ADnD Character Creation Guide
ADnD Character Creation Guide
(adopts the Player’s Handbook, select Unearthed Arcana entries, and house-rules)
2. Select a Race
a. Review the racial abilities, proficiencies, and class restrictions in the PHB, noting the
maximum and minimum stats per the table below:
Ability Score
Requirements
(Min/Max) Human Dwarf Elf Gnome Half-Elf Halfling Half-Orc
Strength 3/18 (00) 8/18 (99) 3/18 (75) 6/18 (50) 3/18 (90) 6/17 6/18 (99)
Intelligence 3/18 3/18 8/18 7/18 4/18 6/18 3/17
Wisdom 3/18 3/18 3/18 3/18 3/18 3/17 3/14
Dexterity 3/18 3/17 7/19 3/18 6/18 10/19 3/17
Consitution 3/18 12/19 6/18 8/18 6/18 8/18 13/19
Charisma 3/18 3/16 8/18 3/18 3/18 3/18 3/12
2
Str 17 limited to 6th level, Str <17 limited to 5th level
3
Str <18 limited to 5th level
4
Str 17 limited to 7th level, Str <17 limited to 6th level
5
Str <17 limited to 4th level
6
Int 17 limited to 10th level, Int <17 limited to 9th level
7
Int 17 limited to 7th level, Int <17 limited to 6th level
8
Int 17 AND Dex 17 limited to 7th level, Int <17 OR Dex <17 limited to 6th level
9
Dex 17 limited to 7th level, Dex <17 limited to 6th level
10
Requires to be able to be a fighter (5th – 8th level), thief (6th – 9th level) , and druid.
11
Maximum possible Halfling Bard – Fighter 6, then Thief 9, then Bard 11
12
Single-classed demi-humans may exceed their level cap by two levels.
1
b. Adjust your ability scores as dictated by your selected race per the table below:
Race Ability Adjustment
Human None
Dwarf +1 CON, -1 CHA (except with respect to other Dwarves)
Elf +1 DEX, -1 CON
Half-Elf None
Halfling -1 STR, +1 DEX
Gnome None
Half-Orc +1 STR, +1 CON, -2 CHA
c. If any ability scores are above or below the minimum and maximum for your chosen
character race, truncate the applicable scores so they fall within the allowed range.
3. Select a Class
a. Review each class ability score minimum using the table below, and select a class.
i. If you are a demi-human, you may elect to multi-class per the table below if you
meet the class minimums and maximums for each class desired.
ii. If you are a demi-human and choose to only choose one class, your class level
maximum is raised two levels. (i.e. an Elf Fighter/Magic-User with strength 17 is normally
limited to level 6 Fighter, however if the Elf is simply a Fighter, their maximum achievable
level is 8.)
iii. If you are a human, inform the DM if you would like to dual-class or become a
bard. The DM will have the detailed procedures for dual-classing available for character
planning.
Multi-
Class
Options C/F C/R C/M C/T C/A D/F F/M F/I F/T F/A M/T I/T C/F/M F/M/T
Dwarf X X X
Elf X X X X X X X
Gnome X X X X
Half-Elf X X X X X X X X X
Halfling X X
Half-Orc X X X X X
C – Cleric, D – Druid, F – Fighter, R – Ranger, M – Magic-User, T – Thief, A – Assassin, I – Illusionist
2
b. Note all class abilities, restrictions, and proficiencies as applicable for your chosen
class(es).
Class Armor Shield Weapons**
Cleric any any club, flail, hammer, mace, staff, sling
Druid leather wooden club, dagger, dart, hammer, sling, scimitar,
spear, staff
Fighter, Paladin, Ranger any any any
Magic-User, Illusionist none none dagger, dart, sling, staff
Thief leather*, elfin chain none bow (short), crossbow (light), dagger, dart,
sling, swords (broad, long, short)
Assassin leather*, elfin chain any any
Bard leather*, ring mail, none club, dagger, dart, javelin, scimitar, sling,
elfin chain, magic spear, staff, sword (bastard, broad, long, short)
chain mail
* leather includes studded leather
** Any characters less than 5’ in height may not use long bows or any weapon over 12’ in length. Those under
100 lbs cannot use the heavy crossbow, or polearms in excess of 200 coins of weight or two-handed swords.
c. If your chosen class can cast spells, work with the DM to determine your starting spells.
i. Magic-Users begin with Read Magic and three additional spells by rolling on the
following table:
3
ii. Illusionists begin with three spells determined by rolling three times of the following
table:
Roll 1d12: 1. Audible Glamer 4. Dancing Lights 7. Detect Invisibility 10. Light
2. Change Self 5. Darkness 8. Gaze Reflection 11. Phantasmal Force
3. Color Spray 6. Detect Illusion 9. Hypnotism 12. Wall of Fog
5. Consult the DM to determine your height, and weight, starting age, and secondary skills.
Adjust your ability scores as appropriate, subject to racial or class maximums and minimums.
