Basic Guide to Character Creation

This is a quick-start guide to finding the information you need to create a level 2 character. At this point you should have a rough idea of what you want your character to be. If you can't decide, google around, or ask on the server - folks will be more than willing to talk!

To illustrate examples, snippets from the 5th Edition Player's Handbook (PHB) are used, but other sources are available. https://5e.tools/ contains all official content and is generally always accurate.

The guide is applicable to the GSheet which takes its format from the official D&D 5e Character Sheet, but is highly automated. Dicecloud users can easily use it as well, though Dicecloud works quite differently. If you are using DnDBeyond, a guided character creation process is available, but you are still free to use this guide and 5etools to compare options.

Note that many additional subclasses, feats, and backgrounds have been published in other source books, so using 5eTools is recommended over the PHB. It will enable you to view all available content (though, cross-reference with our Approved Content page), as well as see the content on a single page.

## Basic Terminology

#### Ability Scores

**Your character's "stats", broken down into Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma.** The average score is 10, with a range from 0 to 20 - however, in this type of game, characters' ability scores will always range between 8 and 20. Lower scores appear, for example, in undead NPCs with a low Charisma or animals with a (generally) low Intelligence.

#### Ability Modifiers

**Flat modifiers derived from your character's ability scores that form a basis for all rolls in the game.** A score of 10 or 11 equals a modifier of 0, and every even step above or below increases or decreases this modifier by 1. As your character's scores increase, the modifier will increase as well. Examples: a score of 8 or 9 equals a -1 modifier, while a score of 16 or 17 equals a modifier of +3.

#### Alignment

**An indicator of your character's behaviour and attitude towards others and the world.** This does not need to describe your character, is somewhat vague and fluid, and can change as your character progresses in the game. However, it may be a useful tool to help you play the character.

#### Features:

**Abilities that let your character do stuff beyond hard stats.** The different types are Background Features, Racial Features, and Class Features, depending on their source. Examples include an Aarakocra's flight/wings, a Tiefling's innate spellcasting, or a Paladin's ability to use spell slots to Smite instead of cast spells.

#### HP (Hit Points)

**Your character's "health".** DnD treats "health" slightly differently, in that you do not grow weaker with HP loss. Instead, it's should be considered as a combination of "health", as well as a character's ability to dodge and fend off blows before they ultimately cannot, and suffer fatal wounds.

#### Hit Dice

**Your character's "reserve health".** Hit dice determine your total HP pool and can be used to regain HP during rests. A larger hit die means your total HP is higher (a character with a d10 die will gain 1 more HP per level than a character with a d8 die), and means you can regain more HP when resting.

#### Proficiency / Expertise

**Skills, equipment your character is especially good at using.** When you roll for something your character is Proficient in, you add your Proficiency Modifier to the roll. A character can be proficient in Armours, Instruments, Saving Throws, Skills, Tools, Vehicles and Weapons. An upgraded form is **Expertise**, where you add double your Proficiency Modifier.

#### Proficiency Modifier

**A flat modifier which increases with your level.** +2 at level 1, and increasing to +6 at level 17, this is a flat modifier added to any roll your character is proficient in.

#### Language

Languages that your character can read, write, and speak. When given a language choice, you can pick from the following: Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, Undercommon, Gith, Gnoll, Leonin, Loxodon, Minotaur, Modron, Sahuagin, and Quori.

## The Workflow

Character creation consists of four parts:

Step 1. Class

Your character's profession and training. What your character's focus is (melee fighter, battle caster, support, healer). Your class will dictate your **HP**, your starting equipment, as well as **Class Features** you receive at levels 1 and 2, and every time you level up.

Step 2. Race

Your character's "species", so to speak. This shapes general characteristics and visual/physical features of your character, as well as lore, history, and (if you want) behaviour and attitude. From a race, you gain **Languages**, **Racial Features**, and **bonuses to ability scores**. Note that we are using Custom Origins rules, and as such you do not need to adhere to the ability your race gives a bonus to.

Step 3. Background

What your character did before becoming an adventurer. With few exceptions, you gain two **Skill Proficiencies** and two **Language/Tool proficiencies**. You also gain a small amount of wealth, additional equipment, and a **Background Feature**. Finally, if your background does not provide a Feat as part of its Feature, you may take a free Feat.

Step 4. Feats

Additional abilities and skills beyond your character's Race or Class. They often have requirements such as race, or the ability to cast a spell, and are generally considered "extra" to your Racial or Class features. Whenever you take an Ability Score Increase, you may instead take a Feat.

