Class Specific
Artificer
Homunculus ServantHomunculus Servant
Tiny Construct, UnalignedArmor Class 13 (natural armor)
Hit Points 1 + your Intelligence modifier + your Artificer level (the homunculus has a number of Hit Dice [d4s] equal to your Artificer level)
Speed 20 ft., Fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
4 (-3) | 15 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 7 (-2) |
Saving Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge —
Proficiency Bonus (PB) equals your bonus
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Saving Throw, and only half damage if it fails. It can't use this trait if it's Incapacitated.
Actions (requires your Bonus Action)
Force Strike. Ranged Weapon Attack: your Spell Attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB Force Damage.Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.Artificer: Battle Smith
Steel DefenderSteel Defender
Medium Construct, UnalignedArmor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier + five your Artificer level (the Defender has a number of Hit Dice [d8s] equal to your Artificer level)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 12 (+1) | 14 (+2) | 4 (-3) | 10 (+0) | 6 (-2) |
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge —
Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can't be surprised.
Actions (requires your Bonus Action)
Force-Empowered Rend. Melee Weapon Attack: your Spell Attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB Force Damage. Repair (3/Day). The magical mechanisms inside the Defender restore 2d8 + PB Hit Points to itself or to one Construct or object within 5 feet of it.Reactions
Deflect Attack. The Defender imposes Disadvantage on the Attack Roll of one creature it can see that is within 5 feet of it, provided the Attack Roll is against a creature other than the Defender.Druid: Wildfire
Wildfire SpiritWildfire Spirit
Small Elemental, UnalignedArmor Class 13 (natural armor)
Hit Points 5 + five times your Druid level
Speed 30 ft., Fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Proficiency Bonus (PB) equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your Spell Attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB Fire Damage.Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must suceed on a Dexterity Saving Throw against your Spell Save DC or take 1d6 + PB Fire damage.
Ranger: Beast Master
Beast of the LandBeast of the Land
Medium Beast, NeutralArmor Class 13 + your Wisdom modifier
Hit Points 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 30 ft., Climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (+0) |
Senses Darkvision 60 ft., passive Perception 12
Languages Understands the languages you know
CR — (XP 0; PB equals your Proficiency Bonus)
Primal Bond. Add your Proficiency Bonus to any Ability Check or Saving Throw the beast makes.
Actions
Beast's Strike. Melee Attack Roll: Bonus equals your Spell Attack Modifier, reach 5 ft., one target. Hit: 1d8 + 2 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is one Size larger than the beast or smaller.
Beast of the Sky
Small Beast, NeutralArmor Class 13 + your Wisdom modifier
Hit Points 4 + four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)
Speed 10 ft., Fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 16 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 11 (+0) |
Senses Darkvision 60 ft., passive Perception 12
Languages Understands the languages you know
CR — (XP 0; PB equals your Proficiency Bonus)
Flyby. The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Primal Bond. Add your Proficiency Bonus to any Ability Check or Saving Throw the beast makes.
Actions
Beast's Strike. Melee Attack Roll: Bonus equals your Spell Attack Modifier, reach 5 ft., one target. Hit: 1d4 + 3 + your Wisdom modifier Piercing or Slashing Damage (your choice when you summon the beast).Beast of the Sea
Medium Beast, NeutralArmor Class 13 + your Wisdom modifier
Hit Points 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 5 ft., Swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (+0) |
Senses Darkvision 90 ft., passive Perception 12
Languages Understands the languages you know
CR — (XP 0; PB equals your Proficiency Bonus)
Amphibious. The beast can breathe both air and water.
Primal Bond. Add your Proficiency Bonus to any Ability Check or Saving Throw the beast makes.
