Tables (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.


Work In Progress


Encounter tables

Random tables

Artisan's tool

Roll d100 on Tools (Hyrule Supplement)#Artisan's Tools. The table is weighted to favor tools that are more commonly used.

Class

See Classes (Hyrule Supplement).

The table is weighted to slightly favor classes and subclasses more common in Hyrule.

If the character's race is goron or rito (excluding the fokka subrace), roll a d12. Otherwise, roll a d10.

d Class Subclass
01‑03 Fighter Roll d8: (1-2) brute, (3-4) darknut, (5) spellsword, (6-7) archer, (8) tunic.
04‑05 Opportunist Roll d6: (1-2) assassin, (3) garo, (4) mystic nomad, (5-6) skirmisher.
06‑07 Researcher Roll d8: (1-2) technomancer, (3-5) witch, (6-8) wizzrobe.
08‑09 Sage Roll d12: (1) earth, (2-3) forest, (4) fire, (5-6) light, (7-8) shadow, (9) spirit, (10-11) water, (12) wind.
10 Scion Roll d3: (1) dragon, (2) fairy, (3) poe.
11‑12 Racial Class

Musical instrument

Roll d20 on Tools (Hyrule Supplement)#Musical Instruments. The table is weighted to favor more common instruments.

Race

See Races (Hyrule Supplement) and Exotic Races (Hyrule Supplement).

This table can be used to select a random race for generally any purpose: the reincarnate spell, random character creation, or other possibilities. It is weighted to favor more prominent Hyrulean races.

Roll d100. If it is undesirable to roll an exotic race (which may be overpowered, underpowered, or just plain weird), then re-roll any result of 81 or higher. It if is undesirable to roll a monstrous race, re-roll any result of 89 or higher.

d100 Race Feature determination
00‑10 hylian, no variant
11‑12 hylian, fringe-dweller Roll d4 to determine the skill proficiency gained by Profession.
13-14 hylian, royal bloodline For your Cantrip feature, roll d8 and d20 to determine the spell gained. See the sage spell list. The result of the d8 determines the subclass; sort the table by that subclass. The result of the d20 determines which of the cantrips for that subclass you gain. (If the d20 result exceeds the number of cantrips available to that subclass, re-roll until it doesn't.)
15 sheikah Flip d2 to determine if your Ability Score Increase favors Intelligence or Wisdom.
Flip d2 to determine if you gain proficiency in Arcana or Insight from Seeker of Truth.
16 wind tribe
17-22 goron, cave
23-27 goron, mountain
28-35 zora, sea Flip d2 to determine if your Ability Score Increase favors Intelligence or Charisma.
36-37 zora, river
38-41 gerudo, desert Roll d3 to determine if your Ability Score Increase favors Strength, favors Dexterity, or is split evenly.
42-44 gerudo, coastal Roll d3 to determine if your Ability Score Increase favors Strength, favors Dexterity, or is split evenly.
Roll d3 to determine the skill proficiency gained from Savage Piracy.
Roll d4 to determine the Tool Proficiency gained. If you roll a musical instrument, roll d20 on the Musical Instruments table to determine which instrument.
45-46 gerudo, Ganon's faithful Roll d3 to determine if your Ability Score Increase favors Strength, favors Dexterity, or is split evenly between them.
Roll a d4 to determine the spell gained from your Cantip feature, and a d3 to determine the spell gained from your Dart Art feature.
47-50 rito, coastal Flip d2 to determine the Extra Language you know.
51-54 rito, highland Roll d3 to determine the Extra Language you know.
55 fokka Roll d3 to determine the Cantrip you know.
Roll d4 to determine the Honed Skill in which you have a proficiency.
Roll d3 to determine the Extra Language you know.
56-58 korok, flying
59-60 korok, savant Flip d2 to choose between artisan's tool and musical instrument for your Tool Proficiency. Then respectively roll either a d100 for the Artisan's Tools table or a d20 for the Musical Instruments table.
Roll d6 to determine the skill proficiency gained from your Knowledge feature. (Re-roll any 6.)
61 korok, giant
62-63 royal scrub Roll d4 to determine the proficiency gained from your Learned Trade (artisan's tool, musical instrument, herbalism kit, or Nature skill). If relevant, then roll on the Artisan's Tools table or a or the Musical Instruments table.
64‑65 business scrub Roll a d6 to determine the skill proficiency gained from your Manipulative feature. (Re-roll any 6.)
66-67 mad scrub
68-72 anouki Roll d3 to determine whether your Ability Score Increase favors Intelligence, Wisdom, or Charisma.
Roll d6 for Erudition, treating a roll of 6 as though it was 5. If relevant, then roll on the Artisan's Tools table.
Roll d8 to determine the Cantrip you know. (Re-roll any result of 8.)
73-75 kokiri, fairy-blessed
76 kokiri, independent Roll d4 to determine the Astute Skill in which you are proficient.
Flip d2 to decide if you are proficient in woodcarver's tools or a musical instruments. For the latter, roll on the Musical Instruments table to determine which instrument.
77 tokay, jungle Flip d2 to determine the skill gained from your Hunting and Gathering feature.
78 tokay, sea Flip d2 to determine the skill gained from your Hunting and Gathering feature.
79 skull kid, free Flip d2 to determine whether your Ability Score Increase favors Wisdom or Charisma.
Roll d6 to determine the proficiency gained from your Musical Savant feature.
80 skull kid, lost Flip d2 to determine whether your Ability Score Increase favors Dexterity or Constitution.
Roll d6 to determine the proficiency gained from your Musical Savant feature.
81 mogma
82 subrosian Roll d3 to determine whether your Ability Score Increase favors Intelligence, Wisdom, or Charisma.
Roll d4 to decide the skill proficiency gained from your Secretive feature.
83 parella
84 kikwi
85 fairy of life
86 fairy of navigation
87 minish
88 twili ???
89 big moblin
90 bokoblin
91 bulblin
92 miniblin
93-95 lizalfos Roll d10 to decide your subrace: (1) aeralfos, (2-4) chameleon, (5) daira, (6-7) dinolfos, (8-10) geru.
96 goriya
97 lynel ???
98 poe ???
99 stalfos Roll d6 to decide your size: (1-2) Small, (3-5) Medium, (6) Large.

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