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NPCs

Building your world · guide 2 of 8

Every person your party meets lives on the NPCs page: the innkeeper, the rival, the villain at the end of it all. Write them once, and they're ready in your scenes, your fights, and for your players.

Three ways to make an NPC

There are three ways to make one. Create with Wizard takes you a section at a time. Auto generate rolls one for you. Manual puts every field on one page.

The NPCs page, with its three ways to make an NPC

Basics

To use the wizard, start with Basics: a name, a one-line tagline, and whether they're alive, dead or missing.

Basics: a name, a tagline and their status

Press Next, and each step is saved. If you stop halfway, the NPC waits on your list marked Unfinished.

An NPC you stopped halfway, waiting on your list

Appearance and description

What the party sees, who this person really is, and Talking points: quick cues for playing them at the table.

Appearance, description and talking points

Combat

Set an Alignment if you like. Then link a stat block from the library or your own homebrew, so the numbers are ready when a fight starts. For a reskinned creature, write it in Combat reference instead.

Combat: alignment, combat reference and a linked stat block

Boss and abilities

Tick Boss for a villain who deserves a proper showdown. Add lair actions, each one available always, once the boss is bloodied, or from a set round. Cooldown abilities take a name and how many rounds they need to recover. In a fight, the tracker counts them down for you.

Boss and abilities: a lair action and a cooldown ability

Relations and notes

Pick the NPC's Faction and where they're usually found. Then your DM-only notes: secrets and true motives the players never see.

Relations and notes: faction, location and DM-only notes

Review

Review shows everything on one card. With a stat block linked, there's also a link to save it to your homebrew. Press Finish, and the NPC joins your list, marked New.

Review, with the link to save the stat block to your homebrew

Saving the stat block to your homebrew

That link opens a new homebrew monster, filled in from the stat block and named after your NPC, boss settings included. Change anything you like, then press Save. The NPC keeps its own link.

A new homebrew monster, filled in from the NPC's stat block

Adding spells

Spells live on Edit all on one page. Open the NPC, press Edit, and follow the link at the top. Choose a spell from the library and press Add from library, or type one of your own with its level. Each one saves straight away.

Spells, with one from the library and one of your own

Sharing an NPC with your players

At the top of that page is Met by the party. Turn it on once the party meets them, and it saves at once. Players see the name, tagline and appearance, whether they're alive or dead, and where they are if that place is discovered. Never your notes, and never the full description. New NPCs start the way your campaign's sharing settings say.

Met by the party, turned on
What your players see on their People and places tab

Auto generate

Need someone fast? Press Auto generate, and an NPC is rolled at once: a name, a tagline, their appearance, their personality, and a suggested stat block. Not quite right? Press Re-roll. When you like them, press Save, and they're added to your campaign, ready to edit.

Auto generate: a rolled NPC, ready to save

Making an NPC on one page

Prefer one page? Manual has every field together. Press Next, and the NPC is made, with the spells box ready below.

The spells box, ready below a new NPC

Write them once, give them teeth when they need it, and share them as your party meets them.

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