You have done it. You have officially decided to give that game everyone keeps talking about a try. The only problem is that you have no idea where to start! First things first, you need to make yourself a character. It can be pretty daunting your first time, but that's what I'm here for. Let me help. This is how you make your first D&D character.
So, the first step to character creation has to be coming up with a concept. So who is your character? Is he a rogue who fought out of the sewers only to find a world full of hatred? Maybe she was an author, but then had a dream about some eldritch abomination. In the morning she had to write about her dream and in doing so accidentally signed her soul away. Now she fights to get it back.
Regardless what type of character you are going for, you will want a small description for them. You will need to start brainstorming how they handle situations, their background, and how act in combat.
If you really don't have any idea where to start, try talking to your DM. More than likely, your DM will have some helpful ideas that could fit well into the setting.
Now that you have an idea of who your character is, you need to pick their race. Don't worry, I will break it down as much as I can. There are many races you can play, and each has their own mannerism and quirks. You will need to choose one of these races for your character. As you look through the races, you will find a lot of unnecessary information though it might still be useful. What you really want to pay attention to though is the traits of your race.
- Ability Score Bonuses – As you will see soon, these six scores will affect everything you do. These effect your chance to get hit, to steal a key, or evade a throwing knife. For now, just write the bonus your race gives you down on a separate piece of paper.
- Speed – This will tell you how far you are able to move on your turn. Normally, this is depicted by how many spaces you can move on a grid per round of combat.
- Size – This determines how large your character is. In the PHB you will only have to worry about small and medium races. Size effects how much you can carry, what weapons you can use efficiently, and how much space you occupy. Generally unless you are small or larger than medium, you won't have worry about this.
- Special Senses – If your race has darkvision or any other special way of gathering sensory information.
- Skill Proficiencies – We will tackle skills in a second. For now if your race gives you a proficiency bonus in a skill write it down.
- Abilities From Your Race – These can vary wildly. Examples would be: not sleeping as long, being able to make devices, or being resistant to fire. These can be harder to remember, so you might need to reference them during play if you ever forget.
- Subraces – Subraces are just more specific niches of general races. For example, Lightfoot Halflings and Stout Halfling are still just Halflings with a few differences from the opposing heritage.
Now that you know what the races are, select which race best fits your character concept. Don't forget, regardless of what race you choose, each race has a different society, cultural traditions, and societal standards. However, just because your race has a certain standard doesn't mean you have to fall into that mold.
Next up, you will need to choose a class. This will determine how your character interacts with the world, engages in combat, and what skills they possess.The main points to focus on are proficiencies and hit dice. Each class has proficiencies you get from the class and proficiencies you have to pick yourself. Each class will give you proficiency in armors, weapons, saving throws, tools, and skills.
For equipment, being proficient means you can use the armor or weapon efficiently. Proficiency in armor types allows you to wear better armor. There are rules on wearing armor you aren't proficient with, but those aren't necessary to know right now. If you are proficient with a weapon, it allows you to add your proficiency bonus to attack rolls.
Saving throw proficiency allows you to add your proficiency bonus to saving throws with those abilities. Tool proficiencies allow you to select certain tools which you are proficient in. Lastly, skill proficiencies allow you to select skills that you may add your proficiency bonus to.
What is proficiency bonus though? Your proficiency bonus is a set modifier based on your level. Your proficiency bonus is:
- +2 for levels 1 through 4
- +3 for levels 5 through 8
- +4 for levels 9 though 12
- +5 for levels 13 through 16
- +6 for levels 17 through 20
Now write down what proficiency bonuses you gain from your class and take note of two more items. Your hit die will determine your overall hitpoints. It is one of the largest factors of how hardy your character is. Lastly, choose some starting equipment for your character. Now move to the next step.
- Strength – how physically strong you are
- Dexterity – your agility and reflexes along with poise
- Constitution – How hardy you are
- Intelligence – Mental agility, how much information you retain
- Wisdom – Your awareness and insight
- Charisma – Your confidence and charming ability
This information is stated in perhaps easier terms on page 12 of the PHB.
