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Unearthed Arcana: Quick Characters

Sometimes you need quick characters for a D&D d20 Background (Players Handbook)
session. Whether youre running an impromptu 1-2 Acolyte
game with limited time for character creation, you 3 Charlatan
want to get a new player into an established game
4-5 Criminal
quickly, or you need a new PC to replace a dead
6 Entertainer
adventurer, these optional rules are for you. These
rules can be used instead of the normal process 7-8 Folk Hero
of character creation, replacing the choice and 9-10 Guild Artisan
creativity of that process with a series of tables that 11 Hermit
quickly generate a 1st-level character. 12 Noble
With the exception of backgrounds, these rules 13-14 Outlander
focus on the character options available in the D&D 15 Sage
Basic Rules as a means of keeping things simple. 16-17 Sailor
18-19 Soldier
Alignment 20 Urchin

Roll a d6 to determine your characters alignment. Alternatively, for players who are comfortable
defining a characters personality traits, ideals,
d6 Alignment bonds, and flaws through roleplaying, the quick
1 Lawful Good character generation process can be made even
2 Neutral Good quicker by foregoing a background, instead rolling for
3 Chaotic Good the skill and tool proficiencies normally provided by
4 Lawful Neutral a background. Roll four times on the following table,
5 Neutral rerolling any duplicate results.
6 Chaotic Neutral
d20 Proficiency
1 Acrobatics
Background 2 Animal Handling
3 Arcana
Backgrounds already make use of random tables
to flesh out your character, and are easy to apply. 4 Athletics
You can roll a d6 to determine your characters 5 Deception
background if youre using the Basic Rules, or roll 6 History
a d20 to use the full list of backgrounds from the 7 Insight
Players Handbook. 8 Intimidation
9 Investigation
d6 Background (Basic Rules) 10 Medicine
1 Acolyte 11 Nature
2 Criminal 12 Perception
3 Folk Hero 13 Performance
4 Noble 14 Persuasion
5 Sage 15 Religion
6 Soldier 16 Sleight of Hand
17 Stealth
18 Survival
19 Carpenters tools
20 Thieves tools

In place of a background feature, once during any


game session, you can pick a nonplayer character you
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meet and declare that your character knows that NPC. After you assign your characters ability scores,
The relationship is respectful but not necessarily but before applying any modifiers for your race (see
friendly. The DM determines the exact nature of your below), you can swap any two scores.
relationship.
Equipment
Class and Abilities Your class also determines your equipment. Select
Roll a d6 to determine your class from the following gear from your classs quick equipment choices,
table, which is more likely to generate a fighter or except for any of the prebuilt packs such as the
cleric than a rogue or wizard. Especially if youre explorers pack or the priests pack (see below).
randomly generating an entire party, tilting the odds Alternatively, you can select one of the following
in favor of fighters and clerics can help shore up a default equipment packages:
groups ability to survive in combat. Alternatively (or if
youre generating a single character joining an already Cleric: Mace, scale mail, light crossbow and 20
balanced party), you can roll a d4 and give each class bolts, shield, holy symbol
an equal chance of being generated. Fighter: Chain mail, longsword, shield, light
crossbow and 20 bolts
d6 d4 Class Rogue: Shortsword, shortbow and 20 arrows,
1-2 1 Cleric leather armor, two daggers, thieves tools
3-4 2 Fighter Wizard: Dagger, component pouch, spellbook
5 3 Rogue
Then select one of the following standard equipment
6 4 Wizard
packs for your character:
When determining your ability scores, your choice
Backpack, sack, lantern, 2 oil flasks, tinderbox, 12
of class shapes which abilities are of most use to your
pitons, hammer, waterskin, rations (4 days), 5 gp
character. Roll a d6 to determine the ability score
Backpack, 2 sacks, 6 torches, 3 oil flasks,
array your character uses. Then assign those numbers
tinderbox, 10-foot pole, 50 feet of rope, waterskin,
to your abilities in an order determined by your class.
rations (4 days), steel mirror
Backpack, 4 sacks, holy symbol or thieves tools,
d6 Score Array 12 pitons, 50 feet of rope, waterskin, rations (4
1 18, 14, 12, 8, 8, 6 days)
2 16, 14, 14, 10, 10, 8
3 16, 16, 12, 10, 8, 8 All characters also gain a dagger and either a light
4 16, 12, 12, 12, 10, 8 crossbow and 10 bolts, or a set of 5 javelins.
5 14, 14, 12, 12, 12, 12
6 14, 14, 14, 12, 12, 10 Cleric Spells
Randomly determining spells can speed up the
Cleric. Wisdom, Strength, Constitution, Charisma, process of creating a 1st-level cleric.
Dexterity, Intelligence. Cantrips. Roll a d6 three times to determine your
Fighter. Strength, Constitution, Dexterity, Wisdom, cleric cantrips, rerolling any duplicate results.
Intelligence, Charisma.
Rogue. Dexterity, Charisma, Intelligence, d6 Cantrip
Constitution, Strength, Wisdom. 1 Guidance
Wizard. Intelligence, Dexterity, Wisdom, Charisma, 2 Light
Constitution, Strength.
3 Resistance
For example, a player creating a cleric rolls a 4 for
4 Sacred Flame
the characters ability score array16, 12, 12, 12, 10,
and 8. Those numbers are assigned in that order to 5 Spare the Dying
the ability scores listed for clerics, yielding a character 6 Thaumaturgy
with Strength 12, Dexterity 10, Constitution 12,
Intelligence 8, Wisdom 16, and Charisma 12. Spells. Roll a d10 for each cleric spell you can
prepare, rerolling any duplicate results.

