To begin playing, you’ll need to bring your player character (PC) to life. Character creation is where the magic happens - it’s where you make decisions that shape who your character is and what they excel at, both in terms of rules-driven abilities and personal backstory and personality traits.
In this chapter, you’ll find step-by-step guides and options to help you craft a unique character that will enrich your gaming experience. If you’re new to the game, don’t worry - work with your Game Master to choose options that ensure a fun and engaging play session. Plus, you’ll learn how to continue developing your character as the game unfolds.
This section will walk you through the process of bringing your character to life.
Before you begin, make sure you have the essential tools at hand to record your character’s details:
Before making selections, it’s helpful to clarify what kind of character you envision playing. Do you have a desire for spell-casting abilities? Are you interested in combat prowess with melee weapons? Perhaps you’re drawn to a more extraordinary heritage.
Sharing your ideas with fellow players can be beneficial in refining your choices or sparking inspiration for a concept that complements the other characters’ roles. For instance, if all the other players are warriors, creating a character who specializes in healing magic could provide an interesting dynamic and create opportunities for collaborative gameplay.
The most crucial aspect of bringing your character concept to life is selecting their class. A character’s role determines what abilities and responsibilities they possess.
Each class comes with its own set of unique features, which are detailed in the class features table. These features become available at level 1 and unlock as you progress through levels.
Your chosen class also influences your proficiency in various areas, including equipment usage (such as armor, tools, and weapons) and situational expertise (skills and saves).
Picking a class will help guide other key decisions. The chapter 2 contains all the classes, including a quick look table for refence.
The foundation of any character lies in six base abilities:
| Ability | Description |
|---|---|
| Strength | Physical prowess |
| Dexterity | Agility, quick reflexes |
| Constitution | Endurance, resilience |
| Intelligence | Intellectual capacity, problem solving |
| Wisdom | Intuition, mental toughness |
| Charisma | Charm, social influence |
Each ability has a numerical value, known as an ability score. These scores reflect your character’s various physical and mental capabilities. As you progress through the game, you can enhance these abilities, but each will have a maximum value of 20. For perspective, a typical individual would have a score of 10 in each ability.
We offer multiple approaches to calculating your initial ability scores, each with its own merit. While none are inherently superior, they cater to the diverse preferences of our players, ensuring that everyone can choose the method that suits them best.
Rolling
While the default for the 5e is towards the array of fixed values, the rolling for stats generates a more diverse and open possibilities for players. It’s surprisingly how often players with lower stats comes with great ideas to overcome the challenges.
Create an unpredictable character by rolling for ability scores. This process allows the dice to guide your choices, rather than making all the decisions yourself.
How to do it?
Point-Buy
To sidestep relying solely on chance, you have the choice to carefully distribute your character’s abilities using a point system. You possess 32 points at your disposal, which must be allocated among various attributes. Each ability has its own specific value, with the maximum permissible score being 18 per attribute. It’s essential to assign a distinct score for each ability, no additional or bonus points are available during this process. Use table below for guidance on the costs associated with each possible score allocation.
| Score | Cost |
|---|---|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
| 16 | 11 |
| 17 | 13 |
| 18 | 16 |
Quick start guide
To get started right away, consider using a pre-set array of six numbers: 16, 14, 14, 13, 10, and 8. Assign these values as your ability scores without making any further adjustments. That’s all you need to do!
These are the other stange ways to generate abilities scores, each will have a strange thing on it, sometimes this means better scores or worse scores, depends on the campaing you plan to play.
Rolling 3d6 (the classic)
You roll 3d6 and sum up, do this 6 times and assign each value to a ability. The old classical AD&D generally used this rule as the official way to generate ability scores. I like to think of this method as more realistic for “people” in a fantasy setting - they’re often more flawed than heroic.
Rolling 3d6 (the hard way)
You roll a 3d6 and assign the results in order to the ability scores. (The first roll goes to Strength, the second to Dexterity, and so on). After generating all the scores, you can switch two ability scores. For example, if you have Charisma 16 and Constitution 9, you can switch them to have the Constitution 16 and Charisma 9.
This is even more low fantasy setting, most of the heroes doen’t have all the abilities needed for the hazards of the adventure life, but they choose to do it for the greater good.
