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D&D Character Creation - Quick Reference Guide

This guide provides a step-by-step process for creating a character in Dungeons & Dragons 5th Edition, aimed at both beginners and experienced players. It covers essential aspects such as choosing a race, class, alignment, background, and ability scores, while emphasizing the importance of character motivation and personality. The guide encourages players to enjoy the journey of character development and storytelling within the game.
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0% found this document useful (0 votes)
45 views9 pages

D&D Character Creation - Quick Reference Guide

This guide provides a step-by-step process for creating a character in Dungeons & Dragons 5th Edition, aimed at both beginners and experienced players. It covers essential aspects such as choosing a race, class, alignment, background, and ability scores, while emphasizing the importance of character motivation and personality. The guide encourages players to enjoy the journey of character development and storytelling within the game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Character

Creation
A D&D 5e Quick Reference Guide
Character Creation – A Step-by-step Guide
Welcome!
Be ye a first-timer or experienced realm-walker, this guide is intended to streamline all the choices and actions you need to take to generate a custom-designed
character for your adventures. It should quickly introduce each concept and offer abbreviated definitions, instructions, and guidance.

How do I start?
I recommend for my players to start with this guide, a pencil, and some plain notebook paper. As you go through the process, later choices may inform your
initial decisions and you may want to come back and make changes. After you’ve gone through the all the steps and your character is mostly complete, you can
transfer everything to a character sheet/journal, keeping it all nice and neat.

Why should I care about leveling a character?


For the fun, of course! Okay, sure, it can be a long, strange road from level 1 to 20, but the stories of your experiences that you will write and the memories you
will have with your friends and family will last forever. And who doesn’t want to become rich and famous, eh? Together, everyone creates an exciting story of
bold adventurers who confront deadly perils. There’s no winning or losing; you might fail and your party perish but, as long as you’re having a fun, you win!

Okay, I’m in! Now, how do I level up and become the all-powerful ruler of the realm?
Woah, slow down there, Genghis. Primarily, you will gain experience points (“XP”) through your game activities. How much
and when is the discretion of your Dungeon Master (“DM”) but, generally, XP is awarded when you vanquish enemies or
complete difficult tasks. Your DM may also award XP when you reach certain milestones in your game, such as the resolution
of a quest or you execute a particularly valiant (or dastardly) act that furthers the plot. I also award my players reputation and
karma points, with reputation unlocking perks with specific groups and karma allotting rare temporary bonuses, like a little
extra luck for a day. Eventually, as you grow your skills, reputation, and (of course) fortune, you will gain renown throughout
the realms, perhaps even becoming famous…or infamous!
Reminders and Rules-of-thumb

Start Small
• No one starts as a bad-ass Knight or fireball-slinging Wizard, and you’re no exception. You’ll start as someone who at least knows
which end of a sword to use, but might be more lucky than skilled. You may become the king’s favorite assassin one day…if you live.
Less is more
• Instead of an elaborate backstory, maybe just start with the broad strokes; “grew up on a farm with his aunt and uncle” or “lived on
the streets after running away from the orphanage”. Keeping your backstory vague and mysterious is actually more freeing to start.
Personality Traits
• Don’t forget to give your character a specific way of acting; how they dress, what they say, how they speak, etc. It helps if you
pattern your character’s personality after a memorable movie or book character. And flaws are always good, giving your character
something to overcome…just take care, it might be difficult to roleplay a speech impediment or physical deformity.

Fighting Style
• Your combat tactics are a key part of gameplay and so you should give some thought to how your
character learned how to fight and how their personality impacts their style. Are they prone to rage,
charging in at the first sign of a fight? Or will they hang back, using guile and stealth?
Motivation
• Motivation is the desire that drives your character to keep getting out of bed every morning. What
does your character want? What drives their decisions? What are their goals? What do they fear?
Step 1: Race and Physicality
Choosing a Race and
physicality is going to
immerse you in the fantasy
of the world your gaming in.
Sure you could play as a
human (and there are good
reasons to do so), but most
people enjoy the quirks and
perks of the other races.
Lifespan
Short, Medium or Long?

Age
Young, Mature, Elderly?

Physicality
Short and stout, lithe and agile,
portly and spry?

Features
like beards? Pointy ears? Horns?

Don’t forget to check if your


Race choice gives bonus traits
Step 2: Classes & Proficiencies
Class choice
Probably the most important decision you’ll make for your game, since it will really define your
enjoyment. Many people know right away what they want to play. I will attempt to list some
decision-tree choices here to make it easier to get started, and the infographic helps narrow
down the classes.
Many DM’s will work with you if you want to move into a different class later…within reason. I
mean, you can’t really play a Paladin for 5 levels and then decide to be a Sorcerer, at least, not
unless you want to start over at level 1! But, if you want to move to move to something that is
class-adjacent, say Ranger to Monk or Wizard to Warlock, and it is still fairly early in that
character’s development, the DM may work with you. Especially if you can roleplay the
change.

Class challenge – choose by difficulty


For easier play with less math and strategy, go with a melee class (Fighter, Barbarian, Ranger).
More challenging roles are the magical types (Wizard, Warlock, Druid, Cleric) with hybrid
classes (Paladin, Bard, Rogue, Monk) in between.
Group composition - choose by playstyle
Good group composition can make or break a game; imagine a group with all squishy wizards fighting
over the same loot! Good groups will include a tank, a damage-dealer, and a healer. Tanks rush in and
take a beating, while damage-dealers stay distanced and healers hang back and keep everyone alive.
Class fantasy – choose what excites you
Don’t let the math scare you off; if you really want to shoot lightning from your fingertips, go for it!
Your DM and the rest of the party will be happy to help you figure things out when you’re not sure.

