Characters in the Petronia Game Setting largely follow the rules established in the DDed5 Player's Handbook, starting on page 11. The following is a summary of that process, with some tips and restrictions. Your official character sheet will reside in the Nolaria-ed5 game on Roll20. If you do not have an account, please create one - it's free. Once you have an account, send email to the DM (markjnorton@gmail.com) and ask for an invitation. He will send the game invite and create an (empty) character sheet for you. It's best to fill out the sheet online, since some aspects are calculated for you.
After joining the game and entering it, you will see a tool bar on the right side of your computer screen. Across the top are a set of tabs:
Side bar tabs
These tabs are:
Chat - this is where the game play dice rolls are shown.
Art Library - character tokens, etc. DM handles this.
Journal - character sheets, handout, etc.
Compendium - search for D&D ed. 5. Has stock equipment, weapons, items, etc.
Jukebox - DM will handle any music.
Collections - DM stuff, but you can create dice macros here.
Settings - this is where the "Exit Game" button lives.
Click on the Journal tab and look for a character sheet with your name on it: "YOUR-NAME". An empty character sheet will appear on the left:. Click on the "Edit" button in the upper right. You should see something like this:
Character name and biographic information
Give your character a name and fill in any initial biographic information. Don't worry about the details, you can even skip the bio at this point and come back to it later. The DM will give your character an avatar and token. If you have an illustration you'd like use as your avatar, upload here. Click on the "Save Changes" button at the bottom. Your character sheet will now look like this:
Sheet showing bio and information
Now comes the fun part. Click on the Character Sheet tab. You'll see something like this:
Character sheet, top
Character sheet, bottom
This is a very widely used DDed5 character sheet that is set up to automate proficiency checks, attack rolls, spell damage, etc. Paying a bit of attention to it now will make game play go much faster.
The most common and unrestricted races in this game setting are:
Human - most common by far.
Dwarf - deep connections to local history.
Half-elf - not that common, but can be played.
Gnome - also not common, but can be fun.
Other races may be difficult to play or have some restrictions. Please see Character Races for more details. DM permission is needed to play some races. Enter your selected race at the top of the sheet (replace Barbarian). All characters start at level 1.
Look up your race in the Player's Handbook and make note of attribute adjustments, starting proficiencies, size, speed, and special abilities such as Darkvision. You can make note of these in the Features & Traits box, if there is no better place.
Almost all standard DDed5 character classes are allowed, with the exception of Sorcerer. Sorcerers are not allowed at all. The usual classes are:
Cleric - religious warriors.
Druid - protectors of nature and the cosmic balance.
Fighter - soldiers, guards, mercenaries, etc.
Ranger - scouts, woodsmen, and the like.
Rogue - not just thieves.
Other classes may be difficult to play or have some restrictions. Please see Character Classes for more details. DM permission is needed to play some classes. Enter your class at the top of your sheet.
Look up your class in the Player's Handbook and have a look at archetypes. For example, if you decide to play a Rogue, the following archetypes are possible:
Thief - burgar, bandit, cutpurse, etc.
Assassin - hired killer, spy, bounty hunger, even a Ninja.
Arcane Trickster - pickpocket, burglar, prankster, trap specialist, etc.
Make a note of your archetype at the top of the Features & Traits Box. If your class, archetype, or race indicate that you have a proficiency, check that box on your sheet. If a tool skill is indicated, add it in the Tool Proficiency box by clicking on Add:
Adding the Potter Artisan Tools
Most tools require either a DEX or STR check. Starting characters mostly likely do not have any mods. Click the gear icon to close the edit box.
The chart on pg. 45 specifies starting armor and weapon proficiencies. These proficiencies should be recorded in the Other Proficiencies and Languages box. Armor and weapons are recorded (once purchased) in the Equipment box.
Proficiency bonuses are automatically calculated by the Roll20 sheet in most other cases.
Multi-classing is not allowed at this time. As your character advances, you will given the opportunity to add points to your ability scores. Optionally, you may choose to take a Feat instead. You must meet any prerequisites specified. See pg. 165.