The Heroes
You roll 2d6+6 and sum up, do this 6 times and assign each value to an ability. This will make characters with higher values of ability scores. Use this method if you want a high fantasy with heroes that have high scores overall and doen’t relly on the magic to be the heroes.
Dark Sun
You roll 4d4+4 and sum up, do this 7 times and assign 6 of then to each ability. This is the Dark Sun way of generating scores, this generate WAY high values. Use this when you want heroes that have on average 14+ on each ability.
Now that you’ve assigned numerical values to each of your abilities, look on the following tables to determine their corresponding ability modifier. These modifiers, play a crucial role in calculating the outcomes of actions and events within the game. In fact, they’re often more significant than the raw score itself when it comes to predicting success or failure.
| 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 |
| 22-23 | +6 |
| 24-25 | +7 |
| 26-27 | +8 |
| 28-29 | +9 |
| 30 | +10 |
Why Use “Species” Instead of “Race”?
While “race” and “species” can convey a similar meaning in this context, I choose to use “species” to keep the term “race” out of the book. This decision is made to avoid any negative connotations that may arise from the use of the term “race” at the table. By opting for “species,” we not only maintain clarity and probably make some biologist happy somewhere in the planet.
Select your character’s ancestry from the available options.
Your character’s specie determines their genetic background, influencing factors such as:
Choose from various species, including dwarf, elf, human, and others. You can check the chapter 3 for all classes, or a this table for a quick look.
Select a cultural background for your character from the provided options.
This option determines your character’s upbringing and cultural influences, which can include specialized skills, languages, or knowledge of urban environments. Examples of legacies include cosmopolitan, rural community, and nomad people.
You can check all the cultures on the chapter 4, if you want to know common cultures per specie see this table specie to culture
Select a personal background history for your character from the provided options.
Your character’s background reflects their personal history and experiences before becoming an adventurer, influencing their proficiency in various skills, knowledge, and languages acquired through their past endeavors.
Two approaches exist to determine the starting equipment your character possesses.
Method 1: Pick from class and background
The quickest way to equip your character is to follow these simple steps: add all the starting gear from your class and background together. Simply combine the two lists, write down the items on your character sheet, and you’re ready for adventure!
Method 2: Buy your own stuff
To determine your initial gear, try a more detailed approach. Roll 5d4 x 10 GP to calculate your starting total of gold pieces. With that amount in hand, pick the items that pick your interest in the equipments tables.
Veteran players often kick off their campaign with characters of greater renown, skipping the standard first-level threshold. Given that more experienced adventurers tend to boast higher health points, a wealthier experience base, and superior abilities, it’s logical to infer they’ll also possess better initial gear. The game master is free to tailor starting equipment to suit each particular game world, but a handy table like Starting Equipment at Higher Levels can serve as a useful guide, always consider that the characters will receive the starting equipment, followed by the extra provided by the entry from the current start level.
Starting Gold
| Level | Low Magic | Classical Fantasy | High Magic |
|---|---|---|---|
| 2nd-4th | - | 100gp plus 1d4 x 25gp | - |
| 5th-10th | 100gp plus 1d10 x 10gp | 500gp plus 1d10 x 25gp | 500gp plus 1d10 x 25gp |
| 11th-16th | 1.000gp plus 1d4 x 25gp | 5.000gp plus 1d10 x 250gp | 5.000 gp plus 1d10 × 250 gp |
| 16th - 20th | 5.000gp plus 1d10 x 50gp | 20.000gp plus 1d10 x 250gp | 20.000 gp plus 1d10 × 250 gp |
Starting Magic Items
| Level | Classical Fantasy | High Magic |
|---|---|---|
| 2nd-4th | - | - |
| 5th-10th | - | 1 uncommon magic item |
| 11th-16th | 2 uncommon magic items | 3 uncommon, 1 rare magic item |
| 16th - 20th | 2 uncommon, 1 rare magic item | 3 uncommon, 2 rare, 1 very rare magic item |
Now that you’ve finalized your key choices, there’s still some groundwork to cover. If your character is a spellcaster, you’ll need to select their spells. Take this opportunity to review everything and fill in any missing information on your character sheet.
Give your character an identity by choosing a name and describing what they look like. While it’s also helpful to consider their backstory and personality, don’t worry if these details aren’t fully fleshed out just yet. You might find that your character evolves and develops as you play through a few sessions, so feel free to save some of the finer points for later.
