Pick a Name

Hit Refresh for a new random name, or enter your own.

 

Pick a Look

 

Pick a Training

 

Pick 2 Items

 

Pick your "Great" Attribute

When using an Attribute you're "Great" at, roll three times and use the best result.

 

Pick your "Good" Attribute

When using an Attribute you're "Good" at, roll twice and use the better value.

 

Pick another "Good" Attribute

When using an Attribute you're "Good" at, roll twice and use the better value.

 

Pick an Okay Attribute

When using an Attribute you're "Okay" at, roll once and take what you get.

 

Pick another Okay Attribute

When using an Attribute you're "Okay" at, roll once and take what you get.

 

Now you're stuck with this Bad Attribute

When using an Attribute you're "Bad" at, roll twice and take the worse result.

 

Health
Armor
Gold
XP

Look:

 

Training:

 

Equipment:

Notes:

  • Strength:
    Athletics, Slashing/Bludgeoning Attacks
  • Dexterity:
    Acrobatics, Sleight of Hand, Stealth, Ranged Attacks
  • Constitution:
    Resist poisons or fatigue
  • Intelligence:
    Arcana, History, Investigation, Nature, Religion
  • Wisdom:
    Insight, Medicine, Perception, Survival
  • Charisma:
    Deception, Performance, Persuasion

Spellcasting

You may cast any of the spells listed below using Intelligence.

 

Spell Save Difficulty

Sometimes, creatures may make a “saving throw” to resist magic. They must beat the number under your spellcasting attribute’s level.

Bad
8
Okay
10
Good
12
Great
15

Cantrips

You may cast these simple spells whenever you like.

Fire Bolt

You hurl a mote of fire at a creature or object you can see. Roll your spellcasting attribute against the target’s armor. On a hit, the target takes 1d10 fire damage. Damage increases to 2d10 at level 5.

Prestidigitation

Create an instantaneous minor illusion, such as a small object, shower of sparks, puff of smoke, whiff of a smell, faint taste, distant musical notes, colored spot or symbol, and so on.

Mage Hand

A spectral, floating hand appears at a point you within 30 feet of you. The hand dissipates after half an hour, or if it is ever more than 30 feet from you. You can use the hand to manipulate small objects.

Mending

Repair a single, small (less than 1 foot long) break or tear in an inanimate object that you can touch. The object appears as though it was never broken, though broken magical items don’t regain magic.

More Complex Spells

You have a number of “Spell Slots” equal to your level, which refresh every morning. Casting a spell from the list below consumes 1 Slot.

Zone of Truth

Each creature within 20 feet of you must make a Wisdom saving throw. Those who fail cannot intentionally tell a lie for a number of minutes equal to your level.

Magic Missile

You create three glowing darts of magical force, each of which instantly hits a creature that you can see. Each dart deals 1d4 + 1 damage. You may expend an extra spell slot to create one more dart.

Cure Wounds

A creature you touch regains health equal to 1d8 + your level. If you’re trained in Prayers, you can spend spell slots to heal Xd8 + your level, where X is the number of slots you expend.

Speak with Animals

You gain the ability to comprehend and verbally communicate with beasts for up to ten minutes.

Mage Armor

You form a magical barrier around a creature that you can touch, or yourself. If they are not wearing armor, their armor is 12 + your level for up to eight hours.

Invisibility

A creature you touch becomes invisible for up to one hour per spell slot expended. The spell ends early if that creature attacks or casts a spell.