I have never played DnD before. My very first character was created using tables. I spent time rolling dice and then did my best to fit everything together in a way that I hope makes sense. This has resulted in what I think could be an interesting character in a campaign. However, I don't want to end up the player who builds a useless character that holds the others back.
How do more experienced players balance interesting ideas with the need to make a character that actually adds to the story?
If we were in a campaign together would this kind of character ruin your enjoyment? I don't want I play this character if it sucks for the others I play with.
This looks like it may have been (at least partially) randomly generated; is that what you mean by "using tables"?
It's resulted in a character who's going to be really bad at most things they try to do. In particular, having such a low Charisma with a class that's highly Charisma-focused means that most of your spells will just not work most of the time.
I would definitely not recommend doing something like this if it's your first time playing D&D at all. Quite apart from what the other players would feel, I think it's very likely that you are not going to have fun with this character.
This looks like it may have been (at least partially) randomly generated; is that what you mean by "using tables"?
Yeah, I'm really interested in the group roleplay and character creation of DnD but I was struggling to come up with someone that wasn't a copy and paste from a movie/tv shadow. I found website that included charts that had different aspect of a character's background. On areas with a number that doesn't fit on the dice I have access to, I used a random number generator.
Using the character sheet, I went through the different areas and wrote down whatever line the dice indicated. So, for instance, I rolled a 51 on the background chart which makes the background Hermit. Then on the chart to see why I'm a hermit I rolled a 4, so my character became a Hermit after a "life altering event". With this and other details like how I got to be a warlock I crafted what I hope is an interesting backstory that a DM would [hopefully] have a fun time weaving into the main story and would help develop an interesting story for not only myself but the others in the campaign.
I figured, what's the fun in this if I'm the only one who enjoys the story of my character? I want others to have a good time too.
How do people feel about someone taking a character design and then just tweaking things until it made more sense? I know that may sound like a silly question but in my reading, it seemed like stats are normally determined by rolling dice. Would it not be seen as overpowering a character to just put down the stats that are most ideal?
That's also why I altered certain things like how the Imp familiar which is normally only available at level 3 as a pact boon has the drawback of not letting my character use other conjuration spells that would bring them a different creature. I thought this would help to keep my character from seeming unfairly powered but still adding an interesting detail that could give interesting interactions with other PC's as well as npc's. Perhaps even get connected to the details of pact that my character is trying to remember.
Seconded. This character is a bit of a mess. Not your fault, per se, but definitely evident that you kind of built this blind.
I'd really encourage you to read the chapters on character creation, as well as reading about the class you're choosing to build. I'd also say, assuming your DM has any experience in the game, that you should schedule some time to sit down with your DM so they can provide you with some guidance and insight into making the character you want.
I'm also a bit of a loss as to... how... you did this? It looks like you're a first-level Warlock, but you have the Elemental Adept feat? And your ability score increase is tied to your species? It looks like you're mixing and matching 2014 and 2024 rules a LOT here. Frankly, I'm a little impressed you managed to blindly build this character in a way that the system allowed.
If your DM is not available for some reason to help you, here are a few guideposts you want to consider when building a Warlock:
Charisma is generally considered your most important ability score. This is because it is the ability score tied to your Spellcasting Ability Modifier. Most players will make it their highest ability score, though it's not unheard of to make it your second-highest. CAN you play a Warlock with a low Charisma? Yes. Is that a GOOD idea for your first ever character? No.
If you're playing by 2024 rules, I'd encourage you to build out the base of your character with 2024 rules. This means taking the 2024 Tiefling as your species instead of the 2014 Tiefling, and choosing a 2024 background (the 2014 class, species, and background choices will be marked with the "Legacy" tag in DnDBeyond). I'd recommend, for a Warlock, you look at backgrounds that provide Charisma bonuses. It looks like you MIGHT have chosen Hermit, which is a good pick from that angle, especially as its origin feat gives some unique and interesting spells. Other common options are Charlatan, Wayfarer, or Acolyte.
