Finding the Lost Familiars

Melchior d'Hondecoeter - Still Life with the Hunting Trophy (1670)

In the previous part of this Familiars series, we covered the 15 common familiars in Finding Familiars.  We then covered the 19 Warlock familiars in Finding Warlock Familiars. In this last part, we will be talking about implementing a few optional variant rules from the Monster Manual.

To start off with, we need to discuss the Variant: Familiars rule in the Monster Manual (p347).  The rule states:

Variant: Familiars
Any spellcaster that can cast the Find Familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook) or some other Tiny monster, such as a Crawling Claw, Imp, Pseudodragon, or Quasit.

Immediately, it would appear this variant rule should only apply to NPC created creatures, using the Archmage or Mage as templates to do so.  However, if you suppose that if an NPC mage can fall under this variant rule, it is reasonable for player characters, able to cast Find Familiar, would also get the privilege to summon familiars under this purview.

The requirements would be a Tiny sized creature, and less than CR1, as the Imp or the Quasit are CR1.  Under those guidelines, that would add the following creatures: Badger, Crawling Claw, Faerie Dragon, Flying Snake, Pixie, Scorpion, and Stirge. Most of these are no issue at all, but a Faerie Dragon needs to be examined a bit.

The Faerie Dragon can exist as a CR1, but only in Red, Orange, or Yellow varieties, which correlate to age.  As it ages, it adds more spells to its Innate Spellcasting trait ability.  I believe that all initial summons should just be a red dragon (5 years or less).  If the story and/or campaign were to span many many years, then Orange (6-10 years) and Yellow (11-20 years) could be added.

Other Variant Familiar options are directly related to Imps (MM69), Quasits (MM63), and Pseudodragons (MM254).  Each of these are geared specifically for Warlocks who can summon them.

Here is the Variant: Imp Familiar description, which mirrors the other two:

Variant: Imp Familiars
The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10ft of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.

I did not including the telepathic bond or magic resistance traits only due to space constraints on the cards.  Again, like all Variants, the DM needs to verify it will work for your world and story.  If you adopt these Variant options, keep them in mind if using the cards since the text is not included.

Get to the Cards Already

Okay, first up is the Optional Standard familiars that can be summoned via the normal casting of Find Familiars.  There are more after these.

You can find a PDF to the 7 variant familiars here: Optional Standard Familiars

Badger Optional Familiar  Flying Snake Optional FamiliarCrawling Claw Optional Familiar Crawling Claw Optional Familiar Part 2 Faerie Dragon Optional Familiar Faerie Dragon Optional Familiar Part 2  Pixie Optional Familiar Pixie Optional Familiar Part 2 Scorpion Optional Familiar Stirge Optional Familiar

For Warlocks who can use their familiars to attack, a different set of cards that has each creature’s Attack abilities are included below:

You can find a PDF to the 7 variant Warlock familiars here: Optional Warlock Familiars

Warlocks Badger Optional Familiar Warlocks Flying Snake Optional Familiar Warlocks Crawling Claw Optional Familiar Warlocks Crawling Claw Optional Familiar Part 2 Warlocks Faerie Dragon Optional Familiar Warlocks Faerie Dragon Optional Familiar Part 2 Warlocks Pixie Optional Familiar Warlocks Pixie Optional Familiar Part 2 Warlocks Scorpion Optional Familiar Warlocks Stirge Optional Familiar

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Finding Warlock Familiars

Gustave Dore - Two Owls (1832-1883)In the previous post on Finding Familiars, I shared the 15 beasts cards created from the listed creatures in the 1st-Level Find Familiar spell. This time it is all about the Warlock’s familiars.

Warlocks, through the Pact of the Chain class option (Level 3), can learn the same Find Familiar spell, but with one big twist: When your Warlock uses the Attack action, it can forgo one of its attacks to allow the familiar to make an attack of its own.

Also, beyond the same 15 beasts, Warlocks can add Imps, Pseudodragons, Quasits, and Sprites to allow for a total of 19 possible summons.

