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Player Options

Meta Information

In terms of making a character, essentially all official material is allowed, and I have tried to make sure that as little as possible of the lore of races and classes was changed so that you already have a good idea of the kind of thing you'll be playing without me having to explain changes. I have also included a list of House Rules that you can read to see how I like to run games etc.

Playable Races

A few things have been slightly altered, particular races that were very setting specific (e.g. Kender, Kalashtar, etc.). You'll find that some of the player race options are slightly different than the ones that you can find in the official sources, but this is mainly bringing things in line with Tasha's optional rules, or updating races that have not been balanced well against later additions (notably Dragonborn/Dragonblood). This also includes trying to allow as many variants of the races that exist in different publications, so for example, there is a peaceful subrace of Hobgoblins in my world that ventured into the Feywild to accomodate the republishing of the race in Monsters of the Multiverse, however this is not the case for Goblins.   All of the playable races have a wiki entry that you can use to give an idea of their culture, homelands, etc. Most of these are copy/pasted from the official D&D wiki and so nothing should be too new to you.   Dragonmarked races do exist in my world, although they are known as Spellstained and have very specific lore surrounding them. Furthermore, the Aberrant Dragonmark feat is also allowed but, once again, has very specific lore surrounding it in this setting, so see the Spellstain Tattoo article.   Lineages, such as Dhampir, Hexblood, and Reborn, are allowed but I have not included them in the Playable Races chapter. Ideally these are used if your character (in game) is turned into a vampire, cursed, or reincarnated but I am happy for you to play one if you want.   I have written out all the playable races in the Playable Races section of the World Anvil Player's Handbook. If there is an official version of the race that you like better than the one I wrote out (such as the aformentioned goblins, the Wildemount goblins (Dankwood, etc.), or subraces from Plane Shift settings), we can have a chat about it and I am open for you to play it. Likewise, if there is a race that I've not included (most notable are the Plane Shift settings' races, some NPC races, and Spelljammer races) then we can talk about how to include them in the world and how to make it work. This might be a bit challenging, particularly for Spelljammer given the lack of space travel that takes place in this world, but I'm happy to work with you to make it work. This is likewise true for any homebrew ideas that you have/find - I'm happy to try to let your imagination run wild and fit into my setting.

Classes

All official classes are allowed in the campaign, as well as some additional homebrew/Matt Mercer content which I've also included, see the article on Class Options for a guide. The Class Options article also describes what optional features are allowed as well as what homebrew alterations I have made to classes and subclasses. All of the classes have a link to dnd5e.wikidot, a wiki of all official and partnered content, with the exception of the Savant class, which is a homebrew class that I am including, with links to the pdfs on GMBinder. As I have not yet run a Savant character, please be patient with me if things seem to over or underpowered we might alter them as we go. I am happy for you to use either starting gold (rolled or average) or starting equipment.

Backgrounds

I'm happy for any official background to be selected, and even homebrew ones may be taken if you check with me first. My only stipulation is that you don't use any setting specific one, although if it can be properly flavoured than I am alright with it (e.g. Uthgardt Tribe Member could easily fit any number of nomadic groups in Dünya). The Ravnica and Strixhaven backgrounds (the ones which grant spells) are not allowed - I'm sure you can appreciate how overpowered they are in comparison to other backgrounds. Homebrew backgrounds can be run by me but are generally allowed. Alternatively, you can make your own by taking:
  • Two skill proficiencies
  • Two tool proficiencies, two languages, or one tool proficiency and one language
  • Equipment: 4-5 pieces of equipment, with one piece being clothing, one piece that is unique to the background, 1-2 piece(s) of practical equipment (e.g. rope, crowbar, pitons, etc.), and a pouch with gold.
  • Starting gold: between 5-25gp depending on the status that the background would give you (Hermit gives 5gp, the Soldier gets 10gp, the Entertainer gets 15gp, and the Noble gets 25gp)
  • A feature: we can work on this together if you have a particular idea
  • Personality traits, flaws, ideals: this can be kinda up to you

Languages

You can find a list of languages that you can select from in the Languages folder of the World Encyclopedia. Most of these languages are similar, if not identical, to those in conventional D&D, although they may have slightly different names. I've included 'real world influences' for each of the languages, this is just to give you an idea of how to name characters or of how the languages might sound.

