In dnd 4e there were 6 primary roles, which defined a monster acted in combat. These roles had no inherent rules but were designed to help build encounters. However because 5e was not built with these roles in mind, I build templates for these roles to help better define these roles. It is recommended that if a creature resembles a certain role already, and is very good at it, to not at these templates. Legendary monsters cannot receive these templates. A creature with this template has its CR increased by ½ or 1 if its CR was already 5 or higher.
Artillery
Artillery creatures are focused on dealing ranged damage and are usually a bit fragile. To make a creature into an artillery creature, give them the increased accuracy, barrage, and fragile traits. As listed below. Some of these traits, such as Fragile should simply be applied, rather than listing them in the stat block.
Increased accuracy
If the creature possesses any ranged attacks, its maximum range is doubled. In addition, the creature treats half-cover as no cover,¾ cover as half cover, and full cover as ¾ cover.
Fragile
The creatures Hit dies size is reduced by 1 (1d20 to 1d12, 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6, 1d6 to 1d4,1d4 to 1d1.)
Barrage (recharge 5-6)
As a bonus action, the creature makes a ranged attack at disadvantage. If the creature's CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020662-bandit-artillirey
Brute
Brutes are all about raw damage, and being a distracting threat. To make a creature a brute, give them the Brute, Slow, and Fury traits. As listed below. Some of these traits, such as Slow should simply be applied, rather than listing them in the stat block.
Brute
The creature's melee attacks deal an extra die of damage.
Slow
All of the creature's speeds are reduced by 10ft.
Fury (recharge 5-6)
As a bonus action, the creature makes a melee attack at disadvantage. If the creature's CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020722-orc-brute
Controller
Controllers focus on controlling the environment, debuffing foes, and forcing movement. To make a creature a controller, give them the Commanding, Fragile, and control movement traits, as listed below. Some of these traits, like fragile, should simply be applied, rather than listing in the stat block.
Commanding
The creature can cast command once per day, their spellcasting ability is Constitution. If they are a spellcaster, they add it to their list of 1st level spells, instead of casting once per day.
Fragile
The creatures Hit dies size is reduced by 1 (1d20 to 1d12, 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6, 1d6 to 1d4,1d4 to 1d1.)
Control movement (recharge 5-6)
As a bonus action, the creature chooses a creature within 60ft of them. That creature then is forced to move up to 10ft, as the Controller sees fit. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020748-hobgoblin-controller
Lurker
Lurkers strike from the shadows and have abilities that help protect them from attacks. They Tend to make devasting attacks every few turns, dealing little damage in between. To make a monster a lurker, give them the Defensive, Infrequent attacker, and Precise attack traits.
Defensive
The creature's ac Increases by 10ft.
Infrequent attacks
The creature has disadvantage on attacks unless said attack is affected by Precise attack.
Precise attack (Recharge 5-6)
As a bonus action, the creature gears up for a powerful strike. The next attack the creature makes deals an extra 2d6 damage (if their higher than cr 5 this increases 3d6) of the same type as the attack. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020775-bugbear-skulker
Skirmisher
Skirmisher monsters focus on moving throughout the battlefield, seeking advantageous positions, striking vulnerable foes, and meeting dangerous foes before they wreak harm on other foes. To make a creature a skirmisher, Give them the Into the fray, Fast, Fragile, and Mobile Striker traits. Some of these traits, like fast, should simply be listed, rather than listed in the stat block
Into the fray
The creature has advantage on initiative checks, and their speed is increased by 15ft if it's their first turn of initiative.
Fast
All of the creature’s speeds are increased by 15ft.
Fragile
The creatures Hit die size is reduced by 1 (1d20 to 1d12, 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6, 1d6 to 1d4,1d4 to 1d1.)
Mobile Striker( Recharge 5-6)
As a bonus action, the creature moves up to their speed without provoking opportunity attacks, or moves up to 15ft and makes a single attack at disadvantage. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action. Example:https://www.dndbeyond.com/monsters/2020637-goblin-skirmisher
Soldier
Soldiers soak up damage for their allies or serve as cannon fodder foes. To make a creature a soldier, give them the defensive, Slow, and Guard traits. Some of these traits, like Slow should
simply be listed, rather than listed in the stat block
Defensive
The creature’s AC increases by 1.
Slow
All of the creature’s speeds are reduced by 10ft.