 

To review, the 1st-Level Conjuration ritual states:

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

It should be noted that Pact of the Chain Warlock’s familiars can be different in that they are a reflection of the Warlock’s Patron.  Sprites & Pseudodragons are tied to the Archfey, and Imps and Quasits are tied to the Fiend.  For Great Old One pacts, any familiar can be acceptable.  However, rather than tie only a few choices to an Archfey or Field god, it is very common that DMs allow all types to all Patrons.  Check with your DM, as the setting or story may dictate the familiar choice.

Because Warlock’s can have familiars attack, the previous 15 cards needed to have attack actions added.  To differentiate from the previous cards, they are titled with “Warlock’s” plus the familiar name. Also if there is too much text to fit on a single card, it is split into two parts, the second card has “(Continued)” listed on it.

Also, I did not include the Monster Manual Variants here, as some gaming groups may not have those optional rules in play.  I will include those in another post.  So if you are looking for the following Variants: Imp Familiar Variant (MM69), Pseudodragon Familiar Variant (MM254), Quasit Familiar Variant (MM63) , or the NPC Familiars Variant (MM347), they will appear later.

I do recommend using a glue stick and sticking the card to a playing card (Magic the Gathering cards work great). Just glue the backside for 2-siders.

The printable PDF of Warlock cards is here: Standard Warlock Familiars

Warlocks Bat Familiar Warlocks Cat FamiliarWarlocks Crab Familiar Warlocks Frog Toad FamiliarWarlocks Hawk Familiar Warlocks Lizard FamiliarWarlocks Imp Familiar Warlocks Imp Familiar Part 2 Warlocks Octopus Familiar Warlocks Octopus Familiar Part 2 Warlocks Owl Familiar Warlocks Poisonous Snake Familiar Warlocks Pseudodragon Familiar Warlocks Pseudodragon Familiar Part 2 Warlocks Quasit Familiar Warlocks Quasit Familiar Part 2 Warlocks Quipper Fish Familiar Warlocks Rat Familiar Warlocks Raven Familiar Warlocks Sea Horse Familiar Warlocks Spider Familiar Warlocks Spider Familiar Part 2 Warlocks Sprite Familiar Warlocks Sprite Familiar Part 2 Warlocks Weasel Familiar

 

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Finding Familiars

Archibald Thorburn - European Polecat Defending a Rabbit Carcass from a Least Weasel (1920)

I have had a few player’s Wizards cast the 1st-level conjuration spell Find Familiar, but then flip through my copy of the Monster Manual for the next 2 minutes.  The main issue is the 15 beasts the familiar spirit can embody are pretty varied.

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Crab, Frog (Toad), Hawk, Lizard, Octopus, Owl, Poisonous Snake, Fish (Quipper), Rat, Raven, Sea Horse, Spider, or Weasel.  Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (Your Choice) instead of a beast.

To speed things up a bit, I created cuttable cards using the program Magic Set Editor and the template from Creative Gremlins.

Here is a PDF to the cards: Find Familiars Cards

Here are images:

Bat Familiar Cat Familiar Crab Familiar Frog Toad Familiar Hawk Familiar Lizard Familiar Octopus Familiar Owl Familiar Poisonous Snake Familiar Quipper Fish Familiar Rat Familiar Raven Familiar Sea Horse Familiar Spider Familiar Weasel Familiar

I should note, I let players use all the abilities rather than just “eyes and ears” for their action cost (houserule).

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InSpectres: The D&D Filler Game

Inspectres by Memento Mori

We all have that time when there isn’t enough folks to play your ongoing campaign, or you just want to have a one-shot you don’t really even need to prep for, well nearly nothing.

For my group, InSpectres from Memento Mori is our go-to game.  This is a detective storytelling Ghostbusters-style RPG, that has been around for quite awhile, but still if just stupid fun for my group.

Battle the forces of darkness and try to keep your business afloat in a world of ghosts, demons, vampires, and IRS agents.

If you have never tried it I highly recommend it, even with only three people it can be really fun.  Try to seek out actual play podcasts like the The One Shot Podcast or Dungeons and Randomness for examples of good times.  Buy this game, it’s only $10.  There is even a crowdfunded movie!

If you do decide to give it a go, it can be hard to find resources like Character Sheets and Case Log Files so here I present the ones I created.  There a few extras my Agents define.

