Roll Your Own Adventurer 3: Season of the Die
Game Name Roll Your Own Adventurer 3: Season of the Die
Theme Explore through several, possibly eclectic, pre-made adventures
Flavour Roll Dice, Create a Character!
Introduction
I just really love these games.
No this doesn't end the other one - which is still going pretty well IMO. Yes, if you are in that game (or another game I run like the current Adventurer's League games) you can still apply to this one.
So the main idea for these games in 'constrained creativity'. On the player's side - you roll a backstory for your character and possibly randomly determine your class/race/background. If you manage to come up with an idea you'd never have thought of before - this method has succeeded.
On the GM's side - you roll a random adventure and depending on the final team that means I have to figure out a way to string them together while also incorporating dangling hooks from your backstory.
I personally find this fun. If you do as well - awesome.
What's New?
I've expanded the optional rolls for class and race to allow for more random choice. I've also added a bunch more adventure options.
Adventure choice is a bit more important this time as I'll also be giving you the hook for your adventure and a ballpark figure of what level your adventure is aimed at - so you know how long it'll be in the game - more or less - before you can pursue your hook.
The Application
There are two parts to the application.
Part one involves creating your backstory and figuring out what skills your character needs. This starts on the tables below: starting with table 1.
This process works like a flowchart - start with one roll on table 1. If it does not tell you otherwise, roll a 2nd time on table one. If this result doesn't tell you otherwise proceed to table 2 and then table 3. From Table 3, you should start jumping around tables.
DO NOT MAKE A ROLL ON EVERY TABLE!
Keep rolling, going from table to table as instructed, until you get a result saying "you begin your adventure" or something similar. Sometimes this will be with an option to continue rolling: you must make this decision at that point whether to continue rolling or not, you can't roll once more, decide you dislike the result and then choose the other option.
While rolling, you may get results that say "you must take proficiency in". Note these results; they don't actually grant you proficiency in themselves. Instead, when you make your level 1 character you need to combine classes/backgrounds/races/feats in such a way as to have proficiency in all these skills. For example, if a result says: "you must take proficiency in Intimidation" you can, for example, take half-orc as your race to fulfill this. At level one, you need to have chosen a combination of races/classes/backgrounds/feats to grant all the proficiency you got as results at level 1. If this is simply impossible, then try to get as many as possible and make a note of those you could not get. At the next level, you Are able to do so, you'll need to multiclass or make some other choice to get these outstanding proficiencies. You may also get other results that grant decreases or increases to starting gold, bonus items or bonus features. Make a note of these.
If you are unsatisfied with your results, you can re-roll. You can also make multiple characters - however, specify which one you want to use.
After rolling your character backstory or backstories, roll a d634. This is the adventure related to your character. I will give you a hook and an idea of when this adventure would occur (in terms of level). ONLY ROLL THIS ONCE, EVEN IF YOU ROLLED MULTIPLE BACKSTORIES. This roll is actually quite important - as it might give you something to add to your story to justify the hook - so don't neglect it.
You then have the option to roll for your race (1d37), Class (1d18) and Background (1d43). For race and class, you may have a sub-table to roll on as well - so if you roll dwarf you can make another roll to see if you are a Hill, Mountain, Gray or Mark of Warding dwarf. If you roll Fighter you roll a d12 to see what type of Archetype you'll choose at level 3. These rolls are, however, optional, and remember you may need to have certain proficiencies. You can roll these for fun and ignore any you want to ignore.
I also included a "random gender" table - as someone asked for that last time. And feel free to make random rolls for Bonds, Flaws, Trinkets etc.
To generate stats, roll 4d6 6 times taking the highest three of each result. Make one separate roll for each of your potentials characters. You also roll starting gold.
Feel free to roll as much as you want: Trinkets? Bonds? Quirks from Volo's Guide? Class stuff from Xanathar's guide to everything? Have fun with this.
There are two things we're going to do by vote rather than by GM decree:Vote for your preferred starting date - I'll try to pick one that the majority prefer or close to it (favoring later dates)
In SECRET TEXT - vote for the 4 other applications you'd most want to adventure with. I'll be basing the final choice of the party on this - only stepping in to break ties.
Your final app(s) will need:
Character Name - What do they call you?
Race - All on the race table below are allowed
Class - All on the class table below are allowed
Background - All on the background table below are allowed.
Appearance - A picture is useful, but you should still give a description, preferably one I can copy and paste when introducing your character
Personality - It helps if you elaborate on how parts of your backstory reflect on your character's attitude today
Character Background Story - Should obviously include your roll results, although you can elaborate and mix them up as you see fit.
Explanation of how you get your rolled proficiency mechanically (E.g.: I get intimidation from being a half-orc)
A level 1 character sheet
a d634 roll - which will be used to determine starting adventure
Your preferred starting date
Your 4 preferred companions
Final Notes
Girlplay has pointed out that technically we are not supposed to make dice rolls in advertisement threads. So please do your dice roll here
You may keep as many of your rolls secret as you wish. I would suggest copying each result as you get it so you don't have to keep referring back to the tables though.
