5 Spare the dying 11–12 Stealth 6 Thaumaturgy Wizard Spells Spells. Roll a d10 for each cleric spell you can Randomly determining spells can speed up the prepare, rerolling any duplicate results. process of creating a 1st-level wizard. Cantrips. Roll a d10 three times to determine d10 Spell your wizard cantrips, rerolling any duplicate 1 Bless results. 2 Command 3–4 Cure wounds d10 Cantrip 5 Detect magic 1 Acid splash 6 Guiding bolt 2 Dancing lights 7 Healing word 3 Fire bolt 8 Inflict wounds 4 Light 9 Sanctuary 5 Mage hand 10 Shield of faith 6 Minor illusion 7 Poison spray Fighter Fighting Style 8 Prestidigitation Roll a d6 to determine your fighting style, and 9 Ray of frost make the indicated adjustments if you selected the 10 Shocking grasp default equipment package. Spells. Roll a d12 six times to determine the d6 Fighting Style contents of your wizard spellbook, rerolling any 1 Archery (swap light crossbow and 20 bolts for a duplicate results. longbow and 20 arrows; at your option, also swap chain mail for leather armor) d12 Spell 2 Defense 1 Burning hands 3 Dueling 2 Charm person 4 Great Weapon Fighting (swap longsword and 3 Comprehend languages shield for a greataxe) 4 Detect magic 5 Protection 5 Disguise self 6 Two-Weapon Fighting (swap longsword for two 6 Identify short swords) 7 Mage armor 8 Magic missile Rogue Proficiencies 9 Shield 10 Silent image Roll a d12 four to determine your skills, 11 Sleep rerolling any duplicate results. In addition, reroll 12 Thunderwave any results that duplicate skills granted by your background. Race d12 Skills Finally, roll a d12 to determine your character’s 1 Acrobatics race. The following table is weighted heavily 2 Athletics toward humans, both to reflect typical D&D 3 Deception demographics and to push players toward the 4 Insight easiest option. 5 Intimidation 6 Investigation d12 Race 7 Perception 1 Hill dwarf 8 Performance 2 Mountain dwarf 9 Persuasion 3 High elf 10 Sleight of Hand 4 Wood elf
5 Spare the dying 6 Thaumaturgy Spells. Roll a d10 for each cleric spell you can prepare, rerolling any duplicate results. d10 Spell 1 Bless 2 Command 3–4 Cure wounds 5 Detect magic 6 Guiding bolt 7 Healing word 8 Inflict wounds 9 Sanctuary 10 Shield of faith Fighter Fighting Style Roll a d6 to determine your fighting style, and make the indicated adjustments if you selected the default equipment package. d6 Fighting Style 1 Archery (swap light crossbow and 20 bolts for a longbow and 20 arrows; at your option, also swap chain mail for leather armor) 2 Defense 3 Dueling 4 Great Weapon Fighting (swap longsword and shield for a greataxe) 5 Protection 6 Two-Weapon Fighting (swap longsword for two short swords) Rogue Proficiencies Roll a d12 four to determine your skills, rerolling any duplicate results. In addition, reroll any results that duplicate skills granted by your background. d12 Skills 1 Acrobatics 2 Athletics 3 Deception 4 Insight 5 Intimidation 6 Investigation 7 Perception 8 Performance 9 Persuasion 10 Sleight of Hand 11–12 Stealth Wizard Spells Randomly determining spells can speed up the process of creating a 1st-level wizard. Cantrips. Roll a d10 three times to determine your wizard cantrips, rerolling any duplicate results. d10 Cantrip 1 Acid splash 2 Dancing lights 3 Fire bolt 4 Light 5 Mage hand 6 Minor illusion 7 Poison spray 8 Prestidigitation 9 Ray of frost 10 Shocking grasp Spells. Roll a d12 six times to determine the contents of your wizard spellbook, rerolling any duplicate results. d12 Spell 1 Burning hands 2 Charm person 3 Comprehend languages 4 Detect magic 5 Disguise self 6 Identify 7 Mage armor 8 Magic missile 9 Shield 10 Silent image 11 Sleep 12 Thunderwave Race Finally, roll a d12 to determine your character’s race. The following table is weighted heavily toward humans, both to reflect typical D&D demographics and to push players toward the easiest option. d12 Race 1 Hill dwarf 2 Mountain dwarf 3 High elf 4 Wood elf