PDF: InSpectres Character Sheets & GM Case Log

InSpectres Player Sheet 1 InSpectres Player Sheet 2 InSpectres Player Sheet 3 InSpectres Player Sheet 4

 

 

 

 

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Poor DM’s Almanac

Gerrit Dou - Astronomer by Candlelight (1650s)

In my last post Fair-Weather Friends, I talked about my love of weather in D&D.  To that end, I created a 1-page sheet to generate weather for a D&D 5e game.

This time, I will tie that into my session Daily Almanac which I use to keep track of certain world aspects: calendar, holidays, moon phases, celestial events, weather, and event tracking.

I will reiterate, if you are not a DM who keeps track of detailed minutiae, stop reading. You will probably only frustrate yourself.

Here is a PDF copy: D&D Daily Almanac

Design Requirements

I admit that I prepare quite a bit before each session.  I am not a DM who runs a game from a 3×5 card or just “wings it”.  I have played in those games before, and the results were not good or satisfying. To that end there are world aspects I would probably overlook if I did not religiously keep track of them.  My players know this is how I DM, and they also know they can depend on that data if they want or need it in game.

I wanted a 1 or 2-page sheet that I use to summarize the “almanac” data, that I would hang onto per session of our ongoing campaigns.   The elements listed could have mechanical impact to the players, or might just be description to have at hand when needed.  I want to be ready for questions like:

– What is the date?
– Are there any holidays for my Deity coming up?
– Is there a full moon that will provide good light & werewolves?
– What is the weather today?
– What is that object in the sky?
– What is the visibility for the fight?
– What time of day is it?

Sure, I could just make things up right there on-the-fly.  It is just my process, I suppose.

D&D Daily Almanac - Page 1  D&D Daily Almanac - Page 2

1. Calendar Year & Date

I always try to make sure I have a world or at least a regional calendar for most ongoing campaigns.  My players really enjoy knowing.  I do admit, I use elements of the main calendars from Forgotten Realms, but pretty straightforward.

Fill in data and circle the date:

D&D Daily Almanac - Calendar Year and Date

2. Moon Phases & Celestial Events

The next section tracks the lunar calendar, which I use to track for both night visibility and for possible were-shifting plots.  I also like to know when the sun rises & sets,

Circle the the moon phase, enter Sunrise/Sunset data. Then roll 1d100, if 100, circle appropriate Celestial Event, else circle None.  There are no direct mechanical complications usually, but the world may have an opinion about the event.  I would not have an asteroid event destroy the world for example.

I use fairly precise sunrise, sunset, and civil twilights, but you may find just rounding off to simple round numbers perfectly fine: Sunrise 7am, Sunset 7pm, Dawn 6am, Dusk 7pm.

D&D Daily Almanac - Moon Phases

3. Weather

To complete this section, I recommend completing the Weather Worksheet on page 2, then enter the Temperature, Type and % Chance of Precipitation, Wind Factor, and Wind Direction.  Optionally, you could just fill in the data without determining anything.

Finish this section by rolling 1d100, on 100 circle the Severe Weather.  Detailed explanations of each type is on Weather Worksheet.

D&D Daily Almanac - Weather

4. Encounter Tracking

Finally, use each box to record specific encounter information.  First enter the location.  Roll 1d10% Precipitation challenge versus % Chance.  If less than chance, then the Precipitation Type occurs, which could have character complications.  Then roll the Wind Speed (d12s for MPH or d20s for KPH), and determine Wind Direction (direction die or 1d8).  Lastly, provide the visibility for all normal creatures.  For example, depending on cloud cover and moon, the night may be low-lit or bright.  Heavy rain or snow may have Light Obscurity.

D&D Daily Almanac - Encounter Tracking

Feel free to try it out.  Again, here is the PDF: D&D Daily Almanac

Posted in Almanac, DM Resources, Houserules, Weather, Worldbuilding | Tagged , , , ,

Fair-Weather Friends

Albert Bierstadt - Approaching Thunderstorm on the Hudson River

Oh boy.  There are certain aspects of running D&D game worlds that define the meaning of “polarization”.  There are groups that embrace rules of encumbrance, mass combat, specialty critical hit and miss charts, flanking rules, and so-on and so-on. For me it’s weather.

