New Character Creation - Heroic Chronicle: Campaign 2 in Runetalras | World Anvil
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New Character Creation - Heroic Chronicle: Campaign 2

Ideas, Not Rules

The character creation rules in the Player’s Handbook provide all the information you need to define your character in preparation for a life of adventuring. What they don’t do is account for all the circumstances that shaped your character during the years between your birth and the start of your career as a member of a class.   What did your character accomplish or experience before deciding to become an adventurer? What were the circumstances of your birth? How large is your family, and what sorts of relationships do you have with your relatives? Which people were the greatest influences on you during your formative years, for better or worse?   To answer these questions and more, you can use the tables and the advice in this section to compose a well developed backstory for your character — an autobiography of sorts — that you can use to inform how you roleplay the character. Your DM can draw from this material as the campaign proceeds, creating situations and scenarios that build off your previous life experiences.  

How and When to Use the Tables

How and When to Use the Tables If you’re comfortable with letting the dice decide a certain fact about your character, go ahead and roll. If not, you can take charge and make the decision, choosing from among the possibilities on a table. Of course, you also have the option of disregarding the result of a die roll if it conflicts with another result. Likewise, if the text instructs you to roll on a table, that’s not meant to be taken literally. You can always make your own choice.   Although these tables are meant to augment the step-bystep character creation process in the Player’s Handbook, they don’t occupy a specific place in that process. You can use some of them early on — for instance, it’s possible to determine your parents and other family members immediately after deciding your character’s race — but you could also wait until later in the process. You might prefer to establish more facts about your character’s game identity — such as your class, ability scores, and alignment — before supplementing that information with what’s offered here.


The usual first step in creating your character’s life story is to determine your early circumstances. Who were your parents? Where were you born? Did you have any siblings? Who raised you? You can address these questions by using the following tables.


You had parents, of course, even if they didn’t raise you. To determine what you know about these people, use the Parents table. If you want, you can roll separately on the table for your mother and your father. Use the supplemental tables as desired (particularly Class, Occupation, and Alignment) to learn more about your parents.
D20 Parents
1-19 You know who your parents are or were.
20 You do not know who your parents were.


After establishing your parentage, you can determine where you were born by using the Birthplace table. (Modify the result or roll again if you get a result that’s inconsistent with what you know about your parents.) Once you have a result, roll percentile dice. On a roll of 00, a strange event coincided with your birth: the moon briefly turning red, all the milk within a mile spoiling, the water in the area freezing solid in midsummer, all the iron in the home rusting or turning to silver, or some other unusual event of your choice.
D100 Location
01–50 Home.
51–55 Home of a family friend.
56–63 Home of a healer or midwife.
64–65 Carriage, cart, or wagon.
66–68 Barn, shed, or other outbuilding.
69–70 Cave.
71–72 Field.
73–74 Forest.
75–77 Temple.
78 Battlefield.
79–80 Alley or street.
81–82 Brothel, tavern, or inn.
83–84 Castle, keep, tower, or palace.
85 Sewer or rubbish heap.
86–88 Among people of a different race.
89–91 On board a boat or a ship.
92–93 In a prison or in the headquarters of a secret organisation.
94–95 In a sage’s laboratory.
96 In the Feywild.
97 In the Shadowfell.
98 On the Astral Plane or the Ethereal Plane.
99 On an Inner Plane of your choice.
100 On a Lower Plane of your choice.


You might be an only child or one of many children. Your siblings could be cherished friends or hated rivals. Roll on the Number of Siblings table to determine how many brothers or sisters you have. If you are a dwarf or an elf, subtract 2 from your roll. Then, roll on the Birth Order table for each sibling to determine that person’s age relative to yours (older, younger, or born at the same time).


You can choose your siblings’ alignments or roll on the Alignment supplemental table.


By now, each of your siblings might be alive and well, alive and not so well, in dire straits, or dead. Roll on the Status supplemental table.