Make sure to confirm that you’ve applied every detail below on your character sheet.
I’ve got a simple rule of thumb: new players should start at first level. It doesn’t matter what the rest of the group is doing, everyone starts with a first-level character. Starting at first level means your character has fewer things to keep track of, and after a good game session (usually 3-4 hours long), it’s enough time to familiarize yourself with your character.
After that first session of the first level, it’s time for LEVEL UP! Whether you’ve faced a single goblin or a dragon, leveling up after the first day is a thrill. This makes players happy and gains them new abilities and powers. After two sessions, it’s time to level up again, now everyone should be on third level, with every class benefiting from their chosen sub-classes. By this point, the skeleton of your character is ready to be fleshed out.
This approach means a total of at least 3-4 sessions played. Almost a month has passed (if you play on a weekly basis). Players can feel some progression and excitement building up.
After leveling up based on your preference. I prefer to use XP for all my campaigns, I know that some people prefer milestones, but for me, it’s the XP that helps me track progress and focus on completing main quests.
In general, every 3-4 sessions is a good pace for leveling up up to fifth level. After this point, I like to slow things down. Each level should feel earned by players, and they need time to get used to new abilities, features, and spells.
After the tenth level, things will move very slowly indeed. If players evolve too quickly, the campaign setting risks becoming one where all characters are 20th-level superheroes, doing everything. Ideally, higher levels should be rare, and players should cherish their achievements when they reach them. For me, even 10 game sessions would be a good pace for higher levels – that means along a year, they’ll have 4-6 level-ups, leaving a lasting memory of each one.
When starting out, characters begin at level 1 and have the potential to reach level 20 through their experiences points. Initially, they have no experience points (XP). As they accumulate XP, they can advance in levels, unlocking new abilities and perks specific to their class.
Upon reaching a new level, players gain access to new benefits, which are outlined in the class progression table. This also allows them to increase their hit point total by rolling a special die called a hit die, and combining this with their existing hit points.
The GM keeps players aware of progress toward the next level by awarding XP or by tracking milestones. The GM decides which method to use.
When the GM awards XP, they add up the challenges the PCs faced during the session and inform the players of the total at the end. This method works well for groups that frequently fight monsters or have clear challenges. The Level Advancement table shows how much XP is needed to level up. You don’t reset your XP after leveling up, just keep adding to it.
| Level | XP | Proficiency bonus |
|---|---|---|
| 1 | 0 | +2 |
| 2 | 300 | +2 |
| 3 | 1.000 | +2 |
| 4 | 2.500 | +2 |
| 5 | 6.000 | +3 |
| 6 | 12.000 | +3 |
| 7 | 20.000 | +3 |
| 8 | 30.000 | +3 |
| 9 | 42.000 | +4 |
| 10 | 55.000 | +4 |
| 11 | 70.000 | +4 |
| 12 | 85.000 | +4 |
| 13 | 100.000 | +5 |
| 14 | 120.000 | +5 |
| 15 | 150.000 | +5 |
| 16 | 180.000 | +5 |
| 17 | 210.000 | +6 |
| 18 | 250.000 | +6 |
| 19 | 300.000 | +6 |
| 20 | 350.000 | +6 |
In a flexible and dynamic game system, players gain levels when they reach key objectives set by the GM. This approach is particularly well-suited for campaigns that prioritize narrative development and casual gameplay, rather than intense combat or traditional dungeon crawls.
Typically, 1st-level players should achieve significant progress within one session. As they level up, so too should their accomplishments: 2nd-level characters should reach notable milestones after two sessions, while 3rd-level adventurers should do so after three. Following this pattern, PCs at higher levels can be expected to make substantial gains every three or four sessions thereafter. Of course, the Game Master always retains the flexibility to accelerate or decelerate progress as needed.
The multiclassing rule offers players flexibility by allowing them to gain experience points and level up in multiple classes simultaneously. This means you can combine unique features from different classes to create a character that doesn’t fit neatly into one specific category. To determine your overall level, simply add up the levels in all your classes - for instance, 3 levels as a wizard plus 2 as a fighter would make you a 5th-level character.
As you progress through levels, you might find yourself blending in seamlessly with your original class while adding a dash of another class, or you could entirely reinvent your persona by incorporating features from multiple classes. Some players even start out with a third or fourth class! Multiclassing can be a fun way to shake things up and create a more dynamic character, but it does mean sacrificing some focus on specialization for the sake of versatility.
