Character Creation (Tales from Thedas)

Most of the character creation process of Tales of Thedas follows the same blueprint as in vanilla 5E. The assignment of ability scores, levels, etc. are the same, with the only notable changes being in the bonuses afforded by your racial background, as well as class availability being restricted depending on your Origin (in keeping with the video games).

**It is recommended that you use the point-buy or standard array for ability scores**, as the classes herein are balanced around a combined ability score pool of about 70-75 points at 1st Level.

## Races

Your race determines your size, speed, ability score modifiers, and what Origins are available to you. As is the case in the video games, your racial background will also affect how other characters treat you, and the level of racial tolerance between the disparate groups of Thedas depends on which particular nation you are traveling in.

The available Races in Tales from Thedas are:

* Human
* Dwarf
* Elf
* Qunari (Kossith)
* Awakened Darkspawn

## Origins

Origins are an extension of the Background system in vanilla 5E, modified and expanded to be thematically similar to the Origins from the eponymous Dragon Age: Origins. Your Origin adds additional languages, proficiencies, and features, as well as determining what Classes are available to you. Keep in mind that these following Origins are examples and suggestions—feel free to come up with your own using these as guidelines! Just be sure to clear it with your Dungeon Master.

The available Origins are organized by what races may pick them--these are not hard and fast restrictions, and feel free to mix and match so long as it's cool with your DM.

* Human Origins
	+ Human Noble
	+ Tevinter Altus
	+ Human Commoner
	+ Chantry Foundling
	+ Avvar Barbarian
	+ Avvar Shaman
	+ Chasind Wilder
* Dwarf Origins
	+ Dwarf Noble
	+ Dwarf Merchant
	+ Dwarf Criminal
* Elf Origins
	+ Dalish Elf
	+ City Elf
	+ Escaped Slave
* Awakened Darkspawn Origins
	+ Awakened
* Race-Unspecific Origins
	+ Ben-Hassrath Agent
	+ Tal-Vashoth
	+ Grey Warden
	+ Green Man
	+ Apostate
	+ Felicisima Armada
	+ Lord of Fortune
	+ Antivan Crow

## Classes

Your classes determine your features, spells, starting equipment, and all the other gameplay mechanics. To mimic the Dragon Age system, the base 5E classes have been categorized into three categories. Each of these three categories comprises six individual classes, making for eighteen in total. Thus, these fulfill the role that subclasses do in vanilla, except in this case standing in for the class specializations present in the video games.

**There are over 18 classes in TfT, organized under the three overarching class types (Warrior, Rogue, and Mage):**

### Warrior Classes

The warriors of Thedas are many and varied, serving as both front-line tanks and damage dealers. The *Champion* is the elegant and streamlined inheritor of the vanilla Fighter class, but themed around knighthood and chivalry. The *Sellsword* is an expert manipulator of the battlefield, borrowing from the Battle Master specialization. The *Templar* is the Theodosian version of the Paladin, specialized as an anti-magic tank while carrying with it an entirely new set of mechanics based around the empowering and addictive nature of lyrium.

The *Magekiller* is an interpretation of the Templar from a Tevinter perspective, drawing inspiration from Fenris’ abilities from Dragon Age 2. The *Berserker* is the Barbarian of Thedas, inheriting the warrior culture of the dwarves, while the *Katari* does much the same, but for the shock troopers of the Qun.

* Champion
* Sellsword
* Templar
* Magekiller
* Berserker
* Katari
* Reaver
* Spirit Warrior

### Rogue Classes

Clever, tricksy, and supremely useful and versatile, the Rogue Classes encompass the full range of damage dealers and debuffing supports from the games. The *Assassins* are pure DPS, geared around stealth and sneak attack damage. The *Duelist* takes a more direct approach, borrowing from the Swashbuckler subclass to specialize in one-on-one encounters. The *Bard* is a notable departure from the vanilla class, as it **does not** possess magic (which is significantly rarer in Thedas) instead preferring the intrigue and espionage of the Orlesian tradition. The *Lay Sister* is the Andrastian application of the bardic arts, acting as an agent of the Chantry with a toolset built to support as well as disrupt.

The *Ranger* brings a level-scaling Animal Companion to the table, borrowing off the fixed and empowered version of the Ranger from the Unearthed Arcana of D&D 5E. Lastly, the *Artificer* is a notable departure from the class sharing the same name--the Theodosian Artificer being a rogue in the style of Varric Tethras, based around traps, ranged weaponry, and dirty but practical tinkering rather than high-minded academic engineering.

* Assassin
* Duelist
* Bard
* Lay Sister
* Ranger
* Artificer
* Tempest

### Mage Classes

Mages are incredibly powerful and universally feared in Thedas, as magic in this world carries a much higher inherent cost than in vanilla D&D. Thus, the Mage Classes are all notably different from their vanilla counterparts, partly due to the change in the nature of magic between settings. In Thedas, all magic comes from the Fade, and thus requires no material components. Instead, magic carries the cost of exposure to spirits and corrupting influences.
The *Spirit Healer* functions off of this spiritual connection, being a powerful spellcaster and healing support. The *Keeper* takes the transformation abilities of the Shapechanger specialization and the Druid class to become a nature-based mage capable of tanking while Shapechanged. The *Magister* is the traditional academic wizard, whose greatest strength is its versatility and incredibly wide toolset.

The *Runesmith* offers permanent (if expensive) upgrade mechanics, enabling the magicless dwarves to wield powerful forces via careful application of lyrium and enchantment. The *Blood Mage* is a very tanky but high-risk class, with far more health than any other spellcaster, with the costs of only healing by killing enemies and constantly running the risk of demonic influence, as determined by the brand new Temptation mechanic. The *Saarebas* are built off of the Wild Magic Sorceror, as befits the untrained and instinctual mages of the Qun.

* Spirit Healer
* Keeper
* Magister
* Runesmith
* Blood Mage
* Saarebas

## Features

Features exist, much as they do in vanilla D&D, to add additional customization options to help flavor your character and enhance both gameplay and roleplay. All the pre-existing features of vanilla D&D should be applicable in Tales from Thedas, with the exception of cases wherein there would be obvious conflicts, such as material from secondary sources. As it stands, all the features from the 5E Player’s Handbook can be assumed as valid and available.

The Features page lists the additional ones that exist to either mimic existing features for new classes (such as Encanter Initiate for the Runesmith class) or add in uniquely Dragon Age character traits (such as the taint of the Blight).