Building Your First D&D Character, Step by Step

Step 1: Choose Race, Class, and Background

  1. Choose a Race – Race is your character’s species. Your character’s race helps determine your physical look as well as giving you natural talents. Racial traits include the following: Ability Score Increase, Age, Alignment, Size, Speed, Languages, and Subraces. You can read the first few paragraphs of each race’s section to get an idea of what each of them are.
    1. Dwarf- Page 18
      1. Elf- Page 21
      1. Halfling – Page 26
      1. Human – Page 29
      1. Dragonborn – Page 32
      1. Gnome – Page 35
      1. Half-Elf – Page 38
      1. Half-Orc – Page 40
      1. Tiefling – Page 42
  2. Choose a Class – Class is your character’s profession and determines what actions your character can perform. Your character gains some special class features and proficiencies centered around their chosen vocation. You can read the first few paragraphs of each class’s section to get an idea of what each of them are.
    1. Barbarian – Page 46
    1. Bard – Page 51
    1. Cleric – Page 56
    1. Druid – Page 64
    1. Fighter – Page 70
    1. Monk – Page 76
    1. Paladin – Page 82
    1. Ranger – Page 89
    1. Rogue – Page 94
    1. Sorcerer – Page 99
    1. Warlock – Page 105
    1. Wizard – Page 112
  3. Choose Background – Your character’s background is simply your character’s history. Where do they come from and what were they doing prior to the game you are about to play. They provide additional proficiencies, languages, and skills. You can read the first few paragraphs of each background’s section to get an idea of what each of them are.
    1. Acolyte – Page 127
    1. Charlatan – Page 128
    1. Criminal – Page 129
    1. Entertainer – Page 130
    1. Folk Hero – Page 131
    1. Guild Artisan – Page 132
    1. Hermit – Page 134
    1. Noble – Page 135
    1. Outlander – Page 136
    1. Sage – Page 137
    1. Sailor – Page 139
    1. Soldier – Page 140
    1. Urchin – Page 141

Step 2: Stat Blocks

  1. Ability Scores – Ability Scores are determined via two methods. You may roll dice to determine which numbers you have to work with, you can choose to use the default numbers. Also, your race applies some benefits to certain ability scores.
    1. Choose one of the following methods to generate your ability stats:
      1. Roll for stats
        1. Roll 1d6 four times or roll 4d6 once. (End result should be 4 numbers)
        1. Drop the lowest number.
        1. Add the remaining three numbers together
        1. Write that number on a scrap piece of paper
        1. Repeat five more times, for a total of six numbers
      1. Use predetermined stats
        1. You may assign each of these numbers once to one of the abilities: 15, 14, 13, 12, 10, 8
    1. Choose one number for each of the six abilities
    1. Reference your race section and add Ability Score increases to the ability/abilities specified by your race.
  2. Ability Modifier – The Ability Modifier is the amount you would add to the dice roll as you are playing the game. If your modifier is a +2, and you rolled a 12, you final score for that check is 14. The higher your result, the better, and the number you are trying to beat is determined by your DM based on the difficulty of the task.
    1. The modifier is determined by the Ability Score:
      Ability Scores | Divine Symphony Wiki | Fandom
  3. Inspiration – Inspiration is not used in character creation. Your character may earn inspiration from other players or the DM in game and is tracked here. For now, leave this blank.
  4. Proficiency Modifier – Proficiency Modifier is a bonus you add to any checks made with a skill or weapon you are proficient with. All characters start with a +2 proficiency modifier at level 1. This will increase as a character levels up. Reference your class section to see at what levels this increases.
  5. Saving Throws – Saving throws are ability checks that you make when someone else is targeting you, such as a spell that you are trying to resist.  To calculate your saving throws, do the following:
    1. Determine which saving throws you are proficient in:
      1. Your class will determine which two saving throws you are proficient in. Reference your classes “Class Features” section.
      1. Fill in the circle next to the saving throws in which you are proficient.
    1. Calculate proficient saving throw modifiers:
      1. For all saving throws that your character is proficient, or has the circle filled in, you add the relevant ability modifier with your proficiency modifier.
      1. EXAMPLE – If you had a Dexterity modifier of +3, and a proficiency modifier of +2, than your proficient saving throw of Dexterity +5.
    1. Calculate non-proficient saving throws:
      1. For the remainder of your saving throws, the modifiers are simply the relevant ability modifier as you do not add the proficiency modifier.
  6. Skill Scores – Skill scores are ability checks that apply to specific scenarios. If you are trying to bluff someone, you would use Deception. If you are trying to tell if someone is bluffing, you would use Insight. These scores are added to any rolls you make for one of these scores.  To calculate your skill modifiers, do the following:
    1. Determine which skills you are proficient in:
      1. Reference both your class and your background to determine which skills you are proficient with.
      1. Fill in the circle next to the skills in which you are proficient.
    1. Calculate proficient skills modifiers:
      1. For all skills that your character is proficient, or has the circle filled in, you add the relevant ability score modifier with your proficiency modifier.
      1. EXAMPLE – If you had a Charisma modifier of +3, and a proficiency modifier of +2, than your proficient skill of Deception is +5.
    1. Calculate non-proficient skills:
      1. For the remainder of your skills, the modifiers are simply the relevant ability modifier as you do not add the proficiency modifier.
  7. Passive Perception – Passive Wisdom is your character’s natural awareness of their surroundings. When you are not actively looking for something, this score determines what you see without needing to make a check.  To calculate your Passive Perception, do the following:
    1. Passive Perception starts at 10
    1. Add or subtract your Perception skill bonus
      1. EXAMPLE – If your Perception is a +1, then your Passive Perception is 11.

