NPCs

NPCs(Non Player Characters) make up the majority of the world, they're the average, every day people who live and breathe, and carry on their day to day lives in in the background in most D&D Games.

When a player character hires on a hand, gains the prestige of land, or simply buys a business, it is often worked by NPCs instead of the actual player. In this supplement we will discuss NPCs that can be hired by players, and managing settlements and businesses.

Types of NPCs

Generally speaking, a PC may hire NPCs for one of two types of tasks; to be a Retainer, or to work as a Hireling.

Retainers are NPCs that may follow a PC on their adventures, helping carry loads, make their beds, polish their armor, sharpen swords, cook and clean for them and the like. A Retainer will never fight for a PC, they will however defend themselves with whatever means they have from attacks. Retainers will not willingly enter dangerous areas.

Hirelings are NPCs that work the land, or a a business for a PC. Hirelings will generally require less overt cost from a PC, and instead more resources. Hirelings will never accompany a PC on adventures, and will cannot defend themselves if attacked, unless they are a Warrior Career. If inadequately protected, Hirelings will leave a PCs employ immediately.

Loyalty

Loyalty is devotion and faithfulness to a cause, country, group, or person. All NPCs that work for a PC(Player Character) have a Loyalty score. Generally speaking, Loyalty is the measure of how happy a Retainer or Hireling is.

While Retainers Loyalty is measured on a case by case basis, with each Retainer having their own Loyalty score, Hirelings do not have Loyalty, instead they have Happiness, determined the same way as the Loyalty score. Each business or settlement has an overall Loyalty score that encompasses all of the Hirelings that work or live there.

A Loyalty score is = Income+ Health+ Safety+ Supply+ Variable Bonuses, as determined by a DM.

Effects of Loyalty may be tracked on the Loyalty chart.


Loyalty

Loyalty Score Effect
0-9 100% Revolt
10-19 80% Chance to Revolt, -100% Yield
20-29 60% Chance to Revolt, -75% Yield
30-39 40% Chance to Revolt, -50% Yield
40-49 20% Chance to Revolt, -25% Yield
50-69 Normal Yield
70-79 +25% Yield
80-89 +50% Yield
90-90 +75% Yield
100+ +100% Yield

Roll 1d100 once a month, on the first day of the month for Revolt Chances.

Revolt

When NPCs are unhappy with their treatment, they may Revolt, leaving behind their PC employer permanently and seeking work elsewhere.

If particularly slighted, or violence on the PC's part against an NPC has occurred, the Revolt may be violent, damaging the Business, Land, or the PC's equipment at the DM's discretion.

Maximum Loyalty Score

Each PC has a personal magnetism that can influence their NPCs, this is referred to as a Maximum Loyalty Score. A PCs Maximum Loyalty Score is equal to their Charisma Score x5.

Attacking, bullying, or behaving aggressively towards a Retainer or Hireling reduces the Loyalty, and Maximum Loyalty for that Retainer or Business/Holding by 5. This is effect is cumulative.

Yield

Various NPCs will Yield different things depending upon what they are hired for. Yield can vary from items, to flat bonuses to Income, Health, Safety, or Supply.

See individual NPC descriptions to see their Yield.

Increasing Loyalty

There are several ways to increase the Loyalty of your Retainers or Hirelings. The Most obvious is to equip them with better gear, living quarters and equipment. An NPCs Loyalty may be increased or decreased in the following methods.

Use the following Chart to determine Increases or Decreases to Loyalty.

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Loyalty Increase
Increase Action
+5 Personally protecting an NPC from attack, death, or healing an NPC will increase the Loyalty(but not Maximum Loyalty) for that Retainer or Business/Holding by 5. This effect is not cumulative.
+5 Granting upgraded Equipment(Must be better than current equipment).
+5 Invest half of Monthly Yield back into Business/Holding(Must be above 50 Loyalty)
+10 Invest all of Monthly Yield back into Business/Holding(Must be above 50 Loyalty).
+5 Gift- Gift Retainer/All Hirelings their Monthly Upkeep Cost, in addition to paying Upkeep.
+5 Assisting an NPC with a Goal(as determined by the DM).
+5 Every 10 points of Safety beyond 20.
Variable Monthly Events for Business/Holdings
Loyalty Decrease
Decrease Action
-5 Attacking, bullying, or behaving aggressively towards a Retainer or Hireling reduces the Loyalty, and Maximum Loyalty for that Retainer or Business/Holding by 5. This is effect is cumulative
-5 Late with Monthly Upkeep
-5 Unjust Punishment/Cruelty to others in the presence of Retainers/Hirelings
-10 Ignoring the pleas of a Retainer/Hireling
-20 Not paying Monthly Upkeep
Variable Monthly Events for Business/Holdings

Income

Income is a statistic that measures the amount of wealth brought in by a Business/Holding, and rates the profit brought in. Income may be increased or decreased depending on the NPCs that work for you. Income may be cashed out on a Monthly Basis.

Retainers do not have an Income level.

This statistic is rated from 1-20, as shown on the table below.

Income
Statistic Monthly Income in SP
1-5 50 SP
6-10 100 SP
11-15 200 SP
16-18 300 SP
19 400 SP
20 500 SP

Health

The Health statistic measures the overall health of your Retainer or Hirelings.

Health is a fluctuating statistic for Retainers over days, as they can be wounded in battle. A Retainers Health score is equal to the number of HP he has, with modifiers as seen below on the table.

For Hirelings, Health is an overall gauge of physical wellness over a months period. A Business/Hold Health score is equal to the number of Hirelings, with modifiers as seen below.

This statistic is rated from 1-20.

