Chieftain Darkness falls as the war-band continues moving north. The men have been on the move for over eight hours, but show no signs of fatigue. Their leader shouts orders, they follow, fearful of what may happen if they hesitate. One of the soldiers spots an enemy scout hidden on the side of the road. The scout attempts to flee, but stops dead in his tracks as a voice from behind him hits his ears, and causes his mind and body to freeze. The half-orc leader moves to the side of the scout and strikes with his sword. As the crippling blow lands, he commands one of his archers to end the scout's life. Light pierces the darkness, illuminating the smoke trails from the incense burning next to the wood elf. She prays for guidance in the coming negotiations. Her people have finally found the long-lost lands of their ancestors, but the men who call the area home refuse to part with it. She hopes to reach a peaceful solution to the conflict before it escalates. A vision of shadow and greed flashes in her mind. The minds of the men are clouded by evil. She now knows that steel will be used before terms are agreed upon. She finishes her prayer and sets out to ready her tribe for the conflict. The next day, as she approaches the human leader, the soldiers surrounding them draw their weapons. She yells at the man standing in front of her. He recoils from the pain of her voice. His body shifts showing the devil in its true form. The goliath roars with might, and swings his axe into the side of the warrior in front of him. Her body feels the icy sting as she is pushed backwards by the winds surrounding the goliath. The woman runs, putting distance between her and the angry behemoth. She thinks he has no way to attack her from this distance. The goliath smirks, and shouts. His voice collides with her body, rattling her bones like a powerful crack of thunder. The echoes fade, as her mind slips into unconsciousness. Revered by Some... Chieftains embody the power and unity of their civilization. Their words bring motivation and encouragement to the people who follow them. In battle, they bring strength to the hearts of their men by leading the charge, shouting their commands. In the meeting tents, they forge alliances with neighboring lands to crush the most immediate threat. They are venerated as living paragons by the common folk, a respect they seize and never relinquish, even after they die. Despised by Others In the eyes of those who oppose a chieftain, they are seen as ruthless warlords, barbaric conquerers whose words are as frightening as their sword. The defenseless are pillaged in order to sustain the war band's strength. The people who refuse to obey are rarely seen again. But the ones who are, are scarred and maimed for life. But physical strength is not the only path to victory, breaking the enemy mentally and emotionally is a powerful tactic used by the most cunning chieftains. Creating a Chieftain As you make your chieftain, consider the type of leadership traits your character embodies. Were you born into power, elected as an official, or did you take your title by force? Are you a ruthless despot raiding nearby lands, a noble king leading your people through a new golden age, or a superstitious leader worried about the future of your tribe? Once you've decided how your character leads, consider why they have left their tribe. Are you on a quest to find an artifact lost by your ancestors? Are you looking for new lands to conquer? Or are you seeking revenge on those who killed your people? Quick Build You can make a Chieftain quickly by following these suggestions. First make Strength your highest ability score, followed by Charisma. Second, choose the Noble or the Outlander background.

The Chieftain Level Proficiency Bonus Features Battle Cries Known War Chants Known War Chant Uses 1st +2 Battle Cry, Unwavering Defense 3 - - 2nd +2 Fighting Style, War Chant 3 1 2 3rd +2 Mantle of Authority, Font of Leadership, Warband 3 2 2 4th +2 Ability Score Improvement 4 2 2 5th +3 Extra Attack, Self-Control 4 2 3 6th +3 Boisterous Attack 4 3 3 7th +3 Mantle Feature, Quick Response 5 3 3 8th +3 Ability Score Improvement 5 3 3 9th +4 Chieftain's Yell, Hardiness 5 3 4 10th +4 Fear or Respect, Mantle Feature 6 4 4 11th +4 Powerful Voice 6 4 4 12th +4 Ability Score Improvement 6 4 4 13th +5 War Chant Improvement 7 4 5 14th +5 Strength of the Tribe 7 5 5 15th +5 Tribal Ambassador 7 5 5 16th +5 Ability Score Improvement 8 5 5 17th +6 Mantle Feature 8 5 6 18th +6 Fueled by Battle 8 6 6 19th +6 Ability Score Improvement 9 6 6 20th +6 Absolute Rule 9 6 6 Class Features Hit Points Hit Dice: 1d10 per chieftain level

