Random character creation
Choosing a random character quickens character creation and gives more interesting roleplaying options
-Starting characters are characters of 1st level and they are permitted to multiclass if applicable. Additionally random characters gain one bonus feat from their options of Racial or Cultural in case there is no racial feat available that describes cultural background of the character (can be any feat by DM's discretion)
d100 Race
01 Aasimar 01-33 Fallen 68-00 Scourge 34-67 Protector
02-04 Dragonborn 01-10 Black 11-20 Blue 21-30 Brass 31-40 Bronze 41-50 Copper 51-60 Gold 61-70 Green 71-80 Red 81-90 Silver 91-00 White
05-19 Dwarf 01-45 Hill 91-00 Duergar 46-90 Mountain
20-29 Elf 01-10 Drow 51-60 Sea 11-20 Eladrin 61-70 Shadar-kai 21-50 High 71-00 Wood
30-31 Firbolg
32-33 Gith 01-50 Githyanki 51-00 Githzerai
34-39 Gnome 01-45 Forest 91-00 Deep 46-90 Rock
40-41 Goliath
42 Half-Elf
43 Half-Orc
44-50 Halfling 01-50 Lightfoot 51-00 Stout
51-90 Human
91 Kenku
92 Lizardfolk
93 Monstrous 01-10 Bugbear 51-75 Kobold 11-35 Goblin 76-90 Orc 36-50 Hobgoblin 91-00 Yuan-ti
94 Tabaxi
95-98 Tiefling 01-12 Asmodeus 57-67 Levistus 13-23 Baalzebul 68-78 Mammon 24-34 Dispater 79-89 Mephistopheles 35-45 Fierna 90-00 Zariel 46-56 Glasya
99 Triton
00 Choose
You can forgo any bonus to your racial abillities or choose a shortcoming to gain an aditional genetic benefit
GENETIC BENEFIT
Roll or Choose Benefit
1 Skill / Tool Proficiency: You are adept at one thing since birth, a calling. You gain proficiency in one skill or tool of your choice.
2 Enhanced Secondary Senses: A connoisseur, you have advantage with any Wisdom (Perception) checks regarding taste or
3 Night Eyes: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
4 Disciplined Lungs: You’ve always had the capacity to hold your breath longer than others. You can go without oxygen for as many minutes as twice your Constitution modifier.
5 Extreme Fortitude. You gain 2 additional hit points at 1st level, plus 1 additional hit point every additional level.
6 Light Sleeper. It’s been a positive and a negative, but you cannot be surprised by sleeping. Alas, it can also be difficult to get a proper night’s sleep.
7 Short Sleeper. You don’t need much. You only require 3 hours of sleep per night to function, and a good night’s sleep is only 4 hours.
8 Eidetic Memory. You remember nearly everything. You automatically pass any Intelligence checks to recall any information you have been exposed to.
9 Empathy. You’ve always been able to understand someone’s emotional state, allowing for sympathy or manipulation. You gain a +2 bonus to Wisdom (Insight).
10 Extra Fatigue. You’ve always been running. You can ignore level 1 and 2 exhaustion effects.
11 Fashion Sense. You look good in anything, from haute couture to dollar store rejects. You have a +1 bonus to all Charisma ability checks.
12 Quick Healer. Very useful when you were a child—you regain 1 additional spent Hit Die when you take a long rest.
13 High Pain Threshold. You can take a punch. When reduced to zero hit points, you do not fall unconscious until you fail your first death save.
14 Disease Immunity. You rarely get sick. You have advantage on saving throws against disease.
15 Poison Immunity. Tastes minty. You have advantage on saving throws against poison
16 Speed Boost. Limber. You gain a +5 foot bonus to speed.
17 Strong Will. Not easy to stare down. You have advantage with Wisdom saving throws; you also have proficiency with Wisdom (Intimidation).
18 Toughness: Each time you suffer damage from a piercing or slashing weapon, you suffer 2 fewer points of damage.
19 Nimbleness: You can move through the space of any creature that is of a size larger than yours.
20 Ornery: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
SHORTCOMINGS
1-2 Bad Eyes. It happens to everyone. You need glasses. Without them, you have disadvantage with Wisdom (Perception) checks when using your eyes.
3-4 Long Sleeper: You get…headaches. You need to have at least 8 hours of sleep a night to qualify for having a long rest.
5-6 Bad Hearing: I said, you need hearing aids. Without them, you have disadvantage with Wisdom (Perception) checks with them.
7-8 Hairless: You have no hair. Anywhere. You have disadvantage with Charisma (Persuasion) checks.
9-10 Dwarfism: The accepted term is "little person"— and while rumors of short people having big tempers aren't necessarily true, people should think twice before testing it with you. You choose whether you are size Medium or Small, but your speed is reduced by 5 feet either way.
11-12 Fat: It’s not big boned, you’ve accepted that. You are not slightly overweight. Your speed is reduced by 5 feet.
