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D&D Character Creation

A Primer
Materials needed
● Digital or paper copy of a DnD Character sheet of your choice

● PENCIL; not a pen if using paper

● Players Handbook

● Time and imagination

● Dice
Choose a Race
Race is your character's species. Your character's race helps determine your
physical look as well as giving you natural talents. Racial traits include the
following:

Ability Score Increase, Age, Alignment, Size, Speed, Languages, and Subraces.
Races
● Dwarf
● Elf
● Halflings
● Human
● Dragonborn
● Gnome
● Half-Elf
● Half-Orc
● Tiefling
Dwarf
Ability Score Increase: +2 Constitution

Age: Mature like humans, live to 350 years old

Alignment: Lawful leaning towards good

Size: 4 to 5 ft tall (122 - 152 cm) avg. 34kg

Speed: 25ft (not reduced by heavy armor)

Dark Vision: 60ft in dim light. No color vision in dark

Resilience: Resilience against poison

Hill Dwarf (Keen Senses & Intuition) Mountain (Hardy & Resilient)
Elf
Ability Score Increase: +2 Dexterity

Age: live to 750 years old adult after 100

Alignment: Chaotic leaning towards good

Size: 5 to 6 ft tall (152 - 182 cm) avg.

Speed: 30ft

Dark Vision: 60ft in dim light. No color vision in dark

Resilience: Proficiency in Perception and resistance to charm

High Elf (intelligent) Wood Elf (wise & fast) Dark Elf (Charismatic)
Halfling
Ability Score Increase: +2 Dexterity

Age: Adult @20 lives to 150yrs

Alignment: lawful leaning towards good

Size: 3 ft tall (92 cm) avg.

Speed: 25ft

Lucky, Brave, Nimble

Lightfoot (Charismatic & Stealthy) Stout (Resilient)


Human
Ability Score Increase: +1 All

Age: Adult late teens live to about 100

Alignment: All

Size: Varies

Speed: 30ft

Many nationalities
Dragonborn (Rare)
Ability Score Increase: +2 Strength

Age: Adult 15 live to about 80

Alignment: Lawful good or Chaotic Evil

Size: 180+ cm about 115 kg

Speed: 30ft

Draconic Ancestry,
breath weapon,
Resistance (varies)
Gnome
Ability Score Increase: +2 intelligence

Age: Adult 40 live to about 350 to 500

Alignment: good either lawful or chaotic

Size: 92 - 122 cm about 18 kg

Speed: 25ft

Cunning, Dark Vision

Forest (Stealthy, Quick, Talks to animals) Rock (tinkerers)


Half-Elf
Ability Score Increase: +2 Charisma All others by +1

Age: Adult 20 live to about 180

Alignment: chaotic

Size: Same as humans

Speed: 30ft

Fey Ancestry (resistance against charm), Dark Vision


Half-Orc
Ability Score Increase: +2 Strength +1 Constitution

Age: Adult 14 live to about 75

Alignment: chaotic Avoids good

Size: Same as humans

Speed: 30ft

Menacing, Relentless Endurance, Savage Attacks


Tiefling (Rare)
Ability Score Increase: +2 Charisma +1 Intelligence

Age: Same as human but live a little longer

Alignment: chaotic

Size: Same as humans

Speed: 30ft

Dark Vision, Hellish Resistance,

Infernal Legacy(Knows a thaumaturgy Cantrip)


Classes
● Barbarian - Primal Instinct and Rage
● Bard - Music and Magic
● Cleric - Healers and Warriors
● Druid - Power of Nature
● Fighter - Well rounded specialist
● Monk - Magic of Ki
● Paladin - The Cause of Righteousness
● Ranger - Deadly Hunters
● Rogue - Shady living
● Sorcerer - Raw Magic
● Warlock - Sworn and Beholden to the otherworldly
● Wizzards - Scholars of the Arcane
Alignment
Background
Acolyte - You have Spent your life in the service of the temple
Charlatan - You have always had a way with people
Criminal - A history of breaking the law
Entertainer - Thrive on an audience
Folk Hero - From humble background, but destined for much more
Guild Artisan - You are an artisan
Hermit - You prefer to live in seclusion
Noble - You understand wealth, power, and privilege
Outlander - you grew uo in the wild, far from civilization
Sage - You spent years learning
Sailor - You have sailed the seas
Soldier - War has been your life for as long as you can remember
Urchin - You grew up in the streets, alone, orphaned, and poor.
Background continued
Create:

2ea Personality Traits. These are things that


make your character stand out

1ea Ideal. This is what drives you character

1ea Bond. How your character is tied to the


world of the game. Can be a person, place or
event.

