Character Creation Guide
Creating a character utilizing this homebrew system is a fairly straight-forward step-by-step process and, for the most part, follows the same steps as baseline 5e. However, this guide serves as a simple checklist to walk through the simplest path of building a character.
Determining Ability Scores
The first step is to generate your character's base ability scores. For the purpose of our games, we always use point buy with a point limit set at 32. There are no bonuses from your ancestry, as those bonuses have been built into the system, and a list of viable arrays have been generated below so you can simply pick an array to start with.
Given feats have had any ability score increases removed, there is no way to even-out an odd score via feats or other means. For that reason, it is recommended that your starting ability scores have either no odd scores, or an even number of odd scores. That way they can be evened out with Ability Score Increase features from your class and you are not permanently stuck with an odd score (the suggestions below follow this rule).
The arrays below are viable arrays that can be selected from. Underlined arrays indicate they only have 4 optimal ASI locations (meaning putting the increase in a score of 13 or higher), meaning your endgame ASIs will be suboptimal (which works fine unless you are going into an epic level campaign or are a fighter or rogue). Strikethrough means you have 3 or less optimal ASI locations (which likely shouldn't be used at all, especially as a fighter or a rogue, unless it's going to remain a lower-level campaign). This is simply said as a suggestion. Of course, feel free to use any array you desire, as all of them are valid under the 32 point buy.
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16, 16, 13, 13, 8, 8 |
15, 15, 15, 13, 8, 8 |
14, 14, 14, 14, 12, 8 |
Choosing an Ancestry
A character's ancestry represents the character's species and also gives them a range of physical and innate abilities because of what they were born. These abilities include the character's base speed, size, whether or not they have Darkvision, and likewise.
A character's ancestry also affects what Paragon Options they have access to, which are special powerful abilities that are unlocked at level 10. Picking a paragon feature is not required if you are creating a character under this level, as you will select it once you reach it. However, it never hurts to look at the options and consider which one you may select in the future.
The options available can be found on the Ancestries page. For the most part, once you select your character's ancestry you will simply have to note down their abilities as written, but if you are intending on making a mixed ancestry character, there are further rules for that process on the linked page. If your character is mixed ancestry, make sure you check with the DM to ensure the ancestries you want to combine are compatible in the setting! After all, an egg-laying species like a dragonborn may not be able to even have young with something like a human.
Choosing a Culture
A character's culture represents how they were raised and how that influenced the individual they became. As a result, cultures determine what languages a character knows, some skill proficiencies, and additional abilities they have acquired as a direct result of that specific culture.
The options available can be found on the Cultures page, and most cultures will give you additional choices you will have to make such as what skill you are proficient in from a provided list, what languages you perhaps have learned, or options from various abilities. Like ancestries, cultures can also be mixed, and further rules for that process can be found on the linked page. Please make sure you check with the DM to ensure the cultures you want to combine make sense for your character's planned upbringing.
Choosing a Background
A character's background represents what they have made of their life, and frequently may be associated with their chosen profession or lifestyle. Backgrounds normally award another skill proficiency from a list associated with the background, as well as additional known languages or toolkit proficiencies, and some starting equipment. They also give a small, flavorful ability associated with the background. A full list of options available can be found on the Backgrounds page, though if there is not a background that fits, a new one can perhaps be created.
In addition to your background, you can also select a single magical item (normally of the Uncommon or Rare quality) or a supernatural gift, which can take the form of a true supernatural gift or a feat. This selection is meant to represent that your character is special amongst the commonfolk around them, and narrative consequences or import of this selection should be discussed with the DM.
Choosing a Class
Possibly one of the biggest choices you will make for your character is that of their class, as the class selection will ultimately determine how a character player and how they are able to more broadly interact with the world. Martials get special features known as Maneuvers, which are abilities that interact directly with weapons or other examples of physical prowess. Spellcasters get access to Spells, which allows them to conjure magical abilities. Half-Casters get access to both of these features (Excluding the Artificer, who does not get combat maneuvers), though cannot attain the power and resources of the classes dedicated to either one.
Martials |
Half-Casters |
Spellcasters |
Each page has more in-depth information on each class, including their level progression, what skills and proficiencies they award for starting as the class, their starting hit points, and how much gold you receive to buy additional equipment. Even if you are creating a higher-level character, it's normally best to build your character to level one and then steadily level them up through each level to ensure the progression and abilities are accurate.
Choosing a Destiny
The last step of creating a new character is selecting their destiny, which represents the broad, overarching goal they wish to achieve or work towards. Each destiny gives a special way to acquire Inspiration Points and a special way to use Inspiration Points that are flavored to the destiny in question. The DM determines what circumstances fulfill the destiny, but once fulfilled, each destiny awards a special fulfillment feature that the character can then utilize.
The options available can be found on the Destinies page. If there is not a destiny that suits the character you envision, feel free to speak with the DM to see if a new destiny could perhaps be created.