Npc Section Of The Dmg



  1. Hey everyone, I vaguely remember there used to be some kind of NPC classes in earlier editions of D&D - Commoner, Expert, Aristocrat, and so on. They typically weren't as powerful as a given level in a PC class, and they definitely weren't optimized for adventuring, but they would give NPCs some extra HP and some cool abilities that helped flesh them out mechanically as the 'important' NPCs.
  2. Gorged Shadehound is an Elite NPC. The location of this NPC is unknown. In the NPCs category. Added in World of Warcraft: Shadowlands. Always up to date.

See the Effects topic for basic effects information.

  • 3Creating Effects - Player Characters
  • 9Reference
    • 9.3Special Components
  • 10Examples
  • 11Automating Effects on NPCs

Go into your ElvUI and hit the AddOnSkins section, there go to the Embed section, uncheck to embed two windows. What happens is you delete a window and then the Embed details to chat window re-create it because it need two windows. How to wipe the Npc IDs List in the 'Spell List' section? -npcid -npcs -npclist -wipe -erasetable -table. Artifacts are equipment items that increase characters' stats. There are five artifact slots, and equipping a certain number of artifacts within a set can activate special artifact set bonuses. All artifacts have a main stat, along with up to 4 secondary stats (called 'substats'), which, together, can greatly increase your characters' strength in combat. Certain artifact pieces, such as the.

What is an Effect?

One of the most powerful features of the built in 5e ruleset is effects. It is also, judging by the number of forum posts, the area where most users find the learning curve steepest. In Fantasy Grounds an effect is anything which gives the character either a bonus or penalty of some kind to a dice roll they are about to make. In order for the effect to be properly executed the character must be on the Combat Tracker (CT) and either they or another actor must make a dice roll which involves the character. In other words effects are checked when a character attacks, does damage, makes a saving throw (including death saves) or makes an ability or skill check. Effects are also checked when that same character is attacked, or damaged or has a saving throw, ability check or skill check forced on them (such as from a spell).

Automatic Effects

Many effects are created automatically for you in the 5e ruleset by dragging and dropping from the source material such as the Player's Handbook. For example dragging spells into the actions tab will in almost every case create an effect. Where an effect is not created via this method the probability is very high that either the spell doesn't require an effect or Fantasy Grounds doesn't have a built in way to handle whatever the spell is trying to do. For example the spell 'Animal Messenger' doesn't require an effect since this spell and others like it are simply 'Theatre of the Mind' spells. As another example the spell 'Counterspell' won't create an effect either because Fantasy Grounds can't know what the difficulty class of the incoming spell might be. For more information see the 5E Character Sheet

In the case of NPCs effects appear on the Combat Tracker when the NPC is placed there either from the NPC list or from an encounter. This action causes Fantasy Grounds to attempt to parse the information contained in the NPC sheet and create the effects. Most of the standard NPCs from the Monster Manual will, when dragged to the Combat Tracker, create any necessary effects so that the DM can use them. Again, not everything will create an effect either because one isn't required or Fantasy Grounds doesn't have a way to create one. For more details see the 5E NPC Sheet and the section below on the wording used to create NPC effects.

Creating Effects - Player Characters

In the player Character sheet effects are created in the actions tab. An effect can be added to an existing power or if no power exists a new one can be created.

  • Click on the 'Edit List' button at the bottom right hand side of the Actions Tab and then click on the 'star' icon to create a new power group. You can also right click on an existing power and select 'Create Item'
  • Type a name into the new line where it says <<name>>. This will be the name of the action that you are going to create. You can also type into the right hand box to give the power group a name.
  • Note that the Power Group now has a magnifying glass at the right hand side. You can click on this to bring up the power group dialog and here you set the ability which this power group will use for any attacks, saving throws and bonuses for all of the actions that you set within this power group.
  • Now right click on the new line created above to bring up the radial menu and select 'Add Action'. This will bring up a submenu which allows you to create the following:
    • Add Cast: this allows for an attack roll to be made against the target or forces the target to make a saving throw - or both
    • Add Damage: As it's name suggests this allows for the creation of a damaging effect to apply to the target
    • Add Heal: Create a healing effect
    • Add Effect: This adds an effect to the target. This can be almost anything from applying a simple condition such as poisoned to a whole series of statements which might apply to the target.
  • Whichever you choose a new line will be created with a small magnifying glass beside it. Click the magnifying glass to open up the dialogs associated with each effect type.

Cast Dialog

  • The first section is concerned with attacks. Click the words under 'type' to cycle through the (self explanatory) options, ranged, melee or none.
  • Under 'Base' click to cycle through the options:
    • Group Attack+: This refers to the Power Group and the base attack will feed off whatever the base attack has been set within the power group (see above). So if the Power Group ability has been set to STR then this attack will use the character's STR to determine any bonus or penalty to the attack roll.
    • Ability: This allows for setting an ability for this effect independent of whatever has been set for the Power Group. Click the 'Stat' field to cycle through the options. This includes all of the ability modifiers, classes, the character level (lvl) and the character's proficiency. This allows for extreme flexibility in setting up actions. Setting this to 'Base' will feed off the ability which has been set for the Power Group.
    • Fixed: Allows for entering a straightforward number. This is useful if the attack is not based off any particular ability, class or level. In this case enter the number desired in the 'bonus' box.
    • Bonus: Enter a number if any bonus is to be applied to this attack roll.
  • The second section of this dialog is concerned with saving throws.
    • Type: Click to cycle through the options. For example if you want the target to make a DEX saving throw set this to 'Dex'. Once again 'Base' represents the ability set in the Power Group.
    • Base: This is the same as the 'Base' option described above in the attack section.
    • Bonus: Again this is the same as the bonus section in the attack section.
    • On Save: Click here to select 'Half on Success' if the creature takes only half damage on a successful saving throw.
  • Once completed the effect will appear in the Actions tab ready for use. Clicking the small dice icon beside the effect will cause Fantasy Grounds to make the attack and/or saving throw against the target of the attack. Players can also perform the attack and save separately by clicking first on the little sword icon and then on the dice icon beside the save.

Damage Dialog

  • Click the 'Edit List' button and then the green 'Add Item' button to create a new line.
  • Drag dice and drop them into the 'Dice' box for the damage amount. For example if the damage is 2d6; click and hold a d6, then right click to add a second dice and then drop into the box below 'Dice'.
  • Click on the box below 'Stat' to cycle through the options. Once again 'Base' will feed off whatever ability was set in the Power Group.
  • Add any bonus to the damage if this is relevant. Note that this is not the bonus from the ability being used but any bonus that might be available from a magic weapon for example.
  • Enter the type of damage that the effect will do. Note multiple damage types can be entered separated by a comma. You can also add magic, silver, adamantine or cold-forged if the damage has any of these tags.
  • You can continue to add new lines for more damage if this is relevant.

