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Everything you need to know to create a D&D character
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Dungeons and Dragons, also known as D&D, is a tabletop role-playing game in which you and your friends play as fantasy characters on a quest of your choosing. The first step in your adventure is to create a fun D&D character unique to you. In this article, we’ll walk you through establishing your character, from choosing a race and gender to determining ability scores and equipping skills and armor. You’ll be ready to begin your Dungeons and Dragons quest soon!

Things You Should Know

  • Select your D&D character’s race and class to determine their natural strengths and weaknesses.
  • Apply ability scores to boost your D&D character’s intelligence, strength, and charisma to aid you in your adventure.
  • Equip your character with spells and/or weapons to improve your chances in battle and damage your enemies.
Section 1 of 7:

Getting Ready

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  1. 1
    Talk with your DM about what type of game they want to run. They may want to take inspiration from a book series or certain mythologies. Knowing these things could help you to determine the direction of your character.
    • Your DM may also want you to fill a certain role amongst the group.
    • Your DM may also have some restrictions on your character creation process such as having classes, origins, or alignments. They may have these restrictions for a multitude of reasons, but it's important to ask before even thinking about designing your character.
    • Your DM may also have specific rules about how they want you to design your character —one of the most common being determining your ability scores.
    • Your DM may also want to talk to you about any of the number of decisions you'll have to make about your character throughout the creation process.
  2. 2
    Discuss a backstory with your DM. It's important to figure out your backstory and discuss it with your DM so they can be included in the adventure that you will undergo. Take what you have so far to them, and when you finish, write down a brief description of the story in the "Backstory & Personality" slot on the character sheet. It's a good idea to write down a longer version of the story somewhere else; it's likely that the character sheet will not provide an adequate amount of space. A few ideas could be:
    • Do you want to be running from the law?
    • Has your character stolen from an archwizard?
    • Do you want to be running away from your royal responsibilities?
    • Do you want to be hunting for some hidden treasure?
    • Has your character been seeing hidden messages within their dreams? Perhaps a prophetic dream will lead your character on an adventure.
    • The sky's the limit; now that you have a better idea of who your character is, it's time to flesh out those details.
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Section 2 of 7:

