Soldiers & Fighters
Battle-Hardened Warriors of Duty, Honor, or Fortune
Soldiers and fighters are martial NPCs who serve as guards, knights, warriors, and berserkers in 5E campaigns. These disciplined troops and blood-frenzied warriors bring tactical combat and grounded realism to encounters without relying on magic.
| Statblock | Description | Examples |
|---|---|---|
| Berserkers | Battle-Frenzied Warriors of Blood and Glory | Berserker (CR 2), Berserker Veteran (CR 4), Berserker Legend (CR 12) |
| Guards | Watchful Sentries and Keepers of the Peace | Guard (CR 1/8), Sergeant of the Watch (CR 1), Guard Captain (CR 4), Lord of the Watch (CR 8) |
| Knights | Champions Bound by Armor and Oaths | Knight (CR 3), Knight of the Realm (CR 6), Questing Knight (CR 12), Paragon Knight (CR 16) |
| Warriors | Disciplined Soldiers of Steel and Strategy | Shock Infantry (CR 1/8), Line Infantry (CR 1/8), Shock Infantry Veteran (CR 3), Line Infantry Veteran (CR 3), Warrior Commander (CR 10), Legendary Warrior (CR 14) |
What are Soldiers and Fighter Statblocks?
Soldiers and fighters are martial NPCs who rely on steel, strategy, and resolve - not spells or sorcery. They are the backbone of armies, mercenary bands, and city watch patrols, bringing structure, discipline, or brute strength to every encounter.
Whether you need elite infantry for a war campaign, blood-mad berserkers to storm the gates, or guards to complicate a stealth mission, these statblocks offer flexible martial foes for every tier of play. Unlike monsters or mages, these foes think like warriors - fighting in formation, holding chokepoints, and executing tactical orders under pressure.
Use these statblocks to bring martial realism and grounded combat drama to your 5E adventures.
Berserkers
Battle-Frenzied Warriors of Blood and Glory
Berserkers are warriors gripped by a primal fury. Blood-soaked and unrelenting, a berserker is consumed by an adrenaline-fueled recklessness that drives them head-first into the fray.
Unlike disciplined soldier NPCs such as Warriors or Guards, Berserkers don't march or form ranks. They crash into battle as howling shock troops, disrupting formations and challenging the strongest enemy they can find. Their armor is light, their weapons heavy, and their bravado is absolute.
Some fight for personal glory, others out of grief, vengeance, or sheer bloodlust. Many serve in tribal warbands led by Berserker Commanders - scarred veterans who inspire their kin with primal chants, brutal rituals, and the promise of a glorious death. These commanders channel strange rites and primal magic that heightens their prowess and binds their followers to them.
To a berserker, a good death is the only kind worth having. To fall in battle, weapon in hand, is the highest calling and the only way to earn a place amongst the storied heroes of old.
Discover raging Berserker statblocks and lore or take a look at this example Berserker Veteran:
Berserker Veteran
Summoned with Foe FoundryMedium Humanoid (Berserker)
AC 15 (Berserker's Rage) Initiative +2 (12)
HP 82 (11d8 + 33)
Speed 30 ft.
| Mod | Save | ||
|---|---|---|---|
| Str | 18 | +4 | +6 |
| Dex | 14 | +2 | +2 |
| Con | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| Int | 9 | -1 | -1 |
| Wis | 7 | -2 | -2 |
| Cha | 9 | -1 | -1 |
Skills Athletics +6, Perception +0
Immunities Frightened
Senses Passive Perception 10
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Actions
Multiattack. The berserker makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage and 7 (2d6) fire damage.
Wild Cleave (Recharge 5-6). The berserker makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 5 feet away.
Bonus Actions
Cleaving Blows (1/day). Immediately after the the berserker hits with a weapon attack, it may make the same attack against another target within its reach.
Reactions
Relentless Endurance. When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.

Guards
Watchful Sentries and Keepers of the Peace
Guards protect people, places, and posessions. Sometimes for coin, sometimes out of duty, and sometimes because it’s the only job in town. They're not elite warriors, but they are trained to be observant and to act quickly when trouble starts.
Guards serve in many positions, including lookouts, bouncers, caravan escorts, or the city watch. What they lack in elite training, they often make up for in numbers and authority. In corrupt cities, a badge is just a license to shake people down. In just ones, guards are the thread that holds society together.
Whether manning a city gate or shadowing a suspicious group of mercenaries, guards are omnipresent in the lives of adventurers, and often the first line of defense when plans go sideways.
Explore the Guard NPC statblocks or take a look at this example Sergeant of the Watch:
Sergeant of the Watch
Summoned with Foe FoundryMedium Humanoid (Guard)
AC 13 (Chain Shirt) Initiative +0 (10)
HP 32 (5d8 + 10)
Speed 30 ft.
| Mod | Save | ||
|---|---|---|---|
| Str | 14 | +2 | +2 |
| Dex | 11 | +0 | +0 |
| Con | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| Int | 10 | +0 | +0 |
| Wis | 12 | +1 | +1 |
| Cha | 10 | +0 | +0 |
Skills Perception +3
Senses Passive Perception 13
Languages Common
CR 1 (200 XP; PB +2)
Traits
Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.
Actions
Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements.
Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400ft., one target. Hit 7 (1d10 + 2) piercing damage.
Spear. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d8 + 2) piercing damage.
Call Reinforcements (1/day). The guard summons 7 (3d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.
Bonus Actions
Potion of Healing (1/day). The guard consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints.

