Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
RACIAL FEATURES
Darkvision Can see in dim light within 60ft of you as if it were bright light, and
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma sav
Natural Illusionist You know the minor illusion cantrip. Intelligence is your spellcasting a
Speak with Small BeaThrough sounds and gestures, you can communicate simple ideas wit
ACTIONS
Mace 1d6 bludgeoning; -
Longbow & Arrows (21d8 piercing; Ammunition (range 150/600), heavy, two-handed
Club 1d4 bludgeoning; Light
Spellcasting Glolily is a 1th-level Ranger. Her spellcasting ability is Wisdom (spell save DC 1
Longstrider
Racial Cantrip Minor Illusio
Size Age Height Weight Relationship Status Personality Traits
Small 193 3' 8" 35 lbs In a Civil Union I feel tremendous empathy
Bonds
I’m still seeking the enlighte
Choose Proficient Skills Score
- No Acrobatics -2 Flaws
- Yes Animal Handling +4 Now that I've returned to t
- No Arcana +3
- No Athletics +0 Misc
- No Deception +1 I needed a quiet place to w
- No History +3
- No Insight +2 Quirk
- No Initimidation +1 A specific weather conditio
- Yes Investigation +5
- Yes Medicine +4 Worships
it were bright light, and - No Nature +3 Jaklix, Goddess of Promises
dom, and Charisma sav - No Perception +2
ence is your spellcasting a - No Performance +1 Secret
municate simple ideas wit - No Persuasion +1 Is an erotic dancer
- Yes Religion +5
- No Sleight of Hand -2 Most Treasured Item
- Yes Stealth +0 A broken jade disk inscribe
- No Survival +2
Equipment
A scroll case stuffed full of
heavy, two-handed
Armor Proficiencies
-, Light, Medium, Shield
Weapon Proficiencies
g ability is Wisdom (spell save DC 11 and to hit with spell attacks +3) -
Simple Weapons, Martial W
Armor
Scale Mail
AC 14
Personality Traits Choose
I feel tremendous empathy for all who suffer. -
-
-
Greater Good. My gifs are meant to be shared with all, not used for my own benefit. (Good) -
-
-
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. -
-
-
Now that I've returned to the world, I enjoy its delights a little too much. -
-
-
I needed a quiet place to work on my art, literature, music, or manifesto. -
-
-
A specific weather condition (rain/snow/wind/etc.) incites the character to fight. -
-
-
Jaklix, Goddess of Promises, Air, and Mysticism - Nature, CG -
-
-
Is an erotic dancer -
-
Most Treasured Item -
A broken jade disk inscribed with the image of cambion grasping an excised heart -
-
-
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a h -
-
-
Armor Proficiencies -
-, Light, Medium, Shield -
-
-
Weapon Proficiencies -
-
Simple Weapons, Martial Weapons -
-
-
Shield Weapon A Weapon B -
No Mace Longbow & Arrows (20) -
0 1d6 bludgeoning 1d8 piercing -
- Ammunition (range 150/600), heavy, two-handed
Weapon C Weapon D Misc A
Club
1d4 bludgeoning
Light
Proficient Feat Number of Feats
No Alert 0
No Athlete Feats
No Actor
No Charger
No Crossbow Expert
No Defensive Duelist
No Dual Wielder
No Dungeon Delver
No Durable
No Elemental Adept
No Grappler
No Great Weapon Master
No Healer
No Heavily Armored
No Heavy Armor Master
No Inspiring Leader
No Keen Mind
No Lightly Armored
No Linguist
No Lucky Name Race
No Mage Slayer Glolily Random Random
No Magic Initiate Derrik Zoos Forest Gnome
No Martial Adept Level Profession
No Medium Armor Master Random Random
No Mobile 1 Lighterman
No Moderately Armored PT Ideals
No Mounted Combatant Random Random
No Observant
No Polearm Master Age Height
No Resilient Random Random
No Ritual Caster 20 52
No Savage Attacker
No Sentinel Skin Tone Hair Color
No Sharpshooter Random Random
No Shield Master Caramel Chestnut
No Skilled
No Skulker
No Spell Sniper
No Tavern Brawler
No Tough
No War Caster
No Weapon Master
Features
1 Favored Enemy, Natural Explorer
SETTINGS
1 Favored E
Strength DexterityIntelligence Wisdom CharismaConstitution
Athletics Acrobatics ArcanaAnimal Handling Deception
Sleight of HandHistory Insight Intimidation
gbow & Arrows (20)Club Stealth InvestigationMedicinePerformance
Dungeoneer's Pack Nature PerceptionPersuasion
Religion Survival
#VALUE!
- Investigati Medicine, Religion 26
-Investigation, Stealth, Animal #VALUE!
Random Yes #VALUE!
Random Choose No #VALUE!
#VALUE!
- #VALUE!
Yes #VALUE!
Random No 2
Custom 41
#VALUE!
#VALUE!
#VALUE!
#VALUE!
51
#VALUE!
Random 17
Average #VALUE!
IF($BC$13="Random",(IF(IFERROR(BG9,"No")="No","No","Yes")),IF(I2="Yes","Yes",
reath DC when you update Ability Mods 11) Add in "# Skills Lef to Choose" 16) Adjust ASI/Feat # Remaining calculation
escriptions (eyes, skin, hair [see Dwarf Fortres12) Add option to select specific feats
13) Add in cantrips
14) Add in Feat bonuses (still need to update Linguist, but whatever)
st for Skills (table for Classes skills) 15) Add in racial cantrips
eat # Remaining calculation
Race Percent of Total Population Cumulative Freq d100 Column3
10% Hill Dwarf 10% 500 10% 1 to
20% Mountain Dwarf 10% 500 20% 11 to
30% High Elf 10% 500 30% 21 to
40% Wood Elf 10% 500 40% 31 to
50% Dark Elf 10% 500 50% 41 to
60% Lightfoot Halfing 10% 500 60% 51 to
65% Stout Halfing 5% 250 65% 61 to
70% Human 5% 250 70% 66 to
75% Dragonborn 5% 250 75% 71 to
80% Forest Gnome 5% 250 80% 76 to
85% Rock Gnome 5% 250 85% 81 to
90% Half-Elf 5% 250 90% 86 to
95% Half-Orc 5% 250 95% 91 to
100% Tiefing 5% 250 100% 96 to
100% 5000 Total Population
37% 37 Random
Use City Percentages
Hill Dwarf
Hill Dwarf Mountain Dwarf
5.00% 10.00% Mountain Dwarf High Elf
5.00%
High Elf Wood Elf
5.00%
10.00% Wood Elf Dark Elf
5.00% Dark Elf Lightfoot Halfing
Lightfoot Halfling Stout Halfing
5.00%
Stout Halfling Human
10.00%
Human
5.00% Dragonborn
Dragonborn
Forest Gnome
5.00% Forest Gnome
10.00% Rock Gnome Rock Gnome
5.00% Half-Elf
Half-Elf
10.00% 10.00% Half-Orc Half-Orc
Tiefling Tiefing
Column4
10 Hill Dwarf 1) Set Total Population
20 Mountain Dwarf 2) Set "Percent of Total" for each Race
30 High Elf 3) Select "Use City Percentages" from drop down list (on Front Page)
40 Wood Elf 4) If you want to add races, good luck.
50 Dark Elf
60 Lightfoot Halfing *Only edit Blue-Colored numbers
65 Stout Halfing
70 Human
75 Dragonborn
80 Forest Gnome
85 Rock Gnome
90 Half-Elf
95 Half-Orc
100 Tiefing
Lightfoot Halfing
Stout Halfing
Dragonborn
Forest Gnome
Rock Gnome
p down list (on Front Page)
Hill Dwarf Dark Elf
2 3 4 5 6 7
Strength Dexterity Constitution Intelligence Wisdom Charisma
Hill Dwarf 2 1
Mountain Dwarf 2 2
High Elf 2 1
Wood Elf 2 1
Dark Elf 2 1
Lightfoot Halfing 2 1
Stout Halfing 2 1
Human 1 1 1 1 1 1
Dragonborn 2 1
Forest Gnome 1 2
Rock Gnome 1 2
Half-Elf 1 1 0 0 1 2
Half-Orc 2 1
Tiefing 1 2
Point Buy
4d6 - 1d Strength Dexterity Constitution Intelligence Wisdom Charisma
10 7 15 16 15 12 Score
0 -2 2 3 2 1 Mod
10
Strength Dexterity Constitution Intelligence Wisdom Charisma Points Lef 15
Point Buy 10 10 12 10 11 10 Score
0 0 1 0 0 0 Mod
10 10 10 10 10 10 Base Score
2 1 Racial Bonus
1 2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom Charisma
Terrible Ar 8 8 12 10 11 10 Score
-1 -1 1 0 0 0 Mod
1 2 4 3 5 6 Rank Array
0.050059 0.246806 0.450331971 0.44362688 0.50572 0.739738 Random Number
8 8 10 10 10 10 Array
8 8 10 10 10 10 Result
2 1 Racial Bonus
1 2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom Charisma
Bad Array 9 14 15 12 17 10 Score
-1 2 2 1 3 0 Mod
5 1 2 6 3 4 Rank Array
0.926499 0.03601 0.666997139 0.94030836 0.67635 0.883709 Random Number
8 9 10 11 12 13 Array
9 14 13 12 16 10 Result
2 1 Racial Bonus
1 2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom Charisma
Standard A 10 12 17 13 15 8 Score
0 1 3 1 2 -1 Mod
6 1 2 4 5 3 Rank Array
0.604146 0.007698 0.311918466 0.54758841 0.56878 0.344112 Random Number
8 10 12 13 14 15 Array
10 12 15 13 14 8 Result
2 1 Racial Bonus
1 2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom Charisma
Good Array 14 14 15 12 17 10 Score
2 2 2 1 3 0 Mod
6 4 3 1 2 5 Rank Array
0.621208 0.545717 0.370454491 0.01912712 0.35057 0.552216 Random Number
10 12 13 14 14 16 Array
14 14 13 12 16 10 Result
2 1 Racial Bonus
1 2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom Charisma
Hero Array 14 14 15 12 17 10 Score
2 2 2 1 3 0 Mod
3 4 1 5 2 6 Rank Array
0.217464 0.41755 0.114686532 0.67872439 0.13349 0.895413 Random Number
12 12 14 16 16 18 Array
14 14 13 12 16 10 Result
2 1 Racial Bonus
1 2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom Charisma
Commoner 10 10 12 10 11 10 Score
0 0 1 0 0 0 Mod
2 3 4 5 6 1 Rank Array
0.379111 0.696618 0.8213625 0.93146892 0.94697 0.26626 Random Number
10 10 10 10 10 10 Array
10 10 10 10 10 10 Result
2 1 Racial Bonus
Hill Dwarf
Ability Score Incre Constitution +2, Wisdom +1
Age 50 350
Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good a
Size Medium Between 4 and 5f tall and average about 150lbs
Speed 25f Not reduced by wearing heavy armor
Darkvision You can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. Yo
Dwarven Resilienc Advantage on saving throws against poison; Resistance against poison damage
Dwarven Combat Tr Proficiency with the battleaxe, handaxe, light hammer, and warhammer
Tool Proficiency Random Smith's TooBrewer's S Mason's Tools
Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered p
Languages Common Dwarvish
Dwarven ToughnesYour hit point maximum increases by 1, and it increases by 1 every time you gain a level
Mountain Dwarf
Ability Score Incre Constitution +2, Strength +2
Age 50 350
Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good a
Size Medium Between 4 and 5f tall and average about 150lbs
Speed 25f Not reduced by wearing heavy armor
Darkvision You can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. Yo
Dwarven Resilienc Advantage on saving throws against poison; Resistance against poison damage
Dwarven Combat Tr Proficiency with the battleaxe, handaxe, light hammer, and warhammer
Tool Proficiency Random Smith's tooBrewer's suMason's Tools
Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered p
Languages Common Dwarvish
Dwarven Armor TraYou have proficiency with light and medium armor
High Elf
Ability Score Incre Dexterity +2, Intelligence +1
Age 100 750
Alignment Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. T
Size Medium Under 5' to over 6' tall and have slender builds, between 100-145 pounds
Speed 30f
Darkvision Can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. You ca
Keen Senses You have proficiency in the Perception skill.
Fey Ancestry Advantage on saving throws against being charmed, and magic can't put you to sleep
Trance Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Afer
Languages Common Elvish
Elf Weapon TraininProficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language You can speak, read, and write one extra language of your choice
Wood Elf
Ability Score Incre Dexterity +2, Wisdom +1
Age 100 750
Alignment Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. T
Size Medium Under 5' to over 6' tall and have slender builds, between 100-145 pounds
Speed 35f
Darkvision Can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. You ca
Keen Senses You have proficiency in the Perception skill
Fey Ancestry Advantage on saving throws against being charmed, and magic can't put you to sleep
Trance Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Afer
Languages Common Elvish
Elf Weapon TraininProficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot Your base walking speed increases to 35f.
Mask of the Wild You can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and ot
Dark Elf
Ability Score Incre Dexterity +2, Charisma +1
Age 100 750
Alignment Chaotic Good
Size Medium Under 5' to over 6' tall and have slender builds, between 100-145 pounds
Speed 30f
Superior DarkvisioCan see in dim light within 120f of you as if it were bright light, and in darkness as if it were dim light. You c
Keen Senses You have proficiency in the Perception skill
Fey Ancestry Advantage on saving throws against being charmed, and magic can't put you to sleep
Trance Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Afer
Languages Common Elvish
Sunlight SensitivityYou have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the t
Drow Magic You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per d
Drow Weapon TraiYou have proficiency with rapiers, shortswords, and hand crossbows
Lightfoot Halfling
Ability Score Incre Dexterity +2, Charisma +1
Age 20 250
Alignment Lawful Good
Size Small Average is about 3f tall and weigh about 40-45lbs
Speed 25f
Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the ne
Brave You have advantage on saving throws against being frightened.
Halfing NimblenesYou can move through the space of any creature that is of a size larger than yours.
Languages Common Halfing
Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than
Stout Halfling
Ability Score Incre Dexterity +2, Constitution +!
Age 20 250
Alignment Lawful Good
Size Small Average is about 3f tall and weigh about 40-45lbs
Speed 25f
Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the ne
Brave You have advantage on saving throws against being frightened.
Halfing NimblenesYou can move through the space of any creature that is of a size larger than yours.
Languages Common Halfing
Stout Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.
Human
Ability Score Incre Your ability scores each increase by 1.
Age 18 80
Alignment Humans tend toward no particular alignment. The best and the worst are found among them.
Size Medium Humans vary widely in height and build, from barely 5' to well over 6' tall.
Speed 30f
Languages Common One extra language of your choice
Dragonborn
Ability Score Incre Strength +2, Charisma +1
Age 15 80
Alignment Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war betwe
Size Medium Dragonborn are taller and heavier than humans, standing well over 6 feet tall and average almos
Speed 30f
Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weap
Breath weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, an
Damage Resistanc You have resistance to [the damage type associated with your draconic ancestry].
Languages Common Draconic
Draconic AncestryDragon Damage TyBreath Weapon
0 Random 1
Black Acid 5 by 30 f. line (Dex. save) 1 2d6 2d6
Green Blue Lightning 5 by 30 f. line (Dex. save) 6 3d6
Brass Fire 5 by 30 f. line (Dex. save) 11 4d6
Bronze Lightning 5 by 30 f. line (Dex. save) 16 5d6
Copper Acid 5 by 30 f. line (Dex. save)
Gold Fire 15 f. cone (Dex. save)
Green Poison 15 f. cone (Con. save)
Red Fire 15 f. cone (Dex. save)
Silver Cold 15 f. cone (Con. save)
White Cold 15 f. cone (Con. save)
Forest Gnome
Ability Score Incre Intelligence +2, Dexterity +1
Age 40 415
Alignment Gnomes are most ofen good. Those who tend toward law are sages, engineers, researechers, scholars, inve
Size Small Gnomes are between 3 and 4 feet tall and average about 40 pounds.