There are two kinds of Warlock builds that are most popular; you can always do your own thing, but these are very successful for players with less experience, so I'm mentioning it here. The first is probably the most common, which we lovingly refer to as a "Blastlock." In this instance, you take the Warlock's class-specific cantrip, Eldritch Blast, and in future levels, take Invocations that improve the power of the spell, such as Agonizing Blast and Repelling Blast. Eldritch Blast is generally considered the best damaging cantrip in the game, so you'd probably do well to replace Chill Touch or Fire Bolt with it. The second uses the Pact of the Blade feature to be a frontline fighter, generally augmenting their health and AC with magic. This is generally referred to as a "Bladelock." In that case, I'd still take Eldritch Blast for its ranged value, but you should take Pact of the Blade, and grab a two-handed weapon, and focus on Invocations in the future that augment your surviveability, like Fiendish Vigor and Armor of Shadows. Make sure you stay on the lookout for Thirsting Blade, Devouring Blade, Eldritch Smite and Lifedrinker at later levels, and you'll be good.
All this is just basic guidance, though. I STRONGLY encourage you to work on building this character one-on-one with someone with some experience, and that you THOROUGHLY read the chapters on character creation, classes, backgrounds, and species before you play.
Seconded. This character is a bit of a mess. Not your fault, per se, but definitely evident that you kind of built this blind.
I'd really encourage you to read the chapters on character creation, as well as reading about the class you're choosing to build. I'd also say, assuming your DM has any experience in the game, that you should schedule some time to sit down with your DM so they can provide you with some guidance and insight into making the character you want.
I'm also a bit of a loss as to... how... you did this? It looks like you're a first-level Warlock, but you have the Elemental Adept feat? And your ability score increase is tied to your species? It looks like you're mixing and matching 2014 and 2024 rules a LOT here. Frankly, I'm a little impressed you managed to blindly build this character in a way that the system allowed.
If your DM is not available for some reason to help you, here are a few guideposts you want to consider when building a Warlock:
Charisma is generally considered your most important ability score. This is because it is the ability score tied to your Spellcasting Ability Modifier. Most players will make it their highest ability score, though it's not unheard of to make it your second-highest. CAN you play a Warlock with a low Charisma? Yes. Is that a GOOD idea for your first ever character? No.
If you're playing by 2024 rules, I'd encourage you to build out the base of your character with 2024 rules. This means taking the 2024 Tiefling as your species instead of the 2014 Tiefling, and choosing a 2024 background (the 2014 class, species, and background choices will be marked with the "Legacy" tag in DnDBeyond). I'd recommend, for a Warlock, you look at backgrounds that provide Charisma bonuses. It looks like you MIGHT have chosen Hermit, which is a good pick from that angle, especially as its origin feat gives some unique and interesting spells. Other common options are Charlatan, Wayfarer, or Acolyte.
There are two kinds of Warlock builds that are most popular; you can always do your own thing, but these are very successful for players with less experience, so I'm mentioning it here. The first is probably the most common, which we lovingly refer to as a "Blastlock." In this instance, you take the Warlock's class-specific cantrip, Eldritch Blast, and in future levels, take Invocations that improve the power of the spell, such as Agonizing Blast and Repelling Blast. Eldritch Blast is generally considered the best damaging cantrip in the game, so you'd probably do well to replace Chill Touch or Fire Bolt with it. The second uses the Pact of the Blade feature to be a frontline fighter, generally augmenting their health and AC with magic. This is generally referred to as a "Bladelock." In that case, I'd still take Eldritch Blast for its ranged value, but you should take Pact of the Blade, and grab a two-handed weapon, and focus on Invocations in the future that augment your surviveability, like Fiendish Vigor and Armor of Shadows. Make sure you stay on the lookout for Thirsting Blade, Devouring Blade, Eldritch Smite and Lifedrinker at later levels, and you'll be good.
All this is just basic guidance, though. I STRONGLY encourage you to work on building this character one-on-one with someone with some experience, and that you THOROUGHLY read the chapters on character creation, classes, backgrounds, and species before you play.
Okay, reading this, I think I messed up applying what I found online to the actual character build. I actually thought that this was all 2024 based and I was a bit frustrated at trying to get the beyond character builder to do what I was going for. In hindsight, I should have realized that meant I was doing something wrong with this character.
