To create a character in Dungeons and Dragons, start on Page 11 of the Player's Handbook.
We have compiled a more succinct set of steps below:
- Choose a Race (PHB Page 17):
- Note which Ability Score(s) your chosen race modifies and by how much
- Choose a Class (PHB Page 45):
- Note which Skills and Saving Throws your chosen class determines
- Set your character's Level (for Bastion, most characters start at Level 3)
- Roll and assign Ability Scores:
- Use the roll 4d6 drop 1 method for creating a *one-time* pool of ability scores to choose from for your character, as detailed in the Player's Handbook (Chapter 1, Section 3, on page 13):
- Roll four D6 dice, discard the lowest roll, and total the remaining three for the final stat number. Repeat this five more times to arrive at a pool of six core stat numbers to assign.
- For example: a player rolls four D6 that result in 2, 5, 6, and 4. The player drops the 2 and adds the remaining three, 5+6+4, to equal 15 for the stat.
- If at the end of creating the one-time pool you are unsatisfied with the point distribution, you may instead use the default Elite array for generating a new Player Character with the following stats for Ability Scores: 15, 14, 13, 12, 10, and 8.
- Using the pool of six stat numbers, assign them to the respective stat as you see fit for each Ability Score (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.)
- As a general rule, follow the recommendations for your class to assign your highest two numbers to your primary and secondary ability scores.
- Adjust the number for each Ability Score by the modifier from your race and put the final number in the Ability Score box:
- This is your "base stat" for each Ability. Assuming no modifiers or special circumstances, it's how powerful your character is at each ability (10 being average.)
- Determine the Ability Score Modifiers by comparing the final point score against the table below and note this number in the modifier circle within the Ability Score Box (PHB, Page 13):
- 8-9: -1
- 10-11: +0
- 12-13: +1
- 14-15: +2
- 16-17: +3
- 18-19: +4
- These "modifiers" signify how good or bad your character is at a base stat and also enhances or hinders any action taken within that ability category. For example, if your Ranger has a 16 in Dexterity, all Dexterity based ability rolls get a +2 added to whatever is rolled on the die.
- Set Hit Points:
- Record number and type of Hit Die on the character sheet:
- D12: Barbarian
- D10: Fighter, Paladin, Ranger
- D8: Bard, Cleric, Druid, Monk, Rogue, Warlock
- D6: Sorcerer, Wizard
- Roll starting points:
- 1st Level is X (determined by class) +Constitution Modifier (don't roll a die for the first level!)
- Each subsequent level is a roll of the type of die for your class plus your Constitution Modifier
- Record your Hit Die type, the maximum hit points your character can have for their level (determined by your rolls), and their current hit points
- Note Proficiency Bonus, Saving Throw, and Skill Proficiencies (determined by Class and Level):
- For Level 3 characters this will always be +2; note it in the Proficiency Bonus circle on the character sheet
- Your class will tell you which Saving Throws and Skills your character is good at, fill in the dots on the character sheet that match
- This number will be used whenever your character is "proficient" in something like an action, attack, or spell. You add this number when your character is making an attack with a weapon they are proficient in or an Ability Score roll they are proficient in. Think of it as an extra bonus for the character in something they're naturally good at.
- Choose a Background (PHB, Page 125):
- Your selected background will add skill proficiencies and starting equipment
- Usually you should assign skills from your background first, then choose from the skills listed by your class second to arrive at all the skill proficiencies available to your character
- Assign Saving Throws and Skills Bonus modifiers:
- Saving throws:
- Add the modifier from the respective Ability Scores for each saving throw your character is proficient in (+X next to the dot)
- Skills:
- Add the modifier from the respective Ability Scores for each skill your character is proficient in (+X next to the dot)
- Describe your character (PHB Page 121):
- Choose an Alignment
- Select Languages (based on Race, Class, and Background)
- Choose Ideals
- Choose Bonds
- Choose Flaws
- Describe Appearance
- Choose Equipment and Weapons (Chapter 5):
- Take starting class equipment:
- Determine how much coin your character starts with from Class (Page 143) and Background (Page 125)
- Sell any starting equipment you took but don't need according to it's value on the equipment tables and buy what you can afford (Chapter 5)
- Calculate AC from Armor (Page 145) + any Dexterity modifier if applicable
- Choose weapons (don’t forget Attack bonus from class/race/background) and set Damage die and type for each
- Record all equipment and remaining coin (include use/charges when necessary)