Tour - Character Creation

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Summary

Additional Information

Description Players are not required to own any D&D material to play (though an understanding of the game does help). All information needed for character creation and play can be found here.

All characters should be prepared as if they are Level One (note: this will change as the game progresses, check with the DM first).

Characters should be prepared as if they were a typical Dungeons and Dragons (5th Edition) character. This includes selecting a Race, a Class, and a Background. Any playable race, class, or background is acceptable aside from obvious homebrew or "Unearthed Arcana" content (check with DM on those first).

Abilities

You will assign numbers to your character's various ability scores. Use the Standard Array, meaning assign the values 15, 13, 12, 11, 10, and 8 to your abilities (before adding bonuses that come from your Race). These numbers translate to bonuses (Ability Modifiers) in the following manner:
18-19 = +4
16-17 = +3
14-15 = +2
12-13 = +1
10-11 = 0
8-9 = -1
6-7 = -2
And so on.

Skills
There are 18 skills in D&D 5th edition: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, and Survival. Each of these is tied to one of the six Abilities. Your default modifier for all skills is the modifier of the related ability (example: Arcana is tied to Intelligence, so your Arcana modifier is the same as your Intelligence modifier).

Your class and background give you proficiencies in certain skills. If you have Proficiency, add +2 on top of your Ability Modifier for that score.

Hit Points

We're going to try to keep track of Hit Points as we play.

You may choose to roll your Hit Points based on what it says for your class, or use the standard number the class info offers. Your choice. For example, a Warlock's HP at level 1 is 8+(Constitution Modifier), and for subsequent levels you add either 5 or the results of a rolled 8-sided die (plus the Constitution Modifier).

When you are hit, modify your Current Hit Points in your bio to show what it is currently.

Healing happens out of combat. Either you take a rest (DM will decide how much HP is healed), take potions, or cast spells.

Weapons, Tools, and Proficiencies

Your race, class, and background may give you proficiency in certain weapons, armor types, tools, and languages. You can use any object you come across in the game, but may only do so properly if you have proficiency. If you have proficiency, you add the proficiency bonus (currently +2) to rolls with it. Proficiency with languages means you can speak, understand, read, and write in that language fluently.

Inventory

Select your inventory based on your character's class and background. The class and background will tell you what type of weapons, armor, and tools you possess. If you want to try something different (e.g. picking an inventory based on wealth), contact the DM.

Magic

Some classes can cast spells. It is up to the player to be aware of how many spells they know, and how many "Spell Slots" (ie how many times they can use a spell) they have.

Your class will indicate your Spell Attack bonus and Spell Save DC. If you do not use spells, leave these alone.

History

Prepare a backstory for your character. Whether they are native to the Kingdom of Pegasus Falls or come from a land far away, that is up to you. It ends with the character ending up in the town of Fairfell, permitting them to join the Party.

Also, select at minimum one or two single-sentence entries for your Personality Traits, Ideals, Bonds, or Flaws. You can invent them, or draw them from your background.

Missing Content

If you are used to playing normal D&D (i.e. live, either in person or online) then you may notice a few missing things.

We will not be worrying about Hit Dice or Death Saves. All currency will be in the form of Gold Pieces. We will not be tracking Experience Points. We are not using Initiative (see the How Combat Works section) or Speed.