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D&D 5E 3d6 in Order

3D6 = [5, 6, 4] = 15 -> 17
3D6 = [6, 3, 2] = 11
3D6 = [6, 1, 3] = 10 -> 11
3D6 = [1, 4, 4] = 9
3D6 = [1, 1, 1] = 3
3D6 = [1, 1, 2] = 4

Strong, foolhardy and ugly?
Half-Orc Fighter. This could be fun to play.
And seriously, Coyote Code, what the hell?
 

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I'm envious of your luck with Coyote Code. It took me about fifteen tries at BrockJones.com to get something with no stats over 12:

#1: 9 9 6 12 6 12

Another five or six rolls did get me this though:

#2: 9 10 8 5 10 9

I declare #1 to be a half-elf sorlock (dragon sorcerer, for the extra HP) and #2 to be his idiot human brother Ruprecht, brain-damaged at birth but with a strange affinity for magical symbols. Ruprecht is a fighter (will be Eldritch Knight) who is equally (in)competent at range and in melee. Thanks to his human blood he is Tougher (bonus feat) than you would expect.

What I really want to do is take a bunch of these reject characters and see if they can still beat a DMG-balanced adventuring day.

================================

Oh, here's a good one:

9115867
This guy isn't quite as interesting as the slinger, but he's clearly got all sorts of... health issues. I'm going to call it Fetal Alcohol Syndrome. Part-dwarven, variant human (Lucky, +1 to Con and Dex) Rogue (Thief) with Expertise in Stealth and Athletics. Charlatan, but not actually proficient in Deception even though he uses it a lot. Think of this guy as the medieval equivalent of a Nigerian scammer who does a little thug work on the side.

================================

Last one: after about fifty rolls, I got this:

678749
Clearly we have a winner. As tempting as it is to make this guy a front-line Heavy Armor Master fighter in plate mail whose job is primarily to Dodge and soak hits, I think I am instead going to have to make him... a rage-filled, manic-depressive Necromancer with massive self-esteem issues and a grudge against the world. And you know what's funny? He can even be a viable character in combat. Slap some plate armor and a shield on him and his Dex doesn't matter; plate armor prevents spellcasting and gives disadvantage on Str/Dex saving throws/ability checks/attack rolls, but this guy doesn't even care since he already blew all of his spell slots on his undead minions; during combat he can Dodge while using his bonus action to shriek, "Kill them! Kill them all!" at his zombies and skeletons. He can use up his 1st and 2nd level spell slots on utility spells like Unseen Servant (pull the flesh off these bones!), Rope Trick, Find Familiar, and Longstrider (cancels out the speed penalty from plate armor), and he won't care about the fifteen minutes it takes to shuck/don his armor so he can cast those spells. He'll eventually learn Fabricate so he can make his own weapons and armor for his undead army (Guild Merchant background).

It would almost be a pity to spend his ASIs on boosting his stats. If I could think of a good way to spend his feats that did not involve raising his stats... maybe he gradually, over time, acclimates himself to his armor? By 19th level he could have Light/Medium/Heavy Armor proficiency, Heavy Armor Master, Lucky, and Tough. AC 25 (Spell Mastery: Shield), 102 HP, and a whole army of undead.

I kind of want to use this guy as a BBEG.
 
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Hriston

Dungeon Master of Middle-earth (he/him)
Here's a more detailed write-up of my character before I move on to a new one:

Thorbardr the Pallid
Medium humanoid (mountain dwarf), neutral
Height 4' 2" Weight 136 lb. Age 52

Armor Class 19 (chain mail, shield, defense fighting style)
Hit Points 9 (1d10 - 1)
Speed 25 ft.

STR 18 (+4) DEX 12 (+1) CON 8 (-1) INT 17 (+3) WIS 7 (-2) CHA 14 (+2)

Saving Throws Str +6, Con +1 (advantage against poison)
Skills Athletics +6, Medicine +0, Religion +5, Survival +0
Tools Smith's tools, Herbalism kit
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 8
Languages Common, Dwarvish, Goblin
Challenge 1 (200 XP)

Stonecunning. Whenever he makes an Intelligence (History) check related to the origin of stonework, Thorbardr is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus.

Second Wind (1/Rest). On his turn, Thorbardr can use a bonus action to regain hit points equal to 1d10 + 1.

Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Background
Thorbardr was born into one of the leading families of the Stormbeard clan. From the moment of his birth it was clear that, although possessed of an almost preternatural strength, Thorbardr's pale and slight form was vulnerable to illness to a degree considered unacceptable among dwarves who pride themselves on having greater hardiness than other races. As he grew, and his general ill-health did not improve, he was ostracized by a society that feared his existence was proof of Moradin's displeasure with the clan.