Speed 25f
Darkvision Can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. You ca
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages Common Gnomish
Natural Illusionist You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small BThrough sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnom
Rock Gnome
Ability Score Incre Intelligence +2, Constitution +1
Age 40 415
Alignment Gnomes are most ofen good. Those who tend toward law are sages, engineers, researechers, scholars, inve
Size Small Gnomes are between 3 and 4 feet tall and average about 40 pounds.
Speed 25f
Darkvision Can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. You ca
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages Common Gnomish
Artificer's Lore Whenever you make an Intelligence (History) check related to magic items, alchemical objects or technolog
Tinker You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp
Random
Fire Starter. The d Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or so
Fire Starter. The device produces a miniature fame, which you can use to light a candle, torch, or campfire.
Clockwork Toy. ThisMusic Box. When opened, this music box plays a single song at a moderate volume. The box stops playing w
Half-Elf
Ability Score Incre Charisma +2, Two other ability scores of your choice increase by 1
Age 20 180
Alignment Half-evles share the chaotic bent of their elven heritage. They value both personal freedom and creative ex
Size Medium Half-elves are about the same size as humans, ranging from 5 to 6 feet tall and 100 to 180 pound
Speed 30f
Darkvision You can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. Yo
Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleeo.
Skill Versatility You gain proficiency in two skills of your choice.
Languages Common Elvish One extra language of your choice.
Half-Orc
Ability Score Incre Strength +2, Constitution +1
Age 14 75
Alignment Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good
Size Medium Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.
Speed 30 feet
Darkvision You can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. Yo
Menacing You gain proficiency in the Intimidation skill
Relentless Endura When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't u
Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice on
Languages Common Orc
Tiefling
Ability Score Incre Intelligence +1, Charisma +2
Age 18 100
Alignment Tiefings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an ind
Size Medium Tiefings vary widely in height and build, from barely 5' to well over 6' tall.
Speed 30f
Darkvision You can see in dim light within 60f of you as if it were bright light, and in darkness as if it were dim light. Yo
Hellish Resistance You have resistance to fire damage.
Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once pe
Langauges Common Infernal
10 11 12 13 14 15 16 17 18 19
Languages Extra Lang Weapon Pro Armor ProfSkill Profic Tool Profic HP IncreasCantrip ResistanceDraconic A
Common, D- Battleaxe, - - Smith's Too 1- - -
Common, D- Battleaxe, Light, Med- Smith's Too- - - -
Common, EHalfing Longsword,- Perception- - 1- -
Common, E- Longsword,- Perception- - - - -
Common, E- Rapier, Sh - Perception- - Dancing Lig- -
Common, Ha- - - - - - - - -
Common, Ha- - - - - - - Poison Da -
Common Deep Spee- - - - - - - -
Common, D- - - - - - - #N/A #N/A
Common, G- - - - - - Minor Illus- -
Common, G- - - - Tinker's To- - - -
Common, EPrimordial - - History, Pe - - - - -
Common, O- - - Intimidatio- - - - -
Common, In- - - - - - Thaumaturg Fire Damag-
society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a ju
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
f stonework, you are considered procifient in the History skill and add double your proficiency bonus to the check, instead of your normal p
ou gain a level
society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a ju
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
f stonework, you are considered procifient in the History skill and add double your proficiency bonus to the check, instead of your normal p
ard the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more ofen good than not. The
ness as if it were dim light. You can't discern color in darkness, only shades of gray.
onscious, for 4 hours a day. Afer resting in this way, you gain the same benefit that human does from 8 hours of sleep.
ard the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more ofen good than not. The
ness as if it were dim light. You can't discern color in darkness, only shades of gray.
onscious, for 4 hours a day. Afer resting in this way, you gain the same benefit that human does from 8 hours of sleep.
rkness as if it were dim light. You can't discern color in darkness, only shades of gray.
onscious, for 4 hours a day. Afer resting in this way, you gain the same benefit that human does from 8 hours of sleep.
that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
ast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcas
reroll the die and must use the new roll.
he other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.
over 6 feet tall and average almost 250 pounds.
Ancestry table. Your breath weapon and damage resistance are determined by the dragon type as shown in the table.
try determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the ex
Random
Black #N/A
Blue #N/A
Brass
Bronze
Copper
Gold
Green
Red
Silver
White
neers, researechers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, trickesters, wanderers, or fanciful jew
ness as if it were dim light. You can't discern color in darkness, only shades of gray.
ows against magic.
mall or smaller beasts. Forest gnomes love animals and ofen keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as b
neers, researechers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, trickesters, wanderers, or fanciful jew
ness as if it were dim light. You can't discern color in darkness, only shades of gray.
ows against magic.
s, alchemical objects or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally app
you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function afer 2
a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a rand
light a candle, torch, or campfire. Using the device requires your action.
e volume. The box stops playing when it reaches the song's end or when it is closed.
personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent other
o 6 feet tall and 100 to 180 pounds. Random Strength Dexterity Constitutio
Strength Strength Strength
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
an't put you to sleeo.
not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
ween 180 and 250 pounds.
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
p to 1 hit point instead. You can't use this feature again until you finish a long rest.
e of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
m end up there. Evil or not, an independent nature inclines many tiefings toward a chaotic alignment.
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
st the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Cha
20 21 22 23
Breath TypBreath SizeBreath DC Breath Da Toy
- - - - - Hill Dwarf 0 -
- - - - - Mountain 0 -
- - - - - High Elf 1 Perception
- - - - - Wood Elf 1 Perception
- - - - - Dark Elf 1 Perception
- - - - - Lightfoot H 0 -
- - - - - Stout Half 0 -
- - - - - Human 0 -
#N/A #N/A 8 2d6 - Dragonbor 0 -
- - - - - Forest Gn 0 -
- - - - Fire Starter. The devi Rock Gnom 0 -
- - - - - Half-Elf 2 Any
- - - - - Half-Orc 1 Intimidation
- - - - - Tiefing 0 -
more ofen good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are mor
h creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for th
ters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
ters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
ey chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
Intelligenc Wisdom Charisma
are usually evil.
arkness spell once per day. Charisma is your spellcasting ability for these spells.
Perception
Perception
Perception
Intimidation
em vicious and dangerous. Drow are more ofen evil than not.
em vicious and dangerous. Drow are more ofen evil than not.
d by your draconic ancestry. The DC for this saving throw equals [8 + your Constitution modifier + your proficiency bonus]. A creature takes
hem are more playful than vicious.
nctioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to thr
ficiency bonus]. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6
create it. You can have up to three such devices active at a time. When you create a device, choose on of the following options
e. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Afer you use your breath weapon, you can't use it ag
he following options
eath weapon, you can't use it again until you complete a short or long rest.
Hill Dwarf Hill Dwarf Des Mountain Dwarf Mountain Dwarf Des High Elf
Darkvision You can see in dDarkvision You can see in dim light within 60f of you as if i Darkvisio
Dwarven ReAdvantage on saDwarven ResiliencAdvantage on saving throws against poison; Res Keen Sen
Dwarven CoProficiency wit Dwarven Combat TProficiency with the battleaxe, handaxe, light Fey Ance
Tool Profic Smith's Tools Tool Proficiency Smith's Tools Trance
StonecunniWhenever you ma Stonecunning Whenever you make an Intelligence (History) chec Elf Weapo
Dwarven T Your hit point Dwarven Armor TrYou have proficiency with light and medium armCantrip
Extra La
buke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your s
ditional time and add it to the extra damage of the critical hit.
once per day. Charisma is your spellcasting ability for these spells.
Random Armor Shield Weapon A Weapon B
Barbarian Padded No Halberd Quarterstaff
Bard Leather No Rapier Dagger
Cleric Chain Mail Yes Mace Light Hammer
Druid Leather No Club Scimitar
Fighter Leather Yes Warhammer Light Crossbow & Bolts (20)
Monk - No Shortsword Darts (10)
Paladin Chain Mail Yes Scimitar Spear
Ranger Scale Mail No Mace, Club Longbow & Arrows (20)
Rogue Leather No Rapier Shortbow & Arrows (20)
Sorcerer - No Mace -
Warlock Leather No Javelin Dagger, Daggers (2)
Wizard - No Quarterstaff -
Random Set
Ranger
Barbarian 20
1
Barbarian Bard
Level
1 Rage, Unarmored Defense Spellcasting, Bardic Inspiration (d6)
2 Reckless Attack, Danger Sen Jack of All Trades, Song of Rest (d6)
3 Primal Path Bard College, Expertise
4 Ability Score Improvement Ability Score Improvement
5 Extra Attack, Fast MovementBardic Inspiration (d8), Font of Inspiration
6 Path Feature Countercharm, Bard College Feature
7 Feral Instinct -
8 Ability Score Improvement Ability Score Improvement
9 Brutal Critical (1 die) Song of Rest (d8)
10 Path Feature Bardic Inspiration (d10), Expertise, Magical Secrets
11 Relentless Rage -
12 Ability Score Improvement Ability Score Improvement
13 Brutal Critical (2 dice) Song of Rest (d10)
14 Path Feature Magical Secrets, Bard College Feature
15 Persistent Rage Bardic Inspiration (d12)
16 Ability Score Improvement Ability Score Improvement
17 Brutal Critical Dice (3 dice) Song of Reset (d12)
18 Indomitable Might Magical Secrets
19 Ability Score Improvement Ability Score Improvement
20 Primal Champion Superior Inspiration
Spellcasting Ability
Barbarian -
Bard Charisma
Cleric Wisdom
Druid Wisdom
Fighter -
Monk -
Paladin Charisma
Ranger Wisdom
Rogue -
Sorcerer Charisma
Warlock Charisma
Wizard Intelligence
Misc A Misc B Skills
Javelins (4) Explorer's Pack Athletics, Intimidation
Entertainer's Pack Bagpipes Intimidation, Intimidation, Religion
Priest's Pack Holy Symbol Medicine, Religion
Explorer's Pack Druidic Focus Survival, Medicine
Longbow & Arrows (20) Dungeoneer's Pack Survival, Animal Handling
Dungeoneer's Pack - Religion, Religion
Explorer's Pack Holy Symbol Religion, Medicine
Dungeoneer's Pack - Investigation, Stealth, Animal Handling
Daggers (2), Thieves' Tools Explorer's Pack Acrobatics, Persuasion, Persuasion, Intimidation
Arcane Focus Explorer's Pack Persuasion, Deception
Arcane Focus Dungeoneer's Pack History, Arcana
Arcane Focus Scholar's Pack Arcana, Insight
STR DEX
Athletics Acrobatics
Sleight of Hand
Stealth
2
Saving Throws Skills
STR, CON Animal Handling, Perception
ord, Rapier, Shortsword
Saving Throws Armor Proficiencies Weapon Proficiencies Tool Proficiencies
STR, CON Light, Medium, Shield
Simple Weapons, Martial Weapons None
DEX, CHA SimpleLight
Weapons, Hand Crossbow, Longsword, Rapier, Lyre, Flute,
Shortsword
Lyre
WIS, CHA Light, Medium, Shield Simple Weapons None
INT, WIS Club,Light,
Dagger,
Medium,
Dart,Shield
Javelin, Mace, Quarterstaff, Scimitar, Herbalism
Sickle, Sling,
Kit Spear
STR, CONLight, Medium, Heavy Armor,SimpleShield
Weapons, Martial Weapons None
STR, DEX None Simple Weapons, Shortsword Viol
WIS, CHALight, Medium, Heavy Armor,SimpleShield
Weapons, Martial Weapons None
STR, DEX Light, Medium, Shield
Simple Weapons, Martial Weapons None Simple Wea
DEX, INT SimpleLight
Weapons, Hand Crossbow, Longsword, Rapier, Thieves'
Shortsword
Tools Club
CON, CHA None
Dagger, Dart, Sling, Quarterstaff, Light Crossbow None Dagger
WIS, CHA Light Simple Weapons None Greatclub
INT, WIS None
Dagger, Dart, Sling, Quarterstaff, Light Crossbow None Handaxe
Javelin
INT WIS CHA CON Light Hammer
Arcana Animal Handling Deception Mace
History Insight Intimidation Quarterstaff
Investigation Medicine Performance Sickle
Nature Perception Persuasion Spear
Religion Survival Unarmed Strike
Light Crossbow
Dart
Barbarian Animal Handling,
2 Athletics, Intimidation, Nature, Perception, Survival Shortbow
Bard 3 Any Sling
Cleric 2History, Insight, Medicine, Persuasion, Religion
Druid Arcana, Animal Handling,
2 Insight, Medicine, Nature, Perception, Religion, Survival
Fighter
Acrobatics, Animal Handling,
2 Athletics, History, Insight, Intimidation, Perception, Survival
Monk Acrobatics,
2 Athletics, History, Insight, Religion, Stealth
Paladin Athletics,
2 Insight, Intimidation, Medicine, Persuasion, Religion
RangerAnimal Handling, Athletics,
3 Insight, Investigation, Nature, Perception, Stealth, Survival
Acrobatics, Athletics,
RogueDeception, Insight,4Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Sorcerer Arcana,2 Deception, Insight, Intimidation, Persuasion, Religion
Warlock Arcana, Deception,
2 History, Intimidation, Investigation, Nature, Religion
Wizard Arcana,
2 History, Insight, Investigation, Medicine, Religion
=CHOOSE(RANDBETWEEN(1,5),D16,A1
Light Medium Heavy Armor
Padded Hide Ring Mail
Leather Chain Shirt Chain Mail
Studded Leather Scale Mail Splint
Breastplate Plate
- Half Plate
Ranger 1
Barbarian Bard
1 Rage, Unarmored Defense Spellcasting, Bardic Inspiration (d6)
2 Reckless Attack, Danger Sens Jack of All Trades, Song of Rest (d6)
3 Primal Path Bard College, Expertise
4 Ability Score Improvement Ability Score Improvement
5 Extra Attack, Fast Movement Bardic Inspiration (d8), Font of Inspiration
6 Path Feature Countercharm, Bard College Feature
7 Feral Instinct -
8 Ability Score Improvement Ability Score Improvement
9 Brutal Critical (1 die) Song of Rest (d8)
10 Path Feature Bardic Inspiration (d10), Expertise, Magical Secrets
11 Relentless Rage -
12 Ability Score Improvement Ability Score Improvement
13 Brutal Critical (2 dice) Song of Rest (d10)
14 Path Feature Magical Secrets, Bard College Feature
15 Persistent Rage Bardic Inspiration (d12)
16 Ability Score Improvement Ability Score Improvement
17 Brutal Critical Dice (3 dice) Song of Reset (d12)
18 Indomitable Might Magical Secrets
19 Ability Score Improvement Ability Score Improvement
20 Primal Champion Superior Inspiration
Natural Explorer
C19,D19,D20)
Damage Properties
Battleaxe 1d8 slashi Versatile (1d10)
Blowgun 1 piercing Ammunition (range 25/100), loading
Club 1d4 bludgeLight
Dagger 1d4 piercinFinesse, light, thrown (range 20/60)
Dart 1d4 piercinFinesse, thrown (range 20/60)
Flail 1d8 bludge-
Glaive 1d10 slashHeavy, reach, two-handed
Greataxe 1d12 slashHeavy, two-handed
Greatclub 1d8 bludgeTwo-handed
Greatsword 2d6 slashi Heavy, two-handed
Halberd 1d10 slashHeavy, reach, two-handed
Hand Crossbow 1d6 piercinAmmunition (range 30/120), light, loading
Handaxe 1d6 slashi Light, thrown (range 20/60)
Heavy Crossbow 1d10 piercAmmunition (range 100/400), heavy, loading, two-handed
Javelin 1d6 piercinThrown (range 30/120)
Lance 1d12 piercReach, special
Light Crossbow 1d8 piercinAmmunition (range 80/320), loading, two-handed
Light Hammer 1d4 bludgeLight, thrown (range 20/60)
Longbow 1d8 piercinAmmunition (range 150/600), heavy, two-handed
Longsword 1d8 slashi Versatile (1d10)
Mace 1d6 bludge-
Maul 2d6 bludgeHeavy, two-handed
Morningstar 1d8 piercin-
Net 0 Special, thrown (range 5/15)
Pike 1d10 piercHeavy, reach, two-handed
Quarterstaff 1d6 bludgeVersatile (1d8)
Rapier 1d8 piercinFinesse
Scimitar 1d6 slashi Finesse, light
Shortbow 1d6 piercinAmmunition (range 80/320), two-handed
Shortsword 1d6 piercinFinesse, light
Sickle 1d4 slashi Light
Sling 1d4 bludgeAmmunition (range 30/120)
Spear 1d6 piercinThrown (range 20/60), versatile (1d8)
Trident 1d6 piercinThrown (range 20/60), versatile (1d8)
Unarmed Strike 1 bludgeon-
War Pick 1d8 piercin-
Warhammer 1d8 bludgeVersatile (1d10)
Whip 1d4 slashi Finesse, reach
Warlock Wizard
Otherworldly Patron, Pact Magic Spellcasting, Arcane Recovery
Eldritch Invocations Arcane Tradition
Pact Boon -
Ability Score Improvement Ability Score Improvement
- -
Otherworldly Patron feature Arcane Tradition feature
- -
Ability Score Improvement Ability Score Improvement
- -
Otherworldly Patron feature Arcane Tradition feature
Mystic Arcanum (6th level) -
Ability Score Improvement Ability Score Improvement
Mystic Arcanum (7th level) -
Otherworldly Patron feature Arcane Tradition feature
Mystic Arcanum (8th level) -
Ability Score Improvement Ability Score Improvement
Mystic Arcanum (9th level) -
- Spell Mastery
Ability Score Improvement Ability Score Improvement
Eldritch Master Signature Spell
Backgrounds Skill Proficiencies Tool Proficiencies Languages Equipment
Acolyte Insight, Religion - Undercommon, AbyssalA holy symbol
Charlatan Deception, SleightForgery Kit, Disguise Kit - A set of fine
Criminal Deception, Stealth
Gaming Set, Thieves' Tools - A crowbar, a
Entertainer Acrobatics, PerfoDisguise Kit, Pan fute - A musical ins
Folk Hero Animal Handling,
Vehicles
S (land), Painter's supplies - A set of arti
Guild Artisan Insight, PersuasionWoodcarver's tools Deep Speech A set of arti
Hermit Medicine, Religion Herbalism Kit Goblin A scroll case
Noble History, PersuasioThree-Dragon Ante set Draconic A set of fine
Outlander Athletics, Survival Shawn Orc A staff, a hu
Sage Arcana, History - Primordial, Draconic
A bottle of b
Sailor Athletics, Percepti
Navigator's Tools, Vehicles (water) - A belaying pi
Soldier Athletics, Intimida
Dragonchess set, Vehicles (land) - An insignia o
Urchin Sleight of Hand,Disguise
St Kit, Thieves' Tools - A small knife
Hermit Medicine, ReligionHerbalism Kit Goblin A scroll case
Acolyte
Soldier
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin
Hermit
Personality Trait
I've spend so long in the temple that I have little practical experience dealing with people in the outside world.