Step 3: Proficiencies and Languages

  1. Proficiencies – Non-skill proficiencies are skills or items that you character can use without any penalties.
    1. List all proficiencies, such as armor and weapons.
    1. List all items such as kits and instruments.
    1. Make notes of any bonuses to proficient skills or items.
  2. Languages – Languages are listed on page 123 if you have the option to choose a language.
    1. Check BOTH your race and background for any known languages.
      A picture containing text, screenshot, font, number

Description automatically generated

Step 4: Equipment

Your equipment consists of all the items that they are carrying. This includes their armor, weapons, traveling gear, exploring gear, etc. There are two ways to create your starting inventory:

  1. Default Inventory – Your class has a list of starting items that you can transfer to your character sheet. Your background may provide additional items that can be added to your character sheet.
  2. Purchase Inventory – Based on your character class, you can use the starting gold to buy any gear you like.
    1. Your starting gold is based on the table “Starting Wealth by Class” on page 143.
    1. You may purchase any item from the tables on page 145, 149, and 150.
  3. List all equipment, weapons, armor and personal items.
  4. Regardless of the method used, list any money you have remaining in the appropriate box.

Step 5: Attacks and Spellcasting

In combat, most characters either use physical attacks or they cast spells. Regardless, they also have access to special actions.  NOTE – For complete spellcasting breakdown and spells list, please reference your class section where applicable. This set of instructions does not go over all aspects of spellcasting.

  1. Physical Weapons – Physical weapons are those such as staffs, swords, and bows.
    1. Write down the name of a weapon that you picked in Step 3. Repeat for everyone weapon you are carrying.
    1. Find the weapon in the weapon table on page 149
  2. Attack Modifier – Attack modifier is the score you add to a d20 roll when attempting to attack with that weapon. You compare the final number to the targets AC, and successfully hit if your number is equal to, or greater than, their AC.  To determine your attack modifier for each weapon, do the following:
    1. Look up the weapon in the chart on page 149.
    1. Make note if the weapon description has the keyword “finesse” or if the weapon has a “range”.
    1. Make note if you are proficient with that weapon or not.  NOTE– Your proficiency might be for “Simple Weapons”. This means you are proficient with ALL weapons in that category.
    1. Calculate Attack Modifier:
      1. For ranged weapons you are proficient with take your Dexterity modifier and add your proficiency modifier.
      1. For ranged weapons you are not proficient with, take just your Dexterity modifier.
      1. For melee weapons you are proficient with take your Strength modifier and add your proficiency modifier.
      1. For melee weapons you are not proficient with take just your Strength modifier
      1. For weapons with Finesse, you may use either strength or dexterity, whichever you prefer.  Then add your proficiency modifier if you are proficient with that weapon.
  3. Damage – Damage is the amount of damage you do to the target on a successful hit. To determine the damage dice and type, do the following:
    1. Write down the damage amount listed in the table on page 149 in the form of the amount of dice you roll when you do damage.
      1. EXAMPLE – 2d6 or 1d8.
    1. Write down the Ability Modifier used to determine the Attack Modifer
      1. EXAMPLE – If it is a ranged weapon and your Dexterity Modifier is +2, write “+2” after the dice amount.
    1. Write down the Damage type that is listed after the total damage amount.
      1. EXAMPLE – Piercing or Slashing.
  4. Special Actions – If you have any special abilities or combat actions you may list them here.
    1. EXAMPLE – Sneak Attack for Rogues.

