Medieval Military Units is a 5e supplement that presents soldiers, officers, siege crews, cavalry, and naval personnel as NPC stat blocks rather than abstract battlefield pieces. Instead of treating “guards” or “soldiers” as a single repeated stat block, this book breaks military forces into functional roles that reflect how armies actually operate during wartime.
These are not new ancestries. They are professional roles.
The intent of this product is grounded wartime interaction. These stat blocks represent the people characters encounter while traveling through contested regions, infiltrating camps, defending walls, escorting caravans, serving in an army, or navigating military politics. They are not designed for mass-combat resolution, formation tracking, or wargame play. Each NPC stands alone and functions cleanly in standard 5e encounters.
Infantry hold gates and choke points. Bowmen control sightlines and walls. Cavalry pursue, flank, and intimidate. Siege crews operate engines that threaten structures rather than abstract “units.” Officers provide battlefield coordination and authority without introducing layered morale systems or formation mechanics. Naval personnel represent boarding parties and wartime sailors, not a naval combat subsystem.
These NPCs are background forces in a war-torn world. They can serve as allies, obstacles, rivals, superiors, or political leverage. A party might negotiate with a captain, duel a knight, infiltrate a siege camp, serve under a marshal, or become entangled in supply lines and command disputes. The larger war exists as narrative context — not as a mechanical mini-game.
Geography, allegiance, and political alignment are intentionally undefined. These units can represent a royal army, a border garrison, a crusading host, a mercenary company, a rebellious province, or a coastal war fleet. They are not tied to any specific kingdom or setting.
Whether the army triumphs, fractures, mutinies, or collapses is left entirely in the GM’s hands.
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Levy Spearman (CR 1/8): Poorly trained conscript pressed into service with basic arms and minimal discipline.
Militia Soldier (CR 1/4): Town defender capable of holding position but lacking veteran experience.
Heavy Infantry (CR 1/2): Professional line soldier equipped to anchor a battlefield or defend fortifications.
Veteran Man-at-Arms (CR 1): Hardened career soldier accustomed to prolonged warfare.
Pike Sergeant (CR 2): Experienced formation leader who controls space and directs infantry positioning.
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Levy Archer (CR 1/8): Inexperienced ranged soldier relying on numbers and distance.
Crossbowman (CR 1/2): Disciplined armor-piercing shooter effective from fortified positions.
Longbowman (CR 1): Skilled battlefield archer capable of sustained ranged pressure.
Master Archer (CR 2): Veteran marksman who coordinates ranged fire and prioritizes high-value targets.
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Light Cavalry Rider (CR 1): Mobile skirmisher used for flanking and pursuit.
Mounted Sergeant (CR 2): Disciplined cavalry leader capable of organizing mounted engagements.
Knight (CR 3): Elite heavy cavalry shock combatant.
Banner Knight (CR 4): Battlefield figure whose presence reinforces command authority and cohesion.
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Siege Engineer (CR 1): Technical specialist who maintains and operates siege equipment.
Ballista Crew (CR 2): Crew operating heavy anti-armor emplacements.
Trebuchet Crew (CR 3): Operators of large-scale siege engines designed to destroy structures.
Bombard Gunner (CR 3): Early gunpowder artillery specialist whose weapons threaten walls and gates.
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Naval Deckhand (CR 1/8): Wartime sailor serving aboard military vessels.
Marine (CR 1/2): Boarding specialist trained for close-quarters ship combat.
Naval Archer (CR 1): Ship-based ranged combatant controlling rigging and deck positions.
Ship Captain (CR 3): Naval officer responsible for command and tactical decisions aboard a vessel.
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Sergeant (CR 2): Squad-level battlefield leader maintaining discipline.
Lieutenant (CR 3): Tactical officer managing positioning and flow of combat.
Captain (CR 4): Company-level commander capable of directing engagements.
Marshal (CR 5): Senior military authority overseeing campaigns and strategic decisions.
Military can be found in any of our Fantasy Map locations.
They can also be found in soldier's taverns or medieval keeps.
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