Making a New Player Character


When getting to make your new dnd character, make sure you have run through this checklist beforehand:

If you are ever in doubt about what steps to take on character creation, you can always check out Chapter 2 of the Player's Handbook or consult your DM.

Additionally, if you have an idea of a character you want to play, you can usually find a way carry it out in D&D format, but keep in mind starting characters are not superheroes, but more akin to your average traveller.

Choose Your Class


To start off, choose a class on the class table of the PHB, the classes are as such:

Class Likes Primary Ability Complexity
Barbarian Fighting Strength Average
Bard Performing Charisma High
Cleric Gods Wisdom Average
Druid Nature Wisdom High
Fighter Weapons Strength or Dexterity Low
Monk Unarmed Combat Dexterity and Wisdom High
Paladin Defence Strength or Charisma Average
Ranger Survival Dexterity or Wisdom Average
Rogue Stealth Dexterity Low
Sorcerer Power Charisma High
Warlock Occult Lore Charisma High
Wizard Spellbooks Intelligence Average

Each class has its own interests, abilities and varying degrees of complexity. If you want to try something easy, then the Rogue and Fighter classes are great starters. For more info about each class, consult the List of Contents in the PHB to find the specific class chapter.

When you have found an interesting class, write it down at the top of your character sheet so you remember.

Afterwards, note the class features that your given class provides, just make sure it applies to the level you begin at.

Make a Character Background


For this part of character creation, you will be creating your character background.

A character background contains three elements:

These three elements shape your character's identity and help you as well as your DM to guide roleplaying elements of the game. You can choose to go about character background in two ways: Origin first or Backstory first. Origins serve as the primary ability-givers of a certain backstory, so choosing an origin that goes along with your class is not a bad idea for a first character. However, if you have a backstory in mind be sure to flesh it out before you choose an origin, as you will need both for a character it's important your origin matches the background story you have written.

For ideas on backstories, consider the class overview as mentioned in the class section.

Write a Backstory


To start off, write a short backstory for your character. This can be as simple as a few sentences or as complex as a few paragraphs. The backstory should include:

If you don't know what to write, or don't have any great ideas for a character, you can always leave it blank or pick it up after having filled out your character origins. You should, however, fill out your backstory eventually, as it is the primary way you get to shape the story of your DM's campaign.

Choose Your Origin


Choosing an origin for your character defines in part the direction of your character's background story, and it gives you:

Each origin has its own set of ability scores it can improve, and serves to show what kind of builds or classes they pair well with.

