XGTE Class Traits Expanded + Artificer

by Finalplayer14

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Class Background Traits Expanded
Art: Dnd Group Commission by Njay 81 https://www.artstation.com/artwork/yz1O9 & https://www.artstation.com/forrestimel

Contents

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilites in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.

Artificer's are masters of their crafts - trailblazers of new ideas. They jump to the idea of finding some new inspiration or creation to bring to life through their magic and hands. Use the following advice to add some life to your Artificer's perspectives on the world and their inventions.

Why am I a Artificer?

Artificer
d12 I became a Artificer because ...
1 I was always interested in taking things apart to see how they worked.
2 My family was poor so we had to constantly fix any broken tools that we owned
3 I was always trying to create something to bring convenience to those closest to me
4 I heard that people who trained in this discipline were paid well.
5 I once met a warforged and since then became obsessed with trying to create a living construct.
6 I wanted to create constructs to replace soldiers to prevent the loss of life.
7 My vivid imagination always inspired me to create gadgets for myself.
8 Wizardry felt too mainstream, technomancy is the way to the future.
9 I have prosthetic limbs and needed to learn how to keep up with them.
10 I have a strong drive to create new things.
11 I had a master artificer tutor and inspire me.
12 I turned my simple crafting hobby into a lifestyle.

First Invention

All artificers have a starting point. Something in their mind, life, or heart pushed to craft someting that they needed. Though most first inventions aren't always the best and often are flawed, these hold a special place in many artificer's hearts as a reminder that there is always room for improvement and growing.

First Invention
d12 Inventions
1 A robot monkey that's ran on alcohol and bananas.
2 A broken clock which always seems an hour behind.
3 A new instrument that's always out of tune.
4 A magnifying glass which allows you to speak to ants, but it only works under bright lights.
5 A ball which gives extremely vague predictions when shaken
6 A martini that temporarily changed the drinker's skin and tongue color.
7 Disappearing ink which made you fail your first exam
8 A clockwork bird that you never saw again after it took flight
9 A new type of paint which didn't fair well in humid conditions
10 A new rat poison which resulted in attracting more rats
11 Waterproof clothes which disintegrated upon contact with water
12 A ring that can never seem to fit a person's finger

Goal

Many artificers have dreams and aspirations they wish to fufill with their creations. Very rarely do artificers not have some core end game or value they wish to pursue with their craft. Always consider that an artificer may find new inspiration or a new dream in life during their adventures.

Goal
d12 Goals
1 To create a device that will be the next world altering thing.
2 To create something that will immortalize me long past my death.
3 To make something that will counter a great evil.
4 To create a mythical artifact of legends.
5 To make hundreds upon thousands of platinum pieces.
6 Use my creations to help and inspire others.
7 To create a new life form.
8 To create a device that will discover a new world.
9 Create a new super tool or game.
10 To create the next super weapon.
11 To make someone close to you proud.
12 You create to find fulfillment in life.

Rival

Nearly every artificer has at least one rival, someone they strive to outplay at every given opportunity. These rivalries can get quite heated, intense, passionate. After all competition brings out the best and worst of us.

Rivals
d12 Rival
1 A rich noble who desires to conquer the world's economy through a children's card game
2 A colleague who got rich of an idea they stole from you.
3 A friend with whom you have a friendly competition with
4 A jealous peer that sabotaged your work
5 An mentor that you are trying to surpass
6 A mighty wizard who thinks the spell fabricate can do all.
7 A comedian who mocks all of your work.
8 A mythical creature with otherworldly skills.
9 A company that has the monopoly of a service in your town or city.
10 Every artificer or crafter in the world is seen as competition to you.
11 Your rival died a long time ago, though their work still persist and grows.
12 A thief who has stolen your inventions and pawns them for profit.

Signature

All artisans who care dearly about their projects leave a little mark of themselves somewhere on their creations, when possible. Be it their name, a symbol, or feature that each invention holds within. If you haven't thought of a signature yet, your goal may be to design one to set yourself apart from the competition and other craftsmen of the world.

Signatures
d12 Signature
1 A small engraving of a winking face of yourself.
2 A elegant snake drawn carefully along a part of the invention.
3 A symbol that represents your ideals and beliefs.
4 Each invention you craft has a tiny clock inside.
5 You place a single pocket onto your creations.
6 You love belts! You put belts on everything!
7 You place a trademark heart onto all of your creations.
8 You place a personal quote on all of your work.
9 A special code that leads to a puzzle.
10 A lot of your creations are made of strange combinations of materials.
11 You like naming all of your inventions wacky names.
12 You place your name or initials onto each invention you make.

Barbarian

The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.

Why am I a barbarian?

Barbarian
d12 I became a Barbarian because ...
1 My devotion to my people lifted me in battle, making me powerful and dangerous.
2 The spirits of my ancestors called on me to carry out a great task.
3 I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach.
4 I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me.
5 I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations.
6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer.
7 I endured hellish training growing up to be sculpted into a fierce fighter
8 I simply followed the tradition of my ancestors and learned how to channel my anger.
9 The spirits of the forest chose me as a vessel to channel their anger.
10 The spirit of a bear I fell possessed me into defending its cub from predators and poachers.
11 I had to become strong so that I could protect those around me.
12 My roof began to leak, I didn't have enough money for food, and someone close to me was taken by goblins for the 5th time this month.

Personal Totems

Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life- perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.

A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem. Consider creating one or more personal totems for your character- objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.

Personal Totems
d12 Totems
1 A tuft of fur from a solitary wolf that you befriended during a hunt.
2 Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate.
3 A necklace made from the claws of a young cave bear that you slew singlehandedly as a child
4 A small leather pouch holding three stones that represent your ancestors.
5 A few small bones from the first beast you killed, tied together with colored wool.
6 An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch.
7 A single shark tooth you found by the sea, symbolizing your strength.
8 A crown made of the bones of the first creature you killed.
9 A carved stone in the form of a bear, symbolizing love.
10 A small pouch of assorted teeth, one from each of the things, beast or otherwise, you have slain.
11 A skull from someone you've forgotten.
12 A book of your family's or clan's fighting technique passed down through the generations with seemingly infinite pages.

Tattoos

The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.

Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?

Tattoos
d12 Tattoos
1 The wings of an eagle are spread wide across your upper back.
2 Etched on the backs of your hands are the paws of a cave bear.
3 The eyes of a wolf are marked on your back to help you see and ward off evil spirits.
4 Images of your spirit animal are tattooed along your weapon arm and hand.
5 The symbols of your clan are displayed in viny patterns along your arms.
6 The antlers of an elk are inked across your back.
7 A map of somewhere of religious or cultural significance to your tribe, of dubious accuracy.
8 A snake coiling around your mid and up with the head draped over your neck.
9 The eyes of an iguana are inked on your chest.
10 The eyes of an owl are tattooed on your head.
11 A single cat-eye is marked on the back or fronts of your hands.
12 A raging bull alongside your back.