Health
Modifier Condition
-1 Diseased(Retainer)/ Plague Event(Hireling)
-2 Poisoned(Retainer)/ Poisoned Event(Hireling)
-2 Recovering Event(Hireling)
-2 Depression Event(Hireling)
+1 Well Fed Bonus(Retainer)/Bounty Event(Hireling)
Variable Certain Hirelings may increase the Health rating of a Business/Hold.

Safety

Safety is the physical Safety and well being of a Retainer or Business/Hold.

For Retainers, Safety is equal to their Armor Class.

For a Business/Hold Safety is rated according to the number and type of Warriors that are employed, and the presence of defenses, as described below.

This statistic is rated from 1-20.

Safety
Modifier Condition
+1 Watch Tower(Must be manned).
+1 Working Siege Equipment(Must be manned).
+2 Treaty with another nearby Business/Hold.
Variable Monthly Events for Business/Holdings.

Supply

Retainers, Businesses, and Holds cannot operate without supplies. Supply is the raw material needed to keep an individual or operation running, be it timber, food, fresh water, stone, or any other necessity.

For Retainers Supply typically comes in the form of Silver per week that is given to them to buy supplies. Every 2 SP given to a Retainer, in addition to Monthly Upkeep cost increases their Supply by 1, to a Maximum of 20(40 SP).

For a Business/Hold, Supply can be affected by a number of things. The following table will give modifiers to Supply. In addition, for every 20 SP spent, a PC may increase the Supply rating for one month, to a Maximum of 20.

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Supply
Modifier Condition
+2 Source of Wood within 1 mile(Forest).
+2 Source of Water within 1 mile(Lake/River)
+2 Source of Stone within 1 mile(Quarry)
+2 Source of Metal within 1 mile(Mine)
Variable Monthly Events for Business/Holdings.
Variable Certain Hireable NPCs

Monthly Events

Businesses and Holds will often have 'Monthly Events', which can alter how they run or operate. Once a month, roll 1d20 to determine if an event occurs.

Monthly Event
1d20 Event
1 Plague- Your Hirelings suffers an outbreak of sickness. -1 Health for the Month
2 Poisoned- Your Hirelings have been poisoned by natural, or unnatural means! -2 Health for the Month.
3 Bandit Attack- Your Business/Hold is attacked by bandits! 1d4 Settlers are killed randomly. If your Safety is above the number of settlers present, the number of settlers is reduced to 1.
4 Creature Sighting- A rare Creature has been sighted(chosen by the DM) near the Business/Hold. PC's may attempt to capture or track it!
5 Celebrity Appearance- An individual of great renown makes an appearance. Increase Income by +1 for the Month.
6 Drought!- One of your Supply lines has come up empty, decrease Supply by -1 for the Month.
7-14 No Event
15 Recovering- Your Hirelings are suffering Recovering from the effects of a tragedy. -2 Health for the Month.
16 Monster Attack- Monsters raid the Business/Hold. Health is reduced by -2, and Income is decreased by -2 for the Month.
17 Depression- A sweeping depression due to the death of a beloved figure grips your Hirelings. -2 Health for the Month.
18 Survivors- A terrible fate has met a nearby area. 1d4 Hirelings come begging for work.
19 Circus- A Circus has decided to set up near your Business/Hold! Increase Income by +1, and Happiness is increased by +5 for the Month.
20 Bounty- Your Hirelings have been blessed with a Bounty of rewards. +1 Health, Supply, and Income for the Month.

Hiring NPCs

All NPCs that can be hired have statistics, a set of Ability scores that are fairly standard, and a group of skills specific to their field of expertise.

When a PC sets out to find a Retainer or Hireling he may attempt to find any NPC, or may attempt to find an NPC with a specific Job/Career.

The PC spends a week(10 TP), and rolls a CHA Check, DC 15 for any NPC, or 17 for an NPC with a specific Skillset.

For the race of an NPC roll on the following table.

NPC Race
1d20 Race
1 Gnomes
2 Half-Giant
3 Nolden
4 Half-Orc
5-7 Dwarf
8-13 Human
14-16 Half-Elf
17 Luminous
18 Halfling
19 Harkon
20 Drakon

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Job

While PCs may have classes, and even some rare NPCs have classes, most NPCs have what are called 'Jobs'. Jobs can be anything from farmer, to peasant. Some NPCs are skilled, some are unskilled. A Job is similar to a PC background... The NPC just never gets out of it! Most NPCs never changed their job. Roll 1d20 to determine an NPC's Job.

All NPCs have traits, as described later in this Chapter. If your NPC has the 'Specialist' Trait, he will gain the benefit of Specialist Effects as described in the Job entry.

In addition, some Jobs have careers, small differences between them, as described in the Jobs listing.

NPC Job
1d20 Job
1-7 Unskilled Laborer
8-10 Manual Laborer
11 Intellectual
12-13 Warrior
14-17 Provider
18-19 Socialite
20 Specialist

Unskilled Laborer

An Unskilled Laborer is an NPC with no specific set of skills. An Unskilled Laborer can do any number of menial jobs that require little to no training, such as digging graves, cleaning, and working as assistants under another type of Laborer.

If apprenticed under another type of Job for one year, an Unskilled Laborer gains the Job that they apprenticed under(Ability Score, Skills and all).

Unskilled Laborers have no Specialist Effects until they take on a Career.


Unskilled Laborer


  • Armor Class 10
  • Hit Points 4(1d6)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills None
  • Tool Proficiencies None

NPC Upkeep 25 SP

Manual Laborer

Manual Laborers are individuals whose Job makes a great deal of use of their body, these include some craftsmen, and other individuals such as Prospectors and Sailors. Roll on the Manual Laborer Table to determine the NPCs Career, which determines an NPCs Skills and effects it has as a Hireling.


Manual Laborer Laborer


  • Armor Class 11
  • Hit Points 4(1d6)

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

All Manual Laborers have a specific Career. Roll 1d20 on the chart below to determine their Career.

