Build a character

Character Concept

Step one

Pick your race and where your character comes from.

Ancestry

ft sq

Step two

Decide how your character grew up.

Background

Step three

Pick from one of the main classes.

Depending on your class, you will likely need to pick a specialisation at the same time. These include a Sorcerer's bloodline, a Cleric's domain or a Barbarian's totem.

Class

Step four

Ability Scores

Add up the ability score bonuses you get from your ancestry, background and class, each of which provides +2 or -2 to a number of abilities.

You also get four free ability boosts to allocate as you wish. Each provides a +2 or -2 to a different ability.

No ability score may be above 18 at level one.

= ( - 10 ) ÷ 2

Your key ability comes from your class, and is used to determine your class DC.

Details

Key
Ability
Strength
10+
  STR
Dexterity
10+
  DEX
Constitution
10+
  CON
Intelligence
10+
  INT
Wisdom
10+
  WIS
Charisma
10+
  CHA

Health

Calculate your starting hit points.

 
=
+
+
CON

Proficiencies

Refer to your ancestry, background, class and feats to determine what your initial proficiencies are.

Then spend the skill proficiencies your class provides to upgrade skills.

 
=
+
INT
Weapon and Armour  

Skills

Step five

Work out what your character owns at the start of the game, including clothes and weapons.

Starting money
150 sp

Equipment

Weapon
Armour
Gear

XP

Character

Name

Ability Scores

Strength
  STR
Dexterity
  DEX
Constitution
  CON
Intelligence
  INT
Wisdom
  WIS
Charisma
  CHA
= ( - 10 ) ÷ 2

Proficiency

 
 
 
 
 

Languages

Ancestry

ft sq

Background

Class

Archetypes

Skills

Acrobatics
 
=
DEX
Arcana
 
=
INT
Athletics
 
=
STR
Crafting
 
=
INT
Deception
 
=
CHA
Diplomacy
 
=
CHA
Intimidation
 
=
CHA
Medicine
 
=
WIS
Nature
 
=
WIS
Occultism
 
=
INT
Performance
 
=
CHA
Religion
 
=
WIS
Society
 
=
INT
Stealth
 
=
DEX
Survival
 
=
WIS
Thievery
 
=
DEX
Lore
 
=
INT
 
=
 
=
 
=
 
=
7
Master in a signature skill
15
Legendary in a signature skill

Class DC

Class DC   DC
=

Speed

Speed ft sq
ft sq
ft sq
ft sq
ft sq

Perception

 
=
WIS

Saving Throws

Fortitude   FORT
=
CON
Reflex   REF
=
DEX
Will   WILL
=
WIS

Weapons

ft sq
 
=
  d
ft sq
 
=
  d
ft sq
 
=
  d
ft sq
 
=
  d

Ammunition



Health

Hit points   hp
=
+ (
+
CON
) ×
hp

Armour Class

Armour Class
  AC
= 10 +
+
+
+
+
Touch AC
  TAC
= 10 +
+
+
+
+

Armour

AC
TAC
ft sq

Shield

AC
TAC

Actions

Reactions

Ancestry Feats

1
Heritage Feat
5
9
13
17

General Feats

3
7
11
15
19

Skill Feats

1
Background Feat
2
4
6
8
10
12
14
16
18
20

Resonance

Resonance   rp
=
CHA
+
+
  rp
=
rp

Inventory

Magic Items

Bulk

Bulk Limit  
= 5 +
STR
Upper Limit  
= 10 +
STR

10 L = 1 bulk

Sorcerer

Bloodline

Power 1
Power 6
6
Power 10
10

Spell Points

 
=
CHA
+

Gain bonus spell points with each bloodline power.

Spells

1
2
3
4
5
6
7
8
9

Cantrips

Spells

1
2
3
4
5
6
7
8
9

Sorcerer Feats

2
6
10
14
18
4
8
12
16
20

Spellbook