1ea Flaw. A vice, compulsion, or fear


Acolyte
Skill Proficiencies: Insight, Religion

Languages: Choose two

Equipment: A Holy Symbol, A prayer book, 5 stuck incense, vestments,


common clothes, a pouch with 15 gp
Charlatan
Skill Proficiencies: Deception, Slight of Hand

Tool Proficiencies: Disguise Kit, Forgery Kit

Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice,
a pouch with 15 gp
Criminal
Skill Proficiencies: Deception, stealth

Tool Proficiencies: One type of gaming set, thieves tools

Equipment: A crowbar, dark common clothes w/ hood, 15gp


Entertainer
Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise Kit, 1 Type musical Instrument

Equipment: A musical Instrument, a favor of an admirer, a costume, 15gp


Folk Hero
Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: one type of Artisan Tools, vehicle (land)

Equipment: A set of artisan tools, a shovel, an iron pot a set of common


clothes, 10gp
Guild Artisan
Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: one type of Artisan Tools

Language: one of choice

Equipment: A set of artisan tools, a letter of introduction from your guild,


travelers clothes, 15gp
Hermit
Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Herbalism Kit

Language: one of choice

Equipment: A scroll case stuff full of notes, a winter blanket, common clothes,
Herbalism Kit, 5gp
Noble
Skill Proficiencies: History, Persuasion

Tool Proficiencies: one type of gaming set

Language: one of choice

Equipment: A signet ring, a scroll of pedigree, fine clothes, a purse w/25gp


Outlander
Skill Proficiencies: Athletics, Survival

Tool Proficiencies: one type of musical instrument

Language: one of choice

Equipment: A staff, A hunting trap, a trophy from an animal you killed,


travelers clothes, a pouch w/10gp
Sage
Skill Proficiencies: Arcana, History

Language: one of choice

Equipment: A bottle of ink, a quill, a small knife, a pouch w/10gp


Sailor
Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Navigator’s tools, Vehicle (water)

Equipment: A belaying Pin (club), 50 ft of silk rope, a lucky charm, a small knife,
a set of common clothes, a pouch w/10gp
Soldier
Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: One Type Gaming Set, Vehicle (land)

Equipment: An insignia of rank, A trophy from a fallen enemy, bone dice or


deck of cards, a set of common clothes, a pouch w/10gp
Urchin
Skill Proficiencies: Slight of Hand, Stealth