At first level, you have 1 hit die of a type determined by your character class:
Barbarian: d12, starting points are 12 + CON modifier
Bard: d8, starting points are 8 + CON modifier
Cleric: d8, starting points are 8 + CON modifier
Druid: d8, starting points are 8 + CON modifier
Fighter: d10, starting points are 10 + CON modifier
Monk: d8, starting points are 8 + CON modifier
Paladin: d10, starting points are 10 + CON modifier
Ranger: d10, starting points are 10 + CON modifier
Rogue: d8, starting points are 8 + CON modifier
Warlock: d8, starting points are 8 + CON modifier
Wizard: d6, starting points are 6 + CON modifier
Enter hit dice in the box provided for it. Enter starting hit points in Current Hit Points and Hit Point Maximum.
Do NOT roll dice for abilities scores. Most modern D&D games use the Point Buy Method, explained on pg. 13 of the Player's Handbook under "Variant: Customizing Ability Scores". You have 27 points you can spend on ability scores. Abilities scores are purchased using points and the following table:
This levels the playing field at start time. Recall that DDed5 allows you to increase ability scores as your character advances.
A typical ability score distribution might be 15, 15, 15, 8, 8, 8. You could also do 15, 15, 14, 9, 9, 8. Etc.
In the description of your character class, you will find a section called "Quick Build". This will describe which abilities scores are important for that class. For example, a Wizard should assign highest scores to INT, DEX, and CON.
Some races receive ability score modifiers:
Some things to note about this table:
It includes entries for Dryad and Sprite, which are not in the Player's Handbook.
It excludes races which are not allowed.
Humans get a +1 on all ability scores.
Selecting a background, alignment, ideals, bonds, and flaws for your character fleshes them out and make them easier to roll play. Much of this information is describe in Chapter 4 of the Player's Handbook, starting on pg. 121.
Alignment
This is an indication of where you fall on the good/evil and lawful/chaotic spectrum. While numbers have been used in past games, most players don't draw much of a distinction in the shadings, so a simple set is used:
Uses these as guidelines for role play. Alignment can factor into what magic items you can use, spells you can take, and saving throw modes (situational). Player's who consistently act out of character will have their character's alignment adjusted accordingly.
Languages
The human language for this region is Middle Mernian. All starting characters will have this language, including non-humans such as Sprites and Dryads. The ability to read and write Mernian is not a given. Your background and early education will determine literacy.
Some races will have the ability to speak other languages. Gnomes, for example, have the ability to read and write Gnomish, which is similar to Dwarvish.
Background
A background not only gives your character additional flavor, but also specifies what languages you known, skills you might have, tools you can use, starting equipment and gold. Choose one of the following backgrounds (there are a couple in addition to the Player's Handbook):
Extra languages may be chosen from the following:
High Mernian (HM)
Low Mernian (LM)
Elvish
Dwarvish
Gnomish
Rogues also speak the Thieves Cant. Enter languages in the Other Proficiencies and Languages box.
Skills should be checked off under Proficiencies. Ability checks and mods are calculated for you.
Equipment stated is all you start with (at no cost). Additional equipment can be purchased at shops, stores, bazaars, etc. in villages or towns. Prices may vary. Note that with a few exception, characters do NOT start with a weapon or armor. Tools are described on pg. 154 of the Player's Handbook. In most cases, using tools requires a DEX check (sometimes STR) against a Difficulty Class (DC). The DM will specify the DC you are rolling against (situational).
As mentioned, most characters will not start with a weapon or armor. Should purchase such things, you will need to add them from the DDed5 Compendium. In the Equpment box, click on the + icon. This will add an empty item to your sheet:
New item slot
Next, click on the Compendium tab on the side bar. It has an "i" icon. By default, it will show the D&D 5th Edition compendium. Let's say you have purchased a short sword. Click on the "Items" link. A list of items in alphabetic order are shown. Scroll down (or search) to "Shortsword". You can click on the entry to see a description of the item:
Shortsword summary
Close the summary. Next, click and drag the Shortsword entry to the empty item slot on your character sheet. Your sheet will now look like this:
Weapon added
Two things happened. First, the shortsword was added to your equipment list. You have one shortsword. Secondly, a entry was made in your Attacks & Spellcasting box. It indicates that a shortsword attack is 1d6 of piercing damage and you make the attack at +2. Try clicking on the entry and look at the Chat tab:
Attack roll and damage.