Manual Laborer Careers
1d20 Career
1-2 Farmer
3 Prospector
4 Fisherman
5 Lumberjack
6 Hunter
7 Shepherd
8 Trapper
9-10 Carpenter
11-12 Smith
13 Glassblower
14-15 Leatherworker
16-17 Tailor
18-19 Mason
20 Potter
Farmer

Farmers are people who live off the land, growing crops so they can feed themselves and others.

NPC Upkeep 50 SP

Proficiencies Farming Tools, Survival Skill, Animal

Works In groups of 2.

Yield 1 Income, or 1 Supply per month, or Supply Tailor for 1 month(Cotton or Linen).

Specialist Effects Yield 2 Income or 2 Supply per month.

Prospector

Prospectors are NPCs who hunt your lands for Ore and other minerals and mine them. With access to a mine, Prospectors will secure all ores there over a period of time.

NPC Upkeep 65 SP

Proficiencies Mining Tools, Athletics Skill, Nature Skill

Works In groups of 2.

Yield 1 Free Ore Gathering roll per month.

Specialist Effects 2 Free Ore Gathering Rolls per month.

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Fisherman

Fisherman are individuals who fish the waters, typically with large nets on boats, for edible creatures(usually fish).

Fisherman are only useful if your Business/Hold is near a large body of water, such as a river, lake, or ocean. Fisherman must be provided with at least a small boat.

NPC Upkeep 50 SP

Proficiencies Survival Skill, Athletics Skill

Works In groups of 2.

Yield 2 Fisherman can bring in 1 Supply, or 1 Income per month.

Specialist Effects 1 Supply, and 1 Income per month.

Lumberjack

Lumberjacks are hardy individuals whose job is to cut down trees and bring them to Mills in order to be processed.

Lumberjacks are only useful if there is ample supply of trees(Such as a forest or jungle) near your Business/Hold.

NPC Upkeep 65 SP

Proficiencies Axes, Survival Skill, Nature Skill

Works In groups of 2.

Yield 1 Free Lumber Gathering Roll per month.

Specialist Effects 2 Free Lumber Gathering Rolls per month.

Hunter

A Hunter is an individual who Hunts the local lands for animals and wild beasts, bringing the meat home to the Business/Hold.

NPC Upkeep 65 SP

Proficiencies Longbow, Survival Skill, Stealth Skill

Works In groups of 2.

Yield 1 Supply per month.

Specialist Effects 2 Supply per month.

Shepherd

Shepherds are individuals who tend to animals, such as Sheep, Cow, Bison, and the like. In addition to tending to basic animals, a Shepherd maintains the health and breeding of his animals.

Shepherds are only useful if there is a herd of animals to tend(at least 6).

NPC Upkeep 50 SP

Proficiencies Quarterstaff, Animal Handling Skill

Works Alone

Yield 1 Income, or 1 Supply per month, or Supply 1 Leatherworker or Tailor(Sheep and Rothe Only) per Month.

Specialist Effects Gains 1 animal(of the herds type) per 6 months.

Trapper

Trappers are individuals who set traps for wild animals and beasts. While a Hunters primary goal is to supply a Business/Hold with meat, a Trapper provides the Business/Hold with hides to sell.

NPC Upkeep 50 SP

Proficiencies Traps, Survival Skill

Works In groups of 2.

Yield 1 Income per Month, or supply 1 Leatherworker per month.

Specialist Effects 1 Free bundle of Hides or Scales per month.


Carpenter

Carpenters work with wood to craft items useful to Business/Holds, in addition to adventurers. A Carpenters job is typically to keep a Business/Hold in good repair, Run a Mill, or produce items.

Carpenters are only useful if there is Lumber to be used, either harvested by Lumberjacks or PCs.

NPC Upkeep 65 SP

Proficiencies Carpenters Tools, Nature Skill

Works Alone.

Yield If assigned to a Mill, a Carpenter and 6 Unskilled Laborers may run the Mill(See Mill Descriptions in the Carpentry Chapter).

If assigned to Repair, a Carpenter may repair a Business/Holds Damage by 2 ratings per month(This requires 5 Bundles of Wood).

If assigned to Produce Items, a Carpenter produces 1 Income per month, using 5 Bundles of Wood.

Alternatively a Carpenter may craft items at a rate of one week of crafting time per month of work.

Specialist Effects A Carpenter may produce 2 income per month, or craft items at a rate of one week of crafting time per 2 weeks of work.

Smith

A Smith is an NPC that works with metal, creating various items. Typically an NPC Smiths main purpose is supplying components for use, such as nails and metal brackets, or arms for Warrior NPCs.

An NPC Smith is only useful if there is ore to be used, either found by prospectors or a PC. A Smith requires a Forge to work.

NPC Upkeep 65 SP

Proficiencies Hammers, Smithing Tools, Nature Skill

Works Alone

Yield If assigned to Produce Generic Items, a Smith produces 1 Income per month, using 5 Bars of Ore.

Alternatively, a Smith may craft items at a rate of one week of crafting time per month of work.

Specialist Effects A Smith may produce 2 Income per month, or craft items at a rate of one week of crafting time per 2 Weeks of work.

Glassblower

Glassblowers create Glass of varying shapes and sizes. Glass is a rare commodity in most areas, and typically only used for important buildings such as temples, and nobles homes. Glassblowers may also craft basic items such as vials.

A Glassblower requires a Furnace to work.

NPC Upkeep 50 SP

Proficiencies Glassblowers Tools

Works Alone

Yield 1 Income per month, or 10 Glass Vials.

Specialist Effects 2 Income per month, or 20 Glass Vials.

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Leatherworker

Leatherworkers work with the hides and scales of creatures to create items. Typically the items created are clothing or armors.