Choosing Your D&D Character’s Race and Class

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  1. Filling out a character sheet will lay out all the information you’ll need to create a character in an orderly fashion, a blank template can be found in the player's handbook. Alternatively, write out your character information by hand on a blank sheet of paper, or type it up on a computer.
    • Find free and example character sheets on the D&D Wizards of the Coast Website , or do a keyword search for “dungeons and dragons 5e character sheets” to find and print one of your own. [1]
    • Digital character sheets can help you keep track of your characters on devices like phones and tablets.
    • Character sheets have traditionally been on paper. But, like everything, character sheets have moved along with the digital age. There are dozens of online services that you could use to make your D&D character sheets.
    • There are also various paper character sheets that you could choose from. The three best options for the D&D 2024-character sheet are D&D Beyond, Roll20, and good old pencil and paper. There are also a lot more character sheet creators for D&D 2014, but a lot of their information could be wrong or outdated.
    • Your DM may also want a copy of a character sheet and also may have a preference for which one you use. For examples of where to write things down, this article will be using the standard 2024 paper character sheet. You also may want to borrow or buy a copy of the D&D 2024 player’s handbook.
  2. Once you’ve determined your character’s gender, choose a race (species) for your character. There are 9 basic races, though some players may allow other races to be used. Each race has certain unique characteristics, abilities, strengths, and weaknesses. The 7 basic races are: [2]
    • Aasimar: Mortals who carry the spark of Divinity in their souls, whether being descendants from angels or infused with Celestial power. They can arise in any population and look like their parents, but with hints of their Celestial nature. They retain the celestial's ability to heal with their hands and to even potentially sprout divine wings.
    • Dragonborn: Proud, self-sufficient, and loyal. Dragonborn are descended from dragons and possess attributes of both dragons and humanoids. Stat modifiers: +2 Strength, +1 Charisma
    • Dwarves: Short, stocky, stern, and strong. They have a connection to the earth and often live in mountains or underground lands. Stat modifiers: +2 Constitution
    • Elves: Tall, long-lived, aloof, and connected to nature. Elves live in harmony with the natural world around them. Stat modifiers: +2 Dexterity
    • Gnomes: Mysterious, adventure-seeking, and strange. Gnomes are the smallest common race. Stat modifiers: +2 Intelligence.
    • Goliaths are descendants of Giants. Goliaths can manifest their ancestor's powers.
    • Half-elves: Solitary, long-lived, graceful, and hearty. Half-elves are fewer in number and tend to be wanderers due to their lack of homeland. +2 Charisma, +1 in 2 abilities of your choosing
    • Half-orcs: Independent, strong, and distrusted. Half-orcs are considered monstrosities by the common folk. They are tall and powerfully built. Stat modifiers: +2 Strength, +1 Constitution
    • Halflings: Optimistic, cheerful, curious, and small in stature. Only 3 ft (.9 m) tall on average, they are agile but physically weak. Stat modifiers: +2 Dexterity
    • Humans: Adaptive, ambitious, and well-balanced. Humans are the dominant race and are diverse in appearance and culture. Stat modifiers: +1 to each ability
    • Orcs: were created by their God as an instrument of War and God equipped his children with gifts to help them survive planes.
    • Tieflings: Stubborn, quick-tempered, and self-reliant. Tieflings are half-human, half-otherworldly beings. Stat modifiers: +1 Intelligence, +2 Charisma
  3. 3
    Learn more about the special lineages.
    • Dragonborn: The Dragonborn lineage only changes the type of damage you can resist and the type of damage your breath does. The types of dragon and their associated damage types are as follows: black (acid), blue (lightning), brass (fire), bronze (lightning), copper (acid), gold (fire), green (poison), red (fire), silver (cold), and white (cold).
    • Elf: As an elf, you can choose between the drow (dark) elf, high elf, and wood elf. The Dark Elves were corrupted by a Dark Elf goddess named Loth. High Elves build mighty castles and fancy architecture—high elven cities are magnificent places. Wood elves live in the forest amongst the trees, and each of them get abilities that reflect that.
    • Gnome: Gnomes can choose between the forest and the rock gnome. Forest gnomes normally live on the surface amongst the trees, and rock gnomes normally live beneath the surface tinkering and constructing. They get abilities to reflect that.
    • Goliath: Goliath ancestry only affects one ability. You can choose between the different types of giant ancestors such as Cloud, Fire, Frost, Hill, Stone, and Storm, and they get an ability related to that ancestry.
    • Tiefling: this lineage determines what type of fiend was your ancestor or from which fiend type you originate. The options are Abyssal, Chronic, and Infernal, and you can obtain resistances and spells related to them. Once you're done choosing your lineage, you can decide to include that either next to your species or alongside your species traits.
  4. A character’s class is like their profession. If your character is starting from scratch at level one, you’ll also be level one in your class. As your character completes adventures, they’ll gain experience points (XP), which are used to raise your level and earn abilities and powers. Wizards of the Coast, the creators of Dungeons & Dragons, may add more classes in future books that expand upon the rules. As of now, there are 12 basic classes:
    • Barbarian: Uncivilized and strong, barbarians are considered brutal berserkers. Although of average strength, their might in battle comes from their rage.
    • Bard: Charismatic and crafty, bards use skills and spells to help and harm. They're considered a jack of all trades and invoke magic through music, dance, or verse.
