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A simple way to play Dungeons & Dragons alone

by

Ricardo Peraça Cavassane

DMs Guild
1
Introduction Oracle
To play D&D alone, first you have to make a Ask questions to the oracle by rolling 1d20 and
choice: to be the player (the “default” option) or checking on the following table:
to be the Dungeon Master.
If you choose to be the player, create one or ORACLE
more characters the way you wish; those d20 Answer
characters are the only things that are under 1 No, and...
your control in this game. Everything else is 2–9 No
under the control of the DM; but since there is 10 No, but...
no one else to be the DM, the decisions the DM 11 Yes, but...
would make are going to be randomized, or 12–19 Yes
made by you, using your own common sense, 20 Yes, and...
when possible.
If you choose to be the DM, create one or If an affirmative answer is more likely, roll
more characters (totally or partially randomly, if 2d20 and use the higher of the two rolls. On the
possible). Those characters are the only things other hand, if a negative answer is more likely,
that are not under your control in this game; roll 2d20 and use the lower of the two rolls.
but since there are no players, the decisions If only a negative answer is possible, but you
they would make are going to be randomized, or still want to roll, roll 1d10. On the other hand, if
made by you, using your own common sense, only an affirmative answer is possible, but you
when possible. still want to roll, roll 1d10+10.
There are mainly two ways to randomize a The oracle can be used to make any question
decision: by asking the oracle or by rolling on a with two possible answers. When there are more
random table. than two possible answers, build a random table
(see the “Lists Into Tables” section).

Tables
Random tables are essential in solo roleplaying.
SOLO CHARACTERS D&D books provide a lot of those tables, and
In D&D, encounter balance is designed having a
many others can be created by turning lists into
group of four or five characters in mind. Thus, when
random tables. Also, some tables may be used
playing with a single character (which, it must be
for other purposes than those they were
noted, is not the only option when you are playing
alone), it can be hard to use the default encounter intended for.
building rules. Following are listed most of the random
Build hard/deadly encounters for a single tables found in the Dungeon Master’s Guide, the
character (or for fewer than four characters) by Mordenkainen’s Tome of Foes, the Player’s
using the quick matchups table (Xanathar’s Guide to Handbook, the Volo’s Guide to Monsters, and the
Everything, p. 91), and by adding CR 0 monsters in Xanathar’s Guide to Evertything, divided in the
the “4 Monsters” column in the “1st” and “2nd” following categories: adventures, characters,
level rows. For medium encounters, divide the dungeons, monsters, planes, settlements,
number of monsters in the columns by 2, where “1 treasures, wilderness, worlds, and
Monster” becomes 0, “2 Monsters” become 1, and miscellaneous.
“4 Monsters” become 2. For easy encounters, divide
the number of monsters in the columns by 4, where
“2 Monsters” become 0, and “4 Monsters” become
1 monster.
When the player controls a single character (or
fewer than four characters) consider also using
sidekicks, as they appear on the Appendix A of the
Essentials Kit (p. 63), or other companion NPCs.