I lie about almost everything, even when there’s no good reason to.
I would rather make a new friend than a new enemy.
I change my mood or my mind as quickly as I change key in a song.
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
I always want to know how things work and what makes people tick.
I feel tremendous empathy for all who suffer.
If you do me an injury, I will crush you, ruin your name, and salt your fields.
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to othe
I never pass up a friendly wager.
I'm always polite and respectful.
I ask a lot of questions.
I feel tremendous empathy for all who suffer.
Personality Trait
I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.
Ican find common ground between the fiercest enemies, empathizing with them and always working toward peac
I see omens in every event and action. The gods try to speak to us, we just need to listen.
Nothing can shake my optimistic attitude.
I quote (or misquote) sacred texts and proverbs in almost every situation.
I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
I've spend so long in the temple that I have little practical experience dealing with people in the outside world.
Personality Trait
I fall in and out of love easily, and am always pursuing someone.
I have a joke for every occasion, especially occasions where humor is inappropriate.
Flattery is my preferred trick for getting what I want.
I’m a born gambler who can't resist taking a risk for a potential payoff.
I lie about almost everything, even when there’s no good reason to.
Sarcasm and insults are my weapons of choice.
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
I pocket anything I see that might have some value.
Personality Trait
I always have a plan for what to do when things go wrong.
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidde
I would rather make a new friend than a new enemy.
I am incredibly slow to trust. Those who seem the fairest ofen have the most to hide.
I don't pay attention to the risks in a situation. Never tell me the odds.
The best way to get me to do something is to tell me I can't do it.
I blow up at the slightest insult.
Personality Trait
I know a story relevant to almost every situation.
Whenever I come to a new place, I collect local rumors and spread gossip.
I’m a hopeless romantic, always searching for that “special someone.”
Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
I love a good insult, even one directed at me.
I get bitter if I’m not the center of attention.
I’ll settle for nothing less than perfection.
I change my mood or my mind as quickly as I change key in a song.
Personality Trait
I judge people by their actions, not their words.
If someone is in trouble, I’m always ready to lend help.
When I set my mind to something, I follow through no matter what gets in my way.
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
I’m confident in my own abilities and do what I can to instill confidence in others.
Thinking is for other people. I prefer action.
I misuse long words in an attempt to sound smarter.
I get bored easily. When am I going to get on with my destiny?
Personality Trait
I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
I’m a snob who looks down on those who can’t appreciate fine art.
I always want to know how things work and what makes people tick.
I’m full of witty aphorisms and have a proverb for every occasion.
I’m rude to people who lack my commitment to hard work and fair play.
I like to talk at length about my profession.
I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t
Personality Trait
I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
I am utterly serene, even in the face of disaster.
The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
I feel tremendous empathy for all who suffer.
I’m oblivious to etiquette and social expectations.
I connect everything that happens to me to a grand, cosmic plan.
I ofen get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
I am working on a grand philosophical theory and love sharing my ideas.
Personality Trait
My eloquent fattery makes everyone I talk to feel like the most wonderful and important person in the world.
The common folk love me for my kindness and generosity.
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
I take great pains to always look my best and follow the latest fashions.
I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
My favor, once lost, is lost forever.
If you do me an injury, I will crush you, ruin your name, and salt your fields.
Personality Trait
I’m driven by a wanderlust that led me away from home.
I watch over my friends as if they were a litter of newborn pups.
I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had
I have a lesson for every situation, drawn from observing nature.
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
I feel far more comfortable around animals than people.
I was, in fact, raised by wolves.
Personality Trait
I use polysyllabic words that convey the impression of great erudition.
I've read every book in the world’s greatest libraries—or I like to boast that I have.
I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to othe
There’s nothing I like more than a good mystery.
I’m willing to listen to every side of an argument before I make my own judgment.
I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to m
I am horribly, horribly awkward in social situations.
I’m convinced that people are always trying to steal my secrets.
Personality Trait
My friends know they can rely on me, no matter what.
I work hard so that I can play hard when the work is done.
I enjoy sailing into new ports and making new friends over a fagon of ale.
I stretch the truth for the sake of a good story.
To me, a tavern brawl is a nice way to get to know a new city.
I never pass up a friendly wager.
My language is as foul as an otyugh nest.
I like a job well done, especially if I can convince someone else to do it.
Personality Trait
I'm always polite and respectful.
I’m haunted by memories of war. I can’t get the images of violence out of my mind.
I’ve lost too many friends, and I’m slow to make new ones.
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
I can stare down a hell hound without finching.
I enjoy being strong and like breaking things.
I have a crude sense of humor.
I face problems head-on. A simple, direct solution is the best path to success.
Personality Trait
I hide scraps of food and trinkets away in my pockets.
I ask a lot of questions.
I like to squeeze into small places where no one else can get to me.
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
I eat like a pig and have bad manners.
I think anyone who’s nice to me is hiding evil intent.
I don’t like to bathe.
I bluntly say what other people are hinting at or hiding.
Personality Trait
Random
I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
I am utterly serene, even in the face of disaster.
The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
I feel tremendous empathy for all who suffer.
I’m oblivious to etiquette and social expectations.
I connect everything that happens to me to a grand, cosmic plan.
I ofen get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
I am working on a grand philosophical theory and love sharing my ideas.
Ideal
Change. We must help bring about the changes the gods are constantly working in the world. Chaotic.
Charity. I distribute the money I acquire to the people who really need it. Good.
Redemption. There’s a spark of good in everyone. (Good)
Honesty. Art should refect the soul; it should come from within and reveal who we really are. (Any)
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
Greater Good. My gifs are meant to be shared with all, not used for my own benefit. (Good)
Family. Blood runs thicker than water. (Any)
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Logic. Emotions must not cloud our logical thinking. (Lawful)
Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)
Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Respect. All people, rich or poor, deserve respect. (Good)
Greater Good. My gifs are meant to be shared with all, not used for my own benefit. (Good)
Ideal
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. Lawful.
Charity. I always try to help those in need, no matter what the personal cost. Good.
Change. We must help bring about the changes the gods are constantly working in the world. Chaotic.
Power. I hope to one day rise to the top of my faith's religious hierarchy. Lawful
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. Lawful.
Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. Any.
Ideal
Independence. I am a free spirit— no one tells me what to do. Chaotic.
Fairness. I never target people who can’t afford to lose a few coins. Lawful
Charity. I distribute the money I acquire to the people who really need it. Good.
Creativity. I never run the same con twice. Chaotic.
Friendship. Material goods come and go. Bonds of friendship last forever. Good.
Aspiration. I’m determined to make something of myself. Any.
Ideal
Honor. I don’t steal from others in the trade. (Lawful)
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Charity. I steal from the wealthy so that I can help people in need. (Good)
Greed. I will do whatever it takes to become wealthy. (Evil)
People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutra
Redemption. There’s a spark of good in everyone. (Good)
Ideal
Beauty. When I perform, I make the world better than it was. (Good)
Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful
Creativity. The world is in need of new ideas and bold action. (Chaotic)
Greed. I’m only in it for the money and fame. (Evil)
People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
Honesty. Art should refect the soul; it should come from within and reveal who we really are. (Any)
Ideal
Respect. People deserve to be treated with dignity and respect. (Good)
Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Might. If I become strong, I can take what I want—what I deserve. (Evil)
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Ideal
Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (La
Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
Greed. I’m only in it for the money. (Evil)
People. I’m committed to the people I care about, not to ideals. (Neutral)
Aspiration. I work hard to be the best there is at my craf.
Ideal
Greater Good. My gifs are meant to be shared with all, not used for my own benefit. (Good)
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
Self-Knowledge. If you know yourself, there’s nothing lef to know. (Any)
Ideal
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Law
Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
Power. If I can attain more power, no one will tell me what to do. (Evil)
Family. Blood runs thicker than water. (Any)
Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Ideal
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
Might. The strongest are meant to rule. (Evil)
Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Glory. I must earn glory in battle, for myself and my clan. (Any)
Ideal
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
Beauty. What is beautiful points us beyond itself toward what is true. (Good)
Logic. Emotions must not cloud our logical thinking. (Lawful)
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Power. Knowledge is the path to power and domination. (Evil)
Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
Ideal
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
Fairness. We all do the work, so we all share in the rewards. (Lawful)
Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)
People. I’m committed to my crewmates, not to ideals. (Neutral)
Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)
Ideal
Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Responsibility. I do what I must and obey just authority. (Lawful)
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
Might. In life as in war, the stronger force wins. (Evil)
Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
Nation. My city, nation, or people are all that matter. (Any)
Ideal
Respect. All people, rich or poor, deserve respect. (Good)
Community. We have to take care of each other, because no one else is going to do it. (Lawful)
Change. The low are lifed up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
People. I help the people who help me—that’s what keeps us alive. (Neutral)
Aspiration. I'm going to prove that I'm worthy of a better life.
Ideal
Random
Greater Good. My gifs are meant to be shared with all, not used for my own benefit. (Good)
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
Self-Knowledge. If you know yourself, there’s nothing lef to know. (Any)
Bond
Everything I do is for the common people.
I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive my
Someone I loved died because of a mistake I made. That will never happen again.
I will do anything to prove myself superior to my hated rival.
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
The common folk must see me as a hero of the people.
I am the last of my tribe, and it is up to me to ensure their names enter legend.
I work to preserve a library, university, scriptorium, or monastery.
Ruthless pirates murdered my captain and crewmates, plundered our ship, and lef me to die. Vengeance will be mine.
My honor is my life.
No one else should have to endure the hardships I’ve been through.
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Bond
I would die to recover an ancient relic of my faith that was lost long ago.
I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
I owe my life to the priest who took me in when my parents died.
Everything I do is for the common people.
I will do anything to protect the temple where I served.
I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Bond
I feeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care abou
I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
A powerful person killed someone I love. Some day soon, I’ll have my revenge.
I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive my
Bond
I’m trying to pay off an old debt I owe to a generous benefactor.
My ill-gotten gains go to support my family.
Something important was taken from me, and I aim to steal it back.
I will become the greatest thief that ever lived.
I’m guilty of a terrible crime. I hope I can redeem myself for it.
Someone I loved died because of a mistake I made. That will never happen again.
Bond
My instrument is my most treasured possession, and it reminds me of someone I love.
Someone stole my precious instrument, and someday I’ll get it back.
I want to be famous, whatever it takes.
I idolize a hero of the old tales and measure my deeds against that person’s.
I will do anything to prove myself superior to my hated rival.
I would do anything for the other members of my old troupe.
Bond
I have a family, but I have no idea where they are. One day, I hope to see them again.
I worked the land, I love the land, and I will protect the land.
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
I protect those who cannot protect themselves.
I wish my childhood sweetheart had come with me to pursue my destiny.
Bond
The workshop where I learned my trade is the most important place in the world to me.
I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
I owe my guild a great debt for forging me into the person I am today.
I pursue wealth to secure someone’s love.
One day I will return to my guild and prove that I am the greatest artisan of them all.
I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
Bond
Nothing is more important than the other members of my hermitage, order, or association.
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
I entered seclusion because I loved someone I could not have.
Should my discovery come to light, it could bring ruin to the world.
My isolation gave me great insight into a great evil that only I can destroy.
Bond
I will face any challenge to win the approval of my family.
My house’s alliance with another noble family must be sustained at all costs.
Nothing is more important than the other members of my family.
I am in love with the heir of a family that my family despises.
My loyalty to my sovereign is unwavering.
The common folk must see me as a hero of the people.
Bond
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
An injury to the unspoiled wilderness of my home is an injury to me.
I will bring terrible wrath down on the evildoers who destroyed my homeland.
I am the last of my tribe, and it is up to me to ensure their names enter legend.
I suffer awful visions of a coming disaster and will do anything to prevent it.
It is my duty to provide children to sustain my tribe.
Bond
It is my duty to protect my students.
I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
I work to preserve a library, university, scriptorium, or monastery.
My life’s work is a series of tomes related to a specific field of lore.
I've been searching my whole life for the answer to a certain question.
I sold my soul for knowledge. I hope to do great deeds and win it back.
Bond
I’m loyal to my captain first, everything else second.
The ship is most important—crewmates and captains come and go.
I’ll always remember my first ship.
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
I was cheated out of my fair share of the profits, and I want to get my due.
Ruthless pirates murdered my captain and crewmates, plundered our ship, and lef me to die. Vengeance will be mine.
Bond
I would still lay down my life for the people I served with.
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
My honor is my life.
I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
Those who fight beside me are those worth dying for.
I fight for those who cannot fight for themselves.
Bond
My town or city is my home, and I’ll fight to defend it.
I sponsor an orphanage to keep others from enduring what I was forced to endure.
I owe my survival to another urchin who taught me to live on the streets.
I owe a debt I can never repay to the person who took pity on me.
I escaped my life of poverty by robbing an important person, and I’m wanted for it.
No one else should have to endure the hardships I’ve been through.