    • Cleric: Firm believers in a deity, clerics heal, raise the dead, and direct the wrath of god to perform miracles.
    • Druid: At one with nature, druids cast spells, interact with animals, and shapeshift into animals and plants. They are considered wise and belong to an ancient order.
    • Fighter: Firm and brave, fighters are capable with weapons and comfortable in armor. They're unparalleled on the battlefield.
    • Monk: As martial masters, monks train their minds and bodies for offense and defense. Rigorous combat training and mental discipline mean they can fight without weapons and armor.
    • Paladin: Followers of the good and just, paladins are devoted knights. United by an oath to stand against corruption, they heal their allies and smite their enemies.
    • Ranger: Masters of woodcraft and wildlife, rangers track and hunt foes. They use the magic of nature to protect the world.
    • Rogue: Stealthy assassins, rogues are cunning thieves and able scouts, with a knack for finding their way out of any predicament.
    • Sorcerer: Natural-born spell casters, sorcerers command strange, ancient energies. Innate magic courses through their blood, sometimes running in the family, others unsure of their power's origin.
    • Warlock: As people who gained magic from a bargain with an extraplanar entity, warlocks have fewer magic charges but regain them more easily. They are thirsty for power and knowledge.
    • Wizard: As lifelong magic students, years of study allow wizards to use awesome magic powers. [3]
  5. Try choosing a name that represents your class, like Jafar for an evil wizard, for example. In classic D&D, different races have names that reflect their culture and native language. Find free name pools and generators online or by searching for your character’s race, like “gnome forgotten realms name generator” or “dungeons & dragons dwarf name pool.” [4]
    • Use name generators to get a feel for the kinds of names in your character’s race and come up with your own. Cycle through names with the generator until you find one that suits your character.
    • Borrow names from your favorite video game, book, and comic characters, or even use the name of your favorite historical figure.
  6. 6
    Choose the character's background. Your character's background is a collection of characteristics that represent the place and occupation of your character that was the most formative in their life before they embarked on their Adventure. Choosing your background is important. It will determine a number of things such as your ability scores, your origin feat, some of your equipment, Skill proficiencies and Tool proficiencies. When you're done with your decision don't forget to fill in your background on the background portion of your character sheet. There are 16 options:
    • Acolyte: You're devoted to the service of a temple there Nestle in a town or a secluded sacred grove.
    • Artisan: You worked in an Artisans Workshop. You were an apprentice and learned how to make basic crafts yourself.
    • Charlatan: As you traveled you learned how to pray for the unfortunate who are in the market for a comforting lie or maybe a fake potion.
    • Criminal: You lived in dark alleyways cutting purses or perhaps burgling shops. You might have been part of the Gang. Where you looked after each other as you hid from the law.
    • Entertainer: You spend much of your time following fares and Carnival performers performing small jobs in favor of lessons. Now you've learned a couple of their tricks or two.
    • Farmer: You grew up on a farm carefully tending to the Earth and land around. That awards your patience with good food and good health.
    • Guard: You worked as a guard. You were trained to keep one eye open looking outside the wall watching for Marauders Sweeping Outside the city. Well with the other eye looking inside the walls searching for criminals and troublemakers
    • Guide: Your home was anywhere you decided to spread your bedroom and sleep for the night. From your time in the wilderness, you developed skills to survive. While also learning how to utilize the nature around you in Magic.
    • Hermit: You spend most of your life in a hut or Monastery secluded from the nearest settlement. Your only friends are the creatures of the Wilderness around you. Most of your time is spent in your Solitude pondering the mysteries of the world.
    • Merchant: You were an apprentice to a traitor, Caravan master, or shopkeeper. In your apprenticeship, you learned the fundamentals of Commerce.
    • Noble: You were born into a family of aristocrats. You're raised in a castle surrounded by wealth and privilege. You may have been groomed to take on your family's business.
    • Sage: You spent many years traveling to two different monasteries and manors performing odd jobs to gain access to their libraries. Studying the books and Scrolls to learn Lore and Magic.
    • Sailor: You spent many years as a Seafarer the wind to your back and the deck beneath your feet. You faced many storms.
    • Scribe: You spent many of your formative years in a scriptorium, monastery, or government agency preserving knowledge.
    • Soldier: You began training as soon as you reached adulthood. You carry a few precious memories of life before you took up arms. Battle is in your blood.
    • Wayfarer: You grew up on the streets surrounded by similarly ill-fated cast-offs rejected by Society. You slept where you could and did your jobs for food but there were many nights where you went hungry.
  7. 7
    Choose your languages . All player characters know Common. You also get two additional languages from the standard language table. Some classes, such as Druid, Ranger and Rogue, may grant the character additional languages. There are also ways you can get rare languages. Don’t forget to write down these languages on the second page of the character sheet in the language section. Languages include:
    • Common sign language
    • Draconic
    • Dwarvish
    • Elvish
    • Giant
    • Gnomish
    • Halfling
    • Orc
    • Abyssal
    • Celestial
    • Deep Speech
    • Druidic
    • Infernal
    • Primordial
    • Sylvan
    • Thieves’ Cant
    • Undercommon
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Section 3 of 7:

