5e SRD >Creatures >

Spheres: Troop of Explorers

Huge troop of 1st-level Medium or Small humanoids, any alignment

Armor Class 12
Hit Points 33 (6d8+6)
Speed 30 ft.

Str Dex Con Int Wis Cha
14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Cha +4
Skills Athletics +5, Perception +3, Survival +3, plus one of your choice
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 2 (450 XP)

Special Traits

  • Martial Tradition. The troop of explorers has a martial tradition that has Charisma or Intelligence as its key ability modifier.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.


  • Spears. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d10+2) piercing damage, or 8 (1d10+2) piercing damage if the troop has half of its hit points or fewer.

Equipping A Troop

A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon’s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer.

Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.

Section 15: Copyright Notice

Spheres of Might, Copyright 2021, Drop Dead Studios, Authors: Adam Meyers, Derfael Oliveira, Andrew Stoeckle

This is not the complete section 15 entry - see the full license for this page