To switch to a new class, you’ll need to meet the required skill levels for both your current and desired classes. This means that, say, if you’re a barbarian who wants to become a druid, you must have a minimum strength and wisdom score of 13 or higher. As a multiclassed character without the traditional training of a fresh recruit, it’s assumed that you’ll pick up new skills quickly and have an innate talent for them, as demonstrated by your high ability scores.
| Class | Ability score minimum |
|---|---|
| Barbarian | Strength 13 |
| Bard | Charisma 13 |
| Cleric | Wisdom 13 |
| Druid | Wisdom 13 |
| Fighter | Strength 13 or Dexterity 13 |
| Monk | Dexterity 13 and Wisdom 13 |
| Paladin | Strength 13 and Charisma 13 |
| Ranger | Strength 13 or Dexterity 13 and Wisdom 13 |
| Rogue | Dexterity 13 |
| Sorcerer | Charisma 13 |
| Warlock | Charisma 13 |
| Wizard | Intelligence 13 |
In order to advance levels within a specific class, the total number of experience points (XP) required is determined by your overall character level, as indicated in the Level Advancement table. Therefore, if you have multiple classes, such as being a 6th-level cleric and 1st-level fighter, you must accumulate sufficient XP to reach the next overall level before proceeding with advancement in either class.
When you gain levels in a new class through multiclassing, you gain hit points as if you were leveling up beyond 1st level in that class. You do not use the 1st-level hit point calculation for your first level in the new class.
To determine your total hit dice, combine the hit dice from all your classes. If the classes use the same hit die type, simply pool them together. For example, both the fighter and paladin use a d10. So, if you are a 5th-level paladin and a 5th-level fighter, you have ten d10 hit dice.
If your classes have different hit dice, keep them separate. For instance, if you’re a 5th-level paladin (d10 hit dice) and a 5th-level cleric (d8 hit dice), you’ll have five d10 hit dice and five d8 hit dice.
Your proficiency bonus is determined solely by your overall character level, not by the level of any particular class. So, even if you’re a high-level specialist in one area and still developing skills in another, your proficiency bonus will be based on the total number of levels you’ve achieved - in this case, a +3 bonus would apply at 5th level.
Upon acquiring a first-level advancement in a other class, you inherit a limited set of starting abilities from that additional class, as specified in the multiclassing proficiencies chart.
| Class | Proficiencies gained |
|---|---|
| Barbarian | Shields, simple weapons, martial weapons |
| Bard | Light armor, one tool of your choice |
| Cleric | Light armor, medium armor, shields |
| Druid | Light armor, medium armor, shields |
| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
| Monk | Simple weapons, shortswords |
| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |
| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons |
| Rogue | Light armor, one tool of your choice |
| Sorcerer | , |
| Warlock | Light armor, simple weapons |
| Wizard | , |
Earning a new level in a class grants you access to its abilities for that specific level. Note that this does not include the class’s initial gear, and certain features have special conditions when used by multiclass characters: Channel Divinity, Multiattack, Unarmored Defense, and Spellcasting all require additional considerations.
If you already possess the Channel Divinity ability and gain experience to reach a higher level in another class that also offers this feature, you’ll inherit its effects. However, this won’t grant an extra use, instead, additional uses will only become available when you meet the specific requirements for each individual class. For instance, if you’re a 6th-level cleric and have reached 4th level as a paladin, you can utilize Channel Divinity twice between rests due to your sufficient level in the cleric class. Each time you activate the feature, you may select from any of the Channel Divinity effects provided by your various classes.
When you acquire the Multiattack feature through multiple classes, the combined total doesn’t grant additional attacks. Instead, extra uses are awarded when you reach a class level that specifically allows them, and these additional uses aren’t cumulative. To illustrate this, if you’re a 9th-level fighter with 5th-level monk capabilities, your Multiattack will still only allow three attacks, not five.
If you gain the Unarmored Defense feature from more than one class, you must choose which version to use. For example, if you have levels in both barbarian and monk, you can only benefit from one class’s Unarmored Defense at a time, and you cannot combine the benefits from both.
