Note: the following information is adapted from the Player's Handbook (copies are available when you come to play), and includes material from other officially licensed materials from Wizards of the Coast, as allowed by the 5th Edition SRD and Open Gaming License. It also includes some of our home-brew content, house rules, and resources.
This material does not, and will not, replace the awesome books available for purchase from Wizards of the Coast. We highly recommend getting your hands on a book or two for your own play (and to help support an awesome role-playing game).
This material does not, and will not, replace the awesome books available for purchase from Wizards of the Coast. We highly recommend getting your hands on a book or two for your own play (and to help support an awesome role-playing game).

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Step 1) Generate Ability Scores
Grab a piece of paper, a pencil, and four 6-sided dice (4d6).
Next, you are going to roll 7 numbers. You do this by rolling all 4 dice together, then taking only the THREE HIGHEST NUMBERS from the roll, add those numbers together, then write it down somewhere on the paper. That is 1 number. Do this an additional six times (7 numbers total), then pick the six HIGHEST numbers.
So, if you followed directions well, you should have six numbers in front of you in a range from 3 to 18. (if any of your rolls are higher than 18, make sure that you are ONLY ADDING TOGETHER the THREE HIGHEST numbers from four rolled each time.
These numbers will become your Attribute Scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (six Attributes/six numbers).
Note: do NOT assign these numbers anywhere yet; that comes later, when we know what our race and class are.
Don't feel like rolling? - you can also use the Point-Buy System.
Each attribute starts at 8. You can "buy" higher attributes by spending points (you start with 27). No attribute can be raised above 15 in this way and buying gets more costly the higher you go. So, buying from 9-13 is 1 point per raise (8 to 9 = 1, 9 to 10 = 1, 10 to 11 = 1, you get it), but then 14-15 take 2 points each.
Don't like that one? Then take this Standard Stat Array - 17, 16, 13, 11, 10, 8 - and put them down as your numbers for now.
Next, you are going to roll 7 numbers. You do this by rolling all 4 dice together, then taking only the THREE HIGHEST NUMBERS from the roll, add those numbers together, then write it down somewhere on the paper. That is 1 number. Do this an additional six times (7 numbers total), then pick the six HIGHEST numbers.
So, if you followed directions well, you should have six numbers in front of you in a range from 3 to 18. (if any of your rolls are higher than 18, make sure that you are ONLY ADDING TOGETHER the THREE HIGHEST numbers from four rolled each time.
These numbers will become your Attribute Scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (six Attributes/six numbers).
Note: do NOT assign these numbers anywhere yet; that comes later, when we know what our race and class are.
Don't feel like rolling? - you can also use the Point-Buy System.
Each attribute starts at 8. You can "buy" higher attributes by spending points (you start with 27). No attribute can be raised above 15 in this way and buying gets more costly the higher you go. So, buying from 9-13 is 1 point per raise (8 to 9 = 1, 9 to 10 = 1, 10 to 11 = 1, you get it), but then 14-15 take 2 points each.
Don't like that one? Then take this Standard Stat Array - 17, 16, 13, 11, 10, 8 - and put them down as your numbers for now.
Steps 2 + 3 - Select Race and Class
We group these together because, although they are considered separate steps, each should be completed with the other in mind.
A character's Race often grants them bonuses to specific Attribute Scores to represent the natural physical and mental capabilities of the Race, and some also grant additional abilities and powers. Click on the different races to see the specific bonus abilities they offer beyond their attribute bonuses (first-party traits only available for Common and Uncommon races).
COMMON RACES
Dwarf - +2 Constitution and (choose 1) Hill Dwarf: +1 Wisdom; OR Mountain Dwarf: +2 Strength.
Elf - +2 Dexterity and (choose 1) High Elf: +1 Intelligence; Wood Elf: +1 Wisdom; Dark Elf (Drow): +1 Charisma
Halfling - +2 Dexterity and (choose 1) Lightfoot: +1 Charisma; Stout: +1 Constitution
Human - +1 to all attribute scores
*Variant Human - +1 to any two attribute scores, as well as some extra stuff.
