NPC CHARACTERISTICS NPC IDEALS NPC FLAWS d20 Characteristic d20 Ideal (Alignment) d12 Flaw 1 Absentminded 1 Aspiration (any) 1 Forbidden love or romantic susceptibility 2 Arrogant 2 Charity (good) 2 Decadence 3 Boorish 3 Community (lawful) 3 Arrogance 4 Chews something 4 Creativity (chaotic) 4 Envy of another person’s possessions, 5 Clumsy 5 Discovery (any) or station 6 Curious 6 Fairness (lawful) 5 Overpowering greed 7 Dim-witted 7 Freedom (chaotic) 6 Prone to rage 8 Fiddles and fidgets nervously 8 Glory (any) 7 Powerful enemy 9 Frequently uses the wrong word 9 Greater good (good) 8 Specific phobia 10 Friendly 10 Greed (evil) 9 Shameful or scandalous history 11 Irritable 11 (lawful) 10 Secret crime or misdeed 12 Prone to predictions of certain doom 12 Independence (chaotic) 11 Possession of forbidden lore 13 Pronounced Scar 13 Knowledge (neutral) 12 Foolhardy bravery 14 Slurs words, lisps, or stutters 14 Life (good) 15 Speaks loudly or whispers 15 Live and let live (neutral) 16 Squints 16 Might (evil) NAME GENERATOR 17 Stares into distance 17 Nation (any) d20 Beginning Middle End 18 Suspicious 18 People (neutral) 1 – bar – 19 Uses colorful oaths and exclamations 19 Power (evil) 2 – ched - 20 Uses flowery speech or long words 20 Redemption (any) 3 – dell -ac 4 – far -ai 5 A- gran -al NPC BONDS 6 Be- hal -am d10 Bond 7 De- jen -an 1 Personal goal or achievement 8 El- kel -ar 2 Family members 9 Fa- lim -ea 3 Colleagues or compatriots 10 Jo- mor -el 4 Benefactor, patron, or employer 11 Ki- net -er 5 Romantic interest 12 La- penn -ess

6 Special place 13 Ma- quil -ett 14 Na- rond -ic 7 Keepsake 8 Valuable possession 15 O- sark -id 9 Revenge 16 Pa- shen -il 10 Roll twice, ignoring further rolls of 10 17 Re- tur -in 18 Si- vash -is 19 Ta- yor -or 20 Va- zen -

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BLINDED INVISIBLE PRONE

 A blinded creature can’t see and automatically fails any ability check  An invisible creature is impossible to see without the aid of magic or a  A prone creature’s only movement option is to crawl, unless it stands that requires sight. special sense. For the purpose of hiding, the creature is heavily up and thereby ends the condition.  Attack rolls against the creature have advantage, and the creature’s obscured. The creature’s location can be detected by any noise it  The creature has disadvantage on attack rolls. attack rolls have disadvantage. makes or any tracks it leaves.  An attack roll against the creature has advantage if the attacker is  Attack rolls against the creature have disadvantage, and the within 5 feet of the creature. Otherwise, the attack roll has HARMED C creature’s attack rolls have advantage. disadvantage.  A charmed creature can’t attack the charmer or target the charmer PARALYZED RESTRAINED with harmful abilities or magical effects.  The charmer has advantage on any ability check to interact socially  A paralyzed creature is incapacitated (see the condition) and can’t  A restrained creature’s speed becomes 0, and it can’t benefit from with the creature. move or speak. any bonus to its speed.  The creature automatically fails Strength and Dexterity saving throws.  Attack rolls against the creature have advantage, and the creature’s EAFENED D  Attack rolls against the creature have advantage. attack rolls have disadvantage.  A deafened creature can’t hear and automatically fails any ability  Any attack that hits the creature is a critical hit if the attacker is  The creature has disadvantage on Dexterity saving throws. check that requires hearing. within 5 feet of the creature. STUNNED FRIGHTENED PETRIFIED  A stunned creature is incapacitated (see the condition), can’t move,  A frightened creature has disadvantage on ability checks and attack  A petrified creature is transformed, along with any nonmagical object and can speak only falteringly. rolls while the source of its fear is within line of sight. it is wearing or carrying, into a solid inanimate substance (usually  The creature automatically fails Strength and Dexterity saving throws.  The creature can’t willingly move closer to the source of its fear. stone). Its weight increases by a factor of ten, and it ceases aging.  Attack rolls against the creature have advantage.  The creature is incapacitated (see the condition), can’t move or GRAPPLED speak, and is unaware of its surroundings. UNCONSCIOUS  A grappled creature’s speed becomes 0, and it can’t benefit from any  Attack rolls against the creature have advantage.  An unconscious creature is incapacitated (see the condition), can’t bonus to its speed.  The creature automatically fails Strength and Dexterity saving throws. move or speak, and is unaware of its surroundings.  The condition ends if the grappler is incapacitated (see the condition).  The creature has resistance to all damage.  The creature drops whatever it’s holding and falls prone.  The condition also ends if an effect removes the grappled creature  The creature is immune to poison and disease, although a poison or  The creature automatically fails Strength and Dexterity saving throws. from the reach of the grappler or grappling effect, such as when a disease already in its system is suspended, not neutralized.  Attack rolls against the creature have advantage. creature is hurled away by the thunderwave spell.  Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. NCAPACITATED I SETTING A DC EXHAUSTION  An incapacitated creature can’t take actions or reactions. Difficulty DC Level Effect POISONED Very easy 5 Easy 10 1 Disadvantage on ability checks 2 Speed halved  A poisoned creature has disadvantage on attack rolls and ability Moderate 15 3 Disadvantage on attack rolls and saving throws checks. Hard 20 Very hard 25 4 Hit point maximum halved Nearly impossible 30 5 Speed reduced to 0 6 Death