I think I'm going to mark this character as void or something and rework it entirely in a new character page.
One big issue I ran into is I have very little money to burn so I'm reading up on rules and such only from things I can get for free. I figured there would be some issue with that but is not buying all the different rule books going to make it so I can't learn/play? I really want to give this a shot, but I also don't want to spend hundreds of dollars only to find out I don't actually like playing.
Also you are right with how I made this; I was 100% shooting blind and I'm thinking I put a little too much trust in the online sources that I found. I play a lot of BG3 and I fancy myself as an aspiring writer so the character creation is what I was most drawn to. The actual play aspect and game itself was suggested by a friend. He said since I really enjoy fantasy, Magic the Gathering, Ren fairs, etc. that I might really like DnD.
If you want to ensure you only get 2024 content, make sure that on the "Home" tab of the character builder you check only "5.5e Core Rules" and perhaps "5.5e Expanded Rules" in the "Sources" section. Leave anything that says "5e" unchecked.
You do not need to buy any books right away. The free Basic Rules on D&D Beyond include enough stuff to let you get a feel for how stuff works and figure out if you like it or not.
However, without buying the Player's Handbook you won't have access to the full set of standard character options on D&D Beyond, so you may not be able to make the exact character you want.
One big issue I ran into is I have very little money to burn so I'm reading up on rules and such only from things I can get for free. I figured there would be some issue with that but is not buying all the different rule books going to make it so I can't learn/play? I really want to give this a shot, but I also don't want to spend hundreds of dollars only to find out I don't actually like playing.
Also you are right with how I made this; I was 100% shooting blind and I'm thinking I put a little too much trust in the online sources that I found. I play a lot of BG3 and I fancy myself as an aspiring writer so the character creation is what I was most drawn to. The actual play aspect and game itself was suggested by a friend. He said since I really enjoy fantasy, Magic the Gathering, Ren fairs, etc. that I might really like DnD.
This is a very reasonable concern, and a very good reason for jumping into the hobby. Welcome! I myself got started when I had functionally zero disposable income, and I played second edition entirely by patching together hand-me-downs from friends and information I could get off AOL forums, so I feel your pain. The good news is that ever since 3rd edition, the core rules of DnD have been "open source" for anybody to use and share. This is represented in 5th edition (and in this case, specifically, the 2024 rules) in the Basic Rules which you can find by clicking on that link. It has everything you need to get started, including rules on races, classes,and backgrounds. It is, admittedly, shy some content (e.g. you are only given a few background options, and you only get one subclass per class), but it has enough for you to get a good general understanding of the game, including how to build a character, how to participate in encounters, and how to use spells, skills, and abilities.
If you find yourself with any money to burn, I recommend you purchase a Player's Handbook (We refer to it as the PHB), as this will have a comprehensive list of everything you need to build and play a character in a DnD campaign. If you purchase the digital version, it will make all the content available in the character builder, and it tends to be cheaper than buying the physical book. You might have some success finding a physical copy in a secondhand store, but I would be VERY careful to make sure you pick up the 2024 rule book, not the 2014 rule book (just check the copyright dates on the inside cover, or you can look online at what the 2024 rule book cover looks like and compare/contrast).
Either way, whether you have a game you're joining or are looking for one, I would really encourage you to sit down with your DM and have them help you build out the mechanics of your new character. Not only can their experience and expertise really help you get started, but it's a valuable way to vibe-check your new DM. If they're impatient, condescending, or dismiss your ideas without consideration or explanation, then you can get out before you get invested in a toxic-ass campaign. There are a lot of truly wonderful people who have taken up roleplaying in the last six or seven years, but there are still a lot of bad apples, especially among us old-heads. Hang in there, have fun, and don't be afraid to ask questions. We were all new once, and being new to the hobby can feel VERY overwhelming.
Tables can be great but sometimes a little bit of editing can also do wonders. Here I would put your highest stat into charisma have a decent constitution and grab eldritch blast and then go from there. Warlocks are great because you can’t really do them wrong. Have fun and experiment with it
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And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Ive been playing for ages, and ive tried it recently, and its not bad for beginners.
