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Grod_The_Giant
2020-08-04, 02:52 PM
I used these rules to great effect in my Out of the Abyss campaign; now that I'm stuck at home, I figured I might as well write them up all nicely.

NPCs As Equipment
No-one accomplishes anything alone, not even heroes. Throughout your campaign, the party will almost inevitably find allies—from the town guards fighting side-by-side in a single encounter to the loyal partner at your side from start to finish. Adventure modules in particular are full of potential friends and fellow adventurers, adding richness and roleplaying opportunity in even the most isolated wilderness.

The downside of non-player characters—NPCs—hanging around with the party is that something has to be done with them during a fight. If the Game Master tries to control the NPCs themselves, it complicates their life and results in entire turns where the players aren’t involved at all. Even if the players are given control of the NPCs in combat, things can get sticky. Combat encounters can already be one of the most time-consuming parts of a D&D session, and adding extra characters only makes the situation worse. And what if they wind up rolling particularly well or having just the right set of abilities and taking center stage in an encounter? Allies are supposed to support the players, not overshadow them.

At the same time, sidelining allies who should be useful during a fight, or abstracting their battles to be happening “just offscreen,” isn’t satisfying either. The ideal case would be to have them mixed in with the players, contributing to the encounter without sucking up time or spotlight. To offer significant help, but be relegated to a support role. More like a sentient magic item, perhaps, than a normal character.

And so.

Allies
An Ally is a non-player character who accompanies a player, sticking by their side and helping them in combat. There is no limit to how many Allies a single character can have with them. During combat, any Allies who are present must join a character.
While accompanied by an Ally, you’re limited to their normal modes of movement—their Speed Limit. This does not prevent you from taking the Dash action, even as a bonus action or reaction, but you cannot benefit from increases to your speed or new types of movement unless the effect also targets your Ally.
In exchange, however, an Ally provides you with three special abilities:


Aid Another: Allies have their own specialties, and they’re happy to use them to assist you. All Allies offer a bonus to some set of Ability checks, usually one or two particular skills. When making a check using one of their listed skills, you may roll 1d6 and add it to the result. This increases to 1d8 at 11th level.
Passive Ability: Every Ally provides some sort of ongoing bonus. A trained bodyguard might grant you +1 AC as she guards your back. A great bear might grant you the ability to ride him into battle, gaining mounted combat bonuses. More examples will be listed later, but GMs are encouraged to create unique effects.
Active Ability: Similarly, each Ally has some sort of special skill or power they can use on your behalf. Doing so uses your action, bonus action, or reaction, as appropriate. A pet dragon might use its breath weapon as an action, a barbarian use your bonus action to land his own axe blow, or a wizard might be able to cast certain trademark spells on your behalf. Active abilities can be at-will or have limited uses, depending on how powerful the effect is. Like Passive Abilities, some examples will be listed later, but Active Abilities in particular should be personalized to the character and skills of the Ally.

Like magic items, there’s no specific guideline for how powerful these abilities should be. Adding an NPC to the party in any capacity is going to make the group stronger; the stronger the NPC, the greater the boost. Allies should reflect the reality of the world—a frost giant Ally is going to be stronger than a village hunter, and that’s as it should be. GMs should use their best judgment when creating potential Allies. Groups, for their part, should assign their Ally to different players during different encounters, letting everyone get the chance to enjoy their benefits.

Allies and Injuries
Allies don’t have hit points, and can’t be directly targeted by attacks, spells, or other effects. That said, they’re not invulnerable. If an attacker rolls a critical hit against you, or you roll a natural 1 on a saving throw against a damaging effect, your Ally becomes the new target and becomes Injured.

Alternately, at any point when you take damage, you can make your Ally the new target. You are unaffected by the attack or effect, and your ally becomes Injured. This could represent a local friend sacrificing themselves for you, a ruthless use of an underling for cover, or simply the luck and flow of the battlefield.

Once Injured, Allies are no longer capable of providing meaningful assistance. You lose the benefits of their Passive Abilities, and cannot make use of their Active Ability. However, they are still alive, and will recover in time. A long rest allows an Injured ally to heal, as does any magical effect capable of removing a level of exhaustion.

If an already-Injured Ally is Injured again, they die.

Squads
An “Ally” doesn’t have to be literal. You can also represent a whole squad of followers or soldiers as a single Ally—a Squad. Squads provide all the normal benefits of an Ally, but have a different way of handling Injuries.