UNCOMMON RACES
Dragonborn - +2 Strength and +1 Charisma.
Gnome - +2 Intelligence and (choose 1) Forest Gnome: +1 Dexterity; Rock Gnome: +1 Constitution
Half-Elf - +2 Charisma and +1 to two other ability scores.
Half-Orc - +2 Strength and +1 Constitution
Tiefling - +2 Intelligence and +1 Charisma
VOLO'S GUIDE TO MONSTERS (full traits only available in Volo's Guide to Monsters)
Aasimar - +2 Charisma and (choose 1) Protector: +1 Wisdom; Scourge: +1 Constitution; Fallen: +1 Strength.
Firbolg - +2 Wisdom and +1 Strength.
Goliath - +2 Strength and +1 Constitution.
Kenku - +2 Dexterity and +1 Wisdom.
Lizardfolk - +2 Constitution and +1 Wisdom.
Tabaxi - +2 Dexterity and +1 Charisma.
Triton - +1 Strength, Constitution, and Charisma.
MONSTROUS OPTIONS (requires DM approval, full traits only available in Volo's Guide to Monsters)
Bugbear - +2 Strength and +1 Dexterity.
Goblin - +2 Dexterity and +1 Constitution.
Hobgoblin - +2 Constitution and +1 Intelligence.
Kobold - +2 Dexterity and -2 Strength.
Orc - +2 Strength, +1 Constitution, and -2 Intelligence.
Yuan-Ti Pureblood - +2 Charisma and +1 Intelligence.
SUPPLEMENTAL RACES (SRD Pending)
Aarakocra - +2 Dexterity and +1 Wisdom. (Elemental Evil)
Deep Gnome - +2 Intelligence and +1 Dexterity. (Elemental Evil)
Genasi - +2 Constitution and (choose 1) Air: +1 Dexterity; Earth: +1 Strength; Fire: +1 Intelligence; Water: +1 Wisdom. (Elemental Evil)
Tortle - +2 Strength and +1 Wisdom. (Tomb of Annihilation)
___________________________________________________________________________________________________________
In addition, one must select their character's Class. A Class represents the character's role, their powers and play style, and how they fit into the fantasy world as a whole. It is the primary path of character progression in the entire game, and remains the one thing that drives the character forward as they become stronger.
Then, with your Race and Class selected, you should have a better idea what Attributes should get your high numbers and what can have your lower numbers. Fighters, for example, should have higher Strength (melee) or Dexterity (ranged) and Constitution (better health and survivability) as their primary Attributes. Spellcasters, like a Wizard, should focus on mental stats to be a better mage, so Intelligence and Wisdom should be higher. Pay attention to your Class's primary attributes to tell you what you'll need... Then assign one number to each attribute, increasing or decreasing numbers based upon your Race.
CLASS - PRIMARY ATTRIBUTES
Barbarian - a fierce warrior of primitive background who can enter a battle rage. Primary: Strength.
Bard - a versatile and inspiring magician who uses words and music as magic. Primary: Charisma.
Cleric - a divine champion who wields healing magic and holy powers. Primary: Wisdom.
Druid - a priest of the Old Faith, wielding the powers of nature and shapeshifting. Primary: Wisdom.
Fighter - a master of martial combat, skilled with a variety of weapons and armor. Primary: Strength or Dexterity.
Monk - a master of martial arts, harnessing the power of their own body in pursuit of physical and spiritual perfection. Primary: Dexterity and Wisdom.
Paladin - a holy warrior who wields the great power of their deity bound to a sacred oath. Primary: Strength and Charisma.
Ranger - a powerful tracker and martial outlander attuned to natural magics. Primary: Dexterity and Wisdom.
Rogue - a scoundrel who uses stealth, intelligence, and trickery to overcome obstacles and enemies. Primary: Dexterity.
Sorcerer - a flexible spellcaster who draws on inherent magic from a gift or bloodline. Primary: Charisma.
Warlock - a caster granted magic from a bargain with an extraplanar entity. Primary: Charisma.
Wizard - a scholar of magic capable of manipulating the structures of reality to their will. Primary: Intelligence.
