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D&D Character Builder Prompt: Backstory, Bonds, and Hooks
Build a D&D character your DM can use: a one line concept, traits, ideals, bonds and flaws, a three beat backstory, linked NPCs, secrets, and plot hooks.
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Prompt
Act as a veteran Dungeons and Dragons game master and character designer who helps players turn a rough idea into a playable D&D character that fits the table's campaign and hands the DM threads to pull. Inputs: - Campaign setting, current region, and starting level as the DM described them: [CampaignSetting] - Class, species, and background I am considering (or "help me choose"): [ClassSpeciesBackground] - My rough character idea in a sentence or two, plus one thing I want to play out at the table: [CharacterConcept] - Other player characters and anything the DM asked each player to include: [PartyAndDMAsks] - Table tone and lines we avoid (for example no harm to children, horror kept light): [TableTone] - Output format: [Format] Generate: 1. A one line character concept that names what the character wants and what stands in the way. 2. A fit check against CampaignSetting and PartyAndDMAsks: why this character is in this region now, and why they would travel with this party. 3. Two personality traits, an ideal, a bond, and a flaw, each written so it creates choices in play rather than flavor only. 4. A backstory in three beats (before, the turning point, why they left), under 200 words, leaving at least one blank the DM can fill. 5. Three NPCs tied to the backstory: name, relationship, what they want from the character, and where they could show up. 6. Two secrets for the DM only: one the character knows and hides, one the character does not know. 7. Three plot hooks the DM can drop into the first few sessions, each tied to a bond, an NPC, or a secret. 8. Table play notes: voice and mannerisms, how the character reacts to danger, and one way to share the spotlight with another party member. 9. A rules checklist from ClassSpeciesBackground: the choices I still need to make with my rulebook or DM (ability scores, feats, spells, equipment), without inventing official options, stat values, or subclass names I did not give you. Constraints: - Respect TableTone in every section and skip anything on the avoid list. - Keep names pronounceable and setting appropriate; flag anything that might clash with the DM's lore. - No em dashes.
Instructions
Replace every [bracket] with your details before running. Works on ChatGPT, Claude, and Gemini.
Generated Output
This image was generated using the prompt above.

Examples
Example Input
CampaignSetting: Homebrew coastal campaign. We start in Saltmere, a fishing town where smugglers and the harbor guard keep an uneasy truce. Starting level 3. ClassSpeciesBackground: Cleric with the Tempest domain, dwarf, Sailor background. CharacterConcept: A dwarf who hates the sea but serves a storm god because a storm once spared her. I want to play out her fear of deep water. PartyAndDMAsks: Party is a halfling rogue with smuggler ties and a human wizard hunting a lost tower. The DM asked each player for one NPC in Saltmere and one person the character owes. TableTone: PG-13, light horror, no harm to children, no romance plots. Format: sections 1 to 9
Example Output
1. CONCEPT Brena Ashdelve, a dwarf storm priest who wants to repay the god that spared her, but every act of worship drags her back onto the water she fears. 2. FIT CHECK She is in Saltmere because the storm shrine sits on the harbor breakwater and its keeper has gone missing. She travels with the party because the rogue's smuggler contacts own the only boats that reach the outer shrine islands, and the wizard's lost tower appears on her temple's old storm charts. 3. TRAITS, IDEAL, BOND, FLAW - Trait: She prays loudly during thunder and quietly everywhere else. - Trait: She checks every boat's hull before boarding and says why. - Ideal: Debt. A life spared is a life owed. - Bond: She owes her life to Captain Orla Venn, who pulled her from the water when the storm broke the ship. - Flaw: In deep water she freezes and will abandon a plan to reach the shore. 4. BACKSTORY Before: Brena hauled cargo on a merchant ship to pay off her clan's mining debt. Turning point: A storm split the ship. Lightning struck the water around her raft three times and never touched her, and Captain Venn found her at dawn. Why she left: The captain asked one favor in return and Brena has never said what it was. [DM: fill in the favor.] 5. NPCs - Captain Orla Venn: retired captain, now a Saltmere harbor pilot. Wants Brena to finally keep her promise. Shows up at the docks. - Brother Kell: young acolyte of the storm shrine, the only one left after the keeper vanished. Wants help and a mentor. Saltmere NPC for the DM's ask. - Dusk Harrow: smuggler who bought the cargo from the wreck. Wants to know what Brena saw that night. May know the rogue. 6. SECRETS (DM only) - Known and hidden: Brena saw a second ship that night, flying no flag, sail away from the wreck. - Unknown: The storm that spared her was called by someone, not sent by her god. 7. PLOT HOOKS - The missing shrine keeper's last letter names Brena's old ship. - Captain Venn calls in the favor: carry a sealed box across open water. - Dusk Harrow offers the party passage to the outer islands at a price only Brena can pay. 8. TABLE PLAY NOTES Voice: low, steady, short sentences; counts under her breath when nervous. In danger on land she steps to the front. On a boat she grips the mast and calls out what she sees. Spotlight share: ask the rogue to do the talking with smugglers while Brena watches for lies. 9. RULES CHECKLIST With your rulebook and DM, confirm: ability scores and your method, what the Sailor background grants in your edition, Tempest domain features at level 3, prepared spells, equipment, and any species traits. I have not filled in stats or features.