A Leatherworker requires a Tannery.

NPC Upkeep 65 SP

Proficiencies Leatherworkers Tools, Survival Skill

Works Alone

Yield If assigned to Produce Clothing, a Leatherworker produces 1 Income or Supply per month. This Requires 5 Bundles of Hide.

A Leatherworker may create specific items at a rate of one week of crafting time per month of work.

Specialist Effects A Leatherworker may produce 2 Income or Supply per month, or craft items at a rate of one week of crafting time per 2 weeks of work.

Tailor

Tailors create items out of cloth, typically woven together from plant fibers or animal hairs.

Tailors must have with ample supplies to make cloth, provided by either Farmers, Shepherds, or bought by PCs.

NPC Upkeep 50 SP

Proficiencies Tailors Toolkit, Nature Skill

Works In groups of 2.

Yield 2 Income per month.

Specialist Effects 3 Income per month.

Mason

A Mason NPC creates objects out of stone. Typically a Masons work is either creating homes, or defenses, or carving out mines for prospectors to work in.

A Mason must have access to a Quarry, or Stone provided by a PC.

NPC Upkeep 75 SP

Proficiencies Mason Toolkit, Nature Skill.

Works Alone, with a group of at least 10 Unskilled Laborers.

Yield A Mason may build structures at the same rate as a Carpenter(check Carpentry Chapter). This requires Blocks of Stone at the same number as Bundles of Wood. Crafting structures in this way takes a Mason 3 weeks of time per 1 work week of crafting time.

Specialist Effects A Mason only takes 2 weeks of time per 1 work week of crafting time.

Potter

An NPC Potter makes items out of clay. Often decorative, a Potter may create plates, bowls, ceramic and other such items.

NPC Upkeep 50 SP

Proficiencies Potters Toolkit, Nature Skill.

Works In groups of 2.

Yield 1 Income per month.

Specialist Effects 2 Income per month.

Intellectual

An individual whose Job is an Intellectual is someone who uses their mind more than their body, these people include, but are not limited to, teachers, cooks, Alchemists, and some craftsmen.


Intellectual


  • Armor Class 11
  • Hit Points 4(1d6)

STR DEX CON INT WIS CHA
10 (+0) 10 (+1) 10 (+0) 12 (+1) 12 (+1) 10 (+0)

All Intellectuals have a specific Career, roll 1d20 on the chart below to determine what it is.

Intellectual Careers
1d20 Career
1 Alchemist
2-6 Brewer
7-9 Cook
10-11 Doctor
12 Torturer
13 Cartographer
14-15 Herbalist
16 Tinker
17 Jeweler
18-19 Scholar
20 Hedge Mage
Alchemist

An Alchemist is an NPC who can create potions and items out of natural components found in the world.

NPC Upkeep 75 SP

Proficiencies Alchemist Tools

Works Alone

Yield Yields 1 random Alchemical Item as determined below per month.

Specialist Effects Yields 2 random Alchemical Items per month.

Alchemist Yield
1d8 Consumable Yielded
1 Antitoxin
2 Oil x2
3 Alchemical Charcoal x5
4 Tindertwig x5
5 Light Potion
6 Volatile Toxins
7 Lovers Morning x5
8 Bead of Refreshment

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Brewer

An NPC Brewer crafts and creates alcohol for a Business/Hold.

A Brewer must be supplied by 1 Farmer(Wheat, Barley ETC).

NPC Upkeep 50 SP

Proficiencies Brewers Kit, Nature Skill

Works Alone

Yield 1 Supply, or 1 Income, or 1 Health per month

Specialist Effects May choose two of 1 Supply, 1 Income, or 1 Health per month.

Cook

Cooks typically provide food for a Business/Hold.

A Cook must be supplied by 1 Farmer, or 1 Hunter, or 1 Shepherd.

NPC Upkeep 50 SP

Proficiencies Cooks Tools

Works Alone

Yield 2 Supply, or 1 Health.

Specialist Effects 2 Supply and 1 Health.

Doctor

Doctors are invaluable NPCs who can assist both NPCs and PCs in treating their ailments.

NPC Upkeep 60 SP

Proficiencies Medicine Skill

Works Alone

Yield A Doctor counters the Plague Event.

2 Health per month

In addition, a Doctor may make 1 Medicine check, either on an NPC, or a PC per month. Treatment in this manner can remove poison, disease, and lasting wounds.

Specialist Effects A Doctor may make 2 Medicine checks per month.

Torturer

Torturers are individuals who are skilled at getting answers out of hostile NPCs through various methods.

NPC Upkeep 50 SP

Proficiencies Simple Weapons, Traps

Works Alone

Yield When a hostile NPC is captured, or after a Bandit Attack event, a Torturer may interrogate a survivor. The Torturer may ask 2 questions, and the NPC must roll a CON saving throw, DC 16 or answer them truthfully.

Specialist Effects The Torturer may ask 3 questions, and his DC is increased to 18.

Cartographer

A Cartographer is able to make a layout of the land, creating accurate maps.

NPC Upkeep 75 SP

Proficiencies Cartographers Tools, Stealth Skill

Works In groups of 2.

Yield Once per month a Cartographer will locate a place of interest near the Business or Hold(if any are available).

Specialist Effects This cartographer may work alone.

Herbalist

Herbalists are individuals who hunt the terrain for ingredients that can be used by Alchemists, Brewers, and Cooks.

NPC Upkeep 65 SP

Proficiencies Herbalists Kit, Stealth Skill, Nature Skill

Works Alone

Yield 1 free Herbalism Gathering Roll per month.

Specialist Effects 2 free Herbalism Gathering Rolls per month.