You can roll on the Relationship supplemental table to determine how your siblings feel about you. They might all have the same attitude toward you, or some might view you differently from how the others do.

Other Details

You can decide any other details you like about each sibling, including gender, personality, and place in the world. Number of Siblings
D10 Siblings
1-2 None
3–4 1d3
5–6 1d4 + 1
7–8 1d6 + 2
9–10 1d8 + 3
Birth Order
D10 Siblings
2 Twin, triplet, or quadruplet
3–7 Older
8-12 Younger

Family and Friends

Who raised you, and what was life like for you when you were growing up? You might have been raised by your parents, by relatives, or in an orphanage. Or you could have spent your childhood on the streets of a crowded city with only your fellow runaways and orphans to keep you company.   Use the Family table to determine who raised you. If you know who your parents are but you get a result that does not mention one or both of them, use the Absent Parent table to determine what happened   Next, refer to the Family Lifestyle table to determine the general circumstances of your upbringing. (Chapter 5 of the Player’s Handbook has more information about lifestyles.) The result on that table includes a number that is applied to your roll on the Childhood Home table, which tells you where you spent your early years. Wrap up this section by using the Childhood Memories table, which tells you how you were treated by other youngsters as you were growing up.   You can roll on the Relationship table to determine how your family members or other important figures in your life feel about you. You can also use the Race, Occupation, and Alignment tables to learn more about the family members or guardians who raised you.   Family
D100 Family
01 None.
02 Institution, such as an asylum.
03-04   Temple.
05 Orphanage.
06–07 Guardian.
08–15   Paternal or maternal aunt, uncle, or both; or extended family such as a tribe or clan.
16–25 Paternal or maternal grandparent(s).
26–35 Adoptive family (same or different race).
36–55 Single father or stepfather.
56–75 Single mother or stepmother.
76–00 Mother and father.
Absent Parent
D4 Fate
1 Your parent died (roll on the Cause of Death supplemental table).
2 Your parent was imprisoned, enslaved, or otherwise taken away.
3   Your parent abandoned you.
4 Your parent disappeared to an unknown fate
Family Lifestyle
D3d6 Lifestyle
3 Wretched (–40).
4-5 Squalid (–20).
6-8 Poor (–10).
9-12 Modest (+0).
13–15 Comfortable (+10).
16–17 Wealthy (+20).
18 Aristocratic (+40).
*Use the number in this result as a modifier to your roll on the Childhood Home table.   Childhood Home
D100 Home
0 or lower On the streets.
1–20 Rundown shack.
21–30 No permanent residence; you moved around a lot.
31–40 No permanent residence; you moved around a lot.
41–50 Apartment in a rundown neighbourhood.
51–70 Small house.
71–90 Large house.
91–110 Mansion.
111 or higher Palace or castle.
*After making this roll, apply the modifier from theFamily Lifestyle table to arrive at the result.

Seeds of Fear

Fear is subjective and often quite personal. A battle hardened warrior and reclusive scholar might deal with frightful circumstances in quite different ways. During character creation, a player can choose one or more Seeds of Fear to represent things their character finds truly frightening. The Seeds of Fear table provides some examples. These can change over time as a character grows, overcomes old fears, and discovers new uncertainties. Fear
D12 Fear
1 I can’t stand dark places.
2 I’m terrified of a particular kind of animal.
3 Deep water will be the death of me
4 I can’t stand heights
5 I hate being stuck in tight spaces
6 Being around crowds unnerves me, for I always feel judged
7 I hate feeling isolated or being alone
8 Storms and extreme weather rattle me
9 Being followed chills my blood
10 Sudden noises or appearances fray my nerves
11 I can’t be comfortable around creatures larger than I am
12 Reflections always seem like they’re looking straight through me


