SO. After the resounding yes on my poll for if I should write this, I'm doing it. If this goes well, I'll continue writing more until there ain't nothing left to talk about. So, let's learn about character creation!
Creating Your Character
How does one make a character? Well, in this guide, I'll show you the step by step process I use. (I'll be using the 5e standard character sheet and be saying what I fill in and when)
1. Race and Class:
I like the idea of having a goofball knight in shining armor who, only due to luck, achieves greatness. This is how you start. Get a basic idea of what you want.
For this guy, since I want to be a knight, I can either go Paladin, Barbarian, or Fighter, since they all are good at swordsmanship and melee combat. But, in short, fighters are the knights of DnD, so I'll do that. And just to make it simple, I'll go human. I'll also select to be a Turami because being born by the ocean is nice, and I'll select the variant subclass because I want some speciality in swords.
(So I enter Fighter 1 for Class and Level on the top of the first page. Then I enter Human, Turami (Variant) for my race underneath that section.)
2. Backstory
Now we get to write a back story. Easiest way to do this is to refer back to your class and race pages and see what they say. They often provide alignment, names, age, size, and some possible back stories and things to consider. The handbook states that humans are very ranging for alignment, so I'll just put True Neutral (and insert this in the section right of the race box). As for name, I'll say he goes by "Sir Pantsalots" (and write this in the top left section). As for his back story, since he lives near the ocean I'll make a story where he finds a pair of pants on the shore that Grant him magical powers and also talk to him. This information you would write in your character backstory box which is on the second page. Also, you can put info of their appearance and alliances on the second page as well.
3. Numbers, Numbers, and More Numbers
Now that we've created a character that we know the race and class of and one that has a solid backstory now we can start the long long process of putting numbers into boxes. For this section of the guide I'll be splitting it into Parts since there are so many different places where you need to insert numbers and check off boxes, so here we go.
Ability Scores
This will be the left hand side of the first sheet. The standard numbers for these is 15, 14, 13, 12, 10, and 8. Arrange these numbers in whichever way fits your character best. Even though fighters are supposed to be strong, I'll arrange my points into dexterity, constitution, then strength, wisdom, charisma, and intelligence. These are going to change down the process. (While you're at it, your ive perception stat is 12 + your wisdom modifier, and your initiative stat is your dexterity modifier)
Racial Bonuses
These are traits given to you on the race's page you chose. For humans, they receive a walking speed of 30ft (insert into the Speed box underneath race and alignment), the language of common and an additional one which I will choose to be Orcish (insert these into the bottom left box labeled Other Proficiencies and Languages), and also stat increases. However, since I chose the Variant Human, I'll rather increase an ability score (I chose Con., so increased it by one point making it a 15), gain proficiency in the Nature skill (this is done by checking if the box next to nature in the big Skills box), and taking the Lucky Feat (you can find feats in Chapter 6, and record them on the second page). That's gonna do it for race traits!
Class Traits
Things might get a bit more complicated here, but you'll be fine. Flip to the page about your class, and see what initial stats you receive. For me, I would receive an initial health of 12 hp (record in the health points box as well as your max. health section), a hit die of 10 (record in the hit dice box), proficiencies in all armor, shields, simple and martial weapons (put this in the same box for languages), saving throws for Strength and Constitution (the box above Skills, just check the boxes), and two skills from the list provided. I'll choose History and Insight. Then, we have to choose our equipment. The game gives you certain choices as to what you can have. For my fighter, I'll take the chain mail, martial weapon and shield, light crossbow with 20 bolts, and the explorer's pack. For my martial weapon, I'll choose the long sword. (Record all of these items in the equipment box in the middle bottom of the page. As for the armor, the chain mail and shield add up for an AC of 18, record this in the armor class box next to initiative). As for the sword and crossbow, I need to write the attack rolls, damages, and ranges in the Attacks and Spellcasting box above Equipment.
Finally, record any final class traits. For fighters, I would have Great Weapon Fighting and Second Wind. There you go! You have a very fleshed out character! Only one thing left to do.
4. Background
I actually do this step last, just to see which background matches my character most and just tack on the final bonuses. For my character, the Sailor background sounds most fit. So, all you do is look at the scenarios for traits, ideals, flaws, and bonds, and either roll or pick which sounds best for you. (Record all of these on the matching boxes on the right)
AND NOW, YOU'RE ALL DONE!
That's right! Your character sheet is filled to the brim about your new character, and you are ready to start killing some baddies. Great job!
Comments (4)
What book and pages and resources are you talking about?? I'm not stupid but all this unfamiliar slang is confusing me.
Yeah, it confuses me also.
Orub.com is great for doing the number side of character creation
Please leave any at all, just in case I missed something, screwed up, or anything else of the sorts. Thank you!