1. WHAT IS YOUR RACE?
D&D heroes come from widely varying backgrounds and you need to choose your heritage. Everything from sturdy, practical dwarves, to high-minded elves, savage half-orcs, trouble-making humans, and others united in seeking glory.
History
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
Traits
Darkvision : You can see decently in the dark Celestial Resistance: You withstand Necrotic and Radiant damage Healing Hands : You can heal your friends to a small degree Lightbringer : You can summon magical light
Dragonborns are descendants of dragons, these draconic humanoids live in clans who they value more than their life itself. They tend to be as strong as they are charismatic, just like their fellow ancestors.
Draconic Ancestry: You pick what type of dragon you descend from Breath Weapon: You can exhale destructive energy based on your ancestry Damage Resistance : You are resistant to the damage type associated with your ancestry
Stout, short and hardworking. Those might be the best words to describe a dwarf. Having their race forged by the god Moradin, they were taught of the benefits of hard labor, perfection in their works, and the importance of their clans.
Darkvision : You can see decently in the dark Dwarven Resilience: You are tough to poison Stonecunning : You know quite a lot about rocks
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
Darkvision : You can see decently in the dark Keen Senses : You are quick to spot danger Fey Ancestry : Your mind is resilient against magic Trance : Instead of sleeping you meditate for 4 hours
Firbolg hold a deep respect for nature and feel that the living things of the world are as connected to it as it is to them. Almost all firbolg learn even a small amount of magic, to help preserve nature and protect it from those who would do it harm.
Firbolg Magic : You can cast some minor magic a few times a day Hidden Step : You can briefly turn invisible Powerful build: You can carry and lift heavy loads Speech of Beast and Leaf : You can communicate in a limited manner with animals and plans
Gnomes are weird super positive beings. Their spirits shine even in the darkest nights. Great inventors, pranksters, and even better intellectuals. Curiosity is something that every one of them carries, creating excellent and many adventurers out of them
Darkvision : You can see decently in the dark Gnome Cunning : You are very resilient against mind-magic
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
Darkvision : You can see decently in the dark Fury of the Small : Once a day you can hit something bigger then you in a sore spot Nimble Escape : You are great at getting away and hiding from danger
Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak.
Natural Athlete: You excel at feats of strength Stone's Endurance : Once a day you can shrug off some damage Mountain Born : High altitudes nor cold affect you very much
These beings combine the best parts of elves and humans, or so they say. They don’t really belong in either of both worlds, having to decide the community they find themselves more identified with.
Darkvision : You can see decently in the dark Fey Ancestry : Your mind is resilient against magic
Born usually as the result of alliances between orc and human tribes, some rise to become proud chief of Orc tribes. Some venture into the world to prove their worth among humans and other more civilized races.
Darkvision : You can see decently in the dark Menacing : You are good at intimidation Relentless Endurance : You are hard to knock out Brutal Critical : When you hit hard, you hit extra hard
Halflings are isolated, cheerful people who love the commodity of their homes and communities. However, a strong sense of curiosity inhabits in most of them, leading these little folk to become adventurers or travel to other places.
Brave : You are hard to scare Nimble : You can squeeze past bigger creatures
In the reckonings of most worlds, humans are the youngest of the common races. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given.
Jack of all Trades: You are just plain good at most things, but great only at a few Skilled: You gain one extra skill-proficiency Langauge: You gain one extra language
Kobolds are often dismissed as cowardly, foolish, and weak. but these little reptilian creatures viciously work together in order to overcome their physical limitations.
Darkvision : You can see decently in the dark Grovel, Cower and Beg: Once a day you can be so pathetic it actually makes it easier for your friends to hit enemies. Pack Tactics: You fight great with others. Sunlight Sensitivity: You don't like bright lights.
Tabaxi are driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, they rarely stay in one place for long or leave any secrets uncovered, no treasures or legends lost.
Darkvision : You can see decently in the dark Feline Agility: Once per day you can move with an insane burst of speed Cat's Claws: You can climb easily and can attack with your claws Cat's Talent: You're proficient in Stealth and Perception.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. Lacking a homeland, tieflings know that they have to make their own way in the world.
Darkvision : You can see decently in the dark Hellish Resistance: You are resistant (but not immune) to fire Infernal Legacy: You can cast minor but dark magics.
What many tortles consider a simple life, others might call a a life of adventure. They are nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Hold Breath : You can hold your breath for a full hour Natural Armor: You can't wear armor but you got your own Shell Defense: You can withdraw into your shell when things get dangerous. Survival Instinct: You are proficient in the Survival-skill.
2. WHAT IS YOUR CLASS?
Your class is the primary definition of what your character can do in the extraordinary magical landscape of Dungeons & Dragons. A class is more than a profession; it is your character’s calling.