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Adventures p. 105: halfling characters tables
p. 114: gnome characters tables
Dungeons Master’s Guide
p. 73: dungeon goal Player’s Handbook
p. 73: wilderness goal p. 121: height and weight
p. 74: other goal p. 127: trait, ideal, bond, flaw by background
p. 74: adventure villain
p. 74: adventure ally Volo’s Guide to Monsters
p. 74: adventure patron p. 104: aasimar angelic guide
p. 74: adventure introduction p. 106: firbolg reason for adventuring
p. 75: adventure climax p. 112: lizardfolk quirk
p. 75: event-based villain action p. 114: tabaxi obsession and quirk
p. 76: event-based goal p. 117: triton quirk
p. 75: framing event p. 118: monstrous origin
p. 76: quandary p. 120: height and weight
p. 80: twist
Xanathar’s Guide to Everything
p. 81: side-quest
p. 8: barbarian totem, tattoo, superstition
p. 12: bard defining work, instrument,
Characters embarassment
p. 17: cleric temple, keepsake, secret
Dungeons Master’s Guide p. 21: druid treasured item, guiding aspect,
p. 89: NPC appearance mentor
p. 90: NPC abilities p. 27: fighter heraldic sign, instructor, signature
p. 90: NPC talent style
p. 90: NPC mannerism p. 32: monk monastery, monastic icon, master
p. 90: NPC interaction trait p. 36: paladin personal goal, symbol, nemesis,
p. 90: NPC ideal temptation
p. 91: NPC bond p. 40: ranger view of the world, homeland,
p. 91: NPC flaw and secret sworn enemy
p. 94: villain scheme p. 44: rogue guilty pleasure, adversary,
p. 95: villain method benefactor
p. 96: villain weakness p. 48: sorcerer arcane origin, reaction,
p. 100: NPC alignment supernatural mark, sign of sorcery, shadow
p. 101: NPC class sorcerer quirk
p. 53: warlock patron attitude, special term,
Mordenkainen’s Tome of Foes binding mark
p. 34: fiendish cult goal p. 58: wizard spellbook, ambition, eccentricity
p. 34: fiendish cult resource p. 62: birth tables
p. 34: fiendish cult organization p. 63: family tables
p. 34: fiendish cult hardship p. 64: background choice tables
p. 61: eladrin personality traits and flaws p. 66: class choice tables
p. 64: elf characters tables p. 69: life events tables
p. 64: drow house specialty p. 72: alignment, cause of death, class,
p. 81: dwarf group tables occupation
p. 82: dwarf clan tables p. 73: race, relationship, status
p. 83: dwarf characters tables p. 175: name
p. 83: duergar group tables
p. 84: duergar clan tables
p. 84: duergar characters tables
p. 97: gith characters tables
p. 98: githyanki group tables
p. 98: githzerai group tables

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Dungeons Monsters
Dungeons Master’s Guide Dungeons Master’s Guide
p. 99: dungeon location p. 296: monster motivation
p. 99: exotic location
p. 100: dungeon creation Mordenkainen’s Tome of Foes
p. 100: cult and religious group p. 33: demon tables
p. 101: dungeon purpose p. 23: devil tables
p. 101: dungeon history
p. 290: starting area Volo’s Guide to Monsters
p. 290: passage p. 8: beholder tables
p. 290: passage width p. 16: beholder minion tables
p. 291: door type p. 23: giant tables
p. 291: beyond a door p. 36: gnoll and cultist tables
p. 291: chamber p. 36: gnoll war band tables
p. 291: chamber exit p. 42: goblin status symbol
p. 291: exit location p. 55: hag tables
p. 291: exit type p. 62: hag minion and treasure tables
p. 291: stairs p. 66: kobold tables
p. 292: death trap chamber p. 74: kobold tables
p. 293: lair chamber p. 87: orc tables
p. 293: maze chamber p. 90: orc trophies
p. 293: mine chamber p. 97: yuan-ti tables
p. 293: planar gate chamber p. 102: yuan-ti minion tables
p. 294: stronghold chamber
p. 294: temple or shrine chamber Xanathar’s Guide to Everything
p. 295: tomb chamber p. 91: monster personality
p. 295: treasure vault chamber p. 91: monster relationships
p. 295: general chamber p. 92: encounter tables by environment
p. 295: chamber state
p. 296: chamber content Planes
p. 296: dungeon hazard
p. 297: obstacle Dungeons Master’s Guide
p. 297: trap trigger p. 47: planar color pool
p. 297: trap damage severity p. 49: etheral curtain
p. 297: trap effect p. 50: feywild time warp
p. 298: trick object p. 52: shadowfell despair
p. 298: trick p. 58: abyssal curruption
p. 298: noise
p. 299: air
p. 299: odor
p. 299: general feature
p. 300: religious article and furnishing
p. 300: mage furnishing
p. 300: utensil and personal item
p. 301: container content
p. 301: book, scroll and tome

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Settlements Wilderness
Dungeons Master’s Guide Dungeons Master’s Guide
p. 112: race relations p. 108: monument
p. 112: ruler’s status p. 109: weird locale
p. 112: notable traits p. 109: weather
p. 112: known for its... p. 116: underwater encounter
p. 112: current calamity p. 118: encounter at sea
p. 113: building type
p. 113: residence Worlds
p. 113: religious building
p. 113: tavern Dungeons Master’s Guide
p. 113: tavern name p. 18: form of government
p. 113: warehouse p. 27: world-shaking event
p. 114: shop p. 27: leader type
p. 114: urban encounter p. 28: cataclysmic disaster
p. 29: invading force
Treasures p. 30: extinction or depletion
p. 31: new organization
Dungeons Master’s Guide p. 31: discovery
p. 134: gemstone tables
p. 134: art object tables Miscellaneous
p. 136: individual treasure tables
p. 137: hoard treasure tables Dungeons Master’s Guide
p. 140: mixing potions p. 128: carousing
p. 140: scroll mishap p. 129: running a business
p. 142: magic item creator or intended user p. 130: selling a magic item
p. 142: magic item history p. 254: chase complications
p. 143: magic item minor property p. 259: shot-term madness
p. 143: magic item quirk p. 260: long-term madness
p. 144: magic item tables p. 260: indefinite madness
p. 214: sentient magic item tables p. 272: lingering injuries
p. 219: artifact tables p. 272: system shock

