The Basics of Character Creation (Creating Characters Part 1)
- Tanner Jensen
- Oct 31, 2017
- 9 min read
We've figured out how to roll dice, how to pick an alignment, and even how to read the first page of our character sheet; now it's time to pull it all together. It's time to start building a character. But first, we need to know what even goes into building a character. Different DMs and players will divide up character creation differently, but for me the two main parts are Story and Mechanical Ability. However, since those two categories are a bit hard to split up in a way that makes sense to a new player, we're instead going to divide those two parts into the four core elements that go into each: Race, Class, Background, and Image.
Race
Before you can figure out who you want to be, you need to figure out what you want to be. D&D is a fantasy game, and fantasy games are nothing without their fantasy races. In D&D 5e, there are nine base races: Humans, Elves, Half-elves, Dwarves, Halflings, Gnomes, Half-orcs, Dragonborn, and Tieflings.

Several of these races have a few sub-races, with subtle differences between each depending on the home terrain of each; think of a comparison between a Texan and a New Yorker. All told, there are 23 mechanically different races in the base game, accounting for all the sub-races. Each of these races and subraces differ slightly in the bonuses they offer, but all grant the following traits:
Ability Score Increase: Remember those ability scores we looked at on character sheets? Most races will actually give you a few points to add to certain ability scores. When picking your race, you might want to consider what you want your character to be accomplished at, and pick a race that aids that goal.
Age: Most humans will live to around 80; elves can live to around 750. Your race will specify the average maturity age and lifespan of a character of the race, which can help you to better plan the story of your character's life.
Alignment: Certain races tend towards certain alignments, which may help you in determining your character's alignment.
Size: Your size determines how much space your character takes up in the world, and is used to determine several in-combat abilities and actions. Most races are Medium, standing around 5-6 feet in height; some races, such as Halflings and Gnomes, are only around 2-4 feet tall, and are Small in size. Your character's size can also help you in determining how they may act in certain situations, adding to their backstory.
Speed: Your race will determine your relative ability to move around, and the speed at which you do so. This is mostly useful in combat, but also allows out-of-combat actions. Most races have a movement speed of 30 feet, meaning that in a single round of combat they can move about 30 feet while still acting.
Languages: Your race will also determine what languages you understand and can produce with. Most races speak Common, the universal language in D&D, and one language inherent to their race (Dwarves speak Dwarvish, Elves speak Elvish, etc.). Many races will also allow you to choose one language for your character to know, representing some experience they have had with other races or careful study. The origin of this additional race can be factored into your character's backstory as well.
Features: Many races will also give additional features unique to their race. Elves are resistant to charm and sleep effects; Half-orcs can avoid death when brought to 0 hitpoints; Dragonborn have elemental breath attacks and resistances tied to their draconic heritage. Many subclasses also give unique features, forcing you to choose between two or three potential benefits; for example, Forest Gnomes have features that benefit wilderness survival and animal communication, while Rock Gnomes gain knowledge and artisanal skills.
Your character's race gives many benefits, and for many players it makes the greatest sense to pair their chosen class with a race that will complement it. However, it can be just as entertaining to pair a race and class with little to no complementary features. For example, taking the traditionally unintelligent and violent Half-orc race and making them into a Wizard. Subverting stereotypes can help to make your character both unique and memorable; however, you should always play in a way that you enjoy the most. Pick a race that you feel fits your character's image the best, and enjoy yourself.
Classes
Classes form the backbone of your character's mechanical abilities. Whether you want to shoot arrows, throw knives, swing swords, or cast a spell, your class is what will determine how and how well you can perform these actions. They are the core of the game system, the purpose behind fighting monsters and acquiring items, and for many players a major focus in their game. Because of this, classes are too big of a topic to cover in a single post. Instead, we're going to take a brief overview of how they work, the different types, and how you can decide on which to play.
Barbarians: Rage-fueled warriors of the wilderness (think vikings)
Bards: Entertainers who channel magic through their singing, instruments, and stories (just like real performers)
Clerics: Spellcasters who channel the divine energy of their chosen diety (priests, who can also shoot lightning)
Druids: Spellcasters and shapeshifters who wield the magic of forests and nature spirits (magic hippies)
Fighters: Expert weapon fighters who stick to the basics (Roman gladiators, medieval knights, etc.)
Monks: Martial artists who have trained their bodies to perfection (basically monks from martial arts movies)
Paladins: Holy warriors who commit themselves to religious orders and principles in exchange for divine power (like clerics, but with less magic and more swords)
Rangers: Wilderness hunters and survivalists armed with survival skills and nature magic (Bear Grylls, if he could also use magic)
Rogues: Sneaky, stealth-based fighters who make use of deception and trickery to gain the advantage (usually criminals; like Batman, but with more murder)
Sorcerers: Magic casters born with a connection to some form of magic (
Warlocks: Magic casters who gained power through a bargain with a powerful being (sell your soul to the devil - what's wrong with that?
