Character Creation
This document is to assist with character sheet creation
New Checklist
Use the pdf and builders to help you start - but the recommendation is to do a physical copy. We will be homebrewing and customizing the experience
- Name - Codename, nickname, whatever. Make it meaningful.
- Heritage or Mixed Heritage (a5e/5e) - If you want to use a different system. Get with me and we will determine how its applied.
- Choose 2 Traits, 1 Gift
- Culture (a5e only)
- Background (a5e only)
- Destiny (a5e only)
- Roll ability scores. 7x Rolls of 4d6 drop lowest. Re-roll 1's a single time. Keep 6 highest rolls as your pool to assign to Str, Dex, Con, Int, Wis, Cha
- Adventure Class - (a5e/5e) - These will be different, examine options from both.
- Select skills, other bonuses, spells, etc.
- Skills/Specialties - Specialties improve your skills by honing in on what sets you apart from other trained individuals.
- Starting level 1 - 2 (separate) Specialties + 1 per INT bonus.
- +1 at levels: 5, 9, 13, 17
- Specialties add a bonus die to your skill rolls. d4, d6, d8, d10.
- Hitpoints (HP) - At 1st level. Roll Hit die (HD) + Max + CON bonus. ( 1d8+8+CON )
- Hit die is determined by your class
- Feats - Homebrew - choose an extra starting feat at level 1
Building your character Expanded
Ability Scores
7 total rolls to apply in any order for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- 7 x 4d6 drop lowest. On this roll any 1's you get, you can re-roll them 1 time.
- Roll example 4d6: [4,1,2,6] = 12. Re-roll the 1. [4,
15, 2, 6] = 15 - Roll example 4d6: [3, 1, 1, 4] = 9. Re-roll the 1s [3,
11,16, 4] = 13. You keep the second rolled 1.
- Roll example 4d6: [4,1,2,6] = 12. Re-roll the 1. [4,
Your 7th roll will replace the lowest total roll of the first 6. You can apply these rolls to any stat as you
Apply these to your ability stats and note the modifier.
- Ability Score [Ability Modifier]
- 10 / 11 = [ +0 ]
- 12 / 13 = [ +1 ]
- 14 / 15 = [ +2 ] etc..
Hitpoints (HP)
- At level 1, Your HP total will be your Hit Die Max (HD) + roll + CON bonus.
- If HD is d8. Roll 1d8+8+Con bonus.
- You may re-roll 1s.
- At levels 2 and beyond: HD roll + CON.
Heritage (A5E/5E*)
- Choose your characters biological lineage.
- Size, speed, special abilities.
- Select Heritage Gift.
Culture (A5E)
- Reflects the society or environment your character grew up in.
- This provided additional traits, proficiencies.
Background (A5E)
- Describe your characters life before adventuring.
- Grants skills, tools, and sometimes unique abilities or resources.
Class (A5E/5E*)
- Choose adventurer class
- Gain starting equipment, proficiencies, class features.
Additional
- Languages, alignment, name, appearance, personality traits, ideals.
Skills
- While abilities provide broad descriptions of a character’s capabilities, a skill represents their training in a particular task such as Acrobatics or Deception.
- A character who has training in a skill is said to be proficient in it. Most skill proficiencies are acquired by adventurers during character creation from their choice of culture, background, and class.
- Characters can gain proficiency in the following skills. Each skill description includes examples of uses with several ability scores. The Narrator determines which ability score is called for in a given situation.
- Specialties listed are not the exhaustive list. As we play, we will identify and use more and adapt those to situations
Acrobatics
An Acrobatics check allows a character to perform gymnastic feats such as rolling under a closing gate, swinging across a chasm on a rope, or keeping their balance on a narrow ledge. The most commonly used ability score is Dexterity. A character might use Strength to perform acrobatics while carrying a heavy burden, Constitution to do so against a heavy wind, or any other ability score as circumstances warrant.
