1. Notes

Hirelings & Followers

Rules

Hiring Skilled Labor

Need a specific service or skill? When you run into a specific type of challenge, it might be worth it to look for someone with specific expertise.

Most villages only have basic craftspeople with a +2 modifier. The most skilled person in a town usually has a +6 to +8 modifier. Cities can have anywhere from a +12 to a +15. NPCs with modifiers higher than +15 are normally not available, and usually demand compensation beyond simple payment. They represent people of such skill that they are considered legendary.

  • Unskilled Labor: 2 sp per day
  • Skilled Labor (+2 on a skill): 2 gp per day
  • Expert Labor or Consultancy (+5 on a skill): 5 gp per day
  • Exceptional Labor or Consultancy (+10 on a skill): 32 gp per day
  • Superb Labor or Consultancy (+15 on a skill): 150 gp per day

Mercenaries & Sellswords

Skill Levels

  • A guard or normal person equivalent costs 2 gp per day
  • A slightly more skilled but otherwise regular individual costs 10 gp per day
  • A mercenary that can keep up with a 5th level party costs 20 gp per day
  • A mercenary that can keep up with a 7th or 8th level party costs 50 gp per day
  • A mercenary that can keep up with a 10th level party costs 100 gp per day

Payment

  • Payment is usually required upfront, for a minimal amount of days (for instance, two weeks)
  • Particular dangerous expeditions might require a larger pay, up to twice the regular amount
  • For particular promising expeditions or bounties, mercenaries might request a part of the loot, in addition, or as a replacement for their regular pay

Negotiation

Make a Charisma Check against the negotiator.

  • For a 5 or lower, the price is doubled. The hireling is insulted by your offer.
  • For a 14 or lower, the regular price is kept.
  • For a 15-20, the price is reduced by 10%.
  • For a 20+, the price is reduced by 20%.

Working with Hirelings

Hirelings have the following stats:

HP. Hirelings have HP equal to their Level*d8+Level. You can choose to roll when you recruit them, or take the average.

LevelMinimal HPAverage HPMax HP
1269
241118
361727
482236
5102845
6123354
7143963
8164472
9185081
10205590

Death. When Hirelings drop to 0 HP, they get to make 1 Constitution Save their next turn, DC 10. If they fail, they die. If they succeed, they are unconscious but stable. If a Hireling survives being dropped to 0 HP, roll 1d6: 1: Head injury. 2: Torso injury. 3: Left arm. 4: Right arm. 5: Left leg. 6: Right leg.

AC. A Hireling has Light Armor (13), Medium Armor (15), or Heavy Armor (18).

Primary Ability. The Hireling gains +4 on a primary Ability Check, +2 on others.

Primary Skill. The Hireling gains +5 on a primary Skill Check, +2 on others.

To Hit. A Hireling has a To Hit bonus of +LevelIf you hit with an attack, the Hireling is inspired by your attack and automatically hits your or another target. If you miss, roll to hit.

Damage. Hirelings deal weapon damage+level damage per attack. Hirelings deal average damage:

  • If you hit with an attack and the hireling attacks the same target, the hireling automatically deals their max damage (example: 1d8+2=10 damage)
  • If you miss with an attack or the hireling attacks a different target, the hireling rolls to hit.
    • If they hit, deal max damage.
    • If they miss, deal minimal damage (example: 1d8+2=3 damage)

Saving Throws. A Hireling has +3 on all saving throws, with an extra +3 for their Primary Ability.

Save DC. Adventuring followers’ spells and actions that require a saving throw start with DC 13 at 3rd level, improve to DC 14 at 5th level, and finally improve to DC 15 at 7th level.