Secret Lesson 28

LESSON 28

The Character Sheet and the Complete Character Creation Process

You now understand the core rules of play and combat.

It is time to create the person who will actually use those rules:

YOUR PLAYER CHARACTER

Character creation turns a concept into a complete set of game statistics, abilities, equipment, traits, and personal details.

The SRD organizes character creation around:

A CHARACTER SHEET

and:

FIVE MAIN CREATION STEPS

 


WHAT IS A CHARACTER SHEET?

Your character sheet is where you record the main information about your character.

The SRD uses the term broadly.

A character sheet can be:

  • a printed sheet

  • a digital sheet

  • plain paper

  • another method you use to track the character's details

 

So the important thing isn't the format.

The important thing is that it clearly records everything needed to play the character.


WHAT DOES THE CHARACTER SHEET TRACK?

By the time character creation is complete, your sheet can contain information such as:

  • Class

  • Level

  • Experience Points

  • Background

  • Species

  • Languages

  • Ability Scores

  • Ability Modifiers

  • Alignment

  • Proficiency Bonus

  • Skill Proficiencies

  • Saving Throw Proficiencies

  • Tool Proficiencies

  • Armor Training

  • Size

  • Speed

  • Hit Points

  • Hit Dice

  • Armor Class

  • Initiative

  • Passive Perception

  • Weapons

  • Attack Bonuses

  • Damage

  • Class Features

  • Feats

  • Equipment

  • Spellcasting information, if applicable

  • Spell Slots

  • Cantrips

  • Prepared Spells

The character sheet becomes the practical interface between your character concept and the game rules.


THE FIVE CHARACTER CREATION STEPS

The SRD gives this overall sequence:

STEP 1 — CHOOSE A CLASS

STEP 2 — DETERMINE ORIGIN

STEP 3 — DETERMINE ABILITY SCORES

STEP 4 — CHOOSE AN ALIGNMENT

STEP 5 — FILL IN DETAILS

 

This lesson gives you the complete overview.

The following lessons will examine each part in greater depth.


STEP 1 — CHOOSE A CLASS

Every adventurer belongs to a:

CLASS

A Class broadly describes:

  • vocation

  • special talents

  • favored tactics

 


THE 12 CLASSES IN THE SRD

The Class Overview contains:

BARBARIAN

BARD

CLERIC

DRUID

FIGHTER

MONK

PALADIN

RANGER

ROGUE

SORCERER

WARLOCK

WIZARD

 


CLASS OVERVIEW

The SRD summarizes each Class by:

  • what kind of play it broadly emphasizes

  • Primary Ability

  • Complexity

For example:

Class Broad Theme Primary Ability Complexity
Barbarian Battle Strength Average
Bard Performing Charisma High
Cleric Gods Wisdom Average
Druid Nature Wisdom High
Fighter Weapons Strength or Dexterity Low
Monk Unarmed combat Dexterity and Wisdom High
Paladin Defense Strength and Charisma Average
Ranger Survival Dexterity and Wisdom Average
Rogue Stealth Dexterity Low
Sorcerer Power Charisma High
Warlock Occult lore Charisma High
Wizard Spellbooks Intelligence Average

 


PRIMARY ABILITY

A Class's:

PRIMARY ABILITY

is especially important for that Class's abilities and features.

For example:

Barbarian

STRENGTH

Rogue

DEXTERITY

Wizard

INTELLIGENCE

This will become important when assigning Ability Scores in Step 3.


WRITE YOUR CLASS ON THE CHARACTER SHEET

Once you've chosen:

RECORD THE CLASS

 


WRITE YOUR LEVEL

A character typically begins at:

LEVEL 1

and advances through adventuring and gaining:

EXPERIENCE POINTS, OR XP

 


LEVEL 1 EXPERIENCE POINTS

A level 1 character begins with:

0 XP

 


STARTING ABOVE LEVEL 1

The GM can choose to begin the campaign at a higher level.

If you begin at:

LEVEL 3 OR HIGHER

record your chosen:

SUBCLASS

on the character sheet.

We will study higher-level starting characters separately in Lesson 36.


NOTE ARMOR TRAINING

Your Class may give you training with certain categories of armor.

If so:

RECORD THAT ARMOR TRAINING

on your sheet.

Armor Training means you can use that armor effectively and gain its defensive benefits.