Heal Dialog

  • Select the target of the heal by clicking through the options in 'Targeting'. 'Self' will only heal the caster. Targets will heal any target selected including the caster if he is selected.
  • Cycle through the options under 'Type'. 'TEMP' will give the target temporary hit points, 'HP' will remove wounds from any targets selected by the character using the cast.
  • Click the 'Edit list' button and then the green 'Add Item' button to add a new line.
  • Drag dice into the dice box in the same way as described above.
  • Select a stat if appropriate in the stat box by clicking through the options. Again 'base' will use the ability from the power group. There are also options to add level, proficiency or class.
  • Enter a figure for any bonus to the heal.
  • More lines can be added if appropriate

Effect Dialog

  • The Descriptions/Conditions/Modifiers line is where you enter your effect. Almost anything can appear here including 'dummy' text. More information on how to create effects in this box is given below.
  • The Duration information is specified in time units. Click on the 'RND' word to cycle through the available time unit intervals (RND = Round, MIN = Minute, HR = hour and DAY = day). If the effect should never expire, enter a zero value or leave blank. Otherwise, enter a number to indicate how long until the effect expires using the selected time units.
  • Click on 'Targeting' to select whether the effect should apply to the caster (self) or to targets.
  • Click through the 'Expend?' options. This determines whether the effect can expire based on usage (i.e. expended), in addition to duration. The options are as follows:
    • Never: The effect will never be expended, and the length of the effect is only governed by the duration.
    • On Next Action: The effect will be expended on the next relevant action. So if the effect is a damage effect then it will be used up when the player next rolls for damage.
    • On Next Roll: The effect will be expended immediately on the next relevant roll made by the character. For example if the effect modifies both attack and damage the effect will be used up on the next attack or damage roll. If there are several targets then each of the targets will be affected by the roll not just the first.
    • Once per modifier: The effect will continue until a roll has been made involving all of the modifiers in the effect. For example if there is an effect which applies to both attack and damage. The attack part will only be used on the first attack even if the character makes several subsequent attacks. The effect will then be expended completely once a damage roll has been made.

Case Study - ATK

So let’s take a look at just one of the possible modifiers that you can use to create effects the ATK modifier.As its name suggests this modifies a character’s attack roll. Normally an attack is made by rolling a d20 but a variety of situations and spells can add or subtract from the number rolled.

Let’s start with a simple example, where the character has a spell cast on him which gives him a +1 to hit. This effect is written ‘ATK: 1’ (without the quotes). In longhand this is telling Fantasy Grounds to add 1 to the d20 dice roll when a player rolls to attack. The value after the modifier ATK can be a number or a dice value and either can be positive or negative. So we could have all of the following ATK: -1d6, ATK: 4, ATK: -2, ATK: 1d4. The format as you can see is always the modifier (ATK) followed by a colon ‘:’ followed by the value ‘1d4’.

We can also specify a player’s attribute bonus as the value for the modifier. The format for this is ‘ATK: [XXX]’, where XXX represents STR, DEX, CON, INT, WIS or CHA. ‘ATK: [WIS]’ will add the players Wisdom modifier (whether positive or negative) to the attack roll. We can also use the negative form ‘ATK: [-WIS]’ to reduce the roll by a specific ability modifier. We can even modify the attribute by halving or doubling it; ‘ATK: [HWIS]’ will add half the wisdom modifier to the roll and ‘ATK: [2WIS] will add double the wisdom modifier. Note that square brackets '[]' are used around the ability modifier. In addition to ability modifiers the character's level [LVL] or proficiency [PRF] or class level [BARBARIAN] can be used as a modifier.

In the case of ATK: 1d4 this will add a 1d4 to any attack roll that the player makes. However we can restrict this to just certain attacks by including a descriptor to the effect. Let’s say that we can only get a bonus on melee attacks; in that case our effect is written ‘ATK: 1d4, melee’. The descriptor is added after the value and separated by a comma ‘,’. Now when used on a character only melee attacks will benefit from the additional dice. If we substitute ‘ranged’ for ‘melee’ then only ranged attacks will get the benefit.

We can go even further and limit the benefit to only opportunity attacks. The format for this is ‘ATK: 1d4, opportunity’. Now FG needs to know when you are making an opportunity attack so when you make the attack hold down shift as you do so. If the player has the effect on him then he will get the bonus to the throw but otherwise nothing happens.

The following are all examples of effects which can be created using the ATK modifier

  • ATK: 1d4 - Will apply a 1d4 bonus to the attack roll.
  • ATK: [-STR] - Will apply a negative equal to strength modifier to the attack
  • ATK: [HLVL], melee, opportunity - will apply half the character's level only to melee opportunity attacks.
  • ATK: 1d6, ranged - will apply a 1d6 bonus to only ranged attacks
  • ATK: [2CON], melee - will apply twice the CON modifier to any melee attack.
  • ATK: [CLERIC] - will add the character's cleric level (only) to the attack. This is useful for multiclassed characters where the bonus relies on the class level rather than the overall level.

Combat Tracker

When an effect is applied to an actor in the combat tracker, some additional fields are available to the DM. See the 5E Combat Tracker for more details.

  • Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.
  • Duration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.
  • Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.
  • Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.

Effect Targeting

As described above in the dialog for Spell/Ability Effect there is a box for ‘Targeting’ which can be set either to ‘Targets’ or ‘Self’. It is important to understand that this isn’t asking you to tell Fantasy Grounds who the target of the effect is but rather where the effect should reside.

If we take a simple case of a character that has set up an effect to deal some extra damage, DMG: 1d6. It is the character who is the beneficiary of this additional damage (not the creature who is going to take it) and so when creating the effect the character needs to set the ‘Targeting’ box in the dialog to read ‘Self’. When the player clicks the action button to apply the effect it will correctly be set on the character even if he has a number of enemies targeted on the Combat Tracker (or none at all).

On the other hand suppose we have some spell or ability which means that an enemy gets disadvantage on attack rolls DISATK:. Clearly there’s no use this effect sitting on the character; it must be placed on an enemy and so when setting the targeting we make sure that it reads ‘Targets’.

So when setting the ‘Targeting’ to ‘Targets’ or ‘Self’ we need to think about what the effect is setting out to achieve, who should benefit or who should take the penalty. Once you have sorted that out you should be able to work out on which creature that effect should be sitting.

There is another layer of depth however to the effect system built into Fantasy Grounds – effect targeting. This concept is probably best illustrated with another example and we’ll use the wizard cantrip True Strike. This spell tells us that on your next turn you gain advantage on your first attack against the target of the spell. Let’s say our spellcaster is up against 6 Goblins and he is going to cast the spell on Goblin 3.