Bond
Random
Nothing is more important than the other members of my hermitage, order, or association.
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
I entered seclusion because I loved someone I could not have.
Should my discovery come to light, it could bring ruin to the world.
My isolation gave me great insight into a great evil that only I can destroy.
Flaw
My piety sometimes leads me to blindly trust those that profess faith in my god.
I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
When faced with a choice between money and my friends, I usually choose the money.
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
The tyrant who rules my land will stop at nothing to see me killed.
No one must ever learn that I once stole money from guild coffers.
Now that I've returned to the world, I enjoy its delights a little too much.
I secretly believe that everyone is beneath me.
There’s no room for caution in a life lived to the fullest.
I speak without really thinking through my words, invariably insulting others.
My pride will probably lead to my destruction.
The monstrous enemy we faced in battle still leaves me quivering with fear.
Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
Now that I've returned to the world, I enjoy its delights a little too much.
Flaw
I judge others harshly, and myself even more severely.
I put too much trust in those who wield power within my temple’s hierarchy.
My piety sometimes leads me to blindly trust those that profess faith in my god.
I am infexible in my thinking.
I am suspicious of strangers and expect the worst of them.
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Flaw
I can’t resist a pretty face.
I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
I’m convinced that no one could ever fool me the way I fool others.
I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
I can’t resist swindling people who are more powerful than me.
I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
Flaw
When I see something valuable, I can’t think about anything but how to steal it.
When faced with a choice between money and my friends, I usually choose the money.
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
I have a “tell” that reveals when I'm lying.
I turn tail and run when things look bad.
An innocent person is in prison for a crime that I committed. I’m okay with that.
Flaw
I’ll do anything to win fame and renown.
I’m a sucker for a pretty face.
A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Despite my best efforts, I am unreliable to my friends.
Flaw
The tyrant who rules my land will stop at nothing to see me killed.
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
The people who knew me when I was young know my shameful secret, so I can never go home again.
I have a weakness for the vices of the city, especially hard drink.
Secretly, I believe that things would be better if I were a tyrant lording over the land.
I have trouble trusting in my allies.
Flaw
I’ll do anything to get my hands on something rare or priceless.
I’m quick to assume that someone is trying to cheat me.
No one must ever learn that I once stole money from guild coffers.
I’m never satisfied with what I have— I always want more.
I would kill to acquire a noble title.
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Flaw
Now that I've returned to the world, I enjoy its delights a little too much.
I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
I am dogmatic in my thoughts and philosophy.
I let my need to win arguments overshadow friendships and harmony.
I’d risk too much to uncover a lost bit of knowledge.
I like keeping secrets and won’t share them with anyone.
Flaw
I secretly believe that everyone is beneath me.
I hide a truly scandalous secret that could ruin my family forever.
I too ofen hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
I have an insatiable desire for carnal pleasures.
In fact, the world does revolve around me.
By my words and actions, I ofen bring shame to my family.
Flaw
I am too enamored of ale, wine, and other intoxicants.
There’s no room for caution in a life lived to the fullest.
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
I am slow to trust members of other races, tribes, and societies.
Violence is my answer to almost any challenge.
Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.
Flaw
I am easily distracted by the promise of information.
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Unlocking an ancient mystery is worth the price of a civilization.
I overlook obvious solutions in favor of complicated ones.
I speak without really thinking through my words, invariably insulting others.
I can’t keep a secret to save my life, or anyone else’s.
Flaw
I follow orders, even if I think they’re wrong.
I’ll say anything to avoid having to do extra work.
Once someone questions my courage, I never back down no matter how dangerous the situation.
Once I start drinking, it’s hard for me to stop.
I can’t help but pocket loose coins and other trinkets I come across.
My pride will probably lead to my destruction.
Flaw
The monstrous enemy we faced in battle still leaves me quivering with fear.
I have little respect for anyone who is not a proven warrior.
I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
My hatred of my enemies is blind and unreasoning.
I obey the law, even if the law causes misery.
I’d rather eat my armor than admit when I’m wrong.
Flaw
If I'm outnumbered, I will run away from a fight.
Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
I will never fully trust anyone other than myself.
I’d rather kill someone in their sleep than fight fair.
It’s not stealing if I need it more than someone else.
People who can't take care of themselves get what they deserve.
Flaw
Random
Now that I've returned to the world, I enjoy its delights a little too much.
I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
I am dogmatic in my thoughts and philosophy.
I let my need to win arguments overshadow friendships and harmony.
I’d risk too much to uncover a lost bit of knowledge.
I like keeping secrets and won’t share them with anyone.
Misc
-
I put on new identities like clothes. -
Enforcer
Juggler
I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
Shipwrights and sailmakers Tools
I needed a quiet place to work on my art, literature, music, or manifesto. None
- Thieves' Tools
Tribal nomad Herbalism Kit
Researcher Artisan's Tools
- Forgery Kit
Scout Disguise Kit
- Gaming Set
I needed a quiet place to work on my art, literature, music, or manifesto. Navigator's Tools
Misc Vehicles (land)
Vehicles (water)
Instruments
Bagpipes
Drum
Dulcimer
Flute
Lute
Misc Lyre
I cheat at games involving chance. Horn
I shave coins or forge documents. Pan fute
I insinuate myself into people’s lives to prey on their weakness and secure their fortunes. Shawn
I put on new identities like clothes. Viol
I run sleight-of-hand cons on street corners.
I convince people that worthless junk is worth their hard-earned money.
Misc
Blackmailer
Burglar
Enforcer
Fence
Highway Robber
Hired Killer
Pickpocket
Smuggler
Misc
Actor
Dancer
Fire-eater
Jester
Juggler
Instrumentalist
Poet
Singer
Storyteller
Tumbler
Misc
I stood up to a tyrant’s agents.
I saved people during a natural disaster.
I stood alone against a terrible monster.
I stole from a corrupt merchant to help the poor.
I led a militia to fight off an invading army.
I broke into a tyrant’s castle and stole weapons to arm the people.
I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
A lord rescinded an unpopular decree afer I led a symbolic act of protest against it.
A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
Misc
Alchemists and apothecaries
Armorers, locksmiths, and finesmiths
Brewers, distillers, and vintners
Calligraphers, scribes, and scriveners
Carpenters, roofers, and plasterers
Cartographers, surveyors, and chart-makers
Cobblers and shoemakers
Cooks and bakers
Glassblowers and glaziers
Jewelers and gemcutters
Leatherworkers, skinners, and tanners
Masons and stonecutters
Painters, limners, and sign-makers
Potters and tile-makers
Shipwrights and sailmakers
Smiths and metal-forgers
Tinkers, pewterers, and casters
Wagon-makers and wheelwrights
Weavers and dyers
Woodcarvers, coopers, and bowyers
Misc
I was searching for spiritual enlightenment.
I was partaking of communal living in accordance with the dictates of a religious order.
I was exiled for a crime I didn’t commit.
I retreated from society afer a life-altering event.
I needed a quiet place to work on my art, literature, music, or manifesto.
I needed to commune with nature, far from civilization.
I was the caretaker of an ancient ruin or relic.
I was a pilgrim in search of a person, place, or relic of spiritual significance.
Misc
Misc
Forester
Trapper
Homesteader
Guide
Bounty hunter
Exile or outcast
Pilgrim
Tribal nomad
Hunter-gatherer
Tribal marauder
Misc
Alchemist
Astronomer
Discredited academic
Librarian
Professor
Researcher
Wizard’s apprentice
Scribe
Misc
Misc
Officer
Scout
Infantry
Cavalry
Healer
Quartermaster
Standard bearer
Support staff (cook, blacksmith, or the like)
Misc
Strength Dexterity Intelligence Wisdom Charisma Constitution Languages
Athletics Acrobatics Arcana Animal Handling Deception Common
Sleight of Hand History Insight Intimidation Dwarvish
Stealth Investigation Medicine Performance Elvish
Nature Perception Persuasion Giant
Religion Survival Gnomish
Goblin
Halfing
Orc
Expand Abyssal
Celestial
Draconic
Expand Deep Speech
vigator's Tools Infernal
Primordial
hicles (water) Sylvan
Undercommon
Artisan's Tools Gaming Set
Alchemist's supplies Dice set
Brewer's supplies Dragonchess set
Calligrapher's supplies Playing card set
Carpenter's tools Three-Dragon Ante set
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Random Acolyte 2 Insight, Religion
Acolyte Charlatan 2 Deception, Sleight of Hand Dwarvish
Charlatan Criminal 2 Deception, Stealth Giant
Criminal Entertainer 2 Acrobatics, Performance Gnomish
Entertainer Folk Hero 2 Animal Handling, Survival Goblin
Folk Hero Guild Artis 2 Insight, Persuasion Halfing
Guild Artisan Hermit 2 Medicine, Religion Orc
Hermit Noble 2 History, Persuasion Abyssal
Noble Outlander 2 Athletics, Survival Celestial
Outlander Sage 2 Arcana, History Draconic
Sage Sailor 2 Athletics, Perception Deep Speech
Sailor Soldier 2 Athletics, Intimidation Infernal
Soldier Urchin 2 Sleight of Hand, Stealth Primordial
Urchin Sylvan
Undercommon
Deep Speech
Primordial
Undercommon
Skills
Acrobatics Half-Elf
Animal Handling
Arcana
Athletics
Deception
History
Insight
Initimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Proficient? Skills
No Acrobatics #VALUE! -2 IF(($C$11+IF(Skills!L11="",0,Skills!L11)+IF(Skills!N11="",0,Ski
Yes Animal Handling 26 0
No Arcana #VALUE! -2
No Athletics #VALUE! -2
No Deception #VALUE! -2
No History #VALUE! -2
No Insight #VALUE! -2
No Intimidation #VALUE! -2
Yes Investigation 2 0
Yes Medicine 41 0
No Nature #VALUE! -2
No Perception #VALUE! -2
No Performance #VALUE! -2
No Persuasion #VALUE! -2
Yes Religion 51 0
No Sleight of Hand #VALUE! -2
Yes Stealth 17 0
No Survival #VALUE! -2
Saving Throws Strength Dexterity
STR Athletics Acrobatics
DEX Sleight of Hand
CON Stealth
INT
WIS
CHA
Race
-Investigation, Stealth, Animal HandlingMedicine, Religion -
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Constitution Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
Err:508 #ERROR!
(($C$11+IF(Skills!L11="",0,Skills!L11)+IF(Skills!N11="",0,Skills!N11))<0,"","+")&($C$11+IF(Skills!J11="",0,Skills!J11)+IF(Skills!L11="",0,Skills!
Intelligence Wisdom Charisma Constitution
Arcana Animal Handling Deception
History Insight Intimidation
Investigation Medicine Performance
Nature Perception Persuasion
Religion Survival
Class Background
Investigation, Stealth, Animal HMedicine, Religion
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
Err:508 #ERROR! Err:508 #ERROR!
0,Skills!J11)+IF(Skills!L11="",0,Skills!L11)+IF(Skills!N11="",0,Skills!N11))
ALERT
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
ATHLETE
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t halve your speed.
You can make a running long jump or a running high jump afer moving only 5 feet on foot, rather than 10 feet.
ACTOR
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a differe
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speakin
CHARGER
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If yo
CROSSBOW EXPERT
Thanks to extensive practice with the crossbow , you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded ha
DEFENSIVE DUELIST
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you
DUNGEON DELVER
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Con
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doo
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace, instead of only at a slow pace.
DURABLE
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
ELEMENTAL ADEPT
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one o f the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast igno
GRAPPLER
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you an
Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
HEALER
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following be
When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional h
HEAVILY ARMORED
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with heavy armor.
INSPIRING LEADER
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six frien
KEEN MIND
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours lef before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
LIGHTLY ARMORED
You have trained to master the use of light armor, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with light armor.
LINGUIST
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelli
LUCKY
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack use
If more than one creature spends a luck point to infuence the outcome of a roll, the points cancel each other out; no addition
You regain your expended luck points when you finish a long rest.
MAGE SLAYER
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that crea
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
MAGIC INITIATE
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for c
MARTIAL ADEPT
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a m
If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used
MODERATELY ARMORED
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium arm or and shields.
MOUNTED COMBATANT
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following bene
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to take a Dexterity saving throw to take only half damage, it instead takes
OBSERVANT
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
POLEARM MASTER
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a m
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when t
RESILIENT
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
RITUAL CASTER
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following c
If you com e across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to
SAVAGE ATTACKER
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either tota
SENTINEL
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving you
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), y
SHARPSHOOTER
You have mastered ranged weapons and can make shots that others find im possible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the atta
SHIELD MASTER
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your r
you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
SKILLED
You gain proficiency in any combination of three skills or tools of your choice.
SKULKER
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position
Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
SPELL SNIPER
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds o f spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard s
TAVERN BRAWLER
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons and unarmed strikes.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attemp
TOUGH
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level
increases by an additional 2 hit points.
WAR CASTER
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take dam
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the
an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
WEAPON MASTER
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice
0
ALERT Alert 1 Savage Attacker
ATHLETE Athlete 2 Heavy Armor Master
ACTOR Actor 3 Mage Slayer
CHARGER Charger 4 Actor
CROSSBOWCrossbow E 5 Inspiring Leader
DEFENSIVEDefensive D 6 Tough
DUAL WIELDual Wield 7 Mobile
DUNGEON Dungeon Delver
DURABLE Durable
ELEMENTALElemental Adept
GRAPPLER Grappler
er than 10 feet. GREAT WE Great Weapon Master
HEALER Healer
HEAVILY A Heavily Armored
HEAVY AR Heavy Armor Master
INSPIRING Inspiring Leader
to pass yourself off as a different person. KEEN MIN Keen Mind
have heard the person speaking, or heard theLIGHTLY
cr A Lightly Armored
LINGUIST Linguist
LUCKY Lucky
ck or to shove a creature. If you move at leastMAGE
10 SLAYMage Slayer
MAGIC INITMagic Initiate
MARTIAL AMartial Adept
MEDIUM AMedium Armor Master
MOBILE Mobile
MODERATEModerately Armored
tion to attack with a loaded hand crossbow yoMOUNTEDMounted Combatant
OBSERVANObservant
POLEARM Polearm Master
RESILIENT Resilient
ts you with a melee attack, you can use your reaRITUAL CA Ritual Caster
SAVAGE ATSavage Attacker
SENTINEL Sentinel
SHARPSHOSharpshooter
SHIELD MAShield Master
SKILLED Skilled
tow only one. SKULKER Skulker
SPELL SNIPSpell Sniper
TAVERN B Tavern Brawler
TOUGH Tough
the roll equals twice your Constitution modi WAR CAST War Caster
tect the presence of secret doors. WEAPON MWeapon Master
r thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals
e following benefits:
e check. If you succeed, you and the creature are both restrained until the grapple ends.
ose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
it points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this
ou do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can under
ollowing benefits.
hem, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
ou can spend one luck point to roll an additional d20. You can choose to spend one of your luck points afer you roll the die, but before the
choose whether the attack uses the attacker’s roll or yours.
cel each other out; no additional dice are rolled.
llowing benefits:
type in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving thro
e, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiori
of 16 or higher.
that creature for the rest of the turn, whether you hit or not.
y half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the
rtunity attack from you when they enter your reach.
ual book, which you must have in hand while casting one of them.
. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell lis
you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher
he following benefits:
o take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
ollowing benefits:
d, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard,
at. Whenever you gain a level thereafer, your hit point maximum
following benefits:
n on a spell when you take damage.
one or both hands.
r reaction to cast a spell at the creature, rather than making
e for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Eac
an’t regain hit points from this feat again until it finishes a short or long rest.
or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creat
r they use magic to decipher it.
you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving thro
neuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
egain your expended superiority dice when you finish a short or long rest.
for this attack is a d4, and the attack deals bludgeoning damage.
spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting
e spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your
hose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
u can select this feat multiple times. Each time you do so, you must choose a different damage type.
level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
e attack roll, ability check, or saving throw.
