Character Creation Guide | Homebrew Directory

This page was last edited on November 14, 2026, at 04:38 PM ↻

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).

Hint: If you are intending on increasing an ability score to 13 or lower, it is best to do so during character creation. The higher the score is in an ability, the more points it is worth, so Ability Score Improvement features used to increase already high scores are worth more than using them to increase a 10 to a 12. This is not a rule, of course, but it's a helpful tip to make your character generation points go further.

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.

18, 18, 8, 8, 8, 8
18, 15, 13, 10, 8, 8
18, 14, 14, 10, 8, 8
18, 13, 13, 12, 10, 8
18, 13, 13, 10, 10, 10
18, 12, 12, 12, 12, 8
18, 12, 12, 12, 10, 10

17, 17, 12, 10, 8, 8
17, 17, 10, 10, 10, 8
17, 15, 13, 13, 8, 8
17, 15, 12, 12, 10, 8
17, 15, 12, 10, 10, 10
17, 14, 14, 13, 8, 8
17, 13, 13, 13, 12, 8
17, 13, 13, 13, 10, 10

16, 16, 13, 13, 8, 8
16, 16, 12, 12, 10, 8
16, 16, 12, 10, 10, 10
16, 15, 14, 13, 8, 8
16, 14, 14, 14, 8, 8
16, 14, 13, 13, 12, 8
16, 14, 13, 13, 10, 10
16, 14, 12, 12, 12, 10

15, 15, 15, 13, 8, 8
15, 15, 14, 14, 8, 8
15, 15, 13, 13, 12, 8
15, 15, 13, 13, 10, 10
15, 15, 12, 12, 12, 10
15, 14, 14, 13, 12, 8
15, 14, 14, 13, 10, 10
15, 13, 13, 13, 12, 12

14, 14, 14, 14, 12, 8
14, 14, 14, 14, 10, 10
14, 14, 13, 13, 12, 12

Ability Scores

There are six ability scores, each of which control how your character interacts with the game world. Each ability score has an ability score modifier, which equals (the ability score - 10)/2. One of these numbers will be added as a bonus or penalty to nearly every d20 test in the game. Almost every single d20 test you make will add at least one of these bonuses (or penalties) to the roll.

Here are the six Ability Scores, what they govern, and what derived statistics they grant.

Strength

Strength is a character's physical might and ability to move through the world unfettered. Characters with high strength are strong and inexorable, while characters with low strength may be weak and struggle to keep up with their fellow adventurers. It governs:

Ability Checks. Strength ability checks challenge a character's physique to run, jump, swim, climb, lift, or break things. Athletics is often, but not always, made with Strength.
Saving Throws. Strength saving throws are made to avoid hazards like being grabbed, overpowered, restrained, tripped, or crushed.
Weapons. Attack and damage rolls with most melee and throwing weapons are made with Strength. Characters with less than 13 Strength will also struggle to wield any Heavy weapon.
Encumbrance. A character can carry items based on their Strength score. Characters carrying too much suffer penalties to their Speed.
Armor. Most armors weigh less while being worn if a character has a high enough Strength score.
Movement. Characters gain an additional 5 feet to all of their speeds if they have at least 12 Strength, and an additional 5 feet if they have at least 16 Strength. A character's jump distance is also determined by their Strength score and modifier.
Maneuvers. Combat Maneuvers can derive their saving throw DCs from Strength.
Prerequisites. Some features require at least 13 Strength, including some feats, and taking multiclass levels in Adept, Arcane Warrior, Barbarian, Bloodhunter, Fighter, Paladin, Ranger, or Slayer.

Dexterity

Dexterity is a character's agility, reflexes, and balance. Characters with high Dexterity are swift, graceful, and reactive, while characters with low Dexterity may be clumsy and slow. It governs:

Ability Checks. Dexterity ability checks challenge a character's agility to balance, sneak, dance, and other tasks that require grace or subtlety. Athletics, Drive, Precision, and Stealth are often, but not always, made with Dexterity.
Saving Throws. Dexterity saving throws are made to avoid hazards like being caught in blasts of energy, struck by fast-moving objects, or restrained.
Weapons. Attack and damage rolls with most ranged weapons are made with Dexterity. Weapons with the Finesse property can also be used with Dexterity instead.
Armor Class. Most characters add their Dexterity modifiers to their AC unless they are wearing Heavy Armor. Characters with Medium Armor can add some of their Dexterity modifier to their AC.
Initiative. Characters add their Dexterity modifiers to their Initiative.
Maneuvers. Combat Maneuvers can derive their saving throw DCs from Dexterity.
Prerequisites. Some features require at least 13 Dexterity, including some feats, and taking multiclass levels in Adept, Arcane Warrior, Bloodhunter, Fighter, Paladin, Ranger, Slayer, or Rogue.

Constitution

Constitution is a character's health and stamina. Characters with high Constitution are resilient and hardy, while characters with low Constitution may be frail and easily fatigued. It governs:

Ability Checks. Constitution ability checks use a character's fortitude to withstand and resist. Resilience is often, but not always, made with Constitution.
Saving Throws. Constitution saving throws are made to avoid hazards like being poisoned, frozen, exhausted, blinded by flashes of light, or having their life essence drained away.
Hit Points. Characters gain extra Hit Points equal to their Constitution modifiers every level.
Breathing. Characters can hold their breath and prevent drowning longer if they have higher Constitution scores.
Sprinting. Characters can take the Dash action 3 + their Constitution modifier times in one minute without penalty.
Prerequisites. Some features require at least 13 Constitution, including some feats, and taking multiclass levels in Adept.