Superstitions

Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power. Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.

Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group. If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?

Superstitions
d12 Superstition
1 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body.
2 If you disturb the bones of the dead, you inherit all the troubles that plagued them in life.
3 If an elf looks you in the eyes, she's trying to read your thoughts.
4 Magical things bring trouble. Never sleep with a magic object within ten feet of you.
5 Dwarves have lost their spirits, and are almost like the undead. That's why they live underground.
6 Never trust a wizard. They're all devils in disguise, especially the friendly ones.
7 You believe something possesses or overtakes you while raging, changing who you are.
8 The soul is stored in hair, clean-shaven creatures cannot be trusted, and completely hairless ones, like reptilians, are soulless monsters.
9 Sleeping while sitting against a tree is pure hubris.
10 A lost or stolen weapon will find its way back to you if it was meant for you.
11 If you call on a deity near a lake on a windy day you risk a challenge.
12 Always sleep at camp, sleeping elsewhere provokes doom.

Bard

Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains.

Why am I a bard?

Bard
d12 I became a bard because ...
1 I awakened my latent bardic abilities through trial and error.
2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques.
3 I joined a loose society of scholars and orators to learn new techniques of performance and magic.
4 I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story.
5 I joined one of the great colleges to learn old lore, the secrets of magic, and the art of performance.
6 I picked up a musical instrument one day and instantly discovered that I could play it.
7 I pursued an art degree now I'm struggling to find work.
8 I was saved by a hero who took the villains down by smashing a lute on their head.
9 I wanted to learn the origin of a mystical tale said to lead to great fortune.
10 I wanted to be able to express myself in a way beyond simply performing.
11 I wanted to become a 'one-hit-wonder' who's one hit turned to many.
12 I once talked myself out of an impossible situation.

Defining Work

Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who view them, and some spectators have had their lives forever changed because of the experience.

If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living in your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.

Defining Works
d12 Work
1 “The Three Flambinis” a ribald song concerning mistaken identities and unfettered desire.
2 "Waltz of the Myconids,” an upbeat tune that children in particular enjoy
3 "Asmodeus’s Golden Arse,” a dramatic poem you claim was inspired by your personal visit to Avernus
4 "The Pirates of Luskan,” your firsthand account of being kidnapped by sea reavers as a child
5 “A Hoop, Two Pigeons, and a Hell Hound,” a subtle parody of an incompetent noble
6 “A Fool in the Abyss,” a comedic poem about a jester’s travels among demons
7 "An Ettin's Dream" a romantic tale about an ettin's passionate love affair with its other head.
8 "The Deep Blue" a complex and existential tale of the sea and the skies above.
9 "Tales from the Great O's Hall" a horror story filled with macabre jokes, nightmare-inducing imagery, and the undead.
10 "The Valkyrie" a heroic and inspiring song about the trials and battles of the angelic valkyries.
11 "One for the Gut" a joke book filled with puns, insults, and humorous art.
12 "Of Vagabonds and Beggars" a crushingly tragic song of a wanderer with no home and a fleeting future.

Instrument

In a bard’s quest for the ultimate performance and the highest acclaim, one’s instrument is at least as important as one’s vocal ability. The instrument’s quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience.

You might have an “off the rack” instrument, perhaps because it’s all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?

Instruments
d12 Instrument
1 A masterfully crafted halfling fiddle
2 A mithral horn made by elves
3 A zither made with drow spider silk
4 An orcish drum
5 A wooden bullywug croak box
6 A tinker’s harp of gnomish design
7 A wicked guitar made of black metal
8 A tambourine adorned with colored bird feathers
9 A set of maracas of dwarven design
10 A harmonica made by dragonborn
11 A masterfully crafted keytar made by an artificer
12 A wooden vuvuzela of druidic design

Embarrassment

Almost every bard has suffered at least one bad experience in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.

The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that’s guaranteed to please.

Embarrassment
d12 Embarrassment
1 The time when your comedic song, “Big Tom’s Hijinks”—which, by the way, you thought was brilliant—did not go over well with Big Tom
2 The matinee performance when a circus’s owlbear got loose and terrorized the crowd
3 When your opening song was your enthusiastic but universally hated rendition of “Song of the Froghemoth”
4 The first and last public performance of “Mirt, Man about Town”
5 The time on stage when your wig caught on fire and you threw it down—which set fire to the stage
6 When you sat on your lute by mistake during the final stanza of “Starlight Serenade”
7 Your performance of "Trickle Down the Lane" has been lauded as such a large failure by those who witness it, other bards joke about it to this day.
8 During your first performance of the "Ivory Fiddle" your fiddle's strings popped during the finale.
9 The hired help you employed for your most recent play ruined the venue.
10 You performed the entirety of "The Emperor's Golden Clothes"... in the wrong clothes.
11 You threw your voice during the chorus of "The Sailor's Revenge".
12 While performing, a few of the audience members had a few too many drinks and interrupted and disrupted the performance for everyone.

A Bard’s Muse

Naturally, every bard has a repertoire of songs and stories. Some bards are generalist who can draw from a wide range of topics for each performance and pride themselves on their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse—a particular concept that inspires how a bard performes.

A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance.

If your bard character has a muse, it could be one of the following described here, or one of your own devising.

Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks.

Love. You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one’s every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your songs with vitality and passion.

Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the morning after tale of a tavern brawl to the saga of an epic battle, from a lover’s spat to a rift between powerful dynasties, conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your words and music.

Fear. Fear is one of the first emotions people have the instant they enter the world. You are on a quest to bring the endless chills and nightmares to everyone everywhere. From the heart pounding terror of a monster under the bed of children to the blood curdling screams of those who witness a horror filled event, it fills you with boundless inspiration.

Knowledge. The information of the world is boundless and fruitful. You are a seeker of knowledge with a penchant that rivals even the best scholars and researchers. Every new piece of information gained be it from the history of a nation, a old adventurer, or even knowledge on a monstrous beast fills you with an urge to create new masterpieces.

Happiness. Laughter is the best medicine as many say, and you say that a lot. The smile, glee, and joy of everyone around you is why you create. It brings you no limits of ideas when you see a group of people laughing and having good time.

Fury. Anger and rage is not simply a tool barbarians use to fight harder!