Guard (Recharge 5-6) As a bonus action, the creature gains 1d8 temporary hit points. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020793-hobgoblin-soldier
Secondary roles
Those 6 cover the primary roles, now there are the secondary roles, minion or leader, and elite. These roles can be applied on top of the base roles, and allow some more interesting dynamics. A minion creature cannot possess the leader or elite roles. They’re also used to be a solo role, but those were simply legendary monsters. These are the templates for the Minions, Leader, and Elite roles.
Minions
Minions are designed to create a hoard of foes, without clogging the field for too long, and without pumping down the threat of some many creatures. They make good power encounters, to give your players the feeling of carving through a hoard of creatures. When making an encounter, you can replace any monster under cr 5 with, 4 minion versions of the monster, or 5 if the monster’s cr was less than 1. When making a minion, give it the Fodder, Avoidance, and Low-action traits, and remove the Fragile, slow, or infrequent attacker traits if they have them. You need not list the fodder trait.
Fodder
The creatures hit point totals becomes 1.
Avoidance
When a creature would make a saving throw, where it would take half damage on a successful saving throw, and full damage on failed one, it instead takes half damage on a failed saving throw and no damage on a successful one.
Leaders are made to buff their allies and possess effects to make them do so. Put them in encounters with other monsters, preferably those of another primary roll, and let them enhance the creatures. They also take charge of these creatures’ actions. To make a leader, give them the Leaders action trait, as listed below.
Leader’s Action
When the creature takes an action or bonus action, they can choose an allied creature within 10ft of them to take it instead. The chosen creature can use their reaction to, perform the action or bonus action as if it were their turn. If the creature’s stats make taking the bonus action or action unreasonable or Impossible (it utilizes an action or trait they do not have, for example), they instead gain 1d4 temporary hit points.
Elite
Elite monsters are a little more challenging, and are a more powerful threat, as compared to their normal versions. To make an elite creature, give them the sturdy trait, and legendary attack reaction which is listed below, and remove the fragile or slow traits if they have them. You need not list the sturdy trait in the creatures stat block. A creature with this template has their CR increased by 2, or by 1 if they already cr 5 or higher. When building an encounter, you can replace 2 of the same
Sturdy
The creature possesses one additional hit die and their ac Increases by 1.
Legendary Attack
As a reaction to a creature finishing its turn, The creature makes a single attack.
Encounter templates.
You can these templates to help build an interesting and relatively balanced encounter. These templates use the Variable N, which is half your party’s average level. You can replace some of these monsters with minions or elite monsters, as suggested by their respective entries, or replace an artillery or controller with an equally powerful trap or hazard with a similar effect. Here is the list of encounter templates.
Battlefield control
One controller monster with several skirmisher allies of similar CR can limit the player’s mobility without hindering the monster’s mobility. The controller’s ability to hinder enemies heightens the skirmisher’s mobility. This encounters consists of one controller with a CR of 1+N, and 4 skirmishers of a CR of N divided by 2 each.
Commander and troops
One commander monster, of any role, leads of group of troops. The troops are almost always soldiers or brutes, but more challenging encounters can have lurkers or artillery for troops. These encounters work well with minions. This encounter consists of one monster of a CR of N+3, and 4 brutes or soldiers of CR N Divided by 2. Alternatively, it has 2 Lurkers or Artillery of CR N divided by 2.
Double Line
2 controllers or artillery in the back, protected by 2 brutes or soldiers. Alternatively, you can replace one of the controllers or artillery with a skirmisher. This encounter consists of 2 controllers or artillery with a cr of N and 2 brutes or soldiers of Cr N.
Wolf pack
Some creatures hunt in packs of their kind. These creatures are usually skirmishers and use a certain tactic to make use of the mobility. Some of the creatures will act like skirmishers, while others will form a front line, and act like brutes. Until they are damaged too much, where they revert to their skirmisher tactics. This encounter consists of 4 skirmishers of CR N or 6 skirmishers of CR N divided by 2.
Update: Guarded break changed to defensive for lurker, and precise attack scaled. Gave into the fray to skirmishers, giving them better initiative and an initial advantage overall.
Working on some minor fixes, and some wording changes, and working on building more examples.
Primary roles
In dnd 4e there were 6 primary roles, which defined a monster acted in combat. These roles had no inherent rules but were designed to help build encounters. However because 5e was not built with these roles in mind, I build templates for these roles to help better define these roles. It is recommended that if a creature resembles a certain role already, and is very good at it, to not at these templates. Legendary monsters cannot receive these templates. A creature with this template has its CR increased by ½ or 1 if its CR was already 5 or higher.
