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Little John

"Robin Hood and Little John", Illustration by Louis Rhead to Bold Robin Hood and His Outlaw Band: Their Famous Exploits in Sherwood Forest, Little John
“Robin Hood and Little John”, Illustration by Louis Rhead to Bold Robin Hood and His Outlaw Band: Their Famous Exploits in Sherwood Forest

Little John is Robin Hood’s chief lieutenant and second-in-command of the Merry Men.

Little John is intelligent and highly capable. He captures the sorrowful knight and, when Robin Hood decides to pay the knight’s mortgage for him, accompanies him as a servant. He is also known to have disagreements with Robin Hood. After being ill-treated by Robin, Little John leaves in anger. When Robin Hood is captured, it is Little John who plans his leader’s rescue. In thanks, Robin offers Little John leadership of the band, but John refuses.

He was a giant of a man (at least seven feet tall) who was named John Little. Robin Hood first encountered him when he tried to prevent Robin from crossing a narrow bridge. The two men then fought with quarterstaffs, and Robin was knocked into the river. Despite having won the duel, John agreed to join his band and fight alongside him. He was baptized by the Merry Men and then called Little John, as he most certainly was not Little.

D&D 5E Mythological Figures: Little John

Little John DnD 5E BANNER.jpg

D&D 5E – Mythological Figures: Little John | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

The largest and most loyal of Robin Hood’s Merry Men, the story of Little John—ironically named for his impressive size—begins at a bridge crossing a river where he famously beats the famous highwayman in a duel of quarterstaves. Alternatively, Robin Hood wins his favor by paying his mortgage. In either case afterward he joins the bandits and becomes a stalwart companion, once even planning his leader’s rescue and refusing the role of leader himself. Sometimes he’s smarter, but as time goes on Little John is depicted as less and less intelligent.

Little John

Medium humanoid (human), neutral good fighter (scout) 11
Armor Class 16 (studded leather, defense fighting style)
Hit Points 82 (11d10+22)
Speed 30 ft.

18 (+4)​16 (+3)​14 (+2)​11 (+0)​12 (+1)​10 (+0)​

Saving Throws Str +8, Con +6
Skills Animal Handling +5, Athletics +8, Intimidation +4, Survival +5; artisan’s tools (choose one), vehicle (land)
Senses passive Perception 11
Languages English
Challenge 7 (2,900 XP)

Background: Folk Hero. Little John is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives).

Action Surge (1/Short Rest). On his turn, Little John can take an additional action on top of his regular action and a possible bonus action.

Feat: Prodigious. Little John counts as Large-sized when determining his carrying capacity.

Feat: Stance of the Outstretched Branch. While Little John is wielding a quarterstaff with one hand, it gains the Reach property. While he wields a quarterstaff with two hands, it gains the Finesse property. Finally, it has the Thrown property (range 10/30 ft.), and on a successful hit Little John can use his reaction to catch it out of the air as it bounces back to him.

Indomitable (1/Long Rest). Little John can reroll a saving throw that he fails but must use the new roll.

Mastery Dice 1d10 (5/Short Rest). Little John can spend a mastery die to fuel one of the following effects. Each effect activates after the results of a roll are revealed.

  • Roll a mastery die and add half the result to a Strength (Athletics), Dexterity (Stealth), Intelligence (Nature), Wisdom (Perception or Survival) check.
  • Roll a mastery die and add the result to a weapon attack roll made against a creature.
  • Use his reaction when hit by an attack to roll a mastery die and add the result to his armor class, possibly turning a hit into a miss. An attack that still hits deals half damage.

Natural Explorer: Forests. When Little John makes an Intelligence or Wisdom check related to the forest, his proficiency bonus (+4) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Little John gains the following benefits:

  • Difficult terrain doesn’t slow his group’s travel.
  • Little John’s group can’t become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Little John remains alert to danger.
  • If Little John is traveling alone, he can move stealthily at a normal pace.
  • When he forages, Little John finds twice as much food as he normally would.
  • While tracking other creatures, Little John also learns their exact number, their sizes, and how long ago they passed through the area.

Second Wind (1/Short Rest). On his turn, Little John can use a bonus action to regain 1d10+11 hit points.

Extra Attack. Little John attacks three times when he takes the Attack action.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Quarterstaff (one-handed). Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 10/30 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Quarterstaff (two-handed). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Name Little John
Human CR 13
XP 25600
Fighter level 14 (skill points 56) Light, Archer
(Brawler )
Any Medium Humanoid
Init +10; Senses ; Perception +4


AC 16, touch 13, flat-footed 13 (+2 Dex, +3 armor, +1 feats)
hp 123 (0d8+14d10+14+14+14);
Fort +10, Ref +6, Will +6


Speed 30ft.
Melee +1 Dueling Quarterstaff +21/+16/+11 (1d6+10)
Ranged Longbow +17/+12/+7 (1d8+2 X3) range 100
Space 5 ft.; Reach 5 ft.
Special Attacks
Close Combatant -1 (Ex) Gains a bonus on attack rolls with weapons in the close weapon group 3
Close Combatant -2 (Ex) Bonus on damage rolls with weapons in the close weapon group = + 5
Close Control (Ex) Gains a bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. Bonus =+ 4
Maneuver Training (Ex) -1 A brawler can select combat maneuvers to receive additional training in. She gains a bonus on combat maneuver checks when performing that combat maneuver and a bonus to her CMD when defending against that maneuver. Number of Maneuvers and CMD =
No Escape (Ex) Taking a 5-foot step out of the area of a brawlers menacing stance or moving out of the area of a brawlers menacing stance with a withdraw action provokes an attack of opportunity from the brawler.


Str 20, Dex 14, Con 13, Int 12, Wis 11, Cha 9
Base Atk +14; CMB +19; CMD 32
Feats Catch off Guard, Deadly Aim, Dodge, Improved Initiative, Intimidating Prowess, Mobility, Weapon Focus, Weapon Specialization (Ranged), Armor Proficiency Heavy, Armor Proficiency Light, Armor Proficiency Medium, Critical Focus, Iron Will, Leadership, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Survival), Stand Still, Toughness, Tower Shield Proficiency, Weapon Focus(Ranged), Weapon Specialization
Skills Climb +21, Handle Animal -1, Intimidate +21, Know Arch & Eng +5, Know Dungeon +5, Perception +4, Ride +9, Stealth +15, Survival +9, Swim +7
Languages Common
Gear Studded Leather armor, +1 (+1 special ability) Quarterstaff Dueling , Longbow, Belt of giant strength (+2)


Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

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