Knights
Champions Bound by Armor and Oaths
Knights are elite warriors sworn to serve a cause greater than themselves. Many serve monarchs, faiths, or noble houses, while others pursue their own ideals. They are trained from youth in the arts of war, steeped in honor, and armored for battle. Whether rallying troops, dueling for glory, or riding into battle under sacred banners, knights blend martial skill with purpose.
Most are cavalry soldiers, but not all knights ride Warhorses. Some fight on foot or from the backs of exotic beasts such as a Griffon. A knight may command soldiers, uphold ancient codes, or seek redemption on a perilous quest. At higher ranks, knights swear divine oaths that grant them miraculous powers fueled by faith, conviction, or zeal.
Discover knight statblocks and tactics or check out an example knight statblock, the Knight of the Realm.
Knight of the Realm
Summoned with Foe FoundryMedium Humanoid (Knight)
AC 18 (Plate Armor) Initiative +4 (14)
HP 110 (17d8 + 34)
Speed 30 ft.
| Mod | Save | ||
|---|---|---|---|
| Str | 18 | +4 | +7 |
| Dex | 12 | +1 | +1 |
| Con | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| Int | 12 | +1 | +1 |
| Wis | 17 | +3 | +6 |
| Cha | 15 | +2 | +5 |
Skills Athletics +7, Perception +6, Persuasion +5
Immunities Charmed, Frightened
Senses Passive Perception 16
Languages Common
CR 6 (2,300 XP; PB +3)
Actions
Multiattack. The knight makes three Blessed Blade attacks. It may replace two attacks with a use of its Rally the Troops or Spellcasting.
Blessed Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage. If the attack misses, the target still takes 4 slashing damage.
Rally the Troops (Recharge 5-6). The knight rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.
Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: Lesser Restoration, Command (3rd), Cure Wounds (3rd)
Bonus Actions
Divine Smite (1/day). Immediately after hitting a target, the knight forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.
Reactions
Disciplined. If the knight misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.

Warriors
Disciplined Soldiers of Steel and Strategy
When war breaks out, it's not dragons or owlbears who hold the line - it's Warriors. These trained professionals earn their keep through disciplined combat. Whether hardened conscripts or elite bodyguards, they rely not on magic or miracles, but on discipline, coordination, and experience. Warriors know how to fight together, how to exploit terrain, and how to execute orders under fire.
They are the backbone of armies, mercenary bands, and noble retinues. Some serve their liege proudly, while others sell their blades to the highest bidder. From shield-bearing infantry to field commanders, warriors exemplify martial discipline honed by battle.
Explore warrior statblocks and tactics or check out an example warrior statblock, the Shock Infantry Veteran.
Shock Infantry Veteran
Summoned with Foe FoundryMedium Humanoid (Warrior)
AC 17 (Splint Armor) Initiative +3 (13)
HP 65 (10d8 + 20)
Speed 30 ft.
| Mod | Save | ||
|---|---|---|---|
| Str | 18 | +4 | +6 |
| Dex | 12 | +1 | +1 |
| Con | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| Int | 8 | -1 | -1 |
| Wis | 13 | +1 | +1 |
| Cha | 8 | -1 | -1 |
Skills Athletics +6, Perception +3
Senses Passive Perception 13
Languages Common
CR 3 (700 XP; PB +2)
Actions
Multiattack. The warrior makes two Greatsword or Crossbow attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. On a hit, the target is pushed up to 10 feet horizontally.
Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 9 (1d10 + 4) piercing damage.
Mighty Leap (Recharge 5-6). The warrior can use its action to jump up to half its speed horizontally and up to half its speed vertically without provoking opportunity attacks, and can land in a space containing one or more creatures. Each creature in its space when the warrior lands makes a DC 14 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and being knocked Prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to a space of its choice.
Reactions
Coordinated Strike. Whenever an ally within 5 feet misses an attack and the warrior is within 5 feet of the target, the warrior can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.

Martial Encounters for 5E
These 5E martial encounter ideas are designed to bring grounded, gritty realism to your urban campaigns, military missions, and war-torn adventures. Whether you need tension at the city gates or battlefield chaos, these plot seeds showcase how martial NPCs like Warriors, Guards, and Berserkers complicate the lives of adventurers.
More Encounters
See Warrior Encounters, Berserker Encounters, and Guard Encounters for more martial NPC encounter ideas for your 5E campaign.
| d6 | Martial Encounter |
|---|---|
| 1 | A citizen points and yells "There they are, those are the murderers!" to a nearby Sergeant of the Watch and her patrol of Guards. |
| 2 | The PCs are framed for a noble's murder by Doppelgangers and are pursued through the city by a vengeful Lord of the Watch. To clear their names, they must unearth the conspiracy behind the false accusation. |
| 3 | The only bridge over a dangerous chasm is guarded by a Berserker Legend who will only let worthy combatants pass. She took a vow to never let a coward pass. |
| 4 | A Death Cultist Grand Master and his cult have robbed the grave of a Berserker Legend to resurrect the warrior as an undead servant. The party must retrieve his relic weapons from feuding war-chieftains before the cult completes the ritual. |
| 5 | A rival adventuring party led by a Warrior Commander interrupts the PCs’ next job — they've been hired to complete it as well! |
| 6 | A disbanded regiment has turned to banditry, led by a bitter Legendary Warrior who believes their kingdom betrayed them after not paying the soldier's backpay. |