Glory. Pride and accolades propels you to your craft.

Divinity. You have the drive of a devoted clergyman.

Sadness. Tragedy sows the seeds of many lives and that pushes you to create.

Introspection. You strive to learn about yourself and aid others in understanding themselves. The act of looking inward and seeing someone gain a pure understanding of who they truly are fills you with pride and confidence.

Riches. The glisten of coin and gemstone spark your soul with luxury and fire. Though to many this path may be vain and lead to ruin, you look to the brighter side of it all and see it as a force of greatness and prosperity for a brighter future.

Legacy You sing for the fallen and those close to them, to remember the past is to continue their legacy and you uphold their deeds.

Cleric

Almost all the folk in the world who revere a deity live their lives without ever being touched by a divine being. As such, they can never know what it feels like to be a cleric someone who is not only a devout worshiper, but who has also been invested with a measure of a deity’s power.

Why am I a cleric?

Cleric
d12 I became a cleric because ...
1 A supernatural being in service to the gods called me to become a divine agent in the world.
2 I saw the injustice and horror in the world and felt moved to take a stand against them.
3 My god gave me an unmistakable sign. I dropped everything to serve the divine.
4 Although I was always devout, it wasn’t until I completed a pilgrimage that I knew my true calling.
5 I used to serve in my religion’s bureaucracy but found I needed to work in the world, to bring the message of my faith to the darkest corners of the land.
6 I realize that my god works through me, and I do as commanded, even though I don’t know why I was chosen to serve.
7 I fell in love with an acolyte of a local temple and couldn't stop coming to service.
8 I was saved from a difficult situation by my god's intervention and began worshiping them as a sign of gratitude.
9 A stray arrow would have spelled certain death if it weren't for my god's symbol which luckily deflected it
10 I swore to serve my god if they saved the person closest to me.
11 After a drunken stupor I woke up having pledged my faith and loyalty to a god.
12 I wanted the opportunity to perform miracles, it didn't matter how.

Temple

Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.

Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?

Temple
d12 Temple
1 Your temple is said to be the oldest surviving structure built to honor your god.
2 Acolytes of several like-minded deities all received instruction together in your temple.
3 You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 Your temple is a fortress and a proving ground that trains warrior-priests.
5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 You served in a temple in the Outer Planes.
7 Your temple was home to many less than savory folk: thieves, murderers, and others like them were training there.
8 You came from a temple that was more like a brothel that was the centerfold for gossip and information.
9 Your god doesn't need or use temples, they have many structures like shrines that are built around the lands for worship.
10 You come from a temple that actively worked to help, teach, and protect the masses.
11 Your temple was recently destroyed after an attack befell your city, repairs are in order.
12 Your temple was commonly visited by many otherworldly entities.

Keepsake

Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.

Keepsakes
d12 Keepsake
1 The finger bone of a saint
2 A metal-bound book that tells how to hunt and destroy infernal creatures
3 A pig’s whistle that reminds you of your humble and beloved mentor
4 A braid of hair woven from the tail of a unicorn
5 A scroll that describes how best to rid the world of necromancers
6 A runestone said to be blessed by your god
7 A tattered scroll that describes how to hunt and destroy celestial creatures
8 A hand-crafted necklace made by a child you healed
9 The clerical garbs you started your training in
10 A locked box that was gifted to you by your mentor, its contents unknown to you.
11 A tattoo that represents your god
12 A sword hilt, said to be from a fallen planatar

Secret

No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one’s deity.

If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.

Secrets
d12 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes the advice is helpful.
2 You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.
7 Deep down, you don't feel the gods are truly just.
8 The forces of evil have succeeded in tempting you once a long time ago, you worry it may happen again.
9 The power you've been granted is amazing, yet you feel it's not enough to make a difference.
10 In the back of your mind you feel the deity you follow may not be the right one for you.
11 You want to ascend to godhood, by whatever means necessary.
12 Those of your faith have a horrible secret that must be guarded at all cost.

Druid

Druids are the caretakers of the natural world, and it is said that in time a druid becomes a voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.

Why am I a druid?

Druid
d12 I became a druid because ...
1 I saw too much devastation in the wild places, too much of nature’s splendor ruined by the despoilers. I joined a circle of druids to fight back against the enemies of nature.
2 I found a place among a group of druids after I fled a catastrophe.
3 I have always had an affinity for animals, so I explored my talent to see how I could best use it.
4 I befriended a druid and was moved by druidic teachings. I decided to follow my friend’s guidance and give something back to the world.
5 While I was growing up, I saw spirits all around me entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings.
6 I have always felt disgust for creatures of unnatural origin. For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order.
7 My village protects the forest, I was just doing my part.
8 The old tree near my home turned out to be a Treant who told me that the forest needed a guardian.
9 Since childhood I was trained by fey to become a druid.
10 I was close friends with a nature spirit then one day poachers arrived and killed them for profit.
11 I cared for a garden as a child, as I grew older it felt more like home being surrounded by plants and flowers.
12 I come from a community of druidic folk and want to be the new leader of the circle.

Treasured Item

Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but everyone is an object whose meaning connects the druid’s mind and heart to a profound concept or spiritual outlook.

When you decide what your character’s treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?

Treasure
d12 Title
1 A twig from the meeting tree that stands in the center of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
6 A miniature golden sickle handed down to you by your mentor
7 A seed given to you by a fey spirit from an outer plane
8 A fine crystal coated in flowers
9 Three strange rocks you carry in a small pouch
10 A totem given to you by your closest friend
11 A single flower that only grows while in dim light or darkness.
12 A miniature of a spirit your mentor idealized

Guiding Aspect

Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.

Aspect
d12 Title
1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth.
2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3 The river’s endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind.
4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world.
5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray.
6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
7 The cold solitude of snow, teaches us introspection. Always seek to learn more about yourself.
8 Honey Badger represents endurance against mighty foes.
9 As shown by the stealthy and tricky snake, being hidden and deceptive has its benefits.
10 A single seed can grow into a beautiful and peaceful flower, you strive to be the same with your mind, body, and soul..
11 A Lion's might and pride show that to be strong and survive, you have to be powerful and mighty.
12 Though many see bears as frightful, you know they are quite loving and protective of those they call family. Many describe your style of life the same.

Mentor

It’s not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student’s attitudes and beliefs.

If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?