- Specialties: balancing, escape artistry, swinging, tumbling.
Animal Handling
Animal Handling allows a character to train or control a domesticated animal, to handle a steed, or to communicate nonaggression to a wild beast. The most commonly used ability score is Wisdom. A character might use Charisma to command an animal’s attention, Strength to stay mounted on a rampaging bull, or Dexterity to stand on the back of a galloping horse.
- Specialties: calming, driving, farming, riding, training.
Arcana
Arcana measures a character’s knowledge of magic and magical creatures. It can also be used to sense whether an area has magical qualities. The most commonly used ability score is Intelligence. A character might use Dexterity to trace a complicated magical rune, or Wisdom to read very carefully and protect their sanity while interpreting forbidden eldritch secrets.
- Specialties: aberrations, constructs, detection, dragons, elementals, fey, forbidden knowledge, monstrosities, oozes, the planes.
Athletics
A character makes an Athletics check to perform unusually difficult feats of swimming, running, climbing, or jumping. The most commonly used ability score is Strength. A character might use Dexterity to climb a smooth wall for a short distance or to jump onto a moving creature, Constitution to perform an athletic activity for more than a minute, or Intelligence to keep track of opposing players in a complex sport.
- Specialties: climbing, jumping, lifting, running, swimming, throwing.
Culture
A Culture check allows a character to know the customs, laws, trade in regional products, and etiquette of cultures other than their own (a character is presumed to know about their own culture and background without requiring an ability check.) Culture can also be used to communicate simple concepts with creatures whose language is unknown to a character. The most commonly used ability score is Intelligence. A character might use Wisdom to avoid social blunders, Dexterity to perform an unfamiliar dance, or Charisma to track down a seller of a hard-to-find item.
- Specialties: etiquette, laws, linguistics, regional goods, streetwise, courtly manners, trade.
Deception
The Deception skill is used when a character lies, misleads, or hides the truth whether verbally or otherwise. This ability check may be made against a DC set by the Narrator or may be opposed by a target’s Insight check. The most commonly used ability score is Charisma. A character might use Intelligence to compose a cipher or Constitution to conceal the effect of a wound or attack.
- Specialties: boasting, ciphers, concealing emotions, mimicry.
Engineering
An Engineering check allows a character to know a fact or advance a project involving building, invention, or mathematics. The most commonly used ability score is Intelligence. A character might use Dexterity to construct a tiny device or Strength to build a wall without assistance.
- Specialties: architecture, chemistry, explosives, gadgetry, mathematics, mechanical traps, siegecraft.
History
The History skill measures a character’s knowledge of past events. Intelligence is nearly always the ability score used with this skill.
- Specialties: arts, empires, genealogy, legends, wars.
Insight
An Insight check can be used for reading a creature’s intentions or motives. The most commonly used ability score is Wisdom. A character might use Dexterity to interrupt an enemy’s sudden action or Strength when squeezing an object to see how hard it will be to break.
- Specialties: detecting lies, reading emotions, sensing motives.
Intimidation
A character makes an Intimidation check to alter someone’s behavior by frightening or threatening them. A single Intimidation check can also be used as part of an interrogation, though further checks rarely offer different results. The Narrator sets the DC of the check based on the target’s bravery and the circumstances of the check; some creatures can’t be intimidated. The most commonly used ability scores for Intimidation checks are Charisma (for verbal threats) and Strength (for physical threats). A character might use Wisdom to discern a creature’s weak point, and a spellcaster might use their spellcasting ability score to summon frightening energies.
- Specialties: authority, ferocity, interrogation, subtle threats, weapon displays.
Investigation
Investigation is used for actively searching, looking for clues, gathering information, experimentation, and research. The most commonly used ability score is Intelligence. A character might use Charisma to gather rumors or Wisdom to intuit which tomes and books in a library will be the most efficacious.