1d10 per chieftain level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per chieftain level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Musical instrument (drum) Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Athletics, Deception, Insight, Intimidation, Performance, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

An explorers pack and a war drum Battle Cry You learn three battle cries of your choice, which are detailed in the section titled Battle Cries located below. The Chieftain uses their battle cry to give quick orders to their allies, or briefly undermine their adversaries. Battle cries can be used at anytime, including during your war chant, and target one creature . Your battle cries have a range of 60 feet. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest. When you gain a level in this class, you can choose one of the battle cries you know and replace it with another battle cry that you could learn at that level. You gain additional battle cries at 4th, 7th, 10th, 13th, 16th, and 19th level. A level prerequisite in an battle cry refers to chieftain level, not character level. Saving Throws Some of your Battle Cries and War Chants require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Chieftain Save DC = 8 + your proficiency bonus + your Charisma modifier

Unwavering Defense While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a Shield and still gain this benefit. Not the Standard In my own campaign, I've used 10 + Charisma mod + Constitution mod. This was my original iteration of unarmored defense for this class. This was done to make the class a little less MAD. Feel free to use this version of Unarmored defense in your game if agreed upon by the GM. Fighting Style At 2nd level you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. War Chant At 2nd level, you learn one war chant, which are detailed in the section titled War Chants located below. War chants are used by the Chieftain for long-lasting effects on the battle field. War chants require an action to initiate and last for one minute, until the target is unable to hear you, or the target starts its turn outside the range of your war chant. You may only use one War Chant at a time, and may only target one creature at a time. If you are able to cast spells, you can't concentrate on them while using your War Chant. Your War Chants have a range of 30 feet. You regain all expended used when you complete a long rest. You gain increased usages of War Chant at 5th, 9th, 13th, and 17th levels. You learn additional War Chants at 3rd, 6th, 10th, 14th, and 18th level. Each time you learn a new War Chant, you can also replace one war chant you know with a different one. A level prerequisite in a War Chant refers to chieftain level, not character level. Mantle of Authority At 3rd level, you choose a leadership position in your tribe. Choose the Spirit Walker, Stormcaller, or Tyrant, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, and 17th levels. Font of Leadership Beginning when you reach 3rd level, you regain all of your expended uses of Battle Cry when you finish a short or long rest. Warband At 3nd level, your new-found authority has given you the ability to induct willing creatures into your warband. You may induct a number of creatures equal to twice your Charisma modifier. The induction process requires the completion of some sort of rite of passage. Inducted creatures learn to communicate simple ideas through hand gestures and other non verbal cues. A chieftain not only leads their people in battle, they must also lead at the negotiation table. For this, understanding your enemies, and allies, is key. You learn two new languages of your choice. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Self-Control At 5th level, you've learned that following your own orders is as important as commanding others to do so. You can target yourself when using your Battle Cry or War Chant feature. Boisterous Attack Starting at 6th level, whenever you use an Action to initiate a War Chant or use a Battle Cry, you can make one weapon attack as a bonus action. Quick Response At 7th level, your allies have grown to anticipate your orders. Members of your warband don't require use of their reaction for Battle Cries that target them.