Your character may come from any of the many political regions throughout the known world of Runetalras. However, the table below outlines a few of the more common areas that will appear in this campaign.
D100 Political Region
1-6 Ardenals - Thaxnoria
7-12 Craglands - Thaxnoria
13-18 Crownlands - Thaxnoria
19-24 Corth - Thaxnoria
25-30 Guildlands - Thaxnoria
31-36 Uvani Hilllands - Thaxnoria
37-42 Tor Bresell - Wild Isles
43-48 Oilean - Wild Isles
49-54 Tor Cyfod - Wild Isles
55-60 Sgiath - Wild Isles
61-66 Anvea - Wild Isles
67-72 Outlaw Isles
73-78 Union of Crowns
79-84 Infernal-Draconic Ascendancy
85-89 Elector-Kingdom of Thurinarz - Kasari Dominion
90-93 Aine Aevon - Kasari Dominion
94-97 Zwerthaig - Kasari Dominion
98-99 Velgan Empire
100 Underdark

Personal Decisions

Your character’s life takes a particular course depending on the choices you make for the character’s background and class.

Allies, Enemies, and Factions

Over the course of your life you have gained at least 3 allies and 3 enemies. These can be members of factions or individuals and can be influential, powerful, or weak. Examples of allies and enemies can be found in the Allies and Enemies table below.   As part of your backstory you can also choose to be a part of a faction, but only of the lowest rank. You now gain a mechanical bonus for being a member of a faction. You can be a member of multiple factions but can only gain the mechanical benefits of one at any given time, you can change the faction you are gaining the benefits of at the end of a long rest.
D100 Allies and Enemies
1-2 An influential noble in the court of a kingdom
3-4 An lowranking but ambitious noble
5-6 A younger sibling of a local lord
7-8 A local magistrate
9-10 A lesser prince of a kingdom or region
11-12 A court mage
13-14 A leader of a town or village
15-16 An influential member of a local community
17-18 A head of a town guard
19-20 A member of a knightly order
21-22 An influential member of a knightly order
23-24 A member of a holy order
25-26 An influential member of a holy order
27-28 A member of an adventures or exploration guild
29-30 An influential member of an adventures or exploration guild
31-32 A member of a crafters or merchant guild
33-34 An influential member of a crafters or merchant guild
35-36 A Donagogue of the White Bastille
37-38 A member of a powerful library or university
39-40 A spy or agent of a political body
41-42 A powerful wizard in a magical academy
43-44 A wealthy merchant who has connections to important people in a city
45-46 A retired adventurer who now runs a tavern in a small town
47-48 The captain of a pirate crew
49-50 A member of a secret society
51-52 A demon or devil who has found their way to the Prime Material Plane
53-54 A bard of moderate skills but high determination
55-56 A religious zealot
57-58 A member of a rival adventuring group
59-60 A lycanthrope whose secret you know
61-62 A member of a faction
63-64 A skilled blacksmith
65-66 A member of a powerful criminal organisation
67-68 A ranger or druid of a local circle
69-70 A Bastille Mages
71-72 A member of the Brightswords
73-74 An apostate on the run
75-76 A knowledgeable hermit
77-78 A fey creature from the Feywilds
79-80 A reclusive wizard with extensive knowledge
81-82 A creature from another plane of existence
83-84 A skilled alchemist or potion maker
85-86 An exiled noble
87-88 A reformed criminal
89-90 A priest from a local temple or shine
91-92 A member of a trading company or guild
93-94 A hardy member of a mountain clan
95-96 A skilled artificer
97-98 A charismatic bard who has a network of contacts and informants
99-100 A down on their luck bounty hunter