- Specialties: appraisal, deciphering, forensics, gathering rumors, research, trapfinding.
Medicine
A character can perform a Medicine check to stabilize a dying creature, treat or diagnose a disease or poison, or determine a cause of death. The most commonly used ability score is Wisdom. A character might use Intelligence to diagnose a rare poison or Constitution to nurse someone through a lengthy and dangerous illness.
- Specialties: animals, autopsy, diseases, herbalism, poison
Nature
The Nature skill measures a character’s knowledge of natural terrains, beasts, plants, and hazards. It can also be used to sense whether a creature is the product of this world or of another plane of existence. Unlike Survival, the Nature skill doesn’t necessarily imply practical experience with a phenomenon. The most commonly used ability score is Intelligence. A character might use Wisdom to recognize a hazard or Charisma to bring calm to an errant elemental presence disrupting an abandoned druid’s grove (or other place of great natural power).
- Specialties: astronomy, beast lore, farming, fey, plant lore, weather.
Perception
A character’s Perception measures what they are able to see, hear, or otherwise sense (unlike Investigation, Perception doesn’t involve approaching, searching, or handling an object of study.) The most commonly used ability score is Wisdom. A character might use Constitution for a long stretch of sentinel duty, or Intelligence to pick up on changes to the type of stone bricks used deeper than elsewhere in a dungeon.
- Specialties: farsight, invisible objects, listening, scent.
Performance
A Performance check allows a character to entertain an audience with singing, acting, or the like. It also allows a character to write or compose music, literature, or other artistic endeavors to entertain future audiences. The most commonly used ability score is Charisma, especially for performances before an audience. Writing, composing, or painting might instead use Intelligence or Wisdom. A display of martial prowess might require Dexterity or Strength.
- Specialties: acting, composing, dancing, fine art, singing, speaking, writing.
Persuasion
A character makes a Persuasion check to convince or influence someone through logic, flattery, or negotiation (unlike a Deception check, a Persuasion check is made in some degree of good faith.) The Narrator sets the DC of the Persuasion check based on what the character is asking for and how the target feels about the character; some persuasion attempts may be impossible.The most commonly used ability score is Charisma. Wisdom might be used for gauging what offers would sway a creature, or Intelligence if it is a matter entirely about logic.
- Specialties: bribery, flattery, leadership, negotiation, peacemaking.
Religion
Religion measures a character’s knowledge of gods, religions, rites, and systems of morality. A character can also try to use it to sense if a place, person, or object has the Good or Evil alignment traits or a holy or unholy aura. The most commonly used ability score is Intelligence. Wisdom is used for sensing alignment and determining whether an action is moral according to a particular philosophy. Charisma can be used for preaching.
- Specialties: alignment, celestials, cults, fiends, holy symbols, gods, morality, prophecy, undead.
Sleight of Hand
A character makes a Sleight of Hand check to perform legerdemain, pickpocket, hide an object on another creature, make a concealed hand signal, or otherwise deceive the eyes with feats of agility. Dexterity is nearly always the ability score used with this skill.
- Specialties: distraction, pickpocketing, legerdemain.
Stealth
Stealth is used to hide or avoid notice. A creature’s Stealth check is usually opposed by a potential observer’s Perception check. The most commonly used ability score for Stealth is Dexterity. Constitution might be used for staying still for a very long time, Intelligence for casing out an unfrequented route, and Charisma for blending anonymously into a crowd.
- Specialties: anonymity, camouflage, casing.
Survival
The Survival skill allows a character to perform the tasks necessary to thrive in the wilderness: hunting, tracking, avoiding natural hazards, and traveling without getting lost (unlike Nature, a Survival check doesn’t imply knowledge of the trouble you’re avoiding or tracking.) The most commonly used ability score is Wisdom. A character might use Constitution to weather a storm or Intelligence to follow a route marked on an old map.
- Specialties: dungeoneering, foraging, hunting, tracking, wayfinding.