Chieftain's Yell At 9th level, your voice carries farther on the battlefield. The range of your Battle Cry increases to 120 feet. The range of your War Chant increases 60 feet. Hardiness At 9th level, your body can physically withstand certain harmful effects, such as a white dragon's icy breath or a blight spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Fear or Respect At 10th level, your immense presence in battle starts to show itself in your everyday personality. Choose either Intimidation or Persuasuion. You gain proficiency in the chosen skill if you are not already proficient, and your proficiency bonus is doubled for any ability check you make that uses that proficiency. Members of your warband may have advantage on checks related to your chosen skill while within 10 feet of you. Powerful Voice At 11th level, your war chants fuel your strength in combat. While War Chant is active, you may add your Charisma modifier to your weapon damage rolls. If you have targeted a member of your warband with a War Chant, they may add your Charisma modifier to one damage roll made on their turn. War Chant Improvement At 13th level, if your War Chant ends early because the target can no longer hear you, or is outside the range of your War Chant, you can use an action to choose a new target to continue the War Chant. Strength of the Tribe At 14th level, you can draw strength from those around you. When you initiate your War Chant, you gain temporary hit points equal to twice the number of warband members in range of your War Chant. Tribal Ambassador By 15th level, you have experienced many negotiations. You know the intricacies of the art, and the time and patience needed to perfect them. Whenever you make an ability check using Deception, Insight, Intimidation, or Persuasion, you can roll one hit die and add the number rolled to the total. Doing so expends the hit die. You can wait until after you roll the d20 before deciding to use the hit die, but must decide before the DM says whether the roll succeeds or fails. Fueled by Battle Beginning at 18th level, when you roll initiative and have no uses of Battle Cry left, you regain one use. Absolute Rule At 20th level, your voice expands in power. Whenever you use your War Chant feature, you can select one additional target within range to affect. If a War Chant requires the target to be an ally, you can choose yourself as the additional target. Once per long rest, you can target a number of creatures equal to your Charisma modifier when you use your Battle Cry feature. Mantle of Authority Chieftains serve an important position in their tribe. Whether that mantle is that of a Spirit Walker, a Storm Caller, or a Tyrant; a chieftain is well-respected and feared by both his enemies and allies. At 3rd level, you choose a mantle that shapes your role in your tribe. Your choice grants you features at 3rd level and again at 7th, 10th, and 17th levels. Spirit Walker For some chieftains, belief is an important aspect of their tribe's dynamics. These warrior priests lead their tribe in battle to reclaim once lost holy lands, or to purify their people from fiendish influence. Their ties to their gods or ancestors fuels them with holy power. Call for Aid Starting when you choose this seat at 3rd level, you gain the ability to call on spirits to assist you and your tribe. As an action, you can call on these spirits for help. Choose either the Guide, the Healer, or the Warrior. The spirit then appears in an open space within 30 feet of you. The spirit rolls its own initiative. The spirit has an AC equal to 10 + your Charisma modifier, and hit points equal to 3 times your chieftain level. The rest of the spirits' stats are detailed at the end of the class description. The spirit vanishes back to the ethereal plane after 1 minute, or after it drops to 0 hit points. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest. You also gain the ability to cast augury and purify food and drink as rituals. Healing Hymns At 7th level, your words bring vitality to those you call allies. When you initiate your War Chant, you can choose a number of creatures up to your Charisma modifier within your War Chant's range, that can hear you. These creatures immediately regain 1d4 + Charisma modifier HP. Chief of the Flock At 10th level, you gain proficiency in the Religion skill. When you make an ability check with this skill, your proficiency bonus is doubled. You learn to speak, read, and write Celestial. You also gain the ability to cast commune as a ritual. Spirit Step At level 17th level, you gain the ability to move as the spirits who guide you do. As a reaction to taking damage, you can trade positions with your aiding spirit, gaining resistance

