Character Walkthrough
Character Walkthrough
This step-by-step walkthrough guides you through the process of creating your 1st-level Level Up character.
There are six major steps: Ability Scores , Heritage , Culture , Background , Destiny , and Class . As you work through them, you will build your character's backstory from birth up until the point where they begin adventuring.
Urthek. Throughout this process, we will also give an example as we create Urthek, our new character. Look out for highlighted examples which begin with the name Urthek! You can see the final character here.
1. Roll or select your ability scores
You have six ability scores : Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Generate ability scores
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 ability scores , 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.
These ability scores will be modified by your choice of background, later.
Urthek. We'll give Urthek the standard ability array as follows: Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 15.
Record ability modifiers
Your ability scores correspond 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.
Score | 2-3 | 4-5 | 6-7 | 8-9 | 10-11 |
Modifier | -4 | -3 | -2 | -1 | +0 |
Score | 12-13 | 14-15 | 16-17 | 18-19 | 20-21 |
Modifier | +1 | +2 | +3 | +4 | +5 |
2. Choose your heritage
Your heritage determines your biologically inherited characteristics. You can choose from several heritages, such as dragonborn , elf , or human .
Urthek. We have decided that Urthek is a dragonborn .
Heritage Traits
Record all of your heritage traits, which include things like size, speed, and special abilities like a dragonborn's breath weapon.
Urthek. Our dragonborn character is Medium-sized, with a Speed of 30 feet. They also have a Dragon Breath ability, for which we need to choose a damage type. Urthek is a white dragonborn, so we'll choose a 15-foot cone of cold damage as our breath weapon type.
Heritage Gift
Choose one heritage gift. Each heritage contains two or more gifts which help distinguish you from others with the same heritage.
Urthek. A dragonborn character can choose from Draconian Armor, Draconian Fins, or Draconian Wings. We'll choose Draconian Armor.
3. Choose your culture
Your culture tells you where you grew up, and the skills and customs you learned along the way. There are lots of cultures, such as circusfolk , nomads , warhordlings , and wildlings ; and there are some cultures which are usually associated with specific heritages, such as wood elves , and tinker gnomes . Any heritage can choose any culture -- your dwarf may have grown up with forest gnomes .
Cultural Traits
Record all of your culture's traits, which include things like languages, and special skills and abilities learned by those within that culture.
Urthek. Steamforged 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 your background tells you what your role was within that culture. Were you a farmer , a guard , a noble ? There are over 20 backgrounds to choose from.
Background Traits
Record all of your background traits. These include increases to two ability scores , and proficiencies in some skills and tools, along with a special feature.
Urthek. A farmer gains a bonus to Wisdom and one other ability score (we'll choose Charisma), proficiency in Nature and Animal Handling or Survival skills, and proficiency in the use of land vehicles, plus the ability to carry twice the usual number of supplies. This makes Urthek's ability scores Str 12, Dex 14, Con 13, Int 10, Wis 9, Cha 16.
Background Connections & Mementos
Roll for or choose one connection and one memento from the lists in your chosen background . These help flesh out your backstory.
Urthek. We rolled, and Urthek's connection is the landowner who foreclosed on their family land, and their memento is half a locket given to them by a missing sweetheart.
5. Choose your destiny
The final part of your character's origin is their destiny . This tells you what motivates and inspires your character. Destinies include things like Knowledge , Revenge , and Wealth .
Urthek. We are going to choose the Revenge destiny, as this ties in nicely with our farmer background connection -- the landowner who foreclosed on our dragonborn character's family land.
Source of Inspiration
Record your destiny's source of inspiration. This tells you when you will gain an inspiration die (an extra d20 you can roll when making an attack or ability check ).
Urthek. Characters with the Revenge destiny have the Served Cold source of inspiration. They gain an inspiration die when they successfully attack a surprised opponent or lead a foe into a prepared trap, amongst other things.
Inspiration Feature
Record your inspiration feature. This is a special ability.