Tool Proficiencies: Disguise Kit, Thieves’ tools

Equipment: A small knife, a map of your hometown, a pet mouse, a token to


remember your parents, a set of common clothes, a pouch w/10gp
6 Atributes
1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma
Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2-3 (–4): Needs help to stand, can be knocked over by strong breezes
4-5 (–3): Knocked off balance by swinging something dense
6-7 (–2): Difficulty pushing an object of their weight
8-9 (–1): Has trouble even lifting heavy objects
10-11 (0): Can literally pull their own weight
12-13 (1): Carries heavy objects for short distances
14-15 (2): Visibly toned, throws small objects for long distances
16-17 (3): Carries heavy objects with one arm
18-19 (4): Can break objects like wood with bare hands
20-21 (5): Able to out-wrestle a work animal or catch a falling person
22-23 (6): Can pull very heavy objects at appreciable speeds
24-25 (7): Pinnacle of brawn, able to out-lift several people
Dexterity
1 (–5): Barely mobile, probably significantly paralyzed
2-3 (–4): Incapable of moving without noticeable effort or pain
4-5 (–3): Visible paralysis or physical difficulty
6-7 (–2): Significant klutz or very slow to react
8-9 (–1): Somewhat slow, occasionally trips over own feet
10-11 (0): Capable of usually catching a small tossed object
12-13 (1): Able to often hit large targets
14-15 (2): Can catch or dodge a medium-speed surprise projectile
16-17 (3): Able to often hit small targets
18-19 (4): Light on feet, able to often hit small moving targets
20-21 (5): Graceful, able to flow from one action into another easily
22-23 (6): Very graceful, capable of dodging a number of thrown objects
24-25 (7): Moves like water, reacting to all situations with almost no effort
Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2-3 (–4): Frail, suffers frequent broken bones
4-5 (–3): Bruises very easily, knocked out by a light punch
6-7 (–2): Unusually prone to disease and infection
8-9 (–1): Easily winded, incapable of a full day’s hard labor
10-11 (0): Occasionally contracts mild sicknesses
12-13 (1): Can take a few hits before being knocked unconscious
14-15 (2): Able to labor for twelve hours most days
16-17 (3): Easily shrugs off most illnesses
18-19 (4): Able to stay awake for days on end
20-21 (5): Very difficult to wear down, almost never feels fatigue
22-23 (6): Never gets sick, even to the most virulent diseases
24-25 (7): Tireless paragon of physical endurance
Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2-3 (–4): Barely able to function, very limited speech and knowledge
4-5 (–3): Often resorts to charades to express thoughts
6-7 (–2): Often misuses and mispronounces words
8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
10-11 (0): Knows what they need to know to get by
12-13 (1): Knows a bit more than is necessary, fairly logical
14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 (3): Fairly intelligent, able to understand new tasks quickly
18-19 (4): Very intelligent, may invent new processes or uses for knowledge
20-21 (5): Highly knowledgeable, probably the smartest person many people know
22-23 (6): Able to make Holmesian leaps of logic
24-25 (7): Famous as a sage and genius
Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2-3 (–4): Rarely notices important or prominent items, people, or occurrences
4-5 (–3): Seemingly incapable of forethought
6-7 (–2): Often fails to exert common sense
8-9 (–1): Forgets or opts not to consider options before taking action
10-11 (0): Makes reasoned decisions most of the time
12-13 (1): Able to tell when a person is upset
14-15 (2): Can get hunches about a situation that doesn’t feel right
16-17 (3): Reads people and situations fairly well
18-19 (4): Often used as a source of wisdom or decider of actions
20-21 (5): Reads people and situations very well, almost unconsciously
22-23 (6): Can tell minute differences among many situations
24-25 (7): Nearly prescient, able to reason far beyond logic
Charisma
1 (–5): Barely conscious, probably acts heavily autistic
2-3 (–4): Minimal independent thought, relies heavily on others to think
instead
4-5 (–3): Has trouble thinking of others as people
6-7 (–2): Terribly reticent, uninteresting, or rude
8-9 (–1): Something of a bore or makes people mildly uncomfortable
10-11 (0): Capable of polite conversation
12-13 (1): Mildly interesting, knows what to say to the right people
14-15 (2): Interesting, knows what to say to most people
16-17 (3): Popular, receives greetings and conversations on the street
18-19 (4): Immediately likeable by many people, subject of favorable talk
20-21 (5): Life of the party, able to keep people entertained for hours
22-23 (6): Immediately likeable by almost everybody
24-25 (7): Renowned for wit, personality, and/or looks
1. Roll for stats
1. Roll 1d6 four times, or roll 4d6 once.
(End result should be 4 numbers)
2. Drop the lowest number.
3. Add the remaining three numbers together
4. Write that number on a scrap piece of paper
5. Repeat five more times, for a total of six numbers
6. Choose one number for each of the six abilities in
space labeled (1)
7. Reference your race section, and add
Ability Score increases to the ability/abilities
specified by your race.
2. Determine Ability Modifiers
The
The Ability
modifier Modifier is the amount
is determined by the you would
Ability add to
Score:
the dice
Ability roll as
Score you are playing the game. If your
= Modifier
modifier
2-3 = - 4 is a +2, and you rolled a 12, you final score
4-5 = - 3 check is 14. The higher your result, the
for that
6-7 = - 2and the number you are trying to beat is
better,
8-9 =-1
determined by your DM based on the difficulty of
10-11 = + 0
the task.
12-13 = + 1
14-15 = + 2
16-17 = + 3
18-19 = + 4
20-21 = + 5
3. Inspiration
Inspiration is not used in character creation. Your
character may earn inspiration from other players
or the DM in game, and is tracked here.
4. Proficiency Modifiers
Proficiency Modifier is a bonus you add to any
checks made with a skill or weapon you are
proficient with. All characters start with a +2
proficiency modifier at level 1. This will increase as a
character levels up. Reference your class section to
see at what levels this increases.

Enter a "+2" in the proficiency box.


