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Unearthed Arcana: Quick Characters
Sometimes you need quick characters for a D&D
session. Whether you’re running an impromptu
game with limited time for character creation, you
want to get a new player into an established game
quickly, or you need a new PC to replace a dead
adventurer, these optional rules are for you. These
rules can be used instead of the normal process
of character creation, replacing the choice and
creativity of that process with a series of tables that
quickly generate a 1st-level character.
With the exception of backgrounds, these rules
focus on the character options available in the D&D
Basic Rules as a means of keeping things simple.
d20
1-2
3
4-5
6
7-8
9-10
11
12
13-14
15
16-17
18-19
20
Background (Player’s Handbook)
Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin
Alignment
Roll a d6 to determine your character’s alignment.
d6
1
2
3
4
5
6
Alignment
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
Neutral
Chaotic Neutral
Alternatively, for players who are comfortable
defining a character’s personality traits, ideals,
bonds, and flaws through roleplaying, the quick
character generation process can be made even
quicker by foregoing a background, instead rolling for
the skill and tool proficiencies normally provided by
a background. Roll four times on the following table,
rerolling any duplicate results.
d20
1
2
3
4
5
6
7
8
9
10
Proficiency
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Background
Backgrounds already make use of random tables
to flesh out your character, and are easy to apply.
You can roll a d6 to determine your character’s
background if you’re using the Basic Rules, or roll
a d20 to use the full list of backgrounds from the
Player’s Handbook.
d6
1
2
3
4
5
6
Background (Basic Rules)
Acolyte
Criminal
Folk Hero
Noble
Sage
Soldier
11
12
13
14
15
16
17
18
19
20
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Carpenter’s tools
Thieves’ tools
In place of a background feature, once during any
game session, you can pick a nonplayer character you
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meet and declare that your character knows that NPC.
The relationship is respectful but not necessarily
friendly. The DM determines the exact nature of your
relationship.
After you assign your character’s ability scores,
but before applying any modifiers for your race (see
below), you can swap any two scores.
Class and Abilities
Roll a d6 to determine your class from the following
table, which is more likely to generate a fighter or
cleric than a rogue or wizard. Especially if you’re
randomly generating an entire party, tilting the odds
in favor of fighters and clerics can help shore up a
group’s ability to survive in combat. Alternatively (or if
you’re generating a single character joining an already
balanced party), you can roll a d4 and give each class
an equal chance of being generated.
d6
1-2
3-4
5
6
d4
1
2
3
4
Class
Cleric
Fighter
Rogue
Wizard
Equipment
Your class also determines your equipment. Select
gear from your class’s quick equipment choices,
except for any of the prebuilt packs such as the
explorer’s pack or the priest’s pack (see below).
Alternatively, you can select one of the following
default equipment packages:
•
•
•
•
Cleric:
Mace, scale mail, light crossbow and 20
bolts, shield, holy symbol
Fighter:
Chain mail, longsword, shield, light
crossbow and 20 bolts
Rogue:
Shortsword, shortbow and 20 arrows,
leather armor, two daggers, thieves’ tools
Wizard:
Dagger, component pouch, spellbook
Then select one of the following standard equipment
packs for your character:
•
•
•
Backpack, sack, lantern, 2 oil flasks, tinderbox, 12
pitons, hammer, waterskin, rations (4 days), 5 gp
Backpack, 2 sacks, 6 torches, 3 oil flasks,
tinderbox, 10-foot pole, 50 feet of rope, waterskin,
rations (4 days), steel mirror
Backpack, 4 sacks, holy symbol or thieves’ tools,
12 pitons, 50 feet of rope, waterskin, rations (4
days)
When determining your ability scores, your choice
of class shapes which abilities are of most use to your
character. Roll a d6 to determine the ability score
array your character uses. Then assign those numbers
to your abilities in an order determined by your class.
d6
1
2
3
4
5
6
Score Array
18, 14, 12, 8, 8, 6
16, 14, 14, 10, 10, 8
16, 16, 12, 10, 8, 8
16, 12, 12, 12, 10, 8
14, 14, 12, 12, 12, 12
14, 14, 14, 12, 12, 10
All characters also gain a dagger and either a light
crossbow and 10 bolts, or a set of 5 javelins.
Cleric Spells
Randomly determining spells can speed up the
process of creating a 1st-level cleric.
Cantrips.
Roll a d6 three times to determine your
cleric cantrips, rerolling any duplicate results.
d6
1
2
3
4
5
6
Cantrip
Guidance
Light
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Cleric.
Wisdom, Strength, Constitution, Charisma,
Dexterity, Intelligence.
Fighter.
Strength, Constitution, Dexterity, Wisdom,
Intelligence, Charisma.
Rogue.
Dexterity, Charisma, Intelligence,
Constitution, Strength, Wisdom.
Wizard.
Intelligence, Dexterity, Wisdom, Charisma,
Constitution, Strength.
For example, a player creating a cleric rolls a 4 for
the character’s ability score array—16, 12, 12, 12, 10,
and 8. Those numbers are assigned in that order to
the ability scores listed for clerics, yielding a character
with Strength 12, Dexterity 10, Constitution 12,
Intelligence 8, Wisdom 16, and Charisma 12.
Spells.
Roll a d10 for each cleric spell you can
prepare, rerolling any duplicate results.
©2016 Wizards of the Coast LLC
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d10
1
2
3-4
5
6
7
8
9
10
Spell
Bless
Command
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
Inflict Wounds
Sanctuary
Shield of Faith
Wizard Spells
Randomly determining spells can speed up the
process of creating a 1st-level wizard.
Cantrips.
Roll a d10 three times to determine your
wizard cantrips, rerolling any duplicate results.
d10
1
2
3
4
5
6
7
8
9
10
Cantrip
Acid splash
Dancing lights
Fire bolt
Light
Mage hand
Minor illusion
Poison spray
Prestidigitation
Ray of frost
Shocking grasp
Fighter Fighting Style
Roll a d6 to determine your fighting style, and make
the indicated adjustments if you selected the default
equipment package.
d6
1
Fighting Style
Archery (swap light crossbow and 20 bolts for a
longbow and 20 arrows; at your option, also swap
chain mail for leather armor)
Defense
Dueling
Great Weapon Fighting (swap longsword and shield
for a greataxe)
Protection
Two-Weapon Fighting (swap longsword for two
short swords)
Spells.
Roll a d12 six times to determine the
contents of your wizard spellbook, rerolling any
duplicate results.
d12
1
2
3
4
5
6
7
Spell
Burning hands
Charm person
Comprehend languages
Detect magic
Disguise self
Identify
Mage armor
Magic missile
Shield
Silent image
Sleep
Thunderwave
2
.3
4
5
6
Rogue Proficiencies
Roll a d12 four times to determine your skills,
rerolling any duplicate results. In addition, reroll
any results that duplicate skills granted by your
background.
d12
1
2
3
4
5
6
7
8
9
10
11-12
Skills
Acrobatics
Athletics
Deception
Insight
Intimidation
Investigation
Perception
Performance
Persuasion
Sleight of Hand
Stealth
8
9
10
11
12
Race
Finally, roll a d12 to determine your character’s
race. The following table is weighted heavily toward
humans, both to reflect typical D&D demographics
and to push players toward the easiest option.
d12
1
2
3
4
9
6
7-12
Skills
Hill dwarf
Mountain dwarf
High elf
Wood elf
Lightfoot halfling
Stout halfling
Human
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