NPC Templates Playable Races Want to make that villain an elf? It's pretty easy. The design philosphy here is to provide a quick reference for some mechanical things to tack on to an NPC. The intention is not to add every racial and subracial trait to a creature - rather, to add just enough to make a notable mechanical differenced based on the creature's race. These should not make a significant difference in a creature's CR. Ability Score Increases The provided ability score increases may increase a creature's power, particularly if they synergize with the creature's role. Consider omitting them if balance is a concern. Particularly consider doing so if you are adding multiple templates to a creature. Aarakocra Ability Score Increase. Increase the NPC's Dexterity score by 2. Walking Speed. Decrease the NPCs walking speed by 5ft., to a minimum of 5. Flight. The NPC has a flying speed of 50 feet, when not wearing medium or heavy armor. Talons. The NPC gains a Talons attack, which uses the NPCs strength score and deals 1d4 + STR damage on a hit. Languages. The NPC knows Aarakocra and Auran, in addition to any other languages it already knew. Aasimar Ability Score Increase. Increase the NPC's Charisma score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Celestial Radiance. The NPC has resistance to necrotic and radiant damage. Light Bearer. The NPC can cast the light cantrip using Charisma. Languages. The NPC knows Celestial, in addition to any other languages it already knew. Dragonborn Ability Score Increase. Increase the NPC's Strength score by 2. Draconic Ancestry and Breath Weapon. Add the appropriate damage resistance and breath weapon for the NPC's dragon ancestry, as shown below. The breath weapon is has a save DC of 8 + Con + Proficiency, save for half damage. Ancestry Color Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Dex. save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Dex. save) White Cold 15 ft. cone (Dex. save) Languages. The NPC knows Draconic, in addition to any other languages it already knew. Dwarf Ability Score Increase. Increase the NPC's Constitution score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Dwarven Resilience. The NPC has advantage on saving throws against poison, and resistance against poison damage. Languages. The NPC speaks Dwarvish, in addition to any other languages it already knew. Elf Ability Score Increase. Increase the NPC's Dexterity score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Fey Ancestry. The NPC has advantage on saving throws against being charmed, and magic can't put them to sleep. Languages. The NPC knows Elvish, in addition to any other languages it already knew.

Drow If the NPC is a Dark Elf, give them the following additional traits: Superior Darkvision. The NPC gains Darkvision out to a range of 120 feet. Sunlight Sensitivity. While in sunlight, the NPC has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Drow Magic. The NPC can cast the darkness spell once per day. Firbolg Ability Score Increase. Increase the NPC's Wisdom score by 2. Hidden Step. Once per short or long rest, the NPC can magically turn invisible until the start of their next turn, or until they attack, make a damage roll, or force someone to make a saving throw. Languages. The NPC knows Elvish and Giant, in addition to any other languages it already knew. Genasi Ability Score Increase. Increase the NPC's Constitution score by 2. Elemental Heritage. The NPC gains a handful of traits based upon their elemental heritage. Air. The NPC can cast levitate once per day, and hold their breath indefinitely.

The NPC can cast levitate once per day, and hold their breath indefinitely. Earth. The NPC can travel across difficult terrain made of earth or stone unimpeded, and cast pass without trace once per day.

The NPC can travel across difficult terrain made of earth or stone unimpeded, and cast pass without trace once per day. Fire. The NPC has resistance to fire damage, darkvision out to 60ft., and cast produce flame using Constitution.