Above is a list of the six ability scores and what each governs. Which ability scores are important to your character will be determined by your class. To make the most efficient character, you will want to put your three highest ability scores in the two primary ability scores of your class and the third highest score in your Constitution. This is not a hard and fast rule, but is going to make your character more efficient at using the abilities his class gives him or her. To determine these scores, you have several options. You can use a stat array, a point buy system, or roll dice.
The stat array is the most widely accepted method of determining ability scores. This is also the simplest. Your ability scores using this method would be 15, 14, 13, 12, 10, and 8. These are your scores without any bonuses from your race. You can arrange them in any way you would like.
The next option is the point buy system. All your stats will start at 8. You then have 27 points to spend to increase your stats as you would like. The higher your score is, the more points you will have to use to increase it further. Below you can see how exactly this works.
Score Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9
Using this method you can determine your ability scores as you see fit.
The last method and one of the most popular is to roll for your ability scores. There are a ton of varying ways to do this, and if you do choose to do this method, make sure you talk to your DM about how he would like you to roll your ability scores. In fact, talk to your DM about if this method is even allowed as it is not allowed in some games. Generally speaking if this is a viable option, you will roll four six sided dice and keep the three highest rolls. Add the numbers together, and you will have one of your ability scores. Repeat this until you have six scores and then assign them as you wish. It is important to note, this method can lead to more extreme scores either in favor or against your player character.
Now that you have your scores determined, you will need to find the ability modifier for each. This will help you determine skills and other bonuses as you will see later. Below you can find what the ability modifier for each score is. A player character's attributes cant exceed 20 unless some other source augments (magic item or special skill) them above 20.
1 -5
2-3 -4
4-5 -3
5-7 -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
Next up, you need to choose a background. These are found on page 127 of the PHB. Keeping your character concept in mind, you will want to choose a background that most closely correlates with the idea you have, or if you can't find a background that fits, talk to your DM about helping you create a new one. Each background will give you different proficiencies. Generally a couple of skill proficiencies, a tool proficiency or two, and possible a language. If you get a proficiency from your background that you have already, you can select another proficiency of the same type (Tool or Skill) instead.
Additionally, your background will supply you with some sample character traits. You can choose from this list if you would like, but I would encourage you to make your own character traits based on your original idea of the character. While you're at it though, take note of what equipment your background supplies you.
Ok, next up equipment. First, choose an armor given to you by your class. The basics you need to know is light armor lets you add your Dexterity modifier to a set number. Medium armor gives you a slightly better base armor class (AC), but you only get to add a maximum of 2 to your AC from your Dexterity modifier regardless of how high it is (Some feats can alter this). Lastly, heavy armor will give you the highest base AC but you will not be able to add any Dexterity modifier. While choosing your armor, take note if you have disadvantage on stealth checks. If there is a stat requirement to wear the armor, ensure your character can meet the requirement. I will also just mention that if you have a free hand, a shield can boost your AC by 2 if you are proficient.
For your weapon, you can choose either a simple or martial weapon based on what your class and background grants you. Your attack and damage will be based on your Strength for melee weapons and your Dexterity for ranged weapons. Some weapons will violate this rule, as you will see soon. While you decide on what weapon you choose to use, look at their damage die, any special traits, and what you have in mind for your character to use. Before you choose there are some special traits you should know about.
- Finesse – Attacks and damage with this weapon can be based on Strength or Dexterity. You must use the same stat for both the attack and the damage roll.
- Heavy – Small creatures have disadvantage with these weapons (Sorry Halflings!)