STEP 2 — CHARACTER ORIGIN

A character's Origin contains:

BACKGROUND

SPECIES

and:

LANGUAGES

 

This part answers questions such as:

  • Where did your character come from?

  • What did they do before adventuring?

  • Who are their ancestors?

  • What languages do they know?


BACKGROUND

A Background represents the:

PLACE AND OCCUPATION

that were most formative for the character.

Choose a Background and write it on your sheet.

The SRD provides specific Background options in the Character Origins section.


BACKGROUND AFFECTS ABILITY SCORES

Your Background matters mechanically because it influences Step 3:

ABILITY SCORES

 

Each Background identifies abilities that can be increased later in the creation process.


BACKGROUND GIVES A FEAT

Your chosen Background grants:

A FEAT

Record it on your sheet.

Feats provide particular capabilities.

We will study them in Lessons 56–59.


BACKGROUND GIVES PROFICIENCIES

A Background gives:

TWO SKILL PROFICIENCIES

and:

ONE TOOL PROFICIENCY

 

Your Class can also provide additional Proficiencies.

Record all of them.


LEVEL 1 PROFICIENCY BONUS

At level 1:

PROFICIENCY BONUS = +2

 

Record this number because many other character statistics will use it.


STARTING EQUIPMENT

Both your:

BACKGROUND

and:

CLASS

provide starting equipment.

This can include things such as:

  • weapons

  • armor

  • tools

  • adventuring gear

  • coins

Any coins gained at this stage may be spent immediately on equipment.

Record:

  • what equipment you chose

  • any coins remaining


CHOOSE A SPECIES

The SRD provides the following Species options:

DRAGONBORN

DWARF

ELF

GNOME

GOLIATH

HALFLING

HUMAN

ORC

TIEFLING

 


RECORD SPECIES TRAITS

Once you choose a Species:

RECORD ITS TRAITS

Your Species also determines your character's:

SIZE

and:

SPEED

 


IMAGINE YOUR PAST

The SRD encourages you to use Background and Species to imagine your character's earlier life.

It suggests questions such as:

  • Who raised you?

  • Who was your closest childhood friend?

  • Did you grow up with a pet?

  • Have you fallen in love?

  • Did you join a guild, religion, or another organization?

  • What parts of your past now motivate you to adventure?

 

These details do not need to be complicated.

Their purpose is to help turn game statistics into a believable character.


LANGUAGES

A player character knows at least:

THREE LANGUAGES

These are:

COMMON

plus:

TWO STANDARD LANGUAGES

that you choose or roll for.


KNOWING A LANGUAGE

Knowing a language allows the character to:

  • communicate in it

  • read it

  • write it

 


STANDARD LANGUAGES

The SRD Standard Languages table includes:

  • Common

  • Common Sign Language

  • Draconic

  • Dwarvish

  • Elvish

  • Giant

  • Gnomish

  • Goblin

  • Halfling

  • Orc

 


RARE LANGUAGES

The SRD also lists Rare Languages such as:

  • Abyssal

  • Celestial

  • Deep Speech

  • Druidic

  • Infernal

  • Primordial

  • Sylvan

  • Thieves' Cant

  • Undercommon

 

These are not normally selected as the two standard starting languages unless another feature allows them.


PRIMORDIAL DIALECTS

Primordial includes:

AQUAN

AURAN

IGNAN

TERRAN

Creatures that know one of these dialects can communicate with creatures that know another Primordial dialect.


STEP 3 — ABILITY SCORES

Every character has six abilities:

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

You already learned what they mean in Lesson 3.

Now you determine the actual scores for your character.

The process is:

GENERATE SIX SCORES

then:

ASSIGN THEM TO THE SIX ABILITIES

 


THREE METHODS FOR GENERATING SCORES

The SRD provides three methods:

STANDARD ARRAY

RANDOM GENERATION

POINT COST

Your GM may prefer one method.


METHOD 1 — STANDARD ARRAY

Use:

15, 14, 13, 12, 10, 8

 

You then assign those six numbers among your six abilities.


METHOD 2 — RANDOM GENERATION

For each score:

ROLL 4D6

Discard the lowest die.

Add the highest three.

Do this:

SIX TIMES

to generate six scores.