Your ability to cast spells is determined by your combined levels in all your spellcasting classes, as well as your individual levels in each class. If you have the Spellcasting feature from more than one class, follow these rules. If you have the Spellcasting feature from only one class, follow that class’s specific rules.
Spells Known and Prepared
For each class, determine the spells you know and can prepare as if you were a single-class character of that class. For example, if you’re a 4th-level ranger and a 3rd-level wizard, you know three 1st-level Primordial spells based on your ranger levels, and as a 3rd-level wizard. Your spellbook would contain ten Arcane spells, including up to two 2nd-level spells, if you gained them at 3rd-level wizard. If your Intelligence is 16, you can prepare six Arcane spells from your spellbook.
Each spell you know or prepare is tied to a specific class, and you use that class’s spellcasting ability when casting the spell. Likewise, a spellcasting focus, such as a holy symbol, can only be used for spells from the class associated with that focus.
Mana Points
To determine your total mana points, add together all your levels in Bard, Cleric, Druid, Sorcerer, and Wizard. For Paladin and Ranger levels, count half (rounded down), for subclasses that provide spellcasting, count one-third of their levels (rounded down). After calculating your total spellcaster level (from all your spellcasting classes), multiply that number by 3 and then add the highest ability modifier you use for spellcasting. The result is your maximum mana points.
For example, if you’re a 5th-level Ranger and a 3rd-level Wizard, you count 2 Ranger levels (half of of 5, round down) and 3 Wizard levels, for a total spellcaster level of 5. Multiply by 3 to get 15, then add your higher spellcasting ability modifier, if your Wisdom modifier is higher than your Intelligence modifier, add Wisdom, otherwise, add Intelligence.
In this example, the character has 15 mana points plus their higher ability modifier. However, they remain limited by each class’s maximum spell level (1st-level Ranger spells and 2nd-level Wizard spells). You can upcast Wizard spells into higher Wizard level (for example, cast a 1st-level Wizard spell at 2nd level), but you cannot upcast Ranger spells.
Creating a character is more than a mechanical process, it’s the start of a journey into the heart of your world. In this chapter, we’ll walk through an example that brings a character to life step by step. From a vague idea to a fully realized adventurer with strengths, flaws, and a story, this example will show how imagination meets game mechanics. Whether you’re crafting a daring rogue, a wise cleric, or something uniquely yours, this process ensures your character isn’t just numbers on a sheet but a vibrant part of the adventure to come. Let’s begin!
Let’s make a character, step by step. For this one we will make a simple, yet interesting, character, let’s focus on using the common approach for selecting, and use the suggestions, from the book as a main guide.
Step 1: Develop a Character Concept
Kaelen Thunderheart, a orc born to the rugged mountain tribes of the Crimson Peaks, embraces the fury of the wild. Known for his fierce loyalty to his kin and an unquenchable thirst for battle, Kaelen wields primal rage as a weapon, protecting his people and avenging their losses.
Step 2: Select Your Class
Barbarian, Kaelen is a powerhouse of brute strength and resilience. His rage enhances his melee attacks, and his unarmored defense allows him to rely on agility and resilience for survival.
For our skills, we choose these two: athletics and nature. We also have another 2 skill points to use (3 as a flat value minus 1 from the negative Intelligence modifier), we will decide to add a point into intimidation and another into survival.
Step 3: Assign Ability Scores
Using the Rolling Method (4d6, drop the lowest) Kaelen’s scores are assigned to match his ferocious nature:
| Ability | Score | Mod. | Reasoning |
|---|---|---|---|
| Strength | 17 | +3 | Primary stat for melee combat. |
| Dexterity | 14 | +2 | Improves agility and reaction time. |
| Constitution | 15 | +2 | Vital for health and endurance. |
| Intelligence | 8 | -1 | Minimal need for intellect. |
| Wisdom | 12 | +1 | Needed for survival instincts. |
| Charisma | 10 | +0 | His leadership is subtle and direct. |
Step 4: Choose Species
Orc, traits augment Kaelen’s barbarian abilities:
Step 5: Select a Culture
Bloodmoon Pact, this culture is highly common for ferocious species, orc can fit on this one too. This also provides lunar fury feature, allowing to push the limits when low on health. And, also a language to learn one language from this culture, in this case Orcish
Step 6: Choose a Background
Outcast, since Kaelen was forced to wander after a disastrous raid on his tribe. It’s a good fit for her to have stealth and investigation, for the initial talent we decided for the aware, this also perfectly fits our Kaelen. Additionaly the background provides the following starting equipment: Dark cloak, common clothes, silver coin from a stranger, pouch with 10 gp
Step 7: Equip Your Character
Kaelen is a single orc, and it’s decided to use the default starting equipment from the class, so this is the decisions done:
Step 8: Fill in the Blanks
From it’s background (as Outcast), we rolled this random motivation
I seek redemption for my past actions.