13-14 Frail Frame: You do not handle pain very well. Each time you suffer damage, you lose 1 additional hit point.
15-16 Albino: You suffer from a condition resulting in a complete lack of melanin. When in direct sunlight, you have disadvantage with Wisdom (Perception) checks when using your eyes.
17-18 Dyslexia: You have disadvantage on checks that involve reading or research unless you take double the usual time to perform them.
19-20 Shyness: You don’t like being in public spaces. You have disadvantage with all Charisma abillity checks
d100 Background
01-07 Acolyte
08-14 Charlatan
15-21 Criminal
22-28 Entertainer
29-35 Folk Hero
36-42 Guild Artisan
43-49 Hermit
50-56 Noble
57-63 Outlander
64-70 Sage
71-77 Sailor
78-84 Soldier
85-91 Urchin
92-00 Choose
d100 Class
01-08 Barbarian
09-16 Bard
17-24 Cleric
25-32 Druid
33-40 Fighter
41-48 Monk
49-56 Paladin
57-64 Ranger
65-72 Rogue
73-80 Sorcerer
81-88 Warlock
89-96 Wizard
97-00 Choose
Artisan's tools
01-05 Alchemist's supplies
06-10 Brewer's supplies
11-15 Calligrapher's supplies
16-20 Carpenter's tools
21-25 Cartographer's tools
26-30 Cobbler's tools
31-35 Cook's utensils
36-40 Glassblower's tools
41-45 Jeweler's tools
46-50 Leatherworker tools
51-55 Mason's tools
56-60 Painter's tools
61-65 Potter's tools
66-70 Smith's tools
71-75 Tinker's tools
76-80 Weaver's tools
81-85 Woodcarver's tools
Language, basic
01-12 Common
13-24 Dwarvish
25-36 Elvish
37-48 Giant
49-60 Gnomish
61-72 Goblin
73-84 Halfling
85-96 Orc
Language, exotic
01-12 Abyssal
13-24 Celestial
25-36 Draconic
37-48 Deep Speech
49-60 Infernal
61-72 Primordial
73-84 Sylvan
85-96 Undercommon
Instrument
01-10 Bagpipes
11-20 Drum
21-30 Dulcimer
31-40 Flute
41-50 Lute
51-60 Lyre
61-70 Horn
71-80 Pan Flute
81-90 Shawm
91-00 Viol
Skills
01-05 Acrobatics
06-10 Animal Handling
11-15 Arcana
16-20 Athletics
21-25 Deception Skills
26-30 History
31-35 Insight
36-40 Intimidation
41-45 Investigation
46-50 Medicine
51-55 Nature
56-60 Perception
61-65 Performance
66-70 Persuasion
71-75 Religion
76-80 Sleight of Hand
81-85 Stealth
86-90 Survival
Barbarian class skills
01-16 Animal Handling
17-32 Athletics
33-48 Intimidation
49-64 Nature
65-80 Perception
81-96 Survival
Cleric class skils
01-20 History
21-40 Insight
41-60 Medicine
61-80 Persuasion
81-00 Religion
Druid class skills
01-12 Arcana
13-24 Animal Handling
25-36 Insight
37-48 Medicine
49-60 Nature
61-72 Perception
73-84 Religion
85-96 Survival
Fighter class skills
01-12 Acrobatics
13-24 Animal Handling
25-36 Athletics
37-48 History
49-60 Insight
61-72 Intimidation
73-84 Perception
85-96 Survival
Monk class skills
01-16 Acrobatics
17-32 Athletics
33-48 History
49-64 Insight
65-80 Religion
81-96 Stealth
Paladin class skills
01-16 Athletics
17-32 Insight
33-48 Intimidation
49-64 Medicine
65-80 Persuasion
81-96 Religion
Ranger class skills
01-12 Animal Handling
13-24 Athletics
25-36 Insight
37-48 Investigation
49-60 Nature
61-72 Perception
73-84 Stealth
85-96 Survival
Rogue class skills
01-09 Acrobatics
10-18 Athletics
19-27 Deception
28-36 Insight
37-45 Intimidation
46-54 Investigation
55-63 Perception
64-72 Performance
73-81 Persuasion
82-90 Sleight of Hand
91-99 Stealth
Sorcerer class skills
01-16 Arcana
17-32 Deception
33-48 Insight
49-64 Intimidation
65-80 Persuasion
81-96 Religion
Warlock class skills
01-14 Arcana
15-28 Deception
29-42 History
43-56 Intimidation
57-70 Investigation
71-84 Nature
85-98 Religion
Wizard class skills
01-16 Arcana
17-32 History
33-48 Insight
49-64 Investigation
65-80 Medicine
81-96 Religion
1 Comment
Treba dodati random starting class i skuzit sistem kako dodati nove klase i eventualno rase u postojuci postotak pridodavajući bodovanje postotka