Building your first character
Character creation is where most new players get stuck. The rules ask for a long series of decisions before you've rolled a single die, and many of them only make sense once you've played. This guide walks through the process in the order the 2024 rules use, and points out which choices matter most at the start.
Open the generator to build a character in a minute, or keep reading to understand each step.
Step 1: Choose a class
Your class is your character's profession and the biggest single influence on how you play. A Fighter swings weapons and takes hits, a Wizard prepares spells from a book, a Rogue sneaks and strikes at weak points. Your class sets your Hit Points, the armor and weapons you can use, your saving throw proficiencies, and the features you gain as you level up.
If you aren't sure, pick by what sounds fun rather than what seems strongest. Every class is viable. The class guide compares all twelve for new players.
Step 2: Choose a background
Your background is what your character did before adventuring: an Acolyte raised in a temple, a Criminal, a Sage, or a Soldier. In the 2024 rules the background does more than set the scene. It gives you:
- increases to three ability scores (you choose how to split them),
- an Origin feat, such as Alert or Magic Initiate,
- proficiency in two skills and one tool, and
- a starting equipment package, or 50 gold pieces instead.
A practical tip: check whether a background raises your class's main ability. A Wizard benefits from the Sage, which raises Intelligence; a Fighter benefits from the Soldier, which raises Strength.
Step 3: Choose a species
Your species is your character's ancestry: Human, Elf, Dwarf, Halfling, and so on. It sets your size and walking speed and gives you a few traits, such as Darkvision or a Dwarf's resistance to poison. In the 2024 rules species no longer change your ability scores, so you can choose freely without hurting your character. The species and backgrounds guide summarizes each option.
Step 4: Choose languages
Every character knows Common plus two more languages, chosen or rolled from the standard languages: Common Sign Language, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, and Orc. Some classes add more; Rogues know Thieves' Cant and Druids know Druidic.
Step 5: Determine ability scores
Your six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) measure what your character is good at. You generate six numbers, assign them to the abilities with your class's needs in mind, and then apply your background's increases. The ability scores guide explains the three methods and where to put your best numbers.
Step 6: Choose an alignment
Alignment is a short description of your character's moral outlook, such as Lawful Good or Chaotic Neutral. It has no mechanical effect. Treat it as a reminder of how your character tends to act, and check with your game master before choosing an evil alignment.
Step 7: Fill in the numbers
Finally, work out the numbers you'll use at the table:
- Hit Points: your class's level 1 value plus your Constitution modifier. A Barbarian starts with 12 + Constitution modifier, a Wizard with 6 + Constitution modifier.
- Armor Class: 10 + your Dexterity modifier without armor, or the value given by your armor and shield.
- Proficiency Bonus: +2 at levels 1 to 4. Add it to checks with skills you're proficient in, to saving throws you're proficient in, and to attacks with weapons you're proficient with.
- Initiative: your Dexterity modifier.
- Passive Perception: 10 + your Wisdom (Perception) modifier.
- Spellcasting: if your class casts spells, your spell save DC is 8 + your spellcasting ability modifier + your Proficiency Bonus, and your spell attack bonus is that modifier + your Proficiency Bonus.
Step 8: Give your character a reason to adventure
Before the first session, decide why your character is adventuring. A debt to repay, a prophecy to fulfill, a missing mentor to find: the reason should grow out of your background and class, and it should guide your decisions in play. The roleplaying guide explains how, with examples.
What matters most at the start
New players often spend an hour agonizing over spells and skills that rarely come up in a first session. The choices that shape your first few sessions are your class, where you put your highest ability score, and your character's reason for adventuring. Everything else can be adjusted once you've seen how your group plays, and most game masters are happy to let a new player swap a spell or skill after the first session.