to the damage dealt. The spirit takes damage equal to the damage dealt to you. When you take the Dash action, you can move through objects and structures as if they were difficult terrain, as long as they are no larger than 10 feet wide. Once you use this feature, you must finish a short or long rest before using it again. Stormcaller For some chieftains, the ability to bend the weather to their will allows them to provide and protect their tribe. These wind talkers use their voice to bring forth rains to water their crops, hail to punish their enemies, wind to slow their foes, and their words sound like thunder bearing down on those who choose to oppose them. Wind at Your Back Starting when you choose this seat at 3rd level, your control over the sky assists you in combat. While you’re using your War Chant, you can use a bonus action on your turn to push a Large or smaller creature when you hit it with melee weapon attack. The creature must make a Strength or Dexterity saving throw (the target chooses the ability to use) against your save DC, or be knocked prone. Any weapon with the thrown property has its normal range and long range doubled. Armory of the Storm At 7th level, whenever you take a short rest, you can imbue weapons with the power of the storm. The weapon's original damage type determines the new damage that it deals. Bludgeoning becomes Thunder, Piercing becomes Lightning, and Slashing becomes Cold. The creature wielding an imbued weapon gains resistance to the associated damage type. You can imbue a number of weapons equal to your Charisma modifier (minimum of 1). A weapon remains imbued until you finish a short or long rest. Rain Bringer At 10th level, you gain the ability to call on the sky to begin raining. To use this ability, make a Charisma (Performance) check against the rain bringer DC for the climate you are in. On a successful check, the clouds within a 1 mile radius cylinder will rain for one hour. While the sky is raining in this way, creatures attempting to track you have disadvantage on any Wisdom (Survival) checks. At the end of the hour, any physical tracks left by you and your party are destroyed by the pecipitation. You must finish a short or long rest before using this feature again. You also learn to speak, read, and write Primordial. Rain Bringer DCs DC Climate 5 Wet/Tropical 10 Marine 15 Humid/Subtropical 20 Dry 25 Arid Downpour Ambush At 17th level, you can call upon the elements of the storm to aid you in battle. As an action, you can summon both an air and a water elemental. The elementals are friendly to you and your companions and obey any verbal commands you issue to them. The elementals roll their own initiative. After ten minutes, the elementals return to the sky. If an elemental starts its turn unable to hear you, or outside your Battle Cry range, it becomes hostile toward you and your companions. You must finish a long rest before using this feature again. Credit: Redditor /u/aeronik

Tyrant For other chieftains, the strength of the tribe is only achieved on the battlefield. These warlords lead their tribes on endless campaigns; gaining wealth, land, and most importantly, power. Savage Ferocity Starting when you choose this seat at 3rd level, you can push your body to the limit to crush the weakend foes before you. When a creature within 5 feet of you takes damage, you may use your reaction to make one weapon attack against the creature, gaining a bonus to the damage dealt equal to half your chieftain level. You may use ths feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you complete a long rest. Prepare for the Onslaught At 7th level, you gain the ability to instill toughness in your allies. Whenever you roll initiative, and are not surprised, you can grant temporary hit points to friendly creatures within range of your Battle Cry. Choose a number of creatures up to your Charisma modifier. These creatures gain temporary hit points equal to your Charisma modifier plus your chieftain level. Drums of War At 10th level, when traveling for an hour or more, your group can travel for 12 hours before experiencing the effects of a forced march. Those traveling with you may also remove one level of exhaustion on finishing a short rest. Once a creature has benefited from this feature, they must finish a long rest before doing so again. Pile on the Pain At 17th level, when you use your savage ferocity feature, you can also command one friendly creature within range of your Battle Cry to attack. That creature can use it's reaction to make a single weapon attack against the creature you attacked with savage ferocity.

