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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:

  1. Choose a Class — Your adventurer's archetype, combat role, and core features
  2. Determine Your Origin — Your Background (past occupation & Origin Feat) and Species (ancestral traits)
  3. Determine Ability Scores — Your six core statistics and their modifiers
  4. Choose Alignment & Personality — Your moral compass, ideals, bonds, and flaws
  5. 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

  1. Standard Array (Recommended for Beginners): Assign 15, 14, 13, 12, 10, 8 across your six abilities, then apply your Background boosts.
  2. Point Buy: Spend a 27-point budget to customize scores between 8 and 15 before Background boosts.
  3. Roll 4d6 Drop 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 with d10 and +2 CON starts with 12 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 (+2 if 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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