Which seens fit for a our Kaelen concept, culture and background.
Step 9: Verify Features
Kaelen Thunderheart is ready to charge into the fray, his rage and resolve carving a path through any foe!
Below there is a general statblock for this character.
1st-Level Barbarian (Bloodmoon Pact Outcast) Chaotic Good Orc
Armor Class: 15 (Unarmored Defense)
Hit Points: 27 (1d12)
15 from the Constitution value, and 12 from the maximum value of the barbarian hit die
Speed: walk: 6 sqr. (6m)
Proficiency Bonus +2
Initiative: +2
from Dexterity modifier
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 15 (+2) | 8 (-1) | 12 (+1) | 10 (+0) |
We used a couple of skill points to offect the negative from the lack of intelligente for Kaelen, helping to be more well rounded adventure
Languages: Commerce Language and Orcish
Other Proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.
Rage (barbarian): Advantage on STR, +2 melee damage, 1x/rest.
Unarmored Defense (barbarian): 13 + CON mod.
Lunar Fury (bloodmoon pact): HP below half, gain advantage on melee attacks for 1 round, 1x/rest.
Aware (talent): min 10 on initiative, can’t be surprised, no advantage for hidden creatures.
Note that the attack are calculated with, +3 from strength modifier and +2 from proficiency bonus, the damage is purely strength modifier, or strength modifier + the rage bonus. The javelins can be throw, but since throw isn’t a melee attack you can’t use the rage bonus.
Let’s create a character step by step. For this one, we’ll make a clever and agile rogue, this will be a more complex character creation, delving into more choices and using less pre-selected options.
Step 1: Develop a Character Concept
Zynara Swiftshade, a cunning changeling, grew up as a spy in the bustling cities of the Citadel culture. Known for her adaptability and razor-sharp wit, Zynara specializes in deception and stealth. Her goal is to uncover secrets and wield information as a weapon, whether for profit or personal gain.
Step 2: Select Your Class
Rogue, Zynara is a master of subtlety and precision. She thrives in shadows, using her nimble reflexes and quick thinking to outmaneuver her foes.
For her skills, we choose these four: stealth, deception, sleight of hand, and perception. Her background and culture will add more skill points later. And, Zynara have another 5 extra skill points (3 from flat value plus 2 from intelligente modifier), we will add another point into stealth, sleight of hand and perception, and another 2 skill points into investigation.
Additionally, Zynara gains the Sneak Attack feature, allowing her to deal extra damage when attacking with advantage or when an ally is close to the target, expertise in two skills (stealth and perception), and lastly thieve’s cant to talk secretive.
Step 3: Assign Ability Scores
Using the Point-Buy Method, Zynara’s scores are distributed to emphasize agility and charisma:
| Ability | Score | Mod. | Reasoning |
|---|---|---|---|
| Strength | 8 | -1 | Minimal need for brute force. |
| Dexterity | 16 | +3 | Essential for agility and finesse. |
| Constitution | 12 | +1 | Keeps her healthy and alive. |
| Intelligence | 14 | +2 | Useful for solving puzzles and plans. |
| Wisdom | 10 | +0 | Balanced for perception checks. |
| Charisma | 15 | +2 | Vital for deception and social finesse. |
Step 4: Choose Species
Changeling, Zynara’s shape-shifting abilities are perfect for a rogue.
Step 5: Select a Culture
Citadel, as a product of the industrialized, scheming world of the Citadel, Zynara excels in manipulation and adaptation. Also the feature clockwork reflexes provides a powerful feature useful for most characters. And, we decide to use Humanish for the language.
Step 6: Choose a Background
Spy, Zynara’s life in espionage has honed her skills with 1 point to stealth and deception, but these skills we already posses 2 skill points, so Zynara can freely choose another options, in this case deceptions and insight.
