1/17/2019 5e Character Creation | GM Binder
Choose a Class, Race, and Background. Class and Race go Where did you come from? What are your values? Give your
hand in hand, so whichever you choose first, have the next character a backstory and personality. Choose a Background
choice complement the other. that fits this backstory and add any bonuses it provides.
See the PHB (pg. 121) or other resource for available
backgrounds and their features.
This determines your fighting style and special abilities. Each Optionally, you may also declare an alignment. This is a sort
time you level up, you gain a level in your class up to 20th of guideline for your character’s moral choices and beliefs. To
level. declare an alignment, choose one from each of the following
See the PHB (pg. 45) or other resource for available lists:
classes and their features.
Disclaimer: The following table lists only traditional play Lawful
styles for each class. There are multiple ways to shape a class Firmly believes in following a set of predetermined guidelines.
to fit a different role. These may be the laws of the land, their deity's code of
conduct, or similar. Makes choices based on these laws.
Prioritized
Class Traditional Play Style Abilities Chaotic
Barbarian Weapons, high damage tank STR, CON Rejects structured sets of laws or guidelines in favor of doing
Spells & Weapons, crowd control, whatever they see fit. Makes choices based on the situation
Bard DEX, CHA
skill jockey, support and their personal beliefs.
Cleric Spells & Weapons, support CON, WIS
Neutral
Spells & Weapons, offense and Equally willing to follow a set of rules as they are willing to
Druid DEX, WIS
noncombat spells
break them. Life has more gray area than laws imply, but their
Fighter Weapons, combat specialist STR, DEX existence serves a benefit to society. Makes choices by
Monk Weapons, combat specialist DEX, WIS comparing a set of laws to the situation at hand, and
determines a course of action.
Weapons & Spells, tank, offense,
Paladin STR, CHA
support
Weapons & Spells, survivalist,
Ranger DEX, WIS
animal companion (optional)
Weapons, stealth specialist, skill
Good
Rogue DEX, INT Makes choices based on the greater good. Does the right thing
jockey
because it’s the right thing to do. May pursue goals that
Sorcerer Spells, glass cannon CON, CHA
prevent the suffering of others.
Weapons & Spells, well rounded
Warlock CON, CHA
combat Evil
Wizard Spells, diverse spell list CON, INT Makes choices based on self interest. Little care for the well
being of others unless it directly benefits them. May enjoy or
be indifferent to the suffering of others.
Optionally, you may choose to multiclass into another class on
level-up instead of leveling up your main class. This allows for Neutral
more customization, but is only recommended if you know Does not make choices based on a sense of morality. Doesn’t
what you’re doing. go out of their way to inflict pain on others, but doesn’t make
substantial effort to prevent it either, without reason.
This determines your physical appearance. Each race
provides bonuses to certain ability scores and extra abilities
and/or proficiencies. These bonuses make certain races more
suited to particular classes than others, but you can choose
any race you like.
See the PHB (pg. 17) or other resource for available races
and their features.
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You have 6 ability scores: Strength, Dexterity, Constitution, Your proficiency bonus is determined by your total character
Intelligence, Wisdom, and Charisma. Your abilities, skills, and level. See your class leveling table to find your proficiency
combat prowess are dependent on these scores. Generate a bonus.
stat block with the following steps: Mark down all of your proficiencies given by your Class,
Race, and Background. These include saving throws, skills,
Roll 4d6, drop the lowest number, and record the resulting equipment, tools, and language proficiencies.
total number.
Do this a total of 6 times.
Assign these numbers to your ability scores as you see fit,
adding any racial bonuses that apply. You’ll want to put the You will be told to roll a saving throw when you are trying to
highest numbers in the scores that your class depends on resist an effect. Your bonus to saving throws is equal to the
most. respective ability modifier.
If you are proficient in a saving throw, you also add your
If you want to save time or don’t like the idea of randomly proficiency bonus on top of the ability modifier.
determining ability scores, you can use the following scores
instead: 15, 14, 13, 12, 10, 8.
Your ability scores are used to determine your ability
modifier, which is used to calculate various bonuses. See the Each skill is tied to a specific ability score. Your bonus for that
following table to determine your modifier from your ability skill is equal to its respective ability modifier.
score. Your starting ability scores cap at 20. If you are proficient in that skill, you also add your
proficiency bonus on top of the ability modifier.
Ability Score Modifier To calculate Passive Wisdom (Perception), add your total
Perception bonus + 10.
1 5
23 4
45 3 Equipment bonuses are calculated in Step 4 of this guide.
If you are proficient with a particular set of tools, you simply
67 2 add your proficiency bonus to any check made with that tool.
89 1 You are NOT required to have proficiency in a set of tools to
use them. However, you ARE required to have proficiency with
1011 +0
tools that craft items, such as the Herbalism Kit. This will be
1213 +1 listed in the tool's description.
1415 +2
1617 +3
Your Race and Background will list which langagues you
1819 +4 know. By default, you can speak and write these languages
2021 +5 unless stated otherwise.