Gods

In Dünya, worship of gods or other greater powers is almost universal. Some worship devils, demons, or altraloths through cults whilst others still might worship abberations or powerful dragons in secret societies.   Beyond these, the gods of Dünya are revered by most peoples across the world. The human gods are each quite independant of each other and thus people tend to pick one god to worship most of the time. Even when people pray to more than one god (such as praying to Feirmeoir for a bountiful harvest of Rhian for a healthy birth), they tend to have one god who is their 'patron' god and is seen as closest in line to their business, life, etc.   Outside of humans, most other races worship gods in their collective pantheons and pay reverence to each god at different times depending on their needs. That being said, the other races too tend to have one god who they pray to more by the nature of what they do or who they are.   Some notable exceptions to the above are:
  • Some Goliath tribes will worship ancestral 'heroes' almost as much as, if not more than any deity. They do still recognise Hálfgerður and Myndhöggvari as their deities but view them more like the first ancestors.
  • People from Ramaal Dhahabia almost exclusively worship Raba who they view as the only true god. They consider all other gods to be aspects or ancient prophets of Raba. Due to this, it is very, very rare for people from this nation to posses divine magic, especially clerics of any kind due to Raba's lack of divine magical 'presence' in the universe.
  • Likewise people from the Magocracy of Swynwyr almost universally only worship their namesake deity Swynwyr. Worship of anything else is considered heretical in the nation. Unlike with the worship of Raba, members of the Subservience of Swynwyr do recognise the other gods as real and divine.
As a brief note, atheism or agnosticism in Dünya is almost entirely non-existent. The existence of deities in the universe is indisputable due to the presence of divine magic in the world. Even though the gods are not really physically present, all sentient creatures are aware of their general existence. The closes widespread disbelief in gods is the beliefs widely held in Ramaal Dhahabia, but even they recognise the power of deities, they just don't call most of them as such. In Dünya, being an atheist is as irrefutable and nonsensical as being a flat-earther in our world.

Building a Character

  When it comes to building your character, I am quite keen to try the Heroic Chronicle method, from the Wildemount book. It is a way to add depth to your character's backstory and even gives you a chance to gain a feat/proficiencies/a special item. The rules for this are outlined below. Even though dice rolls are listed, you don't have to roll for these features, if you want to pick them because you have a strong character concept you're welcome to, this is simply an option to provide depth to your character's background. Likewise, if you have an idea that is not reflected in the tables, talk with me and we can make it work.   Alternatively if you don't want to use this method, you may instead gain either:
  • An uncommon magic item, please run this by me first however;
  • Proficiency in either (a) 2 skills/languages/tool proficiencies or (b) 1 weapon proficiency or (c) 1 skill/language/tool proficiency and a relevant item related to it - eg. animal handling and a pet dog, smiths tools proficiency and smiths tools, language proficiency and a dictionary of that language;
  • A feat at first level of your choice - this feat should tie into your background or be a racial feat. This feat is in addition to the variant Human's feat at first level.
I would also encourage you to read through the Chronicle method in order to ensure your backstory contains some ally/rival NPCs and character goals that can be included in the campaign.

Heroic Chronicle

Backstory

A character's story begins with determining the region where they were born, the job they had before becoming an adventurer, their social status, the settlement where they grew up, and their family relationships. As this backstory develops, the character will gain allies and rivals, as well as learn some of the fateful moments that set them on the path of adventure.

Homelands

d100 Region (Government)
01-50 Northern Humanoid Kingdoms (including The Northern Knot, The Lar, Drepost, Gameente, or Valtakunta)
51-60 Northeast of the Great Divide (including Rahasia or Kender)
61-70 Underdark*
71-80 Southern Human Nations (including Magocracy of Swynwyr, Ramaal Dhahabia, or the Nanpō Empire)
81-95 Hook Mountains and Islands (including In'qwane, The Still, Hui Kūokoa, Elixir Island, or Decapitated Island)
96-00 Vahşi Alanlar (including Peregrinus or Strana)
*There are no tables later for Underdark residents, but I will work with you to create a settlement that you are from

Relationships

Even in lands as free as the Northern Knot, most folk are trapped in their social station by forces they can’t control like wealth, family, and political power. Your story begins with you as a member of one social class, determined by your homeland and your background. Although you can roll on the table below, think about the background you have chosen and if there are any obvious relationships that may have formed (e.g. a rival merchant, or a criminal's ally in the underworld, etc.)
d4 Relationships
1 1 ally
2 1 rival
3 1 ally and 1 rival
4 none

Home Settlement

Once you've determined your nation and considered your social status within that realm, roll on the appropriate table to determine which settlement you grew up in. If your character is a traveler - a child of soldiers, a nomad, a traveling performer, and so forth - you can roll for up to three settlements that you've visited often and have some connections in. If you want a settlement type within a different nation or another settlement, let me know and I will work something out with you.
Northern Humanoid Kingdoms
d100 Settlement Name (Nation) Type
01-10 Applebury (Northern Knot) Town
11-25 Thunderpass (Northern Knot) City
26-39 Boomhut (Gameente) Town
40 Aldeia (The Lar) Hamlet
41-50 Starcaster (Northern Knot) City
51-60 Trivstrech-Dûm (Drepost) City
61-70 Kestää (Valtakunta) City
71-90 Anglersgate (Northern Knot) City
91-00 Talo (Valtakunta) Town
Northeast of the Great Divide
d100 Settlement Name (Nation) Type
01-25 (Kender) Nomadic
26-50 Pulo (Rahasia) City
51-70 Candhi (Rahasia) City
71-80 Kucing (Tabaxi) Town
81-99 Chinton (Antler Marsh) Town
00 Sirah (Rahasia) Temple
Hook Mountains and Islands
d100 Settlement Name (Nation) Type
01-15 Lefthand Grove (Decapitated Iseles) Hideout
16-40 Pu'uwai Kalaulu (Hui Kūokoa) City
41 Atelane (Hui Kūokoa) Underwater City
42-49 Iskuqas (Elixir Island) Town
50 Caguay (Unaffiliated) Small Island Hamlet
52-65 Hoaloha (Hui Kūokoa) City
66-80 Tsenkher (The Still) City
81-85 (In'qwane) Nomadic
86-93 (The Still) Nomadic
94-00 (In'qwane) Nomadic
Southern Human Nations
d100 Settlement Name (Nation) Type
01-15 Dinas (Magocracy of Swynwyr) City
16-30 Mongoru (Nanpō Empire) City
31-35 Tsuno (Nanpō Empire) Village
36-55 Ymyl (Magocracy of Swynwyr) Town
56-60 Qafila (Ramaal Dhahabia) Trading Post
61-80 Jaf'ard (Ramaal Dhahabia) City
81-95 Tariq (Ramaal Dhahabia) Town
96-00 Kokkyō/Ffin (between Magocracy of Swynwyr and Nanpō Empire) Village
Vahşi Alanlar
d100 Settlement Name (Nation) Type
01-25 Severnpol-Dûm (Strana) City
26-35 Poberezh'ye (Strana) Seaside Town
36-70 Peregrinus (Peregrinus) City
71-90 Insula (Peregrinus) City
91-97 Porta (Peregrinus) Island/Village
98-00 Draco (Peregrinus) Village

Family

Roll twice on the appropriate Family Size table - once to determine how many living parents you have, and once to determine your living siblings.
Family Size (City or Town)
d100 Parents Siblings
01-05 3 or more 2d4 + 2
06-60 2 2d4
61-80 1 1d4
81-00 0 0
Family Size (Smaller Settlement)
d100 Parents Siblings
01-10 3 or more 2d4 + 2
11-50 2 2d4
51-89 1 1d4
90-00 0 0

Powerful Family Relationships

Your first allies and rivals are your family. Sometimes your family members are your closest friends. Sometimes you hate their guts. Roll d4-1. This is the number of powerful relationships you have within your family. Roll once on the Family Relationships table for each powerful relationship you have within your family, to determine the setup of your friendship or rivalry.
d100 Relationship
01-10 You thought you killed this family member, whether by accident or otherwise. You never expected to see them again - but not they're out for your blood. You gain one rival.
11-20 You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival.
21-30 You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
31-40 You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival.
41-50 You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival.
51-60 This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally.
61-70 This family member loves you, but you were never that close. They'll do anything to help you - as long as they won't be at risk of injury or death. You gain one ally.
71-80 This family member caused you to have a horrific accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.
81-90 This family member left long ago for reasons you don't understand or won't talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.
91-00 This family member has always loved you with all their heart, and would do anything for you. You gain one ally.

Aquired Allies and Rivals

If you gained allies or rivals based on your background and your homeland, this section allows you to establish your relationship with those allies and rivals, as well as the broad strokes of their identities.
d100 Ally Rival
01-10 This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet. This person believes you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood.
11-20 This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead. You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior.
21-30 This person was once a beggar to whom you gave a large sum of money. They have transformed their life thank to you, and now want to repay your generosity. You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you.
31-40 You were this persons' favorite drinking buddy, and their home is always open to you and your friends. You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt.
41-50 This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready. This person was ordered to arrest you, and doggedly hunts you wherever you go.
51-60 You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you. This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you.
61-70 You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed. You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave.
71-80 This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it well, and still consider you their closest friend. You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you.
81-90 You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 miles of each other. You helped this person out once when they were down on their luck, and now they go to you whenever they need help.
91-0 This person owes you their life. Even if they can't follow you everywhere you go, they will do anything they can to protect you. This person wants to be your friend, but their help has always made your life harder.

Ally and Rival Identities

When you've determined the relationships between you and your acquired allies and rivals, roll for each one on the Ally and Rival Identities table to determine whether their involvement in your life causes a fateful moment to occur in your backstory. I encourage you to have an idea of the type of creature/person that the ally or rival is so that they may more prominently feature in the story.
d20 Fateful Moment
1-17 Yes
18-20 No

Fateful Moments

d20 Event
1 Your mother or father disappeared in the night, leaving behind a note and a package. The note read, “I’m sorry—there is a duty I am sworn to do. You must protect yourself and family while I am gone.” The package was a +1 longsword wrapped in a quilted blanket. You have proficiency with longswords.
2 You were lost in the wilderness when a terrible storm nearly killed you. When you awoke, you were gravely wounded, but felt a strange power within you. You have the Elemental Adept feat from the Player’s Handbook and the ability to cast a cantrip based on the type of storm you were in. Constitution is your spellcasting modifier for this cantrip. Acid rain (Acid Splash), snowstorm (Ray of Frost), forest fire (Produce Flame), lightning storm (Shocking Grasp), thunderstorm (Booming Blade).
3 The fell voice of an Archdevil/Demon Lord spoke to you in a dream. You no longer remember what that voice said, or what you promised to give it in return, but now you can cast Find Familiar as a ritual. Your familiar always takes the form of an imp (for Archdevil) or quasit (for Demon Lord). You also have a random form of indefinite madness.
4 You met a drow dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name "Il'viranya." It is an amulet of proof against detection and location.
5 You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast Speak With Animals at will.
6 A horde of terrible monsters attacked your home, either destroying it (village/town) or doing massive damage before being repulsed (city/fortress). You will never forget the images of wanton slaughter that you saw. You have the Alert feat.
7 You ventured too deep into a local hill-barrow without sufficient gear and fell through a false floor. You landed in a deep dungeon, and survived in the monster-infested darkness there for years before you managed to escape. You are haunted by what you experienced, but you learned much about how to survive in such a place. You have the Dungeon Delver feat.
8 You were captured by drow or duergar in a raid. You managed to escape slavery, but had to disguise yourself and pretend to be one of them to survive on the streets without being captured again. Eventually, you made your escape. You gain the Actor feat and proficiency with disguise kits.
9 You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness.
10 A master horse trainer came to your home one day, seeking refuge from a warlord who had purchased his horses and then sought to kill him to keep his secrets from spreading. He rewarded you by mentoring you as a horse trainer. You have proficiency in the Animal Handling skill, and a warhorse with full tack and harness.
-OR-
You saved a riderless horse wearing full tack and harness from wolves. You own a riding horse and a saddle, and you have proficiency in the Animal Handling skill.
11 A wizard of the Subservience of Swynwyr tortured your family to death before your very eyes, and in a fit of blind rage you killed the cruel wizard with a skewer from your fireplace. You have the Mage Slayer feat.
12 While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with wereboar, wererat, or werewolf lycanthropy (DM's choice).
-OR-
While lost in a remote forest or jungle, you were saved by a werebear or weretiger (DM's choice). The lycanthrope believed you were destined for greatness and granted you the give of lycanthropy with your consent.
13 You were trained in the art of combat by an old traveling warrior. He saved your village from bandits while you were training together, but died in the process. You inherited his weapon and his techniques. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master’s Guide. You also have the Martial Adept feat.
14 You saved a pseudodragon from being eaten by a giant spider in a dark forest. The pseudodragon now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well.
15 Your village was burned to the ground by raiders. This band of marauders was led by a being whose image has been seared into your mind forever. You have proficiency in the Stealth and Survival skills.
16 You received a letter revealing that you were the secret child of a wealthy noble family. They enclosed 100 gp to ensure your safe passage to their manor, and a signet ring bearing your true family's seal.
-OR-
Your family unknowingly gave shelter to a member of the Cult of the Horde, and unwittingly earned their favor. The cult believes you are one of them, and gave you 1,000 gp to deliver to a secret shrine to Aplistía, along with a map to that shrine.
17 A majestic phoenix with wings of flame flew over your home one day, but when you asked other people about it, you learned that you were the only one who saw it. You’ve started having dreams about the fiery bird, and discovered you can manifest its flames. As a bonus action, you can ignite your fists or a weapon you’re holding in flames for 1 minute, causing those attacks to deal fire damage instead of its usual damage. Starting at 5th level, the attacks deal an additional 1d6 fire damage. Once you use this trait, you can’t use it again until you complete a short or long rest.
18 A skilled dwarven armorer traveled through your home settlement one day, and held a blacksmithing contest. You impressed him, and he taught you the secret of how to make armor from adamantine, the hardest material on Dünya. You have a suit of adamantine armor in a style of your choice (excluding plate and splint armour).
19 You were imprisoned for a grave crime you didn’t commit—or possibly one you did. When you got out of prison, you picked up a number of habits from your inmates. You have proficiency in the Intimidation or Deception skill (your choice) and you know thieves’ cant.
20 You were an apprentice at the library of Starcaster, where you learned secrets beyond most mortals’ knowledge. You gain the Skilled feat, and can work with your Dungeon Master to create a secret that could change the fate of the world.
-OR-
While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Dünya.

