26 Vibrant NPC’s to Give Your Campaign a Boost
Start Here if you’re confused.
This week is going to be more serious as last week was more light-hearted.
J: Jaherna Jormundotter
- Major Motivation: To find her ancestry
- Supporting Motivation: She seeks her father’s village.
- Quirk- compulsively shaves her head, can’t abide any hair on it
- Flaw- Intense pyrophobia
- Like/Dislike – Likes a smooth surface: cloth, metal, well-made leather, etc.
You’re running away, fast. You finally shook off that weirdo Dragonborn. You don’t think anyone was in those houses at the time, but you have to warn the rest of the villagers. Or not? You may just make a clean getaway.
You break out of the brush into a clearing and a half-orc stands in the center. Her shiny head gleams in the daylight. She turns to you, surprised at your sudden appearance and levels her quarterstaff at you, a glow suffuses her.
“Woah, woah,” you say and raise your hands up. “I’m just trying to get away. You haven’t seen a red Dragonborn in the area, have you? Stands about this high, covered in soot, crazy as all hell?”
She shakes her head. “No, but you’re coming in the direction of that smoke,” her face pales. “Is it a forest fire?”
“No, just some houses,” you reply. “Are you going to Staedus too?”
She shakes her head. “Just passing by on my way up north.”
“Curses,” you say. “The village needs to be warned of the fire. You look faster than me.”
Her eyes look behind you toward the smoke, and she shivers. “I wouldn’t want to leave someone to that fate. I’ll run with you, but after, I need to be on my way. Destiny waits for no one. I’m Jaherna, by the way.”
You shake hands, and her fingers linger on your flesh, rubbing at your skin. She shakes her head and apologizes. “You just have really nice skin. Sorry, let’s go.”
You both take off running.
From the amazing RPG Tinker
Female Half Orc, any alignment
Armor Class: 15 (with mage armor)
Hit Points: 105 (14d8 +42)
Speed: 30ft (9m / 6 sqr)
STR 12 (+1) DEX 14 (+2) CON 17 (+3) INT 12 (+1) WIS 11 (+0) CHA 17 (+3)
Quarterstaff. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning damage.
Properties: Versatile (1d8),
Spellcasting. the Evoker is a 14th-level sorcerer. Its spellcasting ability is Charisma (spell save DC 16, to hit with spell attacks +8)
Cantrips (at will): Mending, Prestidigitation, Fire Bolt, Friends, Mage Hand,
1st level (4 slots): Magic Missile, Mage Armor,
2nd level (3 slots): Levitate, Darkvision, Detect Thoughts, Shatter, Suggestion,
3rd level (3 slots): Fireball, Haste, Fly, Dispel Magic, Counterspell,
4th level (3 slots): Stoneskin,
5th level (2 slots): Teleportation Circle, Wall of Stone, Cone of Cold,
6th level (1 slot): Globe of Invulnerability,
7th level (1 slot): Etherealness, Plane Shift,
Elemental Bending: When casting an area spell that deals fire, ice, lighting or thunder damage the evoker can exclude a number of targets from its area equal to its spellcasting modifier. The target doesn’t receive any damage or effect from that spell.
Ability Modifiers: +2 Str, +1 Con
Menacing: You have proficiency in the intimidate skill.
Darkvision: 60ft (18m / 12sqr)
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attack: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages: speaks Common and Orc