Urthek. The inspiration feature of the Revenge destiny is an ability called Cloak and Dagger, which allows the character to avert suspicion when danger closes in.
Fulfillment Feature
Your destiny will 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.
Urthek. The Revenge destiny's fulfillment feature is called Retaliatory Reputation. It is achieved when you have killed, imprisoned or dethrones whatever entity wronged you, and gives you an ability to frighten others with a threatening stare.
Motivation
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 core adventuring classes for you to choose from.
Your class gives you a collection of features and statistics which will round off your character.
Urthek. Our steamforged dragonborn farmer will become a bard .
Level
You start the game at 1st level unless your Narrator tells you otherwise.
Hit Dice
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.
Hit Points
Record your starting hit points. This noted in your class description, but it is equal to a maximum roll of your Hit Die.
Urthek. A bard which has a d8 Hit Dice type starts with 8 hit points. To this number, add your Constitution modifier. A bard with a Constitution of 12 would start the game with 9 (8+1) hit points.
Proficiencies
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.
Urthek. Our bard gains proficiencies in light armor, two musical instruments, Dexterity and Charisma saving throws, any three skills, and several weapons. We chose Culture, Performance, and Persuasion for Urthek's three skill proficiencies.
Skill Specialties
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.
Proficiency Bonus
Note your proficiency bonus . This is +2, as you are a 1st-level character. It will increase when you reach 5th-level. This is an important number which is added to all attack rolls, skill checks, saving throws , or ability checks in which you are proficient.
Class Features
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.
Urthek. A 1st-level bard gets Art Speciality, Bardic Inspiration, Battle Hymn, and Spellcasting.
Spells, Knacks, and other Tricks
Most classes also gain some other features, which are selected from lists.
Spells
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]], cleric , sorcerer , warlock , wizard , druid , and herald gain spells at 1st level.
Knacks
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 rogue , berserker , druid , fighter , and ranger gain knacks at 1st level.
Combat maneuvers
Several classes gain combat maneuvers , 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 your proficiency bonus . Only the fighter gains combat maneuvers at 1st level, and can choose any two traditions.
Urthek. Our bard has no tricks (the bard's name for knacks) at first level, and doesn't get combat maneuvers . However, we do know 3 bard cantrips and 4 1st-level bard spells. We'll choose those from the bard spell list.
Equipment
Your class offers you two or more choices of starting equipment packages, or you can spend your starting gold in the Equipment chapter.
Urthek. We decide to choose the Agitator Set, one of the bard's starting equipment package choices. This costs 128 of our starting 135 gold, and gives us a dagger, hand crossbow with 20 crossbow bolts, padded cloth armor, musical instrument, and entertainer’s pack.
7. Final Statistics
There are a few final housekeeping statistics to record.
Defense
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 armor , the armor entry in the equipment list will tell you what your AC now is. If you have a shield , this gives you a bonus to your AC.
Check whether any of your class features affects your AC.
Urthek. Our dragonborn bard has padded cloth armor, and their 14 Dexterity gives them a +2 Dexterity modifier. According to the Equipment chapter, padded cloth armor gives you an AC of 11 + Dexterity modifier, so our AC is 13.
However, when we chose our Dragonborn Gift earlier, we selected Draconian Armor, which gives us scales with an AC of 13 + Dexterity modifier when not wearing armor. This is better than the padded cloth armor, so we'll discard that and accept our natural AC of 15 instead.
Save Difficulty Classes
Some of your attacks and spells may force your target to make a saving throw to resist it. You have two saving throw difficulty classes (DCs), one used for combat maneuvers , and the other for spellcasting .
Combat maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier.
Offense
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 your proficiency bonus if you are proficient.
Damage is listed in the equipment entry. Melee weapons add your Strength modifier to damage, while ranged weapons 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.
Urthek. When we picked our heritage, we chose Draconian Armor as our Dragonborn Gift. Along with the scales we mentioned above, this also gives us sharp claws which do damage equal to 1d4 + our Strength modifier.