5. Saving Throw
Calculate proficient saving throw modifiers:
Saving throwsthrows
For all saving are ability
thatchecks that you is
your character make when
someone
proficient,else is targeting
or has the circleyou, such
filled as aadd
in, you spell
thethat
you are trying
relevant abilityto resist. with your proficiency
modifier
modifier.
To calculate your saving throws, do the following:
EXAMPLE - If you had a Dexterity modifier of +3, and
Determine
a proficiency which saving
modifier of throws
+2, thanyou areproficient
your proficient
in:
saving throw of Dexterity +5.
Your
. class will determine which two saving throws
you are proficient
Calculate in. Reference
non-proficient your classes "Class
saving throws:
Features" section. of your saving throws, the
For the remainder
Fill in the circle
modifiers next to
are simply the
the saving ability
relevant throwsmodifier
in whichas
you
you are proficient.
do not add the proficiency modifier.
6. Skill Scores
Skill scores
Calculate are ability
proficient checks
skills that apply to specific
modifiers:
scenarios.
For all skillsIfthat
youyour
are trying to bluff
character someone,oryou
is proficient, has
would
the use
circle Deception.
filled If you
in, you add theare trying to
relevant tell ifscore
ability
someonewith
modifier is bluffing, you would
your proficiency use Insight. These
modifier.
scores are added to any rolls you make for one of
these scores.
EXAMPLE - If you had a Charisma modifier of +3, and
a proficiency modifier of +2, than your proficient skill
ToDeception
of calculate your
is +5.skill modifiers, do the following:

Determine
Calculate which skills you
non-proficient are proficient in:
skills:
Reference
For both your
the remainder classskills,
of your and your background
the modifiers areto
determine
simply which skills
the relevant youmodifier
ability are proficient
as youwith.
do not
Fill in
add the
the circle nextmodifier.
proficiency to the skills in which you are
proficient.
7. Passive Perception
Passive Wisdom is your characters natural
awareness of their surroundings. When you are not
actively looking for something, this score determines
what you see without needing to make a check.

To calculate your Passive Perception, do the


following:

Passive Perception starts at 10


Add or subtract your Perception skill bonus
.
EXAMPLE - If your Perception is a +1, then your
Passive Perception is 11.
Proficiency & Languages
Determine
(1) Proficiencies:
what languages your character knows, as well as any additional
proficiencies
Non-skill proficiencies
or bonuses not
are skills
trackedor items
in the that
mainyou
statcharacter
block. Each
canstep
use below
without
corresponds
any penalties.
with the same number in Figure 3.1. A completed Proficiency and
Language block is provided in Figure 3.2 as an example.
List all proficiencies, such as armor and weapons. Also list all items such as
kits and instruments. Make notes of any bonuses to proficient skills or items.
(2) Languages:
Check BOTH your race and background for any known languages.
.
Note - Languages are listed on page 123 (PDF 34) if you have the option to
choose a language.
Inventory
Purchase Inventory:
Your
Basedequipment consists class,
on your character of all the
youitems that
can use they
the are carrying.
starting Thisany
gold to buy includes
gear
their armor, weapons, traveling gear, exploring gear, etc. There are two ways
you like.
to create
Your yourgold
starting starting inventory:
is based on the table "Starting Wealth by Class" on page 143
(PDF 43).
Default
You mayInventory:
purchase any item from the tables on page 145, 149, and 150
Your class has a list of starting items that you can transfer to your character
Each
sheet.step below
Your corresponds
background with theadditional
may provide same number
itemsinthat
Figure
can 4.1. A
be added to
completed Equipment block is provided in Figure 4.2 as an example.
character sheet.
(1) Equipment:
List all equipment, weapons, armor and personal items.
(2) Money:
Regardless of the method used, list any money you have remaining in the
appropriate box.
Attacks & Spell Casting
Attacks & Spellcasting
In combat, most characters either use physical attacks or they cast spells.
Regardless, they also have access to special actions.

NOTE - For complete spellcasting breakdown and spells list, please reference
your class section where applicable. This set of instructions does not go over
all aspects of spellcasting.

Each step below corresponds with the same number in Figure 5.1. A
completed Attack and Spellcasting block is provided in Figure 5.2 as an
example.
Attacks & Spellcasting (1. Physical Weapons)
Physical weapons are those such as staffs, swords, and bows.

