Dungeons & Dragons, also known as D&D, is a tabletop role-playing game. You and your friends create unique, fantastical characters to play this game. But before you play, you'll need to establish the basics for your character, like gender, race, and class. Then you can calculate ability scores to determine your character's basic stats, like Strength and Wisdom. After that, you'll equip your character with skills, feats, weapons, and armor. Finish your character up by developing their personality and choosing their alignment, then you're ready to play.

Part 1
Part 1 of 4:

Establishing the Basics

  1. As time has passed, TSR and Wizards of the Coast has created multiple editions of D&D, and each edition acts as a sort of "reboot" for the series. There are many different editions of D&D being in circulation, with some editions considered superior to others. The various editions are incompatible with one another, meaning you must verify that you're actually playing a 5e D&D game. You and those you’re playing with should all use a single version when making characters or playing a campaign.
    • Create a Dungeons and Dragons Character has a guide on how to create a character for the 2000 third edition of Dungeons & Dragons, more specifically the 2003 V3.5 version of the edition.
    • Many online resources can be found for various versions of D&D. Find the core rulebooks of versions by doing an online keyword search for them, as in, “D&D 5e core rulebook.” [1]
  2. A character sheet will lay out all the information you’ll need to create a character in an orderly fashion. However, you could always write out your character information by hand on a blank sheet of paper, or type it up on a computer.
    • Free character sheets can be found online. Do a keyword search for “dungeons and dragons 5e character sheets” to find and print one of your own. [2]
    • Example character sheets can be found on the D&D Wizards of the Coast website. Use these for inspiration or to check your work. [3]
    • Digital character sheets can help you keep track of your characters on digital devices, like phones and tablets. D&D Beyond offers a service which allows for official creation of character sheets, but you will need to pay again for content you may have physically.
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  3. Your character will be either male or female. Once you’ve determined gender, you’ll need to choose a race. There are seven basic races, though some players may allow other races to be used. Each race has certain unique characteristics, abilities, strengths, and weaknesses. The seven basic races are: [4]
    • 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, another one based on sub-race
    • Elves . Tall, long-lived, aloof, and connected to nature. Elves live in harmony with the natural world around them. Stat modifiers: +2 Dexterity, another one based on sub-race
    • Gnomes . Mysterious, adventure-seeking, and strange. Gnomes are the smallest common race. Stat modifiers: +2 Intelligence, another one based on sub-race
    • Half-elves . Solitary, long-lived, graceful, and hearty. Half-elves are few in number, and tend to be wanderers due to their lack of homeland. Stat modifiers: +2 Charisma, another one based on sub-race
    • Half-orcs . Independent, strong, and distrusted. Half-orcs are considered monstrosities by common folk. They are tall and powerfully built. Stat modifiers: +2 Strength, +1 Constitution
    • Halflings . Optimistic, cheerful, curious, and small in stature. On average, only 3 ft (.9 m) tall, they are agile but physically weak. Stat modifiers: +2 Dexterity, another one based on sub-race
    • Humans . Adaptive, ambitious, and well-balanced. Humans are the dominant race, and are diverse in appearance and culture. Stat modifiers: All six stats increase by one.
  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. There are 12 basic classes:
    • Barbarian. Uncivilized and strong. Considered brutal berserkers.
    • Bard. Charismatic and crafty. Bards use skills and spells to help and harm.
    • Cleric. A firm believer in a deity. Clerics heal, raise the dead, and direct the wrath of god.
    • Druid. At one with nature. Druids cast spells, interact with animals, and shapeshift into animals and plants.
    • Fighter. Firm and brave. Fighters are capable with weapons and comfortable in armor.
    • Monk. Martial masters. Monks train their minds and bodies for offense and defense and use Ki based powers in combat.
    • Paladin. Followers of what is good and just. Paladins are devoted knights.
    • Ranger. Masters of woodcraft and wildlife. Rangers track and hunt foes.
    • Rogue. Stealthy assassins. Rogues are cunning thieves and able scouts.
    • Sorcerer. Natural born spellcasters. Sorcerers command strange, ancient energies.
    • Warlock. People who gained spells from a deal with an extraplanar entity. They have less magic charges but regain them more easily.
    • Wizard. Lifelong magic students. Years of study allow wizards to use awesome magic power. [5]
  5. You might want a name that represents your class, like Jafar might for an evil wizard. In classic D&D, different races have names that reflect their culture and native language. Free name pools and generators can be found online with a search for the race, as in “gnome forgotten realms name generator” or “dungeons & dragons dwarf name pool.” [6]
    • 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 many names with the generator until you find one that suits your character.
    • Borrow names from your favorite video game, book, and comic characters. Use the name of your favorite historical figure.
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Part 2
Part 2 of 4:

Calculating Ability Scores

  1. Every character is made up of six 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 to be average. The six 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 judgement. 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. [7]
  2. You’ll need either four six-sided dice (4d6) or an online dice roller to do this. Online dice rollers can be found with a keyword search for “dice roller.” Roll all four dice. Add the three highest dice together and record this number. Repeat this until you have six recorded numbers. [8]
  3. You can assign your recorded numbers any way you choose, but you’ll likely want to assign strong scores to attributes that are valuable to your class. Remember to add your racial stat modifiers to your total attribute scores.
  4. The Point Buy system allows you to buy attribute points for your character as you see fit. All attributes start out at a mediocre score of 8, and you have 27 points to allocate. Each increase up to 13 costs one point, while increases to 14 and 15 cost two points each.
  5. There are ability score generators you can find and use online with a keyword search for “ability score generator.” There are also point buy calculators that can help you keep track of your point pool when buying ability points.
  6. 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
    • 8 – 9 / -1
    • 10 – 11 / +0
    • 12 – 13 / +1
    • 14 – 15 / +2
    • 16 – 17 / +3 [9]
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Part 3
Part 3 of 4:

Selecting Skills and Equipping Weapons and Armor

  1. Skills are important basic abilities which can be used instead of raw ability modifiers if a relevant situation occurs. Proficiency in skills increases your modifier for relevant dice rolls by the proficiency modifier, which increases at certain levels. Without proficiency, you usually have to use the relevant ability score modifier. [10]
    • Your character's background automatically grants proficiency in two skills. The selected class grants a selection of additional skills to be proficient in at first level. You have to choose a few of the skills from the ones available for the class.
  2. 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. Calculate your starting GP by calculating:
    • Cleric, 5d4 × 10 gp
    • Fighter, 5d4 × 10 gp
    • Rogue, 4d4 × 10 gp
    • Wizard, 4d4 × 10 gp [11]
  3. your character with items. Use gold to buy the starting weapons, armor, items (potions, torches), and equipment (tents, rope) for your character. Lists of items, weapons, and armor can be found online. In some games, you may only have simple weapons or armor available until you find a suitable shop where you can buy better ones. [12]
    • 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. [13]
  4. Weapon and armor bonuses will be listed along with the weapon and armor information. In some cases, like with very heavy weapons/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 calculation to determine your AC and attack bonuses: AC = 10 + armor bonus + shield bonus + Dexterity Modifier + other modifiers (like racial or class)
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Part 4
Part 4 of 4:

Finishing Your Character

  1. Feel free to do this in a drawing or with words. Include basic physical features like age, weight, height, skin color, and more. 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 young life like? This will give you a better sense of the character as separate from yourself, which will help with role-playing later.
    • Goals, fears, and desires can 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. There are nine basic alignments which encompass 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.
    • 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 or rebel. [14]
  3. Play your character in a campaign . 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 are the coordinators of the game. They describe setting, control non-player characters, and design dungeons for characters to overcome.
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      Tips

      • It is a good idea to try and tie your character into the world of your Dungeon Master's campaign. Asking questions such as 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. You're not required to reveal potential secrets you want for your character.
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      Warnings

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