Mentor
d12 Mentors
1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months.
2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor’s humanoid form.
4 You were one of several youngsters who were mentored by an old druid until one of your fellow pupils betrayed your group and killed your master.
5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to treat all living things with equal regard.
7 Your mentor was a horde of pixies who taught you how to have fun and be tricky.
8 Your mentor was a carefree and loving satyr.
9 Your mentor was an elemental from the outer planes, they taught you how to channel the elemental might they hold.
10 Your mentor was a cold brutal teacher. When you made a mistake you were dragged into the ground.
11 After consuming some mushrooms you saw spirits of old druidic masters, who imparted to you their secrets. While their methods were true, whether or not they were real is up for debate.
12 You were trained by a circle of druids, each one teaching you a different moral and perspective on the world.

Fighter

Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tool sand methods one uses, at the heart of every fighter’s motivation lies the same basic truth: it is better to wound than to be wounded. The sections below offer ways to add a little depth and a few personal touches to your fighter character.

Why am I a fighter?

Fighter
d12 I became a fighter because ...
1 I wanted to hone my combat skills, and so I joined a war college.
2 I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself.
3 Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature.
4 I joined the army and learned how to fight as part of a group.
5 I grew up fighting, and I refined my talents by defending myself against people who crossed me.
6 I could always pick up just about any weapon and know how to use it effectively.
7 I wanted to teach others how to fight and protect themselves and others.
8 I heard fables from my guardians as a child that inspired me to make my own.
9 I was decent at fighting, until someone offered me coin for my services inspiring me to push myself further.
10 I picked up a weapon and couldn't stop training.
11 I studied the blade while others wasted their life away.
12 I live for a good fight and wanted to find a worthy opponent to test my skills.

Heraldic Sign

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one’s self-interest.

Your character could be affiliated with an organization or a cause, and thus might already travel under a banner of some sort. If that’s not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speak to what you see as your purpose in the world.

Heraldic Sign
d12 Sign
1 A rampant golden dragon on a green field, representing valor and a quest for wealth
2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power
3 Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom
4 A skull with a dagger through it, representing the doom you bring to your enemies
5 A phoenix in a ring of fire, an expression of an indomitable spirit
6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
7 A cluster of arrows, an expression of a free and carefree life.
8 A shield with a butterfly on the front, representing protection and peace.
9 A book with a sword between the pages, representing knowledge and a quest for strength.
10 An axe, sword, and bow symbolizing mastery of all tools you find.
11 A bloodied raven, symbolizing death and executions.
12 An ant symbolizing wisdom and patience.

Instructor

Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.

A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student’s background.

If you decide that your character had an individual instructor, what is that person’s specialty? Do you emulate your instruct in how you fight, or did you take the instructor’s teachings and adapt them to your own purposes?

Instructors
d12 Instructor
1 Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator’s life to earn money and fame.
2 Military. Your trainer served with a group of soldiers and knows much about working as a team.
3 City Watch. Crowd control and peacekeeping are your instructor’s specialties.
4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one’s life was practically an everyday occurrence.
5 Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency.
6 Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.
7 Self Taught. Through constant skirmishes and tireless nights, you taught yourself how to fight with your favorite weapons and armaments.
8 Gifted. You were naturally gifted from a young age and never needed an instructor.
9 Beast. You were trained by ferocious animals and learned how to defend yourself from them and with them.
10 Rival. You and your rival sought to one up each other at every possible turn. They know you as much as you know them.
11 Tome. You didn't have one instructor, you had many, in the form of combat scrolls and Tomes of Battle. Their teachings are ingrained in your mind as religion.
12 Temple. You were trained at a temple for a deity of war and battle.

Signature Style

Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter’s personality, that’s not always the case- someone’s approach to the world in general does not necessarily dictate how that person operates when lives are on the line.

Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?

Signature Style
d12 Style
1 Elegant. You move with precise grace and total control, never using more energy than you need.
2 Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying.
3 Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the odds in your favor.
4 Effortless. You rarely perspire or display anything other than a stoic expression in battle.
5 Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand.
6 Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them.
7 Buffoon. Your style of fighting is strange and comical, your attacks seem to strike foes almost by pure chance or accident.
8 Showoff. You like to put on a show and make sure all eyes are on you when you fight.
9 Primal. You fight on instinct rather than any learned technique. You just let your body move without thinking about the fight, similar to a wild animal.
10 Mimic. You seek to match your foe's fighting style and demeanor to learn how they think and use their strengths against them, such as fighting with the ferocity of the wild beast you face or the calculating precision of the assassin that targets you.
11 Adherent. You are a practitioner of a specific contemporary dueling manual, practice your forms carefully, and like to demonstrate your mastery of this style both verbally and in your fights.
12 Benevolent. Though some strikes may cut deep, you hold back and fight to spare anyone who crosses blades with you. You fight to grow not to kill.

Monk

Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.

Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.

Why am I a monk?

Monk
d12 I became a monk because ...
1 I was chosen to study at a secluded monastery. There, I was taught the fundamental techniques required to eventually master a tradition.
2 I sought instruction to gain a deeper understanding of existence and my place in the world.
3 I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I learned how to defend myself against the forces of darkness.
4 I was overwhelmed with grief after losing someone close to me, and I sought the advice of philosophers to help me cope with my loss.
5 I could feel that a special sort of power lay within me, so I sought out those who could help me call it forth and master it.
6 I was wild and undisciplined as a youngster, but then I realized the error of my ways. I applied to a monastery and became a monk as a way to live a life of discipline.
7 I practiced deep meditation throughout my life and found my ki.
8 I once saw a monk simply incapacitate an assailant by simply striking them with one finger.
9 I wanted to learn a martial arts to compete in tournaments and win money.
10 I came from a poor or wretched lifestyle and I needed to learn how to fight and defend myself.
11 I grew up in a remote village dedicated to training in the secret arts.
12 I wanted to hone my body so that I'd never be without a weapon in a fight.

Monastery

A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.

What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?

Monastery
d12 Monasteries
1 Your monastery is carved out of a mountainside, where it looms over a treacherous pass.
2 Your monastery is high in the branches of an immense tree in the Feywild.
3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying.
4 Your monastery is build beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders.
5 Your monastery was founded by gnomes and is an underground labyrinth of tunnels and rooms.
6 Your monastery was carved from an iceberg in the frozen reaches of the world.
7 Your monastery is underwater abundant with sea life and amphibious humanoids.
8 Your monastery was built inside the corpse of a fallen Ancient Dragon's ribcage.
9 Your monastery was built on the back of a Dragon Turtle, that takes the monastery from island to island.
10 Your monastery was built on an old abandoned graveyard. Death looms in the air.
11 Your monastery was built to guard a portal to an outer plane.
12 Your monastery was less a monastery and more a boxing ring or gladiatorial arena.

Monastic Icon

Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order’s history or because it serves as an example of a quality the monks seek to emulate.