You tell it 3 things: class, species, background.
It uses the standard array and the 3 things you gave it to make a level 1 character.
It is a tad annoying that you really need to know which backgrounds let you add bonuses to which ability scores. If you pick a class, it really ought to give you a list of backgrounds that include your class's primary ability score. I.e. if you choose monk for your class, it should present the backgrounds that can increase dex.
Its also a tad annoyijg that it uses standard array. But you can go in afterward and tweak your scores.
With your character's backstory, you're going to find it really depends on the table you play with. My table, generally does not care about the elaborate story of why my character is what it is. My DM used to try and weave elements of people's backstory into the campaign, but most people didn't bother to send him anything so I think he's mostly given up.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Some do that. They roll 4d6, drop the lowest die, and add the remaining 3. They generate 6 scores, and then they put them into abilities in order of priority for the class they want to build.
You dont roll an 8 on your first roll and put it under STRENGTH for your fighter. You would roll 6 scores, and put the highest under STRENGTH for your fighter.
As for backstory, eh.
Dnd is a collaborative story telling thing. But that might be a bit too vague. Its more like a "choose your own adventure" book that the DM presents to the players, and the players choose to go left or right, fight or run, etc. But the basic threads of the story are laid down by the dm.
Your backstory is mostly irrelevant to most campaigns. What the dm might find useful are if you have a couple of one-sentence character goals to achieve in universe. "Find my lost brother" might be a goal. Thats about as much detail you want to give. Fewer details means the DM has more options to take one of the npcs in the campaign and turn it into your brother. Maybe he is captain of the pirate ship that just attacked you. Maybe he is a prisoner in the jail the crooked sherriff just threw you in.
But if you start laying down details "he was last seen joining the dwarven mining company" then if those details dont fit the campaign, the dm is going to have a hard time fitting your goal into the campaign. And they probably wont bother.
Premade campaigns have encounters already defined, and then the campaign book will discuss to the dm a couple of possible ways to hook the party into the encounter. But if you have a charavter goal like "find the one armed man who killed my wife, and kill him" then you just gave him a hook for the encounter. As you research, ask around, whatever, looking for a one armed man, you hear there the first mate of some pirate ship ihas one arm. At which point, you should be hooked.
Dms love that kind of thing because the hardest part of dming is getting the party to "choose" to pursue the encounter they spent hours prepping for.
The rest of your character will be defined by how you rollplay. Do you help strangers in need? Leave no loose threads behind? Help the poor? Kill all witnesses? Thats your characters personality and you dont need backstory for that. Just rollplay it.
Rollback Post to RevisionRollBack
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I have never played DnD before. My very first character was created using tables. I spent time rolling dice and then did my best to fit everything together in a way that I hope makes sense. This has resulted in what I think could be an interesting character in a campaign. However, I don't want to end up the player who builds a useless character that holds the others back.
How do more experienced players balance interesting ideas with the need to make a character that actually adds to the story?
If we were in a campaign together would this kind of character ruin your enjoyment? I don't want I play this character if it sucks for the others I play with.
This looks like it may have been (at least partially) randomly generated; is that what you mean by "using tables"?
It's resulted in a character who's going to be really bad at most things they try to do. In particular, having such a low Charisma with a class that's highly Charisma-focused means that most of your spells will just not work most of the time.
I would definitely not recommend doing something like this if it's your first time playing D&D at all. Quite apart from what the other players would feel, I think it's very likely that you are not going to have fun with this character.
pronouns: he/she/they
Yeah, I'm really interested in the group roleplay and character creation of DnD but I was struggling to come up with someone that wasn't a copy and paste from a movie/tv shadow. I found website that included charts that had different aspect of a character's background. On areas with a number that doesn't fit on the dice I have access to, I used a random number generator.
Using the character sheet, I went through the different areas and wrote down whatever line the dice indicated. So, for instance, I rolled a 51 on the background chart which makes the background Hermit. Then on the chart to see why I'm a hermit I rolled a 4, so my character became a Hermit after a "life altering event". With this and other details like how I got to be a warlock I crafted what I hope is an interesting backstory that a DM would [hopefully] have a fun time weaving into the main story and would help develop an interesting story for not only myself but the others in the campaign.