Upon reaching young adulthood, an event occurred that changed the course of Thorbardr's life. A plague swept through the mountains where the Stormbeards have their underground mansions, the cause of which was unknown, and although he himself did not fall prey to the disease, accusations were made against him as the most likely suspect to have brought the contagion into the clan's territory. The accusers, arguing that Thorbardr's continued presence would bring further bad luck to the clan, were successful in having him driven into exile upon pain of death should he ever return. He fled, but first avowed he would indeed return to face his accusers once he discovered the true source of the plague that was sent upon his people.

In the long years that followed, wandering the goblin infested mountains and forests, Thorbardr discovered the secret properties of rare herbs that could bolster his health, and he even learned how to craft potions of healing, but his discoveries didn't end there. Through hours he spent in isolation quietly studying and contemplating the mysteries of the universe, Thorbardr began to uncover the magical underpinnings of the fabric of reality, gleaning that with which he could one day grant himself additional protection from both the evil creatures of the wilderness and those members of his clan that drove him into exile.

Personality Traits
Thorbardr connects everything that happens to him to a grand cosmic plan. Additionally, he often gets lost in his own thoughts and contemplation, becoming oblivious to his surroundings.

Ideal
Power. Solitude and contemplation are paths toward mystical or magical power.

Bond
Thorbardr entered seclusion to hide from the ones who might still be hunting him. He must someday confront them.

Flaw
Thorbardr harbors dark, bloodthirsty thoughts that his isolation and meditation failed to quell.

Equipment
chain mail, a longsword, a shield, two handaxes, an explorer's pack, a scroll case stuffed full of notes from Thorbardr's studies, a winter blanket, a set of common clothes, and an herbalism kit

Treasure
5 gp
 
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Hriston

Dungeon Master of Middle-earth (he/him)
Thanks to everyone who's participated in this thread. Just a reminder, the idea here is to roll up six ability scores, using 3d6 in order, and make a character with them, just like you would if you were using this method to create a character for a game. For example, when I'm rolling up a character to post, I use the first six numbers I get. I don't roll until I get what I want, or until I get something that proves a point. The idea is to work with what you get.

This time I mostly got scores closer to the average: 8, 18, 12, 9, 10, 10. There were two ways I could go with this, either High elf Fighter or Tiefling Rogue. I couldn't decide, so I made two characters.

1. Glingil Goldenstar
Medium humanoid (high elf), chaotic neutral
Height 5' 7" Weight 142 lbs. Age 147

Armor Class 16 (leather armor), or 18 (leather armor and shield)
Hit Points 11 (1d10 + 1)
Speed 30 ft.

STR 8 (-1) DEX 20 (+5) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Saving Throws Str +1, Con +3
Skills Acrobatics +7, Athletics +1, Insight +2, Intimidation +2, Perception +2
Tools Dragonchess set, Vehicles (land)
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Goblin
Challenge 2 (450 XP)

Fey Ancestry. Glingil has advantage on saving throws against being charmed, and magic can't put him to sleep.

Fighting Style: Archery. Glingil gains a +2 bonus to attack rolls he makes with ranged weapons (included in his attack).

Second Wind (1/Rest). On his turn, Glingil can use a bonus action to regain hit points equal to 1d10 + 1.

Spellcasting. Glingil knows the true strike cantrip.

Trance. Glingil doesn't need to sleep. Instead, he meditates deeply, remaining semiconscious for 4 hours a day. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep.

Actions
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Background
Glingil served as a scout for the elven army in its unending war against the rising hobgoblin hordes. He witnessed the deaths of many of his comrades who otherwise may have lived for many centuries. He has since taken up the life of a mercenary bowman.

Personality Traits
Glingil has lost too many friends, and he's slow to make new ones. Additionally, he can stare down a hell hound without flinching.

Ideal
Independence. When people follow orders blindly, they embrace a kind of tyranny.

Bond
Glingil will never forget the crushing defeat his company suffered or the enemies who dealt it.

Flaw
Glingil's hatred of his enemies is blind and unreasoning.

Equipment
leather armor, a longbow and a quiver of 20 arrows, a rapier and a shield, two daggers, an explorer's pack, an insignia of rank, a piece of a banner taken from a fallen enemy, a deck of cards, a set of common clothes, and a belt pouch

Treasure
10 gp


2. Gorgo
Medium humanoid (tiefling), chaotic neutral
Height 5' 7" Weight 160 lbs. Age 19

Armor Class 15 (leather armor)
Hit Points 9 (1d8 + 1)
Speed 30 ft.