Your background gives you more than just gold, items, and proficiencies. It also solidifies your place in the world—and confers you a level of social status based on your profession. List of Backgrounds
  • Acolyte
  • Anthropologist
  • Archaeologist
  • Barkeep
  • Charlatan
  • City Watch
  • Clan Crafter
  • Cloistered Scholar
  • Courtier
  • Criminal
  • Diplomat
  • Doctor
  • Entertainer
  • Ex-Cultist
  • Faceless
  • Faction Agent
  • Far Traveler
  • Feylost
  • Fisher
  • Folk Hero
  • Gladiator
  • Guild Artisan
  • Guild Merchant
  • Haunted One
  • Hermit
  • Highborn Bastard
  • Highest of the Highborn
  • Inheritor
  • Investigator
  • Knight
  • Knight of the Order
  • Magister of Aarelan
  • Marine
  • Master-at-Arms
  • Mercenary Veteran
  • Noble
  • Outlander
  • Pirate
  • Revolutionary
  • Sage
  • Sailor
  • Servant
  • Shipwright
  • Smuggler
  • Soldier
  • Spy
  • Urban Bounty Hunter
  • Urchin

Class Training

If you haven’t chosen your class yet, do so now, keeping in mind your background and all the other details you have established so far. Once you’ve made your selection, roll a d6 and find the number you rolled on the appropriate table in this section, which describes how you came to be a member of that class.


D6 I became an Artificer because...
1 I was taken on as an apprentice by a master Artificer at a young age and spent years learning the craft of artifice under their tutelage.  
2 I had aspirations of becoming a wizard, but for whatever reason, I failed to master the arcane arts. Instead, I turned to the study of artifice as a way to harness their magical talents in a different way.  
3 I have always been fascinated by gadgets and machinery, and spent countless hours tinkering with various contraptions. Over time, I honed their skills and developed a keen understanding of how to make things work.    
4 I grew up in poverty and had to scavenge for whatever they could find. I became skilled at salvaging parts and repurposing them for other uses, eventually leading me to the artifice profession.    
5 I became enamored with the intricate clockwork mechanisms found in their homeland's clock towers. I studied the mechanisms closely and eventually learned how to create their own clockwork devices.  
6 I had a close companion who was a Warforged construct, and over time I became fascinated by the intricacies of the Warforged's design. I began to study artifice in order to better understand their friend and perhaps even improve upon the Warforged design.


D6 I became an Barbarian because...
1 My devotion to my people lifted me in battle, making me powerful and dangerous.
2 The spirits of my ancestors called on me to carry out a great task.
3 I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach.
4 I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me.
5 I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations.
6 My anger needed to be channelled into battle, or I risked becoming an indiscriminate killer.


D6 I became an Bard because...
1 I awakened my latent bardic abilities through trial and error.  
2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques.
3 I joined a loose society of scholars and orators to learn new techniques of performance and magic.    
4 I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story.
5 I joined one of the great colleges to learn old lore, the secrets of magic, and the art of performance.
6 I picked up a musical instrument one day and instantly discovered that I could play it.


D6 I became an Cleric because...
1 A supernatural being in service to the gods called me to become a divine agent in the world.
2 I saw the injustice and horror in the world and felt moved to take a stand against them.
3 My god gave me an unmistakable sign. I dropped everything to serve the divine.  
4 Although I was always devout, it wasn’t until I completed a pilgrimage that I knew my true calling.
5 I used to serve in my religion’s bureaucracy but found I needed to work in the world, to bring the message of my faith to the darkest corners of the land.
6 I realise that my god works through me, and I do as commanded, even though I don’t know why I was chosen to serve.


D6 I became an Druid because...
1 I saw too much devastation in the wild places, too much of nature’s splendour ruined by the despoilers. I joined a circle of druids to fight back against the enemies of nature.
2 I found a place among a group of druids after I fled a catastrophe.
3 I have always had an affinity for animals, so I explored my talent to see how I could best use it.
4 I befriended a druid and was moved by druidic teachings. I decided to follow my friend’s guidance and give something back to the world.
5 While I was growing up, I saw spirits all around me — entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings.
6 I have always felt disgust for creatures of unnatural origin. For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order.


D6 I became an Fighter because...
1 I wanted to hone my combat skills, and so I joined a war college.
2 I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honour. I decided to take up that path for myself.
3 Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature.
4 I joined the army and learned how to fight as part of a group.
5 I grew up fighting, and I refined my talents by defending myself against people who crossed me.
6 I could always pick up just about any weapon and know how to use it effectively.