Intelligence

Intelligence is a character's reasoning and memory. Characters with high Intelligence are smart and cunning, while characters with low Intelligence may be forgetful or uneducated. It governs:

Ability Checks. Intelligence ability checks use a character's mind to think, remember, reason, deduce, follow, study, and research. Arcana, Investigation, Medicine, Nature, Religion, Society, and Streetwise are often, but not always, made with Intelligence.
Saving Throws. Intelligence saving throws are made to avoid hazards like being deceived by illusions and psychic attacks.
Skills. Characters gain an additional skill proficiency of their choice if they have at least 12 Intelligence, and another additional skill proficiency if they have at least 16 Intelligence.
Class Features. All Artificers and Wizards, and some Arcane Warriors, Bards, Bloodhunters, Druids, Marshals, Rangers, Slayers, and Warlocks, rely on Intelligence for many class features, such as Spellcasting.
Reserved Spells. Arcane Warriors, Bards, Sorcerers, and Warlocks may reserve spells equal to their Spellcaster level + their Intelligence modifier.
Training. A new Language, Tool, Game, or Performance Art takes 10 - the character's Intelligence modifier weeks to learn. A creature can learn 2 + the character's Intelligence modifier extra Tools beyond those granted by character features.
Downtime. Characters can hold an amount of Lore obtained from the downtime activities equal to 1 + the character's Intelligence modifier (minimum 1).
Corruption. Characters reduce any Corruption they receive based on their Intelligence modifier if it is larger than their Wisdom or Charisma.
Prerequisites. Some features require at least 13 Intelligence, including some feats, and taking multiclass levels in Arcane Warrior, Artificer, Bard, Bloodhunter, Druid, Marshal, Ranger, Slayer, Warlock, or Wizard

Wisdom

Wisdom is a character's intuition and mental fortitude. Characters with high Wisdom are determined and keen, while characters with low Wisdom may be quick-tempered, cowardly, or easily-influenced. It governs:

Ability Checks. Wisdom ability checks use a character's instinct to notice, intuit, feel, and act. Animal Handling, Insight, Medicine, Nature, Perception, Religion, Resilience, and Streetwise are often, but not always, made with Wisdom.
Saving Throws. Wisdom saving throws are made to avoid hazards like being charmed, frightened, mind-controlled, deceived, or influenced.
Class Features. All Clerics, and some Adepts, Bards, Bloodhunters, Druids, Marshals, Paladins, Rangers, Slayers, and Warlocks, rely on Wisdom for many class features, such as Spellcasting.
Initiative. Characters add a +1 bonus to their Initiative if they have at least 12 Wisdom, and an additional +1 bonus to their Initiative if they have at least 16 Wisdom.
Passive Skills. Though every skill and ability score combination technically has a passive that is equal to 10 + the bonus added to a particular ability check, a character's passive Wisdom (Insight) and Wisdom (Perception) are especially important.
Corruption. Characters reduce any Corruption they receive based on their Wisdom modifier if it is larger than their Intelligence or Charisma.
Prerequisites. Some features require at least 13 Wisdom, including some feats, and taking multiclass levels in Adept, Bloodhunter, Cleric, Druid, Marshal, Ranger, Slayer, or Warlock.

Charisma

Charisma is a character's confidence, charm, and poise. Characters with high Charisma are charming and likeable, while characters with low Charisma may blunt, introverted, or bad at reading social cues. It governs:

Ability Checks. Charisma ability checks use a character's self to influence, deceive, perform, lead, speak, and be. Animal Handling, Convince, Deception, Investigation, Leadership, Religion, Society, and Streetwise are often, but not always, made with Charisma.
Saving Throws. Charisma saving throws are made to avoid hazards like being possessed, teleported against one's will, or cursed.
Class Features. All Sorcerers, and some Arcane Warriors, Bards, Bloodhunters, Marshals, Paladins, and Warlocks, rely on Charisma for many class features, such as Spellcasting.
Discount. All creatures in an adventuring party receive a 5% discount on most purchases if a character has at least 12 Charisma, and an additional 5% discount on most purchases if they have at least 16 Charisma. These discounts stack if multiple people have the prerequisite Charisma scores to a maximum of 30%. The DM is the final arbiter on what goods or services might be exempt from this discount, or if a higher discount might be situationally applied for an especially charismatic party.
Downtime. Characters can hold an amount of Favors obtained from downtime activities equal to 1 + the character's Charisma modifier (minimum 1).
Corruption. Characters reduce any Corruption they receive based on their Charisma modifier if it is larger than their Intelligence or Wisdom.
Prerequisites. Some features require at least 13 Charisma, including some feats, and taking multiclass levels in Arcane Warrior, Bard, Bloodhunter, Marshal, Paladin, Sorcerer, or Warlock.

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.

Hint: Common cultures for an ancestry can be found on each ancestry page, though characters of a specific ancestry are not beholden to these listed cultures! They simply serve as suggestions to get you started.

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.