Proficiencies – Don’t forget to review the proficiencies your class grants


you; weapon & armor proficiencies, saving throws, and skill proficiencies,
these choices are a large part of making your class choice unique and fun.
Step 3: Alignments & Backgrounds
Alignment – how your character behaves
It is best not to overthink character alignment but, if you’re struggling, you can simply pattern
your character after a favorite movie or book character that embodies the alignment you’d like
to play. Think of how they behave, their personality, motivations, morals & ethics, how they
would act or react in a given scenario, and adopt their style to your own. Here are the extreme
examples of each axis.
• Good – goes out of their way to avoid causing pain, even if it brings pain upon themselves
• Evil – delights in the pain of others, always looking for opportunities to hurt, betray, or kill
• Lawful – must follow the rules to function, always chooses what they perceive as right or just
• Chaotic – hates rules so much, will deliberately break them for enjoyment

Backgrounds – backstory archetypes


A Character Background archetype is the beginnings of your character’s history. More
importantly, the Background provides you with skills, equipment, languages, and/or additional
proficiencies.
• Motivations – together with your Alignment, your Background can provide a powerful
foundation for why you do what you do
• Upbringing – when you have a good idea of your character’s upbringing, it’s easy to
imagine the environment they grew up in, which has a deep impact on their behavior
• Lifestyle – your character’s lifestyle, their affluence and aspirations, are an important part
of their Background
Step 4: Abilities and Math Rocks!
Ability Scores
Ability scores (also known as Attributes), Saving Throws, Proficiency and Skill
bonuses…these are just mechanics used to introduce a little chance into your story.
Without them there is no risk, you simply make everything up. Since this is a quick
start guide to character building, I won’t spend time here explaining what each are.
Instead, here’s a step-by-step guide to getting your scores.
1. Roll your numbers – you need to generate a number for each of your six main
abilities; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Roll a six-
sided die 4 times (or, 4d6) and discard the lowest number. Add up the remaining 3 numbers
and jot it down on your paper. Do that 5 more times until you have 6 numbers (yes, they
can be the same. No, you cannot change them).
2. Assign your numbers – Typically prioritized based on your class; Strength for
Barbarians, Intelligence for Wizards, etc. But that’s not a rule…you can always play against
type; a fighter that uses intellect, a sorcerer that relies on charisma. This is the greatest
attribute to RPGs, you’re only limit is your imagination!
3. Ability Modifiers – Race, Class and your ability scores themselves can add points to
your dice rolls while playing. These are called modifiers and are calculated per the table
top-right. All characters start with a +2 Proficiency Bonus, which is added to any skill you’re
proficient.
4. Skill Modifiers – All characters start with a +2 Proficiency Bonus, which is added to
any skill in which you’re proficient. Your proficient skills are identified in both your Class and
Background, so note those skills in relation to your Ability Scores. Your Proficient Skill
modifier is your Ability Modifier + Proficiency Bonus. Example: Your Charisma modifier is +3
and proficiency bonus is +2, so your proficient skill of Deception is +5.
4. Saving Throws – Similar to Proficient Skills, your 2 Proficient Saving Throws come
from your Class. Note which Saving Throws you’re proficient in relation to your Ability
Scores, and add your Ability Modifier + Proficiency Bonus.
Embrace Low Scores – Low ability scores create tension and
drama…and some well-timed laughs. Remember that no one is
perfect and have fun!
Step 5: Initiative, HP, Armor & Attacks
Initiative Bonus – Record your Dexterity
Modifier + any bonuses from Class or Magical Items
(some spells can modify your initiative, but only
situationally-shouldn’t be recorded here) and apply
this bonus to your 1d20 Initiative Rolls
Armor Class Score – Every piece of armor
has its own AC, which are summed up (base
unarmored is 10) and added to your Dexterity
Modifier + any bonuses granted by Magical Items
Health Points – Your maximum health is
recorded as Hit Points and is determined by your
Constitution Modifier + the result of rolling your
Class’s Hit Dice (e.g. L1 Druids roll 1d8 for starting HP)
Attack Bonus – Strength/Dexterity Modifier
(as determined by each weapon) + Proficiency Bonus
added to your 1d20 Attack roll. You must be proficient
(as determined by Race & Class) with the weapon
you’re tying to use to get the Proficiency Bonus.
Damage Rolls – Each weapon lists its Damage
Die to be rolled, to which you add the same Modifier
as your Attack Bonus (e.g. short sword damage die is
1d6 + Modifier)
Spell Attacks & Damage – Each spell will
list its damage and Modifiers, and can be very
specific. It is critical that you know what your spell can
do and keep the DM informed as we can’t memorize
every spell or rule in the book!
Don’t forget to check if your Race, Class,
or Background choice gives bonus traits
Thank you!

Congratulations!
You now have a Dungeons &
Dragons Character! Once you have
completed all of these choices in this
quick start guide, you can jump into
just about any game and finish the
rest of the details as you go!
“Have fun storming the castle!” –
Miracle Max

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