I figured, what's the fun in this if I'm the only one who enjoys the story of my character? I want others to have a good time too.
How do people feel about someone taking a character design and then just tweaking things until it made more sense? I know that may sound like a silly question but in my reading, it seemed like stats are normally determined by rolling dice. Would it not be seen as overpowering a character to just put down the stats that are most ideal?
That's also why I altered certain things like how the Imp familiar which is normally only available at level 3 as a pact boon has the drawback of not letting my character use other conjuration spells that would bring them a different creature. I thought this would help to keep my character from seeming unfairly powered but still adding an interesting detail that could give interesting interactions with other PC's as well as npc's. Perhaps even get connected to the details of pact that my character is trying to remember.
Seconded. This character is a bit of a mess. Not your fault, per se, but definitely evident that you kind of built this blind.
I'd really encourage you to read the chapters on character creation, as well as reading about the class you're choosing to build. I'd also say, assuming your DM has any experience in the game, that you should schedule some time to sit down with your DM so they can provide you with some guidance and insight into making the character you want.
I'm also a bit of a loss as to... how... you did this? It looks like you're a first-level Warlock, but you have the Elemental Adept feat? And your ability score increase is tied to your species? It looks like you're mixing and matching 2014 and 2024 rules a LOT here. Frankly, I'm a little impressed you managed to blindly build this character in a way that the system allowed.
If your DM is not available for some reason to help you, here are a few guideposts you want to consider when building a Warlock:
All this is just basic guidance, though. I STRONGLY encourage you to work on building this character one-on-one with someone with some experience, and that you THOROUGHLY read the chapters on character creation, classes, backgrounds, and species before you play.
Okay, reading this, I think I messed up applying what I found online to the actual character build. I actually thought that this was all 2024 based and I was a bit frustrated at trying to get the beyond character builder to do what I was going for. In hindsight, I should have realized that meant I was doing something wrong with this character.
I think I'm going to mark this character as void or something and rework it entirely in a new character page.
One big issue I ran into is I have very little money to burn so I'm reading up on rules and such only from things I can get for free. I figured there would be some issue with that but is not buying all the different rule books going to make it so I can't learn/play? I really want to give this a shot, but I also don't want to spend hundreds of dollars only to find out I don't actually like playing.
Also you are right with how I made this; I was 100% shooting blind and I'm thinking I put a little too much trust in the online sources that I found. I play a lot of BG3 and I fancy myself as an aspiring writer so the character creation is what I was most drawn to. The actual play aspect and game itself was suggested by a friend. He said since I really enjoy fantasy, Magic the Gathering, Ren fairs, etc. that I might really like DnD.
If you want to ensure you only get 2024 content, make sure that on the "Home" tab of the character builder you check only "5.5e Core Rules" and perhaps "5.5e Expanded Rules" in the "Sources" section. Leave anything that says "5e" unchecked.
You do not need to buy any books right away. The free Basic Rules on D&D Beyond include enough stuff to let you get a feel for how stuff works and figure out if you like it or not.
However, without buying the Player's Handbook you won't have access to the full set of standard character options on D&D Beyond, so you may not be able to make the exact character you want.
pronouns: he/she/they
This is a very reasonable concern, and a very good reason for jumping into the hobby. Welcome! I myself got started when I had functionally zero disposable income, and I played second edition entirely by patching together hand-me-downs from friends and information I could get off AOL forums, so I feel your pain. The good news is that ever since 3rd edition, the core rules of DnD have been "open source" for anybody to use and share. This is represented in 5th edition (and in this case, specifically, the 2024 rules) in the Basic Rules which you can find by clicking on that link. It has everything you need to get started, including rules on races, classes, and backgrounds. It is, admittedly, shy some content (e.g. you are only given a few background options, and you only get one subclass per class), but it has enough for you to get a good general understanding of the game, including how to build a character, how to participate in encounters, and how to use spells, skills, and abilities.