Step 5. Ability Scores

The mental and physical attributes of a character. These should be picked with your class in mind, as every class has two or three "main" scores its features utilize. We use the **point-buy system**, in which you start with an 8 in every score, and can "buy" higher scores using 27 points. Higher scores will require a larger investment. We recommend using an app or a site such as https://chicken-dinner.com/5e/5e-point-buy.html to experiment with different scores, and to confirm you have used 27 points for your scores.

Step 6. Character Creation

At this point, you will ideally have all of the information you need. All that's left to do is to assemble it and put it on your character sheet!

## Step 1: Class (PHB page 45, 5eTools)

Page 45 in the PHB gives a quick summary of every core class. This remains relevant, as there are only a few additional classes that have been released since. It gives a brief overview of the primary abilities and proficiencies of the class, as well as a short description and the **Hit Die** the class uses.

Select your class according to your wishes. For our example, we will choose the Ranger class. The Ranger is a ranged class which presents a solid mix of martial and magical powers. For a similarly mixed melee class, look at a Paladin or a Fighter - with a focus on the Eldritch Knight subclass later on.

The Class page will contain all the information you need to add a Class to your character - the Hit Die, all proficiencies and features available to the class, the starting equipment, and the Class Table, showing which features you gain at certain levels.

Note the Hit Die and Class Features for levels 1 and 2. These are all listed right below the core properties and features of the class. It is suggested to read the features in detail, as they are generally extremely useful. Also note that a ranger has certain choices within these features, not only from the features themselves, but also from Tasha's Optional Features which we allow in the game.

You do not need to add the full text of a feature to your sheet on DnDBeyond and GSheet, but it is advised to do that on Dicecloud to act as a quick reference.

Next up are Proficiencies. These dictate the Saving Throws, equipment, and Skills your character will be proficient with if you choose this class. Note all proficiencies for later, as well as all the possible skills you can choose.

One of the choices you must make as a Ranger is your Fighting Style. There are a few to choose from, and depend on the build you wish to make. Certain other classes have access to this feature as well, though with a different selection of Styles available to them. In addition, there are feats which allow you to choose a fighting style, possibly in addition to the one from your class.

As we are making a classic Ranger, we will choose Archery - which will allow us to attack more accurately.

Some classes (like the Ranger) can cast Spells. The feature Spellcasting (which you gain at level 2) will explain how your specific spellcasting works. In general, there are two types: Known Casters (Bard, Ranger, ...) and Prepared Casters (Cleric, Druid, ...).

Known Casters learn a fixed array of spells, but can usually pick from a wider total selection. Known casters can also switch out a single spell when they level up. Prepared casters, on the other hand, always have access to their full selection of spells. However, they can only prepare a limited selection each day.

The only exceptions are the Warlock, a Known caster with only a handful of spell slots that "level up" as the Warlock does, and a Wizard, a Known caster who can learn new spells by transcribing them into a spellbook.

## Step 2: Race (PHB page 17, 5eTools)

The Race Page lists features, traits, and abilities of the particular race, as well as very basic guidelines on how to play a character of said race. There is also a short list of common names, and a snippet of Lore. In our example, we will be taking a look at the Wood Elf, as its features mesh quite well with our chosen Ranger class.

First, copy everything under "[Race] Traits". This section is a mixture of general features of your particular race, as well as mechanical features and abilities.

Each race will have an Ability Score Increase, Age, Alignment, Size, Speed, and Languages. These may all differ for different races, but beyond that, additional features (such as the Elf's Darkvision and Fey Ancestry) will differentiate each even more.

Some races, like our Elf, may also have subraces to choose from. In this case, we will choose the Wood Elf. Subraces will add their own features and sometimes (not always) replace features from the base race with their own, such as a Tiefling's Ability Score Increase.

In this case, Wood Elf gains +1 to Wisdom in addition to the base Elf's +2 to Dexterity, certain weapon proficiencies, a speed increase, and a feature that allows them to try and hide even when not fully obscured. Subraces will also often contain additional details and lore about the specific subrace.

## Step 3: Background (PHB page 121, 5eTools)

This part will guide you through general visual aspects of your character, as well as your character's personality and their origin.

You can use the attached chart to get an idea of the height and weight range, according to your chosen race. You can then choose values within those ranges, or roll the appropriate dice if you wish to randomize your result. However, you are free to choose any height and weight which would fit your character.

If you want a rolled result, first check which dice you will need for your height and weight. Roll the dice in the "height" column for your race, adding the result (in inches) to the base height of your race. Then, roll the dice in the "weight" column, multiply the "height" number with this one, and add the result to your race's base weight.