a. Height and Weight – Roll or choose height and weight within reason
* If average height, roll 1d100: 01-30 = shorter by 1d4”, 71-00 = taller by 1d4” (1d3 if under 5’)
** If average weight, roll 1d100: 01-30 = lighter by 1d8 lbs, 71-00 = heavier by 1d8 lbs (1d4 if 100 lbs
or less)
4
b. Age and Modifiers
i) Starting Age – Choose or Roll below. Multi-classed characters chooses the class that
generates the highest age and add the maximum variation as your starting age.
ii) Age Categories – modify ability scores progressively from each category. Scores
cannot be lowered below racial or class minimums. Only wisdom may exceed 18.
5
6. Roll your starting hit points. If your hit points are below the value listed in parentheses,
take the value listed and then adjust for constitution bonuses/penalties. Multi-classed
character hit points are averaged between the classes chosen.
7. Note your starting money based on your class and buy equipment. The typical
recommendation is to purchase all required class related gear (holy symbols, thieves’ tools,
etc), followed by the best armor available to your chosen class, followed by your preferred
weapons
Container capacities
Backpack 300 cn
Large Sack 400 cn – must use two hands to carry when at least ½ full
Small Sack 100 cn – may be fastened to self
Large Pouch 50 cn – may be fastened to self
Small Pouch 25 cn – may be fastened to self
6
Psionics APPendix
Example: A fighter character has intelligence of 17, wisdom of 13, and charisma of 18.
Adding bonuses due to high intelligence and charisma provides the following: 2.5 + 1 =
3.5 which is turned to 3 (dropping fractions). A d100 is rolled and a score of 97 or greater
will indicate psionic capability.
2. Roll a d100 to determine the psionic strength. Psionic strength doubled is the psionic
ability which can never change. Psionic defense is equal to psionic strength.
a. Add 1 bonus point to the d100 result for every point of intelligence, wisdom,
and charisma above 12.
b. If two of the three abilities are above 16, the number of bonus points are
doubled.
c. If all three abilities are above 16, the number of bonus points are quadrupled.
Example: The same fighter character above rolls a d100 and gets 95. Based on their
intelligence, they add 5 points (17-12), wisdom 1 point (13-12), and charisma 6 points
(18-12) for a total of 12 bonus points. Because both intelligence and charisma are above
16, the number of bonus points double to 24. Adding 95 to 24 results in a psionic strength
of 119, a psionic defense of 119, and a total psionic ability of 238.
3. Determine the number and choose the psionic attack modes the character possesses:
7
Attack Range
Attack Mode Point Cost per Use Short Medium Long
Psionic Blast 20 20’ 40’ 60’
Mind Thrust 4 30’ 60’ 90’
Ego Whip 7 40’ 80’ 120’
Id Insinuation 10 60’ 120’ 180’
Psychic Crush 14 50’ - -
Example: The fighter character rolls a d100 and gets a result of 90. They are able to know
four attack modes. They select Psionic Blast, Mind Thrust, Ego Whip, and Psychic Crush. These
are the only attacks this character will ever know under normal circumstances.
4. Determine the number and choose the psionic defense modes the character
possesses:
Example: The fighter character rolls a d100 and gets a result of 43. They are able to know
three defense modes. The first defense mode chosen is Mind Blank since it is required. The
next two defense modes they choose are Mental Barrier and Intellect Fortress. These are the
only defense modes this character will ever know under normal circumstances.
5. Determine the number and types of psionic disciplines the character will gain access to
throughout their adventuring.
a. The character starts with one minor devotion upon character creation, the
remaining disciplines are gained every two levels afterwards (i.e. level 3, 5, 7,
etc.)
b. If a major science is rolled, it cannot be learned until after all minor devotions
are learned first.
8
Number of Disciplines
1d100 Minor (Devotions) Major (Sciences)
01-10 1 0
11-25 2 0
26-40 3 0
41-55 2 1
56-70 3 1
71-80 4 1
81-90 3 2
91-95 5 1
96-00 4 2
* Roll 1d12 then roll 1d6. d6 – 1 – 3 = keep 1d12 roll, 4 – 6 = double 1d12 roll
** magic-user includes illusionists, thieves include assassins, fighters include paladins, rangers, and
bards, and clerics include druids
Example: The fighter character rolls 1d100 and gets 50. They can know 2 minor devotions
and 1 major science. Rolling on the following table, the character gets 16 and 7 on the minor
devotions (Mind Over Body and Detection of Good and Evil) and 15 on the major science
(Telepathy). The fighter selects Mind Over Body to know immediately. He will learn Detection
of Good and Evil at level 3, and Telepathy (major science) at level 5.