JASON ERMER
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Character Creation


Step 1. Choose your character's role on the team

Your character's role on the team is called their character class.

Click on the class names to learn more about their skills and abilities. Then choose one and download the character sheets.

CLER​IC

front-line fighter who also channels healing magic

DRUID

magic-user who embodies the primal power of nature

RANGER

long-range fighter with superior wildnerness skills

ROGUE

shadowy figure with a talent for sneaking and subterfuge

WARRIOR

front-line fighter who can inspire their allies

WIZARD

magic-user with a broad variety of arcane skills

Step 2. Decide your character's ability scores & modifiers

Your character has six ability scores that describe their attributes. These are on the left side of your character sheet.

STR
​strength

DEX
dexterity

CON
constitution

INT
intelligence

WIS
wisdom

CHA​
​charisma

FIRST, arrange these six numbers among your character’s six ability scores. You can arrange them in any configuration, but you must use each number exactly once. One of the abilities on your character sheet is marked with a star. You might consider making score the highest one (but it's up to you).
15   14   13   12   10   8
THEN, you have three bonus points that you can spend to increase your character's ability scores. You can spend the three points in any combination, but no ability score can go higher than 18.

FINALLY, write down the ability modifier for each of your ability scores using the table below.
Picture

Step 3. Choose your character's skill proficiencies

There are multiple skills on the character sheet, with an empty circle next to each one.

FIRST, choose four of these skills that you imagine your character is especially good at. Fill in the circles next to those four skills.

THEN, fill in the blank line next to the skill’s name with a skill modifier, based on these two rules:
  • If the circle is blank, the skill modifier is the same as the ability modifier in that box.
  • If the circle is filled in, the skill modifier is 2 more than the ability modifier in that box.

Step 4. Determine your character's Hit Points (HP)

Your character's Hit Points (HP) describe how healthy or injured they are.

At the start, your Hit Point maximum equals 15 + double your CON ability modifier. Calculate this value and record it in the upper left section of your character sheet.

Step 5. Select weapons, armor, & adventuring gear

You start the adventure with certain weapons, armor, and other equipment.

Your character sheet indicates what kinds of equipment you can choose. Browse the Gear List, choose some items, and write them on your character sheet.

Be sure to include the damage and notes that are given for any weapons or armor.

Click here to see the Gear List

Step 6. Determine your character's Armor Class (AC)

Your character's Armor Class (AC) describes how hard it is for them to be hit and injured by a monster's attacks. AC is based on the armor that a character is wearing.

Check the Gear List for notes about the armor you chose, and record your character's AC in the upper left section of your character sheet.

You're done! Onward to adventure!

Except where otherwise noted, content on this site is by Jason Ermer and licensed under
​a Creative Commons Attribution-Noncommercial 4.0 International license (
CC BY-NC 4.0).
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