Difference between revisions of "Character Creation"

From Delgar
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== Overview ==
+
== D&D 5e ==
  
# Roll or choose stats.
+
# Generate ability scores using any of the normal methods:
# Choose a Class, Stock, and Ethnicity.
+
#* Roll 4d6, drop lowest, may reroll if sum of modifiers < 2
# Choose a name and describe your appearance.
+
#* Standard array (15, 14, 13, 12, 10, 8)
# Choose skills, languages, and equipment.
+
#* Point buy (27 points) - [https://chicken-dinner.com/5e/5e-point-buy.html calculator]
# Calculate derived attributes
+
# Choose a Race, Class, and Culture
 +
#* Consult the compatibility tables below
 +
#* Light Elf = High Elf, Catfolk = Tabaxi, Dark Elf = Drow
 +
# Ignore the standard 5e language rules and instead choose languages according to the [[Languages]] page
 +
# Create character backstory elements:
 +
## Immediate family - names, occupations, ages, where they live (or how they died)
 +
## Reason for becoming an adventurer
  
== Stats ==
+
== Race/Class/Culture Compatibility ==
Your character has eight numerical statistics which range from 3 to 18, with 10-11 being average. Stats cannot exceed a score of 18 at level 1.
+
Your character's Culture may be determined by where they are from or where their parents are from. Some Cultures limit Race and Class options.  
 
 
* Physical stats
 
** '''Strength (STR)''' - How physically strong your character is. Affects how hard you hit and how much you can carry.
 
** '''Dexterity (DEX)''' - How nimble your character is with their fingers. Affects your ability to accomplish precise tasks.
 
** '''Agility (AGI)''' - How fast and light on their feet your character is. Affects movement speed and dodge chance.
 
** '''Constitution (CON)''' - How robust and hearty your character is. Affects how much physical strain you can endure.
 
* Mental stats
 
** '''Intellect (INT)''' - How clever and knowledgeable your character is. Affects arcane magic and knowledge checks.
 
** '''Wisdom (WIS)''' - How wise and in tune your character is. Affects divine magic and ability to resist magic.
 
** '''Perception (PER)''' - How keen your character's senses are. Affects ranged accuracy and ability to notice details.
 
** '''Charisma (CHA)''' - How charming and convincing your character is. Affects ability to influence, persuade, and deceive others.
 
 
 
=== Modifiers ===
 
For each stat, compute its "modifier" by subtracting 10, dividing by 2, and rounding down. This new smaller number can be positive or negative (or zero). Unless stated otherwise, when you make a roll that is related to one of your stats, you will add your modifier for that stat.
 
 
{| class="wikitable"
 
{| class="wikitable"
!Stat Score
+
!
!Modifier
+
!Common<sup>1</sup>
 +
!Dumecian
 +
!Henge
 +
!Dhol
 +
!Dvergur<sup>2</sup>
 +
!Wild
 +
!Wrythian
 +
|-
 +
!Human
 +
|✅
 +
|✅
 +
|✅
 +
|✅
 +
|
 +
|✅
 +
|
 +
|-
 +
!Halfling
 +
|✅
 +
|✅
 +
|✅
 +
|✅
 +
|
 +
|✅
 +
|
 +
|-
 +
!Dwarf
 +
|✅
 +
|✅
 +
|✅
 +
|✅
 +
|✅
 +
|✅
 +
|
 +
|-
 +
!Gnome
 +
|✅
 +
|✅
 +
|
 +
|
 +
|✅
 +
|✅
 +
|
 +
|-
 +
!Light Elf
 +
|✅
 +
|✅
 +
|
 +
|
 +
|
 +
|✅
 +
|
 
|-
 
|-
|3
+
!Wood Elf
| -4
+
|✅
 +
|✅
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|4-5
+
!Lizardfolk
| -3
+
|✅
 +
|✅
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|6-7
+
!Catfolk
| -2
+
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|8-9
+
!Lizardfolk
| -1
+
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|10-11
+
!Goblin
|0
+
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|12-13
+
!Orc
| +1
+
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|14-15
+
!Centaur
| +2
+
|
 +
|✅
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
|16-17
+
!Minotaur
| +3
+
|
 +
|
 +
|
 +
|✅
 +
|
 +
|
 +
|
 
|-
 
|-
|18
+
!Dark Elf
| +4
+
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 
|}
 
|}
  
=== Assigning stats ===
+
== 5e Classes ==
There are two ways of generating stats. The referee may choose to allow either option, or both, or to offer even more options.
 
 
 
==== Method 1: Roll ====
 
The traditional way to generate stats is to roll three six-sided dice (3d6) and add them together, rolling once for each stat, in order, starting with Strength. This will give you a completely random character. Due to the bell curve distribution generated by rolling 3 dice, most stats will be in the range from 8-13. The lowest possible roll is 3 and the highest is 18.
 
 
 
If you are unhappy with the stats you have rolled (perhaps because they are unusually low across the board, or perhaps you rolled a bad mixture of stats for the type of character you wanted to play), the ref should permit either a re-roll or re-arranging a few scores to better suit your intended character. That said, if you have a specific character in mind, perhaps a better approach would be to use the other stat generation method.
 
