Step 1: Who are you?
Choose a Class, Race, and Background. Class and Race go hand in hand, so whichever you choose first, have the next choice complement the other.
Class
This determines your fighting style and special abilities. Each time you level up, you gain a level in your class up to 20th level.
Disclaimer: The following table lists only traditional play styles for each class. There are multiple ways to shape a class to fit a different role.
Optionally, you may choose to multiclass into another class on level-up instead of leveling up your main class. This allows for more customization, but is only recommended if you know what you’re doing.
Race
This determines your physical appearance. Each race provides bonuses to certain ability scores and extra abilities and/or proficiencies. These bonuses make certain races more suited to particular classes than others, but you can choose any race you like.
For more information on the different races, refer to this article
Background
Where did you come from? What are your values? Give your character a backstory and personality. Choose a Background that fits this backstory and add any bonuses it provides.
Optionally, you may also declare an
alignment. This is a sort of guideline for your character’s moral choices and beliefs. To declare an alignment, choose one from each of the following lists:
Lawful
Firmly believes in following a set of predetermined guidelines. These may be the laws of the land, their deity's code of conduct, or similar. Makes choices based on these laws.
Chaotic
Rejects structured sets of laws or guidelines in favor of doing whatever they see fit. Makes choices based on the situation and their personal beliefs.
Neutral
Equally willing to follow a set of rules as they are willing to break them. Life has more gray area than laws imply, but their existence serves a benefit to society. Makes choices by comparing a set of laws to the situation at hand, and determines a course of action.
Good
Makes choices based on the greater good. Does the right thing because it’s the right thing to do. May pursue goals that prevent the suffering of others.
Evil
Makes choices based on self interest. Little care for the well being of others unless it directly benefits them. May enjoy or be indifferent to the suffering of others.
Neutral
Does not make choices based on a sense of morality. Doesn’t go out of their way to inflict pain on others, but doesn’t make substantial effort to prevent it either, without reason.
Step 2: Ability Scores
You have 6
ability scores:
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Your abilities, skills, and combat prowess are dependent on these scores. Generate a stat block with the following steps:
- Roll 4d6, drop the lowest number, and record the resulting total number.
- Do this a total of 6 times.
- Assign these numbers to your ability scores as you see fit, adding any racial bonuses that apply. You’ll want to put the highest numbers in the scores that your class depends on most.
If you want to save time or don’t like the idea of randomly determining ability scores (known as the Standard Array), you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Your ability scores are used to determine your
ability modifier, which is used to calculate various bonuses. See the following table to determine your modifier from your ability score.
Your starting ability scores cap at 20.
Ability Score |
Modifier |
1 |
-5 |
2-3 |
-4 |
4-5 |
-3 |
6-7 |
-2 |
8-9 |
-1 |
10-11 |
0 |
12-13 |
+1 |
14-15 |
+2 |
16-17 |
+3 |
18-19 |
+4 |
20-21 |
+5 |
Relevant Stats
Hit Dice and Hit Points
Each class has a different Hit Die with determines their
Hit Points. See your class description to find this information and how to calculate hit points. You gain one hit dice for each level you gain in that class.
For example: A 3rd level Cleric would have 3d8 total hit dice.
Primarily, hit dice are used to heal during a
short rest. You regain half your total hit dice back after a long rest.
Initiative
Your
Initiative bonus is equal to your DEX modifier. This is added to a d20 roll to determine your place in the combat order.
Step 3: Proficiencies
Your
proficiency bonus is determined by your total character level. See your class leveling table to find your proficiency bonus.
Mark down all of your
proficiencies given by your Class, Race, and Background. These include saving throws, skills, equipment, tools, and language proficiencies.
Saving Throws
You will be told to roll a saving throw when you are trying to resist an effect. Your bonus to saving throws is equal to the respective ability modifier.
If you are
proficient in a saving throw, you also add your proficiency bonus on top of the ability modifier.
