Creating A Character

> As in D&D 5e, building your character defines limitations and strengths, in combat, exploration and social situation. Thou the process is very similar to 5e, this is a specific guide for playable characters in the world of Fargraves, thus limiting some options, while changing others and even adding some new possibilities.
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## ***Step 1: Choosing a Race***

The conscious humanoid inhabitants which have conquered the world of fargraves can be vaguely divided into three categories, based on their general ways of living, as perceived by others. These Categories are as follows:

**Citizens.** The primary inhabitants of the civilized states on the material plane. They are usually treated as equals and face little to no prejudice, although stereotypes and rivalry may sour first impressions between certain races. They include:

* Dragonborn
* Dwarves
* Elves
* Gnomes
* Humans
* Tritons

**Wildlanders.** Not all humanoids prefer the limitations and order of major cities. These so called Wildlanders often form tribal communities, both in the material plane and in the feywild. Some are perceived by citizens as hermits and welcomed travellers, while others, especially those with an innate taste for violence, are often feared and shunned. They include:

* Caladri
* Firbolg
* Goblinoids
* Goliaths
* Kobolds
* Orcs
* Tortles

**Splinterlings.** Into this category fall those whose numbers are too small to from politically significant groups on their own. They are often treated with caution and suspicion, as unfamiliarity will be common among the simple folk. Despite this, their company is often preferred over that of infamously violent Wildlanders.

* Automatons
* Half Elves
* Half Orcs
* Kenku
* Namtari
* Tabaxi
* Tieflings
* Yuan Ti

As usually, the chosen race will affect certain ability scores, aswell as granting other miscellaneous advantages or disadvantages. There is no one race superior or inferior to others, each have their own strengths and balancing weaknesses.

Some races have subraces, further distinguishing members of that race in ability and vaguely in personality.

## ***Step 2: Choosing a Class***

Most adventurers are part of at least one class which defines their approach in combat via class features and proficiencies, which distinguish one class from another. Classes prefer different ability scores, leading to a characters race and class being able to synergize, or in some cases, leading to an odd pairing, causing some potential countersynergy. However, enjoyment when playing the character is more important than playing a character with optimized combat abilities, thus it is not recommended to pick exclusively the optimal race for the class of choice.

### Levels

You gain benefits from your class of choice depending on how many levels you have in that class, and you may gain new features when your level increases to certain numbers. These features can be gained instantaneously, or through training, depending on the Dm's preference. Levels are typically gained when the DM sees fit, altough some DMs may prefer to give levels based on number and difficulty of slain foes via the D&D 5e experience system. You can choose to gain a level in a class you currently have, or, if you fulfill that classes requirements, you can choose to pick up an additional class, gaining that classes benefits instead, with some interactions depending on the type of classes combined. You can have levels in no more than 2 different classes. Your total level in all classes combined cannot exceed 20.

Your proficiency bonus is determined by your total level. It equals your total level divided by 4 (rounded up) plus 1. You add this number to the attack bonus of weapons you are proficient with, ability checks you are proficient with and savign throws you are proficient with, aswell as your spellcasting attack bonus and save DC.

### Hit Points

Hit Points determine how much a creature or object can survive before falling. Your hit point maximum on level 1 equals twice the maximum possible roll on your classes hit dice, plus your constitution modifier. For each level above 1 you add your constitution modifier to the number, and roll one hit dice of the class you gained the level in, and add it to the maximum aswell, rerolling any 1s. If your constitution modifier increases or decreases, it retroactively changes hit points gained from it in the past, effectively changing your current maximum hit points.

### Equipment

Parts of your equipment are determined by your class. You can choose to either start your adventure with the equipment provided by your class, or an amount of gold determined by your class, and choose what equipment to pick yourself.

## Step 3: Determining Ability Scores

Ability Scores are one of the defining factors of each character, influencing a characters Hit Points, attacks, and chances in succeeding in almost all tasks, from persuasion to climbing. All classes have at least one ability score from which they benefit the most, which shouldn't be neglected under normal circumstances.

### Generating Ability Scores

There are various different ways of generating ability scores, although the following is the one most often used for character created using this system:

You roll 4d6, and remove the die with the lowest result each roll. The average is 12,24, but the actual results are largely based on luck. Once 6 numbers have been generated this way, you can choose to use the numbers you have rolled, or use the numbes: 15, 14, 13, 12, 10, 8. Either way, you then assign those numbers to the 6 ability scores:

1. **Strength**. Main attribute for Barbarians, Fighters and Paladins. Determines effectiveness of melee weapons, carrying capacity, jumping distance and athleticism.
2. **Dexterity**. Main attribute for Monks, Rangers and Rogues. Determines quickness of action, evasiveness, effectiveness of ranged and certain melee weapons, balance and subtlety.
3. **Constitution**. Secondary attribute for all classes. Determines toughness, vitality, and Hit Points, aswell as certain innate abilities.
4. **Intelligence**. Main attribute for Wizards and Craftsmen. Determines arcane abilities, wittyness, knowledge, memory, and effectiveness of certain magic items.
5. **Wisdom**. Main attribute for Clerics and Druids. Determines the ability to resist influencing magic, instinct, intuition, insight and awareness.
6. **Charisma**. Main attribute for Bards, Sorcerers and Warlocks. Determines leadership, confidence, willpower, influence on others and charm.

Then add your ability score bonus from your race to these numbers. Use these new scores to calculate your ability score modifier, which is what is usually used to determine the effect ability scores have on the characters actions. To calculate the modifier, divide the score by 2 and subtract 5, rounding down the final number to get the modifier for that ability score.

## **Step 4: Background and Finishing Touches**

Choose a background for your character. It describes the characters past, and grants according boons and equipment, aswell as suggested Personality Traits, Bonds, Flaws and Ideals.

FInally, choose an alignment that fits your character, and make a description of them. You should discuss with your DM how your character fits into the story, so that Dm may properly prepare the game and you can draw the last connections between the characters backstory and their place in the game.