Beyond your Primary Attribute (also called "ability score"), the other 4 or 5 are important in their own right. Consider what each does (I use the apple metaphor).
Strength - your ability to crush an apple in your hand. It is the main stat that informs your brute strength and adds to your up close combat ability.
Dexterity - your ability to throw an apple at someone or dodge out of the way of an apple. It is a FANTASTIC ability that informs your Initiative (when your turn is in combat), your Armor Class (how easy or hard it is for enemies to hit you), how sneaky you can be, and your skill at fighting from long range; it is also an up close combat ability for weapons with the Finesse property (Rogues have this quite a bit).
Constitution - your ability to eat a rotten apple and not become ill. Your personal life force, this adds to your hit points each level and helps you fight off poison and disease, as well as maintain concentration on magical spells.
Intelligence - your ability to know all the different types of apples that exist and their properties. In most cases, Intelligence is your ability to recall great volumes of information, and acts as the spellcasting ability for Wizards.
Wisdom - your ability to notice the many apple trees around this single apple. Your view of the world, hints to body language and tone, discerning lies and truth, and making good decisions based on what you can see and hear. Another score used for many things, Wisdom informs Perception (arguably the most-used skill in the game), medicine, and acts as a spellcasting score for Cleric, Druid, and Ranger.
Charisma - your ability to sell that rotten apple to anyone. This score represents one's magnetic personality, their ability to talk themselves and others out of trouble, and persuade others. Bards, Paladins, Sorcerers, and Warlocks also use Charisma as their spellcasting ability.
When you have assigned your scores, write next to each its Modifier. Your Modifier represents a bonus or deficit you receive from your natural ability in each of your attributes. Use the following "table" for reference:
Score Range = Modifier
3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = +0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5
A character's Race often grants them bonuses to specific Attribute Scores to represent the natural physical and mental capabilities of the Race, and some also grant additional abilities and powers. Click on the different races to see the specific bonus abilities they offer beyond their attribute bonuses (first-party traits only available for Common and Uncommon races).
COMMON RACES
Dwarf - +2 Constitution and (choose 1) Hill Dwarf: +1 Wisdom; OR Mountain Dwarf: +2 Strength.
Elf - +2 Dexterity and (choose 1) High Elf: +1 Intelligence; Wood Elf: +1 Wisdom; Dark Elf (Drow): +1 Charisma
Halfling - +2 Dexterity and (choose 1) Lightfoot: +1 Charisma; Stout: +1 Constitution
Human - +1 to all attribute scores
*Variant Human - +1 to any two attribute scores, as well as some extra stuff.
UNCOMMON RACES
Dragonborn - +2 Strength and +1 Charisma.
Gnome - +2 Intelligence and (choose 1) Forest Gnome: +1 Dexterity; Rock Gnome: +1 Constitution
Half-Elf - +2 Charisma and +1 to two other ability scores.
Half-Orc - +2 Strength and +1 Constitution
Tiefling - +2 Intelligence and +1 Charisma
VOLO'S GUIDE TO MONSTERS (full traits only available in Volo's Guide to Monsters)
Aasimar - +2 Charisma and (choose 1) Protector: +1 Wisdom; Scourge: +1 Constitution; Fallen: +1 Strength.
Firbolg - +2 Wisdom and +1 Strength.
Goliath - +2 Strength and +1 Constitution.
Kenku - +2 Dexterity and +1 Wisdom.
Lizardfolk - +2 Constitution and +1 Wisdom.
Tabaxi - +2 Dexterity and +1 Charisma.
Triton - +1 Strength, Constitution, and Charisma.
MONSTROUS OPTIONS (requires DM approval, full traits only available in Volo's Guide to Monsters)
Bugbear - +2 Strength and +1 Dexterity.
Goblin - +2 Dexterity and +1 Constitution.
Hobgoblin - +2 Constitution and +1 Intelligence.
Kobold - +2 Dexterity and -2 Strength.
Orc - +2 Strength, +1 Constitution, and -2 Intelligence.
Yuan-Ti Pureblood - +2 Charisma and +1 Intelligence.