Standard Languages
Common
Dwarvish
Hit Dice & Hit Points Elvish
Each class has a different Hit Die with determines their Hit Giant
Points. See your class description to find this information and Gnomish
how to calculate hit points. You gain one hit dice for each level Goblin
you gain in that class. For example: A 3rd level Cleric would Halfling
have 3d8 total hit dice. Orc
Primarily, hit dice are used to heal during a short rest. You
regain half your total hit dice back after a long rest. Exotic Languages
Abyssal (Demons)
Initiative Celestial (Celestials)
Your Initiative bonus is equal to your DEX modifier. This is Draconic (Dragons)
added to a d20 roll to determine your place in the combat Deep Speech (Mind Flayers, Beholders)
order. Infernal (Devils)
Primordial (Elementals)
Sylvan (Fey)
Undercommon (Underdark)
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(PHB pg. 148) Choose equipment from the starter equipment Each class has their own set of abilities gained on level-up.
listed for your class. See below for an example. See your class leveling table for everything you have access to
at your current level.
Cleric Equipment
(a) a mace, or (b) a warhammer (if proficient) Every class has subclasses to choose from which allow for
(a) scale mail, or (b) leather armor, or (c) chain
mail (if proficient)
further character customization. Clerics have domains, Bards
(a) a light crossbow and 20 bolts, or (b) any have colleges, Rogues have archetypes, etc. Plan ahead for
simple weapon which subclass you would like to take once you reach that
(a) priest's pack, or (b) an explorer's pack level. Don't forget to note these abilities on your sheet when
A shield and a holy symbol you level up!
The cleric chose the following equipment: Mace,
Chain mail, Light Crossbow and 20 bolts, Explorer's
Pack, Shield, and Holy Symbol. Some classes have spellcasting as a class feature. Every
spellcasting class has their own casting rules, so be sure to be
familiar with whichever you choose.
Spellcasting Modifier
Armor
The ability modifier used to calculate your spell bonuses.
Armor determines your Armor Class (AC). If you are not
wearing armor, your AC = 10 + DEX modifier.
If you are wearing armor, you follow the rules listed for that Spell Save DC
armor. For example: Leather armor gives you an AC of 11 + Some spells require the target to make a saving throw in order
DEX modifer, while chain mail gives you a flat AC of 16. You to take effect. They make the save against your spell save DC,
should only wear armor if you are proficient with it. Non- which your class tells you how to calculate.
proficient armor imposes penalties on your character.
Weapons Spell Attack Bonus
You can wield any weapon you wish, but you receive extra Some spells will tell you to make a melee spell attack or a
bonuses if you are proficient with that weapon. ranged spell attack. Treat this as if you were making a weapon
attack by making a d20 roll + your spell attack bonus against
the target's AC.
Attack Bonus
Add this number to a d20 roll to see if your attack hits the All of the same rules apply as if you were making a weapon
target. If you are proficient with a weapon, your Attack Bonus attack (e.g. A ranged spell attack against a proned target would
with that weapon = proficiency bonus + ability modifier. have disadvantage).
Melee weapons = STR modifier
Ranged weapons = DEX modifier
Finesse weapons = STR or DEX modifer (your choice)
If you are NOT proficient with a weapon, you ONLY add the
relevant ability modifier to your Attack Bonus.
If the weapon has the Thrown property, you use the same
ability modifier you would use to make a melee attack with the
weapon.
Weapon Damage
When you confirm a hit on a target, roll how much damage you
deal. Each weapon has a different damage die. Add the
weapon's relevant ability modifer to damage.
Example: A Barbarian has a STR mod of +4. His Greataxe
deals 1d12 + 4 slashing damage.
