Additional Tables

These tables are for additional tidbits about your character. The supplemental tables are best when used to come up with characters in your character's backstory, while the additional class tables are good for further fleshing out your character based on their class. All of these tables can be found in Xanathar's Guide to Everything, a sourcebook released in 2017.


Supplemental Tables


Alignment

3d6 Alignment
3 Chaotic evil (50%) or chaotic neutral (50%)
4-5 Lawful evil
6-8 Neutral evil
9-12 Neutral
13-15 Neutral good
16-17 Lawful good (50%) or lawful neutral (50%)
18 Chaotic good (50%) or chaotic neutral (50%)

Cause of Death
d12 Cause of Death
1 Unknown
2 Murdered
3 Killed in battle
4 Accident related to class or occupation
5 Accident unrelated to class or occupation
6-7 Natural causes, such as disease or old age
8 Apparent suicide
9 Torn apart by an animal or natural disaster
10 Consumed by a monster
11 Executed for a crime or tortured to death
12 Bizarre event, such as being hit by a meteroite, struck down by an angry god, or killed by a hatching slaad egg

Class
d100 Class
01-07 Barbarian
08-14 Bard
15-29 Cleric
30-36 Druid
37-52 Fighter
53-58 Monk
59-64 Paladin
65-70 Ranger
71-84 Rogue
85-89 Sorcerer
90-94 Warlock
95-00 Wizard


Because I know I'm likely not the only one who finds the previous Class table confusing as all Nine Hells, here's an alternate one that uses a d12 instead of a d100.


Alternate Class Table
d12 Class
1 Barbarian
2 Bard
3 Cleric
4 Druid
5 Fighter
6 Monk
7 Paladin
8 Ranger
9 Rogue
10 Sorcerer
11 Warlock
12 Wizard

Occupation
d100 Occupation
01-05 Academic
06-10 Adventurer (roll on the Class table)
11 Aristocrat
12-26 Artisan or guild member
27-31 Criminal
32-36 Entertainer
37-38 Exile, hermit, or refugee
39-43 Explorer or wanderer
44-55 Farmer or herder
56-60 Hunter or trapper
61-75 Laborer
76-80 Merchant
81-85 Politician or bureaucrat
86-90 Priest
91-95 Sailor
96-00 Soldier

Race
d100 Race
01-40 Human
41-50 Dwarf
51-60 Elf
61-70 Halfling
71-75 Dragonborn
76-80 Gnome
81-85 Half-elf
86-90 Half-orc
90-95 Tiefling
96-00 DM's choice

Relationship
3d4 Attitude
3-4 Hostile
5-10 Friendly
11-12 Indifferent

Status
3d6 Status
3 Dead (roll on the Cause of Death table)
4-5 Missing or unknown
6-8 Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
9-12 Alive and well
13-15 Alive and quite successful
16-17 Alive and infamous
18 Alive and famous

Additional Class Tables

These tables are good for developing your character further based on their class. None of the tables here require anything more than a single d6. I've also added additional context where I feel it's necessary; unlike most of the other character development tables in the D&D sourcebooks and rulebooks, the additional class tables aren't as straightforward/clear in terms of what they mean.


Barbarian Tables


Personal Totem - A personally significant item
d6 Totem
1 A tuft of fur from a solitary wolf 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

Tattoo - Each tatto a barbarian displays contributes to their identity.
d6 Tattoo
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 symbols of your clan are displayed in viny patterns along your arms
4 The antlers of an elk are inked across your back
5 Images of your spirit animal are tattooed along your weapon arm and hand
6 The eyes of a wolf are marked on your back to help you see and ward off evil spirits

Superstition
d6 Supertition
1 If you disturb the bones of the dead, you inherit all the troubles that plagued them in life.
2 Never trust a wizard. They're all devils in disguise, especially the friendly ones.
3 Dwarves have lost their spirits. That's why they live underground.
4 Magical things bring trouble. Never sleep with a magic object within ten feet of you.
5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body.
6 If an elf looks you in the eyes, she's trying to read your thoughts.

