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1st	   level	   (4	   slots):	   detect	   magic,	   identify,	   mage	   armor,*	     Challenge	   8	   (3,900	   XP)	   
              magic	   missile	                                    	   	   
             2nd	   level	   (3	   slots):	   detect	   thoughts,	   mirror	   image,	   misty	     Assassinate.	   During	   its	   first	   turn,	   the	   assassin	   has	   
              step	                                                advantage	   on	   attack	   rolls	   against	   any	   creature	   that	   
             3rd	   level	   (3	   slots):	   counterspell,	   fly,	   lightning	   bolt	     hasn’t	   taken	   a	   turn.	   Any	   hit	   the	   assassin	   scores	   against	   
             4th	   level	   (3	   slots):	   banishment,	   fire	   shield,	   stoneskin*	     a	   surprised	   creature	   is	   a	   critical	   hit.	   
             5th	   level	   (3	   slots):	   cone	   of	   cold,	   scrying,	   wall	   of	   force	     Evasion.	   If	   the	   assassin	   is	   subjected	   to	   an	   effect	   that	   
                                                                   allows	   it	   to	   make	   a	   Dexterity	   saving	   throw	   to	   take	   only	   
             6th	   level	   (1	   slot):	   globe	   of	   invulnerability	   
                                                                   half	   damage,	   the	   assassin	   instead	   takes	   no	   damage	   if	   it	   
             7th	   level	   (1	   slot):	   teleport	             succeeds	   on	   the	   saving	   throw,	   and	   only	   half	   damage	   if	   
             8th	   level	   (1	   slot):	   mind	   blank*	       it	   fails.	   
             9th	   level	   (1	   slot):	   time	   stop	         Sneak	   Attack.	   Once	   per	   turn,	   the	   assassin	   deals	   an	   
             *The	   archmage	   casts	   these	   spells	   on	   itself	   before	     extra	   14	   (4d6)	   damage	   when	   it	   hits	   a	   target	   with	   a	   
              combat.	                                             weapon	   attack	   and	   has	   advantage	   on	   the	   attack	   roll,	   or	   
                                                                   when	   the	   target	   is	   within	   5	   feet	   of	   an	   ally	   of	   the	   
             Actions	                                              assassin	   that	   isn’t	   incapacitated	   and	   the	   assassin	   
                                                                   doesn’t	   have	   disadvantage	   on	   the	   attack	   roll.	   
             Dagger.	   Melee	   or	   Ranged	   Weapon	   Attack:	   +6	   to	   hit,	   
             reach	   5	   ft.	   or	   range	   20/60	   ft.,	   one	   target.	   Hit:	   4	   (1d4	   +	     Actions	   
             2)	   piercing	   damage.	   
             	                                                     Multiattack.	   The	   assassin	   makes	   two	   shortsword	   
                                                                   attacks.	   
             Archmages	   are	   powerful	   (and	   usually	   quite	   old)	   
             spellcasters	   dedicated	   to	   the	   study	   of	   the	   arcane	   arts.	     Shortsword.	   Melee	   Weapon	   Attack:	   +6	   to	   hit,	   reach	   5	   
             Benevolent	   ones	   counsel	   kings	   and	   queens,	   while	     ft.,	   one	   target.	   Hit:	   6	   (1d6	   +	   3)	   piercing	   damage,	   and	   
             evil	   ones	   rule	   as	   tyrants	   and	   pursue	   lichdom.	   Those	     the	   target	   must	   make	   a	   DC	   15	   Constitution	   saving	   
             who	   are	   neither	   good	   nor	   evil	   sequester	   themselves	     throw,	   taking	   24	   (7d6)	   poison	   damage	   on	   a	   failed	   save,	   
             in	   remote	   towers	   to	   practice	   their	   magic	   without	     or	   half	   as	   much	   damage	   on	   a	   successful	   one.	   
             interruption.	                                        Light	   Crossbow.	   Ranged	   Weapon	   Attack:	   +6	   to	   hit,	   
             	    An	   archmage	   typically	   has	   one	   or	   more	   apprentice	     range	   80/320	   ft.,	   one	   target.	   Hit:	   7	   (1d8	   +	   3)	   piercing	   
             mages,	   and	   an	   archmage’s	   abode	   has	   numerous	     damage,	   and	   the	   target	   must	   make	   a	   DC	   15	   
             magical	   wards	   and	   guardians	   to	   discourage	     Constitution	   saving	   throw,	   taking	   24	   (7d6)	   poison	   
             interlopers.	                                         damage	   on	   a	   failed	   save,	   or	   half	   as	   much	   damage	   on	   a	   
             	   
                                                                   successful	   one.	   
             Assassin	                                             	   

             Medium	   humanoid	   (any	   race),	   any	   non-  good	   alignment	     Trained	   in	   the	   use	   of	   poison,	   assassins	   are	   
                                                                   remorseless	   killers	   who	   work	   for	   nobles,	   
             Armor	   Class	   15	   (studded	   leather)	         guildmasters,	   sovereigns,	   and	   anyone	   else	   who	   can	   
             Hit	   Points	   78	   (12d8	   +	   24)	             afford	   them.	   
             Speed	   30	   ft.	                                   	   
                                                                   Bandit	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             	    11	   (+0)	    16	   (+3)	    14	   (+2)	    13	   (+1)	    11	   (+0)	    10	   (+0)	     Medium	   humanoid	   (any	   race),	   any	   non-  lawful	   
                                                                   alignment	   
             Saving	   Throws	   Dex	   +6,	   Int	   +4	          Armor	   Class	   12	   (leather	   armor)	   
             Skills	   Acrobatics	   +6,	   Deception	   +3,	   Perception	   +3,	     Hit	   Points	   11	   (2d8	   +	   2)	   
              Stealth	   +9	   
             Damage	   Resistances	   poison	                      Speed	   30	   ft.	   
             Senses	   passive	   Perception	   13	                	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             Languages	   Thieves’	   cant	   plus	   any	   two	   languages	     	    11	   (+0)	    12	   (+1)	    12	   (+1)	    10	   (+0)	    10	   (+0)	    10	   (+0)	   







             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       396	   
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