Battle Cries Back in Position You know that positioning in battle is always key. As a bonus action, choose a friendly creature within range. That creature can use its reaction to move up to half its speed without provoking opportunity attacks. Come at Me Your words cloud the mind of the enemy, making them lose track of their position on the battlefield. As a bonus action, choose one creature within range. The creature must make an Wisdom saving throw. On a failed save, they are forced to move their full movement speed towards you. Focus on Me You can attempt to goad a creature into attacking you. As a bonus action, choose one creature within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Not Your Time Yet Prerequisite: Mantle of the Spirit Walker Your ties to the spirits lets your voice reach out to those on death's door. As a bonus action, you can call out to an ally who is making death saving throws. On their next turn, they may make thier death saving throw with advantage. If both rolls are successful, the target may return to 1 hit point. Reckless Abandon Your ferocious style in combat is inspiring. As a bonus action, choose one ally within range. When they make their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls during this turn, but attack rolls against them have advantage until their next turn. Routing Cry Prerequisite: Mantle of the Tyrant Your presence on the battlefield causes the enemy to turn tail and run. As a bonus action, choose one enemy within range. The target must make a wisdom saving throw. On a failed save, they are forced to move their full speed away from you. Speed of the Wind Prerequisite: Mantle of the Stormcaller You know how inspire quickness in your allies. As a bonus action, choose one friendly creature in range. The target's speed is doubled until the start of your next turn. Up on Your Feet You can bolster the resolve of one of your companions. As a bonus action, choose a friendly creature within range. That creature gains temporary hit points equal to your Charisma modifier + half your chieftain level, rounded up. If the target is prone, it can use its reaction to stand up. Watch Your Back You are always watchful of your allies in combat. When a creature you can see attacks one of your allies within range, you can use your reaction to call out the attack, allowing your ally to take the dodge action as a reaction. You must use this before the attacker makes its roll. Break Their Will Prerequisite: 5th level Your shouts physically shakes your enemies. As a bonus action, choose a hostile creature within range. The creature must make a Constitution saving throw or be incapacitated until the start of your next turn. Crack of Thunder Prerequisite: 5th level, Mantle of the Stormcaller Your yells echo like rolling thunder. As an action choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature takes 2d10 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. The damage increases to 3d10 at 9th level, 4d10 at 13th level and 5d10 at 17th level. Cull the Weak Prerequisite: 5th level, Mantle of the Tyrant Your shouts damage the psyche of those too weak to survive your brutality. As an action, choose one creature within range. The target must make a Wisdom saving throw. On a failed save, a creature takes 3d10 psychic damage and has disadvantage on its next attack roll. On a successful save, the creature takes half as much damage and doesn't suffer disadvantage. The damage increases to 3d10 at 9th level, 4d10 at 13th level and 5d10 at 17th level. Curse the Wicked Prerequisite: 5th level, Mantle of the Spirit Walker Your words sear the souls of the evil and depraved. As an action, choose one creature within range. The target must make a Wisdom saving throw. On a failed save, a creature takes 3d10 radiant damage and its speed is halved until the start of your next turn. On a successful save, the creature takes half as much damage and its speed is not reduced. The damage increases to 3d10 at 9th level, 4d10 at 13th level and 5d10 at 17th level. Jarring Words Prerequisite: 5th level You can attempt to break a creature's concentration using only your voice. As an action, choose one creature in range. The target must make a constitution saving throw. On a failed save they lose concentration.

