That's fine if you want to play that way, but it makes the mistaken assumption that every character that belongs to one of these organizations must be a classed character (ie, every thief must be a Rogue). The DMG shows that this is not the case with NPCs like the Mage. My take on it is that PCs are basically elite, a cut above most of the NPCs around them (at least in terms of potential) and that this is due to them being classed. There are plenty of guys who can competently swing a sword, but that doesn't make them a Fighter IMC.
I agree. Here's how I statted out a player-created organisation in my Wilderlands setting, a
moderately powerful martial order of one of the major cities. Player had specified leader was "14th level Eldritch Knight", which I accepted, so her stats come closest to those of a PC.
The Bright Seraphim of Valon
MARIAN IRONHEART, GRAND WIZARD OF THE BRIGHT SERAPHIM
Female Human (Common Avalonian), Lawful Good
Armor Class: 19 (+1 Full Plate Armor) > 24 with Shield spell.
Hit Points: 119 (14d10 +42)
Speed: 30ft (9m / 6 sqr)
Proficiency: +4
STR
20 (+5)
DEX
11 (+0)
CON
17 (+3)
INT
13 (+1)
WIS
15 (+2)
CHA
15 (+2)
Skills: Religion +5 Athletics +9 Persuasion +6 History +5 Arcana +5
Saving Throws: Strength +9 Constitution +7
Challenge: 8 (3900 XP)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and Avalonian.
Marian Ironheart
Actions
Multiattack. Marian makes three weapon melee attacks or three ranged attacks.
+1 Greatsword, The Moon Blade. Melee Weapon Attack +10 to hit, reach 5 ft, one target. Hit: 16 (3d6 +6 ) slashing damage (Greatsword Style). +2d6 radiant vs undead or fiend.
Properties: Heavy, Two-handed,
+1 Warbow. Ranged Weapon Attack +10 to hit, range 150/600, one target. Hit: 10 (1d8 +6 ) piercing damage. 20 silver arrows.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
The Moon Blade - Blade Weapon (+1 greatsword), rare (requires attunement). When you hit an undead or fiend with the Moonblade, that target takes an extra 2d6 radiant damage.
When drawn, the sword’s luminous blade emits bright light in a 15-foot radius, and dim light for an additional 15 feet. You can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each.
Fighter Abilities:
Action Surge 3/day
Second Wind d10+14 3/day
Indomitable 3/day
14th level Eldritch Knight
Spells Known: 3 cantrips, 10 spells.
Spell Slots: 4 3 2
Spells Known (1) Comprehend Languages, Shield, Thunderwave, Witch Bolt
(2) Continual Flame, Melf's Acid Arrow, See Invisibility, Shatter
(3) Counterspell, Lightning Bolt
Cantrips: Blade Ward (res BPS eont), True Strike (advtg on 1st attack vs target next turn), Light (object sheds light 20/20 1 hr),
SA: Bonded Weapon - Moonblade
War Magic - may cast cantrip + make 1 weapon attack bonus action
Eldritch Strike - target hit by weapon has disad on spell save vs Marian until end of her next turn.
Seraphim Eldritch Knight
Male or Female Avalonian
Armor Class: 18 or 20 (Full Plate Armor, & Shield), +5 with Shield spell.
Hit Points: 52 (8d8 +16)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
12 (+1)
Skills: Religion +4 Athletics +5 Arcana +4
Challenge: 4 (1100 XP)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and one extra.
5th level Eldritch Knight
Cantrips: 2 Spells Known: 4 Spell Slots: 3 1st level
Spells Known (1) Comprehend Languages, Shield, Thunderwave, Witch Bolt
Cantrips: Blade Ward (res BPS eont), Light (object sheds light 20/20 1 hr)
SA: Bonded Weapon - sword. War Magic - may cast cantrip + make 1 weapon attack bonus action
Actions
Multiattack. The Seraphim Knight makes two weapon melee attacks or two ranged attacks. Doffing or donning a shield takes 1 action.
+1 Greatsword or +1 Longsword. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 14 (3d6+4) slashing damage (Greatsword Style) or 10 (1d8+6 ) slashing damage (Duelist Style)
Properties: Heavy, Two-handed,
Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3 ) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
___________________________________________________________
Seraphim Brother Spiritual
Male or Female Avalonian
Armor Class: 17 (Half plate, Shield)
Hit Points: 39 (6d8 +12)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
13 (+1)
DEX
11 (+0)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
12 (+1)
Skills: Religion +3 Insight +6
Challenge: 3 (700 XP)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and one extra.
Actions
Mace or Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning or piercing damage.
Properties: WOLOLO!,
Spells
Spellcasting. the Brother Spiritual is an 6th-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)
Cantrips (at will): Thaumaturgy, Light, Sacred Flame, Spare the Dying,
1st level (4 slots): Healing Word, Bane, Guiding Bolt, Sanctuary, Cure Wounds, Shield of Faith
2nd level (3 slots): Prayer of Healing,
3rd level (3 slots): Mass Healing Word, Protection from Energy, Remove Curse, Spirit Guardians
______________________________
Seraphim Initiate
Armor Class: 16 (Chainmail) or 18 (with shield)
Hit Points: 19 (3d8 +6, or 12+7)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2Image result for young knight
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
12 (+1)
Skills: Religion +2 Athletics +5 Arcana +4
Challenge: 1 (200 XP)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and one extra.
Actions
Attack. The Initiate makes one weapon melee attack or one ranged attack. Action to don or doff shield.
Greatsword or Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target.
Hit: 13 (3d6 +3 ) slashing damage (Greatweapon Style), or HIt: 9 (1d8+5) (Duelist style)
Properties: Heavy, Two-handed,
Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
____________________________
Seraphim Acolyte
Armor Class: 15 (chain shirt, Shield)
Hit Points: 13 (2d8 +4)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Skills: Religion +3 Insight +5
Challenge: 1 (200 XP)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and one extra.
Actions
Mace or Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) bludgeoning or piercing damage.
Properties: WOLOLO!,
Spells
Spellcasting. the Acolyte is an 2nd-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, to hit with spell attacks +5)
Cantrips (at will): Guidance, Thaumaturgy, Sacred Flame,
1st level (3 slots): Bless, Guiding Bolt, Shield of Faith, Healing Word, Sanctuary, Command, Cure Wounds
ORDER TREASURY
11,500 Gold
1,050 Platinum
8 lbs. of gold trade bars (400 gp)
6 lbs. of exotic spices (90 gp)
9 lbs. of gold trade bars (450 gp)
1 set of bagpipes (30 gp)
3 vial(s) of holy water (150 gp)
1 lyre (30 gp)
12 black onyx worth 50 gp each
8 deep blue spinel worth 500 gp each
opal music box worth 2500gp
feather ribbon strung with pink pearls worth 2500gp
Oil of etherealness
Potion of mind reading
hoard total: 32,750.00 gp