The Adventurers' Guild

Formerly the Bounty Hunters' Guild, the rebranded guild now also has quests available for greener recruits as well as less nefarious jobs, though they do still exist if you know where to go.

Lvl 7 steel-class "adventurer" - Ranged
H45
Rebreather Mask.

Immune to Poison, Poisoned, and suffocation due to lack of outside air.

Choose one.
  • Shimmer-Knife..

    On Damage: No Heroic Reactions until their next Turn.

  • Snare Crossbow..

    (Range 6) 4d10+5 non-lethal, Restrained (Escape DC13).

  • Stun Bomb.

    (Range 6, 3x3 Area) DC13 STR save or Dazed and can't Move until the end of their next Turn.

Lvl 10 lead receptionist/agent (phandalin) - Striker
M8885
Uncanny Defense.

Attacks miss her on a 1 or 2 and she ignores Opportunity Attacks after attacking.

Choose twice.
  • Suckerpunch (2x)..

    On Damage: Dazed.

  • Hans.

    (Reach 3) 2d4v+6. Advantage vs Distracted.

  • Greta.

    (Range 6) 3d4+5. Advantage vs Distracted

Lvl 10 silver-class "adventurer" - Ranged
M75
Inhuman Accuracy.

Crits on 19 or 20.

Choose one.
  • "Moving to Position".

    Move 6 to cover or other hiding spot, then Hide (Spot DC15).

  • Dual Pistols (2x).

    (Range 4) 1d20+5.

  • Long Rifle.

    (Range 16) 2d20+10

Lvl 11 silver-class "adventurer" - Ranged
M85
Venemous.

All attacks apply Dazed on damage.

Choose one.
  • Claws and Bite..

    Grappled.

  • Force Crossbow.

    (Range 12) 3d10+20 Force.

  • Smokepowder Bomb (1 use).

    (Range 6, 3x3 Area) DC16 DEX save or 4d10+10 Fire, half on save.

Lvl 14 guild-leader (hunters) - Ambusher
M150
Shadow Walker.

Starts combat Invisible and immune to Opportunity Attacks.

Choose one.
  • Shadow Step.

    Teleport 6 and become Invisible.

  • Shadow Shiv (3x). Necrotic
  • Shadow Strikes.

    (Reach 3) d44+10 Necrotic. On Damage: Reduce Max HP by the same amount (Safe Rest ends).

  • BLOODIED: Die, Die, DIE!! (1 use).

    (Reach 3, AoE) DC17 DEX save or 4x(4d4) Necrotic, half on save.

Lvl 14 guild-leader (training) - Melee
H135
Charge Circuits.

When damaged by Lightning, gain Charged. While Charged, attackers take 2d6 Lightning damage when he's Crit.

Charged.

Gain access to abilities that require or have a special bonus for being Charged. Charged ends after using an ability with Charged.

Choose one.
  • Greatsword (2x)..

    On miss: 5 damage.

  • Shocking Surprise!.

    On miss: damage self instead. Use Charged to gain Reach 3.

  • Thunderblade.

    (Charged) 6d6+20, Knockback 3.

Lvl 14 gold-class "adventurer" - Melee
H8100
Gladiator.

Can't be Dazed or Frightened.

Roaring Charge. Move 4 towards a target. They must make a DC17 WIL save or be Frightened, then choose one:
  • Greatsword (2x)..

    On miss: 5 damage.

  • Thunder Knuckler..

    Knockback 3. On Crit: Dazed.

  • Heavy Crossbow..

    (Range 8)

Lvl 15 platinum-class "adventurer" - Ranged
H4120
Inorganic.

Immune to Poison, Poisoned, and suffocation.

Choose twice without repeats.
  • Shimmer-Knife..

    On Damage: No Heroic Reactions until their next Turn.

  • Neural Inhibitor.

    (Range 3) 1d10+10 Lightning. On Damage: Dazed.

  • Dart-Launcher.

    (Range 6) 1d10+10 Poison. On Damage: Poisoned.

  • Mana Rifle.

    (Range 9) 2d10a+10

Lvl 17 guildmaster - Ambusher
M160
Parry.

Attacks miss him on a 1 or 2.

Tactical Assassin.

Starts combat Hidden and end his Turns Hidden when ending in a valid location (Spot DC18)

Choose one.
  • Repeating Shot (4x).

    (Range 8) 2d4v+5

  • Deathblade..

    On Crit: +1 Wound.

  • Smokepowder Bomb (1 use).

    (Range 6, 3x3 Area) DC18 DEX save or 4d4+30, half on save.

Lvl 18 mithral-class "adventurer" - Ranged
M8175
Adamantine Half-Plate.

Negates the die Explosion of Crits.

Choose twice.
  • Repeating Crossbow (2x)..

    (Range 12) 1d10+5 Force.

  • Flamethrower.

    (Cone 3) DC19 DEX save or 4d10+5 Fire damage, half on save.

  • Concussion Bomb.

    (Range 6, 3x3 Area) DC19 STR save or 4d10 Thunder damage, Knockback 3 and Prone. Half damage only on save.

  • Seeker Missile (1 use).

    (Range 9, 3x3 Area) DC19 STR save or 4d10+5 Fire damage, half on save.

  • Disintegration Ray (1 use, counts as 2 choices).

    (Range 6) DC19 DEX save or 1d10+50 Force damage. On 0 HP: Monsters disintegrate, Heroes/Companions take +1 Wound, disintegrating if they mark their last Wound. Magic Items are safely left behind.