Step-By-Step Characters

Your first step when preparing to enter the world of Magnula is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as Imperial or Halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in Magnula.

Before you dive into the guide below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring Dwarves or Elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin.

Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you create a character you’re excited to play.

Throughout this page, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet, some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.

## **Step 1 - Choose a Race**

Every character belongs to a race, one of the many intelligent humanoid species in the world. The most common player character races are Dwarves, High Elves, Halflings, and Imperials but there are many others as well as these. The races page provides more information about these races, including the most populous choices as well as the less common ones.

The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes. For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Orc paladins and Dwarf wizards, for example, can be unusual but memorable characters.

Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.

## **Step 2 - Choose a Class**

Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the classes page.

Your character receives a number of benefits from your choice of class. Many of these benefits are class features - capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armour, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.

### **Level**

Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.

Starting off at 1st level marks your character’s entry into the adventuring life. In some cases, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.

Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minim um amount of XP required to reach that level (see “Beyond 1st Level” further down this page for more on this).

Levels are also tied to a hidden reputation system, similar to how 'tiers of play' work in traditional D&D 5e. This reputation level determines how the world around you interacts with you as an adventurer, most notably what tasks people think you are qualified to undertake. You can see a detailed breakdown of this further down the page.

### **Hit Points and Hit Die**

Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).

At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit point maximum.

Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points.

### **Proficiency Bonus**

The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:

* Attack rolls using weapons you’re proficient with.
* Attack rolls with spells you cast.
* Ability checks using skills you’re proficient in.
* Ability checks using tools you’re proficient with.
* Saving throws you’re proficient in.
* Saving throw DCs for spells you cast (explained in each spellcasting class).

Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. For descriptions on skills and tools consult the ability scores page and/or the tools page.

Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once

## **Step 3 - Determine Ability Scores**

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.

The six abilities and their use in the game are described in more detail in the ability scores page. The Ability Score Summary table below provides a quick reference for what qualities are measured by each ability, and what classes consider each ability particularly important.

 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma

You generate your character's six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.

Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom , and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table below. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

## **Step 4 - Describe Your Character**

Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Using the information on the personality and background page, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. You should also identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.

Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in Magnula. Your DM might offer additional backgrounds beyond the ones included on the personality and background page, and might be willing to work with you to craft a background that’s a more precise fit for your character concept.

A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.

### **Your Character's Abilities**

Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.

For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.

A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.

A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.

A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.

A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.

A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.

## **Chapter 5 - Choose Equipment**

Your class and background determine your character's starting equipment, including weapons, armour, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed on the equipment page.

Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class. Extensive lists of equipment, with prices, also appear in that chapter. If you wish, you can also have one trinket at no cost.

Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. The ability scores page has more information on carrying capacity.

### **Armour Class**

Your Armour Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the arm or you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armour or carry shields, however.

Without armour or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armour, carries a shield, or both, calculate your AC using the rules outlined on the equipment page. Record your AC on your character sheet.

Your character needs to be proficient with armour and shields to wear and use them effectively, and your armour and shield proficiencies are determined by your class. There are drawbacks to wearing armour or carrying a shield if you lack the required proficiency, as explained on the equipment page.

Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

### **Weapons**

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.

When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

* For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
* For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.

## **Step 6 - Come Together**

Most D&D characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the world. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake.

## **Beyond 1st Level**

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value show n in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if a player reaches 8th level as a fighter, they can increase their Constitution score from 17 to 18, thus increasing their Constitution modifier from +3 to +4. Their hit point maximum then increases by 8.

The Character Advancement table below summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.

## **Reputation and Tiers of Play**

As you level up, your reputation as adventurers will most likely improve and change. People might go from ignoring you to acknowledging you as a person of renown and the way the world interacts with you might change. For example, shopkeepers might offer you exclusive discounts due to your reputation as a noble hero of the realm. It is not all positive though, for as your renown increases you may also find assassins have been hired to deal with you, or rival adventuring parties attempting to interfere with your quests. As with everything in Magnula, infamy comes with positive and negative aspects.

At certain points, typically every 5 levels or so, you will enter a new 'tier' of play. When you enter a new tier your status as an adventurer has truly propelled you to new heights. People from far away places and positions of authority will hear of your adventures and accomplishments and, potentially, request you to complete a quest for them - quests that are more dangerous than before but also have better pay. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.

From levels 1-4 (tier 1) characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavour their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). At this tier, you might be known around a single town or village. You deal with local issues, such as a pack of wolves harassing travellers or a gang of local thugs roughing up the general goods store. At level 1 you are simply a person that speaks of going on an adventure, someone few take seriously. At level 4, the town or village will turn to you in times of need, a fundamental pillar of the community.

From levels 5-10 (tier 2) characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as *fireball* and *lightning bolt*. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. At this tier, you gradually become a provincial hero. Your name has spread outside of your initial town and now those in other places might know who you are. Your quests also become more difficult. You might be hired to deal with a small group of rampaging Orcs or to annihilate a cult gathering in the woods. At level 5 your name might be known by a few people in other nearby towns, a name they heard from their uncle or a friend in passing. By level 10, you are a known name in the province. The governing lord or lords might seek to hire you and the adventurer's guild recognises you as someone that can be relied on.

From levels 11-16 (tier 3) characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. At this tier, you slowly become national heroes. You gain celebrity status in your local area and your name and deeds begin to get told in other provinces across the nation. You might be hired to assist with national issues, such as an invading army from another country or to investigate a political conspiracy that seeks to overthrow the current ruler. At level 11 you can be trusted by the guild to act as an emissary of the guild's interests - you are seen as a reliable and consistent adventurer. By level 16, you are a prominent hero of the country that attends political functions, royal balls and might even be granted title and influence. You might even have a fan club, gods help you.

From levels 17-20 (tier 4) characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. You become global names and your power is known by all. Your influence rivals that of monarchs and some even say you could defeat the gods themselves. Bards will constantly be asked to play or tell tales. Fighters will be asked to duel or have a drink. Clerics will be approached by other clergymen for advice and blessings. Wizards will be invited to libraries and asked to deal with many issues of politics and lore. When you visit a tavern it will quickly fill with fans and onlookers. You will tackle issues that have global ramifications. Wars, trade disputes, assassinations, and worse. That said, your fame comes at a price. Low-key lodging will be harder to find. Though some shopkeepers will give you discounts, others might overcharge you. Assassins and rival guilds might seek your death in order to advance their own agendas. Mundane life will never be accessible for characters of these levels. Not without effort.