If your character’s monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps you order’s icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.

Icons
d12 Icons
1 Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey.
2 Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea.
3 Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin.
4 Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with them for generations.
5 Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously.
6 Dragon. A dragon once laired within your monastery. Its influence remains long after its departure.
7 Frog. Your order idealizes frogs and beings like them for their incredible jumping capabilities.
8 Crab. The monks of your monastery practice iron defenses and protecting one another.
9 Tyrannosaurus Rex. Locking down, pushing, and rushing foes was your orders main strength and point. You specialize in breaking bones and intimidation tactics.
10 Wolf. Your order worked like a well organized pack of wolves. Teamwork was paramount to finding oneself.
11 Roc. Your order values agility and swift furious action, like Rocs.
12 Elephant. Though your order knows the methods of martial arts, most work towards a slow yet incredible form of meditative self enlightenment. Wisdom is all important similar to an Elephant.

Master

During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?

Masters
d12 Master
1 Your master was a tyrant whom you had to defeat in single combat to complete your instruction.
2 Your master was kindly and taught you to pursue the cause of peace.
3 Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session.
4 Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end.
5 Your master was cold and distant. You suspect that the two of you might be related.
6 Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you.
7 Your master was very mysterious, they seldom talked about their personal life and suddenly disappeared after passing on their final teachings.
8 You had no master. Your knowledge of martial arts comes from a set a scrolls you discovered in a long abandoned monastery.
9 Your master was a nonsensical drunk. You sometimes spent days trying to figure out the meaning of their lessons.
10 Your master was a metallic dragon. Their teachings were difficult, but worthwhile.
11 Your master was lecherous, crude, and lazy. Your training involved doing seemingly menial and absurd tasks, yet they did teach you proper form and skill.
12 Your master taught a very strange and eccentric fighting style that most would view as impractical, yet it seems to work well for you.

Paladin

A paladin is a living embodiment of an oath a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.

You can flesh out your paladin character by using the suggestions below. It’s important to keep in mind that most paladins aren’t robots. They have doubts and prejudices and harbor contradictory thoughts just as any other character does. Some are compelled by an internal motivation that might sometimes be at odds with the principles of their oaths.

Why am I a Paladin?

Paladin
d12 I became a Paladin because ...
1 A fantastical being appeared before me and called on me to undertake a holy quest.
2 One of my ancestors left a holy quest unfulfilled, so I intend to finish that work.
3 The world is a dark and terrible place. I decided to serve as a beacon of light shining out against the gathering shadows.
4 I served as a paladin’s squire, learning all I needed to swear my own sacred oath.
5 Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from the world.
6 Becoming a paladin was a natural consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion.
7 I became a paladin to prevent others from suffering the same problems I went through.
8 To fulfill my family lineage, my parents were paladins, as were theirs.
9 I was redeemed by a paladin and I sought to do the same for others.
10 I survived an attack from demon and wanted the power to fight back.
11 I wanted to get stronger so I could lay waste to all of my enemies.
12 To temper my will against the temptations of evil.

Personal Goals

The precepts of a paladin’s oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who spear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.

Personal Goals
d12 Goals
1 Peace. You fight so that future generations will not have to.
2 Revenge. Your oath is the vehicle through which you will right an ancient wrong.
3 Duty. You will live up to what you have sworn to do, or die trying.
4 Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
5 Faith. You know your path is righteous, or else the gods would not have set you upon it.
6 Glory. You will lead the world into a grand new era, one that will be branded with your name.
7 Love. You fight for love, family, and friends for no cause is greater than those you care for.
8 Hatred. You live as a being of destruction, violence, and pure hate. Those who catch your ire will know true pain.
9 Truth. You fight for truth, discovering lost secrets and mysteries set forth by humanity and beings far beyond your realm.
10 Freedom. To live is to be free and your blade passes to push those who block it.
11 Chaos. Anarchy and madness is what you fight for! Order and law can find its place in the River Styx.
12 Creation. To create is to grow, and for you bringing new ideas, life, and creations into the world is worth fighting for. Destruction is tempered with great caution.

Symbol

Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.

Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.

Symbol
d12 Symbols
1 A dragon, emblematic of your nobility in peace and your ferocity in combat.
2 A clenched fist, because you are always ready to fight for your beliefs.
3 An upraised open hand, indicating your preference for diplomacy over combat.
4 A red heart, showing the world your commitment to justice.
5 A black heart, signifying that emotions such as pity do not sway your dedication to your oath.
6 An unblinking eye, meaning that you are ever alert to all threats against your cause.
7 A silver pearl, visible of your beauty and delicacy in life.
8 A bound leather book, symbolic of your need to learn and grow after each fight.
9 A bloodied iron sword, symbolizing your love of battle and bloodshed.
10 A smiling mask, symbolic of your joy and happiness.
11 A eagle, representing my love for my homeland and community. They remind me what I fight for each day.
12 A turtle shell, emblematic of my desire to protect those I care for and those who need it.

Nemesis

Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin’s most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.

Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?

Nemesis
d12 Title
1 A mighty orc war chief who threatens to overrun and destroy everything you hold sacred.
2 A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate.
3 A dragon whose servants dog your steps.
4 A high priest who sees you as a misguided fool and wants you to abandon your religion.
5 A rival paladin who trained with you but became an oathbreaker and holds you responsible.
6 A vampire who has sworn revenge against all paladins after being defeated by one.
7 A crude and tricky bard who used a love potion to seduce your lover.
8 Your former allies left you to die. You won't rest until they are brought to justice.
9 A demon or devil that is responsible for destroying your home.
10 A king who is responsible for prolonging a senseless war.
11 A thief who stole your crusades treasure during the cover of night
12 An Illithid who threatens to kidnap people close to you and turn them into their kin.

Temptation

Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.

What is the temptation that your character succumbs to or finds it difficult to resist?

Temptations
d12 Temptation
1 Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.
2 Pride. Your deeds are noteworthy, and no one takes note of them more often than you.
3 Lust. You can't resist an attractive face and a pleasant smile.
4 Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs.
5 Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
6 Greed. Regardless of how much glory and treasure you amass, it’s never enough for you.
7 Sloth. When faced with an insurmountable task you tend to take the easier route which may or may not solve the issue.
8 Gluttony. When life gets hard, or just plain boring, the substance is there to comfort. Be it alcohol, tobacco, food, or fairy dust.
9 Grudges. You take insults and actions against you very personally. You hold never ending resentment towards those who slighted you.
10 Hubris. You always think you're the best person for the job, no matter who might be most skilled.
11 Ambition. You hunger for power, even when you don't need it or it has dangerous side-effects.
12 Recklessness. You don't recognize danger, and run headfirst towards it without any caution or thought.