2 3 4 5 6
Strength Dexterity Constitution Intelligence Wisdom
Hill Dwarf 2 1
Mountain Dwarf 2 2
High Elf 2 1
Wood Elf 2 1
Dark Elf 2
Lightfoot Halfing 2
Stout Halfing 2 1
Human 1 1 1 1 1
Dragonborn 2
Forest Gnome 1 2
Rock Gnome 1 2
Half-Elf 0 1 0 0 0
Half-Orc 2 1
Tiefing 1
Random
Neutral Good
Random
Male
Female
7 Yes, please
Charisma
1
1
1
1
12
6 6
6 6
12 12
Random Average
12 12 Hill Dwarf Bonus
Short 0.85
Average 1
Tall 1.15
Skinny 0.75
Average 1
Fat 1.25
60
Random
Set Industry
Either Or
Random
Single
In a Relationship
Engaged
Married
Married (Polyamorous)
It's Complicated
In an Open Relationship
Widowed
Separated
Divorced
In a Civil Union
In a Domestic Partnership
Mistress
Homewrecker
Broken-Hearted
Bitter
Forever Alone
Love Triangle
Weight Size
42lbs Small
# of jobs in corresponding column
Agriculture 1 19 65
Crafing 2 35
Services 3 65
Religious 4 19
Scholar 5 20
Governmen 6 30
Martial 7 38
Arts & Ent 8 20
Underclass 9 25
Lighterman
Final
Agriculture Lighterman
Random Agriculture Crafting Services Religious Scholar Government Martial Arts & Entertainment
Underclass
BeekeeperBellmaker AccountantAbbot Alchemist Ale-ConnerAdmiral Actor Assassin
Beer BreweBlacksmithActuary Acolyte Apostle Bailiff Archer Artist Bandit
Brewer BoatmakerAnimal TraAlmoner Apothecar ChamberlaArmorsmitComposer Bawd
Dairymaid BoatwrightApothecar ArchbishopAstrologer ChancellorArrowsmit Dancer Beggar
Dung CarteBonecarverArchitect Bishop CalligrapheClerk BodyguardFiddler Buffoon
Falconer ButtonmakBaker Cantor CartographCofferer Bowman Harper Burglar
Farmer CalligrapheBanker Cardinal Courtier Constable Bowyer Juggler Charlatan
Fisherman ClockmakeBarber Friar Dean Diplomat Captain Lutenist Conman
Forester Cobbler Bartender Mystic Desciple Emperor Captain of Minstrel Courtesan
Gardener CoppersmiBather Neophyte Herald ExecutioneCrossbowmMummer Cutpurse
Hawker Glover Beer SellerNun Herbalist Governor Drummer Musician Fence
Horse TrainHatmaker Boatman Pilgrim Historian Herald First Mate Painter Footpad
Hunter Jeweler Bricklayer Pope Librarian Jailer Fletcher Piper Gong Farmer
Lye Maker LanternmaButcher Priest MathematiJudge Guard Playwright Hermit
Miller LinenspinnButler Psychic PhilosopheKing GuardsmanPoet Hobo
Plant HarveLutemakerCarpenter Sage Professor Lady HalberdierSculptor House-spouse
Shepherd MapmakerChef Scribe Student Landlord KnifesmithSinger Pickpocket
Trapper Metalcraf Chimney S Sin-Eater Teacher Marshal Knight Storyteller Poacher
WoodcutteParchmentCook TheologianTheologianMayor Lancier TroubadouProstitute
Perfumer Doctor Tutor Noble MailmakerWriter Robber
Potter Drywaller Policeman Mechanic Shill
Roofer Engraver Prince Mercenary Thief
Roper Ferryman Ranger Militia Unemployed
Rugmaker Fishmonger Sheriff Officer Urchin
Saddler Fruitier Spy Pikeman Vagabond
ShipwrightGemcutter Steward Sailor
ShoemakerGemsetter Tax CollectScout
Soap MakeGlass Seller Town CrierSea Captain
StonecarveGravedigger Treasurer Sergeant
StonecutteGrocer WoodwardSiege Engineer
Tanner Guild Master Siege Operator
WatchmakeHarberdasher Soldier
Weaver Hay Merchant Spearman
WoodcarveInnkeeper Squire
WoodworkIronmonger Swordsmith
Knocker-Up Vaginarius
Lawyer Watchman
Lighterman Weaponsmith
Locksmith
Mariner
Mason
Messenger
Milkmaid
Miner
Navigator
Nurse
Oil Merchant
Pastry Cook
Peddler
Physician
Porter
Private Chef
Rat Catcher
Restaurateur
Seamstress
Seaweed Harvester
Servant
Skinner
Smelter
Spice Merchant
Surgeon
Tailor
Tenter
Vetenarian
Wine Seller
19 35 65 19 20 30 38 20 25
19 54 119 138 158 188 226 246 271
1 1 0.5
19 2 1
20 3 1.5
54 4 2
55 5 2.5
119 6 3
120 7 3.5
138 8 4
139 9 4.5
158 10 5
159 11 5.5
188 12 6
189 13 6.5
Underclass 226 14 7
corresponding column # 227 15 7.5
lower limit of job # 246 16 8
upper limit of job # (cumultive # of job 247 17 8.5
271 18 9
Underclass
Gong Farmer
House-spouse
Pickpocket
Unemployed
# of jobs in category
running total
Ability Score Increase Age.Adult Age.Terminal Height.Low
Hill Dwarf Constitution +2, Wi 50 350 48
Mountain Dwarf Constitution +2, Str 50 350 48
High Elf Dexterity +2, Wisdo 100 750 57
Wood Elf Dexterity +2, Wisdo 100 750 57
Dark Elf Dexterity +2, Charis 100 750 52
Lightfoot Halfing Dexterity +2, Charis 20 250 34
Stout Halfing Dexterity +2, Constit 20 250 34
Human All +1 18 90 60
Dragonborn Strength +2, Charis 15 80 77
Forest Gnome Intelligence +2, Dext 40 415 36
Rock Gnome Intelligence +2, Cons 40 415 36
Half-Elf Charisma +2, +1 20 180 60
Half-Orc Strength +2, Constit 14 75 66
Tiefing Intelligence +1, Cha 18 100 60
68.5
3' 5"
68.5 5' 8"
Hill DwarfMale Hill DwarfFemale Mountain DwarfMale Mountain DwarfFemale High ElfMale
Bromrin Norda Balrin Fromdis Eolerian
M F M F M
Hill Dwarf Hill Dwarf Mountain Dwarf Mountain Dwarf High Elf
Thornor Fulda Thornor Fulda Aelaneth
Grimi Stornrun Grimi Stornrun Lindiriel
Stromvor Guldbis Stromvor Guldbis Eolesrial
Throvor Thundis Throvor Thundis Sileledel
Gurli Nordlif Gurli Nordlif Aerelmir
Fundi Frorbis Fundi Frorbis Faerinrian
Dormli Thrabis Dormli Thrabis Theremwen
Skandin Durnnis Skandin Durnnis Rindirwen
Throrin Gordhild Throrin Gordhild Saerevriel
Drimin Nordvis Drimin Nordvis Lendthonriel
Hordlin Gurdis Hordlin Gurdis Laegebrial
Dralli Dormga Dralli Dormga Theramloth
Thundri Burllind Thundri Burllind Rindevwen
Throrrur Stornis Throrrur Stornis Seldasedel
Fromi Gormbis Fromi Gormbis Caeresroël
Drimi Dornis Drimi Dornis Thererel
Norin Ormga Norin Ormga Thaerarmir
Glonir Hraris Glonir Hraris Findemroël
Durni Ormbis Durni Ormbis Thalemiel
Brimvor Thrurga Brimvor Thrurga Mithelwen
Durnvor Orma Durnvor Orma Caeleriel
Brokkor Hornbis Brokkor Hornbis Thaeramroël
Stromri Dromrith Stromri Dromrith Eltholiel
Sturli Sturbis Sturli Sturbis Eolanriel
Guldlin Dalif Guldlin Dalif Rindesiel
Thornrin Nordnis Thornrin Nordnis Saerevsil
Grodi Glohild Grodi Glohild Eltholian
Gormvir Norda Gormvir Norda Mithedian
Hordli Thorndis Hordli Thorndis Eolerian
Brimin Gunda Brimin Gunda Thiredloth
Bromrin Droma Bromrin Droma Aelileth
Hranir Brodda Hranir Brodda Aetheswë
Thrarin Noris Thrarin Noris Aethiniel
Thror Grimvis Thror Grimvis Findilsil
Brimli Throvis Brimli Throvis Raelareth
Baldin Gimlind Baldin Gimlind Belinel
Ormvor Groma Ormvor Groma Silmeledel
Ormor Dralda Ormor Dralda Aethadloth
Thruli Artin Thruli Artin Feanirrien
Thrulin Dormlind Thrulin Dormlind Aegemian
Frorir Ilde Frorir Ilde Sindarien
Hrarok Groda Hrarok Groda Caerebiel
Brur Grada Brur Grada Seldevmir
Grodror Norhild Grodror Norhild Rindemeth
Brokkrok Bromrith Brokkrok Bromrith Aesirien
Frorbor Thrura Frorbor Thrura Thaereliel
Thrurri Grimrun Thrurri Grimrun Thaeleswen
Gundnir Storna Gundnir Storna Bererril
Hordi Gromlif Hordi Gromlif Aeththonwen
Thundi Dormhild Thundi Dormhild Rindebrien
Hrari Gundhild Hrari Gundhild Liththonmir
Gromrur Throra Gromrur Throra Saerasriel
Durmrin Grodrun Durmrin Grodrun Feanilriel
Guldi Gormlif Guldi Gormlif Liththaleth
Balgus Gimhild Balgus Gimhild Lendoliel
Darin Fromdis Darin Fromdis Ithadriel
Dormri Thrurun Dormri Thrurun Caelebien
Dormbor Dromga Dormbor Dromga Beloledel
Hordir Vistra Hordir Vistra Maegenwen
Nordvor Gurris Nordvor Gurris Aethersil
Thorrur Durmis Thorrur Durmis Therevril
Burllin Dorma Burllin Dorma Rindthonrian
Fuldrok Thornrun Fuldrok Thornrun Silarloth
Hornrok Stromris Hornrok Stromris Aelirmir
Thorir Brodis Thorir Brodis Aesemwen
Throrur Throlrun Throrur Throlrun Aesirwen
Dromvi Gordlind Dromvi Gordlind Therediel
Fuldrur Froma Fuldrur Froma Nitherriel
Guror Stromna Guror Stromna Thalthonriel
Dromrok Throna Dromrok Throna Thaledel
Dorvir Skandis Dorvir Skandis Finderien
Brodvor Daldis Brodvor Daldis Mithasedel
Brodi Gondlind Brodi Gondlind Earevian
Dornir Thradis Dornir Thradis Aelevsil
Norddin Gonddis Norddin Gonddis Ithadien
Dolgi Stromrith Dolgi Stromrith Beraredel
Ormri Skandhild Ormri Skandhild Thaerevien
Nar Bromdis Nar Bromdis Sarinrien
Bordi Sturlris Bordi Sturlris Findevroël
Gimri Diesa Gimri Diesa Belinroël
Bromin Sturlis Bromin Sturlis Earamroël
Skandrur Dralris Skandrur Dralris Aelersil
Guldin Thorrith Guldin Thorrith Caeranmir
Dalrur Torgga Dalrur Torgga Theradloth
Dralri Gundvis Dralri Gundvis Silarriel
Burli Gondris Burli Gondris Earersil
Sturlvor Gormlis Sturlvor Gormlis Berilrien
Dari Thunda Dari Thunda Saerirrien
Balrin Glora Balrin Glora Theradian
Dralin Kathra Dralin Kathra Feanalroël
Grimri Ormvis Grimri Ormvis Feaninroël
Sturi Hordrith Sturi Hordrith Aerirriel
Bornor Skanddis Bornor Skanddis Sindinel
Sturlvi Thrurlif Sturlvi Thrurlif Thereneth
Gordor Graddis Gordor Graddis Aesadiel
Urist Buris Urist Buris Silaniel
Height.High Weight.Low Weight.High
60 130 170 Hill Dwarf
60 130 170 Mountain Dwarf
75 100 145 High Elf
75 100 145 Wood Elf
70 85 125 Dark Elf
38 35 50 Lightfoot Halfing
38 35 50 Stout Halfing
77 125 250 Human
82 200 300 Dragonborn
48 30 40 Forest Gnome
48 30 40 Rock Gnome
72 120 245 Half-Elf
80 180 250 Half-Orc
77 125 250 Tiefing
High ElfFemale Wood ElfMale Wood ElfFemale Dark ElfMale Dark ElfFemale
Thalthalras Gelthaldel Elbesriel Myrelvim Sabdylira
F M F M F
High Elf Wood Elf Wood Elf Dark Elf Dark Elf
Thaelemlad Ranebdir Niremloth Relpelald Nedyllin
Findirion Relerrior Elesrial Ballivriv Nehel
Caelenthir Liradthir Cirevriel Ruvim Lildyliza
Berinfal Nirelad Elthalroël Ekilvir Verpelrin
Silalad Anennar Nimolriel Myrsinvid Yasililn
Raeleldel Istanros Imebel Istilrim Jegilil
Crisanor Rimadthir Nirthonriel Ekdylild Tulelene
Nithirnar Elallas Meleriel Charpirvir Nyllenvra
Thiremorn Ralevros Ganolril Ruul Sulerene
Aesevdel Melelthir Ererwen Delavrim Berelvra
Thaeraddil Elbirlad Nirirwen Nilerrim Sulbra
Theraslad Cirilrod Gelerrial Tullenuld Neilhel
Thirthondil Elthalad Erarwë Nylred Ballivvra
Lindanlad Carardel Erebmir Jerlinald Nilrindra
Thalevrior Ranelion Mirinwen Charilred Susdylvril
Aegandan Laranras Isterriel Sabisnaz Nilliniln
Silemdan Finaldir Ilmilril Insvim Merlevhel
Laegamthir Istirdir Miralien Eilpelnaz Imerra
Serilor Lirilorn Ciranien Sinelald Vilpelil
Findoldir Finalion Carenian Sinsylild Nilsinil
Aelthonad Relolthir Elbesriel Morrilvid Ballenene
Seraslad Ninedrod Mirthonian Marlinuld Drilinene
Faeresion Imthaldil Ilmemrial Rellavred Duliln
Earemros Rimasad Anadwen Tulvim Noith
Caeresras Garthallin Loresloth Charlenvir Myrenra
Theranlin Rilenthir Galolian Tulerrid Nelpelvra
Thaeramros Faranrior Ilmesrian Imvim Lilsylia
Nitheslas Gelthaldel Anamian Eillevnaz Jysvra
Earevad Eralthir Lorthonwë Divdylnim Dulraiza
Lithaddir Anolor Istemwen Imerrim Sulistra
Findedras Marinrior Melireth Noenriv Jyssinvra
Aesolras Ararion Gilevriel Divvid Neraliln
Raelenlin Estthonros Ranarril Nepelird Verisdril
Thiredrod Nirarfal Larebriel Marraul Marilhel
Thaelemnar Arolor Ninenroël Inslevird Merdylna
Sarerdan Relemdil Galedmir Sullim Sabdylira
Thaerirlad Rilinad Istasriel Nililnaz Divsinistra
Aesadlad Finelthir Anadien Rellevviz Myrrinia
Belanrod Gelanthir Ilmirloth Istrinred Sabraistra
Seldanor Finaldel Imthalrial Inspirald Rhailrin
Lindellin Imindan Istaswë Virild Ruilvra
Mithamrior Garthondan Ilmesloth Dullaveld Nyldylsil
Eolildir Elthonras Rilileth Mersyllim Tultra
Silildel Calirrior Mirilien Jyslennim Dulisira
Sililion Celillad Gelemsil Inspeleld Nilrilvra
Caelebdir Erlemlas Ilmelwë Berrim Eilpelira
Earebdan Clarthonorn Riminwen Marpelald Virsyllin
Seldesrod Isteldil Celerel Telralnil Nillavhel
Nitheblad Istilras Ralerroël Sinelnid Istilbra
Earinion Irenlas Rinilrial Balrilnaz Dera
Mindemros Erlilrond Lirasiel Sablenald Deisene
Caerevfal Lirildan Ralilroël Drisinvid Divlevistra
Aesevion Ilmeldir Aranien Myrelvim Nilsylene
Thaeraldil Maresrod Finevian Rupirul Ekidhel
Thalenros Rimevad Ilmarwë Sulrinlim Vrillivistra
Aeredion Farebor Erenedel Myrrilrid Rulevvril
Raelenor Marellas Galesien Sabilnaz Driith
Aesernar Elbevlin Lirthalriel Ruuld Ruleviln
Findiror Ninebion Elasedel Sinrinuld Beridbra
Saredion Ninevor Rilirien Myrrid Yasdra
Sindadrod Mirarrond Mireriel Eilerird Rhaleviln
Caerelorn Estamlin Eramrial Dririv Myrelvril
Maegevrod Rimevlad Mirolloth Jyssinnid Nelavith
Aetholrond Erolros Estarwen Duldylul Bervril
Feanarorn Lorarrod Quelenna Chareruld Jegerdril
Aeresnar Istolras Rilthonriel Yaslenvid Virrin
Sindarlad Irelad Melarien Nillennid Jererdril
Aesalrond Nimevdel Ilmilloth Lilnaz Nesinil
Seralad Arerrod Erenloth Lilisuld Imlavra
Thalolfal Imanion Gelthonsil Lilenlim Lilsinlin
Aesilnar Elevorn Rimolriel Jerrilnim Duliddril
Sindolras Rimadnar Maremiel Sinsinnim Morerdra
Laegelad Rimthalorn Istenwë Vrilnim Sussil
Mithenion Istebdil Eredriel Morrinred Susenistra
Thalthalras Cirilion Garinwë Jerelvir Impirrin
Elthamion Istinrod Ilmariel Nilpelid Dullevrin
Berenlas Ciresorn Ralirwen Tullim Reldyllin
Faerelnar Ralthonion Ilmalsil Merpirid Imrilna
Mindannar Ninthonion Nimthonwë Villivred Moriln
Aeththondil Inerad Finarwen Sinisid Susradra
Eolevlas Cirthonlin Gilerriel Nelisald Deelistra
Saresrod Larebfal Gilarwen Vilidnaz Mezlenil
Findthonlin Mirerion Ranelriel Istralnim Jegrilrin
Seldemros Caredthir Melalrien Vilpirald Dulrailn
Rindedlin Anelnar Faradrien Sinsyluld Impirvra