Calculating Your D&D Character’s Ability Scores

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  1. Every character is made up of 6 essential attributes. These are given scores, with high scores reflecting positive bonuses from that attribute and low scores penalties. A score of 10 in any attribute is considered average. The 6 attributes are:
    • Strength (Str): A measure of physical power. Important for combat characters like fighters, monks, and paladins. Strength also dictates how much weight you can carry.
    • Dexterity (Dex): A measure of agility. This includes balance and reflexes. Important for rogues, light- to medium-armor-wearing characters, and ranged attackers (like bow and sling users).
    • Constitution (Cons): A measure of health and fortitude. Constitution increases your character’s hit points, which, if depleted, can result in fainting or death.
    • Intelligence (Int): A measure of knowledge. Important for wizards and classes requiring reason or learning, like paladins.
    • Wisdom (Wis): A measure of correct judgment. Wisdom contributes to common sense, awareness, and willpower. Important for clerics, druids, and rangers.
    • Charisma (Cha): A measure of magnetism. High charisma improves likability, appearance, and leadership ability. Important for bards, paladins, and sorcerers. [5]
  2. Use 4 six-sided dice (4d6) or an online dice roller. Roll all 4 dice, then add the 3 highest dice together and record the number. Repeat this until you have 6 recorded numbers, then assign them to your attributes, remembering to add your racial stat modifiers to your total scores. [6]
    • Use fewer dice when rolling ability scores to increase the difficulty of your D&D experience. 3d6 is often called “classic,” and only using 2d6 is termed “heroic.”
    • To provide an example of a racial stat bonus: after rolling your ability scores, if you were a human, you’d get +2 points for any one attribute.
    • If you don’t want to roll for your abilities, find and use an online generator by doing a keyword search for “ability score generator.”
  3. 3
    Generate your ability scores. Previously and step one I told you to ask your DM what way they wanted you to determine your ability scores. Now is the time for you to use that information. You have to do what your DM said to it and get the score. By the end of it, you should have six scores somewhere normally 3-18. This is one of the most important steps in the character-creation process. The numbers that you generate will determine how good your character is at everything your character can do. That is why it's heavily based on your DM's preference. There are many different ways the DMs have their players generate their scores before but there are three standardized ways to generate your scores. Score Cost8091102113124135147159However you get them, make sure that you write them down for the next step.
    • Standard array. If you use a standard array your scores would be 15,14,13,12,10,8.
    • Random Generation. With random generation, you are going to roll Four 6-sided dice and the three highest together. From that, you should get a number from 3 to 18 and that is one of your steps. You repeat this process until you're done.
    • Point cost. You have 27 points. With the number of points you have. You have to choose six stats from the table below. Noticeably standard arrays can be made with the point cost system.
  4. The ability modifier is the bonus or penalty each ability score gives your character. For example, an ability score of 10 or 11 is average, so it has no bonuses or penalties (+0).
    • Modifier bonuses or penalties are added or subtracted to any activity requiring one of these main attributes.
    • Modifiers can also grant additional spells per day in an ability, if applicable. The following list provides some ability scores followed by their modifiers:
      • Score / Modifier [7]
      • 1 / -5
      • 2 – 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 – 21 / +5
      • 22 – 23 / +6
      • 24 – 25 / +7
      • 26 – 27 / +8
      • 28 – 29 / +9
      • 30 / +10
  5. 5
    Assign and adjust your ability scores. Now that you have your ability score, you're going to need to assign it to the stats of your choice. Put those six numbers into the six stats: strength, dexterity, constitution, intelligence, wisdom, and charisma. Technically you can assign it to any stat that you want, but your class will probably influence your decision. Think about the following, then fill in your ability score modifier and ability score into the slots on your character sheet.:
    • When deciding on where your stance goes, take into account the ability score increases that you get from your background. There are three ability scores associated with every background. You can increase the ability scores in two different ways: either you increase all three of the ability scores by one, or you can increase two of the ability scores—one of them by two and one of them by one. On your backgrounds page, it should say which ones are associated with the background.
    • Something else that might influence where you put your ability scores is the ability score modifiers. The number associated with your ability score is turned into a number that is added to a few different things. When you choose an ability score to add to using your background's score increase, choose one that will increase from an odd to an even number when added to. This will give you a greater benefit than increasing an even number.
  6. 6
    Take into account your character's class when assigning and adjusting your ability scores.
    • Barbarians might want their strength to be their highest, constitution to be the second highest, and dexterity or wisdom to be their third-highest.
    • Bards want their charisma to be their highest stand. If the Bard wants to get into swordplay, they also may want dexterity to be their second highest. If they want to have a lot of knowledge, then they may want their highest to be intelligence.
    • Clerics will most certainly want their wisdom to be the highest. Then, depending on if they want to know more about the religion, or if they want to have some combat capabilities, they might put their second highest in intelligence or strength respectively.
    • Druids almost certainly want their wisdom to be their highest stat. However, they might want their second-highest score to be constitution so they can take more hits while in their wild shape.
    • Fighters will want to have either strength or dexterity as their highest, depending on if they're using strength weapons or Dex weapons (which are finesse weapons or arranged weapons).
    • Monks likely would like either their dexterity or wisdom to be their highest and the other of the two to be their second highest.
    • Paladins likely want their strength or potential dexterity to be their highest and then charisma to be their second highest.
    • Rangers almost certainly want their dexterity to be the highest, and then their wisdom to be the second highest.
    • Sorceresses want Charisma to be their highest.
    • Warlocks want Charisma to be their highest.
    • Wizards want their intelligence to be the highest.
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Section 4 of 7:

Equipping Your D&D Character’s Skills, Weapons, and Armor

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  1. 1
    Choose an appearance and personality. You probably already have an appearance or personality in line based off your background, class, species, and backstory. There may not be much room on the character sheet for your character's personality traits, especially if you used up the space noting down your character's backstory, but these details belong under the "backstory and personality" section of your character sheet.
    • If there's not any room left, continue on a different sheet of paper. If you're an artist, you could draw your character to give the character sheet a personal touch or to make them feel more real to you. Or, you could just note down a description of your characters in the appearance section of the character sheet.
  2. 2
    Pick and determine your proficiencies.
    • Proficiencies can come from your class, background, species, and feats. You should mark down by filling in the dot of what saving throws you have proficiency in. Your class should give you two Saving throw proficiencies. They should be located in the core trait section at the beginning of the class.
    • When determining the skills you have, you're going to be looking at your background, class, and species. The background skill proficiencies are going to be on the background page right below the ability scores and the Feats. The Background skills proficiencies will be listed and you'll just get those two.
    • Classes can be noted down under core traits, right under your saving throw proficiencies. You can choose your class from a list, unless you're a Bard, in which case you get to pick any skill you want.
    • Look at your species and see if you get any proficiencies from there. Humans and elves both get skill proficiencies. Humans can also choose an origin feat that could also give them proficiency. With the origin feat skilled and the normal feat skill expert , you can also gain a proficiency. There are also some classes such as Bard that give you expertise and a skill. Use another color or find another way to distinguish these skill proficiencies as different from the others, because they will give you twice the bonus.
    • Tools proficiencies can come from background classes and feats. In the player's handbook, there is no species that will give you a tool proficiency. It's important to mark them down in the proficiency section of the character sheet.
    • Weapons and Armor proficiencies only can come from feats and classes. They'll be in the core traits section of the class.
      • You should note your tools and weapons under "armor proficiencies" in the "equipment training and proficiencies" section.
      • Mark the armor for efficiencies by filling in the stars that apply and mark the weapon and tools proficiencies simply by writing them down.
  3. Skills are important basic abilities. Character sheets provide an extensive list of these, including Acrobatics, Climb, Knowledge (history), Linguistics, Stealth, and more. Earn skills by gaining levels and accumulating XP.
    • With each new level, your character gets skill ranks which are invested into specific skills, like Bluff, Sleight of Hand, or Swim. Characters with higher intelligence receive more skill points for investing in skill ranks.
    • Your rank in a skill cannot be higher than the combined total of your character level and 3. [8]
  4. Feats represent talents or abilities (not linked to race or class) that improve class abilities and lessen class penalties. When using the optional feats rule, opt out of improving an ability score when you level up in favor of choosing a feat. You can only take each feat once unless its description says otherwise. Some feats have restrictions, like a minimum ability score or level. Here are some feat options: [9]
    • Actor: mimic the speech or sounds of a person or creature, advantage on Deception and Performance checks, +1 Charisma
    • Chef: cook special food to regain HP, proficiency with cook’s utensils, +1 Constitution or Wisdom
    • Fey Touched: learn “Misty Step” and 1 first-level spell from divination or enchantment school, +1 Intelligence, Wisdom, or Charisma
    • Great Weapon Master: perform an extra attack after a melee critical hit, choose to take -5 to attack roll to add +10 damage to an attack with a heavy weapon
    • Keen Mind: always know which way is north, when the next sunrise/sunset is, and recall any events within the past month. +1 Intelligence
    • Linguist: learn 3 languages and create ciphers, +1 Intelligence
    • Lucky: reroll 1 d20 or reroll an attack roll against you
    • Observant: read lips, +5 bonus in Perception and passive Investigation, +1 Intelligence or Wisdom
    • Savage Attacker: reroll melee weapon attack damage once per turn
    • Skilled: gain proficiency with 3 skills or tools
    • You should write down your first level class features. In most cases, the name will suffice, as long as you have a firm understanding of what the ability is. If not, include a brief description of what it does.
    • Some features, like the Barbarian Rage or Ranger's Favorite Enemy, may have a limited number of uses before requiring a long rest to recharge.
    • Write down how times you can use these features a day and how many of you have used so far to keep track of the resource.
    • Fill in the dots of which saving throws you have proficiency in. Your class should give you two Saving throw proficiencies. They should be located in the core trait section at the beginning of the class.
    • You'll find all of the feat options in chapter 4 after the species in the player's handbook.
    • Once you're there, write down what your feat(s) do on your character sheet. If you have multiple, decide which ones you take.
    • You should write all of your feats down in the feet section of the character sheet.