SUPPLEMENTAL RACES (SRD Pending)
Aarakocra - +2 Dexterity and +1 Wisdom. (Elemental Evil)
Deep Gnome - +2 Intelligence and +1 Dexterity. (Elemental Evil)
Genasi - +2 Constitution and (choose 1) Air: +1 Dexterity; Earth: +1 Strength; Fire: +1 Intelligence; Water: +1 Wisdom. (Elemental Evil)
Tortle - +2 Strength and +1 Wisdom. (Tomb of Annihilation)
___________________________________________________________________________________________________________
In addition, one must select their character's Class. A Class represents the character's role, their powers and play style, and how they fit into the fantasy world as a whole. It is the primary path of character progression in the entire game, and remains the one thing that drives the character forward as they become stronger.
Then, with your Race and Class selected, you should have a better idea what Attributes should get your high numbers and what can have your lower numbers. Fighters, for example, should have higher Strength (melee) or Dexterity (ranged) and Constitution (better health and survivability) as their primary Attributes. Spellcasters, like a Wizard, should focus on mental stats to be a better mage, so Intelligence and Wisdom should be higher. Pay attention to your Class's primary attributes to tell you what you'll need... Then assign one number to each attribute, increasing or decreasing numbers based upon your Race.
CLASS - PRIMARY ATTRIBUTES
Barbarian - a fierce warrior of primitive background who can enter a battle rage. Primary: Strength.
Bard - a versatile and inspiring magician who uses words and music as magic. Primary: Charisma.
Cleric - a divine champion who wields healing magic and holy powers. Primary: Wisdom.
Druid - a priest of the Old Faith, wielding the powers of nature and shapeshifting. Primary: Wisdom.
Fighter - a master of martial combat, skilled with a variety of weapons and armor. Primary: Strength or Dexterity.
Monk - a master of martial arts, harnessing the power of their own body in pursuit of physical and spiritual perfection. Primary: Dexterity and Wisdom.
Paladin - a holy warrior who wields the great power of their deity bound to a sacred oath. Primary: Strength and Charisma.
Ranger - a powerful tracker and martial outlander attuned to natural magics. Primary: Dexterity and Wisdom.
Rogue - a scoundrel who uses stealth, intelligence, and trickery to overcome obstacles and enemies. Primary: Dexterity.
Sorcerer - a flexible spellcaster who draws on inherent magic from a gift or bloodline. Primary: Charisma.
Warlock - a caster granted magic from a bargain with an extraplanar entity. Primary: Charisma.
Wizard - a scholar of magic capable of manipulating the structures of reality to their will. Primary: Intelligence.
Beyond your Primary Attribute (also called "ability score"), the other 4 or 5 are important in their own right. Consider what each does (I use the apple metaphor).
Strength - your ability to crush an apple in your hand. It is the main stat that informs your brute strength and adds to your up close combat ability.
Dexterity - your ability to throw an apple at someone or dodge out of the way of an apple. It is a FANTASTIC ability that informs your Initiative (when your turn is in combat), your Armor Class (how easy or hard it is for enemies to hit you), how sneaky you can be, and your skill at fighting from long range; it is also an up close combat ability for weapons with the Finesse property (Rogues have this quite a bit).
Constitution - your ability to eat a rotten apple and not become ill. Your personal life force, this adds to your hit points each level and helps you fight off poison and disease, as well as maintain concentration on magical spells.
Intelligence - your ability to know all the different types of apples that exist and their properties. In most cases, Intelligence is your ability to recall great volumes of information, and acts as the spellcasting ability for Wizards.
Wisdom - your ability to notice the many apple trees around this single apple. Your view of the world, hints to body language and tone, discerning lies and truth, and making good decisions based on what you can see and hear. Another score used for many things, Wisdom informs Perception (arguably the most-used skill in the game), medicine, and acts as a spellcasting score for Cleric, Druid, and Ranger.
Charisma - your ability to sell that rotten apple to anyone. This score represents one's magnetic personality, their ability to talk themselves and others out of trouble, and persuade others. Bards, Paladins, Sorcerers, and Warlocks also use Charisma as their spellcasting ability.