If you find yourself with any money to burn, I recommend you purchase a Player's Handbook (We refer to it as the PHB), as this will have a comprehensive list of everything you need to build and play a character in a DnD campaign. If you purchase the digital version, it will make all the content available in the character builder, and it tends to be cheaper than buying the physical book. You might have some success finding a physical copy in a secondhand store, but I would be VERY careful to make sure you pick up the 2024 rule book, not the 2014 rule book (just check the copyright dates on the inside cover, or you can look online at what the 2024 rule book cover looks like and compare/contrast).
Either way, whether you have a game you're joining or are looking for one, I would really encourage you to sit down with your DM and have them help you build out the mechanics of your new character. Not only can their experience and expertise really help you get started, but it's a valuable way to vibe-check your new DM. If they're impatient, condescending, or dismiss your ideas without consideration or explanation, then you can get out before you get invested in a toxic-ass campaign. There are a lot of truly wonderful people who have taken up roleplaying in the last six or seven years, but there are still a lot of bad apples, especially among us old-heads. Hang in there, have fun, and don't be afraid to ask questions. We were all new once, and being new to the hobby can feel VERY overwhelming.
Tables can be great but sometimes a little bit of editing can also do wonders. Here I would put your highest stat into charisma have a decent constitution and grab eldritch blast and then go from there. Warlocks are great because you can’t really do them wrong. Have fun and experiment with it
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Have you tried the quick builder?
https://www.dndbeyond.com/play/characters/build
Ive been playing for ages, and ive tried it recently, and its not bad for beginners.
You tell it 3 things: class, species, background.
It uses the standard array and the 3 things you gave it to make a level 1 character.
It is a tad annoying that you really need to know which backgrounds let you add bonuses to which ability scores. If you pick a class, it really ought to give you a list of backgrounds that include your class's primary ability score. I.e. if you choose monk for your class, it should present the backgrounds that can increase dex.
Its also a tad annoyijg that it uses standard array. But you can go in afterward and tweak your scores.
With your character's backstory, you're going to find it really depends on the table you play with. My table, generally does not care about the elaborate story of why my character is what it is. My DM used to try and weave elements of people's backstory into the campaign, but most people didn't bother to send him anything so I think he's mostly given up.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
"stats are normally determined by rolling dice."
Some do that. They roll 4d6, drop the lowest die, and add the remaining 3. They generate 6 scores, and then they put them into abilities in order of priority for the class they want to build.
You dont roll an 8 on your first roll and put it under STRENGTH for your fighter. You would roll 6 scores, and put the highest under STRENGTH for your fighter.
As for backstory, eh.
Dnd is a collaborative story telling thing. But that might be a bit too vague. Its more like a "choose your own adventure" book that the DM presents to the players, and the players choose to go left or right, fight or run, etc. But the basic threads of the story are laid down by the dm.
Your backstory is mostly irrelevant to most campaigns. What the dm might find useful are if you have a couple of one-sentence character goals to achieve in universe. "Find my lost brother" might be a goal. Thats about as much detail you want to give. Fewer details means the DM has more options to take one of the npcs in the campaign and turn it into your brother. Maybe he is captain of the pirate ship that just attacked you. Maybe he is a prisoner in the jail the crooked sherriff just threw you in.
But if you start laying down details "he was last seen joining the dwarven mining company" then if those details dont fit the campaign, the dm is going to have a hard time fitting your goal into the campaign. And they probably wont bother.
Premade campaigns have encounters already defined, and then the campaign book will discuss to the dm a couple of possible ways to hook the party into the encounter. But if you have a charavter goal like "find the one armed man who killed my wife, and kill him" then you just gave him a hook for the encounter. As you research, ask around, whatever, looking for a one armed man, you hear there the first mate of some pirate ship ihas one arm. At which point, you should be hooked.
Dms love that kind of thing because the hardest part of dming is getting the party to "choose" to pursue the encounter they spent hours prepping for.
The rest of your character will be defined by how you rollplay. Do you help strangers in need? Leave no loose threads behind? Help the poor? Kill all witnesses? Thats your characters personality and you dont need backstory for that. Just rollplay it.