Like the title says I'm looking for advice/help/tips for making a pair of high level NPCs that will function as faction leaders for a campign I'm GMing soon. I have a general idea for the two of them in a Tech vs Magic style where later on in the campaign the players will need to pick a side. I was planning on setting up character sheets for them rather than stacking stat blocks and what not. Does this seem like a good idea or am I making to much work for myself and/or a wall that the players wouldn't be able to handle?
will these NPCs be getting used in combat? are they likely to end up fighting the players? If not then creating a statblock might not be needed. you could just use DM power to apply an appropriate modifier on the spot, I/e used this, I had a player try to run out on a bill in a restaurant past the bouncer. I just thought on the moment, who is the bouncer, probably someone hired to look intimidating, a bit of a thug, used to manhandling rowdy punters and unarmed combat, so I gave him +2 to Str and proficiency with grapple as this felt right.
if you want an actual statblock then I'd be tempted to reskin a CR appropriate monster and add some class skills to suggest they are high powered adventurers. so for an encounter I/m planning I wanted an eldrich knight, so I used the champion statblock and added a few spells so it would be roughly CR9
The players will have to fight 1 or both of them depending on their actions and choices. One being a might and magic character and the other be a technique and technolgy character. Was thinking of setting them some where between lvl 13-15 at first, since its a lvl 1 start campign.
You're probably going to want to use monster stat blocks if you expect the players to fight them eventually. They're built to be able to take damage from a party of characters and dish it out appropriately in return. (There will also need to be minions; single monster fights are often disappointing.) Characters go down faster.
You also don't have to do it now. For now, you can simply handwave the fight away if the players decide to try it on. "Are you sure? You're way out of your league here." is a very powerful question. (And "You lose", followed by consequences, is totally legit.)
By waiting until later, you get the ability to better configure the fight to make it interesting for the players when it actually goes down, rather than risk sticking to your guns and leaving it too easy. You also save yourself work for the fight that doesn't happen. All you need now is a general idea of what they and their factions can do. Later, you can pick out appropriate monsters and reflavor and tweak them to be the NPCs.
(Also, because players are players, be prepared for them to go either "a plague on both their houses!" or "can't we all be friends?")
If it were me I would create them as PCs, and then convert them into statblocks. To convert them I strip away all the generally nonessential stuff, streamline what’s left to make it easier to use in the moment, boost their action economy (usually with legendary actions), and double their hit dice. For example, here’s a PC that I converted into a statblock:
For me it's easier to start with a generic monster statblock and then add things. If you keep the list of signature moves/features small, it kind of forces you to think about what would be most impactful and flavorful in the context of the combat they are intended to be used. You can also bake in personality and other things to these features so that Telanthus is not just a rogue who likes tech but a rogue who actually uses tech in his abilities. This helps make it a special enemy as well, which these seem to be. But this does assume you're comfortable with writing up some homebrew features.
PCs are loaded with features and abilities, and those are designed to all come together to create the archetype. I think when you strip down from those you can sometimes lose some of that overall feel (or you don't strip down enough and it's too complicated).
For me it's easier to start with a generic monster statblock and then add things. If you keep the list of signature moves/features small, it kind of forces you to think about what would be most impactful and flavorful in the context of the combat they are intended to be used. You can also bake in personality and other things to these features so that Telanthus is not just a rogue who likes tech but a rogue who actually uses tech in his abilities. This helps make it a special enemy as well, which these seem to be. But this does assume you're comfortable with writing up some homebrew features.
PCs are loaded with features and abilities, and those are designed to all come together to create the archetype. I think when you strip down from those you can sometimes lose some of that overall feel (or you don't strip down enough and it's too complicated).
I highly recommend this kind of attitude to it. Using player rules for NPCs is both cumbersome and limiting. The strength of player rules are the ability to progress at the rate of a player but if you aren't doing that, which you likely won't be for end game bosses, then you shouldn't use them.
Use a monster stat block . Think about what they will actually do in combat and limit the stat block to that. Give them one or two basic patterns, power moves to mix up the combat throughout and some interesting defenses. For example a dragon has it's claw bite attack pattern and it's breath weapon, they have their lair actions to create a dynamic combat and draconic presence to set the tone. Their defenses are kind of boring relying just on legendary resistances and high numbers but flight adds a somewhat interesting element if used defensively.
For things outside of combat just use a narrative description. For example you can have a wizard with a description that says when made aware of an enemy they scry on them and set up a contingency within 24 hours or send x minions after them. You don't need to fill stat blocks with spells like scrying or create undead it's better to just say a lich has undead minions, opening up more variety of minions to you and say they use divination to predict what happens so they can do things like just know players names ect rather than giving them a long list of divination spells and tracking slots while worrying about how that effects combat.
