Iconic Faction Features

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An Acquisitions Incorporated campaign frequently pits the characters against rival franchises and enemy factions. This section provides iconic features that can be added to any monster or NPC stat block to make that stat block representative of a specific faction, allowing employees of organizations such as Dran Enterprises or the Six to show off specific training or tactics endemic to those organizations.

Not all monsters or NPCs in the employ of a faction need to have faction features. Lower-ranked members of an organization might have only one iconic feature, with that feature replacing some other aspect of their stat block. Faction leaders and specialist field operatives might have all the iconic features, in addition to the regular features of their stat block. Each set of iconic faction features comes with a list of NPCs that work well as members of that faction, but those are only suggestions.

Many faction features increase the relative challenge of a creature, and thus can increase the threat level of an encounter. Be especially aware of this if you add faction features to multiple foes in a combat encounter, and think about decreasing the number of foes to keep the encounter balanced.

 

Iconic Dran Enterprises Employee
The iconic employee of Dran Enterprises has two goals over and above all others: serve Dran Enterprises loyally, and prove the superiority of Dran Enterprises over Acquisitions Incorporated. Enemy franchises are to be undermined, defeated, and acquired at any cost.

Recommended NPCs: Bandit captain, guard, veteran (Monster Manual); bard, swashbuckler, transmuter, warlock of the archfey (Volo's Guide to Monsters)

Corporate Focus. The creature has advantage on saving throws against being charmed, and has advantage on Wisdom or Charisma checks made as part of a contest.
Freeze Assets (1/Day). The next time this creature hits with an attack, it can use a bonus action to cause the target of the attack to make a DC 13 Constitution saving throw. On a failed save, the target is paralyzed until the start of its next turn.
Hostile Takeover (1/Day). When a visible attacker within 15 feet of this creature makes an attack roll, this creature uses its reaction to force the attacker to make a DC 13 Wisdom saving throw. Unless the save succeeds, this creature forces the attack roll to be rerolled against a different target of its choice (other than the attacker) that is within the attack's range.

 

Iconic Noble Knife Agent
The iconic Noble Knife agent sees Acquisitions Incorporated as just another power-hungry group inevitably getting in the way of their own order's principled stand against tyranny. And maybe a few of the higher-ups in Acq Inc need to be looked at a little more closely in that regard.

Recommended NPCs: Acolyte, mage, spy, thug (Monster Manual); archer, enchanter, swashbuckler (Volo's Guide to Monsters)
Noble Strike (1/Day). The next time this creature hits with an attack, it can use a bonus action to cause the target of the attack to become frightened. An affected target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Ready to Fight. This creature has advantage on attack rolls against any creature that is surprised.
Reality Slip (1/Day). As a reaction when this creature is hit by an attack, it can move up to its speed without provoking opportunity attacks, then can make one melee weapon attack.

 

Iconic Zealot of the Silver Sliver
The iconic zealot of the Silver Sliver is guided by a desire for justice and good, but appears to have no grasp of business or market forces. Zealots hide behind their masks as they carry out their pro bono heroics, and chastise other hard-working adventurers at every opportunity.

Recommended NPCs: Berserker, knight, priest (Monster Manual); diviner, war priest (Volo's Guide to Monsters)
Touch of the Mask (1/Day). As an action, this creature thrusts a mask into the face of another creature within 5 feet of it, forcing that creature to make a DC 13 Dexterity saving throw. On a failure, the target is stunned until the end of its next turn. A creature that has no face, or whose face is fully covered by a mask or helmet, is immune to this effect.
True Believer (1/Day). As a reaction when this creature fails a saving throw against being charmed, it can reroll the saving throw.
Zealot's Justice (1/Day). As an action, this creature unleashes a cacophony of platitudes that can leave others reeling. Each creature of its choice within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be restrained. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

Iconic Affiliate of the Six
The iconic affiliate of the Six aims not to acquire rival franchises, but to destroy them completely. Affiliates of the Six love to toy with their foes, revealing the full extent of their evil only as they prepare to eradicate those foes.

Recommended NPCs: Bandit captain, berserker, cultist, cult fanatic (Monster Manual); blackguard, conjurer, illusionist, warlock of the great old one (Volo's Guide to Monsters)
Glimpse of the Beyond (1/Day). As an action, this creature provides a glimpse into its true nature by extolling the madness of the Far Realm. Each creature within 30 feet of this creature that can see and hear it must succeed on a DC 13 Intelligence saving throw or be blinded. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Something Feels Off (1/Day). When a visible attacker within 5 feet of this creature makes an attack roll against it, it can use its reaction to unleash a pulse of distracting otherworldly power, imposing disadvantage on the attack roll.
Touch of Madness. This creature has advantage on saving throws against being charmed or frightened.