Based on the above we need to figure out who is going to benefit from this spell and clearly it is the caster and so the ‘Targeting’ of the effect needs to be set to ‘Self’. So we set up an effect ADVATK: and set the targeting to ‘Self’. We click on the action button and it places the effect on the Wizard. However there’s a problem because we have just given our Wizard advantage on every attack roll he makes against any Goblin, not just Goblin 3.

What we need to do then is target this effect only at Goblin 3 and we do this by holding down SHIFT and dragging the effect onto Goblin 3. You will see that when you do so the effect appears on the Wizard (because we set the targeting to Self) not on Goblin 3. Now our Wizard will only get advantage on an attack against Goblin 3.

A similar kind of situation arises with the Hex spell which allows the caster to get an additional 1d6 necrotic damage against whomever the spell is cast upon. We create the effect DMG: 1d6 necrotic; and set the targeting to ‘Self’. When cast shift-drag the effect onto the target. Now, only against that target will the caster get the additional damage.

It needs to be noted that not every modifier can be used in this way. Modifiers which can be make use of effect targeting have a ‘T’ in the ‘Notes’ column in the tables below. For convenience these are ATK, AC, DMG, Invisible, RESIST, VULN, IMMUNE, COVER, SCOVER, ADVATK, DISATK, GRANTADVATK, GRANTDISATK.

A Word on Syntax

As has been seen from the notes above there is a syntax which must be followed so that effects will work successfully.

Npc Section Of The Dmg
  • Modifiers need to be followed by a colon ':' if you intend to have anything after them such as a number, dice etc. If the colon is missed then Fantasy Grounds assumes that there is nothing to follow. Thus if the effect requires nothing after the modifier the colon can be missed out.
  • Some modifiers can accept descriptors. These must follow the dice or number separated by a comma. For example ATK: 1d6, melee
  • If the modifier is to be modified by a player stat then that should be enclosed in square brackets '[]'. For example SAVE: [CHA]
  • Effects can be chained together but each must be separated by a semi colon ';'. For example AC: 1; ATK: 1; DMG: 1d6
  • You can add a description to an effect ending in a semi colon. For example Bless; SAVE: 1d4; ATK: 1d4. this is useful for reminding players what the effect is.
  • A special tag '!' can be used as a kind of logical NOT. For example the effect 'RESIST: bludgeoning, piercing, !magic' creates an effect which allows whoever has the effect to resist damage from bludgeoning or piercing weapons provided they are not magical. If they are magical then all of the damage will get through. Other useful delimiters are !silver and !adamantine.

Spells and Constitution Saving Throws

In many cases when a Spellcaster casts a spell they must maintain concentration on that spell for the duration. If, whilst concentrating on a spell, the spellcaster takes damage they must make a Constitution saving throw with a DC of 10 or half the damage whichever is greater. On a failure concentration on the spell is lost. Fantasy Grounds can handle this automatically provided that the effect is affixed with ;(C). If the caster who is concentrating on the spell takes damage Fantasy Grounds will make the appropriate saving throw and on a failure remove any effects from any actors who are being influenced by the spell.

So, for example, if an effect is created for the Bless spell then it should be ATK: 1;SAVE: 1;(C)

Note: As noted in the table below 'concentration' can replace the ability modifier for advantage and disadvantage to saving throws or to the save effect itself.

Reference

The following sections details the conditions, modifiers and other components which can be used to create effects within the 5e ruleset. A number of examples are also provide to help users get started.

Conditions

  • The following are the conditions from Appendix A of the Player's Handbook which Fantasy Grounds can handle. These are built into the code and can be applied to a character or NPC either via an effect from the character sheet or Combat Tracker or by applying it from the effects button in the UI.
  • Not case-sensitive.
  • Effects do not stack. So, for example, if a character suffers from Blinded and Frightened they will not suffer a double disadvantage to attack rolls.
Condition Modifiers Applied Notes
Status
Blinded GRANTADVATK, DISATK
Charmed
Deafened
Encumbered DISATK, DISCHK: strength, DISCHK: dexterity, DISCHK: constitution, DISSAV: strength, DISSAV: dexterity, DISSAV: constitution
Frightened DISATK, DISCHK
Incorporeal RESIST: all
Intoxicated DISATK, DISCHK
Invisible ADVATK, GRANTDISATK (T)
Paralyzed Prone, GRANTADVATK Automatically fails STR and DEX saves
Poisoned DISATK, DISCHK
Prone DISATK, GRANTADVATK: melee, GRANTDISATK: ranged
Restrained GRANTADVATK, DISATK, DISSAV: dexterity
Stable When dying, actor makes death rolls unless it has Stable effect. (option)
Stunned GRANTADVATK Automatically fails STR and DEX saves
TurnedApplied to a creature that has been turned. Does nothing mechanically.
Unconscious Prone, GRANTADVATK Automatically fails STR and DEX saves

(T) = Effects can be targeted to only apply to conditions against certain opponents