In terms of tools for creating monsters. Dnd beyond is actually pretty good for keeping the lay out and copy pasting parts of monsters together to create something new but you will need to estimate the challenge on your own. I also like taking monster powers from PF2E which are available for free online which lots of info on how to convert there are also a large number of npc generators online to give you backgrounds, personalities and general ideas. If you really want a player style stat block there are generators and yo uare better off usign something like that to get a base to work from rather than doing it from the start.
So I want to thank everyone for helping and answering. I will admit I'm not fully understanding the data/roll sheets provided but, I do see the ease of using/mixing stat blocks over making a character. I'll start looking for stat blocks to use. Also if anyone would be willing to help or review my work would be great.
First NPC is Aarakocra Artillerist Artificer who is the commander (also ex pirate) of a Naval town. Personality is a combination of Captain Amelia and Long John Silver from Treasure Planet. Her Eldritch Cannon is part of her clockwork arm. Also has a saber, robo hand which has a single shot gun init for surprise shots.
The second NPC is a Dragonborn (Bronze) Storm Cleric whoses Dragon Heritage was "Awoken". So he has Wings, a better breath weapon, and stronger magic.
The second NPC is a Dragonborn (Bronze) Storm Cleric whoses Dragon Heritage was "Awoken". So he has Wings, a better breath weapon, and stronger magic.
For this I'd probably use the half dragon rules https://www.dndbeyond.com/sources/mm/monsters-h#HalfDragon and add a fly speed . The dragons breath is enough of a big moment of it's own usually and you can take the draconic presence of a dragon to set the tone. If you want a healer use the war priest as a base. I half dragon ware priest is plenty but if you want you can also give them something special to do every turn depending how you want them to play. There's virtually infinite options but only pick one or two because they've already got things like their breath weapon and flight.
If you want them to be evasive you can give them a bonus action to fly a short way without triggering reactions like a storm sorcerer, bonus action disengage or an attack with the effects of shocking grasp to prevent reactions
If you want them to be defensive you can have them do damage when they a hit like a lightning armor of agathys, a reaction to cast thunderwave on a melee hit or an aura like warding wind to protect from range
If you want them to be a melee bruiser give them a high damage two handed weapon and maybe single attack the also casts thunderwave, thunderous smite or maybe a lightning strike on a hit like the spell call lightning
For more of a caster something like a call lightning or witch bolt if you want the sith lightning feel ( I recommend adding a rider effect to witch bolt to make it interesting)
If you want them to be a controller you can give them an effect like lightning lure as part of their attack combo to draw enemies in
If you want to feel like a living storm you can have the area around them have the effects of gust of wind or give them a once a day whirlwind
Like the title says I'm looking for advice/help/tips for making a pair of high level NPCs that will function as faction leaders for a campign I'm GMing soon. I have a general idea for the two of them in a Tech vs Magic style where later on in the campaign the players will need to pick a side. I was planning on setting up character sheets for them rather than stacking stat blocks and what not. Does this seem like a good idea or am I making to much work for myself and/or a wall that the players wouldn't be able to handle?
will these NPCs be getting used in combat? are they likely to end up fighting the players? If not then creating a statblock might not be needed. you could just use DM power to apply an appropriate modifier on the spot, I/e used this, I had a player try to run out on a bill in a restaurant past the bouncer. I just thought on the moment, who is the bouncer, probably someone hired to look intimidating, a bit of a thug, used to manhandling rowdy punters and unarmed combat, so I gave him +2 to Str and proficiency with grapple as this felt right.
if you want an actual statblock then I'd be tempted to reskin a CR appropriate monster and add some class skills to suggest they are high powered adventurers. so for an encounter I/m planning I wanted an eldrich knight, so I used the champion statblock and added a few spells so it would be roughly CR9
The players will have to fight 1 or both of them depending on their actions and choices. One being a might and magic character and the other be a technique and technolgy character. Was thinking of setting them some where between lvl 13-15 at first, since its a lvl 1 start campign.
You're probably going to want to use monster stat blocks if you expect the players to fight them eventually. They're built to be able to take damage from a party of characters and dish it out appropriately in return. (There will also need to be minions; single monster fights are often disappointing.) Characters go down faster.
You also don't have to do it now. For now, you can simply handwave the fight away if the players decide to try it on. "Are you sure? You're way out of your league here." is a very powerful question. (And "You lose", followed by consequences, is totally legit.)
By waiting until later, you get the ability to better configure the fight to make it interesting for the players when it actually goes down, rather than risk sticking to your guns and leaving it too easy. You also save yourself work for the fight that doesn't happen. All you need now is a general idea of what they and their factions can do. Later, you can pick out appropriate monsters and reflavor and tweak them to be the NPCs.