More precisely, Squads can accept up to four Injuries, each representing the lives of approximately one-fourth the soldiers that make it up. The first Injury they suffer has no effect. After the second, they can no longer provide their Passive Ability. After the third, their Active Ability is also disabled. The fourth Injury wipes out the Squad, killing, wounding, or scattering all survivors.

Unlike normal Allies, Squads don’t heal naturally—their Injuries represent dead men, not mere cuts and bruises. Instead, you must spend time recruiting and training replacements, a process taking approximately one week.

While accompanied by a Squad, you occupy the space of an appropriately large creature—usually Huge.


The following are some generic examples Allies, ready to use.


Archetype

Speed Limit

Aid Another

Passive Ability

Active Ability



Archery Team

30ft

Perception, Survival

Volley Fire: When making ranged attacks, the archers can add their fire to yours. Instead of making an attack roll, your target must make a Dexterity saving throw against a DC of 8 + your ranged attack bonus. On a failure, they are struck by the attack.

Blot out the Sun: As an action, the archers unleash a tremendous storm of arrows. Each creature in a 20-foot-radius, 20-foot-high cylinder centered on a point within 60ft must make a Dexterity saving throw. A creature takes 5d6 piercing damage on a failed save, or half as much damage on a successful one. Once the archers have done so twice, she cannot use this ability again until you have completed a long or short rest.



Barbarian Warband

40ft land

Athletics, Intimidation

Aggression: Your speed increases by 10ft.

Mass Charge: You and your followers may move up to you speed, and move through other creatures; any creature whose space they pass through must make a DC 15 Strength save or be knocked prone.



Guard

30ft

Insight, Perception

Bodyguard: The guard watches your back, giving you +1 AC

Coordinated Attack: As a bonus action, the guard feints, granting you a +2 bonus on your next melee attack against a foe within 5ft.



Healer

30ft

Medicine, Herbalism Kit

Resist Death: Any allies who are reduced to zero hit points while within 15ft of you are automatically stabilized as the healer rushes over to treat them, then hurries back.

Cure Wounds: As an action, the Healer can cast Cure Wounds or Healing Word as though from a third level spell slot. Once she has done so twice, she cannot use this ability again until you have completed a long or short rest.



Holy Man

30ft

Persuasion, Religion

Armor of Righteousness: When you are attacked by an undead or fiend, it must roll a d4 and subtract the number rolled from its attack roll.


Smite Evil: As a bonus action, the holy man unleashes radiant flames. One creature within 60ft must make a DC 12 Dexterity save or take 2d6 radiant damage. Fiends and undead suffer an additional 1d6. This attack does not benefit from Holy Light.



Hunter

30ft

Animal Handling, Survival

Beasts of the Wood: You have advantage on checks to calm, track, or hide from beasts.

Snapshot: As a bonus action, the hunter takes a shot with his bow. This ranged attack has a +5 bonus to hit, a 60ft range, and deals 1d6+3 piercing damage on a hit.



Knight

30ft land

Animal Handling, Persuasion

Knightly Honor: You have advantage on saves against fear and charm effects.

Coordinated Combat: When you take the Attack action, the knight makes one weapon attack. This attack has a +5 bonus to hit, a 5ft reach, and deals 1d8+3 slashing damage on a hit.



Necromancer

30ft

Arcana, Intimidation

Zombies: The Necromancer comes with his own zombie allies, allowing him to absorb one Injury with no ill effects.

Lifedrain: After reducing an enemy to zero hit points, you may use your reaction to gain temporary hit points equal to your level plus any “excess” damage beyond that which was required to kill your foe.



Scholar

30ft

Arcana, History

Detect Magic: While accompanied by the scholar, you are treated as being under the effects of a Detect Magic spell.

Ritual Casting: The scholar knows all Ritual spells of first and second level, and can perform them with your assistance. Doing so follows all normal rules for using a ritual spell.



Scout

40ft

Stealth, Perception

Ambush: When attacking a target who cannot see you, your attacks deal an additional 2d6 damage.

Blending: As an action, the scout can render you invisible, as the spell, for one hour. Once she has done so, she cannot use this ability again until you have completed a long or short rest.



Shield Guardian

30ft land

Strength

Binding Amulet: The guardian magically absorbs its owner’s injuries. The first 10 points of damage you take each round are totally negated by the regenerating construct.