Ranger

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

If you’re creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.

Why am I a ranger?

Ranger
d12 I became a Ranger because ...
1 I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization.
2 I always had a way with animals, able to calm them with a soothing word and a touch.
3 I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long.
4 I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization’s borders.
5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands.
6 I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments.
7 I've always been more like a ghost. I've always been able to sneak up on my prey.
8 The forest was like a second home to me and I felt like I needed to protect it from those who seek to encroach.
9 I needed to act as a mediator between the druids and the city.
10 To prevent otherwordly creatures from conquering the land.
11 I found a connection to the natural spirits of the land and honed my skills as a scout.
12 Hunting is in my blood, its a right given to me by birth and something I value almost as much as water.

View of the World

A ranger’s view of the world begins (and sometimes ends) with that character’s outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that’s deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it’s impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on the matter in the same way.

If you haven’t thought about the details of your character’s worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

View of the World
d12 Views
1 Towns and cities are the best place for those who can’t survive on their own.
2 The advancement of civilization is the best way to thwart chaos, but its reach must be monitored.
3 Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more.
4 Walls are for cowards, who huddle behind them while others do the work of making the world safe.
5 Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild.
6 Cities breed weakness by isolating folk from the harsh lessons of the wild.
7 You only understand the true measure of a person when they are alone in the wild away from the safety and security of civilization.
8 Towns and cities are a wilderness into themselves. It takes a different kind of strength to survive.
9 Art and music are the only worthwhile aspects of civilization
10 The wilderness may be my calling but I love nothing more than being pampered when I return to civilization.
11 I love my people and my culture and I range throughout the wilds to help sustain them.
12 Sustainable agriculture and ethical animal husbandry are the best way to balance civilization and nature.

Homeland

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.

Think of your character’s backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?

Homeland
d12 Homeland
1 You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell.
2 As part of a group of nomads, you acquired the skills for surviving in the desert.
3 Your early life in the Underdark prepared you for the challenges of combating its denizens.
4 You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones.
5 Because you grew up among the peaks, finding the best path through the mountains is second nature to you.
6 You wandered the far north, learning how to protect yourself and prosper in a realm overrun buy ice.
7 You were part of group in charge of watching an otherwordly portal. This made you adept in hiding for when the time comes.
8 You grew up near a dormant volcano, you spent your childhood looking and preparing the quickest escape routes
9 You grew up neighboring a great sea filled with aquatic monsters and creatures that needed to be subdued
10 Your group were planeswakers, and you regularly were on the move through the outerealms.
11 Lived near a fey forest that made me wary of a fey's tricks.
12 Your homeland was cursed by a necromancers, ghosts and undead were a constant threat to the populous.

Sworn Enemy

Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

Sworn Enemy
d12 Enemy
1 You seek revenge on nature’s behalf for the great transgressions your foe has committed.
2 Your forebears or predecessors fought these creatures, and so shall you.
3 You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal.
4 You find your foe fascinating, and you collect books of tales and history concerning it.
5 You collect tokens of your fallen enemies to remind you of each kill.
6 You respect your chosen enemy, and you see your battles as a test of respective skills.
7 You view your chosen enemy as a blight upon the world that needs to be eliminated
8 There is an overabundance of your foe, you're simply culling their numbers to keep order.
9 You seek to secure, contain, and protect your foe for whatever reason you see fit.
10 You hunt your foe for sport to compete with other rangers.
11 You hunt your foe for money. Taking expensive parts, materials, or even the whole creature for profit.
12 You seek your foe because they threaten to upset the natural balance of the ecosystem.

Rogue

When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.

The following sections explore certain facets of what it means to be a rogue, which you can use to add depth to your character.

Why am I a Rogue?

Rogue
d12 I became a Rogue because ...
1 I’ve always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world.
2 An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort.
3 An experienced rogue saw something in me and taught me several useful tricks.
4 I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential.
5 I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation.
6 I’m a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb.
7 I wanted to make money like the gangs in my hometown made.
8 I wanted to master the art of nimbleness and slaying my enemies quickly.
9 I saw a cunning swashbuckler escape an explosion completely unharmed inspiring me to hone my skills.
10 I have an addiction to stealing things and needed to be able to defend myself.
11 I perform espionage work and need to be prepared for anything.
12 I had nothing to lose and only to gain.

Guilty Pleasure

Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky.

A rogue’s guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep in practice.

What’s the one form of temptation that your rogue character can’t resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?

Guilty Pleasure
d12 Enemy
1 Large gems
2 A smile from a pretty face
3 A new ring for your finger
4 The chance to deflate someone’s ego
5 The finest food and drink
6 Adding to your collection of exotic coins, toys, cards, or weapons
7 The feeling of being superior to another
8 Picking locks, cracking codes, or discovering secrets
9 Leaving a signature calling card or insignia at a scene
10 The thrill of a getaway and being chased or hunted
11 The joyous laughter from someone watching your antics
12 Giving away your coin or rations for someone less well-off

Adversary

Naturally, those who enforce the law are bound to come up against those who break it, and it’s the rare rogue who isn’t featured on at least one wanted poster. Beyond that, it’s in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they’re likely to be harder to deal with than the average member of the city watch.

If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you’ve been the subject of scrutiny for a while from someone who wants to use your for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.

Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?

Adversaries
d12 Adversary
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny
2 A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target
3 The master of the local thieves’ guild, who wants you to join the organization or leave town
4 An art collector who uses illegal means to acquire masterpieces
5 A fence who uses you as a messenger to set up illicit meetings
6 The proprietor of an illegal pit fighting arena where you once took bets
7 A duelist whom you swore one day will be beneath your heel
8 A military officer who you endlessly have messed with for years
9 A person who you used to call a friend broke an important code between you two
10 A sleuth who's been trying to catch you for an illicit act you may or may not have been a part of
11 A head hunter who killed someone close to you
12 A corrupt lord or lady who sees you as a threat to their plans

Benefactor

Few rogues make it far in life before needing someone’s help, which means thereafter owing that benefactor a significant debt.

If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?

