Nonplayer characters (NPCs) are supporting characters controlled by you, the DM. Examples include the local innkeeper, the sage who lives in the tower on the outskirts of town, and the death knight out to destroy the kingdom.
The Monster Manual contains stat blocks you can use to represent NPCs in your game. You can add details to make them distinctive and memorable. For example, your players will have no trouble remembering the no-nonsense blacksmith with the tattoo of the black rose on her right shoulder or the badly dressed musician with the broken nose. NPCs in your game rarely need much more complexity than that.
Flesh out NPCs who play prominent roles in your adventures. You can use the accompanying NPC Tracker to record information as you determine these six elements of your NPC:
You’ll need a name for any NPC who plays a prominent role in your campaign. You can pick a given name and a surname from any of the accompanying tables; a name can include options from different tables. If you like, you can roll 1d6 to determine which table to choose a name from, then roll 1d12 to get a name. You can also alter or combine names, pull from a book of names, or use a name inspired by a movie or book.
1d12 | Common Given Name | Common Surname |
---|---|---|
1 | Adrik |
Brightsun |
2 | Alvyn |
Dundragon |
3 | Aurora |
Frostbeard |
4 | Eldeth |
Garrick |
5 | Eldon |
Goodbarrel |
6 | Farris |
Greycastle |
7 | Kathra |
Ironfist |
8 | Kellen |
Jaerin |
9 | Lily |
Merryweather |
10 | Nissa |
Redthorn |
11 | Xinli |
Stormriver |
12 | Zorra |
Wren |
1d12 | Guttural Given Name | Gutteral Surname |
---|---|---|
1 | Abzug |
Burska |
2 | Bajok |
Gruuthok |
3 | Bharash |
Hrondl |
4 | Grovis |
Jarzzok |
5 | Gruuna |
Kraltus |
6 | Hokrun |
Shamog |
7 | Mardred |
Skrangval |
8 | Rhogar |
Ungart |
9 | Skuldark |
Uuthrakt |
10 | Thokk |
Vrakir |
11 | Urzul |
Yuldra |
12 | Varka |
Zulrax |
1d12 | Lyrical Given Name | Lyrical Surname |
---|---|---|
1 | Arannis |
Arvannis |
2 | Damaia |
Brawnanvil |
3 | Darsis |
Daardendrian |
4 | Dweomer |
Drachedandion |
5 | Evabeth |
Endryss |
6 | Jhessail |
Meliamne |
7 | Keyleth |
Mishann |
8 | Netheria |
Silverfrond |
9 | Orianna |
Snowmantle |
10 | Sorcyl |
Summerbreeze |
11 | Umarion |
Thunderfoot |
12 | Velissa |
Zashir |
1d12 | Monosyllabic Given Name | Monosyllabic Surname |
---|---|---|
1 | Chen |
Dench |
2 | Creel |
Drog |
3 | Dain |
Dusk |
4 | Dorn |
Holg |
5 | Flint |
Horn |
6 | Glim |
Imsh |
7 | Henk |
Jask |
8 | Krusk |
Keth |
9 | Nox |
Ku |
10 | Nyx |
Kung |
11 | Rukh |
Mott |
12 | Shan |
Quaal |
1d12 | Sinister Given Name | Sinister Surname |
---|---|---|
1 | Arachne |
Doomwhisper |
2 | Axyss |
Dreadfield |
3 | Carrion |
Gallows |
4 | Grinnus |
Hellstryke |
5 | Melkhis |
Killraven |
6 | Morthos |
Nightblade |
7 | Nadir |
Norixius |
8 | Scandal |
Shadowfang |
9 | Skellendyre |
Valtar |
10 | Thaltus |
Winterspell |
11 | Valkora |
Xandros |
12 | Vexander |
Zarkynzorn |
1d12 | Whimsical Given Names | Whimsical Surnames |
---|---|---|
1 | Cricket |
Borogove |
2 | Daisy |
Goldjoy |
3 | Dimble |
Hoddypeak |
4 | Ellywick |
Huddle |
5 | Erky |
Jollywind |
6 | Fiddlestyx |
Oneshoe |
7 | Fonkin |
Scramblewise |
8 | Golly |
Sunnyhill |
9 | Mimsy |
Tallgrass |
10 | Pumpkin |
Timbers |
11 | Quarrel |
Underbough |
12 | Sybilwick |
Wimbly |
Choose a stat block from the Monster Manual to represent the NPC’s game statistics. You don’t need to do this if you don’t expect the NPC to engage in combat or use any special abilities (such as casting spells). You can customize the stat block using the guidelines under “Creating a Creature” in this chapter to better reflect the NPC you have in mind.
Choose the NPC’s alignment, which can help you sketch the outlines of an NPC’s behavior and personality. See the Player’s Handbook and “Alignment” in this chapter for more information.
With the NPC’s alignment and ability scores as a starting point, use the guidelines in the Player’s Handbook to pick a few words that describe the NPC’s personality. You can choose or randomly determine one personality trait associated with each element of the NPC’s alignment, or with the NPC’s highest and lowest ability scores, and combine them to inspire a persona.
For example, if you find the adventurers unexpectedly arguing with a Lawful Neutral guard, you might create a cooperative but laconic guard who is happy to help the adventurers but speaks curtly, hoping to end the conversation as quickly as possible. Or, looking at the Imp stat block in the Player’s Handbook and noting its highest ability (Dexterity) and its lowest (Strength), you might decide that the little devil is fidgety and indirect, constantly on the move and talking in circles to get to its point.
Briefly describe the NPC’s most distinctive physical features. You can start with the basics—skin, hair, and eye colors, as well as the NPC’s species. The NPC Appearance table can also help you identify one or two things that stand out about the character’s appearance.
