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.
Related articles - House Rules
Guard Points - Extra line of defense -
Enchanting -
Enchantment List -
Outpost Costs -
Hirelings and NPC costs
Related articles - Equipment - Armour
Armour Class Revamped -
Armour and Shields - AC Calculations - -
Armour Changes - Quality Propterties -
Armour Tiers
Related articles - Equipment - Weapons
Weapon Changes - Quality Properties -
Simple Weapons & Martial Weapons -
Advanced Weapons
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