Shield Block: As a reaction, you can have the guardian interpose itself before an attack, granting you a +2 bonus to AC.



Squad of Soldiers

30ft

Athletics, Perception

Bristling Spears: You may take one additional reaction each round, which can only be used to make an opportunity attack.

Shield Wall: As an action, the soldiers lock their shields together, imposing disadvantage on attacks against you. This effect ends if you move more than 10ft.



Thief

40ft

Investigation. Sleight of Hand, Thief’s Tools

Trap Sense: You gain advantage on saving throws against traps, and traps have disadvantage on attack rolls against you.

Cover For You: If you fail a Dexterity check to conceal your activities, you can use your reaction to have the thief cause a distraction, allowing you to roll a new check. You must use the new result, even if it’s lower. Once he has done so twice, he cannot use this ability again until you have completed a long or short rest.



Trickster

30ft

Deception, Stealth, Disguise Kit

Glib Tongue: As long as you are accompanied by the trickster, magic that would determine if you are telling the truth indicates that you are being truthful—regardless of whether or not you’re actually lying.

Tricks of the Trade: As an action, the trickster can cast Charm Person, Disguise Self, or Silent Image as though from a third level spell slot. Once he has done so twice, he cannot use this ability again until you have completed a long or short rest. When casting Disguise Self, he can affect both himself and you.



Wild Beast

40ft

Perception, Survival

Keen Scent and Hearing: With your ally’s animal senses helping out, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Goring Charge: As an action, you may move up to 30ft and have your ally make a melee weapon attack. This attack has a +4 bonus to hit, a 5ft reach, and deals 2d4+3 piercing damage on a hit. The target also must make a DC 13 Strength save or be knocked prone. If they fall, you may use your reaction to make a melee weapon attack against them.








Archetype

Speed Limit

Aid Another

Passive Ability

Active Ability



Buppido

30ft

Intelligence or Wisdom checks to know about the Underdark and its peoples

Magic Resistance: Buppido’s presence disrupts magic, granting you +2 AC and saves against spells

Sneak Attack: As an action, you may force a foe within 10ft to make a DC 13 Perception check. If it fails, Buppido stabs it for 3d6 piercing damage.



Eldeth Feldrun

25ft

Intelligence checks related to stonework, or using smith’s tools, you may roll 1d6 and add it to the result.

Bodyguard: Eldeth watches your back, giving you +1 AC

Coordinated Attack: As a bonus action, Eldeth feints, granting you a +2 bonus on your next melee attack against a foe within 5ft.



Jimjar

25ft

Sleight of Hand, Gaming sets

Gambler’s Luck: If you roll a natural 1 on a d20, you may immediately reroll.

Svirfneblin Magic: Once per short rest, Jimjar may cast Blur or Blindness/Deafness.



Prince Derendil

30ft, climb 30ft

Strength

Monstrous Mass: The first time Derendil would be Injured, he instead becomes Angry. While Angry, you take a -2 penalty to melee attack but gain a +1d6 bonus to melee damage.

Quaggoth Fist: As an action, you may have Derendil strike a foe within 5ft with a+5 attack bonus. If he hits he deals 2d6 bludgeoning damage and pushes the target 10ft.



Ront

40ft

Intimidation

Aggression: Your speed increases by 10ft.

Orcish Warcry: As an action, Ront may attempt to terrify a nearby foe. One creature within 30ft must make a DC 13 Wis save or be frightened for 1 round.



Sarith Kzekarit

30ft

Stealth

Paranoid: You cannot be surprised or affected by abilities such as Sneak Attack, and attacks by unseen creatures against you do not have advantage.

Drow Magic: Once per short rest, Sarith may cast Darkness or Faerie Fire.



Shuushar the Awakened

30ft, swim 30ft

Persuasion or Deception checks to calm or defuse a situation

Frogstroke: You gain a 30ft swim speed.

Aura of Peace: As an action, you may cast Sanctuary, with a save DC of 13.



Stool

Special

Charisma checks to befriend people

Rapport Spores: You can understand (but not speak) all languages spoken within 30ft.

Piggyback: When walking on his own, Stool limits you speed to 10ft. However, he is small enough to easily ride on your shoulders. Doing so imposes disadvantage on Dexterity saves, but negates the speed penalty. Hoisting him up or setting him down is an action.