Tinker

Tinkers often are able to provide little in the way of unique items, instead they often enhance a Business/Hold by making other NPCs lives a little easier.

NPC Upkeep 65 SP

Proficiencies Tinkers Toolkit

Works Alone

Yield 1 Supply per month, or a Tinker may create items as described in the Tinkering Chapter, at a rate of 3 weeks of work for every 1 crafting week.

Specialist Effects May create items at a rate of 2 weeks of work for every 1 crafting week.

Jeweler

Jewelers work with precious stones, often found in mines, polishing them to a high shine, and setting them into jewelry.

A pair Jewelers must be supplied by at least 1 Prospector.

NPC Upkeep 75 SP

Proficiencies Jewelers Kit

Works In groups of 2.

Yield Once per month the Jeweler may roll 1d100 on the Gem chart as described in the Smithing Chapter. The Jeweler will produce a gem of that type worth 10 SP.

Specialist Effects The Jeweler may work alone.

Scholar

A Scholar is an intellectual with a vast array of knowledge about many things. Typically a Scholar will offer their own intellect to assisting a PC on research.

When not doing Research, a Scholar can often be found teaching children basic knowledge such as math, reading and writing.

NPC Upkeep 65 SP

Proficiencies History Skill, 1 other Skill determined by the DM.

Works Alone

Yield A Scholar is required to train Skills.

A Scholar is required if a Business/Hold has more than 3 Children.

Specialist Effects A Scholar may give a PC advantage on one History, Religion, Nature, or Arcana check per Month. This Scholar is proficient with one of these Skills.

Hedge Mage

A Hedge Mage is a practitioner of minor magics. Hedge Mages are often called Shamans or Witch Doctors as well. When not casting spells a Hedge Mage is often playing the role of Fortune Teller or Sooth-sayer for a Business or Hold.

Roll to see what type of Hedge Mage you get.

Hedge Mage
1d4 Class
1 Cleric
2 Sorcerer
3 Druid
4 Warlock

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NPC Upkeep 100 SP

Proficiencies Religion Skill(If Cleric), Arcana Skill(If Sorceror or Warlock), Nature Skill(If Druid)

Works Alone

Yield A Business/Hold which has a Hedge Mage has a permanent -10 Happiness.

A Hedge Mage is knows 2 cantrips, and 2 first level spells from its spell list(Determined by the DM). The Hedge Mage may only cast his 2 first level spells a month.

Specialist Effects The Hedge Mage has an additional Career in the Intellectual field, roll randomly to determine the Career(this cannot be Hedge Mage again).

Socialite

Socialites are smooth talkers, people who shine when surrounded by others. Careers for Socialites are often those that allow them to use their natural charisma to influence other people, such as Diplomats, Gamblers, or even Prostitutes.


Socialite


  • Armor Class 11
  • Hit Points 4(1d6)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

Socialites have specific Careers that allow them to best ply their trade, roll on the following table.

Socialite Careers
Tastiness Career
1-2 Diplomat
3-4 Gambler
5-6 Spy
7-9 Musician
10 Painter
11-14 Merchant
15-16 Entertainer
17-20 Prostitute
Diplomat

Diplomats are NPCs whose main job is to influence those close to a PCs Business or Hold. Playing the part of a Neutral Party, a Diplomat can quickly help a PC build allies.

NPC Upkeep 50 SP

Proficiencies Persuasion Skill, Deception Skill, Intimidation Skill.

Works Alone

Yield Once per month a Diplomat may roll to increase your Business/Holds Reputation with nearby groups with advantage.

Specialist Effects The Diplomat decreases the DC to increase your Reputation with nearby groups by 2.

Gambler

A Gambler is an individual who lives for adrenaline, fueled by sheer luck and never looking back. A successful Gambler can bring in a great deal of Income to a Business/Hold, or none at all!

NPC Upkeep 50 SP

Proficiencies 3 Gaming Sets

Works Alone

Yield Once per Month, the Gambler rolls a CHA Check DC 14. If the Gambler Succeeds, gain 1 Income for the month. If the Gambler beats the DC by 5 or more gain 2 Income for the month instead.

If the Gambler fails this check by 5 or more decrease Income by 1 for the month.

Specialist Effects The Gambler cannot suffer from spectacular failure. Failure of the Gambling check by 5 or more does not decrease Income.

Spy

A Spy works their way into a groups circle, slowly feeding information back to their patron.

NPC Upkeep 50 SP

Proficiencies Disguise Kit, Stealth Skill, Deception Skill.

Works Alone

Yield Once per month a Spy will feed the PC a rumor from the group they've infiltrated. There is a 50%(1-50 on a 1d100) chance that the rumor will be false.

Specialist Effects The rumor this Spy sends back to the PC will always be true.

Musician

A Musician is any NPC that plays an instrument or sings for a living. Typically paired with Entertainers(who are more physical), Musicians can greatly brighten the spirits of a Business/Hold.

NPC Upkeep 75 SP

Proficiencies 1 Instrument, Performance Skill

Works In groups of 2.

Yield +10 Happiness

Specialist Effects The Musician can work Alone.

Painter

A Painter is an NPC with a flair for Artistry on Canvas. While not typically good for anything but selling, many Painters are able to make modest livings doing more mundane brush stroking(such as painting buildings).

NPC Upkeep 50 SP

Proficiencies Painters Kit

Works Alone

Yield 1 Income per month.

Specialist Effects 2 Income per month.

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Part 7 | NPCs

Merchant

Merchants are the lifeblood of a country. Hawking wares from place to place, a Merchant takes items from a Craftsmen and squeezes the most Silver they can out of them.

NPC Upkeep 100 SP

Proficiencies Persuasion Skill

Works Alone

Yield Items you sell through your Merchant NPC can get you back 25% of their total value, but it takes a month to sell them.