Description
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Features
Rage : A few times a day you can go into a primal rage, making you hit harder, take less damage and become stronger. Unarmored Defense: You excel at fighting withour armour
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
Spellcasting: Music is magic to you, and you are equipped with spells to affect reality, and others with your magic. Bardic Inspiration: You can inspire others to achive more through stirring words or music.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Spellcasting : As a conduit for divine power, you can cast cleric spells. Divine Doman: You choose a Domain matching your Deity, granting you access to spells and abilities
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
Druidic : The secret language of druids. You can speak the language and use it to leave hidden messages. Spellcasting : Drawing on the divine essence of nature itself, you can cast spells to shape nature to your will.
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Second Wind : You have a limited well of stamina that you can draw on to regain health. Fighting Style : You adopt a particular style of fighting as your specialty.
Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Unarmored Defense: You excel at fighting withour armour Martial Arts : You excel at fighting with your body, allowing you to strike with both a weapon and an unarmed attack when you attack.
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
Divine Sense : You can sense fiends, celestials and undead around you. Lay on Hands : Your blessed touch can heal wounds. You have a pool of healing power that replenishes.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild. Amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Natural Explorer : You are a master of navigating the natural world, and you react with swift and decisive action when attacked. Favored Enemy: You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Weapons: You get a Longbow and two Shortswords.
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Thieves' Cant: A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation Sneak Attack : You know how to strike subtly and exploit a foe's distraction to deal extra damage. Expertise : You are extremely skilled, allowing you to reach mastery quicker.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
Spellcasting : An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Sorcerous Origin : This is the source of your innate magical power.
Draconic Resilience : You are both tougher to injure and can take more of a beating.
Favored by the Gods : Once a day, the gods will allow you to re-roll a dice.
Eyes of the Dark : You have excellent darkvision twice as far as usual.
Tempestuos Magic : When you cast spells you can re-position yourself with a gust of air
Tides of Chaos : Once a day you can make it much easier for yourself to succeed with something, but warning, it may cause chaos.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
Pact Magic : Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Otherworldly Patron : You have struck a bargain with an otherworldly being of your choice Weapons : You get a curved Dagger and a light Crossbow
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
Spellcasting : As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Arcane Recovery : You have learned to regain some of your magical energy by studying your spellbook
3. WHAT IS YOUR BACKGROUND?
Every story has a beginning. Your character’s Background reveals where you came from, how you became an adventurer, and your place in the world.
You have spent your life in the service of a temple to a specific god or pantheon of gods. You are not necessarily a cleric – performing sacred rites is not the same thing as channeling divine power.
Feature
Shelter of the Faithful : You and your group can recieve free healing at Temples. Skills : Insight, Religion Languages : You've learned a few extra languages.
Before you became an adventurer, your life was already full of conflict and excitement. You made the difficult living of tracking down people for pay.
Ear to the Ground : You have contacts in every large city in Faerun, able to give you information. Skills : Persuasion, Stealth Tools : Thieves Tools
You have always had a way with people. It's a useful talent, and one that you're perfectly willing to use for your advantage.
False Identity : You have created a second identity that passes all inspection. Skills : Deception, Sleight of Hand Tools : Disguise Kit, Forgery Kit
You have served the community where you grew up, standing as its first line of defense against crime. Your service to your hometown was to help police its populace, protecting the citizenry.
Watcher's Eye : You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community. Skills : Athletics, Insight Languages : You've learned a few extra languages.
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You need not be of noble birth, talent instead of blood could have put you in this position.
Court Functionary : You know the movers and shakers, and can pull strings to get things done. Skills : Insight, Persuasion Languages : You've learned a few extra languages.
The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition For years you labored under a dwarf master of the craft.
Respect of the Stout Folk : You always have free room and board in any place where dwarves dwell. Skills : History, Insight Language : You can speak Dwarvish.
You are an experienced criminal with a history of breaking the law You have spent a lot of time among other criminals and still have contacts within the criminal underworld
Criminal Contact : You have a reliable and trustworthy contact you can use. Skills : Deception, Stealth Tools : Thieves Tools
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them.
By Popular Demand : You can always find a place to perform to recieve free lodging and food. Skills : Acrobatics, Performance Tools : Disguise Kit
You are from a distant place. One so remote that few of the common folk in the North realize that it exists.
All Eyes on You : People are fascinated by you, allowing you to get away with quite a lot. Skills : Insight, Perception Languages : You've learned an extra language.
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion.
Rustic Hospitality : You fit in amongst the common fold and can always find a place to rest, hide or recuperate. Skills : Animal Handling, Survival Tools : Land Vehicles
A gladiator is as much an entertainer as any minstrel. You are trained to make the arts of combat into a spectacle the crowd can enjoy.
