TEXT: EN World EN5IDER | Hired Hands
   
  writing “Jester” David Gibson
   color art  Jacob Blackmon
   
  editing  James Haeck
   
  layout  Eric Life-Putnam
  D
  ungeon Delving is a Dangerous task, 
   and it’s all the more dangerous without 
   adequate lighting or when burdened by 
  a full backpack. When adventurers need someone 
  to watch their horse or bear a torch, they employ 
  the services of hirelings. 
  HIRED
  HANDS
  Expanded Rules for Hirelings
  EN World EN5IDER | Hired Hands
  
  Hired Hands | EN World EN5IDER
  Payment
  Regular payment is required to retain the 
  services of a hireling, and unpaid hirelings 
  quickly seek employment elsewhere. Skilled 
  hirelings command higher prices, with seasoned 
  hirelings typically demanding twice the rate of 
  inexperienced hirelings, while expert hirelings ask 
  five times the base rate.
   Hirelings expect payment at regular intervals, 
  such as each week or preassigned task. Most 
  hirelings are willing to defer a few payments 
  for larger lump sum when necessary—such as 
  after selling treasure or returning to civilization. 
  Unpaid and mistreated hirelings leave with 
  whatever they can carry, taking goods as 
  “payment owed.” Employers aren’t expected to 
  pay for food or lodging, but additional costs must 
  be covered: if a journey takes longer than foretold, 
  it’s the employer's responsibility to provide 
  rations. 
  Types of Hireling
  Eschewing combat, hirelings defend themselves 
  only if attacked. They stand well away from 
  fighting, preferably outside the dungeon, or—
  when they must accompany the party—in an 
  adjoining chamber. Hirelings have little interest 
  in putting their lives at risk, but adventuring is a 
  dangerous occupation and sometimes they attract 
  a monster’s attention, wander into a trap, or must 
  avoid some manner of hazard.  
   All hirelings use the following stat blocks, 
  modified according to speciality. Inexperienced 
  hirelings are little more than commoners foolish 
  enough to follow adventurers into a dungeon. 
  Seasoned hirelings have either prior employment 
  with adventurers or other experience that 
  prepared them for adventuring. Expert hirelings 
  are consummate professionals, rare individuals 
  who have had their share of adventures but are 
  comfortable in their role as assistant.  
  Finding Hirelings
  It’s seldom difficult for adventurers to find people 
  willing to follow them for gold. Even lesser-
  known adventures are often trailed by youths 
  clamoring to polish armor or deliver messages 
  when they arrive in a new town. Acquiring 
  skilled hirelings is more of a challenge, requiring 
  adventurers to seek out job postings or inquire at 
  taverns or stores. Experienced hirelings know to 
  advertise their services, posting bills at inns or on 
  job boards. Larger settlements often have laborer’s 
  guilds who can match workers with adventurers. 
   Experienced hirelings insist on a contract that 
  establishes the terms of service: expected duties, 
  pay, and length of service. During negotiations, 
  hirelings are explicit with their responsibilities, 
  preferring not to perform other duties (excluding 
  those arising from extraordinary or unforeseen 
  circumstances). A hireling contracted to manage 
  mounts will balk if asked to set-up camp every 
  night, but will assist if everyone in the company 
  takes a turn. Hirelings regularly asked to perform 
  additional tasks charge a premium for their 
  services, especially if it involves personal risk. 
  This surcharge begins at 50% their daily fee, 
  increasing sharply with danger. 
  Hired Hands | EN World EN5IDER
  