Variant rules for humans, half-elves or any other 'official' variants are allowed.
At this point, I don't even know what adventure we'll run. Be prepared for that - we may end up with anything: an official wizard's party or a third party adventure. I'd suggest leaving some open space in your character app for hooks and such - assuming your background doesn't give you a nice one to use anyway.
In terms of setting - I'm going to say the Forgotten Realms. This is because pretty much any adventure can slot into the Forgotten Realms and there's a huge amount of resources on it. That said, as there are backgrounds and races from Ravnica and Eberron you have some options: you can either be from those planes but somehow are now in the Forgotten Realms OR you can adapt the race/background to fit. Eg: To justify the Azorius Functionary background you could be a representative of the justice system of a major city or kingdom in the Forgotten Realms. A dragonmark might be a representation of a unique inheritance of your bloodline rather than a physical mark. There is a chance an adventure may take place on another plane - but we'll deal with that if it arises.
I really hope all the tables make sense. If I pick up on a result leading to the wrong table I'll try to change it and notify anyone the change affected, or if you think one does, let me know and I'll change it
I think that's it. So start rolling below on the background tables, starting at Table 1: Parentage . If you have any questions, or things aren't clear at any point, let me know
The Tables
There are 34 background tables, so to save space I have hidden them all behind the spoiler tag below. Start rolling by determining your parents on table 1
Everyone has to come from somewhere. Your first two rolls (and maybe your third and fourth) determine what your parents did for a living.
Unless a result says otherwise, roll twice on this table, then move on to table 2. Each roll counts as one biological parent.
Roll Result 1 If this is your 1st roll on this table, your family was poor. You will have 25% less starting gold. Continue on to Table 2. If this is your 2nd (or higher) roll on this table, you either were raised by one parent or only one parent worked, AND you are an only child. Proceed to table 3. 2 One of your parents was a criminal. Roll on Table 15 to determine what crime(s) they committed. Their criminal activities had an influence on you: you must take proficiency in either intimidation, persuasion, deception, stealth or sleight of hand. 3 One of your parents was an executioner 4 One of your parents was a bodyguard 5 One of your parents was a spy, and they raised you to become a spy as well. After determining whether you have siblings by getting a result from table 2, proceed to table 29 instead of proceeding to table 3 as normal 6 One of your parents was a soldier 7 One of your parents was a healer. They taught you some of what they knew - your character must take proficiency in Medicine 8 One of your parents was a farmer. 9 One of your parents was a diplomat. You learned a lot about negotiation from them - you must take proficiency in Persuasion 10 One of your parents was an undertaker 11 One of your parents was a priest. They taught you much about their god and others - you must take proficiency in Religion 12 One of your parents was a lawyer. You were used to having to work at convincing them of your position in everything - you must take proficiency in Persuasion 13 One of your parents was a scholar and teacher. They exposed you to many teachings about the world - you must take proficiency in History 14 One of your parents was a craftsperson or skilled artist 15 One of your parents was a merchant. 16 One of your parents was nobility. You will have +25% starting gold. Observing their interactions with others you learned to read people - you must take proficiency in Insight 17 One of your parents was a great villain. Roll on Table 5 to determine what kind of villain they were. 18 One of your parents was a great hero 19 If this is your 1st roll on this table you were raised by animals or beasts. They can either be unintelligent creatures like wolves or a sentient animal like a unicorn. In order to mesh with your 'pack' you needed to learn to understand them - you must take proficiency in Animal Handling. Continue on to Table 2 and it is up to you whether any siblings you have from there were your biological siblings or your animal-parents own young, or a mixture. If this is your 2nd (or higher) roll on this table, you either were raised by one parent or only one parent worked AND you have four younger siblings (you are the oldest). Proceed to table 3. 20 If this is your 1st roll on this table you were adopted. Roll on this table another maximum of two times* as if it is your first and 2nd roll, for your biological parents, then again a maximum of 2 times* (again as if it is your 1st and 2nd roll)for your adoptive parents. After this, you may move on to table 2. If this is your 2nd (or higher) roll on this table, you were separated from your siblings as a child. Continue on to table 2 to determine these siblings, re-rolling if you roll a 1, 2 or 20.
*How often you need to re-roll depends on your results. If you get one of the results, like #1, which can explain both your parents for a 'set' (either biological or adopted), you may only need to roll once. If you get the adopted result again either time, just ignore it and re-roll
Were you raised alone, or with others? Were they related by blood or marriage? This table will tell you!