STR 8 (-1) DEX 18 (+4) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 12 (+1)

Saving Throws Dex +6, Int +2
Skills Deception +5, Intimidation +3, Performance +3, Persuasion +5, Sleight of Hand +6, Stealth +6
Tools Disguise kit, Forgery kit, Thieves' tools
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, Thieves' Cant
Challenge 1 (200 XP)

Sneak Attack.
Once per turn, Gorgo can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Gorgo doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Gorgo doesn’t have disadvantage on the attack roll.

Spellcasting. Gorgo knows the thaumaturgy cantrip.

Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Background
Gorgo has made his living by swindling the gullible out of their hard earned cash. He's run a variety of cons over the years, sleight of hand games being among his favorites. Recently however he's had to go into hiding after he tricked the wrong person, and he now disguises himself as an aged alchemist named Balshazar the Bountiful. Wearing a turban (to hide his horns) and a false beard, he peddles worthless bottles of colored water by convincing people they have magical properties.

Personality Traits
Gorgo falls in and out of love easily, and is always pursuing someone. Flattery is his preferred trick for getting what he wants.

Ideal
Independence. Gorgo is a free spirit - no one tells him what to do.

Bond
Gorgo fleeced the wrong person and must work to ensure that this individual never crosses paths with him of those he cares about.

Flaw
Gorgo can't resist a pretty face.

Equipment
a rapier, a shortbow and a quiver of 20 arrows, a burglar's pack, leather armor, two daggers, thieves' tools, a set of fine clothes, a disguise kit, ten stoppered bottles filled with colored liquid, and a belt pouch

Treasure
15 gp
 

Plaguescarred

D&D Playtester for WoTC since 2012
Hey why not let's try this!

Here's my rolls _:
3D6 = [4, 4, 6] = 14
3D6 = [5, 6, 1] = 12
3D6 = [1, 2, 1] = 4
3D6 = [6, 6, 4] = 16
3D6 = [1, 2, 3] = 6
3D6 = [6, 6, 2] = 14


High intelligence and dexterity sounds like a good fit for an elf and a wizard. I opted for a bladesinger since i didn't do one yet. Her low constitution is not ideal but it look like a fun build anyway so i decided she has a blood disease to explain it. I took a far traveler background and had her originate from Evermeet. Voila!

Nluho35.jpg

Evessence Nyllondiil
2nd-Level Female High Elf Wizard
AC 14 (studded leather armor)
Hit Points 4 (2d6 Hit Die)
Proficiency Bonus +2
Speed 30 ft.
Alignment lawful good
Languages common, elvish, sylvan
Background far traveler (evermeet)
ABILITY SCORES
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 04 (–3)
Intelligence 17 (+3); add proficiency bonus to saves
Wisdom 06 (–2); add proficiency bonus to saves
Charisma 14 (+2)
ATTACKS
Melee Attack: Rapier (reach 5 ft.;+4 to hit;1d8+2 piercing)
Ranged Attack: Ray of Frost (range 80 ft./320 ft.; +5 to hit; 1d8 cold damage and the target's speed is reduced by 10 feet until your next turn)
PROFICIENCIES
light armor, daggers, darts, slings, quarterstaffs, light crossbows, rapier, flute,
SKILLS
acrobatics +4, arcana +5, investigation +5, insight +0, perception +0, performance +4
FEATURES
Darkvision, keen sense, fey ancestry, trance, elf weapon training, cantrip, extra language, spellcasting, arcane recovery, bladesinger arcane tradition, training in war and song, bladesong, all eyes on you,
SPELLS
green flame blade, ray of frost, mage hand, shocking grasp, thunderwave, sleep, witchbolt
EQUIPMENT
studded leather armor, set of traveler's clothes, flute, poorly wrought maps from evermeet, silver elven circlet (10 gp), ink and pen, scroll case, component pouch, spellbook, adventurer's kit, and a pouch containing 5 gp

Evessence Nyllondiil [eve-S-sens KNEE-lon-D-HEAL] is a beautiful moon elf born on the far isle of Evermeet. She is a trained bladesinger knight despite her very young age being only a decade over a century old, which makes her still a teenager. Her muscles, bones (and wisdom!) hasn’t even finished growing. Eve also has hemophilia, a rare disease resulting from a genetic disorder that prevents blood from clotting properly and weaken her immune system but that doesn’t scare her as she is a remarkable fighter with a blade and magic. She was recently sent on the Sword Coast as an emissary but found herself all on her own after their elven patrol was slain by a band of trolls.
 
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Radaceus

Adventurer
Oh the good old days of random causality

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

I'll have to think about this lol...Be back later...
 

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