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Hirelings and NPC costs

Hirelings

  Most strongholds require at least a few staff members, and many others have added dozens if not hundreds of soldiers and artisans. Table 2–11: Typical Staff Members describes the types of hirelings you’ll most likely need, along with their primary skills and skill modifiers (and key abilities), typical class (staff members are 2nd level unless otherwise noted), and monthly wage. A typical staff member has a 14 or 15 in the key abilities for his skills (included in the skill modifiers listed). You will undoubtedly find the need to hire staff members that aren’t described on this table. Use this information as a guide when determining appropriate numbers for any hireling not listed here. The DUNGEON MASTER’s Guide has more information on hirelings. Many of the components have staff members as prerequisites. The smithy, for example, requires one smith. If you have a character with Craft (Smith’s tools), you can satisfy this prerequisite yourself. If you anticipate hiring a smith later, it’s okay to build the smithy now, even if you can’t fire it up until then.
Hireling Primary Skills and Modifiers (Key Ability) Class Monthly Wage
Acolyte Knowledge (religion) +8 Cleric 20 gp
Alchemist Alchemy +8 (Int) Alchemist 20 gp
Animal tender/groom Handle Animal +6 (Cha) Worker 3.5 gp
Architect/engineer Knowledge (architecture and engineering) +8 (Int) Worker 15 gp
Artisan Craft tool (any) +8 (Int) Worker 13 gp
Bartender/Innkeeper Profession (bartender or innkeeper) +7 (Wis) Worker 4 gp
Butler Persuasion +8 (Cha), Profession (butler) +8 (Wis) Worker 14 gp
Brewer Profession (brewery) +8 (Wis) Worker 10 gp
Clerk Profession (clerk) +8 (Wis) Worker 8 gp
Cook Profession (cook) +6 (Wis) Worker 2 gp
Entertainer/Performer Performance +8 (Cha) Bard or Dancer 10 gp
Medic Profession (Medic) +8 (Wis) Worker 8 gp
Laborer n/a Worker 1 gp
Librarian Profession (librarian) +8 (Wis), Knowledge (any one) +7 (Int) Worker 12 gp
Maid Profession (maid) +6 (Wis) Worker 3 gp
Mason/craftsperson Craft (any) +8 (Int) Worker 9 gp
Sage Knowledge (any) +8 (Int) Druid or Sorceror 40 gp+
Scribe Profession (scribe) +8 (Int) Worker 6 gp
Servant n/a Worker 1 gp
Smith Craft (varies) +8 (Int) Worker 10 gp
Torturer/Inquisitor Intimidate +8 (Cha), Medicine +6 (Wis) Worker 8 gp
Valet/Lackey n/a Worker 6 gp
Research Assistant n/a Wizard, Alchemist, Druid, Monk or Artificer 20 gp
* Majordomos are able to take on any of the roles free of charge along with being a treasurer, advisor and collector. and unskilled hireling are able to be Valet/Lacky, Servant, or Laborer additionally free of charge too.    

Guild Hirelings

  Additionally to the hirelings there are guild based skilled hirelings who are able to do tasks that are either too hard for others or are very efficient at doing it. You can additionally get a 40% discount if you are part of that guild on hiring these specialists.   The Hirelings can be level 4 or higher depending on your standing with the Guild.
Hireling Primary Skills and Modifiers (Key Ability) Class Guild Monthly Wage
Cartographer Profession (Cartographer) +12 (Wis), Knowledge (local) +9 (Int) Fighter or Alchemist Wolves 25 gp
Zoologist Profession (Zoologist) +12 (Int), Specialist (Beastiary) +9 (Int) Ranger or Fighter Wolves 30 gp
Faceman Profession (Faceman) +12 (Cha), Specialist (Band Leader) +9 (Wis) Rogue or Bard Wolves 20 gp
Avowed Profession (Avowed) +12 (Wis), Specialist (Guardian) +9 (Wis) Barbarians, Druids and Paladins Conclave 20 gp
Circle of Alluvium Profession (Civilization) +12 (Wis), Knowledge (Nature) +9 (Int) Bards, Clerics (CityDomain), Druids(Land), Monks or Pugilist Conclave 20 gp
Planar Circle Profession (Otherworldly) +12 (Wis), Knowledge (Arcana) +9 (Int) Rangers (Horizon), Wizard, Warlock, Artificer Conclave 20 gp
Watchers Profession (Watcher) +12 (Wis), Perception +9 (Wis) Fighter, Rogue, Artificer, Sorceror Eagle Fang 15 gp
Cloakmasters Profession (Cloakmaster) +12 (Wis), Profession (Fence) +9 (Cha) Bards, Monks, Rogues, Rangers Eagle Fang 25 gp
Black Network Profession (Noble) +12 (Int), Specialist (Influence) +9 (Int) Fighters, Rogue, Sorceror and Alchemists Eagle Fang 30 gp
Raven Circle Adept Profession (Herald) +12 (Int), Specialist (Vampire) +9 (Cha) Herald Paladin or Herald Warlock Raven Circle 50 gp
Summoner Profession (Summoner) +12 (Int), Specialist (Conjuration) +9 (Int) Wizard, Warlock or Sorceror Raven Circle 45 gp
Shadowed Mage Profession (Shadowed) +12 (Wis), Knowledge (Any School of Magic) +9 (Wis) Wizard, Druid or Cleric Raven Circle 40 gp
Decisionist Profession (Decisionist) +12 (Wis), Specialist (Leader Coin) +9 (Cha) Ranger, Rogue or Bard Jangelles Criollos 25 gp
Documancer Profession (Documancer) +12 (Int), Profession (Scroll Service) +9 (Int) Rogue, Bard, Dancer or Barbarian Jangelles Criollos 25 gp
Occultant Profession (Occultant) +12 (Cha), Specialist (Read the Kill) +9 (Wis) Blood Hunter, Cleric or Warlock Jangelles Criollos 30 gp
Infiltrator Profession (Infiltrator) +12 (Cha), Intimidate +12 (Cha), Medicine +9 (Wis) Warlock, Rogue, Monk Cabal 35 gp
Proscribed Profession (Proscribed) +12 (Cha), Specialist (Clan Servant) +9 (Cha) Fighter, Rogue, Monk or Warlock Cabal 25 gp
Trasmuter Profession (Researcher) +12 (Int), Specialist (Transmutation) +9 (Int) Alchemist, Wizard or Artificer Cabal 45 gp
Researcher Profession (Researcher) +12 (Int), Specialist (Researching Topic) +9 (Int) All PC Classes All Guilds 60 gp
* Info listed below on Specialist ability  

