Creating Your Character

Step 1: Establish Attributes

Every character has six core attributes: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These represent your character’s physical, mental, and social abilities.

  • Roll 3d6 six times and assign the scores to your attributes in any order.
  • Each score provides a modifier, as shown below:
    Score Modifier
    3 -2
    4-6 -1
    7-14 0
    15-17 +1
    18 +2

Modifiers will be used for most rolls in the game.


Step 2: Choose a Race

Each race offers specific traits and abilities. The following options are included:

  • Dwarf: Gain Stone Kinship (advantage on checks involving stonework) and Darkvision (see in darkness up to 60 feet). Base Speed: 25 feet.
  • Elf: Gain Keen Senses (advantage on perception checks involving sight) and Darkvision. Base Speed: 30 feet.
  • Halfling: Gain Nimble (advantage on stealth checks) and Lucky (reroll 1s on attack rolls or saving throws once per turn). Base Speed: 25 feet.
  • Human: Gain Versatile (an additional skill proficiency of your choice). Base Speed: 30 feet.

Step 3: Select a Class

Choose a class that defines your character's role in the adventure.

  • Fighter: Masters of physical combat. Gain Second Wind (heal 1d10 + level once per short rest). Hit Die: d10.
  • Rogue: Specialists in stealth and precision. Gain Sneak Attack (extra 1d6 damage when attacking with advantage). Hit Die: d8.
  • Wizard: Arcane spellcasters. Gain Spellcasting (access to wizard spells and a pool of spell slots). Hit Die: d6.

Step 4: Choose a Background

Your background provides additional flavor and proficiencies. Examples include:

  • Soldier: Proficiency in Athletics and Intimidation. Gain Military Rank.
  • Acolyte: Proficiency in Religion and Insight. Gain Shelter of the Faithful.
  • Outlander: Proficiency in Survival and Athletics. Gain Wanderer.

 Step 5: Calculate Other Stats

  • Hit Points (HP): Maximum roll of your class's hit die + Constitution modifier at level 1.
  • Armor Class (AC): 10 + Dexterity modifier, modified by armor worn.
  • Speed: Defined by your race.

Step 6: Purchase Equipment

Roll 3d6 x 10 gold pieces (gp) to determine starting funds. Use them to buy weapons, armor, and tools from the Equipment Table.

  • Example:
    • Short Sword: 10 gp, 1d6 damage.
    • Leather Armor: 10 gp, AC 11 + DEX.