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.