Actions
Attack. Melee Attack Roll: Bonus equals your Spell Attack Modifier, reach 5 ft., one target. Hit: 1d6 + 2 + your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your Spell Save DC).Ranger: Drakewarden
Drake CompanionDrake Companion
Small Dragon, Any AlignmentArmor Class 14 + PB (natural armor)
Hit Points 5 + five times your Ranger level (the drake has a number of Hit Dice [d10s] equal to your Ranger level)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 12 (+1) | 15 (+2) | 8 (-1) | 14 (+2) | 8 (-1) |
Saving Throws Dex +1 + PB, Wis +2 + PB
Damage Immunities determined by the drake’s Draconic Essence trait
Senses Darkvision 60 ft., passive Perception 12 + PB
Languages Draconic
Challenge —
Proficiency Bonus (PB) equals your bonus
Draconic Essence. When you summon the drake, choose a damage type: Acid, Cold, Fire, Lightning, or Poison. The chosen type determines the drake’s Damage Immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB Piercing Damage.Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.Warlock: Hexblade
Feeble SpecterFeeble Specter
Small Undead, Chaotic Evil
HP 17 (4d8)
Speed 0 ft., Fly 50 ft. (hover)
Resistances Acid, Fire, Lightning, Physical, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Pluck Soul. Constitution Saving Throw: DC 12, one creature the specter can see within 60 feet. Failure: 5 (1d6) Necrotic damage, and the target is pulled up to 15 feet towards the specter.
AC 12
Initiative +2
HP 17 (4d8)
Speed 0 ft., Fly 50 ft. (hover)
STR 6 (-3) DEX 14 (+2) CON 11 (+0) | ||
INT 10 (+0) WIS 10 (+0) CHA 11 (+0) |
Resistances Acid, Fire, Lightning, Physical, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Traits
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Pluck Soul. Constitution Saving Throw: DC 12, one creature the specter can see within 60 feet. Failure: 5 (1d6) Necrotic damage, and the target is pulled up to 15 feet towards the specter.
Mundane Specter
Medium Undead, Chaotic Evil
HP 22 (5d8)
Speed 0 ft., Fly 50 ft. (hover)
Resistances Acid, Fire, Lightning, Physical, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. The specter or the creature that summoned it regains Hit Points equal to half of the Necrotic damage dealt.
Pluck Soul. Constitution Saving Throw: DC 12, one creature the specter can see within 60 feet. Failure: 5 (1d6) Necrotic damage, and the target is pulled up to 15 feet towards the specter.
AC 13
Initiative +2
HP 22 (5d8)
Speed 0 ft., Fly 50 ft. (hover)
STR 6 (-3) DEX 14 (+2) CON 11 (+0) | ||
INT 10 (+0) WIS 10 (+0) CHA 11 (+0) |
Resistances Acid, Fire, Lightning, Physical, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Traits
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. The specter or the creature that summoned it regains Hit Points equal to half of the Necrotic damage dealt.
Pluck Soul. Constitution Saving Throw: DC 12, one creature the specter can see within 60 feet. Failure: 5 (1d6) Necrotic damage, and the target is pulled up to 15 feet towards the specter.
Primordial Specter
Large Undead, Chaotic Evil
HP 36 (8d8)
Speed 0 ft., Fly 50 ft. (hover)
Resistances Acid, Fire, Lightning, Physical, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Multiattack. The specter makes two Reap Soul attacks.
Life Drain. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (2d6) Necrotic damage. The specter or the creature that summoned it regains Hit Points equal to half of the Necrotic damage dealt.
Pluck Soul. Constitution Saving Throw: DC 12, one creature the specter can see within 60 feet. Failure: 5 (1d6) Necrotic damage, and the target is pulled up to 15 feet towards the specter.
Reap Soul. Melee Attack Roll: +5, reach 10 ft. Hit: 12 (2d8 + 3) Slashing damage.
AC 13
Initiative +2
HP 36 (8d8)
Speed 0 ft., Fly 50 ft. (hover)
STR 16 (+3) DEX 14 (+2) CON 11 (+0) | ||
INT 10 (+0) WIS 10 (+0) CHA 11 (+0) |
Resistances Acid, Fire, Lightning, Physical, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Traits
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The specter makes two Reap Soul attacks.
Life Drain. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (2d6) Necrotic damage. The specter or the creature that summoned it regains Hit Points equal to half of the Necrotic damage dealt.
Pluck Soul. Constitution Saving Throw: DC 12, one creature the specter can see within 60 feet. Failure: 5 (1d6) Necrotic damage, and the target is pulled up to 15 feet towards the specter.
Reap Soul. Melee Attack Roll: +5, reach 10 ft. Hit: 12 (2d8 + 3) Slashing damage.