Artillery
Artillery creatures are focused on dealing ranged damage and are usually a bit fragile. To make a creature into an artillery creature, give them the increased accuracy, barrage, and fragile traits. As listed below. Some of these traits, such as Fragile should simply be applied, rather than listing them in the stat block.
Increased accuracy
If the creature possesses any ranged attacks, its maximum range is doubled. In addition, the creature treats half-cover as no cover,¾ cover as half cover, and full cover as ¾ cover.
Fragile
The creatures Hit dies size is reduced by 1 (1d20 to 1d12, 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6, 1d6 to 1d4,1d4 to 1d1.)
Barrage (recharge 5-6)
As a bonus action, the creature makes a ranged attack at disadvantage. If the creature's CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020662-bandit-artillirey
Brute
Brutes are all about raw damage, and being a distracting threat. To make a creature a brute, give them the Brute, Slow, and Fury traits. As listed below. Some of these traits, such as Slow should simply be applied, rather than listing them in the stat block.
Brute
The creature's melee attacks deal an extra die of damage.
Slow
All of the creature's speeds are reduced by 10ft.
Fury (recharge 5-6)
As a bonus action, the creature makes a melee attack at disadvantage. If the creature's CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020722-orc-brute
Controller
Controllers focus on controlling the environment, debuffing foes, and forcing movement. To make a creature a controller, give them the Commanding, Fragile, and control movement traits, as listed below. Some of these traits, like fragile, should simply be applied, rather than listing in the stat block.
Commanding
The creature can cast command once per day, their spellcasting ability is Constitution. If they are a spellcaster, they add it to their list of 1st level spells, instead of casting once per day.
Fragile
The creatures Hit dies size is reduced by 1 (1d20 to 1d12, 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6, 1d6 to 1d4,1d4 to 1d1.)
Control movement (recharge 5-6)
As a bonus action, the creature chooses a creature within 60ft of them. That creature then is forced to move up to 10ft, as the Controller sees fit. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020748-hobgoblin-controller
Lurker
Lurkers strike from the shadows and have abilities that help protect them from attacks. They Tend to make devasting attacks every few turns, dealing little damage in between. To make a monster a lurker, give them the Defensive, Infrequent attacker, and Precise attack traits.
Defensive
The creature's ac Increases by 10ft.
Infrequent attacks
The creature has disadvantage on attacks unless said attack is affected by Precise attack.
Precise attack (Recharge 5-6)
As a bonus action, the creature gears up for a powerful strike. The next attack the creature makes deals an extra 2d6 damage (if their higher than cr 5 this increases 3d6) of the same type as the attack. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020775-bugbear-skulker
Skirmisher
Skirmisher monsters focus on moving throughout the battlefield, seeking advantageous positions, striking vulnerable foes, and meeting dangerous foes before they wreak harm on other foes. To make a creature a skirmisher, Give them the Into the fray, Fast, Fragile, and Mobile Striker traits. Some of these traits, like fast, should simply be listed, rather than listed in the stat block
Into the fray
The creature has advantage on initiative checks, and their speed is increased by 15ft if it's their first turn of initiative.
Fast
All of the creature’s speeds are increased by 15ft.
Fragile
The creatures Hit die size is reduced by 1 (1d20 to 1d12, 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6, 1d6 to 1d4,1d4 to 1d1.)
Mobile Striker( Recharge 5-6)
As a bonus action, the creature moves up to their speed without provoking opportunity attacks, or moves up to 15ft and makes a single attack at disadvantage. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action. Example:https://www.dndbeyond.com/monsters/2020637-goblin-skirmisher
Soldier
Soldiers soak up damage for their allies or serve as cannon fodder foes. To make a creature a soldier, give them the defensive, Slow, and Guard traits. Some of these traits, like Slow should
simply be listed, rather than listed in the stat block
Defensive
The creature’s AC increases by 1.
Slow
All of the creature’s speeds are reduced by 10ft.