Step 6: HP and Combat Stats

  1. Armor Class – Determined by the armor that you are wearing and/or your dexterity modifier. Your Armor Class, or AC, determines how hard you are to hit in combat.  To calculate your armor class, do the following:
    1. If you are wearing armor, look up your armor in the table on page 145.
      1. Follow the AC calculation in the table. 
      1. NOTE – This may be a straight number, or it may be a number added to your Dexterity Modifier.
      1. EXAMPLE – Chainmail is a straight 16 AC, whereas Leather armor is 11 added to your Dexterity modifier.
    1. If you are not wearing armor, then your AC is 10 plus your Dexterity Modifier.
  2. Initiative – Initiative is your ability to act quickly in the face of danger. When you roll for Initiative, you roll a d20 and add your initiative modifier.  To determine your initiative modifier, do the following:
    1. Your dexterity modifier is also your initiative modifier.
    1. EXAMPLE – If your dexterity modifier is +3, your Initiative Modifier is also +3.
  3. Speed – Speed is how far you can move with a single movement action.  To determine your movement, do the following:
    1. Check your race section in the Player’s Hand Book for their speed.
  4. Hit Dice – Hit dice determine how hearty you are, and your ability to heal when resting.  To determine your hit dice, do the following:
    1. The number of hit dice you have is determined by your level (These instructions assume level 1, so therefore 1 hit dice.)
    1. The type of hit dice is determined by your class. Check the class section of the Player’s Hand Book.
    1. EXAMPLE – A level 1 Rogue has 1d8, as Rogues have d8’s as hit dice, and he is level 1 so he has one of them.
  5. Hit Point Maximum – Your hit point maximum is the most HPs you can have.  To calculate you maximum HP at level 1, do the following:
    1. Take the maximum value of your hit die and add your Constitution modifier
    1. EXAMPLE – A d8 hit die with a +1 Constitution modifier = 8 + 1 = 9 maximum hit points.
    1. NOTE – As you level up, at each level you roll a hit die and add your Constitution modifier and add that to your total hit points.
  6. Current Hit Points – Current hit points is the amount of health you have remaining. This number cannot go above your hit point maximum. You may use this block as you play the game to keep track of damage you have taken. If your current hit points ever reach 0, you become unconscious.
  7. Temporary Hit Points – Temporary Hit Points are not used in character creation. Spells and other buffs give you temporary hit points. These cannot be healed, and act more of as a buffer for your current hit points.  For now, leave this section blank.
  8. Death Saves – Death Saves are not used in character creation. They are used when characters reach 0 HP when playing the game, and are the bases of determining if a character is just knocked out or is actually dead.

Step 7: Features

  1. Features – The features block is a place to list all remaining features of your class, race, and background.
  2. Any additional skills, passive benefits, or relevant bonuses from background can be listed here.

Step 8: Traits

Traits are descriptions of your character. These traits directly feed the role-playing aspect of the role-playing game.

  1. There are two methods to pick your traits. Choose one of the following:
    1. Look up your background
      1. Roll the appropriate die based on the tables in your background description.
      1. NOTE – Each table may be a different type of dice, so double check the die needed.
    1. Make up your own using the book options as examples.
  2. Fill in the following sections with your choices:
    1. Personality traits – General descriptions about your character, that help differentiate different characters from each other.
    1. Ideals – Ideals are the things that your character believes strongly in.
    1. Bonds – How your character is tied to the world of the game. Can be a person, place or event.
    1. Flaws – A vice, compulsion, fear, or weakness.

Step 9: Name and Remaining Information

  1. Character Name – The name that your character goes by. You can find a name from one of the following places:
    1. Each Race section in the Player’s Handbook has sample names you can choose from.
    1. Can look online for a fantasy name generator.
    1. Make up your own name.
  2. Class and level – A place to track your class and level.
    1. Write your class followed by 1 as you are starting at level 1.
  3. Background – A place to write your chosen background.
  4. Player name – A place to write your own name.
  5. Race – A place to write your chosen race.
  6. Alignment – Alignment is your general temperament to others and the world around you.  To select your alignment, choose from the following:
    1. Reference your Ideal trait and choose an alignment that works with the alignment suggestion at the end of the chosen trait.
    1. Choose from the list on page 122
  7. Experience points – You start at 0 Experience points. As you play the game, you will earn more. At certain amounts, you will gain a level which may increase your ability scores or give you more features or actions. Keep track of your experience points here as you earn them.

Step 10: Review

Review your character sheet for any missing information.  Congratulations! You are now ready to play. Your party and DM should help you with any questions you have regarding your character and will continue to assist you as you learn to play the game. They should also help you update you character sheet as you gain levels.

Leave a comment

Discover more from Amy N Kaplan

Subscribe now to keep reading and get access to the full archive.

Continue reading