Iconic Franchise Features
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The line between competitors and enemies can be razor thin in an Acquisitions Incorporated campaign, and franchise members will often find themselves bumping heads with the members of other Acq Inc franchises. Things might even get rough sometimes. It's just business.
The following iconic features can be added to NPC or monster stat blocks to represent company positions similar to those of the characters. These features are inspired by the company positions in chapter 2 but are intended only for quick use in combat encounters, and thus do not recreate all of a position's features in NPC form. DMs creating NPCs who have company positions can use additional position features from chapter 2 for those NPCs as desired.
Other factions such as the Six or Dran Enterprises have employees that take on company positions similar to those adopted by members of Acq Inc. These features can be used for members of those factions as well, either on their own or added to the faction features from the previous section.
A monster or NPC that has a company position always carries the special items granted by that position (a cartographer's spyglass of clairvoyance and cartographer's map case, a hoardsperson's living loot satchel, and so forth). As normal, these items do not function for anyone else, and will be actively sought out by the organization that owns them if they are lost or stolen.
Iconic
Cartographer
The iconic cartographer makes a point of knowing
the position of every member of their team, understanding the layout of their
immediate area and the location of any exits or escape routes.
Recommended NPCs: Acolyte, druid, guard, scout, spy
(Monster Manual); archer (Volo's Guide to Monsters)
Map of Shortcuts (1/Day).
As an action, the cartographer produces a map from its cartographer's map case
that shows useful shortcuts in the immediate area and then vanishes. Each
creature of the cartographer's choice that can see the map can take the Dash or
Disengage action as a bonus action on its next turn.
Iconic
Decisionist
The iconic decisionist constantly polls allies
and foes during the ongoing battle, getting a read on what everyone thinks, and
then explaining how they're all completely wrong.
Recommended NPCs: Bandit captain, knight, scout (Monster
Manual); archer, enchanter (Volo's Guide to Monsters)
Better Odds (1/Day). As
an action, this creature flips its coin of decisionry to determine the best
course of action, choosing a number of creatures that can see and hear it. Each
of the target creatures (in addition to this creature) rolls a d4 and adds the
number rolled to the next ability check, saving throw, or attack roll it
makes.
Iconic
Documancer
An iconic documancer acts with the authority of
their organization. Documancers constantly speak in legalese, referencing
obscure reasons why opponents will fail or should surrender.
Recommended NPCs: Acolyte, mage, priest, veteran
(Monster Manual); bard (Volo's Guide to Monsters)
Scroll Service (1/Day). As
an action, the documancer draws a spell scroll from its documancy satchel. The
scroll contains a spell of up to 3rd level of the documancer's choice. Only the
documancer can use the scroll, which vanishes after 1 minute.
Iconic
Hoardsperson
The iconic hoardsperson flaunts their wealth,
knowing that foes are daunted by that which they have failed to earn.
Recommended NPCs: Bandit captain, gladiator (Monster
Manual); master thief, swashbuckler (Volo's Guide to Monsters)
That Thing You
Need (3/Day). The hoardsperson pulls one item of its choice from the living loot
satchel. This can be any item found on the Adventuring Gear table in chapter 5,
"Equipment," of the Player's Handbook. The item must be worth no more than 15
gp.
Iconic
Loremonger
The iconic loremonger trades in information, even
when locked down in battle. A loremonger constantly tries to goad foes into
revealing plans and secrets.
Recommended NPCs: Cult fanatic, druid, mage, priest
(Monster Manual); bard, enchanter (Volo's Guide to Monsters)
Whispered
Encyclopedia (1/Day). When a visible creature within 20 feet of the loremonger
makes an attack roll, a saving throw, or an ability check, the loremonger can
use its reaction to impose disadvantage on the roll.
Iconic
Obviator
The iconic obviator sees foes as obstacles worthy of
respect. Obviators engage in repartee, testing the minds and skills of their
opponents as their own strategy is deployed.
Recommended NPCs: Assassin, gladiator, priest (Monster
Manual); martial arts adept, swashbuckler (Volo's Guide to Monsters)
Read the
Opposition (1/Day). As a bonus action, the obviator chooses one other creature
it can see, then relays information about the target's tactics to all creatures
that can hear this creature. Until the end of the target creature's next turn,
attack rolls and contested ability checks made against the target are made with
advantage.
Iconic
Occultant
The iconic occultant believes that every action
changes the world around them, requiring a proper reaction. Occultants attempt
to inspire fear in their foes with dire prognostications and mysterious
portents.
Recommended NPCs: Berserker, druid, gladiator, knight,
and tribal warrior (Monster Manual); diviner (Volo's Guide to Monsters)
Bead
of Instant Karma (1/Day). When a creature the occultant can see makes an attack
roll, a saving throw, or an ability check, the occultant can use its reaction to
give its choice of advantage or disadvantage to the roll.
Iconic
Secretarian
The iconic secretarian treats their foes like
customers, offering deals they shouldn't refuse and inviting them to switch
allegiances for greater profit and security.
Recommended NPCs: Acolyte, berserker, knight, noble, and
priest (Monster Manual); bard, warlock of the archfey (Volo's Guide to
Monsters)
Charming Introduction (1/Day). As an action, the secretarian hands
a business card from its portfolio keeper to a creature within 5 feet of it. The
target must succeed on a DC 13 Charisma saving throw or be charmed by the
secretarian, as if under the effect of the charm person spell.