When you have assigned your scores, write next to each its Modifier. Your Modifier represents a bonus or deficit you receive from your natural ability in each of your attributes. Use the following "table" for reference:
Score Range = Modifier
3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = +0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5
Step 4 - Select a Background
Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Mechanically, it also grants you bonus skill proficiencies. :)
CORE BACKGROUNDS
Name - Skill Proficiencies - Languages (if any) - Tool Proficiencies (if any) - Bonus Equipment
Acolyte - Insight, Religion - Two of your choice - a holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch of 15 gold pieces.
Charlatan - Deception, Sleight of Hand - Disguise Kit, Forgery Kit - a set of fine clothes, a disguise kit, tools of a con of your choice, and a pouch of 15 gold pieces.
Criminal - Deception, Stealth - one type of gaming set, thieves' tools - a crowbar, a set of dark common clothes including a hood, and a pouch of 15 gold pieces.
Entertainer - Acrobatics, Performance - Disguise Kit, one type of musical instrument - a musical instrument, the favor of an admirer, a costume, and a pouch of 15 gold pieces.
Guild Artisan - Insight, Persuasion - one language of your choice - one type of artisan's tools - a set of artisan's tools, a letter of introduction from your guild, a set of traveler's clothes, and a pouch of 15 gold pieces.
Hermit - Medicine, Religion - one of your choice - Herbalism Kit - a scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalist kit, and 5 gold pieces.
Noble - History, Persuasion - one of your choice - one type of gaming set - a set of fine clothes, a signet ring, a scroll of pedigree, and a purse of 25 gold pieces.
Outlander - Athletics, Survival - one of your choice - one type of musical instrument - a staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch of 10 gold pieces.
Sailor - Athletics, Perception - navigator's tools, vehicles (water) - a belaying pin (club), 50 feet of silk rope, a lucky charm, a set of common clothes, and a pouch of 10 gold pieces.
Scholar - Arcana, History - two of your choice - a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing an unanswered question, a set of common clothes, and a pouch of 10 gold pieces.
Soldier - Athletics, Intimidation - one type of gaming set, vehicles (land) - an insignia of rank, a trophy taken from a fallen enemy, a set of bone dice or deck of cards, a set of common clothes, and a pouch of 10 gold pieces.
Urchin - Sleight of Hand, Stealth - Disguise Kit, Thieves's Tools - a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch of 10 gold pieces.
SWORD COAST - ADDITIONAL BACKGROUNDS
City Watch - Athletics, Insight - two of your choice - a uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch of 10 gold pieces.
Clan Crafter - History, Insight - Dwarvish, or one other if you already speak Dwarvish - one type of artisan's tools - a set of artisan's tools with which you are proficient, a maker's mark chisel, a set of traveler's clothes, and a pouch containing 5 gold pieces and a gem worth 10 gold pieces.
Cloistered Scholar - History, plus 1 from among: Arcana, Nature, and Religion - two of your choice - the scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch of 10 gold pieces.
Courtier - Insight, Persuasion - two of your choice - a set of fine clothes and a pouch of 5 gold pieces.
Faction Agent - Insight and one Intelligence, Wisdom, or Charisma skill of your choice (as appropriate to your faction) - two of your choice - badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch of 15 gold pieces.
Far Traveler - Insight, Perception - one of your choice - a musical instrument or gaming set, likely something native to your homeland - a set of traveler's clothes, one musical instrument or gaming set you are proficient with, a small piece of jewelry worth 10 gold pieces, and a pouch of 5 gold pieces.
Inheritor - Survival, plus 1 from among: Arcana, History, and Religion - one of your choice - a gaming set or a musical instrument - your inheritance (heir to something of great value), a set of traveler's clothes, any items with which you are proficient, and a pouch of 15 gold pieces.
Knight of the Order - Persuasion, plus 1 from among: Arcana, History, Nature, and Religion, as appropriate for your order - one of your choice - one type of gaming set or musical instrument - a set of traveler's clothes, a signet, banner, or seal representing your rank/place within the order, and a pouch of 10 gold pieces.