Modifiers

  • Format: [tag]: [dice/number] [descriptors]
  • Case-sensitive
  • If colon missing, assume no dice, numerical modifier or descriptors.
  • Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.
  • When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],...) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]). Two additional tags for level ([LVL]) and proficiency bonus ([PRF]) are also supported. Character Classes can also be used and will evaluate to the level for that character in that class. The full name of the class all in capital letters is needed eg. [BARBARIAN], [CLERIC], [WIZARD] etc.
Modifier Value Descriptors Notes
Combat
INIT (D) Initiative rolls
ATK (D) [range], opportunity (T); Attack rolls
AC (N) [range], opportunity (T); Armor class
DMG (D) [range], [damage type]*, critical (T); Damage roll; If critical keyword, only applies to critical damage rolls.
HEAL (D) - Healing rolls
SAVE (D) [ability] or [concentration] Saving throws
SKILL (D) [ability], [skill] Skill checks
Abilities
CHECK (D) [ability] Ability checks
STR (N) [bonus] Strength modifier
DEX (N) [bonus] Dexterity modifier
CON (N) [bonus] Constitution modifier
INT (N) [bonus] Intelligence modifier
WIS (N) [bonus] Wisdom modifier
CHA (N) [bonus] Charisma modifier
Damage
DMGTYPE (-) [damage type] Adds damage type to all damage rolls.
DMGO (D) [damage type]* Damage (Ongoing)
REGEN (D) [special] Regeneration. Use and/or clause to specify damage types which can overcome regeneration.
IMMUNE (-) [damage type], all, [condition] (T); Immune to damage type; Assumes all if no [damage type] descriptor. If condition specified this will prevent the condition from being applied to the actor
RESIST (N) [damage type], all (T); Resistance to damage type; Assumes all if no [damage type] descriptor.
VULN (N) [damage type], all (T); Vulnerability to damage type; Assumes all if no [damage type] descriptor.
DT(N)(-)Damage Threshold. Immunity to all damage from a single attack if the damage is less than the number specified; otherwise all damage is applied.
Situational
COVER (-) [range]* (T); Cover; (ATK: -2)
SCOVER (-) [range]* (T); Cover (Superior); (ATK: -5)
Advantage and Disadvantage
ADVINIT (-) Advantage on initiative rolls
DISINIT (-) Disadvantage on initiative rolls
ADVATK: [range], opportunity (-) (T), Advantage on attack rolls
DISATK: [range], opportunity (-) (T), Disadvantage on attack rolls
GRANTADVATK: [range], opportunity (-) (T), Grant advantage on attack rolls made against actor
GRANTDISATK: [range], opportunity (-) (T), Grant disadvantage on attack rolls made against actor
ADVSAV: [ability] or [concentration] (-) Advantage on all saving throws (or a specific saving throw, if specified) (must be lower case)
DISSAV: [ability] or [concentration] (-) Disadvantage on all saving throws (or a specific saving throw, if specified) (must be lower case)
ADVCHK: [ability] (-) Advantage on all ability checks (or a specific ability, if specified) (must be lower case)
DISCHK: [ability] (-) Disadvantage on all ability checks (or a specific ability, if specified) (must be lower case)
ADVSKILL: [skill] (-) Advantage on all skill checks (or a specific skill, if specified) (must be lower case)
DISSKILL: [skill] (-) Disadvantage on all skill checks (or a specific skill, if specified) (must be lower case)
ADVDEATH (-) Advantage on death rolls
DISDEATH (-) Disadvantage on death rolls
Misc
EXHAUSTION (N) On value of 1-2, applies DISCHK. On value of 3+, applies DISCHK, DISATK and DISSAV.
(C) (-) This modifier is attached to a spell effect. It triggers a concentration roll if the source actor for the effect takes damage.
Magic Resistance (-) When present on an actor this effect will automatically roll saving throws against magic with advantage

(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents

[range] = melee, ranged
[damage type] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, adamantine, bludgeoning, cold-forged iron, magic, piercing, silver, slashing
[stat] = strength, constitution, dexterity, intelligence, wisdom, charisma
[ability] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill] = any skill name
[condition] = Any condition as noted above except exhaustion. Note [condition] must be all lower case
* = Multiple entries of this descriptor type allowed.

Special Components

  • Unique format for each tag
  • Case-sensitive

A Note on IF and IFT

What both these functions do is test a condition and if it is found to be true then the next part of the statement will be carried out, otherwise it will be ignored.

Let’s take the example IF: invisible; DISSAV strength. What this is saying is that if the character on which this effect is placed is invisible then they will have disadvantage on strength saving throws otherwise nothing happens.

The difference between the two components is that IF looks at the source (i.e. the creature on which the effect is sitting) whilst IFT looks at the target of the creature on which the effect is sitting.

Not only can IF and IFT test conditions (such as poisoned, grappled, invisible, etc.) but they can also test for conditional operators. There are five of these ALIGN, SIZE, TYPE, Wounded and Bloodied. As their name suggests, the first three operators test for the alignment, size and type of a creature. Wounded tests to see if the character has any wounds and Bloodied will return true if the target has wounds greater or equal to half of their maximum hit points.

Taken together the testing components and the conditions which they can test for mean that extremely powerful effects can be set up and these are particularly apposite to magic item creation and use. Some #Examples below.

Special Tag Notes
IF: [condition OR conditional operator] Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition.
IFT: [condition OR conditional operator] Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition.
Avoidance If spell targeting creature with this effect allows half damage on a save, then this creature will be marked for no damage on successful save and half damage on failed save.
Evasion If spell targeting creature with this effect allows half damage on a save and the save type is Dexterity, then this creature will be marked for no damage on successful save and half damage on failed save.
Dodge If not (paralyzed/stunned/incapacitated/unconscious/grappled/restrained), then apply 'ADVSAV: dexterity; GRANTDISATK'

Conditional Operators

  • Not case-sensitive
Operator Notes
ALIGN ([alignment]) If the creature indicated by the conditional effect has the given alignment, then this operator returns true.
Neutral is assumed for creatures where not specified.
True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.
SIZE ([size])
SIZE ([>= OR <= OR > OR < OR =][size])
If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.
Medium size is assumed for creatures where not specified.
TYPE ([creature type]*) If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
The humanoid creature type is assumed for creatures where not specified, and for PCs.
Wounded If the conditional effect target has any wounds, then this operator returns true.
Bloodied If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.
CUSTOM () Allows for testing of user created conditions, such as in the 'Hex' or 'Hunter's Mark' spells. The condition to be tested for is added in brackets after the CUSTOM keyword. Thus the syntax would be IF: CUSTOM(condition) or IFT: CUSTOM(condition). If the 'condition' is present on the target then the function will return true.

[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead, aarakocra, bullywug, demon, devil, dragonborn, dwarf, elf, gith, gnoll, gnome, goblinoid, grimlock, halfling, human, kenku, kuo-toa, kobold, lizardfolk, living construct, merfolk, orc, quaggoth, sahuagin, shapechanger, thri-kreen, titan, troglodyte, yuan-ti, yugoloth
* = Multiple entries of this descriptor type allowed.

PC Specific Notes

When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.

PC tag Notes
STR PC Strength bonus
DEX PC Dexterity bonus
CON PC Constitution bonus
INT PC Intelligence bonus
WIS PC Wisdom bonus
CHA PC Charisma bonus
LVL PCs total level
BARBARIAN, CLERIC etc The level of a given class
PRF PC proficiency bonus
H[other tag] Half of the other tag bonus
X[other tag] Multiply other tag by X where X is 2-9
-[other tag] Negative the other tag bonus (including half and double)

Examples

General Examples

  • ATK: 2
  • SAVE: 1
  • DMGO: 2d6
  • DMG: 1d6 cold
  • RESIST: fire; RESIST: cold
  • RESIST: 3 slashing, bludgeoning, piercing, !magic

PC Tag Examples

  • ATK: [-DEX]
  • DMG: 2d6+1 [CON]