Wizards: Magic casters who gained their power through careful study and memorization (basically Hogwarts wizards)
Classes are mostly mechanical. They are a package of features, restrictions, playstyles, and abilities all rolled into one. Your class determines how much health your character has, what weapons they are capable of wielding, and what actions they can take and accomplish. They are also heavily based in lore and story. Clerics and Paladins have deep connections to particular gods and religions; Rangers and Barbarians tend to live on the outskirts of civilizations. Your class will often describe why characters act the way that they do, why they have certain abilities, and how your choice of class can be incorporated into your image of your character.
Classes are also incredibly customizable. Almost without exception, you can play a class in any way that you choose too. Remember, D&D is a game of near-limitless possibility. If you want to play a wizard who runs around fighting with a staff instead of casting spells, you can do that. The choice is yours. In general though, it is usually best to pick a class that will fit best with your image of your character.
Background
If classes form the backbone of mechanical ability, backgrounds do the same for your character's story. Put simply, your character's Background is their lifestyle prior to becoming an adventurer. It is the period of their life that had the greatest impact in shaping who they eventually became, both in their skill set and their outlook on life. This second aspect is one we have briefly discussed already in my last post about Alignment. Your character's alignment, personality, flaws, bonds, and ideals are all determined largely by your background. So what are the background you can choose from? The base game includes :
Acolyte: You spent your life in service at a temple to a god or group of gods.
Charlatan: You are a con artist who makes their living by fooling others.
Criminal: You are an experienced criminal with a connection to the criminal underworld.
Entertainer: You make your living by entertaining others, whether for profit or for fun.
Folk Hero: At some point in your life, you performed an action that gained you the respect of your local village as their local hero.
Guild Artisan: You work for a craftsman's guild, either creating goods or peddling them to others.
Hermit: You have spent your life secluded from other people, seeking solitude and answers to personal questions.
Noble: You are a member of the nobility, and have spent your life learning laws and the role of your station.
Outlander: You have spent your life living on the outskirts of civilization, tracking game and defending your home.
Sage: You are an accomplished academic with experience in researching arcane texts
Sailor: You have spent your life on the open ocean
Soldier: You have enlisted in a nation's army and waged war on your enemies
Urchin: You have grown up with nothing, surviving in the underbelly of civilization
Your chosen background is not necessarily what you spent the majority of your life doing, but instead the lifestyle that had the greatest impact on your character. For example, a disgraced noble who fell into a life of crime and poverty only to improve their life through work a guild could fit several of the background suggested above. In this example, if the time this character spent as a criminal formed the bulk of their perspective on the world, then the Criminal background would fit best, though the same could be said if any of the other background were more impactful on the character.
Beyond story implications, each background also gives a few mechanics abilities. Most backgrounds give a few skill proficiencies, a few tool proficiencies, a handful of memorabilia from that lifestyle, and a few roleplay features connected to their background. For example, a soldier might be able to pull rank on other soldiers from the same military faction, or an entertainer might be able to find work performing in a tavern.
Image
Before, during, and after you choose a race, class, and background for your character, you should form an image for them. In other words, who do you want your character to be?
Choose a story for your character. Who are they? Where are they from? How have they led their life, and where do they intend to go with it? Do they have any connection to nations, criminal gangs, tribes, religions, or businesses? How do they treat other people? What kind of lifestyle do they prefer? Find a background or class that fits the character image you have, or choose them first and build your character image as you go.
Choose what you want your character to be able to do. Do they fight up close with melee weapons, or do they stay back and shoot arrows from a distance? Does their magic (if they have it) come from their diety, careful study, or some other source? Do you defend others from enemies, heal allies, or attack enemies? Do you run into a fight shouting your battle-cry, or do you sneak around in the shadows? This will largely be determined by your class, but some races will benefit certain playstyles.
If you want a pious character looking to spread the word of their diety, the acolyte background and Cleric or Paladin classes might fit what you're looking for. If you're looking for a rough-and-tumble wilderness survivalist, then the Wood Elf subrace, Ranger class, and Outlander background might be the combination you are looking for.
As I said before, subverting stereotypes can also make for interesting characters. Characters with seemingly no correlation between their class, race, and background can, through careful story creation, become extremely complex and memorable characters. A tall, commanding paladin embodying the principles of truth and honor and with seemingly no flaws can often be a boring and one-dimensional stereotype; a hidden criminal background, however, might make that holier-than-thou persona little more than a front, creating a much more interesting character. Or perhaps a muscle-bound barbarian, quick to anger and violence . . . in the form of a 2-foot tall Gnome.
Your character can mean as much, or as little, as you want them to. But if you care at all about how your character will turn out, connecting your choices of class, race, and background through carefully constructed character story can make for a much more memorable and enjoyable character for both yourself and your fellow players.
My next post will start to look at each of the classes in depth, starting with Barbarians. Until then, start brainstorming who you want your character to be. If it helps, start googling things like "D&D characters" and looking at images; if one catches your eye, it might help you to start building a character concept around it. Alternatively, check out this online quiz to get a suggestion about which class and race best fits your personality.
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