Distress Spores: When you are damaged by a melee attack, you may use a reaction to force your attacker to make a DC 13 Con save or take 1d6 poison damage.



Topsy and Turvy

25ft

Perception

Tangle of Twins: The area within 10ft of you is considered difficult terrain for enemies.

Svirfneblin Magic: Once per short rest, the twins may cast Blur or Blindness/Deafness.

MaxWilson
2020-08-04, 08:58 PM
To me at least this seems like a solution in search of a problem. I have no problems, for example, with the possibility that a player-controlled NPC might upstage the players someday in some fight. (Based on history that's much less likely than that the NPC dies horribly, sooner rather than later.)

In fact I love it when the players seek henchmen and hirelings.

Lunali
2020-08-04, 11:18 PM
To me at least this seems like a solution in search of a problem. I have no problems, for example, with the possibility that a player-controlled NPC might upstage the players someday in some fight. (Based on history that's much less likely than that the NPC dies horribly, sooner rather than later.)

In fact I love it when the players seek henchmen and hirelings.

Party adopts NPCs, NPCs overshadow PCs, NPCs realize they can form a better party without the PCs.

Tanarii
2020-08-04, 11:19 PM
(Based on history that's much less likely than that the NPC dies horribly, sooner rather than later.)

In fact I love it when the players seek henchmen and hirelings.Same. NPCs are marked for death.

And IMX the only thing stopping players from sacrificing henchmen and hirelings like redshirts is knowing they aren't going to get more if word gets around.

Otoh henchmen as non-destructable equipment/actions might be a solution if thats considered the problem.

Grod_The_Giant
2020-08-05, 05:48 AM
To me at least this seems like a solution in search of a problem. I have no problems, for example, with the possibility that a player-controlled NPC might upstage the players someday in some fight. (Based on history that's much less likely than that the NPC dies horribly, sooner rather than later.)

In fact I love it when the players seek henchmen and hirelings.
Ehh... fair point about spotlight. The main reason I came up with this was speed and simplicity-- Out of the Abyss dumps 10 NPCs on you from the get-go, and this let us include them without doubling (or worse) the number of creatures in a fight.

Tanarii
2020-08-05, 08:26 AM
Ehh... fair point about spotlight. The main reason I came up with this was speed and simplicity-- Out of the Abyss dumps 10 NPCs on you from the get-go, and this let us include them without doubling (or worse) the number of creatures in a fight.
That'd be fine if they were like one to two, maybe even three, different stat blocks. But doesn't each one use its own stat block?

Grod_The_Giant
2020-08-05, 10:07 AM
That'd be fine if they were like one to two, maybe even three, different stat blocks. But doesn't each one use its own stat block?
They're all unique, iirc, except for Topsy and Turvy.

KorvinStarmast
2020-08-05, 10:13 AM
To me at least this seems like a solution in search of a problem. I have no problems, for example, with the possibility that a player-controlled NPC might upstage the players someday in some fight. (Based on history that's much less likely than that the NPC dies horribly, sooner rather than later.)

In fact I love it when the players seek henchmen and hirelings. Ditto. As a DM sometimes you have to pick which PC to ask to control (mechanically) that NPC if they will be with the party for a while; some get overloaded, and some aren't as good at compartmentalizing than others.

Party adopts NPCs, NPCs overshadow PCs, NPCs realize they can form a better party without the PCs. Yeah, sounds like a great plot ... :smallcool:

5eNeedsDarksun
2020-08-05, 12:47 PM
In the specific context of OotA I gave 1 or 2 NPCs to each player to run for as long as they were with the party. Despite that it is a bit of a handful, combat at lower levels is simpler, and the group tends to get smaller as the adventure goes on.
One of the things that made that adventure so memorable for all of us was the attempt to get them all home; sometimes that was successful, like getting Stool home, and other times not so much like when one of the boats went over the waterfall in the Darklake and Bupido was the unfortunate prey of a water troll (who rolled a crit and swallowed him in one gulp). My players became attached to the NPCs, and I wouldn't have changed a thing.

MaxWilson
2020-08-05, 01:58 PM
Party adopts NPCs, NPCs overshadow PCs, NPCs realize they can form a better party without the PCs.

...Players decide they liked the NPCs better all along and stop playing the PCs, NPCs become the new PCs, players are already familiar with NPCs and have an established group dynamic, play continues with even more enjoyment than before.

Seems like a win/win situation for the table. Why would I as DM want to stop that?