Next comes Alignment. This reflects (or guides) how your character acts with regards to common morals and official law. You can generally choose whatever alignment with the exception of Neutral Evil and Chaotic Evil, but keep in mind that this is a co-op game.

Note that alignment is not permanent, and you may change it to suit your gameplay.

Following that, your character has two Personality Traits, an Ideal, a Bond, and a Flaw. Each background has a selection to choose from (or roll), but nothing prevents you from choosing one from another background, or simply making up your own. As with alignment, these are also not set in stone and should not be the alpha and omega of your gameplay. Let's use the Folk Hero for example!

Mechanically, background (usually) give two Skill Proficiencies and two from Languages, Tool Proficiencies, Vehicle proficiencies, or Instruments. Your character will also gain some money, some equipment (usually in the form of an equipment pack) and a Background Feature.

The Background Feature gives a character additional abilities in certain scenarios and situations, such as an Entertainer's ability to rest for free, in exchange for an evening of music or other entertainment to the hosts. Our Folk Hero can connect with other common folk, who will give them shelter and even a hiding place, as long as it does not endanger them.

Backgrounds may also include backstory suggestions or events, such as the Folk Hero's Defining Event. These, like traits etc., are purely optional, but can guide your RP and your backstory.

## Step 4: Feats (PHB page 165, 5eTools)

Feats are "modules" of sorts you can choose for your character, which may improve their existing abilities, or enable them to perform special maneuvers or gain new skills.

Feats can be used to improve a character's primary role, shore up a weakness, or allow them a completely unrelated ability which may help in some way, or exists purely because it would make sense for the character.

In our case, picking Sharpshooter is a direct improvement to our Ranger's primary role - dealing damage from a distance with their bow. It gives our character two passive abilities and one active ability. The character can now use the full range of their weapon without disadvantage (600ft, in the case of a Longbow), and enemies do not gain AC bonuses from their cover anymore. The active ability allows our character to take an accuracy penalty (-5 to hit) in exchange for much increased damage (+10) if they hit.

At a glance, this feat only seems useful to characters wielding bows or crossbows. However, note that the requirements for the 3 abilities are slightly different. The first two call for **ranged weapon attacks**, while the last requires an **attack with a ranged weapon**. Thus, the first two abilities apply even for characters which are using their melee weapons to attack at range (such as a rogue with their daggers), while the last one can only be used by characters using ranged weapons, such as bows and crossbows.

## Step 5: Ability Scores

These are the basis, the "meat" of your character. Each ability score has its associated saving throw, and skills which use its modifier as a base. The only exception is Constitution, which is only tied to its Saving Throw, your HP, and a caster's Concentration Check.

Within the Point-Buy system, your scores can vary between 8 and 15, before adding any racial or other modifiers. Experiment with different combinations as you see fit!

You start with all Ability Scores set to 8. The point cost of abilities follows the Ability Modifier you are receiving with that ability score. Thus, buying from the base of 8 to 13 will cost 5 points (1:1). The increase from 13 to 14, however, costs 2 points (2:1, as the modifier for a score of 14 is +2).

You will note that our character's Racial Ability Modifiers have been auto-applied by the website.

Next, you can go ahead and modify the ability scores to whatever you feel like. As a Ranger, our character will likely work better with a high Dexterity score, as well as good Wisdom for their spellcasting, and Constitution for them to be able to absorb a few hits.

Note that it is fine to start with odd scores - you will be able to even these out later!

Also note that it is quite common to go back and pick different feat combinations to work into various point-buys.

## Step 6: Character Creation

To start off, you can fill in the top rows of your sheet. Your character's:

* Name
* Class and level in that class
* Background
* Race
* Alignment
* XP total (0 for a first-level character, but 300 for your second-level character in this game)

Then, write your character's Personality Traits, Ideals, Bonds, and Flaws in the boxes on the right.

After that, your character's Ability Scores, and their related Ability Modifiers, go into the left-most column, in order from top to bottom. It is personal preference whether you write your Modifier into the larger box and your Score into the smaller one, or vice-versa.

After that, input your Proficiency Modifier (+2 at level 2) into the box nearby.

Now, go down the Saving Throw list and Skills list, and mark any which you are Proficient (or even Expert) in.

At this point, Dicecloud and GSheet should have populated most of your sheet automatically, though you will still need to input any equipment you have received into appropriate sections, as well as attacks and abilities tied to you or your equipment. Likewise, Spells will need to be added to the appropriate sections.