Character Creation Guide & Facilitator Lesson Plan
Last updated Oct 29, 2026
The Five Stages of Character Creation
Building a 5e character follows five clear stages, whether you are filling out a sheet in a group workshop or stepping through the Guided Character Builder:
- Choose a Class — Your adventurer's archetype, combat role, and core features
- Determine Your Origin — Your Background (past occupation & Origin Feat) and Species (ancestral traits)
- Determine Ability Scores — Your six core statistics and their modifiers
- Choose Alignment & Personality — Your moral compass, ideals, bonds, and flaws
- Fill In the Details — Saving throws, skills, Hit Points, Armor Class, equipment, and spells
Stage 1: Choose a Class
Your class defines what your character excels at on an adventure. New characters begin at Level 1 with a +2 Proficiency Bonus.
| Concept | What It Means |
|---|---|
| Class | Your primary calling — Fighter, Rogue, Cleric, Wizard, Bard, Ranger, Paladin, etc. |
| Subclass | Your specialization within the class (unlocked at Level 3 in 5.5e / SRD 5.2.1) |
| Hit Die | Determines your Hit Points per level (d6 Wizard/Sorcerer, d8 Rogue/Cleric/Bard, d10 Fighter/Paladin/Ranger, d12 Barbarian) |
| Starting Equipment | Choose your class's starting weapon & armor package or starting gold |
Facilitator Tip: Give first-time players a quick summary of four classic roles — Fighter (frontline martial), Rogue (skill expert & striker), Cleric (divine support & armored caster), and Wizard (arcane spellcaster) — before diving into the full class list.
Stage 2: Determine Your Origin (Background & Species)
Together, your Background and Species answer: Where did your character come from, and who were they before becoming an adventurer?
Part A: Background
- Grants two Skill Proficiencies, one Tool Proficiency, and an Origin Feat at Level 1.
- Provides Ability Score Increases: increase one listed ability score by +2 and another by +1, or increase all three listed scores by +1 (up to a maximum of 20).
- Grants a starting gear package (or 50 GP) plus prompts for your Personality Traits, Ideals, Bonds, and Flaws.
Part B: Species
- Grants innate Species Traits (such as Darkvision, damage resistances, or innate cantrips), base Speed (typically 30 ft.), Size (Medium or Small), and known Languages.
Stage 3: Determine Ability Scores & Modifiers
Every action your character takes relies on six core abilities:
| Ability | Code | Covers |
|---|---|---|
| Strength | STR |
Physical power, athletics, melee weapon power |
| Dexterity | DEX |
Agility, reflexes, ranged weapons, Finesse weapons, Stealth, Initiative |
| Constitution | CON |
Endurance, concentration, and Hit Points added at every level |
| Intelligence | INT |
Arcane study, investigation, history, Wizard spellcasting |
| Wisdom | WIS |
Perception, insight, survival, Cleric/Druid/Ranger spellcasting |
| Charisma | CHA |
Persuasion, deception, presence, Bard/Paladin/Sorcerer/Warlock spellcasting |
Three Generation Methods
- Standard Array (Recommended for Beginners): Assign
15, 14, 13, 12, 10, 8across your six abilities, then apply your Background boosts. - Point Buy: Spend a 27-point budget to customize scores between 8 and 15 before Background boosts.
- Roll
4d6Drop Lowest: Roll four six-sided dice, drop the lowest die, and sum the highest three — six times.
Ability Modifiers
Almost every roll in play uses your Ability Modifier, calculated as floor((Score - 10) / 2):
| Score | Modifier |
|---|---|
| 8–9 | -1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20 | +5 |
Stage 4: Choose Alignment & Backstory
Alignment combines two axes — Lawful / Neutral / Chaotic and Good / Neutral / Evil — as a roleplay compass.
- Cooperative Party Rule: Most starter tables (including War of Flowers & Smoke) recommend Good-aligned or cooperative Neutral characters so every hero has a reason to work together and answer the call to adventure.
- Backstory Prompts: Jot down one goal your character wants to achieve, one person or place they care about, and one flaw that complicates their life.
Stage 5: Fill In the Mechanical Details
The Character Builder computes these automatically, or you can verify them by hand:
- Saving Throws: Each class grants proficiency in two saving throws (
Ability Modifier + Proficiency Bonus). - Skills: Proficient skills use
Ability Modifier + Proficiency Bonus (+2 at Level 1). - Passive Perception:
10 + Wisdom (Perception) modifier. - Level 1 Hit Points:
Maximum Hit Die value + CON modifier(e.g., a Fighter withd10and+2 CONstarts with12 HP). - Initiative: Equal to your
DEX modifier(plus any feat bonuses such as Alert). - Armor Class (AC): Unarmored AC is
10 + DEX modifier; wearing armor uses the armor's base AC formula from the Equipment Compendium (+2if wielding a Shield). - Spells & Cantrips (Spellcasters Only): Select your starting cantrips (at-will, no slots required) and Level 1 prepared/known spells from the Spell Compendium. Once your character is saved, you can print a complete Character Sheet PDF and Printable Spell & Item Cards directly from your character page!
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