This step-by-step walkthrough guides you through the process of creating your 1st-level Level Up character.
There are six major steps:, , , , , and . As you work through them, you will build your character's backstory from birth up until the point where they begin adventuring.
1. Roll or select your ability scores
You have six: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Generate ability scores
are generated randomly by rolling four 6-sided dice and recording the total of the highest three dice on a spare sheet of paper. You continue to do this until you have a total of six numbers.
Choose where you’d like to assign these numbers by recording each next to an ability score.
Variants: There are other ways to generate your, including a standard ability array (assign 15, 14, 13, 12, 10, and 8 to whichever ability scores you wish) and a point-buy method. Check with your Narrator which you are using.
Thesewill be modified by your choice of background, later.
Record ability modifiers
Yourcorrespond with 'ability modifiers'. These are numbers you add to or subtract from your dice rolls when making attacks or ability checks.
Record each ability score's corresponding modifier.
2. Choose your heritage
Yourdetermines your biologically inherited characteristics. You can choose from several heritages, such as , , or .
Record all of yourtraits, which include things like size, speed, and special abilities like a dragonborn's breath weapon.
Choose onegift. Each heritage contains two or more gifts which help distinguish you from others with the same heritage.
3. Choose your culture
Yourtells you where you grew up, and the skills and customs you learned along the way. There are lots of cultures, such as , , , and ; and there are some cultures which are usually associated with specific heritages, such as , and . Any heritage can choose any culture -- your may have grown up with .
Record all of your culture's traits, which include things like languages, and special skills and abilities learned by those within that culture.
Urthek.is a fun culture which represents a character who grew up in an early industrial society. A steamforged character gains the traits Mind Like a Steel Trap, Tech Savvy, War Scholar, and Languages.
4. Choose your background
You now know who your parents were, and you know what culture you were raised in, but yourtells you what your role was within that culture. Were you a , a , a ? There are over 20 backgrounds to choose from.
Record all of your background traits. These include increases to two, and proficiencies in some skills and tools, along with a special feature.
Background Connections & Mementos
Roll for or choose one connection and one memento from the lists in your chosen. These help flesh out your backstory.
5. Choose your destiny
The final part of your character's origin is their. This tells you what motivates and inspires your character. Destinies include things like , , and .
Source of Inspiration
Record your attack or ).source of inspiration. This tells you when you will gain an inspiration die (an extra d20 you can roll when making an
Record your inspiration feature. This is a special ability.
Yourwill tell you what you must achieve to fulfill it, and what special benefits you gain once you have done so. This is a long-term goal for your character.
Finally, roll for or choose one of the six motivations listed for your destiny, or create one of your own. Along with your background connections and mementos, this motivation helps to flesh out your character.
6. Choose your class
Now that you have a complete origin for your character, it's time to decide what sort of adventurer they are now. Are you a wizard or a rogue? A berserker or a bard? There are 13 corefor you to choose from.
Your class gives you a collection of features and statistics which will round off your character.
You start the game at 1st level unless your Narrator tells you otherwise.
Record your Hit Dice type. This will be d6, d8, d10, or (rarely) d12. This is how tough you are, and tells you how may hit points you start the game with, how many hit points you gain when you go up a level, and many hit points you can recover when you take a short rest.
Record your starting hit points. This noted in your class description, but it is equal to a maximum roll of your Hit Die.
Your class will give you some armor, weapon, tool, saving throw, and skill proficiencies. Note all of these. You will already have some proficiencies from your culture and your background.
At 1st level, you also gain two skill specialties. Each skill has a list of suggested specialties. Choose two skill specialties from skills you are proficient in.
The class table for your chosen class tells you what class features you get at each level. As you're a 1st-level character, you only need to worry about the first row. Record the class features you get.
Spells, Knacks, and other Tricks
Most classes also gain some other features, which are selected from lists.
Characters with spell casting ability will be able to choose one or more first level spells, and a number of cantrips. The class entry tells you how many spells to choose. Only the bard]], , , , , , and gain spells at 1st level.
Knacks (sometimes called tricks, lessons, and other names) are acquired in a similar way to spells. These generally work in the exploration pillar of the game. Only the , , , , and gain knacks at 1st level.
Several classes gain r , which are non-magical martial abilities you can use in battle. If you have access to combat maneuvers, your class entry will tell you at which levels you will gain those. Record the two traditions you are proficient in (selected from the list in your class entry). You should also record your exertion points which are equal to twice you . Only the gains at 1st level, and can choose any two traditions.
Your class offers you two or more choices of starting equipment packages, or you can spend your starting gold in the chapter.
7. Final Statistics
There are a few final housekeeping statistics to record.
Your Armor Class (AC) represents your ability to avoid damage in combat. Normally, you character's AC is 10 + their Dexterity modifier.
If you have purchased, the armor entry in the list will tell you what your AC now is. If you have a , this gives you a bonus to your AC.
Check whether any of your class features affects your AC.
Save Difficulty Classes
Some of your attacks and spells may force your target to make ato resist it. You have two difficulty classes (DCs), one used for , and the other for .
Combat maneuver save DC = 8 + your+ your Strength or Dexterity modifier.
Spell save DC = 8 + your+ your spellcasting ability modifier.
For each weapon you own, you should record its attack statistics on your character sheet.
Attack bonus = Strength modifier (melee) or Dexterity modifier (ranged) plus yourif you are proficient.
Damage is listed in theentry. Melee add your Strength modifier to damage, while ranged add your Dexterity modifier to damage. Some weapons with the thrown property allow you to use your character’s Strength modifier. All attacks also indicate the type of damage they deal. A sickle deals slashing damage while a heavy maul deals bludgeoning damage.
You can see the final character here.