Unusual Character Traits, are peculiarities that a character may possess, that make them standout from others. These quirks are more pronounced than ordinary physical or personality traits, often making the character unique.Roll 1d100 to determine if your character possesses an unusual trait. Remember, you must accept the result!
01–50: No Unusual Character Trait
51–75: Roll 1d25 on the Negative Traits Table below
76–100: Roll 1d25 on the Positive Traits Table below
Negative Traits (Roll 1d25)
Hard of Hearing
Poor Eyesight
Color Blind
Limp (Slight speed reduction)
Always Hungry (Twice normal food intake)
Weak Stomach (Easily nauseated)
Snorer (Loudly!)
Insomnia (Trouble falling asleep)
Weak Grip (Drops items easily)
Bad Back (Heavy lifting is hazardous)
Night Blindness
Stammer (Speech impediment)
Terrible Sense of Direction
Fear of Heights (Poor climber)
Poor Swimmer (Water hazards)
Allergies (Sneezes easily in nature)
Poor Hand-Eye Coordination (Inaccurate thrower)
Scarred Face (Intimidating or disfigured)
Phobia: Spiders
Phobia: Snakes
Phobia: Rodents
Phobia: Canines
Phobia: Felines
Phobia: Equines
Double Trouble: Roll twice on this table
Positive Traits (Roll 1d25)
Keen Hearing
Keen Eyesight
Perfect Pitch
Light on Feet (Silent movement)
Fast Metabolism (Half normal food intake)
Cast Iron Stomach (Resist ingested poison)
Quiet Sleeper
Can Sleep On Demand
Iron Grip (Hard to disarm)
Strong Back (Double carrying capacity)
Cat Eyes (Excellent low light vision)
Golden Tongue (Eloquent speaker)
Internal Compass (Never gets lost)
Head for Heights (Excellent climber)
Strong Swimmer (Excellent in water)
Immune to Common Allergies
Bullseye (Excellent accuracy with thrown objects)
Striking Features (Memorable or handsome)
Animal Kinship: Spiders
Animal Kinship: Snakes
Animal Kinship: Rodents
Animal Kinship: Canines
Animal Kinship: Felines
Animal Kinship: Equines
Blessed: Roll twice on this table
Some Unusual Character Traits may give a character a small bonus or penalty, when performing related actions. Others affect the way the character is perceived by others. And still others are just unusual abilities not common to most people.
Players are encouraged to work with their DM to help define their particular trait, making it distinctive to their character. Not all traits have a direct effect upon game mechanics, but are more for role-playing purposes.
"How do your players handle quirks at the table? Do you let them buy off negative traits with experience points later, or are they stuck with a limp for life? Let me know how you use character quirks in your campaign below!"
Edit (06/16/26): Corrected errors in the table. Deleted duplicate entries.
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