Specialist Effects Your Merchant can now attempt to sell rare items for you to NPCs, allowing you to make more of a profit. You may sell items for 40% of their price through the Merchant.

Entertainer

Entertainers come in all shapes and sizes, from Jesters, Fire Jugglers, Clowns, to Storytellers and Poets. Entertainers are able to easily raise the spirits of NPCs in a Business/Hold.

NPC Upkeep 60 SP

Proficiencies Performance Skill

Works Alone

Yield +5 Happiness

Specialist Effects 1 Income

Prostitute

Often called the oldest profession in the world, NPCs with this Career make their living by providing 'comfort' to others. Despite the seedy nature of this Career, it is a steady income builder.

NPC Upkeep 65 SP

Proficiencies Performance Skill, Constitution Saving Throws

Works Alone

Yield 1 Income and +5 Happiness

Specialist Effects 2 Income

Warriors

Warriors are NPCs who have chosen a Career in combat. Whether Archers, Soldiers, Thugs, or simple town Guards, Warriors are found in every walk of life. Most Businesses and Holds employ at least a few Warriors for simple protection.

All Warrior NPCs come with certain Equipment, as such each Warrior Job has its own varying Ability scores and statistics.

Warrior Careers
1d20 Career
1 Bounty Hunter
2 Captain
3-7 Guard
8 Scout
9-12 Soldier
13-14 Archer
15-16 Bandit
17 Berserker
18-19 Cavalry
20 Monster Hunter

Bounty Hunter

Bounty Hunters are Warriors who hunt down criminals with a price on their head, and bring them to justice. When working for a Business or Hold, a Bounty Hunter will typically limit the area they work in to close by, thus providing a modicum of safety for the Business/Hold.

NPC Upkeep 100 SP

Works Alone

Yield 1 Income, and 1 Safety

Specialist Effects 2 Income

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Part 7 | NPCs


Bounty Hunter


  • Armor Class 14(Breastplate)
  • Hit Points 12(1d10)
  • Speed (Depends on Race)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-10)

  • Skills Stealth(+3), Perception(+2)
  • Senses passive Perception 6

Actions

Corkscrew Crack. Melee Weapon Attack(Whip): +4 to hit, reach 10ft., one target. Hit 5 (1d6 + 2)

Net. Ranged Weapon Attack +4 to hit, 5/15ft., one target. Hit See PhB. Page 148.

Captain

Captains are Warriors most efficient in leading their troops against enemies. Capable of coordinating less efficient fighters, a Captain is an invaluable addition to any Hold.

NPC Upkeep 125 SP

Works Alone

Yield 1 Safety, 2 Safety in a group of 4 or more Warriors.

Specialist Effects 3 Safety in a group of 4 or more Warriors.


Captain


  • Armor Class 16(Ringmail and Kite Shield)
  • Hit Points 12(1d10)
  • Speed (Depends on Race)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) -8 (+2) 12 (+1)

  • Senses passive Perception 2

Team Tactics. The Captain has advantage on an attack roll against a creature if at least one of the Captain's allies is within 5 feet of the creature and the ally isn't incapacitated.

Brave. The Captain has advantage on saving throws against being frightened.

Actions

Longsword Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d8 + 2)

Guard

Guards are the most common type of Warrior Hirelings. Individuals with basic understanding of combat, these individuals usually have no military service, but have been in enough scraps in their lives to handle themselves.

NPC Upkeep 85 SP

Works Alone

Yield 1 Safety

Specialist Effects Guard gains +2 CON.


Guard


  • Armor Class 13(Leather Jerkin)
  • Hit Points 7(1d10)
  • Speed (Depends on Race)

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Senses passive Perception 6
  • Skills Perception(+4)

Actions

Beat into Submission Melee Weapon Attack(Club): +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1)

Scout

Scouts are Warriors that roam the nearby countryside, reporting in on enemy movements.

NPC Upkeep 100 SP

Works Alone

Yield 1 Safety

Specialist Effects This Scout can counter the 'Bandit Attack' event.

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Part 7 | NPCs


Scout


  • Armor Class 14(Leather Jerkin)
  • Hit Points 7(1d10)
  • Speed (Depends on Race)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 8 (-1)

  • Skills Stealth(+6), Perception(+6)
  • Senses passive Perception 8

Actions

Guerilla Tactics. Ranged Weapon Attack: +4 to hit, 80/320 ft., one target. Hit 5 (1d6 + 2)

Soldier

Soldiers are Warrior Hirelings that have been drilled and trained to fight as a unit in melee combat.

NPC Upkeep 100 SP

Works Alone

Yield 1 Safety

Specialist Effects The Soldier is also armed and trained with the Light Crossbow.


Soldier


  • Armor Class 14(Breastplate)
  • Hit Points 9 (1d10)
  • Speed (Based on Race)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 10 (+0)

  • Skills Athletics(+4)
  • Senses passive Perception 3

Military Formation. Soldiers have advantage on an attack roll against a creature if at least one of the Soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Vicious Thrust. Melee Weapon Attack(Halberd): +4 to hit, reach 5ft., one target. Hit 10 (2d6 + 2)

Archer

Archers are elite units of Warriors used for range combat. Often an Archer can kill their enemy before they even close distance.

NPC Upkeep 100 SP

Works Alone

Yield 2 Safety

Specialist Effects The Archer has the 'Sharpshooter' Feat.


Archer


  • Armor Class 14(Leather Jerkin)
  • Hit Points 6(1d10)
  • Speed (Based on Race)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 10 (+0)

  • Skills Perception(+4)
  • Senses passive Perception 6

Actions

Longshot. Ranged Weapon Attack: +4 to hit, 150/600ft., one target. Hit 7 (1d8 + 2)

Bandit

Bandits are Thugs and criminals, often raiding as much as they protect.