Benefactors
d12 Benefactor
1 A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor.
2 The Beggar King has hidden you from your pursuers many times, in return for future considerations.
3 A magistrate once kept you out of jail in return for information on a powerful crime lord.
4 Your parents used their savings to bail you out of trouble in your younger days and are now destitute.
5 A dragon didn’t eat you when it had the chance, and in return you promised to set aside choice pieces of treasure for it.
6 A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favor.
7 An upstanding swordsman taught you the the ways of the sword, in return you promised to give them a sword the next time you see them.
8 A healer healed you after a horrible accident. Now you owe them with your life.
9 The organization, group, or guild you worked for has helped you constantly in life, you could be called upon at any moment to aid them.
10 A wizard dispelled a spell affecting you, and in exchange they want you to find some rare materials.
11 A group of Orcs rescued you from thieves, but in return they want to know the weakness of a nearby village.
12 A rich noblemen offered you a loan to pay for your lodging and gear in exchange you had to sabatoge a rival noblemen.

Sorcerer

When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.

Why am I a Sorcerer?

Sorcerer
d12 I became a Sorcerer because ...
1 When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. My family is convinced that this event was a harbinger of stranger things to come for me.
2 I suffered a terrible emotional or physical strain, which brought forth my latent magical power. I have fought to control it ever since.
3 My immediate family never spoke of my ancestors, and when I asked, they would change the subject. It wasn’t until I started displaying strange talents that the full truth of my heritage came out.
4 When a monster threatened one of my friends, I became filled with anxiety. I lashed out instinctively and blasted the wretched thing with a force that came from within me.
5 Sensing something special in me, a stranger taught me how to control my gift.
6 After I escaped from a magical conflagration, I realized that though I was unharmed, I was not unchanged. I began to exhibit unusual abilities that I am just beginning to understand.
7 I gained the favor of an otherworldly being. I used its favor to empower my bloodline with magical power.
8 I was mortally wounded by a monster, but my latent magical powers saved me from dying. I've needed to hone these skills to survive.
9 I always felt I was different from others as magical events always seemed to follow me wherever I go. It's more annoying than mystifying.
10 My adopted family were magical creatures, being around them and their magic set loose a spark within me unlocking powers I never knew I had. They helped me control these abilities to be just like them one day.
11 I was mysteriously exiled from my homeland, and with no other option I fought to defend myself from the monstrous creatures of the lands igniting the powers deep within me.
12 I believe that those who have magical abilities like I have, should not squander the limitless potential within them.

Arcane Origin

Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause. Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.

Arcane Origin
d12 Origin
1 Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or curse.
2 You are the reincarnation of a being from another plane of existence.
3 A powerful entity entered the world. Its magic changed you.
4 Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends.
5 You are the product of generations of careful, selective breeding.
6 You were made in a vat by an alchemist.
7 You were attacked by a magical entity and barely survived, but gained newfound powers from the encounter.
8 You've were injected with an enchanted serum, drug, or have an organ of an otherworldly creature.
9 A powerful being blessed you as its successor to carry on its lineage or as its dying wish.
10 You were once all-powerful and greedy, and have been cast down into this mortal shell in an attempt to vanquish you, and the old you is gone... almost.
11 You read an ancient magical tome, scroll, or book. Ever since, your body and mind have been changing to better accommodate the newly found power from its words.
12 You were born under a constellation that was assumed to be a legend; you feel a sense of connection to the cosmos, through which your power flows, and to which you are drawn.

Reaction

When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen. When your sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?

Reactions
d12 Reaction
1 Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community.
2 Your powers caused destruction and even a death when they became evident, and you were treated as a criminal.
3 Your neighbors hate and fear your power, causing them to shun you.
4 You came to the attention of a sinister cult that plans on exploiting your abilities.
5 People around you believe that your powers are a curse levied on your family for a past transgression
6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago.
7 Numerous wizards and other connoisseurs of the arcane would love to dissect and study you!
8 Your neighbors keeps inviting you over for a barbeque but you're the grill...
9 Jealousy and envy for your power is rampant, especially with good-aligned creatures sourced like celestials or some dragons.
10 People around you loathe your powers and abilities many want to and will attempt to burn you alive.
11 People who witness your powers are briefly overtaken with a certain emotion, such as happiness, distrust, or sadness.
12 Your powers are seen as mysterious and otherworldly, many feel distrustful of you.

Signs of Sorcery

As the world well knows , some sorcerers are better than others at controlling their spell casting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?

Signs of Sorcery
d12 Sign
1 You deliver the verbal components of your spells in the booming voice of a titan.
2 For a moment after you cast a spell, the area around you grows dark and gloomy.
3 You sweat profusely while casting a spell and for a few seconds thereafter.
4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell.
5 If you are standing when you cast a spell, you rise six inches into the air and gently float back down
6 Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear
7 Dozens of sigils and glyphs float around you as your hand draws the spell into this world.
8 Brief melodies or jingles fill the air when delivering verbal components for spells.
9 A spectral form resembling an entity of your source of origin covers you as you cast sorcerer spells.
10 Magical energy, sigils, or patterns glows throughout your veins or skin whenever you cast a spell. The color and intensity of this energy reflecting your Ancestry.
11 Your body is fully encased in elemental or arcane energy when you cast spells that deal damage.
12 Short flashes of other planes or the cosmos appear around you as your magic rips apart the constraints between worlds.

Supernatural Mark

A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk. If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display.

Supernatural Mark
d12 Mark
1 Your eyes are an unusual color, such as red.
2 You have an extra toe on one foot.
3 One of your ears is noticeably larger than the other.
4 Your hair grows at a prodigious rate.
5 You wrinkle your nose repeatedly while you are chewing.
6 A red splotch appears on your neck once a day, then vanishes after an hour.
7 A brand with a sigil appears on your skin as a representation of your power.
8 Your hair or skin changes color based on the phase of the moon.
9 A horn, hair lock, or tattoo, of some kind grows on your body and glows with arcane might.
10 You grow a strange otherworldly tail related to your powers, if you already had a tail, it grows one foot in length.
11 Your fingernails grow at a prodigious rate.
12 When your emotions overtake you, magic flows from your body like waves.

Warlock

Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.

The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplaying opportunities.

Why am I a Warlock?

Warlock
d12 I became a Warlock because ...
1 While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me.
2 I was examining a strange tome I found in an abandoned library when the entity that would become my patron suddenly appeared before me.
3 I stumbled into the clutches of my patron after I accidentally stepped through a magical doorway.
4 When I was faced with a terrible crisis, I prayed to any being who would listen, and the creature that answered became my patron.
5 My future patron visited me in my dreams and offered great power in exchange for my service.
6 One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement.
7 I wanted to obtain power at any cost.
8 I had questions that ordinary gods couldn't or wouldn't answer, but something did.
9 One of my family members was a mythical creature in disguise and got me into a pact.
10 At my local cathedral I mistakenly forged a deal with whom I thought was the real deity I worshiped.
11 I've always felt another presence following me since I was young, until one day it got me out of harm's way.
12 My soon to be patron was in desperate need of help and in exchange they promised to fulfill one of my greatest desires.