IF and IFT Examples

Effect Code Notes
IF: poisoned; DISSAV: wisdom This will test to see if the character has the ‘poisoned’ effect on him and if so he’ll roll WIS checks at disadvantage. Any of the conditions recognised by Fantasy Grounds can be tested in this way.
IFT: intoxicated; ADVATK If the target of the attack is intoxicated then give the attacker advantage on the roll.
IF: ALIGN (good); DMG: 1d8 radiant If the character is good then deal an extra 1d8 radiant damage on any damage roll. Note this will return true for any good alignment (Chaotic Good, Neutral Good, and Lawful Good). You can test for any morality (Good, Evil and Neutral) or any order (Chaotic, Lawful or Neutral) or any combination you want (Chaotic Good, Lawful Evil, etc.). The parameter can also be abbreviated to CG, LE, NG etc. Note however that True Neutral is not supported.
IFT: TYPE (giant); DMG: 1d8 If the target of the damage roll is Giant then do an additional 1d8 damage. There is a complete list of what creature types the TYPE conditional operator will accept and you can find a list of acceptable types below. If you want to test for multiple types then you can separate the types by a comma e.g. IFT: TYPE (dragon, aberration, celestial) will return true if any of these types are the target.
IFT: SIZE(>= medium); ADVATK If the target’s size is greater or equal to medium then get advantage on the attack roll. You can test for greater or equal (>=), less than or equal (<=), greater than (>), less than (<) or equal (=). The size can be abbreviated e.g. S = small, M = medium, etc.).
DMG: 1d6 radiant: IFT: TYPE (dragon); DMG: 2d6, radiant Deal an extra 1d6 radiant damage to any target, and only if the target is a dragon do an additional 2d6 radiant damage (i.e. for a total of 3d6 additional damage). As with other modifiers the IFT statement can be chained. Make sure however that it is the last statement in line since if the testing condition is false it will ignore everything after it.

Specific PC Ability/Trait Examples

  • If the Duration, Target, and Expend are not called out, then the default is:
    • Duration=0 (Zero indicates effect should not expire.)
    • Targeting=Targets
    • Expend=Never
Power [Source] Effect Code Duration/Target/Expend Notes
Totem Spirit Rage (Bear) [Class - Barbarian] Totem Spirit Rage;ADVSAV: strength;ADVCHK: strength;DMG: 2 melee;RESIST: all, !psychic Targeting=Self; Duration=1 Min
Rage [Class - Barbarian] Rage;ADVCHK:strength;ADVSAV:strength;DMG:2, melee;RESIST:bludgeoning,slashing,piercing;[SELF] Targeting=Self; Duration=1 Min Change “DMG:2” section to 3,4 etc as your rage damage goes up
Feral Instinct [Class - Barbarian] Feral Instinct;ADVINIT
Avatar of Battle [Class - Cleric (War Domain)] Avatar of Battle;RESIST:bludgeoning,piercing,slashing,!magic
Nature’s Ward [Class - Druid (Circle of the Land)] Nature’s Ward;IMMUNE:poison
Survivor [Class - Fighter (Champion)] Survivor;IF:Bloodied;REGEN:5 [CON] Targeting=Self Must be set up as a power PC actions tab to work with [CON]. Effect must be reapplied in CON bonus changes.
Improved Divine Smite [Class - Paladin] Improved Divine Smite;DMG:1d8 radiant,melee
Vow of Enmity [Class - Paladin] Vow of Enmity; ADVATK Targeting=Self Hold shift down while dragging this effect to your target to focus the effect. (Or can implement similar to Hunter's Mark below.)
Fiendish Resilience [Class - Warlock (The Fiend Patron)] Fiendish Resilience;RESIST:<type>,!silver,!magic Replace <type> with damage type of choice (slashing, piercing, bludgeoning)
Thought Shield [Class - Warlock (Great Old One Patron)] Thought Shield;RESIST:psychic
Lifedrinker [Class - Warlock (Invocation)] Lifedrinker;DMG:[CHA], melee Must be set up as a power PC actions tab to work with [CHA]. Effect must be reapplied if CHA bonus changes.
Inured to Undeath [Class - Wizard (Necromancy)] Inured to Undeath;RESIST:necrotic
Dwarven Resilience [Race - Dwarf] Dwarven Resilience;RESIST:poison
Hellish Resistance [Race - Tiefling] Hellish Resistance;RESIST:fire
Stout Resilience [Race - Halfling (Stout)] Stout Resilience;RESIST:poison
Heavy Armor Master [Feat] RESIST: 3 slashing,bludgeoning,piercing,!magic
Bane [Spell] Bane;ATK:-1d4;SAVE:-1d4;(C) Duration=1 Min
Blade Ward [Spell] Blade Ward; RESIST: bludgeoning, piercing, slashing Targeting=Self; Duration=1 Rnd
Bless [Spell] Bless;ATK:1d4;SAVE:1d4;(C) Duration=1 Min
Guidance [Spell] Guidance;CHECK:1d4 Expend=Next Roll; Duration=1 Min
Hunter’s Mark [Spell] (Self) IFT: CUSTOM(Hunter Mark); DMG: 1d6; (C) Targeting=Self, Duration=1 Hr If multiple hunters, change custom 'Hunter Mark' to a unique string.
Hunter’s Mark [Spell] (Target) Hunter Mark; (C) Duration=1 Hr See above.
Resistance [Spell] Resistance;SAVE:1d4;(C) Expend=Next Roll; Duration=1 Min

Specific Magic Item Examples

Power [Source] Effect Code Notes
Adamantine Armor IMMUNE: critical
Armor of Invulnerability RESIST: bludgeoning,piercing,slashing,!magic
Armor of Invulnerability (Power);IMMUNE: bludgeoning,piercing,slashing,!magic
Armor of Resistance (Varies) RESIST: fire
Armor of Vulnerability (Varies) RESIST: bludgeoning; VULN: piercing,slashing
Belt of Dwarvenkind RESIST: poison
Boots of the Winterlands RESIST: cold
Bracers of Archery DMG: 2 ranged
Brooch of Shielding RESIST: force
Cloak of Arachnida RESIST: poison
Cloak of Displacement GRANTDISATK
Cloak of Elvenkind ADVSKILL: stealth
Cloak of Invisibility Invisible
Defender (Varies) AC: 2; ATK: -2; DMG: -2
Dragon Scale Mail (Varies) RESIST: fire
Dragon Slayer IFT: TYPE(dragon); DMG: 3d6
Dwarven Thrower DMG: 1d8 ranged; IFT: TYPE(giant); DMG: 1d8 ranged
Efreeti Chain IMMUNE: fire
Eyes of Minute Seeing ADKSKILL: investigation
Eyes of the Eagle ADKSKILL: perception
Flame Tongue DMG: 2d6 fire
Frost Brand DMG: 1d6 cold; RESIST: fire
Giant Slayer IFT: TYPE(giant); DMG: 2d6
Gloves of Swimming and Climbing SKILL: 5 athletics
Gloves of Thievery SKILL: 5 sleight of hand
Holy Avenger IFT: type(fiend, undead); DMG: 2d10 radiant;
Mace of Disruption IFT: type(fiend, undead); DMG: 2d10 radiant;
Mace of Smiting DMG: 2d6 bludgeoning,critical; IFT: type(construct); DMG: 2d6 bludgeoning,critical Technically only apply if you rolled a 20
Oathbow IFT: custom(Sworn Enemy); DMG: 3d6 piercing
DISATK
First effect while wielding Oathbow, Second effect while not wielding Oathbow and sworn enemy chosen
Oil of Sharpness DMGTYPE: magic; ATK: 3; DMG: 3
Periapt of Proof Against Poison IMMUNE: poisoned; IMMUNE: poison
Ring of Elemental Command (Varies) IMMUNE: fire
Ring of Invisibility Invisible
Ring of Resistance (Varies) RESIST: fire
Ring of Warmth RESIST: cold
Sentinel Shield ADVSKILL: perception; ADVINIT
Sun Blade IFT: TYPE(undead); DMG: 1d8 radiant
Sword of Sharpness DMG: 4d6 slashing, critical Technically only apply if you rolled a 20
Sword of Wounding DMGO: 1d4 necrotic
Vicious Weapon DMG: 2d6 critical Technically only apply if you rolled a 20