Guard (Recharge 5-6) As a bonus action, the creature gains 1d8 temporary hit points. If the creature’s CR before applying this template was over 5, they automatically recharge this bonus action.Example:https://www.dndbeyond.com/monsters/2020793-hobgoblin-soldier
Secondary roles
Those 6 cover the primary roles, now there are the secondary roles, minion or leader, and elite. These roles can be applied on top of the base roles, and allow some more interesting dynamics. A minion creature cannot possess the leader or elite roles. They’re also used to be a solo role, but those were simply legendary monsters. These are the templates for the Minions, Leader, and Elite roles.
Minions
Minions are designed to create a hoard of foes, without clogging the field for too long, and without pumping down the threat of some many creatures. They make good power encounters, to give your players the feeling of carving through a hoard of creatures. When making an encounter, you can replace any monster under cr 5 with, 4 minion versions of the monster, or 5 if the monster’s cr was less than 1. When making a minion, give it the Fodder, Avoidance, and Low-action traits, and remove the Fragile, slow, or infrequent attacker traits if they have them. You need not list the fodder trait.
Fodder
The creatures hit point totals becomes 1.
Avoidance
When a creature would make a saving throw, where it would take half damage on a successful saving throw, and full damage on failed one, it instead takes half damage on a failed saving throw and no damage on a successful one.
Low-action
The creature cannot take bonus actions, one should remove all traits, actions, or bonus actions that make use of their bonus action. Example:https://www.dndbeyond.com/monsters/2020807-goblin-minion.
Leader
Leaders are made to buff their allies and possess effects to make them do so. Put them in encounters with other monsters, preferably those of another primary roll, and let them enhance the creatures. They also take charge of these creatures’ actions. To make a leader, give them the Leaders action trait, as listed below.
Leader’s Action
When the creature takes an action or bonus action, they can choose an allied creature within 10ft of them to take it instead. The chosen creature can use their reaction to, perform the action or bonus action as if it were their turn. If the creature’s stats make taking the bonus action or action unreasonable or Impossible (it utilizes an action or trait they do not have, for example), they instead gain 1d4 temporary hit points.
Elite
Elite monsters are a little more challenging, and are a more powerful threat, as compared to their normal versions. To make an elite creature, give them the sturdy trait, and legendary attack reaction which is listed below, and remove the fragile or slow traits if they have them. You need not list the sturdy trait in the creatures stat block. A creature with this template has their CR increased by 2, or by 1 if they already cr 5 or higher. When building an encounter, you can replace 2 of the same
Sturdy
The creature possesses one additional hit die and their ac Increases by 1.
Legendary Attack
As a reaction to a creature finishing its turn, The creature makes a single attack.
Encounter templates.
You can these templates to help build an interesting and relatively balanced encounter. These templates use the Variable N, which is half your party’s average level. You can replace some of these monsters with minions or elite monsters, as suggested by their respective entries, or replace an artillery or controller with an equally powerful trap or hazard with a similar effect. Here is the list of encounter templates.
Battlefield control
One controller monster with several skirmisher allies of similar CR can limit the player’s mobility without hindering the monster’s mobility. The controller’s ability to hinder enemies heightens the skirmisher’s mobility. This encounters consists of one controller with a CR of 1+N, and 4 skirmishers of a CR of N divided by 2 each.
Commander and troops
One commander monster, of any role, leads of group of troops. The troops are almost always soldiers or brutes, but more challenging encounters can have lurkers or artillery for troops. These encounters work well with minions. This encounter consists of one monster of a CR of N+3, and 4 brutes or soldiers of CR N Divided by 2. Alternatively, it has 2 Lurkers or Artillery of CR N divided by 2.
Double Line
2 controllers or artillery in the back, protected by 2 brutes or soldiers. Alternatively, you can replace one of the controllers or artillery with a skirmisher. This encounter consists of 2 controllers or artillery with a cr of N and 2 brutes or soldiers of Cr N.
Wolf pack
Some creatures hunt in packs of their kind. These creatures are usually skirmishers and use a certain tactic to make use of the mobility. Some of the creatures will act like skirmishers, while others will form a front line, and act like brutes. Until they are damaged too much, where they revert to their skirmisher tactics. This encounter consists of 4 skirmishers of CR N or 6 skirmishers of CR N divided by 2.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Update: Guarded break changed to defensive for lurker, and precise attack scaled. Gave into the fray to skirmishers, giving them better initiative and an initial advantage overall.
Working on some minor fixes, and some wording changes, and working on building more examples.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Thinking about expanding this to include the enivormental traps, hazards, and other effects from the 4e dmg, Thoughts?
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds