Dragonbane NPC Generator
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
Core Identity & Heritage
Table 1 - Kin 1d100
| Roll | Kin |
|---|---|
| 1–40 | Human |
| 41–47 | Halfling |
| 48–54 | Dwarf |
| 55–61 | Mallard |
| 62–68 | Wolfkin |
| 69–75 | Elf |
| 76–77 | Birdfolk |
| 78 | Lizardfolk |
| 79-80 | Gnome |
| 81-82 | Catfolk |
| Roll | Kin |
|---|---|
| 83-84 | Orc |
| 85-86 | Goblin |
| 87–88 | Duckfolk |
| 89-90 | Titanforged |
| 91–92 | Elefanfolk |
| 93–94 | Turtlefolk |
| 95-96 | Rabbitfolk |
| 97-98 | Cowfolk |
| 99 | Ravenfolk |
| 100 | Other (pick from Ancestries - Dragonbane) |
Table 2 - Profession 1d10
| Roll | Profession |
|---|---|
| 1 | Artisan |
| 2 | Bard |
| 3 | Fighter |
| 4 | Hunter |
| 5 | Knight |
| 6 | Mage |
| 7 | Mariner |
| 8 | Merchant |
| 9 | Scholar |
| 10 | Thief |
Table 3 - Age 1d6
| Roll | Age |
|---|---|
| 1–2 | Young: High attributes, fewer trained skills. |
| 3–5 | Adult: Balanced attributes and skills. |
| 6 | Old: Lower attributes, more trained skills. |
Table 2b - Mage Schools 1d12
| Roll | School |
|---|---|
| 1 | Animism: Communicates with nature, plants, and animal spirits. |
| 2 | Elementalism: Manipulates the core elements: wind, water, fire, and earth. |
| 3 | Mentalism: Focuses internal willpower to project physical and psychic force. |
| 4 | Alchemy: Mixes volatile compounds, brews potions, and alters physical materials. |
| 5 | Demonology: Summons, binds, and barters with dangerous entity forces from other realms. |
| 6 | Dracomancy: Wields ancient, primordial magic patterned after dragons. |
| 7 | Harmonism: Manipulates sound, music, and raw sensory resonance. |
| 8 | Illusionism: Crafts complex sensory deceptions and tricks the minds of others. |
| 9 | Magical Crafting: Imbues physical weapons, armour, and trinkets with permanent enchantments. |
| 10 | Necromancy: Commands the energies of death, speaking to or raising the dead. |
| 11 | Symbolism: Inscribes powerful runes and static wards to trigger magical effects. |
| 12 | Witchcraft: Practices old, subtle hexes, curses, and traditional folk magic. |
Table 4 - Appearance 1s12
| Roll | Appearance |
|---|---|
| 1 | Wears heavily patched, mismatched traveller's clothes that smell of campfires. |
| 2 | Missing a tooth, giving them a distinct, whistling grin. |
| 3 | Impeccably groomed with manicured nails, despite traveling in the wilderness. |
| 4 | Covered in faint, glowing ritual scars or geometric ink patterns. |
| 5 | Wears a heavy leather coat crammed with bulging, jingling pockets. |
| 6 | Has deep, dark bags under their eyes, looking perpetually sleep-deprived. |
| Roll | Appearance |
|---|---|
| 7 | Sports a wildly asymmetric haircut or an aggressively styled beard. |
| 8 | Adorned with clinking, cheap brass jewellery that mimics high nobility. |
| 9 | Has a permanent ink smudge on their fingers or soot across their face. |
| 10 | Keeps their face deeply buried underneath an oversized, tattered hood. |
| 11 | Walks with a heavy, rhythmic limp that announces their approach. |
| 12 | Possesses striking, heterochromatic eyes (two completely different colours). |
Traits & Flavour
Table 5 - Personality Trait 1d12
| Roll | Personality Trait |
|---|---|
| 1 | Aggressively cheerful: Radiates toxic optimism even in dark dungeons. |
| 2 | Paranoid: Constantly scans the ceiling, windows, and corners for hidden threats. |
| 3 | Overly generous: Willingly offers food, gear, or information for absolutely nothing in return. |
| 4 | Morose: Convinced that every plan will fail and ruin is inevitable. |
| 5 | Arrogant: Treats the player characters like bumbling, inexperienced children. |
| 6 | Fidgety: Cannot sit still; constantly plays with a coin, dagger, or ring. |
| Roll | Personality Trait |
|---|---|
| 7 | Secretive: Whispers every sentence as if the walls themselves are listening. |
| 8 | Blunt: Completely lacks a social filter; speaks brutal truths without hesitation. |
| 9 | Superstitious: Performs minor rituals (spitting, knocking on wood) to ward off bad luck. |
| 10 | Academic: Treats dangerous monsters or situations like a fascinating science experiment. |
| 11 | Starstruck: Deeply admires adventurers and treats the party like famous heroes. |
| 12 | Flirtatious: Uses charm and physical proximity to get what they want. |
Table 6 - Motivation / Secret 1d30
These are just a few examples for if you have no idea yourself.| Roll | Motivation / Secret |
|---|---|
| 1 | Desperately needs to pay off a massive debt to a ruthless local crime boss. |
| 2 | Is secretly a cultist seeking a specific artifact to sacrifice to their patron. |
| 3 | Searching for a missing sibling who vanished into a nearby dungeon. |
| 4 | Possesses a stolen map leading to a legendary treasure, but cannot read it. |
| 5 | Is actively on the run from a bounty hunter and using a fake name. |
| 6 | Wants to orchestrate a minor crisis to look like a hero by solving it. |
| 7 | Is deeply under the influence of a subtle, long-term mind-control curse. |
| 8 | Plans to retire tomorrow and is terrified of taking any physical risks today. |
| 9 | Is collecting blackmail material on the local town master or noble. |
| 10 | Wants to recruit the party as muscle for a highly illegal heist. |
| 11 | Is secretly the illegitimate heir to a minor noble house and fears discovery. |
| 12 | Has made a dangerous pact with a forest spirit that is beginning to demand repayment. |
| 13 | Is smuggling forbidden magical items disguised as mundane goods. |
| 14 | Believes they are chosen by a god, but the visions may be fabricated by something darker. |
| 15 | Is trying to frame a rival for a crime they themselves committed. |
| Roll | Motivation / Secret |
|---|---|
| 16 | Knows the location of a hidden monster lair but is too afraid to report it openly. |
| 17 | Is slowly turning into a creature (wolf, troll, or worse) and hiding the symptoms. |
| 18 | Is in love with someone they are supposed to betray. |
| 19 | Has accidentally unleashed a minor curse on the town and is covering it up. |
| 20 | Is being blackmailed by a criminal organization to act as their informant. |
| 21 | Seeks revenge against a monster that destroyed their home, regardless of collateral damage. |
| 22 | Is guarding a powerful relic but pretends it is worthless to avoid attention. |
| 23 | Has a split personality, with the other identity serving a dark agenda. |
| 24 | Is secretly sabotaging local defences in preparation for an incoming attack. |
| 25 | Is searching for a cure to a rare disease afflicting someone they love. |
| 26 | Knows a prophecy involving the party but is withholding key details. |
| 27 | Is an escaped experiment from a wizard’s laboratory trying to live unnoticed. |
| 28 | Has buried treasure nearby but cannot remember exactly where due to a head injury. |
| 29 | Is working undercover for a distant kingdom to destabilize the region. |
| 30 | Genuinely wants to help the party but is cursed to bring misfortune wherever they go. |
Table 7 - Mannerism 1d10
| Roll | Mannerism |
|---|---|
| 1 | Constantly checks and adjusts their weapon belt or coin purse. |
| 2 | Speaks exclusively in a soft, gravelly whisper, forcing others to lean in. |
| 3 | Uses overly grand, dramatic hand gestures for completely mundane statements. |
| 4 | Pauses for an uncomfortably long time before answering any direct question. |
| 5 | Frequently mispronounces or completely forgets the player characters' names. |
| 6 | Sniffs loudly and clears their throat before starting a new sentence. |
| 7 | Avoids making direct eye contact, staring instead at the speaker's shoes. |
| 8 | Nods along in aggressive agreement with everything said, even insults. |
| 9 | Repeatedly strokes their chin, beard, or hair while thinking. |
| 10 | Laughs nervously at inappropriate times, especially during serious moments. |
| Roll | Mannerism |
|---|---|
| 11 | Constantly glances over their shoulder as if expecting someone to follow them. |
| 12 | Speaks in overly formal, archaic language regardless of the situation. |
| 13 | Fidgets with a small personal item (ring, charm, coin) at all times. |
| 14 | Interrupts others mid-sentence to “clarify” minor, irrelevant details. |
| 15 | Taps their foot or fingers in a steady, impatient rhythm. |
| 16 | Leans in far too close when speaking, invading personal space. |
| 17 | Repeats the last word or phrase someone said before responding. |
| 18 | Keeps their arms tightly crossed, even in relaxed or friendly situations. |
| 19 | Over-enunciates every word as if speaking to someone hard of hearing. |
| 20 | Abruptly changes topic mid-conversation with no explanation. |
Combat & Mechanics
Table 8 - Combat Style 1d12
This table dictates how the NPC utilizes their actions and reactions (like parrying or dodging) during chaotic initiative rounds. Not all of those may fit the specific NPC (eg. Bodyguard), in that case reroll or pick one.| 1 | Defensive Turtler: Prioritizes parrying or dodging every incoming attack, waiting to strike only when completely safe. |
| 2 | Reckless Berserker: Never parries or dodges; uses every single action to make the heaviest physical attack possible. |
| 3 | Tactical Swapper: Constantly abuses the initiative card mechanics, aggressively swapping cards to coordinate with allies. |
| 4 | Dirty Fighter: Spends actions kicking dirt, throwing sand, or shoving opponents to inflict conditions or knock them prone. |
| 5 | Skirmisher: Strikes once and immediately spends remaining movement to retreat behind cover or beefier allies. |
| 6 | Ranged Sniper: Keeps maximum distance, firing from safety and fleeing if anyone comes within hand-to-hand range. |
| 7 | Opportunist: Only attacks targets that are already engaged by other allies to ensure an easier strike. |
| 8 | Spell Spammer: Relies completely on magic, burning through Willpower Points (WP) as fast as possible to overwhelm enemies. |
| 9 | Cowardly Deserter: Flees the battlefield or begs for mercy the absolute second they take even a single point of damage. |
| 10 | Commander: Uses their turns to shout tactical advice, setup flank attacks, or coordinate other low-level NPCs. |
| 11 | Bodyguard: Stays glued to the most important NPC or player character, using reactions specifically to parry for them. |
| 12 | Target Lock: Picks one specific player character and pursues them relentlessly, completely ignoring all other battlefield threats. |
Table 9 - Combat Loadout 1d12
Unified table giving the NPC a specific weapon or spell combination along with their armour tier, matching official Dragonbane weapon stats, damage rules, and armour banes.| 1 | Duelist: Broadsword (2D6 damage) and Leather Armor (Armor Rating 2). |
| 2 | Heavy Knight: Greatsword (2D10 damage) and Plate Armor (Armor Rating 6, Banes on Acrobatics, Evade, and Sneaking). |
| 3 | Vanguard: Longsword (2D8 damage), Small Shield, and Chainmail (Armor Rating 4, Bane on Evade and Sneaking). |
| 4 | Brutal Axeman: Battleaxe (2D8 damage, Toppling feature) and Studded Leather (Armor Rating 3). |
| 5 | Scout: Short Bow (D10 damage), Dagger (D8 damage), and Leather Armor (Armor Rating 2). |
| 6 | Thug: Mace (2D4 damage), Open Helmet (+1 Armor Rating, Bane on Awareness), and Cloth Padding (Armor Rating 1). |
| 7 | Assassin: Two Daggers (D8 damage, Subtle, Piercing, Slashing) and Leather Armor (Armor Rating 2). |
| 8 | Shock Trooper: Two-Handed Axe (2D10 damage, Toppling) and Chainmail (Armor Rating 4, Bane on Evade and Sneaking). |
| 9 | Spellblade: Scimitar (2D6 damage, Toppling), Leather Armor (Armor Rating 2), and 2 random spells from their chosen magic school. |
| 10 | Pure Elementalist: Staff (D8 damage), no armour, but knows Fireball and Stone Shield spells. |
| 11 | Cultist Zealot: Knife (D8 damage, Subtle, can be thrown), dark robes (no armour), and knows 1 dark magic hex. |
| 12 | Unarmed Brawler: Heavy Spiked Gauntlets (D6 damage, Bludgeoning) and Studded Leather (Armor Rating 3). |
Table 10 - Combat Weakness / Flaw 1d10
Every NPC has a tactical vulnerability that smart players can figure out or exploit to turn the tide of battle.| 1 | Glass Jaw: If they take a critical hit, they must immediately roll to avoid being stunned or knocked prone. |
| 2 | Over-committer: If an opponent successfully dodges or parries their attack, the NPC loses their balance and suffers a bane on their next roll. |
| 3 | Slow Reflexes: Always draws two initiative cards at the start of a round and must keep the worst (highest) number. |
| 4 | Horrible Footwork: Standing up from prone requires their entire action for the round, rather than being a quick free action. |
| 5 | Fixed Mindset: Cannot use the optional rule to swap initiative cards with any of their allies under any circumstance. |
| 6 | Equipment Reliant: If disarmed of their primary signature item, they completely panic and waste a turn trying to retrieve it. |
| 7 | Short-Sighted: Suffers a permanent bane on any ranged attacks or awareness checks if the target is further than 10 meters away. |
| 8 | Burnout: Every time they cast a spell, they lose 1 Hit Point in addition to the normal Willpower Point cost. |
| 9 | Predictable Rhythm: After using a heavy attack, they must spend their very next turn taking a purely defensive action. |
| 10 | Poorly Fitted Armor: Their armour rating drops by 2 points permanently every single time they take physical damage greater than their current armor tier. |
Loot & Belongings
Table 11 - Pocket Contents 1d12
| 1 | A tiny velvet pouch containing 2D6 copper pieces and a heavily dented lead button. |
| 2 | A handful of roasted sunflower seeds wrapped in a greasy scrap of parchment. |
| 3 | A crude brass key that fits absolutely no lock in the current region. |
| 4 | 1D4 silver pieces mixed in with a collection of smooth, colorful river pebbles. |
| 5 | A half-eaten stick of dried, salted meat that smells strongly of wild garlic. |
| 6 | A small chunk of chalk, a stubby wax candle, and a box of damp matches. |
| 7 | A single silver coin that has been carefully sliced in half to pay a precise debt. |
| 8 | A folded piece of linen containing a few pinches of incredibly rare, pungent pipe weed. |
| 9 | A brass thimble, three bone needles, and a spool of tangled black thread. |
| 10 | A lucky copper coin with a jagged hole punched cleanly through the center. |
| 11 | A glass vial filled with a cloudy, foul-tasting hangover cure. |
| 12 | A small piece of polished amber containing a perfectly preserved, multi-legged prehistoric insect. |
Table 12 - Mementos & Story Hooks 1d10
| 1 | A silver locket containing a lock of hair and a painted portrait of someone who looks exactly like one of the player characters. |
| 2 | A bloody, crumpled letter detailing a betrayal within a prominent local merchant guild. |
| 3 | A wooden ring carved with ancient runes that grow noticeably warm to the touch whenever a monster is nearby. |
| 4 | A broken compass whose needle points unswervingly toward the nearest source of deep, subterranean water rather than north. |
| 5 | A heavy iron key stamped with the wax seal of a notorious, long-abandoned regional prison. |
| 6 | A silk handkerchief embroidered with the initials of a high-ranking noble who went missing ten years ago. |
| 7 | A scrap of leather featuring a hand-drawn map that accurately marks a hidden entrance into a local castle's cellars. |
| 8 | A strange, multi-faceted stone die that features numbers that continuously shift and change when nobody is looking directly at it. |
| 9 | A tiny, beautifully crafted brass clockwork bird that clicks and whirs loudly but is missing its key winding mechanism. |
| 10 | A diary written in a highly complex cipher, with the very last page hurriedly torn out by hand. |
Copy this template into an editor and fill it with the results from above:
Dragonbane NPC Sheet: [Insert Name]
Core ProfileKin: [Result from Table 1]
Profession: [Result from Table 2 / 2b]
Age Category: [Result from Table 3]
Roleplay & Flavour
Appearance: [Result from Table 4]
Personality Trait: [Result from Table 5]
Motivation / Secret: [Result from Table 6]
Mannerism: [Result from Table 7]
Combat Tracker
HP: [___] / [___] | WP: [___] / [___]
Armor Rating: [Result from Table 9]
Armor Banes: [Result from Table 9]
Combat Style: [Result from Table 8]
Tactical Weakness: [Result from Table 10]
Attacks & Actions
Primary Attack: [Weapon/Spell from Table 9]
Damage: [Stats from Table 9]
Special Traits: [e.g., Toppling, Subtle, Piercing, also Table 9]
Inventory & Loot
Pockets: [Result from Table 11]
Memento / Hook: [Result from Table 12]




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