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