Thalemras Reledfal Arthoneth Rharid Sulsinvril
Miththaldel Elbaldel Ciralroël Lillenuld Nerasil
Raelolor Celamrond Galaleth Neldyluld Tullavira
Laeginlad Elbamros Loremrien Sunilid Sulrinvril
Bereslas Rinanion Liradwen Berrauld Lililia
Litharlas Istasion Estemwë Sinid Merrinna
Thalinion Ilmerlas Inerriel Jersylvid Merlaviln
Therirdil Erlaslin Loredeth Istlinriv Drieldril
Caelinras Ilmanfal Lirediel Nepelul Dulrin
Faerinor Ciralad Clarinsil Suspirvid Nosylene
Theramlas Imesdir Erlesrien Susviz Sablavdril
Base Height Height_M Total Converted
44 6 50 4' 2"
48 4 52 4' 4"
54 10 64 5' 4"
54 11 65 5' 5"
53 6 59 4' 11"
31 5 36 3' 0"
31 8 39 3' 3"
56 5 61 5' 1"
66 3 69 5' 9"
35 4 39 3' 3"
35 2 37 3' 1"
57 13 70 5' 10"
58 10 68 5' 8"
57 9 66 5' 6"
-20
-19
-18
-17
-16
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Race Age Height Weight
Forest Gnome Random Random Random
193 3' 8" 35 lbs
Y.Adult 40
O.Adult 415
Random 193
Child 7
Young Adult 62
Middle Aged 223
Old 332
H. Low 36
H. High 48
Random 3' 8" 44
Short 3' 5" 41
Average 3' 5" 41
Tall 3' 11" 47
W. Low 30
W. High 40
Random 35 lbs
Skinny 30 lbs
Average 35 lbs
Large 36 lbs
Random Random Random
Child Short Skinny
Young AdulAverage Average
Middle Ag Tall Large
Old Manual Manual
Manual
Random
Adenoidal
Appealing
Booming
Breathy
Brittle
Croaky
Dead
Disembodied
Flat
Foghorn
Fruity
Grating
Gravelly
Gruff
Guttural
High-pitched
Hoarse
Honeyed
Husky
Low
Matter-of-Fact
Modulated
Monotonous
Mousy
Nasal
Orotund
Penetrating
Plummy
Quavering
Quietly
Raucous
Ringing
Rough
Shrill
Silvery
Singsong
Small
Smoky
Sof-Spoken
Sotto Voce
Stentorian
Strangled
Strident
Taut
Thick
Thickly
Thin
Throaty
Tight
Toneless
Tremulous
Wheezy
Wobbly
Manual
if someone’s voice is adenoidal, some of the sound seems to come through their nose
an appealing look/voice shows that you want help, approval, or agreement
very loud and attention-getting
with loud breathing noises
if you speak in a brittle voice, you sound as if you are about to cry
if someone’s voice sounds croaky, they speak in a low, rough voice that sounds as if they have a sore throat
if someone’s eyes or voice are dead, they feel or show no emotion
a disembodied voice comes from someone who you cannot see
spoken in a voice that does not go up and down
very loud voice
a fruity voice or laugh is deep and strong in a pleasant way
a grating voice, laugh, or sound is unpleasant and annoying
a gravelly voice sounds low and rough
this voice has a rough, low sound
a guttural sound is deep and made at the back of your throat
true to its name, a high-pitched voice or sound is very high
someone who is hoarse, or has a hoarse voice, speaks in a low, rough voice, usually because their throat is sore
honeyed words or a honeyed voice sound very nice, but you cannot trust the person who is speaking
a husky voice is deep and sounds hoarse (as if you have a sore throat), ofen in an attractive way
a low voice is quiet and difficult to hear; also used for describing a deep voice that has a long wavelength
usually used if the person speaking knows what they are talking about (or absolutely think they know what they are talking ab
a modulated voice is controlled and pleasant to listen to
this kind of voice is boring and unpleasant due to the fact that it does not change in loudness or become higher/lower
a very quiety and/or squeeky voice
someone with a nasal voice sounds as if they are speaking through their nose
an orotund voice is loud and clear
a penetrating voice is so high or loud that it makes you slightly uncomfortable
a plummy voice or way of speaking is considered to be typical of an English person of a high social class; this word shows that
if your voice quavers, it is not steady because you are feeling nervous or afraid
in a sof, quiet voice
a raucous voice or noise is loud and sounds rough
a ringing voice is very loud and clear
a rough voice is not sof and is unpleasant to listen to
a shrill voice is very loud, high, and unpleasant
this voice is clear, light, and pleasant
if you speak in a singsong voice, your voice rises and falls in a musical way
a small voice is quiet
a smoky voice is sexually attractive in a slightly mysterious way
speaking or said in a quiet, gentle voice
in a very quiet voice
a stentorian voice sounds very loud and severe
a strangled sound is one that someone stops before they finish making it
this voice is loud and unpleasant
used about something such as a voice that shows someone is nervous or angry
if your voice is thick with an emotion, it sounds less clear than usual because of the emotion
with a low voice that comes mostly from your throat
a thin voice or sound is high and unpleasant to listen to
a throaty sound is low and seems to come from deep in your throat
shows that you are nervous or annoyed
does not express any emotion
if your voice is tremulous, it is not steady; for example, because you are afraid or excited
a wheezy noise sounds as if it is made by someone who has difficulty breathing
if your voice is wobbly, it goes up and down, usually because you are frightened, not confident, or are going to cry
Quirks
1. Will not Will not ever drink alcohol.
2. Can’t le Can’t leave a bar without having a drink.
3. Treats hiTreats his/her weapon like the love of their life.
4. Treats t Treats their steed/animal companion better than people.
5. Will not Will not ride an animal.
6. Always mAlways makes religious gestures when leaving a temple.
7. Fear of Fear of small creatures.
8. Always aAlways answers questions with questions.
9. Prefers Prefers to sleep outside over sleeping inside buildings.
10. Only e Only eats raw meat not cooked meat.
11. Takes trTakes trophies from all of his/her kills.
12. B.A. BaB.A. Baracus Syndrome – Refuses to fy via any means.
13. OccasioOccasionally speaks in another language that no one understands (since it doesn’t truly exist).
14. Walks Walks barefoot everywhere, does not use footwear.
15. Wears Wears an excessive amount of gaudy jewelry.
16. Only weOnly wears one specific color of clothing.
17. DevotesDevotes intense study to a mundane topic (bird feathers/density of various liquids/temperature of caves/etc.).
18. RequireRequires being pampered whenever available (hot baths at inns/massages while in town/fancy meals in restaurant
19. ObsesseObsessed with creating a written chronicle of his/her journeys.
20. ObsesseObsessed with creating songs about his/her journeys.
21. Always Always sings songs when traveling from one destination to another.
22. Doesn’tDoesn’t like children and is incredibly awkward when dealing with them.
23. Doesn’tDoesn’t like to enter holy buildings.
24. A speciA specific weather condition (rain/snow/wind/etc.) incites the character to fight.
25. Can’t s Can’t sleep in total darkness, needs some kind of lighting.
26. ExcessiExcessively tips everyone.
27. Adds taAdds tattoos to his/her body for every new place (s)he visits.
28. Will onWill only ride one specific type of animal.
29. ConstanConstantly murmurs religious incantations.
30. Doesn’tDoesn’t ever carry money on his/her person.
31. Leaves Leaves emergency stashes of supplies in every major area (s)he goes to.
32. Doesn’Doesn’t trust people who don’t remember his/her name.
33. BelieveBelieves vegetables are poisonous.
34. Carves Carves a scar or tattoos himself/herself when (s)he commits a major sin against their deity.
35. His/HerHis/Her laughter always sounds incredibly devious and evil (regardless of alignment).
36. Fond ofFond of headbutting anyone (s)he gets in an argument with.
37. MeticulMeticulously collects a certain type of item.
38. Ends deEnds declarative sentences with in interrogative infection?
39. CarriesCarries a large coin which (s)he is always rolling over his/her knuckles.
40. Denies Denies the existence of a force of nature (wind/earthquakes/foods/etc.) and always explains it away as something
41. Accent Accent that seems to change on a consistent basis.
42. BelieveBelieves (s)he has animal empathy but in reality has no special powers with animals.
43. Prays f Prays for every corpse, friend or foe, that (s)he comes across.
44. Must apMust apologize to anything, person or animal, before (s)he kills it.
45. Carries Carries
a mundanea mundane
item (spoon/shoelace/broken
item (spoon/shoelace/broken
key/etc.)
key/etc.)
in theirinpocket
their pocket
at the ready,
at the “Just
ready,in“Just
case…”.
in case…”.
46. StronglStrongly believes some famous dead individual (setting’s version of Elvis) is still alive.
47. When tiWhen time allows, always paints their face with “the colors of war” prior to combat.
48. Has a vHas a very odd nickname (Potato/Fingernail/Bub/etc.).
49. Looks i Looks incredibly awkward when fighting.
50. Always Always breaks out in a dance when (s)he wins, whether it is an argument, a fight, or a game of cards.
51. ConstanConstantly mixes up proverbs and sayings.
52. CannotCannot admit to being wrong even when shown proof of being wrong.
53. ConstanConstantly has a toothpick in their mouth, even when fighting.
54. Ofen sOfen smells of (their favorite food/cologne/something bad/etc.).
55. Always Always
finishesfinishes
their food
their
first
food
andfirst
asksand
other
asksparty
othermembers,
party members,
“Are you “Are
going
youtogoing
finishtothat?”
finish that?”
56. Has a Has a non-combat pet with him/her.
57. UncomfUncomfortable in crowds of people.
58. Is cons Is constantly playing with something (yoyo/deck of cards/Rubik’s cube/etc.) when going about his/her daily busines
59. CarriesCarries a special coin everywhere that (s)he uses to help make decisions.
60. IncrediIncredibly afraid of mirrors and will do anything to avoid them.
61. Always Always refers to himself/herself in the third person.
62. RefusesRefuses to allow anyone to touch their smoking pipe, refuses to explain why, but will fight to the death over it.
63. Always Always speaks in a seductive voice (may or may not be aware of this).
64. Insists Insists on being fashionable, even at times that it is extremely difficult to do so.
65. Has nigHas nightmares about some very unusual thing (leprechauns/firefies/koala bears/etc.).
66. Uses thUses the services of prostitutes but insists aferward that they pay him/her.
67. BelieveBelieves that (s)he is the reincarnation of some famous person that died long ago.
68. Will ta Will take unnecessary risks or do dangerous acts if his courage is questioned, such as being called a chicken or cowa
69. No sensNo sense of humor – Responds to all jokes as if they’re serious statements.
70. Always Always blames an accident on someone else in the party.
71. Always Always
refers torefers
himself/herself
to himself/herself
as “TheasAmazing
“The Amazing
_____!”_____!”
72. CannotCannot physically part with their primary weapon, or armor, or both.
73. Eats onEats only with their hands, will not use utensils.
74. ConstanConstantly talks about his/her homeland.
75. Has an Has an imaginary friend.
76. Has a vHas a voice that doesn’t fit his body or personality.
77. Is very Is very easily swayed by food.
78. Never cNever curses or uses any deity’s name in vain and disapproves of those who do so.
79. Chews C t hews tobacco and has a habit of spitting everywhere (s)he goes.
80. Can speCan speak, but prefers to talk through innuendo or sign language.
81. Prays t Prays to whatever god (s)he thinks fits the situation and will help him out.
82. Feels i Feels it is necessary to taunt all of their enemies, regardless of the situation or how dangerous the enemy is.
83. Only drOnly drinks one specific type of alcohol, believes all others are worthless.
84. Refers toRefers
theirtodeity
theirasdeity
“TheasGreat
“TheOne”
Greatand
One”
threatens
and threatens
violenceviolence
to anyoneto anyone
who utters
whoitsutters
name. its name.
85. Was onc Was once horribly wronged by someone with a distinctive physical trait (blond hair/facial scar/green eyes/etc.) and
86. Is reall Is really bad at lying.
87. Carves Carves his/her name into something at every major location he goes to.
88. Obsessed Obsessed
with the with
“beauty”
the “beauty”
of something
of something
that most
thatpeople
most people
recoil inrecoil
horrorin from
horror(undead/dragons/werewolves/etc.).
from (undead/dragons/werewolves/etc
89. Gives Gives everyone (s)he meets a nickname and calls them by that name. Everyone.
90. Has nam Has names for all of their pieces of equipment and speaks to them ofen.
91. Always Always wears a hat or a helmet, no matter what.
92. Makes M h akes his/her own sound effects while fighting.
93. Always Always finds an excuse to charge into a dangerous situation regardless of the consequences.
94. Uses ciUses circular logic for everything.
95. Is not Is not religious, but suddenly becomes religious in life-threatening situations, only to revert back aferward to not b
96. ObsessiObsessive about polishing, cleaning, and maintaining their gear.
97. Ends nearly
Ends every
nearlyconversation
every conversation
with the
with
phrase,
the phrase,
“I should
“I should
go now.”
go now.”