After rolling here, move on to Table 3
Roll Result 1-2 Only child 3 An Identical Twin 4 A younger brother 5 A younger sister 6 An older brother 7 An older sister 8 Two sisters 9 Two brothers 10 An older sister and a stepbrother. 11 Two stepsisters. 12 A bastard younger brother. 13 You're the bastard! You have two brothers and two sisters who are not 14 Three siblings. 15 Two stepsiblings, each with a different parent. 16 You are the youngest of a 7 sibling family 17 An identical twin AND a younger brother 18 A fraternal (i.e. non-Identical) twin 19 You are the oldest of a 5 sibling family 20 You were separated from your siblings at birth. Re-roll on this table to determine who they were, ignoring a result of 1, 2 or 20
Eventually, everyone has gotta leave home. Sometimes leaving is voluntary, sometimes not so much... How did you leave home?
Roll Result 1-5 You were apprenticed or sent to be trained. Roll on Table 4 to determine who by or what as 6 A villain destroyed your home. Roll on table 5 to determine the villain responsible for this act. You either started adventuring now, just after having your home destroyed OR roll on table 9 if you want to have already tried to take revenge 7 Who doesn't want to run away and join the circus? Clearly not you, as that's just what you did. Roll on table 30 8 Someone in your family wanted to use you for some horrible purpose. You fled. Roll on table 19 9 You eloped. Scandalous! Roll on table 12 to see how this worked out 10 You left to search for a missing or distant sibling. If you thought you were an only child, turns out you were wrong and you learn of a half-sibling to seek out. Roll on table 11 11 Plague strikes down most of your family. You are sick as well, so roll and table 31 to see how you fare. After that, you may either choose to have started adventuring after this tragedy OR you can continue your backstory by rolling on table 17 12 You were kidnapped and enslaved. Roll on table 16 13 You are press-ganged. Roll on table 34 14 Your family is ruined and blacklisted by the machinations of a rival. You have to take to a life of crime to survive, or become a political criminal due to the circumstances: roll on table 15 to see what your crime was. Then continue with a roll on table 26 15 What better way to see the world than with a caravan? Roll on table 20 16 You leave in search of a family heirloom or some other valuable or powerful item. Roll on table 11 17 You are cursed! You either flee your home in shame, leave voluntarily or are driven out. Roll on table 7 18 Your family is ensorceled. A wizard offers to help remove the spell, but only if you help them out in exchange. Roll on table 10 19 Your parents need to give a noble a gift: you! Roll on table 33 20 Who needs an excuse to leave? You just wanted to see the world! Begin your journey on table 8
The quest for knowledge and skills is never easy...
Roll Result 1 Looks like your quest for knowledge isn't even going to start! You got delayed en route. Find out why at table 17 2-3 Being a merchant's assistant may not be that exciting, but it is lucrative. Add 10% to your starting gold! Then roll on table 6 4-5 So, you want to be a wizard's apprentice? Roll on table 10 6-7 You need some of that old-time religion. Follow the call to the temple on table 27 8-9 What could be more honourable and glorious than enlisting as a soldier. Start your service at table 22 10-11 While others may seek out gold, magic or combat, you sought out a life of art and skill with a great craftsman or artist. Of course, being a tutor need not be uneventful, Find out what happened to your mentor o table 12 12-13 The stage calls to you! You study with an actor. From your training you learned how to entertain a crowd - you must take proficiency in Perform. As for your tutor, their fate awaits on table 12 14-15 Did you mean to sign up with a criminal? Find out their crimes on table 15, then proceed to table 26 16-17 You may have missed your chance earlier, but this time you are definitely joining the circus on table 30 18-19 Well the 'commoners' fool about, you're going straight to the top of the food chain and providing service to the nobility. See how this works out for you on table 33 20 You show up for your lessons and your teacher is dead. Find out who killed them on table 5. Then retrace your steps back to table 3, because you're going to have to try this whole 'leaving home thing' again
A place to arrive at
Roll Result 1 A seaside city. Too bad you didn't avoid the press-gang. Roll on table 34 2 A tavern on a trade route. Either it's prone to brawls, or you just came at the wrong time. Put your dukes up at table 23 3 You walk into the middle of a slaver's camp, making their job very easy. Roll on table 16 4 A mountainous dwarven fort. They recruit you to help clear dangers in their tunnels. Grab a torch and head to table 25 5 The tower of a wizard. Enter on page 10 6 A private hunting grounds owned by a noble. Try to explain your way out of it at table 28 7 A villain's lair. Find the villain on table 5, then continue to table 9 8 A friend's house. Just as well as it seems they need your help. Find out what for on table 18 9 A military camp. You are drafted to table 22 10 A mobile community of river-dwelling halflings who travel by barge. They teach you some hunting skills - you must take proficiency in Survival. Re-roll on this table, ignoring a result of 10, to see where the river takes you 11 A haunted house. You escape but are left with a curse. See table 7 12 A small village in the wilderness, as a terrible winter descends. Pull through on table 31, then try to stay alive on table 24 13 A town in a swamp which, it turns out, is a great place for outbreaks of plague. Endure the illness on table 31, then search for a cure on table 11 14 A forest with elven guardians. They'll give you a chance to explain your trespass on table 28 15 A noble's home. Keep calm and carry on to table 33 16 A travelling circus. You can travel with them, but only if you can join in the act on table 30 17 A friend's home. They are conspicuous by their absence. You begin searching for them on table 11 18 A trade city by a river. You try your hand at a merchant lifestyle on table 6 19 A secret bandit hideout. They left some gold lying around which you take. You will have +10% starting gold. However, now you have to escape them on table 19 20 A grove sacred to a community of dryads and treants. Roll a d20 now. On a 12 or higher, you manage to convince the fey to let you leave and make your way to the forest on table 24. If lower than 12, they curse you for your transgression: roll on table 7
Magic is no laughing matter... or is it?