Guards and Bodyguards

Bodyguards, Guards and Companions are often on a retainer to defend the settlements and help you explore and do adventures. They're split into two types: Mercenaries- Greater guards, normal guards are often soldiers or layman skilled militia, Mercenaries are much more competent. However, in order to maintain your mercenaries' arms & armor in working repair you would also need to hire an Smith who could tend to all your mercenaries' gear.   Specialists: Specialists were significantly more costly but are superior in most of the ventures they are specializing in.
Guard Primary Skills and Modifiers (Key Ability) Class Specialist or Merc Monthly Wage
Guard Profession (Guard) +8 (Int), Perception +6 (Wis)* Fighter, Monk or Pugilist n/a 6 gp
Soldier n/a Fighter, Barbarian or Blood Hunter Merc 6 gp
Military Officer Profession (Officer) +8 (Int), Perception +6 (Wis)* Fighter, Rogue or Barbarian Merc 13 gp
Apprentice spellcaster Spellcraft +6 (Int), Knowledge (Any School of Magic) +6 (Wis) Cleric or Wizard Specialist 15 gp
Bodyguard Profession (Guard) +8 (Int), Indimidaiton +6 (Cha) Barbarian, Blood Hunter or Warlock Merc 12 gp
Adventurer PC classes Player Classes Specialist or Merc 50 gp
Bandit n/a Barbarian, Alchemist or Fighter n/a 8 gp
Aspirant Profession (Medic) +8 (Wis), Profession (Acolyte) +8 (Wis), Knowledge (Any School of Magic) +8 (Wis) Rebirth Cleric (Aspirant) Specialist or Merc 70 gp
Expert Profession (Expert) +8 (Cha), Specialist (Expertise) +10 (Int) Rogue, Ranger, Monk or Pugilist Specialist 30 gp
Prodigy Specialist (Empowering Spellcasting) +6 (Cha) Bard or Warlock Specialist 40 gp
Automaton Profession (Any), Unresting +10 (Wis) Any Martial Merc 100 gp
* Cross Class Skills    

Equipping Staff

  You only have to buy equipment for your military staff, using Beyond the Boundary’s Player Handbook to equip your soldiers however you like. You can use the following equipment clusters to arm your troops quickly.   Archer: leather armor, longbow, 120 arrows, Climbing Pick; 28 gp per person.   Horse Archer: light warhorse, studded leather armor, shortbow, 120 arrows, cavalry hammer; 116 gp per person.   Light Cavalry: light warhorse with studded leather barding, scale mail armor, bulwark shield, heavy lance, light flail; 215 gp per person.   Heavy Cavalry: heavy warhorse with chainmail barding, banded mail, bulwark shield, heavy lance, longsword; 892 gp per person.   Light Infantry: scale mail armor, Bulwark Wooden shield, longsword; 52 gp per person.   Heavy Infantry: splint mail armor, Bulwark Wooden shield, longsword; 122 gp per person.   Guard: chainmail, guisarme, warpick or pike; 67 gp per person.   Officer: breastplate, steel shield, longsword, ; 157 gp per person.   Skirmisher: studded leather armor, buckler, shortbow, 120 arrows, scimitar; 56 gp per person.

Specalist Abilities

Beastiary

  Unless an adventuring band wants to get slaughtered, someone has to keep up to date on the strengths and weaknesses of monsters that might be encountered. Gain knowledge on a creature type per mission and when you come up against them as long as they are chronicled you will learn their weakness and resistances.  