Write down the name of a weapon that you picked in Step 3. Repeat for
everyone weapon you are carrying.
Find the weapon in the weapon table on page 149 (PDF 46).
Attacks & Spellcasting (2 Attack Modifier)
Attack modifier is the score you add to a d20 roll when attempting to attack
with that weapon. You compare the final number to the targets AC, and
successfully hit if your number is equal to, or greater than, their AC.

To determine your attack modifier for each weapon, do the following:

Look up the weapon in the chart on page 149 (PDF 46).


Make note if the weapon description has the keyword "finesse" or if the
weapon has a "range".
Make note if you are proficient with that weapon or not.
.
NOTE- Your proficiency might be for "Simple Weapons". This means you are
proficient with ALL weapons in that category.
Attacks & Spellcasting (Calculating Modifier)
For ranged weapons you are proficient with:
Take your Dexterity modifier and add you proficiency modifier.
For ranged weapons you are not proficient with:
Take just your Dexterity modifier.
For melee weapons you are proficient with:
Take your Strength modifier and add your proficiency modifier.
For melee weapons you are not proficient with:
Take just your Strength modifier
For weapons with Finesse
You may use either strength or dexterity, whichever you prefer.
Add your proficiency modifier if you are proficient with that weapon.
Attacks & Spellcasting (3 Damage)
Damage is the amount of damage you do to the target on a successful hit. To determine the damage
dice and type, do the following:

Write down the damage amount listed in the table on page 149 (PDF 46) in the form of the amount
of dice you roll when you do damage.
.
EXAMPLE - 2d6 or 1d8.
.
Write down the Ability Modifier used to determine the Attack Modifer
.
EXAMPLE - If it is a ranged weapon and your Dexterity Modifier is +2, write "+2" after the dice
amount.
.
Write down the Damage type that is listed after the total damage amount.
.
EXAMPLE - Piercing or Slashing.
Attacks & Spellcasting (4 Special Actions)
If you have any special abilities or combat actions you may list them here.
.
EXAMPLE - Sneak Attack for Rogues.
Health Points & Combat Stats
Health Points & Combat Stats (1. Armor Class)
Determined by the armor that you are wearing and/or your
dexterity modifier. Your Armor Class, or AC, determines how
hard you are to hit in combat.

To calculate your armor class, do the following:

If you are wearing armor, look up your armor in the table on


page 145 (PDF 44).

Follow the AC calculation in the table


NOTE - This may be a straight number, or it may be a
number added to your Dexterity Modifier.

EXAMPLE - Chainmail is a straight 16 AC, where as Leather


armor is 11 added to your Dexterity modifier.
Health Points & Combat Stats (2. Initiative)
Initiative is your ability to act quickly in the face of danger.
When you roll for Initiative, you roll a d20 and add your
initiative modifier.

To determine your initiative modifier, do the following:

Your dexterity modifier is also your initiative modifier.

EXAMPLE - If your dexterity modifier is +3, you Initiative


Modifier is also +3.
Health Points & Combat Stats (3. speed)
Speed is how far you can move with a single movement
action.

To determine your movement, do the following:

Check your race section in the Player's Hand Book for their
speed.
Health Points & Combat Stats (4. Hit Dice)
Hit dice determine how hearty you are, and your ability to
heal when resting.

To determine your hit dice, do the following:

The number of hit dice you have is determined by your level


(These instructions assume level 1, so therefore 1 hit dice.)
The type of hit dice is determined by your class. Check the
class section of the Player's Hand Book.
.
EXAMPLE - A level 1 Rogue has 1d8, as Rogues have d8's as
hit dice, and he is level 1 so he has one of them..
Health Points & Combat Stats (6. Current hit Pts)
Current hit points is the amount of health you have
remaining. This number can not go above your hit point
maximum. You may use this block as you play the game to
keep track of damage you have taken. If your current hit
points ever reach 0, you become unconscious.
Health Points & Combat Stats (7. Temp. hit Pts)
Temporary Hit Points are not used in character creation.
Spells and other buffs give you temporary hit points. These
can not be healed, and act more of as a buffer for your
current hit points.

For now, leave this section blank.


Health Points & Combat Stats (8. Death Saves)
Death Saves are not used in character creation. The are used
when characters reach 0 HP when playing the game, and are
the bases of determining if a character is just knocked out or
is actually dead.

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