D6 I became an Hexer because...
1 I was abandoned or orphaned at a young age and left to fend for yourself in a dangerous world. Surviving on my own I eventually stumbled upon a group of hexers who took you in and trained you as one of their own.
2 My parents/ guardians were killed by monsters and I was taken in and trained by hexers.
3 My parents/ guardians gave me up to a hexer school as they could not afford to support me, the hexers trainied me as one of their own.
4 I was given up to hexers as payment for their service by my parents/ guardians
5 My parents/ guardians gave me up to a hexer school as they could not afford to support me, the hexers then trained me.
6 I suffered the effects of a strange curse of magical effect, it would have killed me had hexers not taken me in and transformed my body with their Trail of Transmutations.


D6 I became an Sorcerer because...
1 When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. My family is convinced that this event was a harbinger of stranger things to come for me.
2 I suffered a terrible emotional or physical strain, which brought forth my latent magical power. I have fought to control it ever since.
3 My immediate family never spoke of my ancestors, and when I asked, they would change the subject. It wasn’t until I started displaying strange talents that the full truth of my heritage came out.
4 When a monster threatened one of my friends, I became filled with anxiety. I lashed out instinctively and blasted the wretched thing with a force that came from within me.
5 Sensing something special in me, a stranger taught me how to control my gift.
6 After I escaped from a magical conflagration, I realised that though I was unharmed, I was not unchanged. I began to exhibit unusual abilities that I am just beginning to understand.


D6 I became an Warlock because...
1 While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me.
2 I was examining a strange tome I found in an abandoned library when the entity that would become my patron suddenly appeared before me.
3 I stumbled into the clutches of my patron after I accidentally stepped through a magical doorway.
4 When I was faced with a terrible crisis, I prayed to any being who would listen, and the creature that answered became my patron.
5 My future patron visited me in my dreams and offered great power in exchange for my service.
6 One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement.


D6 I became an Wizard because...
1 An old wizard chose me from among several candidates to serve an apprenticeship.
2 When I became lost in a forest, a hedge wizard found me, took me in, and taught me the rudiments of magic.
3 I grew up listening to tales of great wizards and knew I wanted to follow their path. I strove to be accepted at an academy of magic and succeeded.
4 One of my relatives was an accomplished wizard who decided I was smart enough to learn the craft.
5 While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven to learn all I could about becoming a wizard.
6 I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I became old enough to set out on my own, I did so to learn more magic and expand my power.

Life Events

No matter how long you’ve been alive, you have experienced at least one signature event that has markedly influenced your character. Life events include wondrous happenings and tragedies, conflicts and successes, and encounters with the unusual. They can help to explain why your character became an adventurer, and some might still affect your life even after they are long over.   The older a character is, the greater the chance for multiple life events, as shown on the Life Events by Age table. If you have already chosen your character’s starting age, see the entry in the Life Events column that corresponds to how old you are. Otherwise, you can roll dice to determine your current age and number of life events randomly.   After you know the number of life events your character has experienced, roll once on the Life Events table for each of them. Many of the results on that table direct you to one of the secondary tables that follow. Once you have determined all of your character’s life events, you can arrange them in any chronological order you see fit.   Life Events by Age
Current Age Life Events
20 years or younger 2+2
21–30 years 1d4 +3
31–40 years 1d6 +3
41–50 years 1d8 +3
51–60 years 1d10 +3
61 years or older 1d12 +3
Life Events
D100 Events
01–10 You suffered a tragedy. Roll on the Tragedies table.
11–20 You gained a bit of good fortune. Roll on the Boons table.
21–30 You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest.
31–40 You made an enemy of an adventurer. Roll a d6. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character’s identity and the danger this enemy poses to you.
41–50 You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began.
51–70 You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
71–75 You met someone important. Use the supplemental tables to determine this character’s identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory.
76–80 You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered.
81–85 You had a supernatural experience. Roll on the Supernatural Events table to find out what it was.
86–90 You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war.
91–95 You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offence and on the Punishment table to see what became of you.
96–99 You encountered something magical. Roll on the Arcane Matters table.
00 Something truly strange happened to you. Roll on the Weird Stuff table.