Urthek's Strength is 12 so our Strength modifier is +1, which means the claws do 1d4+1 damage. Their attack bonus is +3 (our Strength modifier plus our proficiency bonus). Of course, we also have a dagger and a hand crossbow, so we'd work out the stats for those, too.
You can see the final character here.
Dread Spider
Dread Spider
Dread Spider Champion
Dread Spider Champion
Fiendish Fire Giant Champion
Fiendish Fire Giant Champion
Fire Giant Champion
Fire Giant Champion
Hex
Hex
You levy a mild
Mama Bear's Revenge
Mama Bear's Revenge
After the accidental death of a bear cub, Fanghort the Druid went into the forest to make amends. Now, the lumberjacks are under organized attack from woodland creatures—and all of them talk.
A short one-shot adventure for 1st-level characters by Jeff Gomez.

SETTING THE SCENE =>
Mama Bear's Revenge: Barkley's Men
Mama Bear's Revenge: Barkley's Men
Barkley’s Men have abandoned all semblance of work. They guard a basic perimeter of pit traps, gates and sharpened poles while they wait for the next attack.
Barkley’s Men are “reformed” orcs from the Crawley Hills (11 orc bandits led by Barkley, an orc scout ). Half a dozen orcs have already been killed during the animal raids, and tensions are high.
Note: use the varying heritage rule to apply the orc heritage to the bandit and scout statistics referred to here.
Some notable folk include:
- Barkley: Barkley (orc scout ) is small for an orc. With pinkish skin and dirty-blonde hair, he likely has a bit of human in his veins. Nonetheless, he commands his crew with authority. After all, it was Barkley that saved the orcs from execution and led them on their long journey here.
- Lewin: Lewin (orc bandit ) is currently injured from a skirmish. He is dull, barely understanding that this whole mess is his fault. Though quick to anger, he is an otherwise kind fellow.
- Evan Goldwood: Evan is a gregarious, spoiled, and extremely well dressed human noble . His father buys the crew’s lumber as it comes downstream and crafts it into trade ships. Evan is set to inherit his father’s fortune, but he likes getting his hands dirty in the meantime. He has been sent up to check on the missing shipments.
The foresters don’t know exactly what Fanghort did. All they know is that Lewin killed a bear, Fanghort went to the bear’s cave, and then talking animals attacked. They are largely suspicious of Fanghort, and believe that he has gone over to the other side.
The foresters can point the PCs to the bear’s den, where they (correctly) suspect Fanghort ventured.
Should the PCs spend more than a few hours at the campsite, they witness a wolf attack (6 wolves ). The attack is immediately preceded by a group of squirrels that hang in the trees and provide distractions and reconnaissance.
Barkley and two other orcs join with the PCs in repelling the attack, while the rest of the orcs stay back in case the wolves break through.
<= MAMA BEAR'S REVENGE | INTO THE WOODS =>
Mama Bear's Revenge: Conclusion & Rewards
Mama Bear's Revenge: Conclusion & Rewards
If the PCs end Fanghort’s spell, then they receive 250 gp in compensation from Evan Goldwood. According to their conduct, they may also earn the favor of the powerful Goldwood Trading Company.
If the PCs negotiate a truce between the humans and animals, then they have a tougher job ahead of them. Evan withholds payment for at least a month, demanding that the PCs stay to ensure the mission is truly complete. Tensions may wax or wane during this time period, and the PCs will have to keep the peace.
Alternatively, some adventurers may choose to side with the animals and destroy the logging camp. Though unorthodox, this option could yield the greatest reward. The PCs can loot the 250 gp promised to them from Evan Goldwood, as well as another 150 gp in valuable trinkets and tools. Unscrupuous PCs may potentially kidnap and ransom Evan Goldwood to his father, though they will have made a powerful enemy in the process.