  EN World EN5IDER | Hired Hands
  Hireling, Inexperienced
  XP 10 (CR 0)
  Unaligned Medium humanoid (any race)
  Initiative: +0
  DEFENSE 
  AC: 11 (leather)
  hp: 5 (1d8 + 1)
  OFFENSE
  Speed: 30 ft.
  Melee Attack—Club: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  STATISTICS
  Str  11 (+0)  
  Dex  11 (+0)  
  Con  12 (+1)
  Int  8 (–1)  
  Wis  8 (–1)  
  Cha  10 (+0)
  Languages: Common
  Senses: passive Perception 9
  TRAITS
  Defensive: When the hireling takes the Dodge action, 
  their AC becomes at least 13 + Dex modifier.
  Hireling, Seasoned
  XP 50 (CR ¼)
  Unaligned Medium humanoid (any race)
  Initiative: +1
  DEFENSE 
  AC: 12 (leather)
  hp: 22 (5d8 + 5)
  Saving Throws: Dexterity +3
  OFFENSE
  Speed: 30 ft.
  Melee Attack—Club: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  STATISTICS
  Str  11 (+0)  
  Dex  12 (+1)  
  Con 12 (+1)
  Int  9 (–1)  
  Wis  10 (+0)  
  Cha 10 (+0)
  Languages: Common
  Senses: passive Perception 10
  TRAITS
  Defensive: When the hireling takes the Dodge action, 
  their AC becomes at least 13 + Dex modifier.
  Hardy: While dying, in place of a death saving throw 
  the hireling can choose to become stable. Once used, 
  this trait can’t be used again until after a long rest. 
  Hireling, Expert
  XP 200 (CR 1)
  Unaligned Medium humanoid (any race)
  Initiative: +1
  DEFENSE 
  AC: 12 (leather)
  hp: 65 (10d8 + 20)
  Saving Throws: Dexterity +3, Wisdom +3
  OFFENSE
  Speed: 30ft.
  Melee Attack—Club: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  STATISTICS
  Str  11 (+0)  
  Dex  13 (+1)  
  Con 14 (+2)
  Int  10 (+0)  
  Wis  12 (+1) 
  Cha 10 (+0)
  Languages: Common
  Senses: passive Perception 11
  TRAITS
  Defensive: When the hireling takes the Dodge action, 
  their AC becomes at least 13 + Dex modifier.
  Evasive: When the hireling attempts a Dexterity saving 
  throw against an effect that deals damage, the hire-
  ling takes no damage on a success, and half damage 
  on a failure.
  Hardy: While dying, in place of a death saving throw 
  the hireling can choose to become stable. Once used, 
  this trait can’t be used again until after a long rest. 
  EN World EN5IDER | Hired Hands
  
  Hired Hands | EN World EN5IDER
  Interpreter
  Rate: 5 gp/day
   Occasionally called “translators,” interpreters 
  are polyglots who are not only able to speak 
  multiple languages, but quick to learn new 
  tongues. 
   Interpreters use a hireling stat block but have 
  an Intelligence score of 14, know three additional 
  languages, and gain the following trait:
   
  ▶ Linguist. It only takes an interpreter 125 
  days to learn an unfamiliar language and 
  half that to learn a language that shares a 
  script with a known language. Additionally, 
  an interpreter has advantage on all Wisdom 
  (Insight) checks to comprehend a speaker’s 
  meaning, even if the language is unknown.
  Minstrel
  Rate: 6 sp/day
   Equally adept at performing songs and telling 
  tales, minstrels entertain during long travels and 
  recount adventurers’ heroic deeds.
   Minstrels use a hireling stat block but have a 
  Charisma score of 14, are proficient with three 
  musical instruments, and gain the following trait:
   
  ▶ Spread Reputation. A minstrel that spends 
  a day in a settlement can perform songs 
  of their employer’s exploits. Until a week 
  passes, one of the subjects of the song can 
  choose to reroll a Charisma check in that 
  settlement. Once this trait has been used in 
  a settlement, it can’t be used again until new 
  tales can be told. 
  Apothecary
  Rate: 5 gp/day
   Known for the assorted tonics and serums, 
  apothecaries are sometimes mistaken for 
  alchemists, but their services are purely medicinal. 
   Apothecaries use a hireling stat block but have 
  an Intelligence score of 14, possess a healer’s 
  kit, and are proficient in the Nature skill and 
  with alchemists’ supplies. Apothecaries gain the 
  following traits:
   
  ▶ Administer Treatment. An apothecary 
  can spend one minute caring for a patient. 
  An ally treated by the apothecary can 
  make a new saving throw against a poison 
  or disease. This expends a use of the 
  apothecary’s healer’s kit.
   
  ▶ Prepare Remedies. While traveling or 
  adventuring, an apothecary can spend 10 
  days brewing an antitoxin or creating a new 
  healer’s kit. In a natural environment, the 
  apothecary doesn’t need to purchase raw 
  supplies to craft these items. 
  Cook
  Rate: 1 gp/day, plus 1 gp/meal served
   Preparing meals over a campfire is an entirely 
  different skillset than cooking in a kitchen. Warm 
  meals are a luxury many adventures forgo, but 
  consuming only preserved rations can lead to ill 
  health. 
   Cooks use a hireling stat block but are proficient 
  with cook’s utensils and gain the following trait.
   
  ▶ Hearty Cooking. Any creature who eats a 
  meal prepared by a cook during a rest where 
  they spend Hit Dice regains an additional 
  1d4 hit points.
  Hired Hands | EN World EN5IDER
  
  EN World EN5IDER | Hired Hands
  Porter
  Rate: 2 sp/day
   Alternatively known as “bearers”, adventurers 
  employ porters to carry supplies. Porters are used 
  by most expeditions being to transport gear over 
  terrain that pack animals can’t easily traverse, 
  such as across mountains or into dungeons. 
   Porters use a hireling stat block, except they 
  have a Strength score of 13 and gain the following 
  trait:
   
