Crossroads MVP

- Humanoids

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Humanoids

TEST

Dwarfs

DESCRIPTION

Key Abilities

Tunnel Dweller

Experience living underground means this creature is less likely to gain Disadvantage from low-light or darkness.

Dwarf Citizen

Medium Humanoid

Civilian

Physical Mental
[B]: 1 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 0 (0)
[W]: 0 (0)
[P]: -1 (0)
[H]: HH HHH
AV:
Unarmed Strike

Deal D blunt damage; non-lethal

Dwarf Noble

Medium Humanoid

Civilian

Physical Mental
[B]: 0 (0)
[A]: 0 (0)
[D]: 1 (0)
[K]: 1 (0)
[W]: 0 (0)
[P]: -1 (0)
[H]: HH HHH
AV:
Unarmed Strike

Deal D blunt damage; non-lethal

Dwarf Earthshaper

Dwarf Earthshaper

Medium Humanoid

Physical Mental
[B]: 1 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 1 (0)
[W]: 1 (1)
[P]: 0 (0)
[H]: HH HHH
AV: AA
Greathammer

Deal DDa1 blunt damage; two-handed

Hurl Stone

Deal D blunt damage

- Range: Close

Dwarf Earthshaper

Medium Humanoid

Support

Tunnel Dweller

Experience living underground means this creature is less likely to gain Disadvantage from low-light or darkness.

Earthen Weapons

Augment Allied weapons to deal either sharp or blunt damage.

Stoneskin

Grant an ally Resist Sharp.

Mend

Mend a target's armour or wounds.

Earthsense

Nearby allies are immune to difficult terrain from earth, such as rocky footing or mud.

Additional Resources

Bark

Fights begin with a short prayer to the Earth.

Losing

Retreat to a more defensible position or return with more allies.

Bloodied

Retreat, clutching at their injury. If they find shelter, they might heal themselves.

Last Gasp

Call the power of Earth to strike their foes, casting a suitable spell.

Weakness

Support character have weak attacks.

Strength

Supporting their allies to become more effective.

Special

Stoneskin and Mend can make allies even tougher.

Strategy

Support allies and keep them safe, mending damage, and attacking vulnerable foes.

Information

Communication

Fill in later

Additional Details

For the Last Gasp, make an effect or spell appropriate to the fight or area. Have the ground swallow their feet, pinning them in place (avoiding with [a]/[b]) or have walls/roofs collapse on foes.

Elves

DESCRIPTION

Key Abilities

Treetop Ambushers

Gain Advantage when climbing trees or hiding in forest areas.

Elf Citizen

Medium Humanoid

Civilian

Physical Mental
[B]: −1 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 0 (0)
[W]: 1 (0)
[P]: 1 (0)
[H]: HH HH
AV:
Unarmed Strike

Deal D blunt damage; non-lethal

Elf Noble

Medium Humanoid

Civilian

Physical Mental
[B]: −1 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 1 (0)
[W]: 0 (0)
[P]: 1 (0)
[H]: HH HH
AV:
Unarmed Strike

Deal D blunt damage; non-lethal

Elven Druid

Elven Druid

Medium Humanoid

Physical Mental
[B]: 0 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 1 (0)
[W]: 1 (0)
[P]: 1 (0)
[H]: HH HH
AV: A
Dagger

Deal D sharp or puncturing damage

Shortbow

Deal DD puncturing damage

- Range: Close

Elven Druid

Medium Humanoid

Controller

Treetop Ambushers

Gain Advantage when climbing trees or hiding in forest areas.

Natural Power

Increase [W] by 1 when casting spells in areas with abundant plant-life, such as forests.

Entangle

Entangle up to [W] targets with vines or roots. Entangled targets are unable to move or defend themselves.

- Resist: vs. [B] or [A]

Mend

Mend a target's armour or wounds.

Humans

DESCRIPTION

Key Abilities

Team Tactics

This character gains Advantage on Attack Rolls if an Ally attacks that target this round.

Human Citizen

Medium Humanoid

Civilian

Physical Mental
[B]: 0 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 0 (0)
[W]: 0 (0)
[P]: 0 (0)
[H]: HHH HH
AV:
Unarmed Strike

Deal D blunt damage; non-lethal

Human Noble

Medium Humanoid

Civilian

Physical Mental
[B]: 0 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 2 (1)
[W]: −1 (0)
[P]: −1 (0)
[H]: HHH HH
AV:
Unarmed Strike

Deal D blunt damage; non-lethal

Soldiers

Town Guard

Town Guard

Medium Humanoid

Physical Mental
[B]: 1 (0)
[A]: 0 (0)
[D]: 1 (0)
[K]: 0 (0)
[W]: 0 (0)
[P]: 1 (0)
[H]: HHH HH
AV: AA
Heavy Weapon
Skilled

Deal D damage

Light Shield
sv 1

Town Guard

Medium Humanoid

Guardian

Team Tactics

This character gains Advantage on Attack Rolls if an Ally attacks that target this round.

