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@jmcgarr
Last active June 15, 2020 13:50
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Mike's guide to creating a D&D character

This is my guide to my friends and family on how to create their first D&D character. I will make some assumptions about building the character online (using Roll20).

  1. Pick a class
  2. Pick a race
  3. Write a backstory
  4. Choose a personality
  5. Choose a flaw
  6. Plan ahead
  7. Skills and weapons

1. Pick a class

I believe this is the best place to start. When players think about what type of character they want to be, it typically starts with a class. Your class will define the role you will play not only in combat, but in most role playing experiences as well. Think about the way you want to play. If this is your first time, keep it simple. Experienced players will seek to find a class that is new and different. I find that picking a class that mirrors your own personality well is a great way to start.

Next, you should consider the overal balance of the party. Your party should be comprised of a mixture of class capabilities. Roughly, you should consider classes in the following categories:

  • Front-line role (Fighter, Paladin, Barbarian, Monk, Ranger)
  • Range fighter (Fighter, Ranger)
  • Utility (Rogue, Bard)
  • Healers (Cleric, Bard, Druid, Paladin)
  • Magic weilders (Wizard, Sorcerer, Warlock)

Lastly, consider the campaign setting. This isn't always a factor.

2. Pick a race

Once you've picked a class, it is common for one to pick a race that will provide the greatest benefit. For instance, if you want to play a Bard, you might be attracted to a Tiefling. Why? Well, Bard's are all about dat Charisma and Tieflings get a +2 to Charisma. This is great, but the first thing you should consider when picking a race is "How do I want to role play my character?" Picking a Tiefling provides certain challenges in campaigns, considering their infernal bloodline. Depending on your DM, you may be spending a bunch of time defending your Tieflings right to merely walk into bars. That may not be the experience you want.

Beyond the role playing aspects, there are certain ideal races that are worth considering, depending on what class you've selected. I've only included races that privide a +2 bonus to one of the classes primary abilities. (Note, I've stuck to the races and classes available in the Player's Handbook, Elemental Evil Player's Companion, Volo's Guide to Monsters and Xanathar's Guide to Everything)

Class Primary Ability Recommended Races
Barbarian Strength Dragonborn, Half-Orc, Goliath, Bugbear, Orc
Bard Charisma Tielfling, Half-Elf, Aasimar, Yuan-ti Pureblood
Cleric Wisdom Firbolg
Druid Wisdom Firbolg
Fighter (Str) Strength Dragonborn, Half-Orc, Goliath, Bugbear, Orc
Fighter (Dex) Dexterity Elf, Halfling, Aarakocra, Goblin, Kenku, Tabaxi
Monk Dexterity & Wisdom Elf, Halfing, Aarakocra, Goblin, Kenku, Tabaxi
Paladin Strength & Charisma Dragonborn, Half-Orc, Goliath, Bugbear, Orc
Ranger Dexterity & Wisdom Elf, Halfling, Aarakocra, Goblin, Kenku, Tabaxi
Rogue Dexterity Elf, Halfling, Aarakocra, Goblin, Kenku, Kobold, Tabaxi
Sorcerer Charisma Tielfling, Half-Elf, Aasimar, Yuan-ti Pureblood
Warlock Charisma Tielfling, Half-Elf, Aasimar, Yuan-ti Pureblood
Wizard Intelligence Gnome

It's important to note that you do not have to pick the races listed above to build a great and effective character. You can browse all of the races on D&D Beyond.

3. Write a backstory

For me, this is one of my favorite parts of building a character. The origins of your character could provide an amazing resource for role playing. Think long and hard about how your character got to the place they are. To help with building your backstory, answer some of these questions:

  • Where is your character from?
  • Why are they adventuring?
  • How did they learn to their skills?
  • Did something tragic happen to them that left a mark?

Make sure to write down your character's backstory ahead of time.

Bonus: Party backstories

In addition to building a backstory for you character, I find that the game gets even more interesting if you can weave your character's background together with other player characters in the party. Having two characters who know each other well can help add interesting role playing elements to the game. Make this a goal!

4. Choose a personality

This is a complex question to answer about your character. This involves simultaneously your backstory, choosing an alignment, as well as understanding how your character will react in certain situations.

Assuming you have a backstory, you should determine your character's alignment. This represents the core of their persona and soul. Are they good or evil? Do they follow the law or do they bias towards personal freedoms? I think the alignment structure is a useful starting point, but is sometimes hard to fall back on in the moment. If this is your first time, I recommend the following tips:

  • Choose an alignment that matches your own personality. That way, you can just play your character as an extention of yourself. This makes decision making easier.
  • Choose a popular figure to model your character after. For instance, you could imagine your Lawful Good character's response in the moment by asking, "What would Superman do?". Find a character you know well.

Beyond alignment, choose a style and voice for your character. This can manifest itself in a character voice, or merely as a style of response and interaction the character may have. Your Wizard may be stuck up and self-centered, and talk down to player's in his party. If that's how you want to play your character, awesome! Bonus points for using a voice for your character.

6. Choose a flaw

This step is often skipped or overlooked, but I belief is extremely important. You should think about things that will prevent your character from being successful or focused during the adventure. Don't skip this step. Think hard about it and make sure the DM knows. She will present you with scenarios that will force you to do something your party may not want, and that is what makes the game fun!

Some examples of flaws that aren't limiting but could make the game fun:

  • Will help a child in danger no matter what.
  • Can never refuse a challenge
  • Afraid to sleep outdoors
  • Gullible
  • Lacks personal hygiene

7. Plan ahead

Most classes are fairly weak at level one and two, but get a boost at level 3. At level three, you are typically choosing some kind of focus. For instance, Clerics will choose a Domain, Wizards will choose a School, Barbarians will choose a Totem, and so on. Make sure to consider where you want your character to grow, starting at level one.

8. Skills and weapons

While this sounds like the most fun, I put this at the end for a reason. Pick them and focus on them, but this is not where the fun of D&D lies. That's not to say you should skip it, but you can merely be mechanical about them. Pick something that works for your characters role, personality and class and move on. But don't sweat it too much.

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