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COVER SKILLS AND ASSOCIATED ABILITIES SOMETHING HAPPENS! Cover Effect Skill Ability Skill Ability d20 Event Half cover +2 bonus to AC and Dexterity saving throws against Acrobatics Dexterity Medicine Wisdom 1 A door opens. attacks and effects that originate on the opposite Animal Handling Wisdom Nature Intelligence 2 A fire starts. side of the cover Arcana Intelligence Perception Wisdom 3 A meteor shoots across the sky. Three-quarters +5 bonus to AC and Dexterity saving throws against Athletics Strength Performance Charisma 4 A monster appears. cover attacks and effects that originate on the opposite Deception Charisma Persuasion Charisma 5 A screech pierces the air. side of the cover History Intelligence Religion Intelligence 6 A storm begins. Total cover Can’t be targeted directly by an attack or spell Insight Wisdom Sleight of hand Dexterity 7 A strange star appears in the sky. Intimidation Charisma Stealth Dexterity 8 A strong gust of wind blows through. Investigation Intelligence Survival Wisdom 9 A tremor shakes the ground. OBSCURED AREAS 10 Someone experiences déjà vu. 11 Someone gets angry. Obscureness Effect Examples ENCOUNTER DISTANCE 12 Someone glimpses the future. Lightly Creatures have Dim light, patchy fog, 13 Someone has a sense of foreboding. obscured disadvantage on Wisdom moderate foliage Terrain Encounter Distance 14 Someone has to go to the bathroom. (Perception) checks that Arctic, desert, farmland, or grassland 6d6 x 10 feet 15 Something spills or falls to the ground. rely on sight. Forest, swamp, or woodland 2d8 x 10 feet 16 Something isn’t where it’s supposed to be. Heavily Vision is blocked; Darkness, opaque fog, Hills or wastelands 2d10 x 10 feet 17 The lights go out. obscured creatures are effectively dense foliage Jungle 2d6 x 10 feet 18 The sun comes out. blinded. Mountains 4d10 x 10 feet 19 There’s a foul smell in the air.

20 Unexplained magic occurs. Audible Distance

LIGHT Trying to be quiet 3d6 x 5 feet Normal noise level 2d6 x 10 feet Source Bright Light Dim Light Duration QUICK FINDS Very loud 2d6 x 50 feet Candle 5 ft. + 5 ft. 1 hour d20 Find Lamp 15 ft. + 30 ft. 6 hours Visibility Outdoors 1 Artwork Lantern, bullseye 60 ft. cone + 60 ft. 6 hours day, no obstructions 2 miles 2 Body Lantern, hooded 30 ft. + 30 ft. 6 hours Rain 1 mile 3 Food or drink Lowered hood – + 5 ft. – Fog 100 to 300 feet 4 Jewelry Torch 20 ft. + 20 ft. 1 hour From a height x 20 5 Key

6 Letter TRAVEL PACE 7 Magic herbs DAMAGE BY LEVEL AND SEVERITY 8 Map Distance Traveled per … 9 Monster parts Level Setback Dangerous Deadly Pace Minute Hour Day Effect 10 Secret message 1-4 1d10 2d10 4d10 Fast 400 feet 4 miles 30 miles -5 penalty to passive 11 Signet or insignia 5-10 2d10 4d10 10d10 Wisdom (Perception) 12 Tome 11-16 4d10 10d10 18d10 scores 17-20 10d10 18d10 24d10 Normal 300 feet 3 miles 24 miles –

Slow 200 feet 2 miles 16 miles Able to use stealth

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