Weather is a complicated little piece of D&D minutiae. The Tao of D&D blog stated the problem of weather best in the post: The Weather Problem Described.  I am using that as the impetus for understanding and compromising my own approach to weather in my world.

For me, successful weather needs to include variable temperatures, precipitation, and wind (obviously).  It should also include a chance for severe weather on any given day.

I have tried, like so many DMs before me, to create some simple way of generating pseudorandom weather.  At its most basic, a simple table that has some aggregated description of weather that a DM rolls against can be sufficient, albeit probably not so relevant or realistic.  “Roll a d20. Okay, a 7.  Today’s weather is Windy, Partly Cloudy, and Warm.” Sure that’s fine for what it is.  But that simplicity lacks for me.

On the other side, I have seen complicated charts and compiled tables that take into account for various climates, seasonal changes, wind chill factors, armor effects, exhaustion, and outside forces that influence weather.  I am looking at you AD&D Wilderness Survival Guide. They can result in quite a few lookups and rolls to determine the weather.  I’ve seen a few where they re-roll weather every hour.  So in summary: that’s too much for me.

Finally, weather should influence not only the PCs, but the NPCs and the area surrounding them at a given encounter (combat or story). There are DMs who just don’t subscribe to even the minutest amount of “bookkeeping” and will hand-wave weather as just non-story related obstacles.  I personally do not feel that way, as it provides real-world feel and every player understands weather and how it could affect them.  Yes, there is a possibility it is an obstacle or conflict, but that is the point!  Weather can force your players out of complacency when fighting.  It can even out slightly lopsided fights as well.  It gives the DM more scene descriptors.  It gives Players more roleplaying prompts. Think of weather as another omnipresent NPC.

A word of warning though.  Many DMs do not like to use Weather because it needs to always be there, always ready to respond to the characters when it is pertinent. It needs to be present from day-one of the campaign, be seen each and every day.  It needs to be a consistent thing for players to know might be an obstacle for them to overcome.  Don’t let your characters purchase all manner of gear to handle weather situations, and not meet them halfway by not managing the weather.

Design Requirements

To find a balance between enough detail that gives interesting elements for the players to grab onto and use, as well as, keep the details relatively easy to generate, is the main conceit. Weather should have a few assumptions, and within a few rolls, create meaningful temperatures, winds, and precipitation.  There also needs to be a chance for severe weather that can override everything for variety and realism, as well as, potentially new story directions.

I want slight temperature fluctuations from day-to-day, with the possibility of hot/cold snaps, but fairly steady during a given day. I also do not want to determine intra-day temperatures. Lastly, I want precipitation and wind gusts to fluctuate from encounter to encounter during a day.  For example, today the temperature high/low will be 79F/58F, 60% chance of rain showers, wind gusts up to 24 MPH. Then both precipitation & wind get specifically determined when an Encounter is triggered.

I also want all the information to fit on a single piece of paper as a Weather Worksheet. Then I will build a 2-page Session “Almanac” tracker that will include the Weather Worksheet as the back page.  The Almanac Tracker will be for another post.

I should note the way I generate weather is to determine the Temperature at the start of a day, then a worst-possible Precipitation possibility, then the worst-possible Wind gust possibility, that may occur when it is relevant.  I also make a simple 1% check for Severe Weather on a given day.

This is the 2nd page of a document I call my “D&D Daily Almanac“, which I will review in my next posting. Here is page 2, the Weather Worksheet:

 D&D Daily Almanac - Page 2Note: I do try to include both metric & Celsius measures, but they are not exact reciprocals of the US standard units of measure, only approximations.

 

1. Determine Normal Temperatures

For me, it all starts with Normal Temperatures.  I make the assumption that DMs know the average temperature for a given time of year and/or climate of the location where the story is taking place on any given session.  It is the DM’s world afterall.  I also make the assumption the weather is probably similar to our lovely planet Earth, for simplicity.  Normal Temperatures are an amalgam of climate and seasonal changes (like AC is an amalgam of armor, dodging, and other hokum), and all are broken into Monthly Averages.