Automating Effects on NPCs

FG latches on to certain key words and phrases in traits and actions and creates effect from those words which then appear on the Combat Tracker. For users wishing to create their own NPCs the following contains guidance on how to create these effects.

Weapon Attacks

  • Basic Melee Weapon Name. Melee Weapon Attack: +x to Hit [reach 5ft., one target]. Hit: x (ndn + x) <type> damage.
  • Basic Ranged Weapon Name. Ranged Weapon Attack: +x to hit, [range n/n ft., one target]. Hit: x (ndn +x) <type> damage
  • Two handed option Weapon Name. Melee Weapon Attack: +x to Hit [reach 5ft., one target]. Hit: x (ndn + x) <type> damage or x (ndn) <type> damage if used with two hands.
  • Melee or Ranged Melee Weapon Attack: +x to Hit [reach 5ft., one target]. Hit: x (ndn + x) <type> damage or Ranged Weapon Attack: +x to hit, [range n/n ft., one target]. Hit: x (ndn +x) <type> damage
  • Multiple damage types Hit: x (ndn+x) <type> damage plus x (ndn+x) <type> damage
  • Other Damage Types Hit: x (ndn+x) <type>, <magic>, <adamantine>, <silver>, <cold-forged damage> damage

NOTE: More than one type of damage can be specified separated by a comma

Saving Throws

  • Basic Save The target must make a DC x <ability> saving throw.
  • Save for half damage The target must make a DC x <ability> saving throw, taking x (ndn+x) <type> damage on a failed save, or half as much damage on a successful one.
  • Save against only one damage type Hit: x (ndn+x) <type> damage and the target must make a DC x <ability> saving throw taking x (ndn+x) <type> damage on a failure and half as much damage on a success one

Conditions

The parser will recognise all of the standard conditions listed in the PHB at appendix A except for exhaustion.

  • Basic Condition effect the target is <condition>
  • Prone condition the target is knocked prone
  • Save vs condition The target must make a DC x <ability> saving throw, and on a failure the target is <condition>
  • Multiple conditions The target is <condition> and <condition>
  • Duration the target is <condition> until <the end of your next turn> / <for x rounds> / <for x minutes>

Damage

  • Basic Damage The <NPC> takes x (ndn) <type> damage or The <NPC> takes x <type> damage
  • Extra Damage The <NPC> does an extra x (ndn) <type> damage
  • Ongoing Damage Hit: x(ndn+x) <type> damage and the target takes x(ndn+x) <type> damage at the start of each of its turns
  • Improved Critical Adding a trait named 'Improved Critical' to an NPC will allow them to make a critical roll on a 19-20
  • Superior Critical Adding a trait named 'Superior Critical' will allow an NPC to make a critical roll on an 18-20

Immunities and Resistances

These are handled by filling in the appropriate boxes in the NPC sheet. Each damage type should be entered in lower case and if more than one separated by a comma. If the resistance or immunity can be overcome by certain weapon types or by magical weapons then there is wording which can be used to create the proper effect on the CT.

  • Magic Weapons [Damage Resistances/Immunities] bludgeoning, slashing and piercing from nonmagical weapons
  • Magic and Other Types [Damage Resistances/Immunities] bludgeoning, slashing and piercing from nonmagical weapons that aren’t silvered
  • Other Types [Damage Resistances/Immunities] piercing from weapon attacks that aren’t adamantine

Note: Acceptable types are magic/adamantine/silvered/cold-forged

Healing

  • Basic Heal The <creature name> regains ndn hit points or The <creature name> regains x hit points.
  • Regeneration The <creature name> regains x hit points at the start of its turn if it has at least 1 hit point.
  • Regeneration with prevention The <creature name> regains x hit points at the start of its turn if it has at least 1 hit point. If the <creature name> takes <type> damage, this trait doesn't function at the start of the creature’s next turn
  • Regeneration with multiple prevention The <creature name> regains x hit points at the start of its turn if it has at least 1 hit point. If the <creature name> takes <type> or <type> damage, this trait doesn't function at the start of the creature’s next turn.
  • Death only on zero hit points The <creature name> regains x hit points at the start of its turn. (If the <creature name> takes <type> damage, this trait doesn't function at the start of the creature’s next turn). The <creature name> dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting

If the NPC can cast spells then you can automate the population of the actual spells into the NPC sheet. Additionally with the correct wording Fantasy Grounds will work out the attacks and spell save DCs where those are present in the spell. The trait for Spellcasting and Innate Spellcasting are given below.

Spellcasting
The [NPC] is a nth-level spellcaster. Its spellcasting ability is [ability]. The [NPC] has the following spells prepared.
Cantrips (at will): <spell name>,<spell name>
1st level (4 slots): <spell name>, <spell name>
2nd level (2 slots): <spell name>, <spell name>

Note: It is important that the wording is exactly as above including the punctuation. All spell names should be in lower case separated by a comma.