EXAMPLE

Roll:

6, 5, 3, 2

Discard:

2

Total:

6 + 5 + 3

=

14

That becomes one of your six generated scores.


METHOD 3 — POINT COST

You have:

27 POINTS

to spend.

The available scores and costs are:

Score Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

 


ASSIGN THE SCORES

After generating six scores:

ASSIGN ONE TO EACH ABILITY

Keep your Class's:

PRIMARY ABILITY

in mind.


STANDARD ARRAY BY CLASS

The SRD provides suggested Standard Array placements for each Class.

For example:

Barbarian

Str 15
Dex 13
Con 14
Int 10
Wis 12
Cha 8

Rogue

Str 12
Dex 15
Con 13
Int 14
Wis 10
Cha 8

Wizard

Str 8
Dex 12
Con 13
Int 15
Wis 14
Cha 10

 

These are suggestions rather than a requirement to build every character identically.


ADJUST ABILITY SCORES USING BACKGROUND

After assigning scores:

APPLY YOUR BACKGROUND'S ABILITY INCREASES

Your Background lists:

THREE ABILITIES

Choose either:

ONE OF THEM +2

AND A DIFFERENT ONE +1

or:

ALL THREE +1

 


MAXIMUM DURING THESE INCREASES

These Background increases cannot raise an Ability Score above:

20

 


EXAMPLE

Background abilities:

  • Strength

  • Dexterity

  • Constitution

Current scores:

Str 15
Dex 14
Con 13

You could choose:

STR +2

and:

CON +1

Result:

Str 17
Dex 14
Con 14

Or choose:

+1 TO ALL THREE

Result:

Str 16
Dex 15
Con 14


DETERMINE ABILITY MODIFIERS

After the final scores are established:

CALCULATE THE MODIFIERS

The SRD table gives:

Score Modifier
3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20 +5

 

Write each modifier beside its Ability Score.


STEP 4 — CHOOSE ALIGNMENT

Alignment is a shorthand description of the character's:

ETHICAL ATTITUDES

and:

IDEALS

 

It combines two dimensions:

MORALITY

Good, Evil, or Neutral

and:

ATTITUDE TOWARD ORDER

Lawful, Chaotic, or Neutral

Together they produce:

NINE POSSIBLE ALIGNMENTS


THE NINE ALIGNMENTS

LAWFUL GOOD

NEUTRAL GOOD

CHAOTIC GOOD

LAWFUL NEUTRAL

NEUTRAL

CHAOTIC NEUTRAL

LAWFUL EVIL

NEUTRAL EVIL

CHAOTIC EVIL

 


PLAYER CHARACTERS AND EVIL ALIGNMENTS

The game assumes that player characters aren't of an:

EVIL ALIGNMENT

The SRD tells you to:

CHECK WITH YOUR GM

before creating an evil character.


ALIGNMENT IS BROAD, NOT ABSOLUTE

The SRD says the alignment descriptions represent:

TYPICAL BEHAVIOR

Individuals can differ from those broad descriptions.

So alignment is a shorthand, not a requirement that every decision your character makes perfectly match a rigid stereotype.


UNALIGNED CREATURES

The SRD also explains that most creatures lacking the capacity for rational thought are:

UNALIGNED

For example, a shark can be dangerous without being morally Evil.


STEP 5 — CHARACTER CREATION DETAILS

Now use everything you have chosen to:

COMPLETE THE CHARACTER SHEET

 

This is where many of the numbers needed during actual play are calculated.


RECORD LEVEL 1 CLASS FEATURES

Look at your Class's feature table and write down:

EVERY LEVEL 1 FEATURE

Make any choices those features offer.


SAVING THROW MODIFIERS

For Saving Throws in which you have proficiency:

ABILITY MODIFIER + PROFICIENCY BONUS

For Saving Throws without proficiency:

RELEVANT ABILITY MODIFIER

 


EXAMPLE

Wisdom Modifier:

+2

Proficiency Bonus:

+2

Proficient in Wisdom Saves:

WISDOM SAVE = +4


SKILL MODIFIERS

For a Skill in which you are proficient:

RELEVANT ABILITY MODIFIER + PROFICIENCY BONUS

For an unproficient Skill:

RELEVANT ABILITY MODIFIER

 


EXAMPLE

Dexterity Modifier:

+3

Proficiency Bonus:

+2

Stealth Proficiency:

Yes.

