect When you are within 5 ft of an ally, you can redirect any single attack made against you to your ally instead.
55 Regeneration You regain hit points at the start of your turn equal to your maximum hit points / 10. This regeneration stops for 1 turn if you are hit by a specific damage type (fire/acid/lightning/etc) or you are reduced to 0 hit points.
56 Relentless The first time you fall to 0 hit points after a long rest, you are instead reduced to 1 hit point.
57 Reliable Attacker When you miss with an attack, you can spend your reaction to reroll your attack. You must use the second result.
58 Shadow Stealth While in dim light or darkness, you can take the Hide action as a bonus action.
59 Shifty You can Disengage as a bonus action.
60 Siege Monster You deal double damage to objects and structures.
61 Slippery You have advantage on ability checks and saving throws made to escape a grapple.
62 Spider Climb You can climb difficult surfaces—including upside down on ceilings—without needing to make an ability check.
63 Spirit Bond You share a bond with one or more creatures. Your AC and saving throws are equal to the highest value among all bonded creatures.
64 Split When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit points, and acts independantly.
65 Sure-footed You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
66 Swarm You can occupy another creature's space and vice versa. You gain advantage on attacks against any creature that shares your space.
67 Teamwork You have advantage on attack rolls when your target is within 5ft of an unrestrained ally.
68 Thick Skin You have advantage on Constitution saving throws.
69 Throwing Master Once per turn, when you hit a creature with a ranged attack using a thrown weapon, you can deal extra damage equal to your level.
70 Tough You have advantage on Strength saving throws.
71 Uncanny Senses Unless you are incapacitated, you can't be surprised.
72 Undying Fortitude If damage reduces you to 0 hit points, make a Consititution saving throw with a DC of 5 + the damage taken. On a success, you drop to 1 hit point instead.
73 Wakeful You are never caught sleeping.
74 War Magic When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Monster Powers (1/2)

d100 Name Description
Controller
1 Attraction Once per turn, when you hit a creature with an attack, you can pull that creature up to 15 ft towards you.
2 Blinding Strike Once per turn, when you hit a creature with an attack, that creature is Blinded until the start of your next turn.
3 Blocker You can spend a bonus action to create a 15 ft x 15 ft area of difficult terrain within 60 ft of you. The area lasts until the start of your next turn.
4 Crippling Strike Once per turn, when you hit a creature with an attack, you can reduce that creature's speed to 0 ft until the end of their next turn.
5 Distraction Once per turn, when you hit a creature with an attack, you can grant advantage to the next attack roll made against that creature.
6 Get Into Position Once per turn, when you hit a creature with an attack, you can allow an ally to spend their reaction and move up to half their speed (without provoking opportunity attacks from your target).
7 Knockback Once per turn, when you hit a creature with an attack, you can knock the creature up to 15 ft away from you.
8 Sidestep Once per turn, when you hit a creature with an attack, you can move yourself and that creature 5 ft in any direction. This movement doesn't provoke opportunity attacks.
Defender
9 Counterattack When a creature misses you with a melee weapon attack misses you, you can spend your reaction to make one attack against that creature.
10 Don't Look Away When you attack a creature, you can mark them. A marked creature has −2 to any attack roll that doesn't include you. You can have one active mark at a time, and marks don't stack.
11 Durable When you finish a long rest, you gain temporary hit points equal to half your maximum hit points.
12 Get Behind Me Allies within 5 ft of you count as being in three-quarters cover.
13 Got Your Back If you are unrestrained and standing next to a creature that is the target of an attack (which doesn't already include you), you can spend your reaction to redirect the attack onto yourself.
14 Heavy Defence You may spend a bonus action to gain +2 AC until the start of your next turn.
15 Shield Wall If you are unrestrained and standing next to a creature, you can spend a bonus action to grant that creature total cover until the start of your next turn. You must remain adjacent to the creature to maintain this cover.
16 You Can't Leave Creatures always provoke opportunity attacks from you, even if they take the Disengage action before leaving your reach. When you hit a creature with an opportunity attack, that creature's speed becomes 0 for the rest of the turn.
Lurker
17 Backstab If you have advantage on your attack, you deal extra damage equal to your level.
18 Bleed Stamina When you hit a creature with an attack, that creature must make a Constitution saving throw or gain one level of exhaustion. This exhaustion expires naturally after 1 minute of undisturbed rest.
19 Camouflage When you are hidden, creatures can't spot you with passive perception and they have disadvantage when making active checks to find you.
20 Cunning Action You can Dash, Disengage, or Hide as a bonus action.
21 Death's Fury When you are reduced to 0 hit points, you can spend your reaction to make one attack against a creature that you can see.
22 Guerilla When you make an attack while hidden, you don't reveal yourself and can remain in hiding.
23 Hide in Plain Sight You can attempt to Hide while behind any form of cover—half, three-quarters, or total. You must be out of direct line-of-sight.
24 Vanish You can spend an action to become Invisible until the end of your next turn. You must wait until this effect expires before you can use it again.
Scout
25 Combat Medic When a creature would be reduced to 0 hit points, you can spend your reaction to reduce it to 1 hit point instead. You must move up to your speed to a space adjacent to the creature. This movement doesn't provoke opportunity attacks.
26 Dodge When you are hit by an attack, you can spend your reaction to halve the damage taken.