98. Plays a Plays an instrument ofen and very poorly, but believes (s)he is good at playing it.
99. Uses naUses nautical terms freely and inaccurately throughout his conversations, even though (s)he has never been to sea
100. Aller Allergic to something very unusual (undead/gryphons/baby powder/etc.).
101. Very sVery sarcastic, especially when in life or death situations.
emperature of caves/etc.).
own/fancy meals in restaurants/etc.).
a game of cards.
acial scar/green eyes/etc.) and now hates/suspects anyone with a similar trait.
dead/dragons/werewolves/etc.).
revert back aferward to not being religious.
ck of cheese in a sock.
nable domino mask.
ube made of fish bones with a glass marble in the center.
ellow, wooden exclamation point on a spring.
page of an unknown diary containing only the words “close the door” written in what appears to be blood.
mall paper box containing a tiny twig that disappears in a puff of smoke when removed, only to reappear in the box 24 hours later.
pouch full of rainbow colored sand.
let describing the usage of ear wax as a medical remedy for excessive fatulence.
drop of lamp oil sealed in a glass bead.
mask that allows the wearer to look exactly like himself when worn.
andana showing the map symbol for a hidden door.
ece of cloth once used to wipe down a famous heroes sword.
petrified child’s candy.
d trail rations that look disgusting but smell delicious.
box that appears to be in working order but makes no noise.
houlder piece from a set of dwarven plate mail, deeply scarred.
Tarrasque doll.
ment fip book showing a knight galloping on a horse.
metallic rod that glows faintly and makes a whining noise when held alof.
pty eggshell halves. You hear faint whispers when you are alone with them.
s, one hollowed out as a mortar and the other shaped like a pestle.
ng list: Milk, Bread, Eggs, Cheese, Yams, Goblin Dander.
ve mounted inside a wooden cage.
preserved sheep's bladder.
hich has had its inside surface blackened by soot.
of catgut with knots tied every four inches.
per coins stuck face to face which can not be separated by any known means.
ne with white chalk marks that change each time it is observed.
r’s hammer with a head on both ends.
oden top that cannot be made to spin, but always remains balanced, upside down.
containing a picture of an ogre and a manticore.
s which, when thrown in the air, always land pointing to each other.
hell containing a viscous green liquid.
board and pieces for a game no one knows how to play.
ng that appears to be made of bird excrement.
n code cylinder that shows only the number 7 on all dials.
of iron chain, a thin frosty mist constantly falls from them.
ort strands of lead wire braided together.
fork that gently warms any food picked up with it.
e playing cards each of which has two backs and no faces.
c painting of two hamsters locked in mortal combat.
turnip in a jar, a miniscule 1/2" door seems to be set into the side of the vegetable.
onfirming that a certain farmer in a distant land owes you three suckling pigs.
h phrasebook containing only the phrases for food, enemy, and fight.
of musical notes, which, when played, sound awful.
al matrix bearing the insignia of The Ebon Claw, a long dead thief.
gleby’s long johns -- it says it on the tag!
for a rare vintage of dwarven wine, now empty.
llows mechanism.
rn by someone only ever referred to as ‘The Greatest Adventurer Who Ever Lived.’ Along with an certificate of authenticity...
made from an imp stinger
f wyvern hide, stretched across a five-inch square frame.
een antennae
s feather fan
of obsidian with a tiny skull inside of it
ce made with githyanki fingerbones
yvern stinger
ox containing the complete skeleton of a snake
sper weed fower
nsignia of rank from an orc army
ed sand painting depicting a gladiator match
amulet with a strange rune on it
at contains silt from the bottom of the silt sea
eye from a crystal spider
ut hurrem beetle that hums
ade from carved carapace
et of bones, looks like a complete humanoid, in a tiny 2 inch coffin.
stone statue of a lizardfolk
e map written on parchment with names of places you've never heard of
bone heart pick inscribed with the name of a goliath tribe
wooden statue of a small halfing like creature you've never seen before
ade of agafari wood
n box, in which is nestled petrified egg with the label "Pixie Egg"
h cylinder made from Zurkwood
ock that was once part of a stone elemental
h the saliva of a glabrezu
ed bone slave's collar
with a spell written incorrectly on it
of a hooked horror carapace
em that holds the Focus of a dwarf
mplar's amulet depicting the sorcerer king Hamanu
hair from a bugbear
f supple leather with the image of a forest on it
r with tentacles in a pickling fuid
made of bone
rattle made from a tortoise shell
ey of drow design
g war fetish with dried blood on it
containing a very small ochre jelly
n toy in the shape of a centaur
ified hand of a juvenile yeti
mbol of an elemental priest of water
ch of a peryton's horn
iece of bronze hammered into the form of a bearded dwarf's head
e of darkmantle leather
wooden top, when you spin it you hear the rushing wind, but no one else does
f crystal that lightly vibrates
r amulet from the candlekeep
etch of a small humanoid the likes of which you've never seen
griff beak with string tied to it, to make a mask
ut chasme honey globule, the smell is still pungent.
with a face that bears uncanny likeness to you etched inside of it
ead, hardened by psionics
tone box with unknown ashes in it
wooden sail cart toy
filled with defiler ash
undial with a wristband.
se holder carved in the likeness of a hooked horror
f wax imprinted with the image of a noble
jade disk inscribed with the image of cambion grasping an excised heart
taur horn carved with the map of a village on it
range fag with crossed scimitars in black on it
with dried herbs. Whispers drif through the air when it is shaken.
iece of leather which holds several small pieces of dried sap
Miribar trade bar. The jagged edge of matching silver halves constantly emanates faint trails of smoke.
onial dagger given to free a gladiator slave
en beard ring
a Pristine Tower warped creature
n box filled with dried leaves from the High Forest
n plate with a drawing of the Candlekeep on it
tone pineapple statue taken from a building
ith water containing gold fakes
ottle with black sand
f ceramic with the image of silk skimmer on it
rved from a pock-marked lava rock
yarn wand cozy
writ of trade from Yartar
tick from the forgotten city of Eldaarich
ablet with names of ancient knights
blet with unknown runes on it. A stylized impression of a dragon fills the bottom quarter.
c disk in the shape of the sun
head made by a dead elven tribe
on hammer made by an ancient dwarven clan
Table: Hair Color Gray Table: Eye Color Brown
Swatch Basic Fey Random Swatch Basic Exotic Fey
12 1-3 Yellow 1 1 1
20 4-6 Amber 2 2 2
28 7-9 Brown 17-36 21-30 3
36 10-12 Hazel 37-52 31-40 16-20
44 13-15 Green 53-68 41-50 21-25
52 16-18 Blue 69-84 51-60 26-30
60 19-21 Gray 85-00 61-70 31-35
68 22-24 Aqua — 71-80 36-40
76 25-27 Red — 81-90 41-45
84 28-30 Purple — 91-00 46-50
92 31-33 Pale Brown — — 51-55
100 34-36 Pale Blue — — 56-60
— 37-39 Pale Green — — 61-65
— 40-42 Pale Gray — — 66-70
— 43-45 Deep Blue — — 71-75
— 46-48 Violet Red — — 76-80
— 49-51 Orange — — 81-85
— 52-54 Spring Gre — — 86-90
— 55-57 Sea Green — — 91-95
— 58-60 Emerald G — — 96-00
— 61-63 Manual
— 64-66
— 67-69
— 70-72
— 73-75
— 76-78
— 79-81
— 82-84
— 85-88
— 89-92
— 93-96
— 97-00
he box 24 hours later.
of authenticity...
Table: Skin Tone Dark Brown
Random Basic Exotic Fey
Pale 1— 1
Fair 13-24 — 3
Light 25-37 — 4
Light Tan 28-50 — 5
Tan 51-63 — 6
Dark Tan 64-76 — 7
Brown 77-88 — 13-14
Dark Brow 89-00 — 15-16
Black — — 17-19
Gray — — 20-22
White — — 23-25
Gold — — 26-28
Silver — — 29-31
Bronze — — 32-34
Red — — 35-37
Orange — — 38-40
Yellow — — 41-43
Green — — 44-46
Blue — — 47-49
Purple — — 50-52
Pale Yellow— — 53-55
Dark Red — — 56-58
Red-Orang— — 59-61
Light Red — — 62-64
Amber — — 65-67
Olive — — 68-70
Aqua — — 71-73
Pale Brown— — 74-76
Pale Blue — — 77-79
Pale Green— — 80-82
Pale Gray — — 83-85
Deep Blue — — 86-88
Violet Red — — 89-91
Spring Gre — — 92-94
Sea Green — — 95-97
Emerald G — — 98-00
Manual
Counter Aspects Alignment Names Aspects Alignment
1 Tyranny LG Lothum 233 Promises 7 CG
2 Change LN Pilerus 216 Air
3 Luck LE Ilaexai 156 Mysticism
4 Justice NG Zoad
5 Nobility N Shillus
6 War NE Kaei 3
7 Conquest CG Loulan
8 Magic CN Alaear
9 Art CE Kanduri
10 Civilization Laechavah
11 Invention Synnoc
12 Destruction Chailler
13 Knowledge Oraxic
14 Strength Froval
15 Storms Medo
16 Spiders Elallevah
17 Lies Chelel
18 Wilderness Kraphum
19 Sea Enair
20 Creation Mouzon
21 Sun Drask
22 Agriculture Goulyif
23 Death Jaklix
24 Moon Cana
25 Madness Mokin
26 Wealth Toulim
27 Greed Oxu
28 Vengence Asam
29 Underdark Zaipa
30 Secrets Ar'nnah
31 Darkness Kr'rra
32 Poison Scaevai
33 Earth Xaendin
34 Fire Lidos
35 Water Upreus
36 Lightning Qictyx
37 Thunder Ultana
38 Animals Sudona
39 Plants Dyrtia
40 Oceans Adelia
41 Spring Yrra
42 Summer Ixtune
43 Autumn Adione
44 Winter Mudione
45 Sky Ambuk
46 Wind Offealla
47 Dawn Phogor
48 Dusk Siris
49 Chaos Zefii
50 Evil Khahaas
51 Good Inx
52 Law Wangkai
53 Neutrality Prinio
54 Healing Uqaaz
55 Love Otum
56 Music Idia
57 Protection Alsh
58 Time Gyqu
59 Trade Zainhaim
60 Travel Uchawan
61 Trickery Booxgux
62 Wisdom Budifug
63 Rivers Dabah
64 Loyalty Gesio
65 Commerce Mechalt
66 Harvest Oqorud
67 Fortune Shashuugid
68 Mountains Shencuss
69 Logic Aj'ah
70 Reason Labbon
71 Success Haikung
72 Day Rhos
73 Night Zoshothu
74 Fame Udda
75 Wine Z'kehlar
76 Ale Ygglo
77 Science Maiqubbo
78 Revenge Lonola
79 Order Dohdos
80 The Hunt Ydum
81 Mercy Pytos
82 Chivalry Fektia
83 Virtue Vudtarr
84 Sin Xaphion
85 Shadows Hittunna
86 Hate Scaniam
87 Freedom Dhummi
88 Sleep Ugdip
89 Youth Ganuus
90 Honor Oot
91 Work Giji
92 Torture Tuziq
93 Health Zasunah
94 Pleasure Arshammo
95 Lust Nothangot
96 Chasity Misak
97 Purity Y'cyga
98 Temperance Zallo
99 Humanity Zorhotho
100 Gluttony D'nn
101 Charity Vouckon
102 Generosity Jizual
103 Sacrifice Ni
104 Benevolence Missim
105 Diligence Gin
106 Persistence
107 Sloth
108 Patience
109 Forgiveness
110 Wrath
111 Kindness
112 Compassion
113 Envy
114 Jealousy
115 Humility
116 Bravery
117 Modesty
118 Pride
119 Whores
120 Sex
121 Passion
122 Fornication
123 Prostitution
124 Sadness
125 Joy
126 Happiness
127 Depression
128 Hubris
129 Confidence
130 Sorrow
131 Courage
132 Education
133 Home
134 Duty
135 Minerals
136 Gems
137 Dirt
138 Soil
139 Flowers
140 Food
141 Drink
142 Children
143 Fertility
144 Abstinance
145 Beauty
146 Competition
147 Diplomacy
148 Dreams
149 Exercise
150 Fear
151 Gambling
152 Hearth
153 Hedonism
154 Ignorance
155 Meloncholy
156 Mysticism
157 Parents
158 Peace
159 Philosophy
160 Prophecy
161 Ritual
162 Romance
163 Courtship
164 Shame
165 Sport
166 Ugliness
167 Watchfulness
168 Attention
169 Alcohol
170 Pets
171 Play
172 Property
173 Rock
174 Metal
175 Randomness
176 Weaponry
177 Shields
178 Dance
179 Escape
180 Famine
181 Orphans
182 Friendship
183 Hospitality
184 Desire
185 Seduction
186 Alchemy
187 Revelry
188 Muscles
189 Snow
190 Thieves
191 Rain
192 Clouds
193 Silence
194 Memory
195 Stars
196 Astronomy
197 Celebration
198 Oaths
199 Aegis
200 Disfigurement
201 Horror
202 Panic
203 Terror
204 Dread
205 The Forge
206 Theatre
207 Deceit
208 Blood
209 Flesh
210 Skin
211 Bone
212 Eyes
213 Tongues
214 Ears
215 Voice
216 Air
217 Camping
218 Smoke
219 Fog
220 Floods
221 Warmth
222 Heat
223 Haste
224 Earthquakes
225 Tsunamis
226 Tornados
227 Drums
228 Trumpets
229 Islands
230 Old Age
231 Vigilance
232 Truth
233 Promises
234 Prejudice
235 Pain
236 Suffering
237 Despair
238 Slavery
239 Slaves
240 Power
241 Insanity
242 Anarchy
243 Deception
244 Illusion
245 Poverty
246 Murder
247 Indulgence
248 Decay
249 Rot
250 Disease
Name Name Aspects Alignment Domain
23 Jaklix Oot Spiders, Trade CE Trickery
Mechalt Darkness NG Nature
Shashuugid Invention, Change CG Knowledge, Trickery