Roll Result 1-3 You manage to ruin a ritual, and a demon is conjured forth. As the wizard and the demon have their fight, you flee to table 19 4-5 You accidentally break one of the wizard's magical trinkets, and the furious mage turns you into a toad. You spend a year living in a swamp before the spell wears off. In your original form, see if you can survive the swamp on table 24 6-7 Your bumbling attempt at a spell sets the tower on fire. The exasperated wizard teleports you away to table 8 8-9 You interrupt a ritual and end up teleporting the wizard away. You are obliged to seek him out, or just felt bad enough to do so. Either way, proceed to table 11. 10-11 You release an imp, homunculus or other tricky creature which snatches the wizard's favourite magical implement and flies off. The wizard demands you return the stolen item or find a more powerful replacement. Start searching on table 11 12-13 You attempt to make a potion and test it on yourself. This makes you sick. See the results of your illness on table 31, then roll on this table again 14-16 You save the wizard's spellbook (s) from burning. The wizard happily rewards you with a Potion of Healing . With this potion in your starting gear, you begin your life of adventure 17-18 The wizard decides you are capable enough with magic to join them in a war against rival wizard(s). You must take proficiency in Arcana. Join the fight on table 22 19-20 You prove your arcane abilities, and the wizard happily sends you off to learn more practically in the wider world. You must take proficiency in Arcana and a Potion of Healing. Here your life of adventure begins
These rolls are all examples of what happened or happens to a person referenced previously
Roll Result 1-2 The person was killed by stirges. Alas, cruel fate! You can either have begun your life of adventure at this point, or you can drown your sorrows in drink and become involved in a tavern brawl on table 23 3-4 The person is being blackmailed by a criminal organization. You decide to infiltrate that organization to discover the blackmailer's identity on table 26 5-6 The person dies of a disease, and you catch it as well. Roll on table 31 to beat the illness. You may either have begun adventuring at this point, or you can drown your sorrows in drink and become involved in a tavern brawl on table 23 7-8 The person turns out to be a doppelganger. You flee them on table 19 9-10 The person is a villain. Roll on table 5 to see what kind of villain, then roll on table 9 to move against them 11-12 The person is kidnapped by a villain. Roll on table 5 to see what kind of villain. They demand a magical or rare item in exchange. Search for it on table 11 13-14 You find out the person was just using to you, and that they actively hate you. After the push you away, you blunder about without paying much attention and end up on table 17 15-16 the person is preoccupied with a rival. You need to get their attention back with an act of vengeance on this rival on table 9 17-18 The person was a family relation all along. You can begin adventuring with this knowledge. Alternatively, you can re-roll on this table again to see what further happens to them. However, if you get this result again it turns out that the relationship claim was just a bluff to try get information or money from you. Swindled and betrayed, your life of adventure begins now 19-20 The person needs your help on table 18
You have ended up enslaved
Roll Result 1-2 You are enslaved for years, but eventually, a benevolent master frees you. Roll on table 31 to see how the deprivations of slavery affected you. You must take proficiency in Survival. Your life of adventure begins 3-4 You escape your life as a slave, and what to make the one responsible pay. If you have not yet encountered a villain who could be responsible for your enslavement, roll on table 5 now. Either way, proceed to table 9 5-6 You are forced to mine for precious minerals underground. You will have training in nature from developing a good knowledge of the terrain. One day you become lost and have to find your way out on table 25 7-8 You lead a slave revolt! Too bad it is brutally crushed. You carry on serving, but now you are chained up, heavily guarded, mocked by your captors and despised by other slaves. Roll on this table again. If you get this result a second time, your captors decide you are more trouble than you are worth and leave you to die of exposure on table 24 9-10 You are liberated by an army and compelled to join them yourself on table 22 11-12 You make a break for it! Run for your freedom on table 19 13-14 You revolt, and lead your fellow slaves in an escape attempt. See what fate has in store for you on table 19 15-16 In what seems like an act of divinity, a disaster slaughters nearly all your captors. You travel to table 27 to pay respect to the god that you believe is responsible for your freedom 17-18 A noble purchases you and agrees to allow you to work off your debt on table 33 19-20 A friend manages to scrape together enough money to buy your freedom, but they want something in return. Find out what on table 18
Either as a guard, a traveller or a merchant you find yourself travelling with a caravan