Innate Spellcasting
The <NPC>'s spellcasting ability is <ability>. It can innately cast the following spells, requiring no material components:
At will: <spell name>, <spell name>
x/Day each: <spell name>, <spell name>
x/Day each: <spell name>, <spell name>
  • Overriding automatic calculations If you want to override the automatic calculation of spell save DC's and attacks insert the following into the first line of the trait.
Spellcasting
The [NPC] is a nth-level spellcaster. Its spellcasting ability is [ability] (+x to hit with spell attacks, Spell save DC x). The [NPC] has the following spells prepared.
Innate Spellcasting
The <NPC>'s spellcasting ability is <ability> (Spell save DC x). It can innately cast the following spells, requiring no material components:

Other Traits

  • Magic resistance Include a trait called 'Magic Resistance'. The NPC will then automatically rolled saves vs spells with advantage
  • Magic Weapons Include a trait called 'Magic Weapons'. All damage done by the creature will automatically add the magic tag to the damage dealt
  • Recharge Where a trait rolls a dice after it is used to see if it can be used again include in the trait heading <Heading> (Recharge x). A six sided dice will automatically be rolled at the start of the creatures turn and if the result equals or exceeds 'x' then the trait will be available again.
  • Gnome Cunning When this trait is present the actor will have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
  • Damage Threshold If this trait is present and a number is specified in the text of the trait then a DT:x effect will be created using that number. The creature or object will be immune to any damage from a single attack that is less than x. Damage equal to or above the number specified will be applied normally.
Retrieved from 'https://www.fantasygrounds.com/wiki/index.php?title=5E_Effects&oldid=2545'

In yesterday’s post, I discussed non-player characters who are likely to be found enforcing the local law; today I’ll talk about the ones likely to be found breaking it, starting with bandits. The bandit stat block isn’t the ideal template for your typical back-alley burglar or pickpocket—oddly, the fifth-edition Monster Manual omits that archetype altogether. At the end of this article, I’ll provide a homebrew stat block you can use for that type of NPC. Rather, the MM bandit is more like a highwayman (on land) or a pirate (at sea), and his or her primary motivation is loot.

The bandit’s physical abilities are all modestly above average, with Dexterity and Constitution in the lead: bandits are scrappy fighters who rely on their numbers. They wield “scimitars,” for reasons I can only guess at—maybe this is the closest thing 5E Dungeons & Dragons has to a cutlass? Maybe because it treats shortswords as primarily stabbing weapons and thinks bandits ought to carry slashing weapons instead? I dunno. The weapon properties are the same, and the damage is the same except for the type, and if there’s any kind of armor or enchantment that resists slashing damage but not piercing damage or vice versa, I haven’t found it yet. In any event, you can let the flavor of the setting determine whether your bandits are carrying scimitars, cutlasses, arming swords, dirks, gladii or whatever—they all do 1d6 + 1.

Bandits initiate combat by surrounding their targets in numbers large enough to encourage prompt surrender, and they count on their targets’ surrendering readily. Thus, any encounter with a group of bandits must be at least a Medium-difficulty encounter and really should be at least Hard (see page 82 of the Dungeon Master’s Guide); otherwise the bandits would have moved on in search of easier prey already. They surround their targets at a range of 40 to 80 feet, light crossbows at the ready, and issue their demands. (They have neither Intimidation nor Persuasion skill—they rely on their weapons and their numbers to do the convincing for them.) If the player characters refuse, they hold their positions, Attacking at range, until the PCs come to them, at which point they switch to their blades.

A bandit who takes any wound at all will Dodge (not Disengage) and relocate to the side of the nearest fellow bandit, in the hope that two might be able to beat an enemy that one alone can’t. It takes only a moderate wound (reducing the bandit to 7 hp or fewer) to give a bandit the idea that these folks aren’t the pushovers they’re supposed to be; if half or more of a group of bandits are moderately wounded, they’ll Disengage (action) and retreat. Any single bandit who’s seriously wounded (reduced to 4 hp or fewer) runs away using the Dash action, potentially incurring one or more opportunity attacks. On the flip side, if combat goes poorly for the PCs and they surrender, the bandits will happily rob them of their valuables and bid them adieu . . . although if there’s a PC of Noble background in the party, they may take that PC captive and hold him or her for ransom!

The bandit captain is distinguished from an ordinary bandit by higher physical abilities (this time, Dexterity and Strength take the lead over Constitution), high Intelligence and Charisma, proficiency in Athletics and Deception, a Multiattack action and a Parry reaction. A bandit captain will go beyond issuing a simple “stand and deliver” demand—he or she will engage in actual negotiation. For instance, if the PCs look like it would be a challenge to make them give up all their valuables, the bandit captain might suggest that for the modest price of 10 gold pieces per PC, neither side has to go to the trouble of seeing who really is tougher. Of course, the bandit captain also has no compunction against lying through his or her teeth.

The bandit captain lacks proficiency in Insight and thus has no particular talent for reading PCs’ motivations, but he or she can make some educated guesses based on appearances and fabricate a story accordingly. If the PCs are predominantly Folk Heroes and Outlanders, the bandit captain may claim that his or her band of brigands are righteous rebels resisting a tyrannical aristocracy. If the PCs are softhearted Acolytes or gullible Nobles, the bandit captain may say that poverty has driven them to banditry out of necessity. If the PCs are mostly Charlatans, Criminals or Urchins, the bandit captain may drop all pretense and say it’s all in the game, yo—or even recruit the PCs to join their outlaw band! These stories may be true, false or some of both, but it doesn’t matter one way or the other: all the bandit captain is interested in is getting loot out of the PCs by the easiest means possible. And if the PCs balk, “Well, then, I guess we’re going to have to do this the hard way.”

The bandit captain as described in the MM carries no ranged weapon except for a throwable dagger, and since he or she can dual-wield it along with a scimitar (cutlass, arming sword, dirk, gladius), there’s no good reason for him or her to throw it, especially when surrounded by bandits with light crossbows that do more damage. Plus, the bandit captain’s leading abilities are Dexterity and Strength, meaning he or she is going to go for swift strikes and big damage. That means the Multiattack action with two scimitar/sword attacks and one dagger attack. Finally, the bandit captain can Parry one melee attack per turn, and like the knight, he or she can judge which of multiple melee opponents poses the greatest danger and therefore most needs to be parried.

The bandit captain has a generous number of hit points (10 hit dice, compared with an ordinary bandit’s 2) and doesn’t mind being the focus of more than one PC’s attacks: if double- or triple-teamed, he or she will Dodge (action) and Parry (reaction) and let his or her bandit crossbowmen take potshots at the PCs from afar. The bandit captain isn’t particularly afraid of magic, either, having proficiency bonuses on Dexterity and Wisdom saving throws—two of the “big three.” However, if given an opportunity to attack with advantage, the bandit captain will seize it, even if he or she would otherwise be Dodging. (For instance, if the bandit captain is being attacked by both a fighter and a barbarian and the barbarian uses Reckless Attack, the bandit captain will take the opening and Attack the barbarian.)

