Your CR seems off. But I don’t use CR much so don’t worry too much.okay so I made up my soldiers... The big named troops will look more like a paladin but for now this will do. I assume at the training ground Hextor has about 500 common soldier, 100 élite soldiers, and 15 advanced soldiers... the vet soldiers are already at the town/front or retired... I also figure I will make 3-5 named NPCs with personality and make them more specialized. amassed nearer to the boarder I assume they have 3x or more this in force.
Common Soldiers
Medium humanoid (human), neutral evil
Armor Class 16 (breastplate)
Hit Points 14 (2d8+2)
Speed 30 ft.
13 STR (+1) 15 DEX (+2) 13 CON (+1)
11 INT (+0) 12 WIS (+1) 13 CHA (+1)
Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 1/4 (50 XP)
Blessing of the gods- All of them have a mark of their gods symbol and have a special ability,
Actions
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5(1d8 + 1) Bludgeoning damage. two handed
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) Bludgeoning damage.
Staff Blast. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 5(1d10) radiant damage.
Elite Soldiers
Medium humanoid (human), neutral evil
Armor Class 17 (breastplate +1)
Hit Points 27 (3d10+6)
Speed 30 ft.
15 STR (+2) 15 DEX (+2) 15 CON (+2)
11 INT (+0) 12 WIS (+1) 15 CHA (+2)
Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 1 (200 XP)
Blessing of the gods- All of them have a mark of their gods symbol and have a special ability,
Actions
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6(1d8 + 2) Bludgeoning damage. two handed and 1/ turn a creature hit by this melee attack makes a dex save DC 12 or is knocked prone
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5(1d6 + 2) Bludgeoning damage. and 1/ turn a creature hit by this melee attack makes a dex save DC 12 or is knocked prone
Staff Blast. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 7(1d10+2) radiant damage.
Lay on hands- as an action the elite soldier can use a pool of 15hp that they can touch and heal themselves or others, the 15hp pool refresh every morning at dawn.
Advanced Soldiers
Medium humanoid (human), neutral evil
Armor Class 17 (breastplate +1)
Hit Points 80 (9d10+27)
Speed 30 ft.
15 STR (+2) 16 DEX (+3) 16 CON (+3)
11 INT (+0) 12 WIS (+1) 16 CHA (+3)
Skills Perception +4
Senses passive Perception 14
Languages Common
Challenge 5 (200 XP)
Blessing of the gods- All of them have a mark of their gods symbol and have a special ability,
Brave. The Elite Soldier has advantage on saving throws against being frightened.
Actions
Advanced Soldiers make 2 melee attacks or 1 ranged
+1Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8(1d8 + 4) Bludgeoning damage. two handed and 1/ turn a creature hit by this melee attack makes a dex save DC 15 or is knocked prone
+1Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7(1d6 + 4) Bludgeoning damage. and 1/ turn a creature hit by this melee attack makes a dex save DC 15 or is knocked prone
+1Staff Blast. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 13(2d10+3) radiant damage.
Smite: 1/ short rest on a hit the advanced soldier can add 1d10+2 force damage to the damage
Lay on hands- as an action the advanced soldier can use a pool of 45hp that they can touch and heal themselves or others, the 45hp pool refresh every morning at dawn.
Veteran Soldiers
Medium humanoid (human), neutral evil
Armor Class 17 (breastplate +1)
Hit Points 80 (9d10+27)
Speed 30 ft.
15 STR (+2) 16 DEX (+3) 16 CON (+3)
11 INT (+0) 14 WIS (+1) 16 CHA (+3)
Skills Perception +4
Senses passive Perception 14
Languages Common
Challenge 6 (200 XP)
Aura of the Swarm- all allies within 30ft gain the pact tactics ability, and have advantage on attack rolls if another alley is adjacent to the target.
Blessing of the gods- All of them have a mark of their gods symbol and have a special ability,
Brave. The Veteran Soldier has advantage on saving throws against being frightened.
Actions
Advanced Soldiers make 2 melee attacks or 1 ranged
+1Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8(1d8 + 4) Bludgeoning damage. two handed and 1/ turn a creature hit by this melee attack makes a dex save DC 15 or is knocked prone
+1Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7(1d6 + 4) Bludgeoning damage. and 1/ turn a creature hit by this melee attack makes a dex save DC 15 or is knocked prone
+1Staff Blast. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 13(2d10+3) radiant damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Master dice: the Vet soldier has a pool of 3d8 that refresh on a long or short rest, they can be added to damage, reduce damage to themselves or adjacent allies, or to activate the PHB battle master maneuvers of Ambush, Commander strike, Lunging attack, Sweeping Attack
Smite: 2/ short rest on a hit the advanced soldier can add 1d10+2 force damage to the damage
Lay on hands- as an action the advanced soldier can use a pool of 45hp that they can touch and heal themselves or others, the 45hp pool refresh every morning at dawn.
Blessing of the gods, I have 3 so far, Hextor, Kord and Baccob
Baccob: you can read all languages (as per eyes of rune keeper)
Hextor: once per short rest you can cast the bane spell, and once per day you can cast command
Kord: you have advantage on all str saves and skills that key of str, and multiply your carry capacity by 1.5
I like the staff blast but I think it’s too on the nose I think you should give them the sacred flame cantrip instead.