Roll Result 1-3 As the caravan stops over night, you are joined by some fellow travellers. Unfortunately, as you all turn in for the evening, they reveal that they are vampires and attack. You are forced to flee, pursued by these dangerous and dogged enemies as they hunt you for sport. You are fortunate enough to stumble upon a consecrated temple which provides you with shelter. Proceed to table 27 4-6 The earth shakes as a Bulette appears and begins to destroy the caravan. You fall through a crevasse opened up by the beast and table down to table 25 7-8 A dragon swoops down and picks the whole caravan up with you inside. As the creature flies low over the woods, you manage to leap into a tree for safety, but now you have to try to survive the wilds on table 24 9-11 Nothing exciting happens and you are literally so bored that you pass out at the next stop. When you wake up, the caravan has vanished. Roll on table 8 to see where you were abandoned 12-14 You serve your purpose with the caravan well and are rewarded. Add 10% to your starting gold. Your life of adventure begins 15-17 The caravan is attacked by a greedy villain and its minions, but you manage to spot them in time to fight them off, with the villain swearing vengeance on you in particular. Roll on table 5 to see the villain in question, and the next time you are asked to roll on table 5, use this villain instead. You must take proficiency in Perception. Re-roll on this table as the caravan continues on its way 18-20 You realize there's a group of brigands lying in wait to ambush you ahead. You manage to turn the tables and ambush them instead: taking them prisoner. The caravan master rewards you and you start with +10% starting gold. He also allows you to take the prisoners to be turned over for a reward: roll on table 8 to see where you end up with them
You either committed a crime or were framed by one and ended up in an actual, 'legal' prison, or you ran afoul of the sort of individual who has a private dungeon and probably visited you every now and then to cackle evilly about their latest evil plan. Either way, you end up behind bars, either literally or figuratively.
Roll Result 1-3 You spend a year rotting in captivity. Roll on table 31 to see how this effects you, then roll on this table again 4-5 You serve out your term in prison until you are freed. You start with 10% less starting gold. Roll on table 31 with a -5 modifier to the roll to see the effects of this imprisonment. Then seek out a friend or family after your release on table 11 6-8 You either voluntarily join a prison gang or are coerced into doing so. Their contacts get you free, but now you need to do some work for them on table 26 9-11 You become known as a troublemaker, and eventually, your captor or your guards decide it'll be easier to just hand you over to slavers. Roll on table 16 12-14 You share a cell with another: roll on table 15 to see their crime. You both manage to orchestrate an escape: flee on table 19 15-16 You are tough, and the warden decides you might be fit for military service. Roll on table 22 17-18 You are scheduled for execution, but at the last moment, a noble decides to intervene and buy your freedom if you serve them. Roll on table 33 19-20 They thought that putting you here would be the end of you, but instead, you essentially become the 'boss' of the prison you're in. Your loyal followers arrange for you to be released and even given a bit of gold when you are. You will have +20% starting gold and must take proficiency in Intimidation and your choice of either Deception or Persuasion. Your life of adventure begins
Roll to see how you fare as a soldier
Roll Result 1-2 War is hell! Surrounded by chaos and bloodshed, you turn craven and desert. Try to flee on table 19 3-4 After demonstrating your skills on the battlefield, you are quietly put on permanent guard duty for the baggage trains. Rolls on table 20 5-6 Your unit is surrounded and only you escape the massacre by fleeing into the wilderness on table 24 7-8 You end up in a losing siege in a castle or fort. Faced with a choice of either being cornered or slaughtered or following a secret subterranean pathway, you take the latter option. Descend to table 25. 9-10 You're a good fighter, but in the end, you are overwhelmed and taken captive. Roll on table 16 11-12 Your unit and an enemy unit end up in a stand-off. Try negotiating a truce on table 28 13-14 You survive your time as a soldier, but not without cost. One of your limbs has been lost and replaced with a prosthetic. You learn to compensate for your loss, becoming stronger than before. You must take proficiency in Athletics. You may either have begun your life of adventure after the war, or you can roll on table 11 to try searching for a magical false limb. 15-16 You survive your service intact. You are released from service far from where you came on table 8 17-18 You performed well during your service but mostly become known for the allied lives you saved. You must take proficiency in Medicine. Your life of adventure begins 19-20 You are a recognized hero who rises through the ranks. You will have +15% starting gold and must take proficiency in Athletics. Also, regardless of your Background, you always have the Feature: Military Rank from the Soldier Background. Your life of adventure begins
You either are a violent drunk, said the wrong thing to the wrong patron or just happened to be in a tavern when a fight broke out. Instigator or not, you end up involved.