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Simple Melee Weapons
Martial Melee Weapons
Weapon Cost Damage Properties
Weapon Cost Damage Properties
Club 1 sp 1d4 B Light
Battleaxe 10gp 1d8 S Versatile (1d10)
Finesse, light, thrown (range
Dagger 2 gp 1d4 P Flail 10gp 1d8 B –
20/60)
Greatclub 2 sp 1d8 B Twohanded Glaive 20gp 1d10 S Heavy, reach, twohanded
Handaxe 5 gp 1d6 S Light, thrown (range 20/60) Greataxe 30gp 1d12 S Heavy, twohanded
Javelin 5 sp 1d6 P Thrown (range 30/120) Greatsword 50gp 2d6 S Heavy, twohanded
Light Halberd 20gp 1d10 S Heavy, reach, twohanded
2 gp 1d4 B Light, thrown (range 20/60)
Hammer Lance 10gp 1d12 P Reach, special (PHB pg. 148)
Mace 5 gp 1d6 B ─ Longsword 15gp 1d8 S Versatile (1d10)
Quarterstaff 2 sp 1d6 B Versatile (1d8) Maul 10gp 2d6 B Heavy, twohanded
Sickle 1 gp 1d4 S Light Morningstar 15gp 1d8 P –
Thrown (range 20/60), versatile Pike 5gp 1d10 P Heavy, reach, twohanded
Spear 1 gp 1d6 P
(1d8)
Rapier 25gp 1d8 P Finesse
Simple Ranged Weapons Scimitar 25gp 1d6 S Finesse, light
Weapon Cost Damage Properties Shortsword 10gp 1d6 P Finesse, light
Light Ammunition (range 80/320), Thrown (range 20/60),
25gp 1d8 P Trident 5gp 1d6 P
Crossbow loading, twohanded versatile (1d8)
Dart 5 cp 1d4 P Finesse, thrown (range 20/60) War Pick 5gp 1d8 P –
Ammunition (range 80/320), Warhammer 15gp 1d8 B Versatile (1d10)
Shortbow 25gp 1d6 P
twohanded
Whip 2gp 1d4 S Finesse, reach
Sling 1 sp 1d4 B Ammunition (range 30/120)
Martial Ranged Weapons
Weapon Cost Damage Properties
Ammunition. You can attack only if you have ammunition for Ammunition (range 25/100),
the weapon. Drawing the ammunition is part of the attack. If Blowgun 10gp 1P
loading
you use the weapon to make a melee attack, you treat it as an
improvised weapon. Hand
75gp 1d6 P
Ammunition (range 30/120),
Finesse. When making an attack with a finesse weapon, Crossbow light, loading
you use your choice of your Strength or Dexterity modifier for Heavy Ammunition (range 100/400),
the attack and damage rolls. You must use the same modifier Crossbow
50gp 1d10 P
heavy, loading, twohanded
for both rolls. Ammunition (range 150/600),
Heavy. Small creatures have disadvantage on attack rolls Longbow 50gp 1d8 P
heavy, twohanded
with heavy weapons. A heavy weapon’s size and bulk make it
too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you
Light. A light weapon is small and easy to handle, making it attack with it.
ideal for use when fighting with two weapons. See the rules Special. A weapon with the special property has unusual
for two-weapon fighting in chapter 9. rules governing its use, explained in the weapon’s description.
Loading. Because of the time required to load this weapon, Thrown. You can throw the weapon to make a ranged
you can fire only one piece of ammunition from it when you attack. You use the same ability modifier for the attack and
use an action, bonus action, or reaction to fire it, regardless of damage roll that you would use for a melee attack with the
the number of attacks you can normally make. weapon.
Range. A ranged or thrown weapon has a range shown in Two-Handed. This weapon requires two hands to use.
parentheses. The first number is the weapon’s normal range Versatile. The weapon can be used with one or two hands.
in feet, and the second indicates the weapon’s maximum A damage value in parentheses appears with the property
range. When attacking beyond normal range, you have which indicates the damage die used when the weapon is
disadvantage on the attack. You can’t attack a target beyond used with two hands to make a melee attack.
the weapon’s long range.
4
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Shields
Using armor
Item Cost AC Bonus
You must have proficiency in the class of armor. If you are not
Shield 10gp +2 proficient, wearing the armor imposes disadvantage on any
ability check, saving throw, or attack roll using strength or
dexterity. A spellcaster will be unable to cast spells when
Light Armor wearing armor they're not proficient in. Some heavier armors
Armor Cost Armor Class Stealth also require a minimum strength score.
Padded 5 gp 11 + Dex modifier Disadv. Armor Class
Leather 10gp 11 + Dex modifier — In order to be hit with an attack, the opposing attack roll must
meet or exceed your Armor Class (AC).
Studded LEather 45gp 12 + Dex modifier ─ By default, your AC is determined by adding the armor's
base AC to a bonus (usually your dexterity modifier). Medium
armor caps the modifier bonus you can add and Heavy armor
Medium Armor gets no bonus at all. If you are not wearing any armor, your AC
Armor Cost Armor Class Stealth is equal to 10 + your dexterity modifier.
Hide 10gp 12 + Dex modifier (max 2) ─ Stealth
Chain Shirt 50gp 13 + Dex modifier (max 2) ─ Some armor is particularly noisy or heavy and get in the way
of attempts to be quiet. If you wear one of these types of
Scale Mail 50gp 14 + Dex modifier (max 2) Disadv.
armor, you will have disadvantage on all stealth checks.
Breastplate 400gp 14 + Dex modifier (max 2) ─ Shields
Half Plate 750gp 15 + Dex modifier (max 2) Disadv.
Carried in one hand, a shield can be made from wood or
Spiked Armor 75gp 14 + Dex modifier (max 2) Disadv. metal. Using them adds to your total AC, but you can only gain
the benefits of one shield at a time.
Heavy Armor Rare Materials
Armor Cost Armor Class Req. STR Stealth Rare materials used in medium or heavy armors, besides
hide, can add special benefits.
Ring Mail 30gp 14 ─ Disadv. While you're wearing Adamantine armor, any critical hit
Chain Mail 75gp 16 STR 13 Disadv. that strikes you becomes normal.
Armor made from Mithril doesn't have a minimum strength
Splint 200gp 17 STR 15 Disadv. score requirement, nor does it suffer from disadvantage to
Plate 1500 gp 18 STR 15 Disadv. stealth checks.
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