- Light – These weapons are light enough to be dual wielded
- Loading – These weapons you can only make one attack with per turn regardless of how many attacks you have per turn
- Ranged – Weapons with this tag can be fired at a range of feet equal to the long range. The first number is your short range (no disadvantage unless in melee) and the second number is the long range (disadvantage while shooting outside of short range and the weapon cannot fire beyond this range)
- Reach – This tag means your melee weapon can attack an opponent 10 feet away from you instead of the normal 5 feet
- Special – If a weapon has this tag it has special properties which you can find in the PHB
- Thrown – These melee weapons are similar to ranged weapons except for the distance is usually much shorter and you can use Strength instead of Dexterity for your attack and damage roll (some weapons like daggers you can still use Dexterity for).
- Two Handed – You need two hands for this one..
- Versatile – You can choose to use these weapons one or two handed. The two handed version typically inflicts more damage.
Your character is almost done!
You will want to add up your armor class based on your armor, Dexterity modifier if applicable, and any class features. If you don't wear armor and have no feature that effects your armor class, your Armor Class will be 10 plus your Dexterity modifier.
Next determine your attack and damage bonuses. If you are proficient with the weapon you will add your proficiency bonus to your ability score modifier associated with the attack for attack rolls. Your damage bonus is simply your ability score modifier. For example a level one human fighter uses a longsword with 14 Strength. Strength is the ability modifier for a longsword. So you have a +2 ability score modifier and a +2 proficiency bonus. That means your attack roll would have a +4. Your Strength modifier is +2 so you have a +2 to damage. Input your dexterity bonus for any ranged or finesse attack and repeat the process. Now, you have your armor class and weapon attacks.
Your initiative and hitpoints are easy to determine. Your initiative will be your Dexterity modifier unless you have a feat or class feature that alters it. For your hitpoints, you will have the max you could roll on your hit die plus your Constitution modifier at level 1. As you gain levels, you will either take half of your hit die rounded up plus your Constitution modifier or roll your hit die and add your Constitution modifier to whatever you roll. So that human fighter with a 17 Constitution will have his hit die maximum, 10, plus his Constitution ability modifier, 3, hitpoints. So the fighter will have 13 Hit Points at level 1. When he levels up he can either gain 9 hitpoints (half of a d10 rounded up plus his Constitution modifier) or roll a d10 and add 3.
Now, you have to determine what the modifier is for your skills. You will fill in all the skills with their associated ability modifier. Then look at the skills you are proficient in and add your proficiency bonus to those skills. Below will show you what attributes effect which skills and when a check might need to be made.
At this point, you should have your character all made up and their stats chosen. Now all that is left for you to do is to name and detail your character. This is totally up to your imagination, if you need any help, there are plenty of tools online that would assist you in coming up with names for your characters. One of my favorite tools to use for name generating is the fantasy name generator. Now that you have a name, simply describe your character. Does he or she have scars, what color is their hair, tall or short, skinny or fat, these choices are completely up to you!
The last thing you need to do is to talk to your DM about if alignment will play a role in their campaign. It has been a pretty large debate in 5e whether alignment should be included. Often whether alignment is used or not will be completely determined by what table you sit at. I personally don't pay much attention to alignment, but in case your table does, the alignments are as follows.
- Lawful Good – Do what's right and do it right by society
- Neutral Good – Do what you think is right, as best you can
- Chaotic Good – Do what's right regardless of what it takes
- Lawful Neutral – Act based on law or your own code
- True Neutral – Do what you want how you want to
- Chaotic Neutral – You do whatever it takes to maintain your own freedom
- Lawful Evil – Follow personal code, but otherwise can do whatever wrong you would like
- Neutral Evil – Do whatever evil you want without worry
- Chaotic Evil – Act based on violence, greed, hatred, or bloodlust (Wizards of the Coast, 122)
With that, you should have a basic character made. If you have any questions about any of the points talked about here, leave your question below and I'll try to get back to you. If you would like me to cover feats or spells in another post, let me know. On a side note, while I tried to make this post cover the majority of character creation and make it as simple as possible, if you really enjoy this game, I would like to implore you to purchase a Player's Handbook to show your support for this game. All of the information found within this post is from personal experience and the PHB. Anyway, happy gaming adventurers!
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