Roll Result 1-4 You can't remember if it was the ale or the chair to the back of the skull, but you woke up on the tavern floor with some rather unimpressed guardsman looking down on you. Enjoy your cell on table 21 5-8 Your clumsiness, be it alcohol induced or not, results in the inn going up in flames. Flee the repercussions of accidental arson on table 19 9-11 You end up unconscious on the floor, but the tavern owner admires your style and keeps you out of trouble with the law. You still have to work of some of the damages though. While working, you overhear a conspiracy. When you report it, you are hired to infiltrate the conspirator's group. Roll on table 29 12-15 You manage to fight or sneak your way out of the fight before the law shows up. You must either take proficiency in Athletics or Stealth. Roll on table 8 to see where you lay low 16-18 They say you can't really know someone until you've had a bare-handed fight with them, and this seems to be the case. After fighting to a standstill, you and most of your opponents end up becoming great friends and drown the pain of your bruises in drink and song. You must take proficiency in Athletics. One of your new friends decides to ask you for help on table 18 19-20 You save the tavern owner's life and send the brawling patrons fleeing for their lives. The owner gratefully rewards you with partial ownership of the tavern. You will have +10% starting gold and must take proficiency in Athletics. Your life of adventure begins
To survive in the wild takes a combination of physical strength and natural know-how. See if you have these skills.
Roll Result 1-5 You wander the wilds for at least a year, living a meagre existence and never coming into contact with civilization. You must take proficiency in Nature, but there may be a cost: roll on table 31 to see. Then re-roll on this table 6-7 You take shelter in a cave that turns out to be the den of a pair of owlbears. When they return from their hunt, you are forced to flee deeper to table 25 8-9 You run into a dwarf surveying the area for places to mine. They lead you back to civilization, then asks you for a favour on table 18 10-11 You find some sort of road, trail or another route to follow to table 8 12-14 You stumble into a wondrous glade where you meet a fey creature. It touches your forehead, and you fall unconscious, but not before a single portent appears in your mind, roll on table 32 to see what. Your life of adventure begins when you awoke far from this wondrous place with this new knowledge in mind 15-16 You stumble across a druid who is impressed by you and teaches you lore about the wilds. You must take proficiency in Nature. He escorts you to a road where you join a caravan on table 20 17-18 You befriend a wild mount. You must take proficiency in Animal Handling and you gain a free mount (any of the mounts in the PHB under 100gp). With your mount, you make your way back to civilization and your life of adventure begins 19-20 You survive by honing your hunting and trapping skills. You must take proficiency in Nature and Survival. With these new skills, you return a stronger person and your life of adventure begins
Somehow you become involved with or draw the notice of, some group of criminals or other illegal groups: like a thieves' guild or a group of rebels. Their interest in you may be exploitative, mutually beneficial or something else...
Roll Result 1-5 The group sets you up and frames you for a crime. Roll on table 15 to see which one, then go to jail on table 21 6-7 You're given a job, roll on table 15 to see what. However, you mess it up and are caught. The guild manages to pull enough strings to prevent you from going straight to prison, but you have to escape the law on your own. Flee on table 19 8-9 During your work for the group, you are press-ganged. Sail on to table 34 10-11 You do some minor jobs for the group, but the authorities know it's you. They can't prove it, so they decide to just make you 'disappear' and dump you in the wilds. Roll on table 24 to see how you fare. 12-14 You perform well-enough, but the group is still not sure about your loyalties, even if they do pay you. You have +10% starting gold. Re-roll on this table and if you get this result again the group decides to make you a proper member. You must take proficiency in Sleight of Hand. Your life of adventure begins 15-16 Your skill are impressive, and soon the guild not only makes you a member but starts giving you all the best jobs. You must take proficiency in Sleight of Hand and Stealth A rival in the group takes notice, and you are forced to strike at them before they strike at you on table 9. 17-18 You are responsible for many of the groups big schemes and acts, and gain fame under an assumed name. You must take proficiency in Sleight of Hand and Deception. Eventually, the authorities catch up with you but decide you are more useful working for them as a spy than a prisoner. Begin your life in espionage on table 29 19-20 You become one of the greatest members of the group. When the group's current leader is killed by a rival, you take his place. Roll on table 5 to see who the rival was. You must take proficiency in Sleight of Hand and Stealth. Additionally, regardless of your Background, you have the Feature: Criminal Contact from the Criminal Background. Your life of adventure begins
You are a spy!