1d12 | Feature |
---|---|
1 | Distinctive jewelry |
2 | Flamboyant, outlandish, formal, or ragged clothes |
3 | Uses an elegant mobility device (wheelchair, brace, or cane) |
4 | Pronounced scar |
5 | Unusual eye color (or two different colors) |
6 | Tattoos or piercings |
7 | Birthmark |
8 | Unusual hair color |
9 | Bald, or braided beard or hair |
10 | Distinctive nose (large, bulbous, angular, small) |
11 | Distinctive posture (stooped or rigid) |
12 | Exceptionally beautiful or ugly |
Describe a secret the NPC is trying to hide or protect. The NPC Secrets table provides several ideas.
1d10 | Secret |
---|---|
1 | The NPC is in disguise, concealing their identity or some aspect of their appearance. |
2 | The NPC is currently planning, executing, or covering up a crime. |
3 | The NPC (or their family) has been threatened with harm unless the NPC does something. |
4 | The NPC is under a magical compulsion (perhaps a Geas spell or some kind of curse) to behave in a certain way. |
5 | The NPC is seriously ill or in terrible pain. |
6 | The NPC feels responsible for someone’s death or ill fortune. |
7 | The NPC is on the brink of financial ruin. |
8 | The NPC is desperately lonely or harboring an unrequited passion. |
9 | The NPC nurses a powerful ambition. |
10 | The NPC is deeply dissatisfied or unhappy. |
NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or villains, they can deepen players’ investment in the world.
You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over the course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to have that villain escape and return many adventures later to haunt them as a Mage. Still later, the same villain might reappear as an Archmage. Of course, the trick here is making sure that the villain survives from one adventure to the next, or at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents.
Don’t Go Overboard
Developing nonplayer characters can be fun. That said, use your time wisely. Beware of writing three pages of backstory for an NPC whose interactions with the adventurers will be over in three minutes. The advice in this section is meant to help you create an interesting character quickly while providing just enough detail.
NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow the adventurers because of a bond of loyalty, gratitude, or love. You can delegate decisions about an NPC’s actions to one of the players, especially in combat, but you can override the player’s decisions to reflect the NPC’s motivations.
When you choose a stat block from the Monster Manual for an NPC party member, make sure the NPC doesn’t overshadow the player characters. Use a stat block whose Challenge Rating is no higher than half the characters’ level. These NPCs don’t amass Experience Points and don’t become more powerful.
Here are some NPC archetypes that work well as supporting characters in an adventuring party:
Comic Relief. A comic relief NPC helps lighten the mood of an adventure or game session, perhaps with an occasional display of ineptness or a gift for puns.
Curmudgeon. A curmudgeon NPC is quick to complain humorously about the characters’ terrible choices and bad planning. You can occasionally use this NPC to suggest legitimate courses of action or share insights.
Dutiful Assistant. A dutiful assistant NPC is good at carrying equipment and looking after the party’s horses and other belongings. Such an NPC might be entirely devoted to their duty, or they might be using this easily overlooked position to pursue goals of their own.
Milquetoast Healer. Absent a healer of their own, the characters might love an NPC healer whose personality matters less than the healer’s devotion to the party and ability to cast Cure Wounds or Revivify when needed.
Walking Textbook. A walking textbook NPC is knowledgeable about a particular field of expertise and can be a useful source of information, but they can’t be relied on to make wise decisions or hold up their end in battle.
Wallflower Warrior. A wallflower warrior NPC is good at fading into the background, doesn’t usually chat or engage unless approached, and eagerly avoids the spotlight. Their primary purpose is to give monsters another target to attack.
Even useful NPCs can slow down the game or overstay their welcome. Consider having NPC party members stick around for no more than a few game sessions or a single adventure before making their exit. NPCs can benefit from time away from the characters now and then.
Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the characters (even those the NPC doesn’t particularly like). An NPC party member who is abused or ignored is likely to abandon or betray the party, whereas an NPC who owes a life debt to the characters or shares their goals might fight to the death for them. You can simply decide on an NPC’s loyalty, or you can track a Loyalty Score using the following rules.
Loyalty Score. An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum Loyalty Score is equal to the highest Charisma score among all adventurers in the party, and its starting Loyalty Score is half that number. If the highest Charisma score changes—perhaps a character dies or leaves the group—adjust the NPC’s Loyalty Score accordingly.
Tracking Loyalty. Keep track of an NPC’s Loyalty Score in secret so that the players won’t know for sure whether an NPC party member is loyal or disloyal.
An NPC’s Loyalty Score increases by 1d4 if other party members help the NPC achieve a personal goal. Likewise, an NPC’s Loyalty Score increases by 1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC’s Loyalty Score can never be raised above its maximum.
When other party members act in a manner that runs counter to the NPC’s alignment or personality, reduce the NPC’s Loyalty Score by 1d4. Reduce the NPC’s Loyalty Score by 2d4 if the NPC is abused, misled, or endangered by other party members for purely selfish reasons. A Loyalty Score can never drop below 0.
Meaning of Loyalty. An NPC with a Loyalty Score of 10 or higher risks anything to help fellow party members. An NPC whose Loyalty Score is between 1 and 10 is tenuously faithful to the party. An NPC whose Loyalty Score drops to 0 no longer acts in the party’s best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party’s downfall.
Crew Loyalty and Mutiny. If the characters own or operate a sailing ship or similar vessel, you can use these rules to track the loyalty of individual crew members or the ship’s crew as a whole. If at least half the crew’s Loyalty Scores drop to 0 during a voyage, the crew turns Hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.