Mercenary Veteran - Athletics, Persuasion - one type of gaming set, vehicles (land) - a uniform of your company/traveler's clothes, an insignia of your rank, a gaming set of your choice, and a pouch containing your last wages (10 gold pieces).
Urban Bounty Hunter - choose 2 among Deception, Insight, Persuasion, and Stealth - choose 2 among a gaming set, musical instrument, and thieves' tools - a spare set of clothes and a pouch of 20 gold pieces.
Tribal Member - Athletics, Survival - one of your choice - one type of musical instrument or artisan's tools - a hunting trap, a totemic token or set of tattoos marking your loyalty to the tribe, a set of traveler's clothes, and a pouch of 10 gold pieces.
*CUSTOM BACKGROUNDS
Exile - Survival, plus one of your choice - two of your choice - a brand indicating your disgrace (may also indicate the type of crime you committed that forced your exile), a set of common clothes, a pouch containing 5 silver pieces.
CORE BACKGROUNDS
Name - Skill Proficiencies - Languages (if any) - Tool Proficiencies (if any) - Bonus Equipment
Acolyte - Insight, Religion - Two of your choice - a holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch of 15 gold pieces.
Charlatan - Deception, Sleight of Hand - Disguise Kit, Forgery Kit - a set of fine clothes, a disguise kit, tools of a con of your choice, and a pouch of 15 gold pieces.
Criminal - Deception, Stealth - one type of gaming set, thieves' tools - a crowbar, a set of dark common clothes including a hood, and a pouch of 15 gold pieces.
Entertainer - Acrobatics, Performance - Disguise Kit, one type of musical instrument - a musical instrument, the favor of an admirer, a costume, and a pouch of 15 gold pieces.
Guild Artisan - Insight, Persuasion - one language of your choice - one type of artisan's tools - a set of artisan's tools, a letter of introduction from your guild, a set of traveler's clothes, and a pouch of 15 gold pieces.
Hermit - Medicine, Religion - one of your choice - Herbalism Kit - a scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalist kit, and 5 gold pieces.
Noble - History, Persuasion - one of your choice - one type of gaming set - a set of fine clothes, a signet ring, a scroll of pedigree, and a purse of 25 gold pieces.
Outlander - Athletics, Survival - one of your choice - one type of musical instrument - a staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch of 10 gold pieces.
Sailor - Athletics, Perception - navigator's tools, vehicles (water) - a belaying pin (club), 50 feet of silk rope, a lucky charm, a set of common clothes, and a pouch of 10 gold pieces.
Scholar - Arcana, History - two of your choice - a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing an unanswered question, a set of common clothes, and a pouch of 10 gold pieces.
Soldier - Athletics, Intimidation - one type of gaming set, vehicles (land) - an insignia of rank, a trophy taken from a fallen enemy, a set of bone dice or deck of cards, a set of common clothes, and a pouch of 10 gold pieces.
Urchin - Sleight of Hand, Stealth - Disguise Kit, Thieves's Tools - a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch of 10 gold pieces.
SWORD COAST - ADDITIONAL BACKGROUNDS
City Watch - Athletics, Insight - two of your choice - a uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch of 10 gold pieces.
Clan Crafter - History, Insight - Dwarvish, or one other if you already speak Dwarvish - one type of artisan's tools - a set of artisan's tools with which you are proficient, a maker's mark chisel, a set of traveler's clothes, and a pouch containing 5 gold pieces and a gem worth 10 gold pieces.
Cloistered Scholar - History, plus 1 from among: Arcana, Nature, and Religion - two of your choice - the scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch of 10 gold pieces.
Courtier - Insight, Persuasion - two of your choice - a set of fine clothes and a pouch of 5 gold pieces.
Faction Agent - Insight and one Intelligence, Wisdom, or Charisma skill of your choice (as appropriate to your faction) - two of your choice - badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch of 15 gold pieces.