Roll Result 1-3 You are a terrible spy! Your cover is blown practically immediately and you are locked up by those you were spying on. Go to table 21 4-5 You get close to your targets, but get too close: you fall in love with one of them. When you reveal or let slip the truth, they don't take it well and you have to flee on table 19 6-7 The target turns out to be a friend. You betray your employers and help them instead on table 18 8-9 On the mission, you run afoul of a rival spy. You decide to act against them before they act against you on table 9 10-13 You begin to uncover a conspiracy, but you need more information. Proceed on table 11 14-16 In your mission, you do a great deal of archival investigation and befriend several scholars. But the information you discover is used in an unexpected way, and now those scholars are in danger. You must take proficiency in History. Your life of adventure begins with contacts among the scholars who aided you and the possibility of your past as a spy catching up... 17-18 A dangerous villain is working with your targets. Roll on table 5 to see what villain. Through superior skills in deception, you manage to get close to this villain and steal the information you need. However, after you've gone they figure out you were the spy and you must try to escape on table 19 19-20 You meet a rival spy in the course of your mission, and the pair of you play a deadly game of banter and underhand tactics. However, you eventually come to respect each other and part on friendly terms, your target(s) none the wiser. You must take proficiency in Deception and Stealth. Your life of adventure begins.
Who doesn't enjoy watching a motley assortment of freakish folk cavort and caper about?
Roll on this table to see what sort of circus performer you try become
Roll Result 1 Before you can make your debut, a villain destroys the circus. Roll on table 5 to see who could perform such a dastardly act! You can a few surviving performers try to get even on table 9 2 Surprise, it's a flea circus! Roll a d20. On a 12+, your sharp eyes allow you to spot your performers effectively. You must take proficiency in Perception, and your life of adventure begins after a successful season with your little critters. If you roll less than 12, the fleas decide that they'd rather live on you! You begin your adventure with a bad case of fleas. 3 They tried to stop you, but you ignored the warnings and became a mime. Roll a d20. If you roll less then 12, the circus kicks you out and fate itself may dislike mimes on table 17. On a 12+ you manage to make a success of it. You must take proficiency in Perform, and the circus keeps you on for another season. Roll on this table again. 4 You become part of the freak show. It doesn't really matter if you're really a freak or not, as long as you can scare people. Roll a d20. On a 12+, you are truly terrifying. You must take proficiency in Intimidation and your life of adventure begins. 5 A clown. You really need to be a good performer to pull this off. Roll a d20. On a 12+, you manage to be that rare performer who does not terrify small children. You must take proficiency in your choice of Persuasion or Perform. You are so good, a noble hires you to be a jester for their child: proceed to table 33. If you fail, you are a disgraced clown. Kicked out of the circus, your life of adventure begins 6 The circuses strongman, or woman. Let's find out with a d20 roll. On a 12+, you prove yourself capable. You must take proficiency in Athletics. You also attract the attention of some pirates, who press-gang you. If you roll less than 12, your attempts literally fall flat. The circus charges you for damages and kicks you out. Your life of adventure begins now, but with 10% less starting gold 7 A trick rider. Roll a d20. On a 12+, you prove your abilities as a rider. You must take proficiency in Animal Handling, and your life of adventure begins. If less than 12, you injure yourself. Roll on table 31 to see how badly. Your life of adventure begins after being discharged from whatever place of healing the circus left you at 8 An escape artist: no easy task. Roll 2 d20s. If BOTH come up 12 or higher, you are a success. You must take proficiency in your choice of either Athletics, Acrobatics or both. Your life of adventure begins after a successful season. However, if either roll is less than 12, your act is less impressive, but still, a member of a criminal group takes interest in you; proceed to table 26 9 You're put in charge of training the animals. Roll a d20. On a 12+, you have a successful season. You must take proficiency in Animal Handling. Your adventure begins after a good season. If you roll less than 12, one of the animals escapes and you are told to hunt it down. Start tracking on table 25. 10 A dancer. Roll a d20. On a 12+, you are successful. You must take proficiency in Perform. You also catch the eye of a noble who pays for you to give a personal performance on table 33. If you roll less than 12, the circus fires you but you somewhat unwisely decide to take your act on the road. Eventually, you are embroiled in a tavern brawl on table 23 11 A magician. Roll a d20. On a 12+, you are successful. You must take proficiency in Sleight of Hand. You also catch the eye of a wizard who takes you to Table 10 to try to teach you some real magic. If you roll less than 12, your act is so bad that it's laughable. Go to result 5 as a table as the ringmaster has decided you'd make a better clown. 12 A contortionist. Roll a d20. On a 12+, you succeed. You must take training in Acrobatics. You catch the attention of a spymaster who has need of someone with your infiltration skills on table 29. If you fail, you also find out that the circus master is crooked and sell failed performers like you into slavery on table 16. 