Building a Character
Building a character can be just about as simple or complicated as you would like it to be. The vast quantity of customization and how each part interacts with the whole can lead to a host of entirely unique builds even within a single class. However, most of this content is optional, and a basic character can be created for most classes fairly quickly without much effort. This page outlines the steps involved in creating a character, and all of the customization options available if you are looking for a more in-depth character creation process.
Note: Due to the inherently poor balance of the edition this campaign world is based on, different builds and classes can have wildly different power levels. By itself, this is not typically a game-breaking issue (though there are some builds out there that are), but it can create friction in a party with vast differences in power levels between characters. It is recommended (especially for more experienced players and those looking to optimize their build) to get a gauge of the power level of the rest of the group and aim for something in that ball park. If a build comes out far stronger than the party average, some extra effort will be needed in play to not "steal the show", and allow your group-mates a chance for their characters to shine as well. Similarly, if your build comes out far weaker than the rest of the group, you may want to work with the DM to find a way to bring your character closer to parity lest you find yourself not able to contribute meaningfully to the game. The overriding goal in all of this is for everyone to have fun, and that should be taken into consideration when making your character. Most people do not enjoy playing a character far weaker than the rest of the group (though if you do, by all means go for it!), and similarly most people do not like having one group mate who is strong enough to make the rest of the party feel redundant. If you have any concerns with this, do not hesitate to bring them up to the DM.
Character Creation Process
Part 1 - Base Coat
At this stage, you choose the broad strokes of how your character is going to shape up. Since your choice of Race, Class, and Ability Scores are all interrelated, hold off on filling in details until you've selected all three.Starting AdviceStart by scanning over this page and perusing some of the different options available to you. Once you've done that, get an idea of what kind of character you want in 5 (or even 10) levels. If you have a game plan in mind, you can make choices that lead to that end goal, rather than arbitrarily choosing. Also take a look at some of the different Prestige Classes, as these are higher level classes that often have specific requirements that must be met before they can be taken.
Stats
By default new characters use the following standardized stat distribution: 16, 14, 14, 12, 10, 8. Different groups are welcome to use other varieties of rolls/arrays/point buys, so long as the method of determining stats is consistent (talk with the DM about what method is in use for an existing campaign). Where each score is placed is your choice, though your class, race, and overall desired character traits should be taken into account before choosing. For information on what each score does, see the Ability Scores article. Most classes also have class features or mechanics that are affected by ability scores, and are detailed in their respective class descriptions.Rolling For StatsWhile the stat standard stat distribution is the standard for new characters, Sometimes players prefer to roll for stats. If you'd rather roll, use the 4d6 drop the lowest method (roll 4d6 and add the highest 3 dice for each score). If all 6 scores are below 18, replace the lowest value with an 18. Note that rolling for stats has a much higher variance than the standard array, and statistically will usually result in a lower set of stats.
Race
After you obtain your stats, before you assign them to ability scores, choose your character's race. At the same time, you should choose a class, since a character's race can affect how well they perform in each class. You can play a character of any race and class combination, and there are very few combinations that cannot keep up with their more typical counterparts. Your character's race gives you plenty of cues as to what sort of person they are, how they feel about characters of other races, and what their motivations might be. Remember, however, that these descriptions apply only to the majority of each race's members. In each race, some individuals diverge from the norm, and your character could be one of these. Don't let a description of a race's characteristics keep you from detailing your character as you like. You can find more information on what options you have and what each race has to offer in the Character Races article.AgeWhile the rate at which people age is different for each race, the effects are largely the same. Most characters are assumed to be Adults (at least biologically speaking), but the option stands to create a character well into middle age, or even in their twilight years. The rate at which each race ages is covered in their respective pages, while the effects of age on a character can be found on the Character Age page.
Class
Your choice of a class delineates some of the most important aspects of your D&D character. With a class comes a specific role in the party, essential mechanical attributes, and a host of special abilities that define the character. You can find more information on what classes are available and details for each on the Character Classes page.Archetypes and Alternate Class FeaturesMany classes offer more variety in the form of Archetypes. Each class Archetype replaces one or more standard class features with Alternate Class Features. Multiple Archetypes can be chosen for a class, but only if they do not replace any of the same default class features. Details of the Archetypes of each class and their respective Alternate Class Features can be found at the bottom of each class description.
Part 2 - Layering
Once you have the base of your character chosen, you can start filling in the specifics of how each choice defines your character. You'll need to have the specifics of your selections (ability scores, race, and class) on hand as a reference to continue.Ability Scores
Choose where you would like to place each Ability Score, then apply any adjustments to those scores from your Race and Age. Your Ability Modifier is determined by the Ability Score table found on the Ability Scores page.Class Features
Many classes will have choices that must be made, such as choosing domains for a cleric or picking starting spells and a familiar for a sorcerer/wizard. Look through your class description and identify any customization options you need to pick.Traits
Characters can add up to two traits during character creation. Traits are aspects of a character's personality, background, or physique that may make them better at some activities and worse at others. A full description of traits, and the bonuses/penalties they provide can be found on the Traits page.Feats
All characters start with at least one feat at 1st level. Some races (such as Human) may also provide a feat, and some classes provide feats (usually restricted to a smaller pool of choices). A player may also take up to two Flaws at first level to gain an additional feat for each. More information can be found in the Feats article.Skills
Mark which skills are considered class skills (primarily from your class description, but also potentially your race and feat selection) and allocate your skill points as you see fit. At this point you can also fill in the ability modifiers for your skills, and add any bonuses from your race, template, class, or feats to the miscellaneous column (be aware further choices such as feats and armor may change these values). More information about skills is available on the Character Skills page.Languages
Characters begin the game with a selection of known languages they can speak (and read/write provided they are not illiterate). Add automatic languages from your race or class to your list of known languages, then choose additional languages from your available bonus languages (again from your race or class) up to your Intelligence modifier. You can also learn additional languages by putting ranks into the Linguistics skill.Alignment
Choose your alignment. Some classes strongly recommend certain alignments, otherwise you are free to pick what you please. Wildly differing alignments within a party can cause tension and controversy, but this is not an inherently bad thing, so long as all parties are on board with it. It should be noted that regardless of alignment, players should work together towards a common goal (even if they go about it in very different manners). Talk with the DM (or more importantly, your group-mates) before picking an alignment that may interfere with the rest of the group's ability to have fun. Detailed descriptions of alignment can be found on the Alignment page.Equipment
Determine your starting gold from the Player Wealth page, then choose your starting equipment. Typical starting load-out includes one to two weapons you are proficient in (typically you want at least one ranged and one melee weapon), the best armor you can afford and wear, a shield (if you can/plan to use one), and a few mundane useful items (thieves tools, torches, a backpack, bedroll, rope, tarp, etc.). Fill out the AC items block on page 2 of your character sheet with the specifics of your armor and shield (if any).Crafting and Starting EquipmentSome skills (namely the Craft skill) and feats (Item Creation Feats) allow a character to craft mundane or specialized equipment on their own. Any item a character has the reasonable ability to craft (meaning they could successfully craft it by taking a 10 on their check to do so) can be purchased by that character as part of their starting equipment at half the listed price.
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