Greetings, hive-mind. I am using the PHB and the MM here on D&D Beyond, but I am wondering if there is a better way to make rollable NPCs. There are a few 'types' in the MM, and I can always roll up actual characters, but...is there a middle way? Is there something in-between? If I want a 3rd level mage, for instance, I can use the one in the MM (5th level, I think) or roll up a whole character. Any ideas on a middle path?
I use monster stat blocks for all NPCs, even if they’re like an elven mage or a dwarven cleric or whatever other PC race + PC class combo. It’s sometimes faster/easier to use the character builder, but the monster stat blocks let me put in exactly what I want, no more, no less, and it’s easier to put some kind of funky, exotic stuff in that regular PCs wouldn’t have.
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So say you wanted a halfling ranger. How would you do that? I don't see generic halflings in the MM. Am I just blind (entirely possible)?
As Metamongoose says, pick something close to what you have in mind, remove what you don't want and add what's missing. It's an NPC. It doesn't really need to have everything exactly the same as a PC. Maybe you don't need all the Favoured Enemy and Natural Explorer improvements even if the NPC is supposed to be roughly equivalent to lvl 10. You can give them the exact spells you want without having to worry about the class restrictions. The fighting style can just be a bonus to whatever value is relevant. Instead of choosing a background you give them the exact proficiencies you want them to have, and maybe add a blurb about some backstory benefit they have if that's suitable. Anything goes.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
So say you wanted a halfling ranger. How would you do that? I don't see generic halflings in the MM. Am I just blind (entirely possible)?
I can't remember if it's mentioned in the Dungeon Master's Guide or Monster Manual, but what you do is find the stat block closest to a ranger (probably the archer) and apply all the halfling racial traits from the Player's Handbook (except ability score improvements). There's no generic halfling, just as there's no generic human, tiefling, dragonborn or elf. You have instead commoner, noble, guard or soldier which have the 'any race' subtype. You can then apply racial traits to them to make a halfing commoner or a dragonborn noble or tiefling guard.
This is what the official adventures do, many NPCs will be described as "Geoff uses the commoner stat block, with the following changes [lists racial traits]"
Greetings, hive-mind. I am using the PHB and the MM here on D&D Beyond, but I am wondering if there is a better way to make rollable NPCs. There are a few 'types' in the MM, and I can always roll up actual characters, but...is there a middle way? Is there something in-between? If I want a 3rd level mage, for instance, I can use the one in the MM (5th level, I think) or roll up a whole character. Any ideas on a middle path?
Thanks!
MC
Hope this helps:
http://www.npcgenerator.com/
I use monster stat blocks for all NPCs, even if they’re like an elven mage or a dwarven cleric or whatever other PC race + PC class combo. It’s sometimes faster/easier to use the character builder, but the monster stat blocks let me put in exactly what I want, no more, no less, and it’s easier to put some kind of funky, exotic stuff in that regular PCs wouldn’t have.
Want to start playing but don't have anyone to play with? You can try these options: [link].
So say you wanted a halfling ranger. How would you do that? I don't see generic halflings in the MM. Am I just blind (entirely possible)?
I'd start with the Scout stat block and maybe give it some Ranger spells and add in a random animal stat block for its companion.
EDIT: And of course add in any halfling racial features.
As Metamongoose says, pick something close to what you have in mind, remove what you don't want and add what's missing. It's an NPC. It doesn't really need to have everything exactly the same as a PC. Maybe you don't need all the Favoured Enemy and Natural Explorer improvements even if the NPC is supposed to be roughly equivalent to lvl 10. You can give them the exact spells you want without having to worry about the class restrictions. The fighting style can just be a bonus to whatever value is relevant. Instead of choosing a background you give them the exact proficiencies you want them to have, and maybe add a blurb about some backstory benefit they have if that's suitable. Anything goes.
Want to start playing but don't have anyone to play with? You can try these options: [link].
That's pretty cool =)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I can't remember if it's mentioned in the Dungeon Master's Guide or Monster Manual, but what you do is find the stat block closest to a ranger (probably the archer) and apply all the halfling racial traits from the Player's Handbook (except ability score improvements). There's no generic halfling, just as there's no generic human, tiefling, dragonborn or elf. You have instead commoner, noble, guard or soldier which have the 'any race' subtype. You can then apply racial traits to them to make a halfing commoner or a dragonborn noble or tiefling guard.
This is what the official adventures do, many NPCs will be described as "Geoff uses the commoner stat block, with the following changes [lists racial traits]"
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Also: the create a monster feature makes life reasonably simple as well. Thanks guys.
That's what we meant, yes. Apologies if that wasn't clear.
Want to start playing but don't have anyone to play with? You can try these options: [link].
No worries! Thank you for the conversation and ideas, my friends!