Mysterious Secret

You saw something you weren't supposed to. A note came into your possession by mysterious means. You can roll on the Mysterious Secrets table or work with your DM to create a secret.
d20 Secret
1 An agent of the Knot once begged my mother to “reconsider their offer,” but she spat in her face and said “that’s what I think of your offer!” I’ve seen strange people watching her ever since.
2 I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body.
3 I remember growing up in a dank and dismal island called Caguay. My family escaped pirate raids when I was a child, and we had to leave something very valuable behind. I’ve been trying to get back there ever since.
4 While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within.
5 I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken.
6 One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night.
7 I discovered a passage to the Underdark that no one knows about while exploring in the woods. I see it in my dreams on strange nights—worse, I sometimes see things coming out of it, or climbing into it.
8 I once saw an enormous figure walking through the clouds on a stormy night. at one point, they looked at me and kept walking.
9 I stole from a beautiful Anglersgate nobleman as a child, and later discovered that among the things I stole was his signet ring. I’ve seen wanted posters seeking the thief my entire life.
10 I was saved from an angry bear as a child when a giant elk leapt in front of me. After it scared the bear off, the elk turned to look at me with such compassion it its eyes, I knew it must be a forest spirit, or even druid in an animal’s form.
11 I once overheard my parents saying that, when I was born, my father saw a group of drow with a strange Y-shaped mark on their foreheads gazing in through the window. I’ve seen that Y-shaped mark out of the corner of my eye my entire life, always disappearing when I look closely for it.
12 A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision.
13 An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness.
14 I was inducted into the Songbirds when I was young, and I’ve been spying on the corrupt leaders in my hometown for years.
15 I found a dragon egg in the forest when I was young. I figure it must be a fake, since it’s never hatched over all these years. But I keep it safe and secret anyway.
16 While traveling, I discovered a book from Starcaster lying in the mud. No one else could see it, and when I opened it, all the pages were blank (save for the mark of Starcaster on its inner cover).
17 I’ve heard the sound of waves crashing in my dreams for the past five years. Recently, they’ve gotten louder, and I can hear a sinister voice quietly speaking in a language I can’t understand underneath the sound of waves.
18 While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision came to me, of powerful weapons calling out for me to wield them.
19 A paladin in the service of the Golden Jurat killed my uncle for worshiping the evil god Bane. To this day, I don’t know if he truly worshiped dark forces or not.
20 I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth.

Prophecy

Write down three aspirations or goals you have for your character, and which you want to achieve over the course of the campaign. A prophecy goal should have two parts. First is the goal that your character wants to attain. Second is a sense of what complication might ensue once the goal is met - for good or ill. One of your prophecy goals should be an immediate goal, one should be long term, and one should be a goal that concludes your character arc at the end of the campaign. You don't have to choose all three goals at the start. If you're looking for prophecy goals for your character, you can roll on the table below for a random goal and a consequence of that goal. If this goal isn't a perfect fit for your character, you can fine-tune it or roll again to find one that works better.
d20 Prophecy
1 I will uncover a deep corruption at the heart of the Northern Knot. However, this will destabilize the alliances that unify the nation, inviting even greater danger.
2 I will slay a dragon that has terrorized the North for ages, but this will draw the greed of leaders across the land.
3 I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life.
4 I will be the catalyst that sparks a revolution in the Magocracy of Swynwyr, but it will come at the cost of a close friendship.
5 I will discover the secret to a power that should have remained forgotten. It will allow me to save the life of one I love, but it will force me to make a choice that no mortal should ever have to make.
6 I will gain the opportunity to take down a thieve's guild from the inside. The friends I make within this gang of thieves and villains will make it hard for me to decide if I should destroy it after all.
7 I will uncover a tome of lost knowledge from deep in the archives of Starcaster, but the being that hid that knowledge will learn that I rediscovered it.
8 I will save my village from the orc tribe that has raided us for years. Their defeat will inspire me to perform even greater feats of heroism.
9 I will hesitate at a crucial moment. Another person will suffer for it.
10 I will kill a double agent trying to poison the Songbirds from within. Later, I will learn information that makes me wonder if this person was actually trying to save the Songbirds.
11 I will bring light to the Underdark, but doing so will cost me my life.
12 I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature.
13 I will infiltrate Our Lady's Eyes, but doing so will compel me to commit evil acts.
14 I will find a long-lost family member in a dungeon. They will tell me about a terrible destiny I was prophesied to commit.
15 I will steal a king's ransom from a pirate or nobleman. That wealth will make me happy, but it will also draw unsavory characters to me.
16 I will bring a matter of great importance to the leader of the Northern Knot, but someone will conspire to prevent me from speaking to them.
17 I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath.
18 I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world.
19 I will shelter a mysterious stranger from the coast of Peregrinus. The dark past that follows them will put us both in danger.
20 I will heal the rift between the elvish gods Hämähäkki and Keiju, but in doing so I will unwittingly unleash an even greater evil than Hämähäkki upon the world.