Hittunna Protection, Greed, Tyranny LE War
Kanduri Creation, Madness CE Life, Tempest
Chailler Travel, Art CG Knowledge
Ixtune Wilderness CG Nature
Alsh Destruction, Spring CG Life, Death
Lidos Sky, Civilzation, Autumn LG Life
Ganuus Water, Dusk NE Death
Ar'nnah Neutrality, Secrets LG Knowledge
Zaipa Love, Art, War CE War
Labbon Vengence LE Death
Ugdip Sin CE Trickery
Oxu Evil, Fear CE War, Death
Ni Tyranny, Pride, Fire LE War
Kr'rra Sun, Day LG Light
Budifug Sloth, Watchfulness LN Knowledge
Uchawan Modesty, Wind N Nature
Dhummi Ritual NG Death
Gyqu Play, Children, Hearth LG Life, Light
Synnoc Generosity, Competition LG War
Zasunah Honor, Neutrality LN Life
D'nn Whores NE Tempest
Missim Fear, Lightning, Wealth LE Tempest
Oraxic Music, Chivalry LG Light
Dohdos Education, Prophecy LN Knowledge
Ydum Animals LN Nature
Kaei Gems, Creation CG Trickery
Khahaas Sky, Romance NG Tempest
Drask Darkness, Revenge, Modesty LG Death
Tuziq Travel, Protection, Kindness LG Life, Nature
Jaklix Pride, Diplomacy, Hate LE War, Trickery
Lonola Secrets, Romance CG Trickery, Knowledge
Vudtarr Metal, Greed NE War, Death
Lothum Night N Light
Dabah Drink, Humanity LN Life, Trickery
Toulim Wealth, Creation LG Knowledge, Life
Asam Parents, Agriculture LN Life
Upreus Alcohol, Play, Children CE Trickery
Zorhotho The Hunt LN Nature, War
Aj'ah Chasity, Patience LG Light
Shillus Charity, Healing, Prostitution CG Life, Trickery
Siris Wealth, Soil, Nobility NG Trickery, Nature
Zefii Dance, Harvest, Sacrifice CG Nature
Ultana Mountains, Storms N Tempest
Booxgux Confidence, Storms CE War
Loulan Melancholy, Orphans CN Death
Domain
Death
Knowledge
Life
Light
Nature
Tempest
Trickery
War
Bard 20 20
22 PS
Bard Level SK 0 1 2 3 4 5 6 7
1 4 2 2 - - - - - -
2 5 2 3 - - - - - -
3 6 2 4 2 - - - - -
4 7 3 4 3 - - - - -
5 8 3 4 3 2 - - - -
6 9 3 4 3 3 - - - -
7 10 3 4 3 3 1 - - -
8 11 3 4 3 3 2 - - -
9 12 3 4 3 3 3 1 - -
10 14 4 4 3 3 3 2 - -
11 15 4 4 3 3 3 2 1 -
12 15 4 4 3 3 3 2 1 -
13 16 4 4 3 3 3 2 1 1
14 18 4 4 3 3 3 2 1 1
15 19 4 4 3 3 3 2 1 1
16 19 4 4 3 3 3 2 1 1
17 20 4 4 3 3 3 2 1 1
18 22 4 4 3 3 3 3 1 1
19 22 4 4 3 3 3 3 1 1
20 22 4 4 3 3 3 3 1 1
Cleric 0 1 2 3 4 5 6 7
1 3 2 - - - - - -
2 3 3 - - - - - -
3 3 4 2 - - - - -
4 4 4 3 - - - - -
5 4 4 3 2 - - - -
6 4 4 3 3 - - - -
7 4 4 3 3 1 - - -
8 4 4 3 3 2 - - -
9 4 4 3 3 3 1 - -
10 5 4 3 3 3 2 - -
11 5 4 3 3 3 2 1 -
12 5 4 3 3 3 2 1 -
13 5 4 3 3 3 2 1 1
14 5 4 3 3 3 2 1 1
15 5 4 3 3 3 2 1 1
16 5 4 3 3 3 2 1 1
17 5 4 3 3 3 2 1 1
18 5 4 3 3 3 3 1 1
19 5 4 3 3 3 3 2 1
20 5 4 3 3 3 3 2 2
Druid 0 1 2 3 4 5 6 7
1 2 2 - - - - - -
2 2 3 - - - - - -
3 2 4 2 - - - - -
4 3 4 3 - - - - -
5 3 4 3 2 - - - -
6 3 4 3 3 - - - -
7 3 4 3 3 1 - - -
8 3 4 3 3 2 - - -
9 3 4 3 3 3 1 - -
10 4 4 3 3 3 2 - -
11 4 4 3 3 3 2 1 -
12 4 4 3 3 3 2 1 -
13 4 4 3 3 3 2 1 1
14 4 4 3 3 3 2 1 1
15 4 4 3 3 3 2 1 1
16 4 4 3 3 3 2 1 1
17 4 4 3 3 3 2 1 1
18 4 4 3 3 3 3 1 1
19 4 4 3 3 3 3 2 1
20 4 4 3 3 3 3 2 2
Paladin 0 1 2 3 4 5
1 - - - - - -
2 - 2 - - - -
3 - 3 - - - -
4 - 3 - - - -
5 - 4 2 - - -
6 - 4 2 - - -
7 - 4 3 - - -
8 - 4 3 - - -
9 - 4 3 2 - -
10 - 4 3 2 - -
11 - 4 3 3 - -
12 - 4 3 3 - -
13 - 4 3 3 1 -
14 - 4 3 3 1 -
15 - 4 3 3 2 -
16 - 4 3 3 2 -
17 - 4 3 3 3 1
18 - 4 3 3 3 1
19 - 4 3 3 3 2
20 - 4 3 3 3 2
Ranger SK 0 1 2 3 4 5
1 - - - - - - -
2 2 - 2 - - - -
3 3 - 3 - - - -
4 3 - 3 - - - -
5 4 - 4 2 - - -
6 4 - 4 2 - - -
7 5 - 4 3 - - -
8 5 - 4 3 - - -
9 6 - 4 3 2 - -
10 6 - 4 3 2 - -
11 7 - 4 3 3 - -
12 7 - 4 3 3 - -
13 8 - 4 3 3 1 -
14 8 - 4 3 3 1 -
15 9 - 4 3 3 2 -
16 9 - 4 3 3 2 -
17 10 - 4 3 3 3 1
18 10 - 4 3 3 3 1
19 11 - 4 3 3 3 2
20 11 - 4 3 3 3 2
Sorcerer SK 0 1 2 3 4 5 6 7
1 2 4 2 - - - - - -
2 3 4 3 - - - - - -
3 4 4 4 2 - - - - -
4 5 5 4 3 - - - - -
5 6 5 4 3 2 - - - -
6 7 5 4 3 3 - - - -
7 8 5 4 3 3 1 - - -
8 9 5 4 3 3 2 - - -
9 10 5 4 3 3 3 1 - -
10 11 6 4 3 3 3 2 - -
11 12 6 4 3 3 3 2 1 -
12 12 6 4 3 3 3 2 1 -
13 13 6 4 3 3 3 2 1 1
14 13 6 4 3 3 3 2 1 1
15 14 6 4 3 3 3 2 1 1
16 14 6 4 3 3 3 2 1 1
17 15 6 4 3 3 3 2 1 1
18 15 6 4 3 3 3 3 1 1
19 15 6 4 3 3 3 3 2 1
20 15 6 4 3 3 3 3 2 2
Warlock
Wizard 0 1 2 3 4 5 6 7
1 3 2 - - - - - -
2 3 3 - - - - - -
3 3 4 2 - - - - -
4 4 4 3 - - - - -
5 4 4 3 2 - - - -
6 4 4 3 3 - - - -
7 4 4 3 3 1 - - -
8 4 4 3 3 2 - - -
9 4 4 3 3 3 1 - -
10 5 4 3 3 3 2 - -
11 5 4 3 3 3 2 1 -
12 5 4 3 3 3 2 1 -
13 5 4 3 3 3 2 1 1
14 5 4 3 3 3 2 1 1
15 5 4 3 3 3 2 1 1
16 5 4 3 3 3 2 1 1
17 5 4 3 3 3 2 1 1
18 5 4 3 3 3 3 1 1
19 5 4 3 3 3 3 2 1
20 5 4 3 3 3 3 2 2
8 9
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
1 -
1 -
1 1
1 1
1 1
1 1
8 9
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
1 -
1 -
1 1
1 1
1 1
1 1
8 9 SP
- - -
- - 2
- - 3
- - 4
- - 5
- - 6
- - 7
- - 8
- - 9
- - 10
- - 11
- - 12
- - 13
- - 14
1 - 15
1 - 16
1 1 17
1 1 18
1 1 19
1 1 20
8 9
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
1 -
1 -
1 1
1 1
1 1
1 1
1 2 3 4
1 0 #N/A
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 0
Bard 9 Power Word Kill 6
5 9
Bard
Power Word Kill
Low 122 Level Name School Ritual Casting Time
High 125 0 Blade Ward Abjuration 1 action
0 Dancing Lights Evocation 1 action
0 0 Friends Enchantment 1 action
1 4 0 Light Evocation 1 action
2 5 0 Mage Hand Conjuration 1 action
3 6 0 Mending Transmutation 1 minute
4 7 0 Message Transmutation 1 action
5 8 0 Minor Illusion Illusion 1 action
6 9 0 Prestidigitation Transmutation 1 action
7 10 0 Thunderclap Evocation 1 action
8 11 0 True Strike Divination 1 action
9 12 0 Vicious Mockery Enchantment 1 action
10 14 1 Animal Friendship Enchantment 1 action
11 15 1 Bane Enchantment 1 action
12 15 1 Charm Person Enchantment 1 action
13 16 1 Comprehend Languages Divination yes 1 action
14 18 1 Cure Wounds Evocation 1 action
15 19 1 Detect Magic Divination yes 1 action
16 19 1 Disguise Self Illusion 1 action
17 20 1 Dissonant Whispers Enchantment 1 action
18 22 1 Earth Tremor Evocation 1 action
19 22 1 Faerie Fire Evocation 1 action
20 22 1 Feather Fall Transmutation 1 reaction
1 Healing Word Evocation 1 bonus action
1 Heroism Enchantment 1 action
1 Identify Divination yes 1 minute
1 Illusory Script Illusion yes 1 minute
1 Longstrider Transmutation 1 action
1 Silent Image Illusion 1 action
1 Sleep Enchantment 1 action
1 Speak with Animals Divination yes 1 action
1 Tasha's Hideous Laughter Enchantment 1 action
1 Thunderwave Evocation 1 action
1 Unseen Servant Conjuration yes 1 action
2 Animal Messenger Enchantment yes 1 action
2 Blindness/Deafness Necromancy 1 action
2 Calm Emotions Enchantment 1 action
2 Cloud of Daggers Conjuration 1 action
2 Crown of Madness Enchantment 1 action
2 Detect Thoughts Divination 1 action
2 Enhance Ability Transmutation 1 action
2 Enthrall Enchantment 1 action
2 Heat Metal Transmutation 1 action
2 Hold Person Enchantment 1 action
2 Invisibility Illusion 1 action
2 Knock Transmutation 1 action
2 Lesser Restoration Abjuration 1 action
2 Locate Animals or Plants Divination yes 1 action
2 Locate Object Divination 1 action
2 Magic Mouth Illusion yes 1 minute
2 Phantasmal Force Illusion 1 action
2 Pyrotechnics Transmutation 1 action
2 See Invisibility Divination 1 action
2 Shatter Evocation 1 action
2 Silence Illusion yes 1 action
2 Skywrite Transmutation yes 1 action
2 Suggestion Enchantment 1 action
2 Warding Wind Evocation 1 action
2 Zone of Truth Enchantment 1 action
3 Bestow Curse Necromancy 1 action
3 Clairvoyance Divination 10 minutes
3 Dispel Magic Abjuration 1 action
3 Fear Illusion 1 action
3 Feign Death Necromancy yes 1 action
3 Glyph of Warding Abjuration 1 hour
3 Hypnotic Pattern Illusion 1 action
3 Leomund's Tiny Hut Evocation yes 1 minute
3 Major Image Illusion 1 action
3 Nondetection Abjuration 1 action
3 Plant Growth Transmutation 1 action
3 Sending Evocation 1 action
3 Speak with Dead Necromancy 1 action
3 Speak with Plants Transmutation 1 action
3 Stinking Cloud Conjuration 1 action
3 Tongues Divination 1 action
4 Compulsion Enchantment 1 action
4 Confusion Enchantment 1 action
4 Dimension Door Conjuration 1 action
4 Freedom of Movement Abjuration 1 action
4 Greater Invisibility Illusion 1 action
4 Hallucinatory Terrain Illusion 10 minutes
4 Locate Creature Divination 1 action
4 Polymorph Transmutation 1 action
5 Animate Objects Transmutation 1 action
5 Awaken Transmutation 8 hours
5 Dominate Person Enchantment 1 action
5 Dream Illusion 1 minute
5 Geas Enchantment 1 minute
5 Greater Restoration Abjuration 1 action
5 Hold Monster Enchantment 1 action
5 Legend Lore Divination 10 minutes
5 Mass Cure Wounds Evocation 1 action
5 Mislead Illusion 1 action
5 Modify Memory Enchantment 1 action
5 Planar Binding Abjuration 1 hour
5 Raise Dead Necromancy 1 hour
5 Scrying Divination 10 minutes
5 Seeming Illusion 1 action
5 Teleportation Circle Conjuration 1 minute
6 Eyebite Necromancy 1 action
6 Find the Path Divination 1 minute
6 Guards and Wards Abjuration 10 minutes
6 Mass Suggestion Enchantment 1 action
6 Otto's Irresistible Dance Enchantment 1 action
6 Programmed Illusion Illusion 1 action
6 True Seeing Divination 1 action
7 Etherealness Transmutation 1 action
7 Forcecage Evocation 1 action
7 Mirage Arcane Illusion 10 minutes
7 Mordenkainen's Magnificent Mansion Conjuration 1 minute
7 Mordenkainen's Sword Evocation 1 action
7 Project Image Illusion 1 action
7 Regenerate Transmutation 1 minute
7 Resurrection Necromancy 1 hour
7 Symbol Abjuration 1 minute
7 Teleport Conjuration 1 action
8 Dominate Monster Enchantment 1 action
8 Feeblemind Enchantment 1 action
8 Glibness Transmutation 1 action
8 Mind Blank Abjuration 1 action
8 Power Word Stun Enchantment 1 action
9 Foresight Divination 1 minute
9 Power Word Heal Evocation 1 action
9 Power Word Kill Enchantment 1 action
9 True Polymorph Transmutation 1 action
Bard #NAME?
Err:504
Bard
9 12 Message
1) Create a drop-down (like the class features) based on the spell matricies
2) HLOOKUP/RANDBETWEEN on the cells in the dropdown
Cantrips
Level # Known 3 4 5 6 7 8
Bard 1 0 Dancing Li Vicious Mo
Cleric Spare the ResistanceGuidance
Druid Magic StonPoison Spr
Sorcerer Mending True StrikeMold EarthThundercla
Warlock Friends Thundercla
Wizard Dancing Li Poison Spr Light
Cleric 1 0 Bane
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 0
Ranger 1 0 Longstride
2 0
3 0 Druid
4 0
5 0
Sorcerer 1 0 Sleep
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 0
Wizard 1 0 Identify
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 0
Warlock
Wizard
Racial Cantrips
Forest Gn 1 1
Dark Elf Dancing Li
Forest Gn Minor Illusion
High Elf Light
Tiefing Thaumatur
Minor Illus
Level Cantrips Known
1 2 Dancing Lights
Vicious Mockery
2 2
3 2
4 3
5 3
6 3
7 3
8 3
9 3
10 4
11 4
12 4
13 4
14 4
15 4
16 4
17 4
18 4
19 4
20 4
LevelCantrips Known
1 3 Spare the ResistanceGuidance
2 3
3 3
4 4
5 4
6 4
7 4
8 4
9 4
10 5
11 5
12 5
13 5
14 5
15 5
16 5
17 5
18 5
19 5
20 5
LevelCantrips Known
1 2 Magic StonPoison Spr
2 2
3 2
4 3
5 3
6 3
7 3
8 3
9 3
10 4
11 4
12 4
13 4
14 4
15 4
16 4
17 4
18 4
19 4
20 4
LevelCantrips Known
1 4 Mending True StrikeMold EarthThundercla
2 4
3 4
4 5
5 5
6 5
7 5
8 5
9 5
10 6
11 6
12 6
13 6
14 6
15 6
16 6
17 6
18 6
19 6
20 6
LevelCantrips Known
1 2 Friends Thundercla
2 2
3 2
4 3
5 3
6 3
7 3
8 3
9 3
10 4
11 4
12 4
13 4
14 4
15 4
16 4
17 4
18 4
19 4
20 4
LevelCantrips Known
1 3 Dancing Li Poison Spr Light
2 3
3 3
4 4
5 4
6 4
7 4
8 4
9 4
10 5
11 5
12 5
13 5
14 5
15 5
16 5
17 5
18 5
19 5
20 5
3 5
Faerie Fire Darkness
Minor Illusion
Hellish Re Darkness
Character Level
1 Pull level from Abilities sheet
Spells Known
3 Bless Purify Foo Detect Evi
Spells Known
3 Speak withJump Create or
Spells Known
0
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
Spells Known
4 Mage ArmoFalse Life Longstride Burning Ha
1 2 3 4
Thunderwave
0 IF(COLUMN()-10<=$J4,IF((COUNTA($K$
0 0 0
0
0
0
0
0
0
0 Find Familiar
Protection from Evil and Goo
1 2 3 4
Mold Earth
57
57
57
24
0
MN()-10<=$J4,IF((COUNTA($K$4:K4)-COUNTBLANK($K$4:K4)+1)<=$B$26,INDEX($C$30:$C$281,RANDBETWEEN(MATCH($I4-1,$B$30:$B$28
24
26
Find Familiar
Protection from Evil and Good
TWEEN(MATCH($I4-1,$B$30:$B$281,1)+1,MATCH($I4,$B$30:$B$281,1))),""))