 
 
==== Method 2: Array ====
 
Use the following array of numbers and assign one to each stat in whatever order you wish:
 
 
{| class="wikitable"
 
{| class="wikitable"
!Stat Score
+
!
|14
+
!Common<sup>1</sup>
|13
+
!Dumecian
|12
+
!Henge/Dhol<sup>3</sup>
|11
+
!Dvergur<sup>2</sup>
|10
+
!Wild
|9
+
!Wrythian
|8
 
|7
 
 
|-
 
|-
!Modifier
+
!Barbarian
| +2
+
|
| +1
+
|
| +1
+
|✅<sup>3</sup>
|0
+
|
|0
+
|
| -1
+
|
| -1
+
|-
| -2
+
!Bard
 +
|✅
 +
|✅
 +
|⚠️<sup>3</sup>
 +
|✅
 +
|
 +
|✅
 +
|-
 +
!Cleric
 +
|✅
 +
|✅
 +
|
 +
|✅
 +
|
 +
|✅
 +
|-
 +
!Druid
 +
|
 +
|✅
 +
|
 +
|
 +
|✅
 +
|
 +
|-
 +
!Fighter
 +
|✅
 +
|✅
 +
|✅<sup>3</sup>
 +
|✅
 +
|✅
 +
|✅
 +
|-
 +
!Monk
 +
|Ao<sup>4</sup>
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
!Paladin
 +
|✅
 +
|
 +
|
 +
|
 +
|
 +
|✅
 +
|-
 +
!Ranger
 +
|✅
 +
|✅
 +
|
 +
|
 +
|✅
 +
|
 +
|-
 +
!Rogue
 +
|✅
 +
|✅
 +
|✅<sup>3</sup>
 +
|✅
 +
|
 +
|✅
 +
|-
 +
!Sorcerer
 +
|✅
 +
|✅
 +
|
 +
|✅
 +
|✅
 +
|✅
 +
|-
 +
!Warlock
 +
|✅
 +
|✅
 +
|
 +
|✅
 +
|✅
 +
|✅
 +
|-
 +
!Wizard
 +
|✅
 +
|
 +
|
 +
|✅
 +
|
 +
|✅
 +
|-
 +
!Artificer
 +
|
 +
|
 +
|
 +
|✅
 +
|
 +
|
 
|}
 
|}
  
== Derived Attributes ==
+
== Footnotes ==
 +
 
 +
# Common includes Araxia, Al-Uqh, Ao, Ambervale, Belgrit, and Ordinatus
 +
# Dvergur is the common culture of the Dwarven / Gnomish subterranean settlements of Dvivverdelv, Zur-Tanak, and Kazdim.
 +
# Henge and Dhol share a common culture in which magic is forbidden. A character from this culture cannot be any subclass with the Spellcasting feature or access to any spells (e.g. Arcane Trickster, Eldritch Knight) A special exemption is made for the Bard: Dholish/Hengian bards replace Spellcasting with a feature called Skald's Craft, which grants limited access to the Bard spell list to only those spells which can be justified as non-magical effects, e.g. Animal Friendship, Bane, Calm Emotions, and Comprehend Languages. Spells which cannot be explained in this manner (Mage Hand, Light, Thunderwave) are not available.
 +
# All monks must be from Ao specifically
  
* '''Health Points (HP)''' - Equal to your Constitution score at 1st level. Every time you gain a level, you gain HP equal to your CON modifier (or 1, whichever is higher).
+
#
* '''Magic Points (MP)''' - Equal to your spellcasting stat score (Intellect for arcane casters, Wisdom for divine casters) at 1st level. Every time you gain a level, you gain MP equal to your spellcasting stat modifier (or 1, whichever is higher).
 
* '''Speed''' - This is how many feet you can move per round. It is equal to twice your Agility score, rounded up to the nearest 5 feet. (For example, if your Agility score is 12, your speed is 25 feet per round.
 
*
 

Revision as of 19:49, 4 September 2023

D&D 5e

  1. Generate ability scores using any of the normal methods:
    • Roll 4d6, drop lowest, may reroll if sum of modifiers < 2
    • Standard array (15, 14, 13, 12, 10, 8)
    • Point buy (27 points) - calculator
  2. Choose a Race, Class, and Culture
    • Consult the compatibility tables below
    • Light Elf = High Elf, Catfolk = Tabaxi, Dark Elf = Drow
  3. Ignore the standard 5e language rules and instead choose languages according to the Languages page
  4. Create character backstory elements:
    1. Immediate family - names, occupations, ages, where they live (or how they died)
    2. Reason for becoming an adventurer

Race/Class/Culture Compatibility

Your character's Culture may be determined by where they are from or where their parents are from. Some Cultures limit Race and Class options.

Common1 Dumecian Henge Dhol Dvergur2 Wild Wrythian
Human
Halfling
Dwarf
Gnome
Light Elf
Wood Elf
Lizardfolk
Catfolk
Lizardfolk
Goblin
Orc
Centaur
Minotaur
Dark Elf

5e Classes

Common1 Dumecian Henge/Dhol3 Dvergur2 Wild Wrythian
Barbarian 3
Bard ⚠️3
Cleric
Druid
Fighter 3
Monk Ao4
Paladin
Ranger
Rogue 3
Sorcerer
Warlock
Wizard
Artificer

Footnotes

  1. Common includes Araxia, Al-Uqh, Ao, Ambervale, Belgrit, and Ordinatus
  2. Dvergur is the common culture of the Dwarven / Gnomish subterranean settlements of Dvivverdelv, Zur-Tanak, and Kazdim.
  3. Henge and Dhol share a common culture in which magic is forbidden. A character from this culture cannot be any subclass with the Spellcasting feature or access to any spells (e.g. Arcane Trickster, Eldritch Knight) A special exemption is made for the Bard: Dholish/Hengian bards replace Spellcasting with a feature called Skald's Craft, which grants limited access to the Bard spell list to only those spells which can be justified as non-magical effects, e.g. Animal Friendship, Bane, Calm Emotions, and Comprehend Languages. Spells which cannot be explained in this manner (Mage Hand, Light, Thunderwave) are not available.
  4. All monks must be from Ao specifically