Here, I rolled an 18, which is compared to the AC of my target. In this case, the AC was 14, so I hit. I then rolled the damage by clicking on "Shortsword (+2)" . Damage is shown below. Roll20 assumes that characters are often "Advantaged" when they attack. If I was advantaged at the time of the attack, I would use the better of the two rolls (18 and 16 in this case) and choose the best (18). If not advantages, just ignore the second roll.
Armor and other equipment can be added from the Compendium in a similar manner. In general, you should drag items from the Compendium if they are included since it will automatically set up dice macros for you. Very handy in game play.
Personality Traits: Ideals, Bonds, Flaws
Pick two personality traits and enter them in the box provided. Traits might include:
I am a good dancer (high DEX).
I can juggle small object (high DEX).
I liked to lift weights when I was young (high STR).
I read everything I could get my hands on (high INT).
I am rather vain about my good looks (high CHR).
I always have to be leader of a group (high CHR).
I sometimes cheat at games of skilll.
Past accomplishments.
Fears and dislikes.
Attitude
Mannerisms
Traits will be reviewed and approved by the DM.
Look up your background in the Player's Handbook (starting on pg. 127). You will find three tables for each background that specify ideals, bonds, and flaws. You can either roll off on these tables or pick one that appeals to you. If you want a custom ideal, bond, or flaw, get the DM's approval. Enter a short description in the provided boxes on the character sheet.
Height, Weight, Gender
A table on pg. 121 gives a way to roll random heights and weights. Typical values are specified under Race. Height is sometimes taken into consideration when trying move in cramped spaces. Weight is used for ability checks when being carried - determines DC on carrying your corpse, for example.
In terms of game mechanics, gender selection doesn't matter. There are no mods one way or the other that are sex based. However, there may be societal considerations - normal roles, expected behavior, dress codes, etc. Additionally, gender is often used in religion. For example, clerics who worship Delharia must be female. Paladins who follow Zutin must be male.
Inspiration
See description on pg. 125. Inspiration points will be awarded to characters well played in role. Inspiration points can be used to modify an attack roll, ability check, or saving throw (declare points spent BEFORE rolling). Characters can reward other characters by giving them one (or more) of their points, but it must be done on the basis of their actions (good role playing).
Trinkets
Trinkets are a random object your character might own at start time. Rolling on the Trinket table (pg. 160) is optional.
Many character classes allow spells to be cast:
Bard
Cleric
Druid
Eldritch Knight
Monks (special, based on Ki)
Paladin
Ranger
Warlock
Wizard
Tables under those classes will indicate how many spell slots you have to start with. To add a spell, Click on the Spells button on your Character Sheet. I am going to add Magic Missile to my character's spell casting ability. In the Compendium, search on "Category:Spells", then scroll down until you find "Magic Missile". Like adding an item, click on the the "+" icon under Level 1 spells, then drag the "Magic Missile" entry to that slot:
Magic missile spell
Click on the Gear Icon to close the spell box:
If you click on the "Core" button, you will return to the main Character Sheet page. You will see that magic missile has been added to your attack options:
Attacks include magic missile
Clicking on Magic Missile here will cause an attack roll to be made, which appears in the Chat pane.
Spell Slots
Each spell level on your spell sheet has two spell slot numbers:
Spell slot numbers
The first is the number of spell slots at this level you have used. The second number is the number of spots you have for this spell level. This number is specified by the class level. See table in your character class.
Spellcasting Ability
Finally, there are three boxes above the spells. In the first box, select the ability your character classes uses for spell casting:
Select Spellcasting ability
For most, this will be INT, but consult the class to be sure.