For the first level talent, covert is Zynara’s decision, since it relies on the darkness and it’s features combine perfectly with the citadel’s clockwork reflexes. We will not pick the start equipment from the class or background’s equipment, we will use the alternative method of buying it.
Step 7: Equip Your Character
Since we decide to buy all of our equipment, the first step if define the amount of gold we will have at our disposal, a quick roll of the 5d4 and we have 120gp (12 x 10). With the gold at hand we can start to buy our equipment.
For starter we need a protection, brigandine does have the noise property, and Zynara would want to avoid this type of situation, in this case let’s pick the next best option studded armor, with this bought we have 75 gold left (120 minus 45 from armor).
Zynara would like to avoid personal confrontation, so let’s check our options, from the simple weapons we have two good options, a short bow and a light crossbow, both are good in it’s own ways, since this will be the main damage option for Zynara we decide to pick the highest damage output, so the light crossbow, our reserves are start to dry out a little bit, Zynara only have 50 left (75 - 25 from the crossbow).
We need a close quarter weapon, since Zynara’s fist won’t be an option, in this case we can look for a simple weapon, or a matial weapon with finese property. Our list expands quite a lot with this, Zynara could use a pair or katar to maximize the damage output, or a whip to keep a safe distance again’t possible closer confrontation, but there is a more interesting option, the war fan, it’s feature deflect can be very useful to avoid some damage. So we will go with two war fans, and we have 40 gold for the remaning equipment (50 - 10 for two war fan).
Let’s pick some bolts (1gp for 20 bolts) for the crossbow, 5 flaks with oil (1sp each, 5sp total) to use for traps or maybe to reduce the noise of a old door, one perfum for possible disguise (5gp), two set of 1.000 ball (1gp each, 2gp total) bearings for a quick exit, two sets of caltrops (1gp each, 2gp total) for alarm or trap, a crowbar (2gp) for forced entry since Zynara is quite weak for breaking door, a hooded lanterns (5gp) when you need to create a low light for yourself, a manacle (2gp) for possible a interrogation scenario, a small mirror for signaling (5gp), a tinderbox (5sp) for putting fire on non-safe paper documents, and a backpack (2 gp) to keep alls of this items.
If Zynara sum up we have 15 gold left. What a bargain!
Step 8: Fill in the Blanks
From her background as a spy, we rolled this random motivation:
To expose hidden truths and wield secrets as power.
Step 9: Verify Features
Zynara Swiftshade is a shadow in the night, ready to outwit her enemies and strike with precision.
1st-Level Rogue (Citadel Spy) Neutral Changeling
Armor Class: 15 (Studded Armor)
Hit Points: 18 (1d6)
12 from the Constitution value, and 6 from the maximum value of the rogue hit die
Speed: walk: 6 sqr. (9m)
Proficiency Bonus: +2
Initiative: +3
from Dexterity modifier
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 16 (+3) | 12 (+1) | 14 (+2) | 10 (+0) | 15 (+2) |
We focused on key rogue skills to make Zynara effective in both stealth and social interactions.
Languages: Commerce Language, Humanish and Thieve’s Cant
Other Proficiencies: Simple weapons and Matial weapons with Finese.
Sneak Attack, add 1d6 damage when attacking with advantage or with an ally within 1 square of the target.
Expertise, already applied in skills.
Thieve’s Cant, the secret language of the rogues.
Shapechanger (changeling), can alter her appearance as an action.
Clockwork reflexes (citadel), allows a second reaction, once per long rest.
Covert (spy), more hide options, avoid detection if motionless, no disadvantage from dim light, and second change to keep hidden with reaction.
Let’s create a character step by step. For this one, we’ll design a thoughtful and mystical wizard, relying on the book’s suggestions to guide us in crafting a compelling arcane adventurer, we will also explore some options for spellcasting features and understand the difference between then.
Step 1: Develop a Character Concept
Eryndor Luminaris, an elf born in the radiant halls of a secluded academy, has always been fascinated by the mysteries of the arcane. His intellectual curiosity and disciplined studies drive his journey to uncover the secrets of forgotten magic and ancient ruins.
Step 2: Select Your Class
Wizard, Eryndor is a master of arcane knowledge, using intelligence and preparation to overcome challenges. His spellcasting ability allows him to shape the battlefield and provide versatile utility.