By Popular Demand : You can always find fighting pit to perform in to recieve free lodging and food. Skills : Acrobatics, Performance Tools : Disguise Kit
You lived in seclusion for a formative part of your life. In your time apart you found quiet, solitude, and perhaps some of the answers you were looking for.
Discovery : You have made a great Discovery in your seclusion. Skills : Medicine, Religion Tools : Herbalism Kit Languages : You've learned an extra Language
You've served in a City Watch, solving crimes after the fact. Putting the pieces together, investigating crime scenes and tracking criminals.
Watcher's Eye : You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community. Skills : Investigation, Insight Languages : You've learned a few extra languages.
A knighthood is among the lowest noble titles in most societies. But it can be a path to higher status
Retainers : You have acess to a loyal retainer, who performs mundane tasks for you. Skills : History, Persuasion Languages : You've learned an extra Language
You are a member of an artisan's guild. You are a well-established part of the mercantile world.
Guild Membership : You will be supported by your guild in any way they can. Skills : Insight, Persuasion Languages : You've learned an extra Language
You understand wealth, power, and privilege You carry a noble title, and your family owns land, collects taxes, and wields significant political influence.
Position of Privilege : Thanks to your noble birth, people are inclined to think the best of you. Skills : History, Persuasion Languages : You've learned an extra Language
You grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder
Wanderer : You rarely get lost and can easily find food for your party. Skills : Athletics, Survival Languages : You've learned an extra Language
You spent your youth under the sway of a dread pirate Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.
Bad Reputation : No matter where you go, people are afraid of you due to your reputation. Skills : Athletics, Perception Tools : Navigators Tools, Water Vehicles
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you.
Researcher : If you don't know something, you do know where to find that information. Skills : Arcana, History Languages : You've learned a few extra languages.
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths
Ship's Passage : When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions Skills : Athletics, Perception Tools : Navigators Tools, Water Vehicles
As a child, you were inquisitive when your playmates were possessive or raucous. You spent your formative years in a great insititute of learning.
Library Access : Most struggle to gain access to even simple archives, you are welcomed. Skills : History, Arcana Languages : You've learned a few extra languages.
War has been your life for as long as you care to remember. Your life has been partly lived in the horrors of a battlefield.
Military Rank : You have a rank from your time in the army that you can use to exert influence. Skills : Athletics, Intimidation Tools : Land Vehicles
Your skills mirror those of criminals, but you learned them as an espionage agent. Either sanctioned by the crown or selling secrets to the highest bidder.
Contact : You have a reliable and trustworthy contact you can use. Skills : Deception, Stealth Tools : Thieves Tools
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself.
City Secrets : You know the secret flow and patterns to a city, you move fast through the sprawl. Skills : Sleight of Hand, Stealth Tools : Disguise kit, thieves' tools
4. CHOOSE YOUR SKILLS
These are things you are practiced or talented with. They decide the things you can accomplish better then your average person.
Skills you already have
Acolyte: Insight, Religion.
Bounty Hunter: Persuasion, Stealth
Charlatan: Deception, Sleight of Hand
City Watch: Athletics, Insight
Courtier: Insight, Persuasion
Crafter: History, Insight
Criminal: Deception, Stealth
Entertainer: Acrobatics, Performance
Far Traveller: Insight, Perception
Folk Hero: Animal Handling, Survival
Gladiator: Acrobatics, Performance
Hermit: Medicine, Religion
Investigator: Investigation, Insight
Knight: History, Persuasion
Merchant: Insight, Persuasion
Noble: History, Persuasion
Outlander: Athletics, Survival
Pirate: Athletics, Perception
Sage: Arcana, History
Sailor: Athletics, Perception
Scholar: History, Arcana
Soldier: Athletics, Intimidation
Spy: Deception, Stealth
Street Urchin: Sleight of Hand, Stealth
Tortle: Survival.
Barbarian - Choose 2 Skills
Bard - Choose 3 Skills
Cleric - Choose 2 Skills
Druid - Choose 2 Skills
Fighter - Choose 2 Skills
Monk - Choose 2 Skills
Paladin - Choose 2 Skills
Ranger - Choose 3 Skills
Rogue - Choose 4 Skills
Sorcerer - Choose 2 Skills
Warlock - Choose 2 Skills
Wizard - Choose 2 Skills
5. WHAT IS YOUR STORY?
Here you decide the story and personality of your character. What are your ideals you strive for? The bonds that bind you? Your personality traits and flaws?
PICTURE
(Optional) We recommend finding a picture that matches your character. This can be most easily done on sites such as Google Images or Pinterest. Just search for your character race and class combined and you will get lots of suggestions.
CONTACT INFO
Write your name so we know who made this character.
Varukorg