<= MAMA BEAR'S REVENGE
Mama Bear's Revenge: Into the Woods
Mama Bear's Revenge: Into the Woods
The PCs can make their way into the woods by following Barkey’s directions to the bear’s lair. The way is not long (5 miles), but it is a rather treacherous journey through rolling grasslands and rough rocky hills.
Along the way, the PCs must face the some perils. Use the suggested challenged below; alternatively choose or roll on the rolling grasslands tier 0 exploration table. All creatures are sentient and can speak.

- Chatter, an eagle hails the PCs from above. He fills in any gaps in the PC’s story and describes what is going on at Mama Bear’s cave. He also explains that he just wants to go back to being a dumb eagle. He’ll assist the PCs in any way that he can, and points the way to Mama Bear’s cave.
- The flooded Moor-Run river blocks the PC’s path ( Bridge of Stones exploration challenge); or the PCs can ask the awakened fish for a safe crossing point.
- A pair of boars accost the PCs as they make their way along a ledge (15 feet wide, with a 30 foot drop to the side). The boars have painted themselves ritually with red mud, and are acting as sentries. Should the fight go poorly, the boars attempt to escape to warn Mama Bear of the PCs.
- A sheer cliff must be scaled to reach the bear’s cave. The cliff is 30 feet high, with a DC 15 Athletics check required. While climbing, the PCs are attacked by three eagles .
- A confused awakened tree stands in the PCs’ path along a narrow slot canyon. The plant is not immediately hostile. Indeed, it willingly lets the PCs pass, only attacking if provoked. The tree questions its place in life, and asks the PCs for advice and their own purposes.
<= MAMA BEAR'S REVENGE | MAMA BEAR'S LAIR =>
Mama Bear's Revenge: Mama Bear's Lair
Mama Bear's Revenge: Mama Bear's Lair
The bear’s cave is set into a step rocky incline. Inside, Mama Bear, a cave bear , guards Fanghort’s body (the PCs can see and inspect the body from a distance—see below for details).
Mama Bear understands that Fanghort’s body provides the creatures with intelligence. She speaks with several dozen woodland creatures ( swarm of woodland creatures ) and one white wolf .
If the PCs sneak close enough and listen in, they hear Mama Bear spewing anti-human propaganda.
The PCs may try reasoning with the animals, perhaps asking them to back down or organize a truce. A DC 15 Charisma (Persuasion) check results in the woodland creatures abandoning the bear. A DC 20 check also results in the wolf giving up. Mama Bear requires a check of 25 to give up the cause, making it a near impossibility.
A frontal assault could prove dangerous, but a DC 10 Perception check reveals a nearby tunnel that could possibly lead into the cave. Any PC may traverse this tunnel, but a DC 10 Dexterity (Acrobatics) check is necessary to avoid 1d4 slashing damage from the scrapes and bruises received while crawling through.
The tunnel leads to the back of the cave, 10 feet from Fanghort’s body and 25 feet from Mama Bear and the other creatures. If the PCs can dispel the curse on Fanghort’s body without alerting the animals, then they will be at a distinct advantage in the fight ahead.

Fanghort's Curse
Fanghort’s body radiates a cold green glow, and shimmering beetles crawl upon it. A DC 10 Arcana check is enough to determine that the body is the source of this strange magic. If the body is destroyed or dispelled, then the magic ceases. If the body is dealt 20 points of damage, then the magic immediately ends.
Each time the body is attacked, it releases a cloud of gas, dealing 1d4 poison damage to all creatures within 5 feet. Attacking the body is a noisy affair that may attract the attention of the animals.
Alternatively, the magic effect may be ritually dispelled. In a ritual that takes 30 seconds, a character may attempt a DC 15 Arcana check to end the spell. On a failure, the character is frightened for 1 minute, but may otherwise try again. The ritual itself is quiet, but it does require contact with the body. The character must make a DC 10 Dexterity (Stealth) check during the ritual to avoid being heard by the animals.
When the spell is broken, all of the animals immediately lose their sentience. Any creatures not in melee flee the scene in a panic, but those adjacent to PCs fight on. Mama Bear fights on even if not adjacent to the PCs. This is her home after all, and she is a bear.