Secondary Tables

These tables add detail to many of the results on the Life Events table. The tables are in alphabetical order.


D100 Outcome
01–10 You nearly died. You have nasty scars on your body, and you are missing an ear, 1d3 fingers, or 1d4 toes.
11–20 You suffered a grievous injury. Although the wound healed, it still pains you from time to time.
21–30 You were wounded, but in time you fully recovered.
31–40 You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely grey hair.
41–50 You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage.
51–60 You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions.
61–70 You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate.
71–80 You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll.
81–90 You found some treasure on your adventure. You have 2d6 gp left from your share of it.
91–99 You found a considerable amount of treasure on your adventure. You have 1d20 + 50 gp left from your share of it.
100 You came across a common magic item (of the DM’s choice)

Magical Event

D10 Outcome
1 You were charmed or frightened by a spell.
2 You were injured by the effect of a spell.
3 You were wounded, but in time you fully recovered.
4 You drank a potion (of the DM’s choice).
5 You found a spell scroll (of the DM’s choice) and succeeded in casting the spell it contained.
6 You were affected by teleportation magic.
7 You turned invisible for a time.
8 You identified an illusion for what it was.
9 You saw a creature being conjured by magic.
10 Your fortune was read by a diviner. Roll twice on the Life Events table, but don’t apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true).


D10 Outcome
1 A friendly wizard gave you a spell scroll containing one cantrip (of the DM’s choice).
2 You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperilled. Determine details about this character by using the supplemental tables and working with your DM.
3 You found a riding horse.
4 You found some money. You have 1d20 gp in addition to your regular starting funds.
5 A relative bequeathed you a simple weapon of your choice.
6 You found something interesting. You gain one additional trinket.
7 You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum.
8 A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose.
9 You found a treasure map.
10 A distant relative left you a stipend that enables you to live a comfortable lifestyle for 1d20 years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period.


D8 Crime
1 Murder
2 Theft
3 Burglary
4 Assault
5 Smuggling
6 Kidnapping
7 Extortion
8 Counterfeiting


D12 Crime
1-3 You did not commit the crime and were exonerated after being accused.
4-6 You committed the crime or helped do so, but nonetheless the authorities found you not guilty.
7-8 You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred.
9-12 You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labour. You served a sentence of 1d4 years or succeeded in escaping after that much time.

Supernatural Events

D100 Events
01–05 You were ensorcelled by a fey and enslaved for 1d6 years before you escaped.
06–10 You saw a demon and ran away before it could do anything to you.
11–15 A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it’s not evil already), and you start the game with an additional 1d20 + 50 gp.
16–20 You woke up one morning miles from your home, with no idea how you got there.
21–30 You visited a holy site and felt the presence of the divine there.
31–40 You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort.
41–50 You escaped certain death and believe it was the intervention of a god that saved you.
51–60 You witnessed a minor miracle.
61–70 You explored an empty house and found it to be haunted.
71–75 You were briefly possessed. Roll a d6 to determine what type of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, Weave aberration .
76–80 You saw a ghost.
81–85 You saw a ghoul feeding on a corpse.
86–90 A celestial or a fiend visited you in your dreams to give a warning of dangers to come.
91–95 You briefly visited the Feywild or the Shadowfell.
96–00 You saw a portal that you believe leads to another plane of existence.


D12 Events
1–2 A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how.
3 A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did.
4 You lost all your possessions in a disaster, and you had to rebuild your life.
5 You were imprisoned for a crime you didn’t commit and spent 1d6 years at hard labour, in jail, or shackled to an oar in a slave galley.
6 War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else.
7 A lover disappeared without a trace. You have been looking for that person ever since.
8 A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member.
9 You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you.
10 For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live.
11 A romantic relationship ended. Roll a d6. An odd number means it ended with bad feelings, while an even number means it ended amicably.
12 A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a d12. On a 1, you were responsible, whether directly or indirectly.