NPC Upkeep 80 SP

Works Alone

Yield 1 Safety and 1 Income

-5 Happiness

Specialist Effects The Bandit does not incur a Happiness penalty.


Bandit


  • Armor Class 15(Breasplate and Buckler)
  • Hit Points 7(1d10)
  • Speed (Based on Race)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Skills Stealth(+3), Intimidation(+1)
  • Senses passive Perception 3

Actions

Cracking Teeth. Melee Weapon Attack(Club): +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

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Part 7 | NPCs

Berserker

A Berserker is a Warrior trained to tap into the primal rage inside of them, often flinging themselves into a vicious battle flurry. Typically Berserkers are from tribes, and areas not often contacted by the wide world, and are prone to breaking things at the slightest perceived offense.

NPC Upkeep 115 SP

Works Alone

Yield 2 Safety, and -1 Supply

Specialist Effects The Berserker does not give the Business/Hold a penalty to Supply.


Berserker


  • Armor Class 12
  • Hit Points 55(1d4 + 5)
  • Speed 43ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 10 (+0)

  • Senses passive Perception 3

Actions

Berserker Slash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2)

Cavalry

Cavalry are mounted Warriors, capable of running down enemies with ease.

A Business/Hold must have a Stable in order for a PC to hire Cavalry.

NPC Upkeep 125 SP

Works Alone

Yield 2 Safety

Specialist Effects This Cavalryman rides an exotic mount, roll on the following table to determine what it is.

Exotic Mount
1d10 Mount
1 Selhain Horse
2 War Boar
3 Dire Wolf
4 Elephant
5 Dire Rhino
6 Giant Eagle
7 Prowler Drake
8 Giant Scorpion
9 Giant owl
10 Lion
Monster Hunter

Monsters Hunters are Warriors who specialize in tracking down Monstrosities and Aberrations.

NPC Upkeep 100 SP

Works Alone

Yield 1 Safety

Counters the 'Monster Attack' event.

Specialist Effects Once per Month a Monster Hunter can give the PC a lead on a Monstrosity or Aberration nearby.


Cavalry


  • Armor Class 17(Ringmail and Kite Shield)
  • Hit Points 6(1d10)
  • Speed 60ft(Based on Riding Horse.)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Skills Animal Handling(+5)
  • Senses passive Perception 4

Actions

Run Down. Melee Weapon Attack(Lance): +4 to hit, reach 5ft., one target. Hit 8 (1d10 + 2)

Trample. lf the Cavalry move at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 8 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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Part 7 | NPCs


Monster Hunter


  • Armor Class 15(Breastplate)
  • Hit Points 7(1d10)
  • Speed (Based on Race)

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 8 (+0)

  • Skills Stealth(+4), Survival(+3)
  • Senses passive Perception 5

Actions

Testing Weakness. Ranged Weapon Attack(Heavy Crossbow): +4 to hit, 100/400ft., one target. Hit 10 (2d6 + 2)

Specialist

Specialists are NPC Hirelings that have skills that fall beyond the bounds of other, normal NPCs. These Hirelings often specialize in a particular field or skill that only some find a need for.

All Specialists have a specific Career, roll 1d20 on the table below to determine what that is.

Specialist Careers
1d20 Career
1-5 Beast Tamer
6-11 Stablehand
12-13 Smuggler
14-16 Thief
17-19 Priest
20 Slaver
Beast Tamer

Beast Tamers are NPCs that can tame animals for tasks. Typically a Beast Tamer trains Dogs or Falcons for hunting, but they can train other animals. Roll on the table below to determine what your Beast Tamer can train.

In order to hire a Beast Tamer, a Business/Hold must have a Kennel, and at least 2 animals of the chosen type to tame.

Tamer Animals
1d20 Animals
1-2 Axe Beak
3-5 Boar
6-9 Eagle/Hawk/Raven
10 Hyena
11 Giant Rat
12-20 Mastiff

NPC Upkeep 100 SP

Proficiencies Animal Handling Skill, Nature Skill

Works Alone

Yield 1 Safety

1 Animal of the chosen type every 6 months.

Specialist Effects This Beast Tamer knows how to train more exotic Beasts! Roll on this table instead of the other one.

Exotic Tamer Animals
1d20 Animals
1-5 Bear
6-11 Wolf
12-13 Giant Badger
14-15 Giant Hyena
16-17 Giant Goat
18 Giant Wasp
19 Tiger
20 Rhinoceros
Stablehand

Where Beast Tamers tame animals for combat, a Stablehand trains mounts to be ridden. Most typically this is Horses, but on occassion it is a more exotic creature.

A Business/Hold must have a Stable in order to hire a Stablehand.

NPC Upkeep 100 SP

Proficiencies Animal Handling Skill, Nature Skill

Works Alone

Yield May train 1 Riding Horse, War Horse, Camel, Donkey, Pony, or Oxen per month.

If provided with at least one male, and one female of the same species, a Stablehand has a 50%(51-100 on a 1d100) to produce 1 additional animal of that type per six months. This animal will be available to be used as a mount in six additional months.

Specialist Effects A specialist Stablehand is able to train additional, exotic creatures. Roll 1d20 and consult the following table. This stablehand can train this type of creature as a mount as well.

Exotic Stablehand Mounts
1d20 Animals
1-4 Selhain Horse
5-7 War boar
8-9 Dire Wolf
10 Elephant
11 Mammoth
12-13 Dire Rhino
14 Giant Eagle
15 Prowler Drake
16-17 Giant Scorpion
18 Hippogriff
19 Giant owl
20 Lion

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Part 7 | NPCs

Smuggler

Smugglers are able to traffic illicit goods that people would otherwise not be able to sell.