Patron’s Attitude

Every relationship is a two-way street, but in the case of warlocks and their patrons it’s not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.

When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron’s perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?

Patron’s Attitude
d12 Attitude
1 Your patron has guided and helped your family for generations and is kindly toward you.
2 Each interaction with your capricious patron is a surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world.
4 Your patron is a strict disciplinarian but treats you with a measure of respect.
5 Your patron tricked you into a pact and treats you as a slave.
6 You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.
7 Your patron is a mentor that is trying to guide you into becoming one of its top warriors
8 Your patron speaks in code and it is up to you to decipher its meaning
9 Your patron is more like an employer who gives you tasks and compensates you.
10 Your patron is paranoid and only visits you when you are truly alone
11 Your patron wants power and knowledge, and it doesn't care how you obtain it.
12 Your patron is in love with you, and shows that to you in... unique ways.

Special Terms of the Pact

A pact can range from a loose agreement to a formal contract with lengthly, detailed clauses and lists of requirements. The terms of the pact—what a warlock must do to receive a patron’s favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.

Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn’t imposed such a duty on you already, that’s not to say it couldn’t still happen.

Special Terms
d12 Terms
1 When directed, you must take immediate action against a specific enemy of your patron.
2 Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building.
4 You must occasionally conduct bizarre rituals to maintain your pact.
5 You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.
7 You must supply an offering (be it object or creature) to your patron once per month.
8 You must take a piece of any creature you slay as an offering to your patron.
9 Once per month, you must convert a person to your patron's ideology, failure to perform this monthly task results in a punishment from your patron.
10 You promised at an unspecified time and place that which is the most precious to you (be it object, creature, or desire) will be taken.
11 You must immediately aid a creature of your patron's desire when asked to.
12 You must eat only meals approved by your patron, since your patron is very strict about what they deem acceptable to be eaten.

Binding Mark

Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron’s service. A warlock might take advantage of such a mark, claiming it as proof of one’s pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.

If your warlock’s pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?

Binding Marks
d12 Mark
1 One of your eyes looks the same as one of your patron’s eyes.
2 Each time you wake up, the small blemish on your face appears in a different place.
3 You display outward symptoms of a disease but suffer no ill effects from it.
4 Your tongue is an unnatural color.
5 You have a vestigial tail.
6 Your nose glows in the dark.
7 You grow a single unnatural horn on your head.
8 Your reflection shows a silhouette of your patron behind your back or by your side.
9 You gain a brand or tattoo symbolizing your patron somewhere on your body.
10 You gain one of your patron's personality traits.
11 One of your limbs adopts an appearance that reflects your patron's limb.
12 When you become angry, your voice changes to sound like your patron.

Wizard

Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.

If you’re playing a wizard, take advantage of the opportunity to make your character more than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world.

Why am I a Wizard?

Wizard
d12 I became a Wizard because ...
1 An old wizard chose me from among several candidates to serve an apprenticeship.
2 When I became lost in a forest, a hedge wizard found me, took me in, and taught me the rudiments of magic.
3 I grew up listening to tales of great wizards and knew I wanted to follow their path. I strove to be accepted at an academy of magic and succeeded.
4 One of my relatives was an accomplished wizard who decided I was smart enough to learn the craft.
5 While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven to learn all I could about becoming a wizard.
6 I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I became old enough to set out on my own, I did so to learn more magic and expand my power.
7 I wanted to learn how to reshape reality in my image.
8 I had a desire to discover something that had been forgotten or yet to be found.
9 An owl familiar gifted me an invitation to attend a prestigious magic school.
10 I have many curiosities about the world and learning magic was a way in helping me uncover those mysteries.
11 At a young age I was forced to study and learn magic to be used as a nobleman's pawn in their military
12 I've had a strong need to be stronger than others. So I practiced and studied hard to get the magic that will make that happen.

Spellbook

Your wizard character’s most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what’s inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don’t own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.

Spellbooks
d12 Spellbook
1 A tome with pages that are thin sheets of metal, spells etched into them with acid.
2 Long straps of leather on which spells are written, wrapped around a staff for ease of transport.
3 A battered tome filled with pictographs that only you can understand.
4 Small stones inscribed with spells and kept in a cloth bag.
5 A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages.
6 A tome full of black pages whose writing is visible only in dim light or darkness.
7 A blank book which will reveal glowing text when you recite or scribe a spell onto the pages.
8 A collection of blank cards that you inscribe spells onto and place into a leather box - spells illustrations animate on the card's front.
9 A series of scrolls that you keep in a large pouch.
10 Small scraps of paper that you keep hidden in your clothes.
11 Sets of dice that have token depictions of spells you inscribe on the faces.
12 A heavy tome filled with sheets made of hard maple wood.

Ambition

Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.

Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven’t given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.

Ambition

Ambitions
d12 Ambition
1 You will prove that the gods aren’t as powerful as folk believe.
2 Immortality is the end goal of your studies.
3 If you can fully understand magic, you can unlock its use for all and usher in an era of equality.
4 Magic is a dangerous tool. You use it to protect what you treasure.
5 Arcane power must be taken away from those who would abuse it.
6 You will become the greatest wizard the world has seen in generations.
7 Magic is beautiful, powerful, and life changing. I want to teach as many people as I can its secrets so they can understand it limitless potential.
8 I will use magic to acquire massive wealth.
9 I want to permanently change into a different creature, I've never felt comfortable in my skin.
10 I have a dream to reshape a horrible event in my past or history, I will learn the magic to fix it.
11 I will prove that "evil" magic does not exist only evil creatures.
12 To use magic to go beyond the stars.

Eccentricity

Endless hours of solitary study and research can have a negative effect on anyone’s social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.

If you character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?

Eccentricity
d12 Eccentricities
1 You have the habit of tapping your foot incessantly, which often annoys those around you.
2 Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.
3 You never enter a room without looking to see what’s hanging from the ceiling.
4 Your most prized possession is a dead worm that you keep inside a potion vial.
5 When you want people to leave you alone, you start talking to yourself. That usually does the trick.
6 Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar.
7 You talk to the first person you see when you enter a building.
8 You are easily and hastily distracted by the promise of new information and historical marvels.
9 You belittle Sorcerers and Warlocks for getting their powers without practicing or studying for it.
10 You truly believe the pen is mightier than the sword.
11 You have a habit of stroking your beard or any false substitute when trying to think.
12 When you get comfortable, no matter where you are, you always have take off your shoes.