Stealth modifier:

+5


PASSIVE PERCEPTION

Passive Perception represents your character's:

GENERAL AWARENESS

when they aren't actively making a Wisdom (Perception) check.

Formula:

PASSIVE PERCEPTION = 10 + WISDOM (PERCEPTION) CHECK MODIFIER

 


SRD EXAMPLE

Wisdom:

15

Wisdom Modifier:

+2

Perception Proficiency at level 1:

+2 PB

Wisdom (Perception):

+4

Passive Perception:

14

 


LEVEL 1 HIT POINTS

Your Class and Constitution Modifier determine your:

HIT POINT MAXIMUM AT LEVEL 1

The SRD table gives:

Class Level 1 Hit Point Maximum
Barbarian 12 + Con modifier
Fighter, Paladin, Ranger 10 + Con modifier
Bard, Cleric, Druid, Monk, Rogue, Warlock 8 + Con modifier
Sorcerer, Wizard 6 + Con modifier

 


EXAMPLE — FIGHTER

Constitution Modifier:

+2

Fighter Level 1 HP:

10 + 2

=

12 HP


EXAMPLE — WIZARD

Constitution Modifier:

+2

Wizard Level 1 HP:

6 + 2

=

8 HP


HIT DICE

Your Class also determines your:

HIT DIE

At level 1:

YOU HAVE 1 HIT DIE

 

Hit Dice can be spent during a Short Rest to recover Hit Points.

Record:

  • die type

  • number available

  • number spent


INITIATIVE

At character creation, write your:

DEXTERITY MODIFIER

in the Initiative space.

So, normally:

INITIATIVE MODIFIER = DEXTERITY MODIFIER

unless another feature later changes it.


ARMOR CLASS

Without armor or a Shield:

BASE AC = 10 + DEXTERITY MODIFIER

 

If you have:

  • armor

  • a Shield

  • a Class feature providing another AC calculation

follow those relevant rules instead.


ATTACK BONUSES

For a weapon you're proficient with, the SRD gives the normal formulas:

MELEE ATTACK BONUS = STRENGTH MODIFIER + PROFICIENCY BONUS

RANGED ATTACK BONUS = DEXTERITY MODIFIER + PROFICIENCY BONUS

unless a weapon property changes the ability used.


WEAPON DAMAGE

For weapon damage:

ADD THE SAME ABILITY MODIFIER USED FOR THE ATTACK

 


EXAMPLE — MELEE WEAPON

Strength:

+3

PB:

+2

Attack Bonus:

+5

Weapon damage die:

1D8

Damage:

1D8 + 3


EXAMPLE — RANGED WEAPON

Dexterity:

+3

PB:

+2

Attack Bonus:

+5

Weapon damage:

WEAPON DIE + 3

unless a specific rule says otherwise.


SPELLCASTING

If your character can cast spells, record:

SPELL SAVE DC

and:

SPELL ATTACK BONUS

The formulas are:

SPELL SAVE DC = 8 + SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS

SPELL ATTACK BONUS = SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS

 


EXAMPLE — SPELL SAVE DC

Spellcasting Ability Modifier:

+3

PB:

+2

Calculation:

8 + 3 + 2

=

SPELL SAVE DC 13


EXAMPLE — SPELL ATTACK BONUS

Same character:

+3 +2

=

+5 SPELL ATTACK BONUS


WHICH ABILITY IS YOUR SPELLCASTING ABILITY?

That is determined by:

THE FEATURE THAT GIVES YOU THE SPELL

 

Different Classes therefore use different spellcasting abilities.


SPELL SLOTS, CANTRIPS, AND PREPARED SPELLS

If your Class provides:

SPELLCASTING

or:

PACT MAGIC

the Class table tells you:

  • number of Spell Slots

  • number of Cantrips

  • number of Spells you can prepare

Choose the appropriate spells and record all of this on your character sheet.


COMPLETE LEVEL 1 CHARACTER CREATION FLOW

Here is the full process in practical order.


1. CHOOSE YOUR CHARACTER SHEET

Printed?

Digital?

Plain paper?

Any format that lets you track your character.