Skills
Each skill is tied to a specific ability score. Your bonus for that skill is equal to its respective ability modifier.If you are
proficient in that skill, you also add your proficiency bonus on top of the ability modifier.
To calculate
Passive Wisdom (Perception), add your total Perception bonus + 10.
Equipment and Tools
Equipment bonuses are calculated in Step 4 of this guide. If you are proficient with a particular set of tools, you simply add your
proficiency bonus to any check made with that tool.
You are NOT required to have proficiency in a set of tools to use them. However, you ARE required to have proficiency with tools that craft items, such as the Herbalism Kit. This will be listed in the tool's description.
Languages
Your Race and Background will list which languages you know. By default, you can speak and write these languages unless stated otherwise.
Language Options
Standard Languages
- Common
- Dwarvish
- Elvish
- Giant
- Gnomish
- Goblin
- Halfling
- Orc
Exotic Languages
- Abyssal (Demons)
- Celestial (Celestials)
- Draconic (Dragons)
- Deep Speech (Mind Flayers, Beholders)
- Infernal (Devils)
- Primordial (Elementals)
- Sylvan (Fey)
- Undercommon (Underdark)
Step 4: Equipment
Choose equipment from the starter equipment listed for your class. See below for an example
Cleric Equipment
- (a) a mace, or (b) a warhammer (if proficient)
- (a) scale mail, or (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts, or (b) any simple weapon
- (a) priest's pack, or (b) an explorer's pack
- A shield and a holy symbol
The cleric chose the following equipment: Mace, Chain mail, Light Crossbow and 20 bolts, Explorer's Pack, Shield, and Holy Symbol.
Weapon and Armour Bonuses
Armour
Armor determines your Armor Class (AC). If you are not wearing armor, your AC = 10 + DEX modifier.
If you are wearing armor, you follow the rules listed for that armor. For example: Leather armor gives you an AC of 11 + DEX modifer, while chain mail gives you a flat AC of 16. You should only wear armor if you are proficient with it. Nonproficient armor imposes penalties on your character.
Weapons
You can wield any weapon you wish, but you receive extra bonuses if you are proficient with that weapon.
Attack Bonus
Add this number to a d20 roll to see if your attack hits the target. If you are proficient with a weapon, your Attack Bonus with that weapon = proficiency bonus + ability modifier.
- Melee weapons = STR modifier
- Ranged weapons = DEX modifier
- Finesse weapons = STR or DEX modifer (your choice)
If you are NOT proficient with a weapon, you ONLY add the relevant ability modifier to your Attack Bonus.
If the weapon has the Thrown property, you use the same ability modifier you would use to make a melee attack with the weapon.
Weapon Damage
When you confirm a hit on a target, roll how much damage you deal. Each weapon has a different damage die. Add the weapon's relevant ability modifer to damage.
Example: A Barbarian has a STR mod of +4. His Greataxe deals 1d12 + 4 slashing damage.
Step 5: Class Abilities
Each class has their own set of abilities gained on level-up.
See your class leveling table for everything you have access to at your current level.
Subclasses
Every class has subclasses to choose from which allow for further character customization. Clerics have domains, Bards have colleges, Rogues have archetypes, etc. Plan ahead for which subclass you would like to take once you reach that level. Don't forget to note these abilities on your sheet when you level up!
Spellcasting
Some classes have spellcasting as a class feature. Every spellcasting class has their own casting rules, so be sure to be familiar with whichever you choose.
Spellcasting Modifer
The ability modifier used to calculate your spell bonuses.
Spell Save DC
Some spells require the target to make a saving throw in order to take effect. They make the save against your spell save DC, which your class tells you how to calculate.
Spell Attack Bonus
Some spells will tell you to make a melee spell attack or a ranged spell attack. Treat this as if you were making a weapon attack by making a d20 roll + your spell attack bonus against the target's AC.
All of the same rules apply as if you were making a weapon attack (e.g. A ranged spell attack against a proned target would have disadvantage).
Weapon and Armour References
To see tables that lay out the different weapon and armour options, along with some terminology to understand them; check out this article