(Also, because players are players, be prepared for them to go either "a plague on both their houses!" or "can't we all be friends?")
Are the Simple Class stat blocks and/or templetes I can use to diversify the Monster Stat Block?
If it were me I would create them as PCs, and then convert them into statblocks. To convert them I strip away all the generally nonessential stuff, streamline what’s left to make it easier to use in the moment, boost their action economy (usually with legendary actions), and double their hit dice. For example, here’s a PC that I converted into a statblock:
From those you can probably get the gist of what I was talking about.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I think I see it. Did you use a program/app or did you do it by hand?
Did it here on DDB, no special programs or anything for the conversion.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Good to know! Is there a NPC creation section like the PC character creation?
Sortakinda, yeah. It doesn’t do much of the math or any of the coding for you though, you gotta do that stuff for yourself, but yeah. Here’s a link to the monster homebrewer: (https://www.dndbeyond.com/homebrew/creations/create-monster), and here’s a link on how to code the rollables for their Actions and stuff: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/106856-adding-rollable-tags-to-your-homebrew-monsters-for). If you need any help don’t hesitate to ask.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
For me it's easier to start with a generic monster statblock and then add things. If you keep the list of signature moves/features small, it kind of forces you to think about what would be most impactful and flavorful in the context of the combat they are intended to be used. You can also bake in personality and other things to these features so that Telanthus is not just a rogue who likes tech but a rogue who actually uses tech in his abilities. This helps make it a special enemy as well, which these seem to be. But this does assume you're comfortable with writing up some homebrew features.
PCs are loaded with features and abilities, and those are designed to all come together to create the archetype. I think when you strip down from those you can sometimes lose some of that overall feel (or you don't strip down enough and it's too complicated).
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I highly recommend this kind of attitude to it. Using player rules for NPCs is both cumbersome and limiting. The strength of player rules are the ability to progress at the rate of a player but if you aren't doing that, which you likely won't be for end game bosses, then you shouldn't use them.
Use a monster stat block . Think about what they will actually do in combat and limit the stat block to that. Give them one or two basic patterns, power moves to mix up the combat throughout and some interesting defenses. For example a dragon has it's claw bite attack pattern and it's breath weapon, they have their lair actions to create a dynamic combat and draconic presence to set the tone. Their defenses are kind of boring relying just on legendary resistances and high numbers but flight adds a somewhat interesting element if used defensively.
For things outside of combat just use a narrative description. For example you can have a wizard with a description that says when made aware of an enemy they scry on them and set up a contingency within 24 hours or send x minions after them. You don't need to fill stat blocks with spells like scrying or create undead it's better to just say a lich has undead minions, opening up more variety of minions to you and say they use divination to predict what happens so they can do things like just know players names ect rather than giving them a long list of divination spells and tracking slots while worrying about how that effects combat.
In terms of tools for creating monsters. Dnd beyond is actually pretty good for keeping the lay out and copy pasting parts of monsters together to create something new but you will need to estimate the challenge on your own. I also like taking monster powers from PF2E which are available for free online which lots of info on how to convert there are also a large number of npc generators online to give you backgrounds, personalities and general ideas. If you really want a player style stat block there are generators and yo uare better off usign something like that to get a base to work from rather than doing it from the start.
So I want to thank everyone for helping and answering. I will admit I'm not fully understanding the data/roll sheets provided but, I do see the ease of using/mixing stat blocks over making a character. I'll start looking for stat blocks to use. Also if anyone would be willing to help or review my work would be great.
First NPC is Aarakocra Artillerist Artificer who is the commander (also ex pirate) of a Naval town. Personality is a combination of Captain Amelia and Long John Silver from Treasure Planet. Her Eldritch Cannon is part of her clockwork arm. Also has a saber, robo hand which has a single shot gun init for surprise shots.
The second NPC is a Dragonborn (Bronze) Storm Cleric whoses Dragon Heritage was "Awoken". So he has Wings, a better breath weapon, and stronger magic.
For this I'd probably use the half dragon rules https://www.dndbeyond.com/sources/mm/monsters-h#HalfDragon and add a fly speed . The dragons breath is enough of a big moment of it's own usually and you can take the draconic presence of a dragon to set the tone. If you want a healer use the war priest as a base. I half dragon ware priest is plenty but if you want you can also give them something special to do every turn depending how you want them to play. There's virtually infinite options but only pick one or two because they've already got things like their breath weapon and flight.
I had spare time at work so I made an example
https://www.dndbeyond.com/monsters/3953911-half-bronze-dragon-storm-priest
Thank you for the example. If your ok with it I'll probably tweak what you did a bit just to fit the campign.
PS- Sorry for taking a while to respond, was sick all last week.