<= MAMA BEAR'S REVENGE | CONCLUSION & REWARDS =>
Mama Bear's Revenge: Setting the Scene
Mama Bear's Revenge: Setting the Scene
Not too far upriver of Blackford, on the edge of a small forest in the Southern Downs, a company of foresters known as “Barkley’s Men” has set up camp, clear-cut the area, and sends the logs downstream.

In their efforts, the foresters attracted the attention of a local druid named Fanghort. Fanghort attached himself to the camp, ensured that no animals were killed in the logging and, in return, kept dangerous wildlife away from the workers.
However, something was bound to go wrong. A forester by the name of Lewin killed a bear cub two weeks ago. Fanghort went into the woods to make amends, but he himself was killed by the cub’s mother.
Without ill will for either party, Fanghort enacted a powerful ritual with his final breath. Believing that animals and humanoids could get along if they could only communicate, Fanghort granted sentience (and the ability to speak) to all animals in the nearby wood.
Fanghort’s peaceful idealism has thus far proven unfounded. The animals gained sentience and immediately set their recently improved intellect to drive out the humans from their territory. For the past two weeks the foresters have been under attack from coordinated, enraged, insult-hurling animals.
The PCs Join The Fight
The PCs may enter into this adventure in a number of ways, as it makes sense for your campaign.
- They may be hired to accompany Evan Goldwood, the foresters' employer, and determine what is happening.
- They may hear rumors of aggressive, swearing animals from a nearby town such as Blackford or Thornbury.
- They may simply stumble across Barkley’s Men while travelling from one place to another.
Barkley and Evan Goldwood (the foresters' employer) are eager to pay for help. They offer 250 gp to anybody who can end the crisis and get the camp back up and running.
<= MAMA BEAR'S REVENGE | BARKLEY'S MEN =>
Miremuck Goblin King
Miremuck Goblin King
Necromancer
Necromancer
Nilbog
Nilbog
Piranha Swarm
Piranha Swarm
Queen Spider
Queen Spider
Shadow Elf Archmage
Shadow Elf Archmage
Shadow Elf Elite Warrior
Shadow Elf Elite Warrior
Sticky Webs
Sticky Webs
Sucking Mud
Sucking Mud
Supply
Supply
Adventurer's Guide
Mundane consumable items like food and water are simplified into a single item called Supply. When an adventurer gains access to food and water, they can add Supply to their inventory.
- 1 Supply consists of enough combined food and water to sustain a Small- or Medium-sized creature for a day.
- Large-sized creatures require 2 Supply each day. Creatures of Huge size or larger require an amount of Supply determined by the Narrator.
- A creature can carry a number of Supply equal to its Strength score in addition to the rest of its gear. A Large-sized creature can carry Supply equal to twice its Strength score.
- Whenever a creature takes a long rest , it must consume Supply. If it does not, it gains a level of fatigue .
- At the Narrator’s discretion a beast can hunt, forage, or graze before taking a long rest, only requiring Supply if the region is not plentiful enough for it to do so.
- Supply consumed while in another form (like while under the effects of a polymorphing spell or a druid’s wild shape) is wasted and provides no nourishment when a creature returns to its normal form.
When adventurers run out of Supply while journeying, they can access more in a few ways. Some journey activities allow adventurers to forage for more food and water. Boons and discoveries , which are common rewards for exploration challenges, may lead to more Supply. As a last resort, the party may need to take a detour to the nearest town, find a wandering merchant, or even abandon the journey and head home.
Purchasing Supply
Supply can be purchased in the form of iron rations at a cost of 5 silver for 1 Supply. Finer foods may cost more.
Voidrunner's Codex
Supply includes rations, water, basic consumables, minor first aid gear, and power cells. Androids consume Supply in the same way that organic beings do (they drain energy from power cells), and energy weapons use Supply as ammunition.
Supply costs 0.5 cr per Supply.