Shield Wall

Gain Advantage on Block Avoidance Rolls when beside an ally that can also block the attack.

May also make Block Attack Avoidance rolls for Adjacent allies. If done, unable to make any other Avoidance Roll.

Additional Resources

Bark

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Losing

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Bloodied

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Last Gasp

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Weakness

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Strength

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Special

Ability can hhhh

Strategy

Use Ability and hhhh

Information

Communication

Fill in later

Additional Details

Fill in later

Guard Sergeant

Guard Sergeant

Medium Humanoid

Physical Mental
[B]: 1 (0)
[A]: 0 (0)
[D]: 1 (0)
[K]: 1 (0)
[W]: 2 (1)
[P]: 1 (0)
[H]: HHH HH
AV: AA
Heavy Weapon
Skilled

Deal D damage

Medium Shield
sv 2

Guard Sergeant

Medium Humanoid

Leader

Team Tactics

This character gains Advantage on Attack Rolls if an Ally attacks that target this round.

Stand Fast!

If this character succeeds on a [W] roll, nearby allies may use the same result.

- Radius: Medium

Take It Down!

This character may nominate a target with an action. Any allies with Team Tactics may gain Advantage on their Damage Rolls instead of Attack Rolls against this target.

Additional Resources

Bark

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Losing

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Bloodied

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Last Gasp

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Weakness

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Strength

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Special

Ability can hhhh

Strategy

Use Ability and hhhh

Information

Communication

Fill in later

Additional Details

Fill in later

Forest Ranger

Forest Ranger

Medium Humanoid

Physical Mental
[B]: 0 (0)
[A]: 1 (0)
[D]: 0 (0)
[K]: 0 (0)
[W]: 0 (0)
[P]: 2 (1)
[H]: HH HH
AV: A
Dagger

Deal D sharp or puncturing damage

Shortbow
Skilled

Deal DD puncturing damage

- Range: Close

Forest Ranger

Medium Humanoid

Ambusher

Treetop Ambushers

Gain Advantage when climbing trees or hiding in forest areas.

Opportunistic Fighter

Gain Advantage on damage when the target is unable to make Avoidance Rolls.

Reloading Skill

May Reload 1 as part of an Attack Action

Deadly Shot

May choose to make a Deadly Shot instead of a normal Attack Action with a Ranged Weapon.

Gain Disadvantage on the Attack Roll but gain Advantage on damage.

Additional Resources

Bark

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Losing

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Bloodied

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Last Gasp

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Weakness

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Strength

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Special

Ability can hhhh

Strategy

Use Ability and hhhh

Information

Communication

Fill in later

Additional Details

Fill in later

Shield Bastion

Shield Bastion

Medium Humanoid

Physical Mental
[B]: 2 (1)
[A]: 0 (0)
[D]: 0 (0)
[K]: 0 (0)
[W]: 0 (0)
[P]: 1 (0)
[H]: HH HHH
AV: A A
Heavy Mace

Deal D blunt damage

Medium Shield
sv 2

Shield Bastion

Medium Humanoid

Defender

Tunnel Dweller

Experience living underground means this creature is less likely to gain Disadvantage from low-light or darkness.

Defensive Stance

May adopt a defensive stance with an action.

Gain Advantage on Avoidance rolls but gain Disadvantage on Attack Rolls.

Intercept

As a Reaction, choose one:

- Move between an ally and a charging enemy

- Make a Block Avoidance Roll for an adjacent ally

Additional Resources

Bark

Commands are shouted to allies or opponents are ordered to surrender.

Losing

Hold the line for allies to escape, shouting to others to form ranks or a wall.

Bloodied

Retreat to a defensible position, grunting in pain from their injury.

Last Gasp

Call to their allies to escape, or curse their enemy and make a Quick Attack.

Weakness

No ranged attacks, limited offense.

Strength

Good armour. High Block defence.

Special

Intercept can protect their vulnerable allies.

Strategy

Bastions are usually the tank to distract enemies while their allies do damage.

Information

Communication

Fill in alter

Additional Details

Fill in later

Crossbow Arbalest

Crossbow Arbalest

Medium Humanoid

Physical Mental
[B]: 1 (0)
[A]: 0 (0)
[D]: 1 (0)
[K]: 0 (0)
[W]: 0 (0)
[P]: 2 (1)
[H]: HH HHH
AV: AA
Light Weapon

Deal DD damage

Crossbow
[p]

Deal D puncturing damage; Slow Reload (1)

- Range: Close

Crossbow Arbalest

Medium Humanoid

Marksman

Tunnel Dweller

Experience living underground means this creature is less likely to gain Disadvantage from low-light or darkness.