2. CHOOSE A CLASS

Record:

  • Class

  • Level

  • XP

  • Armor Training

At the normal starting point:

LEVEL 1

0 XP


3. CHOOSE A BACKGROUND

Record:

  • Background

  • granted Feat

  • two Skill Proficiencies

  • one Tool Proficiency


4. RECORD CLASS PROFICIENCIES

Add any:

  • Skills

  • Weapons

  • Saving Throws

  • Tools

  • Armor Training

provided by your Class.


5. RECORD PROFICIENCY BONUS

At level 1:

+2


6. CHOOSE STARTING EQUIPMENT

Record:

  • Class equipment

  • Background equipment

  • coins remaining


7. CHOOSE A SPECIES

Record:

  • Species

  • Species Traits

  • Size

  • Speed


8. CHOOSE LANGUAGES

At least:

COMMON + TWO STANDARD LANGUAGES

unless additional features provide more.


9. GENERATE SIX ABILITY SCORES

Choose the method allowed by the GM:

STANDARD ARRAY

RANDOM GENERATION

or:

27-POINT COST


10. ASSIGN THE SCORES

Place one score in each:

  • Strength

  • Dexterity

  • Constitution

  • Intelligence

  • Wisdom

  • Charisma

Pay particular attention to your Class's Primary Ability.


11. APPLY BACKGROUND ABILITY INCREASES

Choose:

+2 / +1

or:

+1 / +1 / +1

among the three abilities listed by the Background.

No increase may raise a score above:

20


12. CALCULATE ABILITY MODIFIERS

Record each modifier beside its score.


13. CHOOSE ALIGNMENT

Choose one of the nine alignments and record it.


14. RECORD CLASS FEATURES

Write down every Level 1 Class feature.

Make all required choices.


15. CALCULATE SAVING THROWS

Proficient:

ABILITY MOD + PB

Not proficient:

ABILITY MOD


16. CALCULATE SKILL MODIFIERS

Proficient:

ABILITY MOD + PB

Not proficient:

ABILITY MOD


17. CALCULATE PASSIVE PERCEPTION

10 + WISDOM (PERCEPTION) MODIFIER


18. CALCULATE HIT POINT MAXIMUM

Based on:

CLASS + CONSTITUTION MODIFIER


19. RECORD HIT DICE

At level 1:

1 HIT DIE

of the type given by your Class.


20. RECORD INITIATIVE

Normally:

DEXTERITY MODIFIER


21. CALCULATE ARMOR CLASS

Start from:

10 + DEXTERITY MODIFIER

unless armor, Shield, or another rule gives you a different calculation.


22. CALCULATE WEAPON ATTACKS

Record:

  • Attack Bonus

  • Damage

  • Damage Type

  • relevant weapon properties


23. COMPLETE SPELLCASTING, IF APPLICABLE

Record:

SPELL SAVE DC

SPELL ATTACK BONUS

CANTRIPS

PREPARED SPELLS

SPELL SLOTS


A SIMPLE CHARACTER CREATION EXAMPLE

Imagine a new level 1 character.

Class:

FIGHTER

Level:

1

XP:

0

Primary Ability:

STRENGTH OR DEXTERITY


ABILITY SCORES

Suppose Standard Array is used:

15, 14, 13, 12, 10, 8

Using the SRD Fighter suggestion:

Str 15
Dex 14
Con 13
Int 8
Wis 10
Cha 12

 


BACKGROUND ADJUSTMENT

Suppose the chosen Background allows Strength, Dexterity, and Constitution.

Choose:

STRENGTH +2

CONSTITUTION +1

New scores:

Str 17
Dex 14
Con 14
Int 8
Wis 10
Cha 12


MODIFIERS

Str 17:

+3

Dex 14:

+2

Con 14:

+2

Int 8:

−1

Wis 10:

+0

Cha 12:

+1


PROFICIENCY BONUS

Level 1:

+2


HIT POINTS

Fighter:

10 + CON MODIFIER

10 + 2:

12 HP


INITIATIVE

Dexterity Modifier:

+2

Initiative:

+2


BASE UNARMORED AC

10 + Dex:

12

If the Fighter wears armor or uses a Shield, use the Equipment rules instead.


MELEE ATTACK BONUS

Strength:

+3

PB:

+2

Total:

+5


THIS CHARACTER IS NOW MOSTLY PLAYABLE

Once the remaining:

  • Class features

  • Background details

  • Species traits

  • equipment

  • proficiencies

have been recorded, the character sheet contains the essential information needed to begin playing.