13 A gymnast. Roll a d20. On a 12+, you are successful. You must take proficiency in Athletics. Your life of adventure begins. If you roll less than 12, you are a failure and return home in disgrace. Try leave again on table 3 14 A juggler. Roll a d20. On a 12+, you are a success. You must take proficiency in Sleight of Hand. Your life of adventure begins. If you roll less than 12, the circus dumps you at the nearest place on table 8 15 A sword swallower. Roll a d20. On a 12+, you are successful. You must take proficiency in Survival. You take your act on the road until fate intervenes on table 17. If you roll less than 12, you not only fail but you injure your vocal cords. You are temporarily mute, and you will have a noticeably more gravelly voice indefinitely. Your life of adventure begins 16 An acrobat. Roll a d20. On a 12+, you succeed and a noble takes an interest in you. You must take proficiency in Acrobatics. You soon find the noble has a vendetta against a villain, roll on table 5 to see who. You become involved in a plot to take this villain down on table 9. If you roll less than 12, you injure yourself. Roll on table 31. Your life of adventure begins after being discharged from whatever place of healing the circus left you at 17 A knife thrower. Roll a d20. On a 15+, you are successful. You must take proficiency in Perception. Your life of adventure begins. However, if you roll less than 15, you accidentally injure or kill someone. You quickly find out that "it's part of the act" is no excuse for murder when you are thrown into jail on table 21 18 Fire eater. Roll a d20. On a 12+, you succeed and take your act on the road. You must take proficiency in Survival. However, you become involved in a tavern brawl while touring on table 23. If you roll less than 12, you not only fail but you injure your vocal cords. You are temporarily mute, and you will have a noticeably more gravelly voice indefinitely. Your life of adventure begins 19 Fortune teller. Roll a d20. On a 12+, you are so successful it's scary. You must take proficiency in Deception. However, the scary part is when you somehow see a vision yourself on table 32. After this, your life of adventure begins. If you roll less than 12, you anger a real soothsayer who curses you; go to table 7 20 Ringleader. Roll a d20. On a 12+, you are a perfect match of charm and performance. You must take training in Persuasion and Perform. A merchant decides your skills could be put to use and pays you. You have +10% starting gold. Start working on table 6. However, if you roll less than twelve your performance is so bad the circus goes bankrupt. Your life of adventure begins with the out-of-work performers still cursing your name, and maybe even wanting a little vengeance...
You end up on a ship far at sea. Like it or not, you are part of the crew now
Roll Result 1-5 You are unwillingly forced into a life of piracy as the lowest mate on board. See how the life treats you on table 31, then roll on this table again 6-7 The ship is becalmed for weeks. When the wind finally picks up, it blows you to the shore near a great temple. You decide to thank the gods by serving at the temple on table 27 8-9 You lead a mutiny. Roll a d20. On a 12+, you seize control of the ship. You must take proficiency in Athletics. Also, regardless of your Background, you always have the Feature: Ship's passage from your stint as a captain. If you fail, you are tossed in the brig and eventually end up on table 21 10 You serve well in a naval war. You have +10% to your starting gold. You continue in service on table 22 11 You ditch the ship on a mysterious and wild coastline. Survive on table 24 12 A sea monster sinks your ship. You are treading water: roll on table 31 to see the effects of this. Eventually, a passing nobleman's ship rescues you and takes you to table 33 13 A villain sinks the ship and takes you captive. Roll on table 5 to see the villain. One of the villain's followers takes pity on you and secretly helps free you. You start your adventure with an enemy and an established friend who is in the enemy camp 14 A mysterious storm carries the ship of course to a strange island. While exploring the island, you become cursed and the superstitious crew abandons you at the next port. Find out your curse on table 7 15 You are given crow's nest duty. Roll a d20. On a 12+, you are a good lookout. You must take proficiency in Perception. after a successful stint at sea, your life of adventure begins. If you roll less than 12, the ship runs aground while you are on watch. You are seen to be bad luck and put ashore. Your life of adventure begins 16 You are made to walk the plank. You have 20% less starting gold from wealth lost at sea. Roll on table 31 as you struggle to get back to dry land. Your life of adventure begins when you wash ashore 17 You steal a treasure map and attempt to flee when you are put ashore. The sailors, however, soon notice and pursue you on table 19 18 Pirates attack the ship and you are captured and sold into slavery on table 16. 19 You anger the captain so much that he maroons you on an island. Roll on table 31 to try to survive. Eventually, you are rescued and taken to table 8 20 You become friends with the captain and eventually convince him to try becoming a merchant vessel captain instead. You must take proficiency in Persuasion. The captain puts you in charge of representing his interests on shore at table 6
Optional Tables
For more randomness, you can also use these to roll your Race (and subrace), Class and Background
FAQs
Q: "I don't have that race/class/specialization/background!"
A: If you are not sure where something is from, let me know. I'll tell you where to find it if possible
Q: "What can I make?"
A: While you don't have to use the random tables for race/class/background - they do show everything that is legal
List of Replacement Applicants
Player Rolls Done? Character Name Race Class Background Appearance Personality Character Background Story Proficiencies Explained? Character Sheet Starting Adventure Framm18 Y Morek Bugbear Paladin - Oath of Ancients Stojanow Prisoner Y Y Y Y Y Cairn of the Winter King
Last edited by Arachobia; Jun 2nd, 2019 at 11:31 AM .