Like bandits, bandit captains value their lives highly. If moderately wounded (reduced to 45 hp or fewer), they’ll keep fighting but also reopen negotiations during combat: “Surely [stab] we can come [stab] to some mutually satisfactory [stab] arrangement?” If seriously wounded (reduced to 26 hp or fewer), they’ll drop their weapons, surrender on the spot and agree to whatever terms keep them breathing.

Assassins, in the 5E MM, are spectacularly dangerous, primarily for one reason: the poison damage they inflict with their weapon attacks. Based on its damage and its effects, the assassin appears to use wyvern poison (see Poisons, DMG 257–58). At 1,200 gp per dose, this is pricey stuff. It stands to reason, therefore, that assassins don’t use this poison all the time—only when they’re on a mission to murder a particular target. If you eliminate the poison damage from the assassin’s weapon attacks, he or she becomes a CR 4 enemy, rather than CR 8.

Click here to reveal spoiler from Hoard of the Dragon Queen.

In the episode “No Room at the Inn” in chapter 4 of Hoard of the Dragon Queen, the party encounters a group of four assassins, disguised as nobles, who’ve taken over a roadside inn. As written in the MM, these assassins constitute an impossibly Deadly encounter for PCs at level 4, which is what the adventure assumes at this point. However, these assassins are on their way to Waterdeep and aren’t planning on killing anyone that night, so it makes no sense for them to have expensive poison on their blades. The encounter is still potentially Deadly if the assassins are CR 4, but no longer impossibly so. If even CR 4 assassins are too much for your PCs, other bloggers have recommended using the veteran stat block instead.

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An assassin makes for a tactically fascinating—but slightly complicated—opponent. Its high Dexterity and Constitution but average Strength make it a scrappy fighter. Its ultra-high Stealth skill, along with its Assassinate and Sneak Attack features, makes it an ambush attacker. Normally, creatures with lower Strength try to compensate with numbers, but assassins typically work alone, or at least in very small groups, so while they could stick around and fight, maybe, they don’t want to. Consequently, that first strike is everything.

Here’s how it all comes together:

  • Assassinate: “During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.” Therefore, assassins will not attack at all if they can’t do so with surprise. If they’re discovered before they attack—unlikely, given their +9* Stealth modifier, but possible—assassins beat feet.
  • Sneak Attack: “The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.” Advantage comes from the Assassinate feature.
  • Multiattack: “The assassin makes two shortsword attacks.” Since these attacks both occur during the assassin’s first turn, the assassin gets advantage on both of them, and they’re both crits if they hit. However, Sneak Attack can be used only once per turn, so it applies only to the first successful weapon attack.

* There are a lot of errors in the assassin’s stat block. See the MM errata for a complete list.

Suppose an assassin is hiding in the rafters, waiting to kill Lord Milan of Lombard. Lord Milan passes beneath the assassin. His passive Perception of 10 isn’t enough for him beat the assassin’s Stealth roll of 21. The assassin drops to the floor (Acrobatics proficiency!) and uses the Multiattack action, with surprise, thus rolling with advantage both times. The first attack roll is a hit—therefore a crit, because of Assassinate—and also a Sneak Attack, for 2d6 + 3 weapon damage, plus 4d68d6 Sneak Attack damage, plus 7d614d67d6 poison damage (halved if Lord Milan makes his saving throw). Her second attack roll is also a critical hit but not a Sneak Attack, and it does 2d6 + 3 weapon damage plus another 7d6 14d67d6 poison damage (again, halved on a successful save). Altogether, the maximum possible damage is 22d6 + 6, or 83 hp40d6 + 6, or 146 hp26d6 + 6, or 91 hp on average. Criminy.

That should be enough to remove a target from play. If it’s not, the assassin skedaddles, using the rest of his or her move that turn to get as far away as possible. Note that while the 5E Player’s Handbook specifies that climbing uses 2 feet of movement speed for every 1 foot scaled, it makes no mention of how much movement is consumed by dropping—suggesting that it may in fact consume no movement at all. So after a maneuver like the one described above, or one in which the assassin is hiding in the shadows or behind a drapery and waits for the target to move within reach of his or her weapon, the assassin may still have all of his or her movement available! If the assassin uses an Acrobatic maneuver to escape, such as climbing out a window, or a Stealth maneuver, such as vanishing into a crowd, the chances of escape are improved further, since would-be pursuers might not have the skill to give chase.

I can’t stress this enough: The assassin does not stick around and keep fighting. If that initial strike isn’t enough to finish off the target, too bad. The assassin will try again later, when the right conditions present themselves again. Not now.

As written, the assassin also carries a light crossbow, so there’s an alternative scenario to the initial attack, which is that the assassin shoots from a place of hiding. Multiattack doesn’t apply to crossbows because of their reloading time, so in this instance, that first attack is everything. The assassin makes the attack roll with advantage, gets a crit on a successful roll, applies the Sneak Attack bonus and the poison damage, for a potential total of 2d8 + 11d615d6 + 3 damage, or an average of 50.564.5 hp. If at all possible, the assassin makes this attack from the maximum normal range of the light crossbow, which is 80 feet. This gives the assassin just enough distance to be able to take a second shot if needed, which will no longer include the bonuses from Assassinate, which applies only to the assassin’s first turn, or Sneak Attack, since the first shot will have given the assassin’s position away. But there’s still that poison damage, so the assassin can do another 1d8 + 7d6 + 3 damage, or 32 hp on average, before skedaddling. That makes this method of assassination approximately as effective as the melee-based method described above.

Any encounter with an assassin is likely to be followed immediately by a chase, so get familiar with the Chases section of the DMG (pages 252–55). It’s worth it!

Next: Religious NPCs, friendly and unfriendly.

Cutpurse

Medium humanoid (any race), any non-lawful, non-good alignment

Armor Class 13 (leather armor)
Hit Points 13 (3d8)
Speed 30 ft

Npc Section Of The Dmg Free

Str 10 (0) Dex 14 (+2) Con 10 (0) Int 10 (0) Wis 12 (+1) Cha 10 (0)

Skills Acrobatics +4, Deception +2, Perception +3, Sleight of Hand +6, Thieves’ Tools +6
Senses passive Perception 14
Languages any one language (usually Common), Thieves’ Cant
Challenge 1/4 (50 XP)

Npc Section Of The Dmg File

Cunning Action.As a bonus action, the cutpurse can Dash, Disengage, Hide or Use an Object; make a Dexterity (Sleight of Hand) check; or disarm a trap or open a lock using thieves’ tools.

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Npc Section Of The Dmg Download

Second-Story Work. The cutpurse can climb at a normal movement rate and can make a running long jump of up to 12 ft.

Npc Section Of The Dmg Reader

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one creature. Hit: 4 (1d4 + 2) piercing damage.

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