Drop Your Guard Prerequisite: 10th level You wreak havoc wherever you go on the battlefield. As an action, choose one creature within range. It must succeed on a Wisdom saving throw or be distracted by you. The next time the creature is forced to roll a saving throw, it does so at disadvantage. Shake it off Prerequisite: 10th level As an action, choose one ally within range that is under an effect that requires a saving throw or ability check to end, such as the hold person spell or a gelatinous cubes's engulf feature. The targeted creature can make an additional saving throw or ability check as a reaction, adding your charisma modifier to the roll. War Chants Brace Yourself Your bravado in combat inspires your allies to be tough and diligent. You can use an action to choose one friendly creature within range to fortify with your chant. The creature gains a bonus to saving throws equal to your Charisma modifier. Hold the Line Your experience in battle has shown you how important it is to control the enemy's movement on the battlefield. You can use an action to choose one friendly creature within range to command. For the duration of your chant, the area adjacent to the creature is considered difficult terrain for enemy creatures, and the target gains advantage on any opportunity attacks they make. Off Rhythm You know a discordant chant that can muddle an enemy's focus and steps. As an action, choose one enemy creature within range. At the start of each of its turns, the creature must make a Wisdom saving throw. On a failure, it suffers disadvantage on attack rolls until the end of its turn. On a success, it suffers no effect. Battle Cadence Prerequisite: 6th level The beating of your heart swells within you like the drums of war, and you begin to chant rhythmically, inspiring your allies to attack more efficiently. As an action, choose a creature within range. For the chant's duration, the target gains advantage on its first attack on each of its turns. If both rolls would hit, they may make one additional attack as a part of their attack action. I am Your Fear Prerequisite: 6th level Your rage-fueled shouts cause your enemies to lose their will to fight. You can use an action to choose one hostile creature within range to scare with your chant. The target must make a Wisdom saving throw or be frightened. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. If you have damaged the target in the previous round, it makes the save at disadvantage. Quick Movements Prerequisite: 6th Level Your rhythmic shouting assists your ally's movements in combat. As an action, choose a creature within range. For the chant's duration, the targeted creature's movement speed increases by 10 feet and if the target provokes an opportunity attack by moving out of a creature's range, the attack is made with disadvantage. Hymn of Victory Prerequisite: 14th level, Mantle of the Spirit Walker Your war chant bestows holy strength in your ally. As an action, choose one friendly creature within range. The target gains a +2 bonus to AC and they are imune to being charmed, frightened, or possessed. If the target is already charmed, frightened, or possessed, the condition ends. Their weapon attacks also deal an additional 1d8 radiant damage. Once you use this war chant, you must finish a long rest before using it again. Join or Die Prerequisite: 14th level, Mantle of the Tyrant Your war chant breaks the hearts and minds of your enemies. As an action, choose one hostile creature within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you can issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can cause the target to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object actions. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw against the war chant. Once you use this war chant, you must finish a long rest before using it again.

Tempest's Fury Prerequisite: 14th level, Mantle of the Stormcaller Your shouting forces the winds around your enemies to incredible speeds. As an action, choose one hostile creature within range. A whirlwind howls down on top of them. The whirlwind flls the space occupied by the creature. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind, including when the whirlwind first appears. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails the save is shrouded in the whirlwind until the chant ends. While shrouded, the creature has disadvantage on attack rolls and ranged attacks made against the creature are made with disadvantage. The whirlwind moves with the target. A shrouded creature can use an action to make a Strength or Dexterity check against your war chant save DC. If successful, the creature is no longer shrouded by the whirlwind. Once you use this war chant, you must finish a long rest before using it again.

Guide Medium humaniod, neutral Armor Class 10 + Charisma mod

10 + Charisma mod Hit Points Chiefatin level x 3

Chiefatin level x 3 Speed 35 ft. STR DEX CON INT WIS CHA 10 (0) 16 (+3) 10 (0) 14 (+2) 15 (+2) 12 (+1) Skills Nature +4, Perception +4, Stealth +5, Survival +4

Nature +4, Perception +4, Stealth +5, Survival +4 Languages Common Keen Hearing and Sight. The guide has advantage on Wisdom (Perception) checks that rely on hearing or sight. Natural Talent. The guide is considered profficient in a skill when assisting another creature in an ability check. Actions Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Healer Medium humanoid, neutral Armor Class 10 + Charisma mod

10 + Charisma mod Hit Points Chiefatin level x 3

Chiefatin level x 3 Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 13 (+1) 18 (+4) 13 (+1) Skills Medicine +6

Medicine +6 Languages Common Innate Spellcasting. The healer's innate spellcasting ability is wisdom (spell save DC 14). It can innately cast the following spells: At will: spare the dying 1/day each: cure wounds, healing word, and lesser restoration Actions Quarter Staff. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d6) or 4 (1d8) if wielded in two hands Warrior Medium humanoid, neutral Armor Class 10 + Charisma mod

10 + Charisma mod Hit Points Chiefatin level x 3

Chiefatin level x 3 Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (0) 9 (-1) Languages Common Reckless. At the start of its turn, the warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.