Far Traveler - Insight, Perception - one of your choice - a musical instrument or gaming set, likely something native to your homeland - a set of traveler's clothes, one musical instrument or gaming set you are proficient with, a small piece of jewelry worth 10 gold pieces, and a pouch of 5 gold pieces.
Inheritor - Survival, plus 1 from among: Arcana, History, and Religion - one of your choice - a gaming set or a musical instrument - your inheritance (heir to something of great value), a set of traveler's clothes, any items with which you are proficient, and a pouch of 15 gold pieces.
Knight of the Order - Persuasion, plus 1 from among: Arcana, History, Nature, and Religion, as appropriate for your order - one of your choice - one type of gaming set or musical instrument - a set of traveler's clothes, a signet, banner, or seal representing your rank/place within the order, and a pouch of 10 gold pieces.
Mercenary Veteran - Athletics, Persuasion - one type of gaming set, vehicles (land) - a uniform of your company/traveler's clothes, an insignia of your rank, a gaming set of your choice, and a pouch containing your last wages (10 gold pieces).
Urban Bounty Hunter - choose 2 among Deception, Insight, Persuasion, and Stealth - choose 2 among a gaming set, musical instrument, and thieves' tools - a spare set of clothes and a pouch of 20 gold pieces.
Tribal Member - Athletics, Survival - one of your choice - one type of musical instrument or artisan's tools - a hunting trap, a totemic token or set of tattoos marking your loyalty to the tribe, a set of traveler's clothes, and a pouch of 10 gold pieces.
*CUSTOM BACKGROUNDS
Exile - Survival, plus one of your choice - two of your choice - a brand indicating your disgrace (may also indicate the type of crime you committed that forced your exile), a set of common clothes, a pouch containing 5 silver pieces.
Step 5 - Select or Buy Starting Equipment
Each class has a starting amount of gold to purchase their first level equipment, listed below. You may use the Knight Owls Armory to buy equipment, which represents material in the official Player's Handbook and custom material within the world.
Barbarian - 2d4 x 10 gp
Bard - 5d4 x 10 gp
Cleric - 5d4 x 10 gp
Druid - 2d4 x 10 gp
Fighter - 5d4 x 10 gp
Monk - 5d4 gp
Paladin - 5d4 x 10 gp
Ranger - 5d4 x 10 gp
Rogue - 4d4 x 10 gp
Sorcerer - 3d4 x 10 gp
Warlock - 4d4 x 10 gp
Wizard - 4d4 x 10 gp
Wealth Beyond 1st Level
2nd = Standard 1st level + 150 gp
3rd = + 300 gp
4th = + 700 gp
5th - 7th = 1000 gp + 1d10 x 25 gp
8th - 10th = 2500 gp + 1d10 x 25 gp, and 2 uncommon magic items
11-16 = 4000 gp; (choose 1) 1 rare magic item, and 2 uncommon OR 1 very rare magic item and 1 uncommon.
17-20 = 10,000 gp; (choose 1) 1 Very Rare, 1 Rare, and 1 Uncommon OR 1 Legendary and 1 Uncommon
Barbarian - 2d4 x 10 gp
Bard - 5d4 x 10 gp
Cleric - 5d4 x 10 gp
Druid - 2d4 x 10 gp
Fighter - 5d4 x 10 gp
Monk - 5d4 gp
Paladin - 5d4 x 10 gp
Ranger - 5d4 x 10 gp
Rogue - 4d4 x 10 gp
Sorcerer - 3d4 x 10 gp
Warlock - 4d4 x 10 gp
Wizard - 4d4 x 10 gp
Wealth Beyond 1st Level
2nd = Standard 1st level + 150 gp
3rd = + 300 gp
4th = + 700 gp
5th - 7th = 1000 gp + 1d10 x 25 gp
8th - 10th = 2500 gp + 1d10 x 25 gp, and 2 uncommon magic items
11-16 = 4000 gp; (choose 1) 1 rare magic item, and 2 uncommon OR 1 very rare magic item and 1 uncommon.
17-20 = 10,000 gp; (choose 1) 1 Very Rare, 1 Rare, and 1 Uncommon OR 1 Legendary and 1 Uncommon