Mordenkainen’s Tome of Foes Player’s Handbook


p. 63: elven trinket p. 104: wild magic surge

Player’s Handbook Xanathar’s Guide to Everything


p. 160: trinket p. 124: example rival
p. 126: downtime complications
Xanathar’s Guide to Everything
p. 140: magic items by rarity

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Lists Into tables Following are listed some non-random
tables and lists found in the Dungeon Master’s
Guide, the Monster Manual, the Mordenkainen’s
Besides the tables already present in the books, Tome of Foes, the Player’s Handbook, the Volo’s
many lists and non-random tables can be Guide to Monsters, and the Xanathar’s Guide to
turned into random tables. The number of items, Evertything, divided in the following categories:
as well as the probability of each item, characters, monsters, planes, settlements,
determine what die should be rolled. When treasures, wilderness, and miscellaneous.
there are too many items, it may be interesting
to create sub-tables.

ALL ITEMS ARE EQUALLY LIKELY


Die Number of Items
d4 2 or 4
d6 3 or 6
d8 7 (re-roll an 8) or 8
d10 5, 9 (re-roll a 10) or 10
d12 11 (re-roll a 12) or 12
d20 13–19 (re-roll a 14–20) or 20
d24 21–23 (re-roll a 22–24) or 24
d30 25–29 (re-roll a 26–30) or 30
d100 50 or 100

THE FIRST ITEM IS MORE LIKELY


Die Number of Items
d6 2 (1–4, 5–6) or
3 (1–3, 4–5, 6)
d10 4 (1–4, 5–7, 8–9, 10)
d20 5 (1–6, 7–11, 12–15, 16–18, 19–20) or
6 (1–5, 6–10, 11–14, 15–17, 18–19, 20)
d30 7 (1–8, 9–15, 16–20, 21–24, 25–27,
28–29, 30)
d100 8 (1–16, 17–31, 32–45, 46–58, 59–70,
71–81, 82–91, 92–100),
9 (1–16, 17–30, 31–43, 44–55, 56–66,
67–76, 77–85, 86–93, 94–100) or
10 (1–15, 16–29, 30–42, 43–54, 55–65,
66–74, 75–82, 83–89, 90–95, 96–100)

THE MIDDLE ITEM IS MORE LIKELY


Die Number of Items
d4 3 (1, 2–3, 4)
d6 4 (1, 2–3, 4–5, 6)
d10 5 (1, 2–3, 4–7, 8–9, 10)
d12 6 (1, 2–3, 4–6, 7–9, 10–11, 12)
d20 7 (1, 2–3, 4–7, 8–13, 14–17, 18–19, 20) or
8 (1, 2–3, 4–6, 7–10, 11–14, 15–17,
18–19, 20)
d24 9 (1, 2–3, 4–6, 7–10, 11–14, 15–18,
19–21, 22–23, 24)
d30 10 (1, 2–3, 4–6, 7–10, 11–15, 16–20,
21-24, 25–27, 28–29, 30)