NPC Upkeep 200 SP

Proficiencies Stealth Skill, Deception Skill

Works Alone

Yield This NPC allows PCs to sell illegal items, such as magic items, poisons, and other items the DM deems illicit.

This NPC also occasionally sells illegal items.

Specialist Effects This NPC pays 20% instead of the normal 10% for items.

Thief

Thieves are any NPC who makes a living by taking the belongings of others.

NPC Upkeep 50 SP

Proficiencies Stealth Skill, Sleight of Hand Skill

Works Alone

Yield 1 Income

Roll 1d100, on a 1- 50 gain 1 additional Income.

Specialist Effects The Thief may occasionally procure items useful to its PC boss.

Priest

A Priest is a councillor, confidant, and religious inspiration to other NPCs. Priests help their 'flock' through bad times, and bolster them when strong.

NPC Upkeep 50 SP

Proficiencies Religion Skill

Works Alone

Yield +1 Health

Counters the Depression Event.

Specialist Effects +2 Health

Slaver

Slavers are nefarious individuals who capture living people and force them into work. With a Slavers connections a Business/Hold may both buy and sell slaves.

NPC Upkeep 200 SP

Proficiencies Simple Weapons, Light Armor, Intimidation Skill

Works Alone

Yield Once per Month you may automatically succeed on a Hiring check. Hirelings found in this way are considered slaves. Slaves have half the normal upkeep cost.

-20 Happiness

Specialist Effects A specialist Slaver captures and sells rare slaves. When your Slaver sets out for the month to capture slaves, you may decide if you want slaves of an exotic race. If you do so, roll on the following Rare Race chart instead of the normal Hireling Race Chart.


Rare Race Slaves
1d20 Race
1 Orc
2-4 Bugbear
5-7 Goblin
8-10 Kobold
11 Hobgoblin
12-14 Yuan-ti Pureblood
15 Minotaur(Gorvul)
16-18 Lizardfolk
19 High Elf
20 Wood Elf

Traits

All NPCs come with Traits. After determining the Race, Job(and Career) of your Hireling/Retainer, roll on the following table to determine what their Trait is!

Traits alter how an NPC reacts to the world, wether it be how they react to certain races, or whether they have children or other mouths to feed.

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Part 7 | NPCs

NPC Traits
1d20 Roll Trait Effect
1 Alcoholic If there is a Brewer in your Business/Hold with this NPC roll 1d6. On an odd number this NPC will not Yield for the month.
2 Racist Roll again on the Hireling Race Chart. This NPC will not work with another NPC of the rolled Race.
3 Healthy This NPC is not affected by the Plague, or Poisoned Events.
4 Productive Double this NPCs Yield.
5 Irritable If this NPC is working with other Hirelings roll 1d6. On an even number this NPC will not Yield for the month.
6 Friendly If this is working with another NPC roll 1d6, on an odd number double this NPCs Yield for the month.
7 Greedy This Hireling demands an extra 20 SP in Upkeep.
8 Children This NPC has 1d4 Children. Upkeep increases by 5 SP per month.
9 Family This NPC has a wife and 1d4 Children. Upkeep increases by 5 SP per month. Wife may be hired(roll for her Job normally) without a Hiring check.
10 Hedonist If there are Prostitutes, Entertainers, or Musicians in your Business/Hold with this NPC roll 1d6. On an even number this NPC will not Yield for the month.
11 Sickly This NPC has a weak constitution. When the Plague or Poisoned Events are rolled, this NPC will die.
12 Violent This NPC is prone to fits of violence. Decrease Safety by 1.
13 Trainer Hirelings that work with this NPC need only 6 months before they learn this NPCs Job and Career.
14 Thief Roll 1d2, on a 1, this NPC steals 1 Income in a month. A DC 15 Investigation check is required to catch this NPC.
15 Family This NPC has a wife and 1d4 Children. Upkeep increases by 5 SP per month. Wife may be hired, as an Unskilled Laborer, without a Hiring check.
16 Loner This NPC will not work with other NPCs.
17 Careless Roll 1d6, on an odd number this NPC will remove 1 Supply.
18 Lazy Roll 1d6, on an Even number this NPCs yield is only 50%.

NPC Traits
1d20 Roll Trait Effect
19 Specialist This NPC gains the Specialist Benefits as described in their Career description.
20 PC Class Instead of the NPC Class(detailed later in this Chapter), this NPC has a PC Class, determined by the DM.

NPC Class

The final part of building an NPC is their class. Most NPCs are members of the NPC Class, as described below(Unless they have the PC Class Trait).

NPCs proficient with Tools have 'levels' in the corresponding Proficiency(Smith, Carpenter, Leatherworker ETC).

NPCs typically gain experience over vast periods of time instead of by adventuring. To determine the level of your NPC when they are Hired roll 1d8, the result is the level that they are.

Class Features

Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 6 + Constitution modifier

Hit Points at Higher Levels:the NPCs Constitution modifier per NPC level after 1st

Proficiencies

Armor: No Armor(Unless Warrior.)

Weapons: 1 Simple Weapon(Unless Warrior.)

Saving Throws: Only those given by the NPCs Job.

Skills:Only those given by the NPCs Job.

Lesser Expertise

At 5th level, choose one of your skill proficiencies, or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.

Reliability

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check with the skill you have Lesser Expertise in, you can treat a d20 roll of 9 or lower as a 10.

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Part 7 | NPCs

NPC
Level Proficiency Bonus Features
1st +2
2nd +2
3rd +2
4th +2
5th +2 Lesser Expertise
6th +2 Ability Score Improvement
7th +2
8th +2
9th +3
10th +3
11th +3 Reliability
12th +3 Ability Score Improvement
13th +3
14th +3
15th +3
16th +3
17th +4
18th +4 Ability Score Improvement
19th +4
20th +4