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d10 Spell Wizard Spells
1 Bless Randomly determining spells can speed up the
2 Command process of creating a 1st-level wizard.
3-4 Cure Wounds Cantrips. Roll a d10 three times to determine your
5 Detect Magic wizard cantrips, rerolling any duplicate results.
6 Guiding Bolt
d10 Cantrip
7 Healing Word
1 Acid splash
8 Inflict Wounds
2 Dancing lights
9 Sanctuary
3 Fire bolt
10 Shield of Faith
4 Light
5 Mage hand

Fighter Fighting Style 6


7
Minor illusion
Poison spray
Roll a d6 to determine your fighting style, and make 8 Prestidigitation
the indicated adjustments if you selected the default
9 Ray of frost
equipment package.
10 Shocking grasp

d6 Fighting Style Spells. Roll a d12 six times to determine the


1 Archery (swap light crossbow and 20 bolts for a contents of your wizard spellbook, rerolling any
longbow and 20 arrows; at your option, also swap
duplicate results.
chain mail for leather armor)
2 Defense d12 Spell
.3 Dueling 1 Burning hands
4 Great Weapon Fighting (swap longsword and shield 2 Charm person
for a greataxe)
3 Comprehend languages
5 Protection
4 Detect magic
6 Two-Weapon Fighting (swap longsword for two
short swords) 5 Disguise self
6 Identify
7 Mage armor
Rogue Proficiencies 8 Magic missile
9 Shield
Roll a d12 four times to determine your skills,
10 Silent image
rerolling any duplicate results. In addition, reroll
any results that duplicate skills granted by your 11 Sleep
background. 12 Thunderwave

d12
1
Skills
Acrobatics
Race
2 Athletics Finally, roll a d12 to determine your characters
3 Deception race. The following table is weighted heavily toward
4 Insight humans, both to reflect typical D&D demographics
5 Intimidation and to push players toward the easiest option.
6 Investigation
d12 Skills
7 Perception
1 Hill dwarf
8 Performance
2 Mountain dwarf
9 Persuasion
3 High elf
10 Sleight of Hand
4 Wood elf
11-12 Stealth
9 Lightfoot halfling
6 Stout halfling
7-12 Human

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