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Characters Treasures
Dungeons Master’s Guide Dungeons Master’s Guide
p. 282: NPC features (25 items) p. 135: magic item rarity (5 items)
p. 228: blessings and charms (7 items each)
Player’s Handbook p. 255: siege equipment (7 items)
p. 34: draconic ancestry (10 items) p. 257: poisons (14 items)
p. 45: classes (12 items) p. 268: firearms (10 items without ammunition)
p. 123: standard language (8 items) p. 268: explosives (7 items)
p. 123: exotic language (8 items)
p. 165: feats (42 items) Player’s Handbook
p. 174: skills (18 items) p. 145: armor (12 items)
p. 149: simple melee weapons (10 items without
Monsters unarmed)
p. 149: simple ranged weapons (4 items)
Dungeons Master’s Guide p. 149: martial melee weapons (18 items)
p. 280: monster features (91 items) p. 149: martial ranged weapons (5 items)
p. 302: monster lists by environment p. 150: adventuring gear (99 items)
p. 306: monster lists by challenge rating p. 151: equipment packs (7items)
p. 152: tools (38 items)
Monster Manual p. 157: mounts and animals (8 items)
p. 4: where do monsters dwell (6 items) p. 157: tack, harness and draw vehicles (14
p. 6: size categories (6 items) items)
p. 6: monster types (14 items) p. 157: waterborne vehicles (6 items)
p. 8: additional movement modes (4 items) p. 157: trade goods (13 items)
p. 8: special senses (4 items) p. 157: lifestyle (7 items)
p. 158: food and lodging (20 items)
Mordenkainen’s Tome of Foes p. 159: services (7 items)
p. 253: monster lists by type
p. 254: monster lists by challenge rating Wilderness
p. 255: monster lists by environment
Dungeons Master’s Guide
Volo’s Guide to Monsters p. 110: wilderness hazards (6 items)
p. 221: monster lists by type p. 302: environments from the monster lists by
p. 221: monster lists by challenge rating environment (10 items without urban)
p. 222: monster lists by environment

Xanathar’s Guide to Everything Miscellaneous


p. 24: druid beast shape lists
Dungeons Master’s Guide
p. 128: more downtime activities (9 items)
Planes
Player’s Handbook
Dungeons Master’s Guide
p. 74: maneuvers (16 items)
p. 58: outer planes (16 items)
p. 187: downtime activities (5 items)
p. 67: gate-towns of the outlands (16 items)
p. 192: actions in combat (10 items)
p. 196: damage types (13 items, or 10 items
Mordenkainen’s Tome of Foes
without bludgeoning, piercing and slashing)
9: layers of the nine hells (9 items)
p. 203: schools of magic (8 items)
p. 292: conditions (14 items)
Settlements
Xanathar’s Guide to Everything
Dungeons Master’s Guide p. 79: tools activities lists
p. 16: settlement size (3 items)

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Decks Sun. Someone gains enormous power, or
something of enormous power appears.
Talons. Someone or something loses magic
Deck of Many Things power, something magic is destroyed, or magic
vanishes from somewhere.
The Deck of Many Things (Dungeon Master’s The Fates. Some past event is revealed to
Guide, p. 162) can be an interesting tool for not have happened as it was known or believed,
adding a major twist at an important moment of or to not have happened at all.
the story. Draw a card and read its meaning, The Void. This story ends.
then use the oracle to fill in the gaps (for Throne. Someone reaches a position of
example: to whom does it happen? When does leadership or power.
it happen? How does it happen? etc.). Vizier. Something true is revealed or
For example, suppose I draw the Skull card: someone gains an important piece of
its meaning, as described below, reads information.
“someone dies”. I can choose to ask the oracle
first if it is an ally or an enemy of my character Tarokka Deck
who dies. Suppose the answer is that an ally of
mine dies: I can then roll on a table of all of my The Tarokka Deck (Curse of Strahd, p. 11) can
allies and, after the ally is determined, also be used in this way. The meaning of each of
supposing it is an ally who is far from my its cards is listed in the Appendix E of Curse of
character, I can ask if it has happened in the Strahd (p. 243).
past or if it is happening now, then ask if it was However, it can also be used to generate
by natural causes or by murder, and so on, until NPCs. Whenever an unknown but important
I can determine all the details of this event. character is introduced to the narrative, draw a
card and use the stats determined by the card,
Balance. Someone turns to the other side, or as seen below. You can also use the card’s
someone or something suffers a radical change meaning to create its personality and agenda.
in alignment or allegiance.
Comet. Great destruction falls upon Abjurer. Abjurer (Volo’s Guide to Monsters, p.
someone or something. 209).
Donjon. Someone is imprisoned, or Anarchist. Champion (Volo’s Guide to
something is put in a safe place. Monsters, p. 212).
Euryale. Someone or something is cursed. Artifact. Elder Brain (Volo’s Guide to
Flames. Someone makes many and/or Monsters, p. 211).
powerful enemies. Avenger. Knight (Monster Manual, p. 347)
Fool. Someone or something loses part of with Protector Aasimar traits (Volo’s Guide to
their power. Monsters, p. 105).
Gem. Someone finds some valuable treasure. Beast. Vampire (Monster Manual, p. 295).
Idiot. Someone does something really stupid Beggar. Commoner (Monster Manual, p.
or makes a big mistake. 343).
Jester. Someone or something gains more Berserker. Berserker (Monster Manual, p.
power. 344).
Key. Someone obtains something that they Bishop. War Priest (Volo’s Guide to Monsters,
needed, or something needed appears. p. 218).
Knight. Someone becomes a loyal ally to Broken One. Revenant (Monster Manual, p.
someone. 259).
Moon. Someone’s deepest wish comes true. Charlatan. Bard (Volo’s Guide to Monsters, p.
Rogue. Someone’s ally is in fact an enemy. 211).
Ruin. Someone loses everything, or Conjurer. Conjurer (Volo’s Guide to Monsters,
something is completely lost. p. 212).
Skull. Someone dies. Darklord. Lich (Monster Manual, p. 203).
Star. Someone gains some useful and Dictator. Noble (Monster Manual, p. 348).
needed knowledge or skill.