For his skills, we select these two: arcana and history. These reflect his scholarly pursuits and understanding of magic and lore, with Eryndor high intelligente we have another 6 skill points to freely spread on our list, let’s focus two points to master arcana and history, two points in investigation and one in nature and religion to cover most of skills needed spellcasting.
Additionally on the first level of wizard receives these two features
Wizards, Sorcerers, Clerics, and Druids each embody unique approaches to spellcasting, shaped by their distinct sources of magic. Wizards prepare their spells each day from their spellbook, offering immense versatility but requiring careful planning, their magic relies on their Intelligence and is enhanced through learning and experimentation. Sorcerers however, know a limited number of spells and can cast them spontaneously, fueled by their innate magical abilities and personal power source, using Charisma as their spellcasting ability. Clerics prepare spells daily from the entire list of their deity’s domain, drawing on Wisdom and their divine connection, which allows them to adapt to the needs of their faith or adventuring party. Druids similarly prepare spells from a broad list tied to nature, but their focus on Wisdom reflects their deep attunement to the primal world. Unlike wizards sorcerers, clerics and druids can cast rituals without expending mana points, further emphasizing their connection to their magic’s arcane, divine or natural origins. These mechanics ensure that each class offers a distinct experience tailored to their magical themes. There is also half-casters who are the mixture between frontline combatents and spellcasters, like paladins, rangers and warlocks, these mixture allows to cast up to 5th-levels spells, with smaller mana points pool, and no access to ritual casting.
Step 3: Assign Ability Scores
Using the Standard Array Method, Eryndor’s scores are distributed to maximize his spellcasting ability while maintaining a solid mental and physical foundation:
| Ability | Score | Mod. | Reasoning |
|---|---|---|---|
| Strength | 10 | +0 | Physical power is unnecessary. |
| Dexterity | 14 | +2 | Useful for defense and quickness. |
| Constitution | 8 | -1 | Eryndor trusts his spells. |
| Intelligence | 16 | +3 | Key stat for spellcasting. |
| Wisdom | 15 | +2 | Enhances perception and insight. |
| Charisma | 10 | +0 | Neutral for interactions. |
Step 4: Choose Species
Elf, Eryndor’s elven heritage complements his wizardly nature:
Step 5: Select a Culture
Moonlit seeker, Eryndor’s upbringing in a scholarly enclave reflects his devotion to learning. This culture grants 1 extra mana point and extra first level spell. Additionally one extra langauge, we decide for the Elvish.
Step 6: Choose a Background
Scholar, as a dedicated student we decide to pick nature and religion as skill. Eryndor could select a Ritualist talent for access a unique spell from other source than arcane, but specialization in evocation can be a more aligned talent for Eryndor.
Step 7: Equip Your Character
Eryndor uses the default starting wizard equipment:
Step 8: Fill in the Blanks
From his background as a scholar, we rolled this random motivation:
To discover the hidden truths of ancient civilizations and share them with the world.
Step 9: Verify Features
Eryndor Luminaris is prepared to delve into the arcane mysteries, wielding magic with intellect and precision.
1st-Level Wizard (Moonlit Seeker Scholar) Neutral Good Elf
Armor Class: 12 (Unarmored, +2 from Dexterity)
Hit Points: 12 (1d4)
8 from the Constitution value, and 4 from the maximum value of the rogue hit die
Speed: walk: 6 sqr. (9m)
Proficiency Bonus: +2
Initiative: +2
from Dexterity modifier
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 8 (-1) | 16 (+3) | 15 (+2) | 12 (+0) |
His focus on intelligence-based skills makes Eryndor an exceptional scholar.
Languages: Commerce Language, Elvish
Other Proficiencies: Simple weapons
Spellcasting, cast wizard spells from his spellbook, using Intelligence as the modifier. Spell attack with +5, spell DC with 13. And 7 mana points (2 flat value, +1 level, +3 intelligente modifier and +1 from lunar knowledge).
Spell list: alarm, magic missile, burning hands, find familiar, mage armor, sleep and unseen servant.
Arcane Recovery (wizard): Once per day, regain 1 mana point (half wizard level, round up).
Lunar Knowledge (moonlit seeker): 1 extra mana point and spell known.
School specialization (talent), increasing the spell attack and DC by +1 for magic missile, burning hands.