D12 War Outcome
1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle.
2–3 You were badly injured in the fight, and you still bear the awful scars of those wounds.
4 You ran away from the battle to save your life, but you still feel shame for your cowardice.
5–7 You suffered only minor injuries, and the wounds all healed without leaving scars.
8–9 You survived the battle, but you suffer from terrible nightmares in which you relive the experience.
10– 11 You escaped the battle unscathed, though many of your friends were injured or lost.
12 You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery.

Weird Stuff

D12 What Happened
1 You were turned into a toad and remained in that form for 1d4 weeks.
2 You were petrified and remained a stone statue for a time until someone freed you.
3 You were enslaved by a hag, a satyr, or some other being and lived in that creature’s thrall for 1d6 years.
4 A dragon held you as a prisoner for 1d4 months until adventurers killed it.
5 You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped.
6 You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer.
7 You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behaviour might linger.
8 A lover of yours was secretly a silver dragon.
9 You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. You escaped, but you fear they will find you.
10 You met a demigod, an archdevil, an archfey, or a demon lord, and you lived to tell the tale.
11 You were swallowed by a giant fish and spent a month in its gullet before you escaped.
12 A powerful being granted you a wish, but you squandered it on something frivolous.

Supplemental Tables

The supplemental tables below give you a way to randomly determine characteristics and other facts about individuals who are part of your character’s life. Use these tables when directed to do so by another table, or when you simply want to come up with a piece of information quickly. The tables are in alphabetical order.


3d6 Alignment
3 Chaotic evil (50%) or chaotic neutral (50%)
4–5 Lawful evil
6–8 Neutral evil
9–12 Neutral
13–15 Neutral good
16–17 Lawful good (50%) or lawful neutral (50%)
18 Chaotic good (50%) or chaotic neutral (50%)

Cause of Death

D12 Cause of Death
1 Unknown
2 Murdered
3 Killed in battle
4 Accident related to class or occupation
5 Accident unrelated to class or occupation
6–7 Natural causes, such as disease or old age
8 Apparent suicide
9 Torn apart by an animal or a natural disaster
10 Consumed by a monster
11 Executed for a crime or tortured to death
12 Bizarre event, such as being hit by a meteorite, struck down by an angry god, or killed by a hatching slaad egg


D100 Class
01–07 Barbarian
08–14 Bard
15–29 Cleric
30–36 Druid
37–52 Fighter
53–58 Monk
59–64 Paladin
65–70 Ranger
71–84 Rogue
85–89 Sorcerer
90–94 Warlock
95–00 Wizard


D100 Occupation
01–05 Academic
06–10 Adventurer (roll on the Class table)
11 Aristocrat
12–26 Artisan or guild member
27–31 Criminal
32–36 Entertainer
37–38 Exile, hermit, or refugee
39–43 Explorer or wanderer
44–55 Farmer or herder
56–60 Hunter or trapper
61–75 Labourer
76–80 Merchant
81–85 Politician or bureaucrat
86–90 Priest
91–95 Sailor
96–00 Soldier


D100 Race
01–40 Human (or half-elf/orc)
41–50 Dwarf
51–60 Elf (or half-elf)
61–70 Halfling
71–75 Dragonborn
76–80 Gnome
81–85 Orc (or half-orc)
86–90 Plane Touched (Aasimar, Genasi, or Tiefling)
91–95 Dryad
96–00 Goliath


3d4 Attitude
3–5 Hostile
6–9 Friendly
9–12 Indifferent


3d6 Status
3 Dead (roll on the Cause of Death table)
4–5 Missing or unknown
6–8 Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
9–12 Alive and well
13–15 Alive and quite successful
16–17 Alive and infamous
18 Alive and famous

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