List of Origins

Origin Ability Scores Feat Skill proficiencies Tool Proficiencies Starting Equipment
Acolyte Int, Wis, Chr Magic Initiate (Cleric) Insight, Religion Calligrapher's Supplies Calligrapher's Supplies,
Book of Prayers,
Holy Symbol,
Parchment (10 sheets),
Robe,
8 GP
Artisan Str, Dex, Int Crafter Investigation, Persuasion Choose one kind of Artisan's Tools Artisan's Tools (same as proficiency),
2 Pouches,
Traveler's Clothes,
32 GP
Charlatan Dex, Con, Chr Skilled Deception, Sleight of Hand Forgery Kit Forgery Kit,
Costume,
Fine Clothes,
15 GP
Criminal Dex, Con, Int Alert Sleight of Hand, Stealth Thieves' Tools 2 Daggers,
Thieves' Tools,
Crowbar,
2 Pouches,
Traveler's Clothes,
16 GP
Entertainer Str, Dex, Chr Musician Acrobatics, Performance Choose one kind of Musical Instrument Musical Instrument (same as proficiency),
2 Costumes,
Mirror,
Perfume,
Traveler's Clothes,
11 GP
Farmer Str, Con, Wis Tough Animal Handling, Nature Carpenter's Tools Sickle,
Carpenter's Tools,
Healer's Kit,
Iron Pot,
Traveler's Clothes,
30 GP
Guard Str, Int, Wis Alert Athletics, Perception Choose one kind of Gaming Set Spear,
Light Crossbow,
20 Bolts,
Gaming Set (same as proficiency),
Hooded Lantern,
Manacles,
Quiver,
Traveler's Clothes,
12 GP
Guide Dex, Con, Wis Magic Initiate (Druid) Stealth, Survival Cartographer's Tools Shortbow,
20 Arrows,
Cartographer's Tools,
Bedroll,
Quiver,
Tent,
Traveler's Clothes,
3 GP
Hermit Con, Wis, Chr Healer Medicine, Religion Herbalism Kit Quarterstaff,
Herbalism Kit,
Bedroll,
Book of Philosophy,
Lamp,
Oil (3 flasks),
Traveler's Clothes,
16 GP
Merchant Con, Int, Chr Lucky Animal Handling, Persuasion Navigator's Tools Navigator's Tools,
2 Pouches,
Traveler's Clothes,
22 GP
Noble Str, Int, Chr Skilled History, Persuasion Choose one kind of Gaming Set Gaming Set (same as proficiency),
Fine Clothes,
Perfume,
29 GP
Sage Con, Int, Wis Magic Initiate (Wizard) Arcana, History Calligrapher's Supplies Quarterstaff,
Calligrapher's Supplies,
Book of History,
Parchment (8 sheets),
Robe,
8 GP
Sailor Str, Dex, Wis Tavern Brawler Acrobatics, Perception Navigator's Tools Dagger,
Navigator's Tools,
Rope (50 feet),
Traveler's Clothes,
20 GP
Scribe Dex, Int, Wis Skilled Investigation, Perception Calligrapher's Supplies Calligrapher's Supplies,
Fine Clothes,
Lamp,
Oil (3 flasks),
Parchment (12 sheets),
23 GP
Soldier Str, Dex, Con Savage Attacker Athletics, Intimidation Choose one kind of Gaming Set Spear,
Shortbow,
20 Arrows,
Gaming Set (same as proficiency),
Healer's Kit,
Quiver,
Traveler's Clothes,
14 GP
Wayfarer Dex, Wis, Chr Lucky Insight, Stealth Thieves' Tools 2 Daggers,
Thieves' Tools,
Gaming Set (any),
Bedroll,
2 Pouches,
Traveler's Clothes,
16 GP

Choose your Race


The last step in defining your character background is choosing a race, below is a list of 5.5 races to choose from:

List of Races and sub-races:

Race Subraces
Aasimar
Dragonborn
Dwarf
Elf Drow-elf
High-elf
Wood-elf
Gnome Forest-gnome
Rock-gnome
Goliath Cloud-giant
Fire-giant
Frost-giant
Hill-giant
Stone-giant
Storm-giant
Halfling
Human
Orc
Tiefling

Choosing a race for your character is usually the last part in the character creation process, as it defines the physical and cultural traits of your character. Whilst some races are more suited for combat and others for magic, you can also choose races based entirely on personal preference.

It is up to your DM's discretion how many "Homebrew" races are allowed and what they do, but the list above are default choices to choose from.

At the End of Your Character Creation


When you have finished your character creation, you should make sure your character has name, a class and an origin noted down.

Now, as for last steps, you need to calculate your AC (Armor Class), HP (Hit Points) and note your Initiative.

To calculate your AC, you need to know what armor you are wearing. If you are not wearing any armor, your AC is 10 + your Dexterity modifier. If you are wearing armor, consult the PHB for the specific armor's AC value.

To calculate your HP, you need to know your class's hit die and your Constitution modifier. Your starting HP is the maximum value of your class's hit die plus your Constitution modifier. For example, if you are a Fighter with a d10 hit die and a Constitution modifier of +2, your starting HP would be 10 (max of d10) + 2 = 12 HP.

Finally, your Initiative is equal to your Dexterity modifier. This is the bonus you add to your initiative rolls at the start of combat.

Make sure to note these things down on your character sheet and send it to your DM for proof-reading!