  ▶ Broad Shoulders. A porter treats their 
  Strength score as 2 points higher when 
  calculating their carrying capacity, and has 
  advantage on all checks made to carry heavy 
  objects over a distance.
  Scholar
  Rate: 10 gp/day
   Scholars are specialized hirelings frequently 
  consulted by those in search of obscure 
  information. Scholars rarely leave civilization, but 
  sometimes accompany adventures who need their 
  expertise to examine ruins or immovable relics.
   Scholars use a hireling stat block with the 
  following modifications. They have an Intelligence 
  score of 14, and are proficient in Investigation and 
  either one additional skill (chosen from Arcana, 
  History, or Nature) or one set of tools (chosen 
  from alchemist’s supplies, calligrapher’s tools, 
  or cartography tools). A scholar also gains the 
  following trait:
   
  ▶ Studious. Whenever a scholar makes 
  an Intelligence check to find or recall 
  information, they may treat d20 rolls of 9 or 
  lower as a 10.
  Squire
  Rate: 5 sp/day
   Trained to assist warriors with their gear, 
  squires are typically youths of noble blood 
  apprenticing to be knights. However, lowborn 
  adventurers occasionally feign nobility and 
  employ squires of their own.  Squires remain 
  close to their master, holding extra weapons and 
  equipment, or picking up dropped gear.
   Squires use a hireling stat block, except they 
  have a Strength score of 12 and gain the following 
  trait:
   
  ▶ Arming. A squire hastens donning and 
  doffing armour, reducing the required time 
  by half. A squire can also assist in equipping 
  a shield; so long as a creature is within 5 feet 
  of a friendly squire, equipping a shield is a 
  bonus action.  
   A squire also loses their club attack and gains 
  the following attack option:
   
  ▶ Melee Attack—Shortsword: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage.
  Teamster
  Rate: 2 sp/day
   Sometimes called “pack handlers,” teamsters 
  load and unload beasts of burden, drive wagons, 
  and manage the feeding and grooming of pack 
  animals. 
   Teamsters use a hireling stat block with but are 
  proficient in the Animal Handling skill and with 
  vehicles (land).
  Torchbearer
  Rate: 1 sp/day
   Also known as a lantern bearer or linkboy, 
  torchbearers provide light during expeditions to 
  dark places, freeing their employers’ hands for 
  other purposes.  
   Torchbearers use a hireling stat block and gain 
  the following attack option:
   
  ▶ Melee Attack—Torch: +3 to hit, reach 5 ft., 
  one target. Hit: 1 fire damage.
  EN World EN5IDER | Hired Hands
  
  Hired Hands | EN World EN5IDER
  Personality & Background
  Hirelings should be memorable and have 
  personality, but should also have some reason for 
  agreeing to such dangerous work. To aid in the 
  quick creation of a hireling, the following tables 
  are provided.  
  Personality
  d8
  Trait
  1
  Eager. Always strives to please their employer. 
  2
  Fatalistic. Believes they are helpless to enact real 
  change. 
  3
  Stoic. Impassive and difficult to provoke.
  4
  Sarcastic. Prone to wisecracks and mocking 
  criticism. 
  5
  Excitable. Thrilled by new sights and 
  experiences.
  6
  Optimistic. Possesses a happy-go-lucky attitude 
  regardless of the situation.
  7
  Dull-witted. Slow to react or process new 
  information. 
  8
  Aggressive. Always first to act or suggest a 
  response. 
  Quirk
  d20 Feature
  1
  Constantly fiddles with a brass coin.
  2
  Whittles during free moments.
  3
  Clumsily fumbles fragile objects.
  4
  Speaks in a higher pitch when excited.
  5
  Constantly reads small chapbooks.
  6
  Stutters during periods of stress.
  7
  Loves to recite folky sayings and proverbs.
  8
  Whistles when nervous.
  9
  Drinks heavily when stressed.
  10
  Has terrible eyesight.
  11
  Loves to taste new foods.
  12
  Taps their fingers on walls and furniture.
  13
  Superstitiously avoids things that cause bad luck.
  14
  Possesses an inexplicable knowledge of fine 
  wine.
  15
  Collects commonly found items (rocks, feathers, 
  bones, etc.).
  16
  Plays with a small knife when bored.
  17
  Hums random songs without realizing.
  18
  Loves gazing at the stars.
  19
  Doodles with charcoal on spare parchment. 
  20
  Has a lucky charm they kiss for good fortune.
  Background Motivation
  d6
  Motive
  1
  Owes money to the wrong people.
  2
  Has always wanted to be a real adventurer.
  3
  A loved family member died and now they have 
  nothing to live for.
  4
  Loves gold and sees adventuring as a quick way 
  to make money.
  5
  Angered a local authority figure and fears they 
  might seek revenge.
  6
  A relationship ended spectacularly and now they 
  want to leave town.
  Hired Hands | EN World EN5IDER
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 036 - Hired Hands - Expanded Rules for Hirelings.pdf