The NPC has resistance to fire damage, darkvision out to 60ft., and cast produce flame using Constitution. Water. The NPC has resistance to acid damage, can breathe both air and water, has a swim speed of 30 ft., and can cast the shape water cantrip using Constitution. Languages. The NPC knows Primordial, in addition to any other languages it already knew. Gnome Ability Score Increase. Increase the NPC's Intelligence score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Small. The NPC's size is small. Walking Speed. Decrease the NPCs walking speed by 5ft., to a minimum of 5. Gnome Cunning. The NPC has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages. The NPC knows Gnomish, in addition to any other languages it already knew. Svirfneblin If the NPC is a Deep Gnome, give them the following additional traits. Superior Darkvision. The NPC gains Darkvision out to a range of 120 feet. Stone Camouflage. The NPC has advantage on Dexterity (stealth) checks to hide in rocky terrain. Goliath Ability Score Increase. Increase the NPC's Strength score by 2. Stone's Endurance. The NPC can use a reaction to reduce incoming damage by 1d12 + their constitution modifier, once per short or long rest. Languages. The NPC knows Giant, in addition to any other languages it already knew. Half-Elf Ability Score Increase. Increase the NPC's Charisma score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Fey Ancestry. The NPC has advantage on saving throws against being charmed, and magic can't put them to sleep. Languages. The NPC knows Elvish, in addition to any other languages it already knew. Half-Orc Ability Score Increase. Increase the NPC's Strength score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Relentless Endurance. (recharges after a Long Rest) If the NPC takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Languages. The NPC knows Orc, in addition to any other languages it already knew. Halfling Ability Score Increase. Increase the NPC's Dexterity score by 2. Walking Speed. Decrease the NPCs walking speed by 5ft., to a minimum of 5. Lucky. When the NPC rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll. Languages. The NPC knows Halfling, in addition to any other languages it already knew. Human Unremarkable. A human gains no special traits. Consider either adding a feat of your choice to the NPC, or increasing all ability scores by one. Kenku Ability Score Increase. Increase the NPC's Dexterity score by 2. Kenku Training. The NPC is proficient two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. Small. The NPC's size is small. Mimicry. The NPC can only speak by mimicking sounds and words it has heard before. Languages. The NPC knows Auran, in addition to any other languages it already knew.

Lizardfolk Ability Score Increase. Increase the NPC's Constitution score by 2. Swimming. The NPC has a base swimming speed of 30 ft. Bite. The NPC gains a Bite attack, which uses the NPCs strength score and deals 1d6 + STR damage on a hit. Natural Armor. When unarmored, the NPC's AC is equal to 13 + their dexterity modifier. Languages. The NPC knows Draconic, in addition to any other languages it already knew. Tabaxi Ability Score Increase. Increase the NPC's Dexterity score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Claws. The NPC has a climbing speed of 20 ft., and gains a Claws attack. which uses the NPCs strength score and deals 1d4 + STR damage on a hit. Tiefling Ability Score Increase. Increase the NPC's Charisma score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Fire Resistance. The NPC has resistance to fire damage. Infernal Magic. The NPC can cast hellish rebuke once per day as a second-level spell, using Charisma. Languages. The NPC knows Infernal, in addition to any other languages it already knew. Triton Ability Score Increase. Increase two of the NPC's Strength, Charisma, or Constitution scores by one. Amphibious. The NPC can breathe in both air and water. Swimming. The NPC has a base swimming speed of 30 ft. Emissary of the Sea. Water-breathing beasts can understand simple ideas the NPC communicates to them. Guardian of the Depths. The NPC has resistance to cold damage, and is unaffected by the drawbacks of a deep underwater. Languages. The NPC knows Primordial, in addition to any other languages it already knew. Playable Monstrous Races This section is specifically for the monstrous races included in the Volo's Guide to Monsters, and distinct from anything adapted from other material, which will be added later and be specifically marked as such. Bugbear Ability Score Increase. Increase the NPC's Strength score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Long-Limbed. When the NPC makes a melee attack on its turn, the attack's reach is increased by 5 ft. Languages. The NPC knows Goblin, in addition to any other languages it already knew. Goblin Ability Score Increase. Increase the NPC's Dexterity score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Small. The NPC's size is small. Nimble Escape. The NPC can take the Disengage or Hide action as a bonus action on each of its turns. Languages. The NPC knows Goblin, in addition to any other languages it already knew. Hobgoblin Ability Score Increase. Increase the NPC's Constitution score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Languages. The NPC knows Goblin, in addition to any other languages it already knew. *Martial Advantage.** Once per turn, the NPC can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the NPC that isn't incapacitated. Languages. The NPC knows Goblin, in addition to any other languages it already knew. Martial Advantage This trait, taken from the Hobgoblin in the Monster Manual, was chosen in place of the Saving Face trait. It was chosen for the sake of simplicity, streamlining what a DM needs to keep track of. A DM may feel free to use that trait instead, and will find it on page 119 of the Volo's Guide to Monsters.

