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D.E.

Sherman

5th Edition Character Creation Primer

Step 1: Choosing a Race and Class


Each race gets bonuses and abilities, some of which complement certain classes. To make
the most powerful character, its best to match classes with races that benefit them. Then
again, sometimes its fun to go against the grain.
Races
Dragonborn
Dwarf
Elf
Gnome
Half-elf
Half-orc
Halfling
Human
Tiefling

Stat Bonuses
+2 str and +1 cha
+2 con and +1 wis (hill dwarf) or +2 str (mountain dwarf)
+2 dex and +1 int (high elf) or +1 wis (wood elf) or +1 cha (drow)
+2 int and +1 dex (forest) or +1 con (rock)
+2 cha and +1 to two other stats
+2 str and +1 con
+2 dex and +1 cha (lightfoot) or +1 con (stout)
+1 all stats
+1 int and +2 cha

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21
35
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40
26
29
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This class chart is available in full on page 45.


Classes
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard

Hit Die
d12
d8
d8
d8
d10
d8
d10
d10
d8
d6
d8
d6

Primary Stat
Strength
Charisma
Wisdom
Wisdom
Strength or Dexterity
Dexterity, Wisdom
Strength and Charisma
Dexterity and Wisdom
Dexterity
Charisma
Charisma
Intelligence

Saving Throws
Strength, Constitution
Dexterity, Charisma
Wisdom, Charisma
Intelligence, Wisdom
Strength, Constitution
Strength, Dexterity
Wisdom, Charisma
Strength, Dexterity
Dexterity, Intelligence
Constitution, Charisma
Wisdom, Charisma
Intelligence, Wisdom

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70
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99
105
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Step 2: Determine Ability Scores


Your six ability scores, or stats, determine how physically and mentally strong your
character is. Each class relies on different stats to power its abilities, so its best to make
sure your highest scores go into the stats that your class most uses.
There are three methods to determining ability scores. The first is random generation by
dice. The second is to use pre-generated arrays. The third is to use a point buy pool.
These are outlined on page 12 and 13 of the Players Handbook. Determine your stats
before you add in your racial modifiers.
Once youve determined your ability scores, consult the chart on page 13 to match what
your modifier is, or use the following formula: (stat value - 10) / 2, rounded down. The
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modifier is what will actually be added whenever you make a roll that is based off a
particular stat (an acrobatics check, for example, is 1d20 + dex mod + skill proficiency
bonus).
Sub-step 2: Random Generation by Dice
Roll 4d6, drop the lowest number, and add the remaining three together. Repeat this
process until you have six numbers. Assign them to your character as you see fit. Be
aware that this can create for unbalanced characters that are too strong or too weak.
Ex. On the first roll, your dice read 5, 3, 2, and 4. You discard the 2 and add the 5, 3, and
4 to get 12. On the second roll, your dice read 6, 5, 5, and 1. Discard the 1 and add the 6,
5, and 5 to get 16. On the third roll, your dice read 4, 3, 1, and 1. Discard a 1 and add the
4, 3, and 1 to get 8.
Sub-step 2: The Array
An array is simply a pre-generated set of numbers such as 15, 14, 13, 12, 10, and 8. You
then assign these numbers wherever you like. Your DM will provide you with an array if
that is how you are building your characters.
Sub-step 2: The Point Buy Pool
All of your stats start at 8. You are then given a pool whose total is determined by your
DM. You assign your points to build up each stat until you run out. After youve spent all
your points, add in your racial modifiers. Stats cost 1 point per point up to a certain point,
then 2 points per point for the next 2, where they cap out.
Ex. (moderate power game) You have a point buy pool of 27, with a ratio of point for
point up to 13, then 2-for-1 up to 15. You decide to build a rogue who works as a spy,
and that dexterity and charisma are your most important stats. You put 9 points into dex
(5 to reach 13, 7 for 14, and 9 for 15). Then you do the same for charisma, spending a
total of 18 points. You divide your remaining 9 into str (2 to make it 10), int (2 to make it
10), and wis (5 to make it 13). Constitution receives no points and remains at 8. Your
final stats read 15/15/13/10/10/8. After that, you add in your racial bonuses (for example
+2 dex and +1 wis from being a wood elf).
Ex. (high power game) You have a point buy pool of 32, with a ratio of point for point up
14, then 2-for-1 up to 16. You decide to build a fighter who specializes in combat, and
that strength and constitution are your most important stats. You put 10 points into
strength (6 to reach 14, then 8 for 15 and 10 for 16). You do the same for constitution,
spending a total of 20 points. The remaining 12 get divided into dex (4 to make it a 12),
int (2 to make it a 10), wis (4 to make it a 12), and cha (2 to make it a 10. Your final stats
read 16/16/12/12/10/10. After that, add in your racial bonuses (for example +2 strength
and +2 constitution for being a mountain dwarf).