Monster Powers (2/2)

d100 Name Description
27 Explorer You can climb and move across difficult terrain without any movement penalty.
28 Hard to Hit When you are standing and unrestained, attacks against you have disadvantage unless you are adjacent to two or more enemies.
29 I Saw That Coming When an ally would be hit by an attack, you can spend your reaction to grant that ally +5 AC against the attack.
30 Light-footed You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed.
31 Pincer Movement When an ally moves adjacent to an enemy, you can spend your reaction to move up to your speed towards that same enemy.
32 You Can't Hide You have advantage when you attempt to detect hidden creatures. Any creature that you can see is also visible to your allies.
Sniper
33 Close Quarters You don't suffer disadvantage when making ranged attacks within 5 ft of a hostile creature.
34 Hold Still You have advantage on attack rolls you make against any creature that moved less than 10 ft during their last turn.
35 I Can See You Your ranged attacks ignore half and three-quarters cover.
36 Next Time If you miss an attack against a creature, you have advantage on the next attack you make against that same creature before the end of your next turn.
37 Pinning Shot Once per turn, when you hit a creature with an attack, you can reduce that creature's speed to 0 until the start of your next turn.
38 Quarry You can spend your bonus action to designate a creature as your quarry. When you hit your quarry with an attack, you deal extra damage equal to your level.
39 Ricochet If you miss an attack against a creature, you can spend your reaction to make another attack against a different creature of your choice within 15 ft of the original target.
40 Scattershot Once per turn, when you hit a creature with an attack, you can deal damage equal to your level to every other creature within 5 ft of your target.
Striker
41 Bloodfury When you are bloodied, you become gain -2 AC and +2 attack.
42 Cleave Once per turn, when you deal damage to a creature, you can deal half-as-much damage to a target that is (a) within 5 ft of your target and (b) within your reach.
43 Deathstrike When you reduce a creature to 0 hit points, that creature immediately gains one failed death saving throw.
44 Execute When you hit a creature that has 50% or fewer hit points, you deal extra damage equal to your level.
45 Press the Attack You have advantage when you make an attack roll against a bloodied creature.
46 Savage Assault Once per turn, when you hit a creature with an attack, you can deal extra damage equal to your level.
47 Stunning Strike Your attacks score a critical hit on a roll of 19-20. In addition, when you critically hit a creature, that creature must make a Constitution saving throw or be Stunned until the start of your next turn.
48 Vengence When you hit a creature that has attacked you since the end of your last turn, you can deal extra damage equal to your level.
Supporter
49 Armorer Allies within 10 ft of you reduce the damage they take from attacks by half.
50 Commander You can spend a bonus action to command an ally to make an attack against a target of your choice.
51 Ferocity Allies within 10 ft of you gain a bonus to damage equal to your level.
52 Guidance Allies within 10 ft of you have advantage on their attacks rolls.
53 Healer You can spend a bonus action to grant temporary hit points equal to your level to a creature within 30 ft.
54 Not On My Watch When a creature that you can see would be reduced to 0 hit points, you can spend your reaction to reduce it to 1 hit point instead. In addition, the creature gains temporary hit points equal to your level.
55 Protection Allies within 10 ft of you gain +2 AC.
56 Rallying Cry Once per turn, when you hit a target with an attack, you can remove an ongoing condition from an ally that you can see.

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