Weather Worksheet - Normal Temps

With that in mind, I know the region of the world and I know the climate of my story.  For example, I have a version of the Neverwinter, from the Sword Coast in Forgotten Realms, in my world. It resembles, climate-wise, like the North American Pacific Northwest, and Vancouver, B.C. Canada in particular.  Waterdeep = Seattle, WA; Baldur’s Gate = Portland, OR etc.

I used average temps from Vancouver, BC for my Neverwinter, but bumped it up to reflect the warmer influence of the Neverwinter River (story canon).  Once written it would look like the following (the current month is June):

Weather Worksheet - Normal Temps Example

Normal Temperatures then become the “seed” to generate daily weather.  One of the big requirements is that temperatures should have “memory”.  It should know yesterday was below average for the day, and a trend is starting.  You should have a way to allow for a streak of below unusual temperatures (cold or warm trend), but then have the ability to rebound back toward normal (reset).  Those effects will be determined by the daily temperature changes.

2. Determine Temperature Changes

The next step is to determine how the Temperature Change for the day.  After looking at different approaches, I wanted a bell-curve of data, where the bulk of data is normal or near-normal (change by a degree or two per day).  Then the as the chances get smaller, the temperature can get more extreme.  I also want to be able to roll a simple 1d100% to determine the day’s temp change.

My temperature distribution looks like this:

1% Warmer (+7°F / 4°C)
3% Warmer (+5°F / 3°C)
6% Warmer (+3°F / 2°C)
15% Warmer (+2°F / 1°C)
15% Warmer (+1°F / 1/2 °C)
20% Normal (Reset to Normal Temp)
15% Colder (-1°F / 1/2°C)
15% Colder (-2°F / 1°C)
6% Colder (-3°F / 2°C)
3% Colder (-5°F / 3°C)
1% Colder (-7°F / 4°C)

With this distribution, I should have 80% chance to have weather within +2°F/-2°F, or +1°C/-1°C.  Also, I should note that to prevent excessive swings in temperature trends, the middle portion (20% Normal) will reset the temperature for the day to Normal.  Over an average 30-day month, this distribution runs close to average but still allows for possible streaks of cold or warm for the month. When a new month begins, the Normal Temperature is set.

Regarding the rates of increase, I wanted to roll dice.  And to that end, I wanted to use only commonly used dice (d4,d6,d8,d12,d20).  So a 1d4 was the intended to be used, and as you got warmer or colder, more dice would be rolled.  Unfortunately, the temperature swings were too extreme to work. A possible +4°F/-4°F series of change is just too much, especially during the extremes of a year (heat of summer, cold of winter).  I had a few data runs that with a 85°F Normal Temperature, could grow into a 135°F within a 30-day period. This actually helps me understand why Climate Scientists claim that just a single degree change has dramatic impact, when you aggregate that data.

To Determine Temperature change, roll a 1d100, then find on the “meter” the degrees change for the day.

Below for example, if you roll an 18, your temperature is +2°F/+1°C from yesterday’s temperature.  If you are tracking both highs and lows, roll for each.  You could possibly have a situation where the Low could be warmer than the High, or the High lower than the Low.  In either case, if that occurs, set the Highs & Lows equal for the day.

Weather Worksheet - Determine Temperature Example

3. Determine Precipitation

Now that the temp for the day is known, we need to determine precipitation.  I wanted to have a decent range from seasonal rainstorms all the way to snowstorms.  Either end would be considered extreme within this range, but not as extreme as severe thunderstorm or a heavy blizzard.  Those possibilities need to be accounted for, but would be determined separately.

I also do not want to account for accumulated precipitation here, but allow for possible after-effects when Severe Weather occurs. Lastly, I want the type of precipitation be affected by the temperature.  If the temp is above or below freezing, then a more appropriate precipitation is described.

To Determine Precipitation, roll a 1d20, then find the precipitation, whether it is above or below freezing.  Then roll a 1d10% chance for that extreme precipitation for the day. When an encounter takes place (combat or otherwise), have a contested roll 1d10% roll.  If the % encounter roll is less than % chance, then that precipitation type occurs.  If Rain, Rainstorms, Snow, or Snow Storm occurs, mechanical obstacles occur as well.