COMMON BEGINNER MISTAKES

MISTAKE 1 — CHOOSING ABILITY SCORES BEFORE THINKING ABOUT CLASS

Your Class has a:

PRIMARY ABILITY

Use it to help guide score placement.


MISTAKE 2 — FORGETTING THE BACKGROUND ABILITY INCREASES

After assigning scores, apply:

+2 / +1

or:

+1 / +1 / +1

among the Background's three listed abilities.


MISTAKE 3 — ADDING PROFICIENCY BONUS TO EVERYTHING

Only add PB when:

PROFICIENCY APPLIES

Examples include proficient:

  • Saving Throws

  • Skills

  • Weapons


MISTAKE 4 — FORGETTING THAT BACKGROUND ALSO GIVES A FEAT

Every listed Background in this creation system gives:

A FEAT

 


MISTAKE 5 — FORGETTING SIZE AND SPEED

These come from:

SPECIES

 


MISTAKE 6 — CHOOSING ONLY TWO TOTAL LANGUAGES

The character normally knows:

COMMON

plus:

TWO STANDARD LANGUAGES

for at least three total.


MISTAKE 7 — USING THE WRONG LEVEL 1 HIT POINT FORMULA

The starting amount depends on:

CLASS

and:

CONSTITUTION MODIFIER

 


MISTAKE 8 — ADDING PROFICIENCY BONUS TO WEAPON DAMAGE

PB normally goes into:

ATTACK BONUS

The damage roll normally uses the relevant:

ABILITY MODIFIER

 


MISTAKE 9 — USING 10 + DEX FOR AC WHILE IGNORING ARMOR

10 + Dexterity Modifier is the base unarmored calculation.

If armor, a Shield, or another AC rule applies:

USE THE APPROPRIATE RULE

 


MISTAKE 10 — FORGETTING SPELL SAVE DC AND SPELL ATTACK BONUS

Spellcasting characters need both:

SPELL SAVE DC

and:

SPELL ATTACK BONUS

 


LESSON 28 — KEY TAKEAWAYS

CHARACTER CREATION HAS FIVE MAIN STEPS

1. CHOOSE A CLASS

2. DETERMINE ORIGIN

3. DETERMINE ABILITY SCORES

4. CHOOSE ALIGNMENT

5. FILL IN DETAILS

 


ORIGIN INCLUDES

BACKGROUND

SPECIES

LANGUAGES

 


BACKGROUND PROVIDES

  • Ability Score options

  • a Feat

  • two Skill Proficiencies

  • one Tool Proficiency

 


SPECIES PROVIDES

  • Species Traits

  • Size

  • Speed

 


ABILITY SCORES CAN BE GENERATED USING

STANDARD ARRAY

RANDOM GENERATION

POINT COST

 


BACKGROUND ADJUSTMENT

+2 TO ONE AND +1 TO ANOTHER

or:

+1 TO ALL THREE

among the Background's three listed abilities.

Maximum:

20

 


LEVEL 1 PROFICIENCY BONUS

+2

 


PASSIVE PERCEPTION

10 + WISDOM (PERCEPTION) MODIFIER

 


BASE ARMOR CLASS

10 + DEXTERITY MODIFIER

unless another AC calculation applies.


NORMAL WEAPON ATTACK BONUSES

MELEE = STR MOD + PB

RANGED = DEX MOD + PB

 


SPELLCASTING

SPELL SAVE DC = 8 + SPELLCASTING MOD + PB

SPELL ATTACK BONUS = SPELLCASTING MOD + PB

 


NEXT LESSON

LESSON 29 — CHOOSING A CLASS: PRIMARY ABILITY, HIT POINT DIE, PROFICIENCIES, AND STARTING FEATURES

Now that you understand the entire creation process, we will slow down and examine each part individually.

Lesson 29 focuses entirely on:

YOUR CLASS

We will study:

  • what a Class represents

  • the 12 available Classes

  • Primary Abilities

  • Class complexity

  • Hit Point Dice

  • Level 1 Hit Points

  • Saving Throw Proficiencies

  • Skill Proficiencies

  • Weapon Proficiencies

  • Armor Training

  • starting equipment

  • Level 1 Class Features

  • how your Class shapes your character's role and mechanics

  • how to choose a Class that fits the kind of character you want to play


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.