7
Diviner. Diviner (Volo’s Guide to Monsters, p. Soldier. Guard (Monster Manual, p. 347).
213). Swashbuckler. Swashbuckler (Volo’s Guide to
Donjon. Adult Red Dragon (Monster Manual, Monsters, p. 217).
p. 99). Tax Collector. Noble (Monster Manual, p.
Druid. Archdruid (Volo’s Guide to Monsters, p. 348).
210). Tempter. Succubus/Incubus (Monster
Elementalist. Mage (Monster Manual, p. Manual, p. 284).
347). Thief. Spy (Monster Manual, p. 349).
Enchanter. Enchanter (Volo’s Guide to Torturer. Assassin (Monster Manual, p. 343).
Monsters, p. 213). Trader. Commoner (Monster Manual, p.
Evoker. Evoker (Volo’s Guide to Monsters, p. 343).
214). Traitor. Blackguard (Volo’s Guide to
Executioner. Death Slaad (Monster Manual, p. Monsters, p. 211).
278). Transmuter. Transmuter (Volo’s Guide to
Ghost. Ghost (Monster Manual, p. 147). Monsters, p. 218).
Guild Member. Commoner (Monster Manual, Warrior. Warlord (Volo’s Guide to Monsters,
p. 343). p. 220).
Healer. Priest (Monster Manual, p. 348). Wizard. Archmage (Monster Manual, p. 342).
Hooded One. Bandit Captain (Monster
Manual, p. 344).
Horseman. Death Knight (Monster Manual, p. Random Words
47).
Illusionist. Illusionist (Volo’s Guide to You need to add something unexpected to a
Monsters, p. 214). scene, so you do not want to ask a question
Innocent. Gold Dragon Wyrmling (Monster about it? Usually, random words (verbs,
Manual, p. 114). substantives or adjectives) tables are used to
Marionette. Doppelganger (Monster Manual, this end, but how about opening a D&D book on
p. 82). a random page and using the first word that
Mercenary. Veteran (Monster Manual, p. meets the eye, or rolling a die and picking the
350). word that matches the rolled number on a
Merchant. Commoner (Monster Manual, p. certain paragraph?
343).
Miser. Noble (Monster Manual, p. 348).
Missionary. Priest (Monster Manual, p. 348).
Mists. Cloud Giant (Monster Manual, p. 150).
Monk. Martial Arts Adept (Volo’s Guide to
Monsters, p. 216).
Myrmidon. Gladiator (Monster Manual, p.
346).
Necromancer. Necromancer (Volo’s Guide to
Monsters, p. 217).
Paladin. Knight (Monster Manual, p. 347).
Philanthropist. Noble (Monster Manual, p.
348).
Priest. Priest (Monster Manual, p. 348).
Raven. Bard (Volo’s Guide to Monsters, p. 211)
with Kenku traits (Volo’s Guide to Monsters, p.
109 or Dungeon Master’s Guide, p. 282).
Rogue. Master Thief (Volo’s Guide to
Monsters, p. 216).
Seer. Beholder (Monster Manual, p. 28).
Shepherd. Commoner (Monster Manual, p.
343).

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