For example, I rolled a 1d20 and got a 17.  Today there is a chance of Rain.  Then I rolled a 1d10%, and determined a 40% chance of rain at any given time.  My characters are fighting in a grassy field against a small horde of Goblins.  I call for initiative, then roll my 1d10% and get a 20%.  In this case, the occasional small shower has little to no effect on the encounter.

Example Worksheet 3 - Determine Precipitation

I should note that if the 1d10% had exceeded the 40%, then no Showers would occur, and I typically shift one square toward Clear Skies.  For example, if I had rolled 90%, then no Showers, and I would describe it as having Overcast skies, and is not impactful at the moment for the encounter.

4. Determine Wind

Wind is pretty interesting.  Wind fluctuates the most within its range on a given day, meaning it goes up, down, up again, down again.  It sustains for a while, then runs calm. Even the most windy days, have moments of calm.

To reflect for wind, I want to set an extreme for the day much like I did for Precipitation. (step-approach).  In this case, each step represents a number of dice to be rolled when determining Wind at any given encounter.  I use the general Wind Classification of 10-minute sustained measures to define wind levels (0-5).  Meaning, when you roll for wind during any given day, it is assumed that wind is sustained for a minimum of 10-minutes.  I also assume that the wind speed covers an entire encounter, as for the majority of encounters may never exceed 10-minutes.

To Determine Wind, roll a 1d20, then find your Wind Factor.  It does not matter which side of “0” you choose.  So for example, if you roll a 12, your Wind Factor is 2. Then when an encounter occurs, roll a number of dice equal to the Wind Factor (MPH = d20s; KPH = d12s).  Then you can determine Wind Direction optionally.  I use a special d8 Direction Die, but you can use anything. I rolled 2d20s for 16MPH wind, blowing North for the encounter.

For my world, if the speed > 25MPH/40KPH, then Ranged Weapon Attacks and Perception (Hearing) checks are at Disadvantage, and open flames are extinguished.

Example Worksheet 4 - Determine Wind

5. Determine Severe Weather Chance

Finally, I check for severe weather.  This weather potentially overrides any and all the data from above.  A DM needs to choose an appropriate type of severe weather for the climate and time of year the characters in.  The Weather not only has potentially devastating immediate effects, it also may have harmful after-effects.  The weather can also be story-changing, much like real world weather can.

To Determine Severe Weather, simply roll 1d100, and if it is 100, then manually choose an appropriate weather for a given day.  Follow the information for selected weather, and adjust as needed.

Weather Worksheet - Determine Severe Weather

Final note.  Of course this is abstracted weather.  This is a mix of oversimplification and abstraction, but a higher degree of detail than most others.  It has been working in my world.

Here is a link to the 2-page PDF: D&D Daily Almanac

Posted in DM Resources, Houserules, Weather, Worldbuilding | Tagged , , , ,

What’s in a name?

Henry Fuseli - The Nightmare (1781)

Here are links to the PDFs:

My players are creating new characters for an upcoming campaign, and one of the morefrustrating and time-consuming components for them is coming up with a name that feels good to them.

Sure, some players can just whip-up a nice, setting specific name. Others cannot help themselves to making a ridiculous punny name. Even more, some create a derivation of their real name (Yes Fred, you can play Fred the Mage, again).

Now I do not recommend you, as the DM, set strict rules for names. But there is nothing wrong with the DM asking their players to at least try to generate something fitting for the setting.  You might even give a nudge players that unusual names may even become story elements.

What I highly recommend is that you provide a list of names that are setting specific for different playable races.  For instance, we know that the official 5E Player’s Handbook has some great suggestions based on playable races, but almost everyone of my players wishes there were just many more to choose from.  And for the indecisive players, a way to roll for potential names.

Here two 4-page list of names for playable races in my home world.  This is nothing original, but it is mine.  I wanted to provide Males & Females, First & Last Names, and Clan Names where possible.

Yep, there are a million name generators out there, but this one happens to be mine. I also keep these 2-page (duplexed) in my DM binder for on-the-fly NPC names.

 

Character Name Generator Page 1 Character Name Generator Page 2 Character Name Generator Page 3 Character Name Generator Page 4 Character Name Generator Page 5 Character Name Generator Page 6 Character Name Generator Page 7 Character Name Generator Page 8

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