Character Creation: Class

## Choose a Class

Your class determines most of your abilities, both in and out of combat.

* Write the name of your chosen class on your sheet.
* Note the class's primary abilities, or star / circle them on your sheet.
* Don't worry about anything further right now - you'll revisit your class as the last step in this process.

### Subclasses

All classes have "subclasses", which are further customization options that you can choose. For example, a Wizard can choose to specialize in Transmutation, Necromancy, or adopt the Bladesinger tradition. Each subclass has a slightly different feel to it, and grants you abilities that make you stand out even among other characters that have the same class. Once you choose a subclass, however, you cannot change it or multiclass into another subclass of the same parent class.

### Multiclassing

If you like the feel of more than one type of class, you can choose to split your character's progression between as many classes as you like! Ask your DM about multiclassing, or see this page.

## What Do I Write Down?

Your class is the most important part of your character, so there's lots to write on this one. Refer to your class's page - most of the information you should write down will be near the top of the class description.

* ***Hit Dice.*** You have a number of hit dice equal to your character level, and of a type determined by your class. You'll be spending these during play, but they also recharge every Long Rest. In the "Hit Dice" box or blank in your sheet, write down your maximum number of hit dice. (Ex. a Lv3 Monk might write "\_\_ / 3 d8" or something similar)
* ***Starting Proficiencies.***
	+ Write the types of armor, weapons, and tools your class grants you in the appropriate place on the character sheet. In the default sheet, this blank is in the bottom-left corner.
	+ Each class gets proficiency in two saving throws. Bubble in the box or circle next to each saving throw.
	+ For skills (such as persuasion, acrobatics, or insight), bubble in the box or circle next to each skill.
* ***Starting Equipment.***  Your character sheet probably has an "Equipment" or "Inventory" section in it, where you can write down the things your class gives you. Leave room for more, since your Background will grant you additional things.

You'll also want to read your class's description, and note which abilities you have access to at the level you are at. Each ability is important, but there's rarely room on your sheet to write all the relevant details about your abilities. Therefore, it is recommended to keep a separate page or document where you can write summaries, bullet-point notes, or (in digital formats) copy-paste the descriptions of your abilities, to reference during play.

* If you have room, you might note the names of your class abilities on your sheet somewhere as a quick-reference. If you do this, you might consider also noting how each ability can be used next to its name; does it require an Action (1A)? a Bonus Action (BnsA)? or a Reaction (Reac)? Is it limited to once per Short Rest, or Long Rest (1 / SR, 1 per LR...)? Etc.

## I'm New to Spellcasting, What Do I Do?

Spellcasting IS complicated, but less so if you take it one step at a time:

* ***Skim the Spell List.***  Every casting class has a spell list, which is quite extensive. You can find links to these on your class's page. Look at the names of the Cantrips, 1st Level, and 2nd Level spells in the list, just to see what sorts of things you could choose.
* ***Do You Prepare Spells?*** No caster can change what cantrips they know, but Artificers, Clerics, Druids, and Paladins can change their loadout of higher-power spells every time they take a long rest. Other casting classes can't change their selections unless they are leveling up. The Wizard is unique, being able to prepare spells from a limited list, which they can expand by copying new spells or scrolls that they find during play. If your class doesn't allow you to prepare spells, take some more time when selecting your starting spells.
* ***Choose your Cantrips.***  Cantrips are spells you can cast anytime, as often as you want, without expending your resources. Look at your class's table for the number of cantrips you know, then choose that many cantrips from your class's spell list. Remember, you cannot change these once you've picked them. Feel free to write your cantrips on your character sheet.
* ***What Spells Can I Cast?*** This depends on your class. Look at your class's table: you can only cast spells which you have the spell slots for: as an example, a Level 5 Bard gets access to 3rd level and lower spells, but can't cast 4th or higher.
* ***How Many Spells Do You Know?***  For spells of 1st level and higher, you know a number of spells based on your character's level.
	+ *I Prepare Spells* --- Refer to the Spellcasting section of your class description. You're looking for a sentence that starts like: "You can prepare a number of spells equal to..."
	+ *I Know Spells* --- Refer to the table at the top of your class description - there should be a "Spells Known" column. Find the number that corresponds with your level.
	+ *I'm a Wizard* --- Your spellbook comes with six 1st-level spells to start with, and grants you two more every time you level up. If you're creating a Lv3 Wizard or higher, remember that these spells must be of the appropriate levels; you can't pick 3rd level spells as your two free spells from Lv1 to Lv2.
* ***Choose your Spells.*** Pick spells from the levels that you can cast, until you're all out of spells. It is recommended to have a mix of levels, if you can, with more lower-level spells than higher-level ones. Write down your choices as you go.

 Classes
 Equipment
 Worldbuilding