Reloading Skill

May Reload 1 as part of an Attack Action

Aim

May spend an action aiming to gain Advantage to hit with a Ranged Weapon on their Attack Roll next turn.

Deadly Shot

May choose to make a Deadly Shot instead of a normal Attack Action with a Ranged Weapon.

Gain Disadvantage on the Attack Roll but gain Advantage on damage.

Additional Resources

Bark

Humanoid opponents might be ordered to surrender.

Losing

Retreat to a more defensible position or return with more allies.

Bloodied

Retreat, clutching at their injury, possibly dropping their weapon.

Last Gasp

If their crossbow is loades, Quick Attack. Otherwise, curse their opponent.

Weakness

Weak in melee and only shoots every two rounds.

Strength

Deals good damage at range.

Special

Deadly Shot can eliminate nemies quickly.

Strategy

Hide in cover while reloading and eliminate important targets with Deadly Shot.

Information

Communication

Fill in after

Additional Details

Crossbows take an extra action to Reload, so the Arbalest can only shoot every other turn. After reloading on the second turn, they can Aim with their second action if they don't need to move.

Light Cleric

Light Cleric

Medium Humanoid

Physical Mental
[B]: 0 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: 1 (0)
[W]: 2 (1)
[P]: 0 (0)
[H]: HHH HH
AV: AA
Light Mace

Deal DD blunt damage

Light Bolt

Deal D holy damage

- Range: Close

Light Shield
sv 1

Light Cleric

Medium Humanoid

Warden

Holy Weapons

Infuse weapons with holy light.

Nearby allied weapons deal holy damage.

Holy Barrier

Grant nearby allies each a barrier that can absorb BB before it is destroyed.

Holy Blessing

Grant target Ally Advantage on all Attack Avoidance Rolls.

Cleanse

Remove all Conditions from an Ally.

Assorted Enemies

Ruffian

Ruffian

Medium Humanoid

Physical Mental
[B]: 0 (0)
[A]: 1 (1)
[D]: 0 (0)
[K]: 0 (0)
[W]: −1 (−1)
[P]: 1 (0)
[H]: HH HH
AV: A
Wicked Dagger

Deal D sharp damage

Hidden Dagger

Deal D puncturing damage

- Range: Close

Ruffian

Medium Humanoid

Goon

It Could Be Anyone...

This profile is based on a human, but can be altered to be of any species.

Certain changes may occur, such as to [H].

Opportunistic Fighter

Gain Advantage on damage when the target is unable to make Avoidance Rolls.

Bully

This character is a bully and a coward.

Gain Advantage on intimidation and fighting dirty, but Disadvantage against Fear and other effects.

Thug

Thug

Medium Humanoid

Physical Mental
[B]: 1 (0)
[A]: 0 (0)
[D]: 0 (0)
[K]: −1 (0)
[W]: −1 (−1)
[P]: 0 (0)
[H]: HHH HH
AV: A
Club
Skilled

Deal D blunt damage

Thug

Medium Humanoid

Goon

It Could Be Anyone...

This profile is based on a human, but can be altered to be of any species.

Certain changes may occur, such as to [H].

Bully

This character is a bully and a coward.

Gain Advantage on intimidation and fighting dirty, but Disadvantage against Fear and other effects.

Bandit

Bandit

Medium Humanoid

Physical Mental
[B]: 1 (0)
[A]: 1 (0)
[D]: 0 (0)
[K]: 0 (0)
[W]: −1 (−1)
[P]: 1 (0)
[H]: HHH HH
AV: AA
Light Weapon

Deal DD damage

Shortbow

Deal DD puncturing damage

- Range: Close

Bandit

Medium Humanoid

Artillery

It Could Be Anyone...

This profile is based on a human, but can be altered to be of any species.

Certain changes may occur, such as to [H].

Bandits and Thieves

Bandits usually just want money. They're likely to try and take prisoners for ransom and will let people go if they give up their money or other valuables.

Bandit Leader

Bandit Leader

Medium Humanoid

Physical Mental
[B]: 2 (1)
[A]: 0 (0)
[D]: 1 (0)
[K]: 1 (0)
[W]: 1 (0)
[P]: 1 (0)
[H]: HHH HH
AV: A
Greatweapon
Skilled

Deal DD a1 damage; two-handed

Throwing Weapons

Deal D damage

- Range: Close

Bandit Leader

Medium Humanoid

Bruiser

It Could Be Anyone...

This profile is based on a human, but can be altered to be of any species.

Certain changes may occur, such as to [H].

Shot Caller

This character may spend an action ordering their allies to perform a certain action.

Allies gain Advantage when performing that action.

Bandits and Thieves

Bandits usually just want money. They're likely to try and take prisoners for ransom and will let people go if they give up their money or other valuables.

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