Quick guide to making your Character
Choose a species for your character. There are 9 basic races, though some players may allow other races to be used. Each race has certain unique characteristics, abilities, strengths, and weaknesses.
The 7 basic Species are:
Dragonborn: Proud, self-sufficient, and loyal. Dragonborn are descended from dragons and possess attributes of both dragons and humanoids. Stat modifiers: +2 Strength, +1 Charisma
Dwarves: Short, stocky, stern, and strong. They have a connection to the earth and often live in mountains or underground lands. Stat modifiers: +2 Constitution
Elves: Tall, long-lived, aloof, and connected to nature. Elves live in harmony with the natural world around them. Stat modifiers: +2 Dexterity
Gnomes: Mysterious, adventure-seeking, and strange. Gnomes are the smallest common race. Stat modifiers: +2 Intelligence
Half-elves: Solitary, long-lived, graceful, and hearty. Half-elves are few in number, and tend to be wanderers due to their lack of homeland. +2 Charisma, +1 in 2 abilities of your choosing
Half-orcs: Independent, strong, and distrusted. Half-orcs are considered monstrosities by common folk. They are tall and powerfully built. Stat modifiers: +2 Strength, +1 Constitution
Halflings: Optimistic, cheerful, curious, and small in stature. Only 3 ft (.9 m) tall on average, they are agile but physically weak. Stat modifiers: +2 Dexterity
Humans: Adaptive, ambitious, and well-balanced. Humans are the dominant race and are diverse in appearance and culture. Stat modifiers: +1 to each ability
Tieflings: Stubborn, quick-tempered, and self-reliant. Tieflings are half-human, half-otherworldy beings. Stat modifiers: +1 Intelligence, +2 Charisma
Choose a class.
A character’s class is like their profession. If your character is starting from scratch at level one, you’ll also be level one in your class. As your character completes adventures, they’ll gain experience points (XP), which are used to raise your level and earn abilities and powers. There are 12 basic classes:
Barbarian: Uncivilized and strong, barbarians are considered brutal berserkers.
Bard: Charismatic and crafty, bards use skills and spells to help and harm.
Cleric: Firm believers in a deity, clerics heal, raise the dead, and direct the wrath of god.
Druid: At one with nature, druids cast spells, interact with animals, and shapeshift into animals and plants.
Fighter: Firm and brave, fighters are capable with weapons and comfortable in armor.
Monk: As martial masters, monks train their minds and bodies for offense and defense.
Paladin: Followers of the good and just, paladins are devoted knights.
Ranger: Masters of woodcraft and wildlife, rangers track and hunt foes.
Rogue: Stealthy assassins, rogues are cunning thieves and able scouts.
Sorcerer: Natural-born spellcasters, sorcerers command strange, ancient energies.
Warlock: As people who gained magic from a bargain with an extraplanar entity, warlocks have fewer magic charges but regain them easily.
Wizard: As lifelong magic students, years of study allow wizards to use awesome magic powers.