  5. Gold (GP), which is the currency of D&D, is usually awarded for completing quests and defeating enemies. However, each character starts with a pre-determined amount. This amount depends on your character’s class. Determine your starting GP by rolling 4-sided dice and calculating:
    • Barbarian: 2d4 x 10 GP
    • Bard: 5d4 x 10 GP
    • Cleric: 5d4 x 10 GP
    • Druid: 2d4 x 10 GP
    • Fighter: 5d4 x 10 GP
    • Monk: 5d4 (no x 10 GP)
    • Paladin: 5d4 x 10 GP
    • Ranger: 5d4 x 10 GP
    • Rogue: 4d4 x 10 GP
    • Sorcerer: 3d4 x 10 GP
    • Warlock: 4d4 x 10 GP
    • Wizard: 4d4 x 10 GP [10]
  6. Choose equipment best suited for your character’s class and race. Use gold to buy the starting weapons, armor, items, and equipment for your character. In some games, you may only have simple weapons or armor available until you find a suitable shop where you can buy better ones.
    • Common weapons include daggers, spears, crossbows, battleaxes, longswords, and war hammers.
    • Some common types of armor include hide armor, breastplates, chain mail, and plates.
    • Some items and equipment include potions, torches, food, various tools, tents, and rope.
    • Characters that are suited for the center of the action, like fighters and paladins, will likely need heavy armor like plate mail and a shield, along with a weapon like a broadsword or mace.
    • Characters that are agility-based, like gnomes, rogues, and rangers, are better suited to light armor, like chainmail or boiled leather, and distance or sneak attack weapons like a bow, sling, or a Kukri knife.
    • Frail characters, like many wizards and bards, may only be able to equip very light armor or robes. Weapons, too, are usually limited to light varieties, like rods, staves, bows, and whips. [11]
    • Both your background and class will provide you with your starting equipment, most of which can be put under the equipment section on the second page of the character sheet. The gold coins can be put under the coin section of the character sheet.
    • Both the background and class will provide you with two options: a set of equipment and some gold or just a set sum of gold. If you're a new player, go for the set of equipment. The fighter also provides you with three choices: two different sets of equipment and a gold sum.
  7. If your character uses magic, you can equip spells to use as attacks and defense methods. Learn new spells as you level up. Find details and specific spell information in your player’s handbook. [12]
    • Some classes, like bards and sorcerers, have a limited list of spells memorized. Other classes, like clerics and wizards, must prepare spells before using them.
    • The number of spell slots you have depends on your level. You gain more slots as you level up. In your handbook, each spellcasting class’s description includes a table showing how many spell slots they have.
    • Resting for a long time restores expended spell slots.
    • Sometimes scrolls you find in your adventure contain spells that you can copy into your spellbook.
    • Some useful spells include Fireball, Comprehend Languages, Purify Food and Drink, Shield, and Spare the Dying.
    • This is only for characters that get spells from their class species or feat or some other way. There are different ways that spells can interact with each other, so it's important to write down and make sure you know where each of your spells come from. With the spells from your class, remember that not all the class's spellcasting features are the exact same, so you need to read and understand the spell casting from your class.
    • Spells coming from feats or from races may use a different ability score than your class. In addition, you may have a free cast of these spells, so you would not have to use a spell slot. Make a distinction, e.g., writing them down in a different color or just writing down next to the spell where it comes from, like burning hands Tiefling or Detect Magic Initiate.
      • Some classes like the Druid or Cleric allow you to change which prepared spells you have on a long rest from their entire spell list.
      • The Bard, Sorcerer, and Warlock have you select some spells equal to the prepared spells on their class feature table of a level that you can cast in that class You can't change that list unless you level up.
      • The wizard chooses spells to put in their Spellbook. Then, they can choose from the spells that they put in their spell book which spells they should prepare for the day. For Paladin and Ranger, spells work similarly to the Bard, Sorcerer, and Warlock, but they can change one of their spells each long rest.
    • The warlock's spells don't come from a spellcasting feature. Instead, they possess a distinct "pact magic" feature. They have a much more limited spell slot, but they get them back on a short rest. When you select your Spells at first level, you're only picking first-level spells.
    • The class itself should also tell you how many cantrips that you would get. Cantrips are separate from spells being the spell level zero. Cantrips will increase in Effectiveness after certain level milestones. You can also use them as many times as you would like. The act of the spell but just a free spell which is normally weaker.
        • You should have a good idea of what spells and cantrips you choose or are given. Write down the spells or cantrip in the "cantrips and prepared spells section" of the character sheet. Notably, you're going to want to include the spell level. Use C or 0 for a cantrip.
    • Spells can vary in casting time: this may be an action, bonus action, reaction, or number of minutes. For short you can write 1A, 1AB, 1R, or X mins. You'll also need to write down if it is a concentration, ritual, or requires a material. Jot down beside it where you got the spell from, especially if it's not from a class.