Bard Tables


Defining Work - A piece of performance art your bard created.
d6 Defining 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 "Asmodues'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

Instrument - A musical instrument your bard was gifted.
d6 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

Embarrassment - A negative experience your bard had in front of an audience.
d6 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 mantinee 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 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"

Cleric Tables


Temple
d6 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 instructions 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.

Keepsake - Something your cleric owns that has some level of importance to them.
d6 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 to best rid the world of necromancers
6 A runestone said to be blessed by your god

Secret - No mortal is truly free of secrets, and clerics are no exception.
d6 Secret
1 An imp offers you counsel. You try to ignore the creature, but sometimes its 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 being 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.

Druid Tables


Treasured Item
d6 Item
1 A twig from the meeting tree that stands at 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 bow 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

Guiding Aspect - A connection to a specific part of the natural world that guides your druid through their life.
d6 Guiding Aspect
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 A 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.

Mentor
d6 Mentor
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.

Fighter Tables


Heraldic Sign - A representation of your fighter's cause.
d6 Herladic 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

Instructor
d6 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 master helped you become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.

Signature Style - A combat style that separates your fighter from their peers.
d6 Style
1 Elegant. You move with precise 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 favored.
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.

Monk Tables


Monastery
d6 Monastery
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 only be reached by flying.
4 Your monastery is built 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.

Monastic Icon - A creature representative of your monk's order.
d6 Icon
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.

Master
d6 Master
1 Your master was a tyrant who 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 betrayted 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 put on you.

Paladin Tables


Personal Goal
d6 Goal
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.

Symbol - A representation of your paladin's oath.
d6 Symbol
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

Nemesis
d6 Nemesis
1 A mighty orc war chief who threatens to overrun or destroy everything you hold sacred
2 A fiend or celestial, the agent of 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 oath-breaker and holds you responsible
6 A vampire who has sworn revenge against all paladins after being defeated by one

Temptation - No mortal is free from temptation, and paladins are no exception.
d6 Temptation
1 Fury. When your anger is roused, you have trouble thinking straight, and you fear you may 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 your 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.

Ranger Tables


View of the World
d6 View
1 Towns and cities are the best places 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 like the irresistible call to return to the wild.
6 Cities breed weakness by isloating folk from the harsh lessons of the wild.

Homeland
d6 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 combatting 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 by ice.

Sworn Enemy
d6 Enemy
1 You seek revenge on nature's behalf for the greatest 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.

Rogue Tables


Guilty Pleasure
d6 Pleasure
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

Adversaries
d6 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 propritor of an illegal pit fighting arena where you once took bets

Benefactor
d6 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 persuers many times, in return for your 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 now 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.

Sorcerer Tables


Arcane Origins
d6 Origin
1 Your power arises from your family's bloodline.
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.

Reaction - How did people react when your character's magic first appeared?
d6 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.

Supernatural Mark - A mark showing that arcane magic flows through your character's blood.
d6 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 bigger 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.

Signs of Sorcery
d6 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 off the ground and gently float back down.
6 Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear.

Warlock Tables


Patron's Attitude - Your warlock's patron's attitude towards your warlock.
d6 Attitude
1 Your patron has guided and helped your family for generations and is kindly towards 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.

Special Terms - Special terms in your character's pact with their patron.
d6 Term
1 When directed, you must take action against a specific enemy of your patron.
2 Your pact tests your willpower; you are required to abstain from alcohol and intoxicants.
3 At least once a day, you must inscribe or carve your patron's name or symbol into 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 or risk incurring its displeasure.

Binding Mark - A mark that binds your warlock to their patron.
d6 Mark
1 One of your eyes is the same color 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.

Wizard Tables


Spellbook
d6 Spellbook
1 A tome filled 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 easy 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 only visible in dim light or darkness

Ambition - Your wizard's primary goal by being a wizard.
d6 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 too. 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.

Eccentricity - A behavioral quirk your wizard has.
d6 Eccentricity
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 therof, sometimes cause others to assume you are a beggar.

HTML/coding done by JinxedShapeshifter. Information/tables taken from Xanathar's Guide to Everything, a D&D sourcebook that was created by Wizards of the Coast.