Band Leader

This is the role that youths across Faerûn dream of becoming: the leader of the band; the iconichero. These are the poster children for the Guild; the ones who will have beautiful men and women waiting for them in every town, eager to spend even one night with a living legend. They draw in customers or provide strong diplomatic bonuses when it comes to speaking with Guilds or even would be bandits.  

Guardian

Avowed servants of the Conclave are able to protect all within their reach. When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can't do so again until you finish a short or long rest.  

Influence

  These Eagle Fang members were either born into or have inserted themselves into the corridors of power. They are priests, politicians, merchants, military commanders and other influential members of society. You must work hard to keep your identity as a Eagle Fang secret, as other nobility, even those that are not of evil bent, can view you as a traitor to your rank. They have little trouble finding the right people for the job. As an action. while in a populated area, you can make a DC 15 Charisma (Persuasion) check to locate an NPC who can provide a service immediately, no questions asked, for the standard fee (see "Services" in chapter 5 of the Player's Handbook). On a successful check, information regarding the potential hire comes to you as supernatural insight. word of mouth, an advertisement blowing into your face, or a similarly convenient method. Once you use this feature, you cannot use it again until you finish a long rest. Hirelings acquired through this feature are in addition to any Character Advancement staff. They can be invited to bolster existing staff or fill a sudden need, but they are not part of the baseline staff gained through Character Advancements rank. Their pay is not covered by the Character Advancement's normal costs.    

Vampire (Raven Circle Adept Ability)

Raven Circle Rite of the Criollos is the branch of the Heralds operation, the Judicators and head Educators for the Mages of the Raven Circle. Expedition forces have crossed the sea to Beyond the Boundary to reclaim an artifact stolen from them - the Immortal Sun. With it, they hope to bestow immortality without the drawback of drinking blood to their followers. The first of their kind, Lady Lire, Holy Herald's of the Raven Circle. When hit by an attack or spell which the vampire resists the damage type OR if they attack an enemy and it is vulnerable to that damage type they can use your reaction to apply overwhelmed status to the target (-2 to their AC, -2 to saves and checks, -2 to all attack rolls until the end of their next turn).  

Conjuration

Summoner is the master of its arcane art, they can choose to summon one CR 1/2 beasts (Crocodile or Black Bear) or two CR 1/4 beasts (Axebeaks, Wolves or Boars). All summoned beasts have maximum hit points. The damage from the summoned beasts natural weapons are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage.  

Leader Coin

Decisionist through their travel has gained a measure of actual divination power and holds an uncommon magic item named the Leader Coin. They can use an action to flip the coin of twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn. Dice outcome of coin flip:
d4 Decisions
1 Lucrative
2 Guild Appealing
3 Indeterminable
4 Ruinous

Read the Kill

Occultants gain the following feature through their essence of the creatures they or allies slay. Over a period of 1 minute, you can study a creature killed by someone in your party within the last 24 hours, then grant the character who slew it a d10 dice. Once within the next hour that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, they grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.  

Clan Servant

Proscribed are servants until they have you have earned your right to be free. They are granted gifts which they will be willing to provide to their new allies. They can provide the following buffs, depending on their level and the player characters level in their parties:
Supernatural Gift Benefits Required Level
Death’s gift You have the benefits of a periapt of wound closure 1
Nightmare’s gift You have the benefits of a ring of feather falling 1
Raven’s Circle gift You have advantage on saving throws against spells and other magical effects 5
Spider's Gift You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check 5
Cabal's Gift You can cast the Detect Thoughts spell once per day without using any verbal or somatic components 7

Transmutation

The researcher is willing to share secrets with those that he feels are worthy. The ritual takes a week to prepare for. To utilize the secret ritual, you require a magic item that is to be consumed in the ritual. You (or another member of your group) must make a successful Arcana check to succeed. Whoever makes the Arcana check can be given assistance (and thus gain advantage on the roll) by someone who has a level in Bard, Sorcerer, Warlock or Wizard. The material component cost in gold represents the components needed. These components are consumed as well. A failed check means only the non-magical components are consumed, not the magic item. Another check can be made after the required week of preparation   Transmutation Components and Cost:
Magic Item Magical Component Arcana Check DC Material Component Cost
Transmutation Stone (Minor Transmute) Common Magic Item 20 250 gp
Enchanted Magical Shield Enchanted Magical Weapon 25 500 gp
Crystal ball Rare Magic Item 20 1500 gp
Transmutation Stone (Minor Transmute) ability: Set an attribute to 14 while you attune to this magic item. (Cannot attune to more than one Transmutation Stone (Minor Transmute))      

Researching Topic

Researcher provides additional research points compared to a Research Assistant. The researcher is provided by the guilds who support the topic or organizations/contractors that assist these guilds. You get 2 Research points every two timeslots, this increases to 3 research points at 3rd rank and 4 research points at final rank of your guilds ranker progression.  

Expertise

The Expert is adept at giving well-timed assistance; the Expert can take the Help action as a bonus action up to 120ft away. Additionally pick a skill or tool and double their proficency modifier to the skill check when they are performing a task you ask of them.  

Prodigy

The Prodigy can add its spellcasting ability modifier to the damage it deals with any cantrip or single target spell that forces an enemy to do a save or take damage.    


     

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