Kobold Ability Score Increase. Increase the NPC's Dexterity score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Small. The NPC's size is small. Pack Tactics. The NPC has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the NPC has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Languages. The NPC knows Draconic, in addition to any other languages it already knew. Orc Ability Score Increase. Increase the NPC's Strength score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. Aggressive. As a bonus action, the NPC can move up to its speed toward a hostile creature that it can see. Languages. The NPC knows Orc, in addition to any other languages it already knew. Yuan-Ti Pureblood Ability Score Increase. Increase the NPC's Charisma score by 2. Darkvision. The NPC gains Darkvision out to a range of 60 feet. *Magic Resistance.** The NPC has advantage on saving throws against spells and other magical effects. Poison Immunity. The NPC is immune to poison damage and the poisoned condition. Languages. The NPC knows Abyssal and Draconic, in addition to any other languages it already knew. Magic Resistance This trait is very powerful, and the cause of some controversy in the homebrewing community as a racial trait. A DM is free to leave this trait out at their discretion. If they do not, it is recommended that they recalculate the creature's CR as if its AC was increased by 2, as per the suggestion in the Dungeon Master's Guide on page 281.

Mundane Professions Want to make that Commoner a blacksmith? It's pretty easy. The design philosphy here is to provide a quick reference for some mechanical things to tack on to an NPC. The intention is not to create in-depth mechanics and complex traits that become your villain's centerpiece - rather, to add just enough to make a notable mechanical differenced based on the creature's race. These should not make a significant difference in a creature's CR. Ability Score Increases The provided ability score increases may increase a creature's power, particularly if they synergize with the creature's role. Consider omitting them if balance is a concern. Particularly consider doing so if you are adding multiple templates to a creature. Bartender Oftentimes the most important person in a small town. Alcohol can be the lifeblood of the working class. Ability Score Increase. Increase the NPC's Charisma score by one. Tool Proficiency. This NPC has proficiency with Brewer's tools. Blacksmith No forger of legendary swords, this blacksmith molds mundane iron through brute force alone. Ability Score Increase. Increase the NPC's Strength score by one. Tool Proficiency. This NPC has proficiency with Smith's tools. Crafter A woodworker, a cobbler, or perhaps a weaver - this person makes their living creating fine crafts. Ability Score Increase Increase the NPC's Dexterity score by one. Tool Proficiency. This NPC has proficiency with a set of Artisan's tools applicable to their trade. Drunkard A staple of every town, all the villagers recognize this red face. Ability Score Increase. Increase the NPC's Constitution score by one. Tool Proficiency. This NPC has proficiency with one gaming set of your choice. Farmer They rise with the sun, and work as hard as any to feed king and country. Ability Score Increase. Increase the NPC's Wisdom score by one. Vehicle Proficiency. This NPC has proficiency with land vehicles. Hunter The brave few, wandering out into the wilds to bring food home to the village. Ability Score Increase. Increase the NPC's Dexterity score by one. Weapon Proficiency. This NPC has proficiency with short bows and long bows. Laborer Unskilled, these workers are a dime a dozen in any moderately-sized town. Ability Score Increase. Increase the NPC's Strength score by one. Tool Proficiency. This NPC has proficiency with one gaming set or musical instrument of your choice. Noble Superior of breeding, of wealth, and of attitude. Ability Score Increase. Increase the NPC's Charisma score by one. Languages. This NPC knows one additional language. Urchin The most desitute of society, they often are seen as worth little more than the ground they walk upon. Ability Score Increase. Increase the NPC's Wisdom score by one. Skill Proficiencies. This NPC has proficiency in one of Deception, Persuasion, or Stealth. Woodcutter A self-explanatory job if there ever was one, Ability Score Increase. Increase the NPC's Strength score by one. Tool Proficiency. This NPC has proficiency with Woodcarver's tools. Particularly Mundane. This collection of templates contains decidedly minor changes, due to the nature of its material. Consider combining these with another template if you find their enhancements lacking or inconsequential.

Exotic Professions Want to make that traveller a priest? It's pretty easy. The design philosphy here is to provide a quick reference for some mechanical things to tack on to an NPC. The intention is not to add every racial and subracial trait to a creature - rather, to add just enough to make a notable mechanical differenced based on the creature's race. These should not make a significant difference in a creature's CR. This will be split up into two sections - professions based on the PHB and SCAG player backgrounds, and professions of my own creation. Section One - Published Backgrounds I've taken the liberty of de-flavoring the backgrounds provided by the SCAG, to more flexibly fit different settings. Additionally, I've simplified many of the Features provided by Wizards. Acolyte Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Barbarian Tribe Member Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Charlatan Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. City Watch Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Clan Crafter Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Cloistered Scholar Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Courtier Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Criminal Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Entertainer Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Faction Agent Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages. Far Traveller Feature: FLAVOR TEXT. Skill Proficiencies. Tool Proficiencies. Languages.