Step 3: Determine your racial and class bonuses


Look up your race and record any bonuses they get such as darkvision, weapon or armor
proficiencies, base movement speed, bonus languages, or bonus skills (these are found
under the heading that says <race name> traits). Find your class and record your
proficiency bonus, hit dice, and special features off the chart at the beginning of each
classs entry. Under class features, record your hit dice and determine your hp (your level
of hit die, with the first one automatically considered a max roll + your level times your
con mod).
Once you have determined what your proficiency bonus is, add it to the two saving
throws your class has proficiency with. Whenever you are forced to make a saving throw
against those ability scores, you will add your proficiency bonus to the roll (1d20 +
ability modifier).
Depending on your level, youll have a number of class features, some of which require
you to make choices. Go through the pages that explain your class features and make
whichever choices you deem appropriate. Record your choices and a brief explanation of
what each feature does on your character sheet. It may be helpful to also note the page
number of the class feature on your sheet for further reference.
Step 4: Determine your characters background.
There are several pre-generated character backgrounds to choose from, as listed in the
table below. Any language proficiencies gained must come from the standard languages
available (chart on page 123). If you wish to substitute an exotic language, you must get
your DMs approval first.
Background
Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin

Skill Proficiencies
Insight, Religion
Deception, Sleight of Hand
Deception, Stealth
Acrobatics, Performance
Animal Handling, Survival
Insight, Persuasion
Medicine, Religion
History, Persuasion
Athletics, Survival
Arcana, History
Athletics, Perception
Athletics, Intimidation
Sleight of Hand, Stealth

Tool Proficiencies/Languages
Two languages
Disguise Kit, Forgery Kit
Gaming Set, Thieves Tools
Disguise Kit, Musical Instrument
Artisans Tools, Land vehicle
Artisans Tools, one language
Herbalism Kit, one language
Gaming Set, one language
Musical Instrument, one language
Two languages
Navigators Tools, water vehicle
Gaming set, land vehicles
Disguise Kit, Thieves Tools

In addition to the benefits listed in the chart, each background also gets a set of
equipment and a background feature, as well as suggestions for personality traits.

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You may modify a background by switching skill proficiencies and having any
combination of two tool or language proficiencies. At your DMs discretion, you may
also build a new background by choosing two skills and two tools/languages. Be sure to
get your DMs approval for your equipment and background feature.
After youve selected a background, you should also choose an alignment, which has two
parts: lawful, neutral, and chaotic, and good, neutral evil. Any combination of those two
parts forms the alignment (ex. lawful neutral, neutral good, chaotic evil, or simply
neutral). Alignments have very little impact on the game rules beyond simply giving you
a guideline for how your character should behave. A full explanation of alignments can
be found on page 122.
Step 5: Determine your characters skills
In addition to the two skills granted by your background, each class has a pool of skills to
choose from. The number of additional skills you have is determined by your class
(usually two, but sometimes three or four), and is under your class features section.
Choose which ones you want. A list of skills is available on page 174, and descriptions of
what each one does is given across pages 174 to 179.
Mark down which skills you have proficiency with. Whenever you have occasion to use
those skills, you will add your proficiency bonus into the skill check (normally 1d20 +
relevant ability modifier).
Record your passive perception, which is 10 + wisdom modifier. If you have proficiency
in perception, add your proficiency bonus to this number as well.
Record your initiative, which is simply your dexterity modifier unless you have some
feature that increases it. Whenever you begin combat or enter a situation in which you
must act in a turn order, youll determine that order by rolling 1d20 and adding your
initiative to it.

Step 6: Determine your characters starting equipment


Based on your class and background, youll be presented with a set of choices for your
starting equipment outlined in your class features section and background section. When
given a choice, you can determine your armor based on the chart on page 145. This will
also determine your armor class (AC), which is noted in the entry. If unarmored, your AC
is 10 + dexterity modifier.
Weapons are charted on page 149, and an explanation of their properties is on page 147.
Be aware of what equipment your class has proficiency with (wizards, for example, can
not use any martial weapons, so as a wizard, you cant effectively wield a longsword).

Once you have selected your weapons, record them and figure out your attack bonus and
damage. Attack bonuses are a combination of your proficiency bonus and the relevant
ability score modifier (strength or dexterity, depending on whether the weapon is melee
or ranged, and whether it has the finesse property). The total is added to 1d20 when you
make an attack roll. You may also gain a bonus with certain racial or class abilities that
increase your attack roll as well.
Damage is determined by the weapon, and is composed of three parts. The first part is the
weapons base damage (for example, 1d8 for a longsword, 2d6 for a greatsword, or 1d6
for a short spear). Next, add in the relevant ability score modifier (the same as in the
attack roll). Finally, you may have a racial or class bonus that grants extra damage to
certain enemy types or with certain types of weapons.
Adventurering gear is charted on page 150, with in depth explanations of each gears
purpose over the next few pages. Tools, which require a tool proficiency to use, are on
page 154.
Step 7: Magic
If your class can use magic, you need to figure out how many spells you know and how
many you can cast per day. This information is listed in the chart at the beginning of each
classs section. It may also contain a column for cantrips known. Cantrips are spells that
you can cast an unlimited number of times, and are sometimes referred to as 0-level
spells because they are the weakest form of magic.
Once you have recorded total spells known, go to the appropriate class entry in the magic
chapter to choose which ones youd like (pages 207 to 211). Some archtypes (eldritch
knight or arcane trickster, for example) dont have their own spell lists. Instead, they
work off another classs spell list, albeit with some restrictions.
Record which spells you know, pertinent information such as casting time, range, and
duration, and a brief description of its effects. You may also wish to record the page
number which gives the spells full description for easy reference later.
Finally, determine your spellcasting ability (either int, wis, or cha modifier, depending on
your class), your spell save DC (8 + ability modifier + proficiency) for spells that require
your target to save against the effect, and your spell attack bonus (ability modifier +
proficiency) which is added to any attack roll made with a spell.
Step 8: Miscellaneous Information
Fill out the rest of the character sheets information, including sections like your
characters name and physical description. Be as detailed or sparse as you like, though
the more background information you have to give, the easier its is for your DM to work
your character into the world.

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