  8. Weapon and armor bonuses will be listed along with the weapon and armor information. In some cases, like with very heavy weapons and armor, there may also be penalties. A high armor class (AC) will make your character more resistant to damage. Attack bonuses help you land damaging hits.
    • Use the following calculations to determine your AC and attack bonuses:
      • AC = 10 + armor bonus + shield bonus + Dexterity Modifier + other modifiers (like racial or class)
      • Melee attack bonus = base attack bonus + Strength Modifier + size modifier
      • Ranged attack bonus = base attack bonus + Dexterity Modifier + size modifier + range penalty (if any)
    • Size modifiers are determined according to the following scale: Colossal (-8), Gargantuan (-4), Huge (-2), Large (-1), Medium (+0), Small (+1), Tiny (+2), Diminutive (+4), Fine (+8). Small characters are generally more agile, whereas large ones are generally strong. Larger characters can also carry larger and heavier objects. [13]
  9. 9
    Fill in the numbers. You'll need to fill in your level: this will most likely be level one. Below the level, you can put in zero XP.
    • If your character is a higher level than level one, either after you play a first session, or you're starting at a higher level, complete the step before you start working on the higher levels. Put in the adjusted XP for your level.
    • Your proficiency bonus at level one will be plus two—this will be shown on your class feature chart along with other places within the Player's Handbook.
    • Your skills and saving throws should be whatever the ability score modifier is. If you're proficient in the saving throw or skill, add your proficiency modifier. Also, if you have expertise in a skill, you should add a proficiency modifier again at level 1—this would be a plus four instead of a plus two. For your initiative, it should just be your dexterity modifier, unless you have an ability that says you add something else to it.
    • Your speed should be listed in your species. Some features can permanently increase this, and some features and spells can temporarily increase this.
    • Your size will be listed in the species. There are also some features and spells that will temporarily increase or decrease this. Your passive perception will be 10 plus your perception skill.
    • Your Max hit dice will be equal to your level. If you want to get fancy with it, you could also write down what the dice is in terms of dice. This will be listed on the core features of your class. The spent hit dice will be equal to the maximum hit dice unless you spend some, but it will come back on a long rest.
      • How you calculate your maximum hit points will be listed on your class features for the first level; it should be something like 6, 8, 10, or 12 + Constitution modifier.
      • At higher levels you will add 4, 5, 6, or 7 + your Constitution modifier. The amount you add is based on your class Barbarian being 12 and 7. Fighter Paladin Ranger being the 10 and 6. Bard, Cleric, Druid, Monk, Rogue, and Warlock are 8 and 5. Lastly, the one Wizard and sorcerer are the 6 and 4.
        • That's how you calculate your maximum HP, and your current HP will be your maximum until you take damage. Temporary HP is given to you by spells or abilities and will only last for however long they say, or until you take damage or a short rest.
    • Armor class is calculated by the armor equipment that you have. If you are wearing no armor then you have a 10 plus your dexterity, but if you are wearing armor (For example, stud leather armor is a 12 plus your dexterity modifier.) If you had plate male armor, it would just be 18 plus nothing. If you have a shield and add a +2 to your AC.
      • The Monk and Barbarian have a feature called unarmored defense: when they're not wearing armor they get something added to their AC, equal to their wisdom and Constitution modifiers respectively.
    • Some magic items and spells might affect your AC both temporarily and permanently and some magical armors or magical Shields may have a higher pulse than their non-medical counterparts. More information on the AC of each armor is listed under the armor section.
    • For those who have spells, you'll need to write down the spellcasting ability, that being the intelligence, wisdom, or charisma. You'll need to write down the modifier which is just the ability score modifier associated with the spell casting. You'll also need to note the DC, which is 8 + your proficiency bonus + your spellcasting modifier.
    • If you're playing a wizard with a plus 4 intelligence at level one, your spell save DC would be a 14. Your spell attack bonus will be your spellcasting modifier plus your proficiency bonus.
    • Under the weapon in the cantrips section, you can write down the name of the weapon or cantrip, e.g., longsword or firebolt, and the attack bonus
      • For a weapon, attack bonus would be the ability associated with it: normally strength, unless you have an ability that specifies otherwise, or if the weapon itself has a property that specifies otherwise, such as finesse or range.
    • In the long sword's case, it would be strength, so it would be your strength modifier plus your proficiency modifier to your attack bonus. The damage here would be 1d8, plus your strength modifier or 1d10, plus your strength modifier if you're two-handed, because it has The Versatile property.
      • Also for the long sword, you would want to write down that it does slashing damage. For example, back to Firebolt, the attack bonus would be your spell attack bonus and the damage 1d10 fire damage plus nothing - unless you have abilities to specify otherwise.
  10. 10
    Name your character. This is where you get to distinguish this character as a person you have made. There are many online fantasy or D&D name generators , or you could also come up with an original name if you prefer. Fill it in at the top right of the first page of the character sheet.
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Section 5 of 7:

Calculating Your D&D Character’s Hit Points

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  1. Use your hit point dice to determine your hit points. When starting, your hit points equal the highest roll of your hit point dice + your Constitution modifier. As you level up, so do your hit points. Here are the hit point dice for each class: [14]
    • Barbarian: d12
    • Bard: d8
    • Cleric: d8
    • Druid: d8
    • Fighter: d10
    • Monk: d8
    • Ranger: d10
    • Rogue: d8
    • Paladin: d10
    • Sorcerer: d6
    • Warlock: d8
    • Wizard: d6
    • Record your hit points and the type and amount of hit point dice you have. When your character rests in-game, you can spend hit point dice to regain hit points.
    • Dropping to 0 HP either kills you or knocks you unconscious. If damage remains after you hit 0 HP, you die if the remaining number is equal to or higher than your max HP.
  2. Proficiency modifiers are bonuses you add to any checks made with a skill or weapon you’re proficient with. All characters begin with a +2 proficiency modifier at level 1, and it increases with each level at a rate dependent on your class. [15]
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Section 6 of 7:

Calculating Your D&D Character’s Attacks

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  1. When attacking an enemy, add an attack modifier to a d20 roll. If the final number is equal to or higher than your enemy’s Armor Class (AC), your attack is successful. Your attack modifier depends on your weapon and your proficiency with it. [16] Here’s how to calculate it:
    • For ranged weapons you’re proficient with, add your proficiency modifier to your Dexterity modifier. If you aren’t proficient, use only your Dexterity modifier.
    • For melee weapons you’re proficient with, add your proficiency modifier to your Strength modifier. If you aren’t proficient, use only your Strength modifier.
    • If the weapon has Finesse, you’ll do the same process, but you can choose whether to use Strength or Dexterity.
  2. Each weapon, spell, or ability specifies the amount of damage it deals, so check your handbook for whichever weapon you use. Roll the die or dice specified, then add any modifiers and apply the total number to your enemy’s damage. With penalties, it is possible to roll 0 damage but never negative damage. [17]
    • When using a weapon, add your ability modifier to the damage. Using a spell will tell you which dice to roll and whether to add a modifier.
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Section 7 of 7:

Choosing Your D&D Character’s Moral Alignment & Personality

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  1. Write down the description, or if you’re artsy, draw or sketch your character. Include basic physical features like age, weight, height, skin color, etc. Think of your character’s personality, which will influence the decisions they make in the game.
    • Write a backstory for your character. What was their childhood like? How did they end up where they are today? This will give you a better sense of the character as separate from yourself, which will help with roleplaying later.
    • Determine goals, fears, and desires to add depth to your character. Keep these in mind as you play your character and interact with other players and non-player characters (NPCs).
  2. Alignment is a measure of moral attitude, and it may inform your character's personality or vice versa. Nine basic alignments issue a range of personalities, philosophies, and beliefs. Alignment consists of one order characteristic (Lawful, Neutral, Chaotic) and one moral characteristic (Good, Neutral, Evil), as in lawful-neutral, lawful-evil, neutral-good, and chaotic-good. Note down your alignment under the backstory and personality section of your character sheet.
    • Good characters are driven to protect innocence and life. Good sacrifices for others and cares for the dignity of sentient creatures.
    • Evil characters undermine or harm life. Evil hurts, harms, and oppresses, usually for fun or personal gain.
    • Morally neutral characters avoid killing, but usually lack a sense of obligation to sacrifice for or protect others.
    • Lawful characters respect order, truth, authority, and tradition. They are often closed-minded, overly rigid, and self-righteous.
    • Chaotic characters make decisions according to their conscience. They resent authority and love freedom, though they can be reckless and irresponsible.
    • Order neutral characters are generally honest but susceptible to temptation. They feel neither a need to obey orders nor rebel. [18]
    • Remember it's possible for a good person to have done evil things in the past and an evil person to have done good things in the past. Characters, regardless of alignment, can still have many hidden facets to their past and personality.
  3. Join other players so you can play your character in a campaign decided or created by your dungeon master. Sample campaigns and resources can be found online, but so long as you have access to a core rulebook, you can create your own D&D world .
    • For those who are brand new to D&D, Dungeon Masters (DMs) are the coordinators of the game. They describe the setting, control non-player characters, and design campaigns for characters to overcome.
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Community Q&A

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  • Question
    How do you roll for your starting Hit Points? Every time I create a character I can never find a straight answer. Is it rolling my hit dice (1d6 in this case) plus my CON modifier?
    Community Answer
    For your first level, you don't roll a hit die. If your hit die is a d6, your starting hit points are equal to the highest possible roll (in this case 6) + your con modifier. At level two and beyond, you roll your hit die, add your con modifier, then add that to your total hit points.
  • Question
    Why do we need such complicated dice?
    Community Answer
    All of the dice play different roles. Different weapon types do different damage, percentages and statistic rolls need to be made at different points in the game, and different dice are rolled for hit points upon level gain, depending on character type.
  • Question
    Can a character that has already died be reused in another Dungeons and Dragons game?
    Community Answer
    Sure! A character that has died could be used in a different campaign. The character could even be resurrected within the same campaign.
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      • Try to tie your character into the world of your Dungeon Master's campaign. Asking questions about relevant deities that your character could worship and potential heroes your character looks up to may help boost your character's personality and role-play ability.
      • Create secrets about your character to fully immerse yourself in the game. You're not required to reveal potential secrets you want for your character.
      • Many character choices can be permanent so choose carefully before committing.
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      About This Article

      Article Summary X

      To create a Dungeons and Dragons character, start by deciding on a gender and race for your character, like a female dwarf or a male halfling. You should also choose a class for your character, like bard, druid, or wizard. Next, come up with a name for your character, or use an online name generator to find one you like. Once you've established the basics, identify your character's main attributes and roll for their ability scores. Finally, equip your character with skills, feats, weapons, and armor. To learn how to start playing with your Dungeons and Dragons character in a campaign, scroll down!

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