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dnd:how_to_build_a_character

How to build a character

Here is my attempt to boil down the long-winded and poorly organized official rules into a simple process.

We won't worry about explaining what anything means in terms of gameplay at this point. We just need to get a working character sheet filled out.

I'm assuming you already have a blank D&D Character Sheet. If you don't have this, you can get the official version from Wizards Of The Coast, RIGHT HERE


Choose your Race and Class

Race Ability Modifier
Human +1 to Each Ability
Half-Elf +1 Charisma, +1 to your choice of two other abilities
Elf +2 Dexterity
Dwarf +2 Constitution
Halfling (Hobbit) +2 Dexterity

see more races

Class Hit Die Primary Ability Saving Throw Proficiencies Armor & Weapon Proficiencies
Cleric d8 Wisdom Wisdom & Charisma Light and medium armor, shields, simple weapons
Fighterd10 Strength or DexterityStrength & Constitution All armor, shields, simple and martial weapons
Rogue d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Wizard d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows

Fill out the following top section portions of the character sheet

  • Class & Level (LEVEL = 1)
  • Player Name
  • Race
  • Experience Point (XP = 0)
  • Fill out the HIT DICE section of the character sheet (middle of page 1)
  • Tick the appropriate SAVING THROWS based on your Class's Saving Throw Proficiencies
  • Enter “+2” in PROFICIENCY BONUS
  • Place a tickmarks on the SKILLS section:
    • Cleric Skills Choose two skills from: History, Insight, Medicine, Persuasion, Religion
    • Fighter Skills - Choose two skills from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
    • Rogue Skills - Choose four skills from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
    • Wizard Skills - Choose two skills from: Arcana, History, Insight, Investigation, Medicine, and Religion

more on class

Determine Ability Scores

The 6 abilities are:

  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma

Determine your Ability score by ONE of the following two methods:

  1. 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.
    • Repeat this five more times, so that you have six numbers.
  2. 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 complete the following steps:

  1. Assign these six numbers in any order to your character’s six abilities.
  2. Add your Ability Modifiers from the Race chart above.
  3. For any Abilities greater than 11, you get a bonus. Use the formula to calculate your bonus
    • (Ability - 10)/2 (round down)
    • Write this modifier next to the appropriate Ability.

Hit Points

Your Hit Point Maximum is the highest possible roll of your HIT DICE die, PLUS your Constitution bonus (if you have one)

Fill out hit point maximum and also use the same number for Current Hit Points.

Fleshing Out

Now that 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.

Your character’s background describes where he or she came from, his or her original occupation, etc. A couple words may suffice. 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.

  • Tick two SKILLS on the character sheet.

Choose your character’s alignment (Good, Neutral, or Evil) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.

Equipment

Select equipment based on your class. Note: be advised that scale mail and chain mail are heavy and may affect your ability to carry other items.

  • Cleric
    • a mace
    • a light crossbow and 20 bolts or any simple weapon
    • scale mail [AC=14 + Dex modifier (max 2)] or leather armor [AC=11 + Dex modifier]
    • a priest’s pack or an explorer’s pack
    • a shield [+2 AC]
    • a holy symbol
  • Fighter
    • chain mail [AC=16, requires Str 13] or (leather armor [AC=11 + Dex modifier], longbow, and 20 arrows)
    • (a martial weapon and a shield [+2 AC]) or two martial weapons
    • (a light crossbow and 20 bolts) or two handaxes
    • a dungeoneer’s pack or an explorer’s pack
  • Rogue
    • a rapier or shortsword
    • (a shortbow and quiver of 20 arrows) or a shortsword
    • a burglar’s pack, or a dungeoneer’s pack, or an explorer’s pack
    • Leather armor [AC=11 + Dex modifier], two daggers, and thieves’ tools
  • Wizard
    • a quarterstaff or a dagger
    • a component pouch or an arcane focus
    • a scholar’s pack or an explorer’s pack
    • a spellbook
    • sorry, no armor

Armor Class

Default Armor Class (AC) = 10 + Dexterity modifier. If you got armor or a shield, use the AC value listed instead. Record your AC on your character sheet.

Weapons

Default Attack roll is d20, but because you took the appropriate weapons to correspond with your class proficiencies, you get to roll d20 + your Proficiency Bonus + any appropriate ability modifier.

Weapon Ability Mod Damage
ShortswordStrength1d6 piercing
RapierDexterity1d8 piercing
Mace Strength1d6 bludgeoning
Handaxe Strength (Dexterity if thrown)1d6 slashing
Dagger Desterity1d4 piercing
QuarterstaffStrength1d6 bludgeoning (1d8 if 2-handed)
ShortbowDesterity1d6 piercing
LongbowDexterity1d8 piercing
Light crossbowDexterity1d8 piercing

Use this info to fill in the ATTACKS & SPELLCASTING section of the Character Sheet. ATK Bonus is the sum of Proficiency Bonus + relevant Ability Modifier.

FIXME - add spells


please refer to my Player's Cheat Sheet for tips during game play.

back to start

dnd/how_to_build_a_character.txt · Last modified: 2020/11/01 12:30 by 127.0.0.1

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