It's time to start rolling up characters using the new and revised rules found in the 2024 Player's Handbook! Character creation rules have been streamlined and rearranged in the new Player's Handbook, making it easier to create your next favorite adventurer using the many player options found in the core rulebook.
In this article, we'll look at how the character creation process has changed in the 2024 Player's Handbook, and we'll even create a character using the new rules!
- What Goes into Creating a Character?
- Step 1: Choose Your Class
- Step 2: Determine Origin
- Step 3: Determine Your Ability Scores
- Step 4: Choose an Alignment
- Step 5: Fill in Details
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What Goes into Creating a Character?
Throughout your character's adventuring career, they'll be faced with many choices. Will they save the village from the dragon, even if it means risking their own life? Will they wield a Greatsword or Greataxe? Will they adopt one of the Goblin brigands who attempted to waylay them on the road?
However, before they can embark on their career, you have a few choices of your own to make. During character creation, these four aspects will impact how your character operates on a mechanical level:
- Character class: Your character's class is your most mechanically significant aspect. It provides features that, as you level up, dictate how you will approach situations. Rogues may stealth into a situation, Wizards might use their magic to outsmart their opponents, and Barbarians might kick down the door and start swinging. We cover each of the revised classes and their accompanying subclasses in our 2024 Player's Handbook class reviews.
- Background: While your species represents who you descended from, your background represents your most formative experiences. Mechanically, this gives your character skill and tool proficiencies and starting equipment. In the 2024 Player's Handbook, your background also includes ability score adjustments, which used to be tied to your species. In addition, it now provides an Origin feat, a boon dictated by the skills you developed before your adventuring career began.
- Species: Your species represents your character's heritage. Were you born to a human family living in Baldur's Gate? Or a dwarven clan dwelling beneath the Crystalmist Mountains? Mechanically, this provides abilities that were passed down by your ancestors. The Elf's Fey Ancestry is an example of such an innate ability, representing their capability to overcome beguiling magic because of the time their ancestors spent in the Feywild.
- Ability scores: Every character is different. Even Human Barbarians from the same clan excel in different areas. Ability scores define your character's strengths (and weaknesses) in a matrix represented by Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Besides these mechanical aspects, your character will also have more personal and intangible qualities. They will have developed a backstory, personality, and alignment. They may have a cherished pet or a food they despise. While these might not affect what type of dice you roll to attack, they're just as important for deciding how your character will react to the various situations they'll encounter on their travels.
Let's Create a Character from the 2024 Player's Handbook
For our example character, we're going to build a level 1 Dwarf Fighter named Angriff. We'll walk through each of the steps presented in the 2024 Player's Handbook in order, and provide the rationale for how we made the choices when we were presented with options.
Step 1: Choose Your Class
Previously, character creation started with choosing your species. Now, we start by choosing our character class. This is because your class is the culmination of your character's origin; it shows where they wound up at the start of their adventuring career. It's also important to establish your class first because it impacts certain choices you make when choosing your species and background—like what ability scores you're looking to improve with your background.
This decision will impact how your character plays for their entire adventuring career. Luckily, the Class Overview table in Chapter 2 provides a breakdown of what each class specializes in, what ability score they usually focus on, and how hard they are to navigate as a player.
So, when we choose the Fighter class, we'll note what they receive at level 1 on our character sheet:
Core Traits
Each class now has a handy table of the core traits you receive when you choose them at level 1. Here are the choices we've made for Angriff:
- Primary ability: Strength — This first trait just serves as a reminder of what your class wants to focus on. Between Dexterity and Strength, our Fighter will be opting for Strength.
- Hit Point Die: D10 — This represents what we roll when we increase our number of Hit Points and regain them during a Short Rest. Once we figure out our ability scores in Step 3, we'll apply this to our starting Hit Point maximum.
- Saving Throw Proficiencies: Strength and Constitution — As a Fighter, we get to add our Proficiency Bonus to these saving throws.
- Skill Proficiencies: Persuasion, Perception — These are the skills we want our Fighter to have a boost in. When we make ability checks using these skills, we get to add our Proficiency Bonus.
- Weapon Proficiencies: Simple and Martial weapons — Fighters don't have any restrictions over which weapons they can wield effectively. Any weapon you pick up and swing at an enemy, you can add your Proficiency Bonus to the roll.
- Armor Training: Light, Medium, and Heavy armor and Shields — Likewise, Fighters can wear any type of armor they want without any downsides (as long as they meet the Strength requirements for Heavy armor).
- Starting Equipment: Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP — We're suiting up for a Heavy armor Strength-based Fighter, so this is the ideal kit to start with.
Fighting Style
We get to choose a Fighting Style feat at level 1. Previously, the Fighter's Fighting Styles were listed in their class features rather than being separated out into feats. In the 2024 Player's Handbook, these feats have a prerequisite of needing the Fighting Style class feature.
This doesn't change much, only that the different classes that have the Fighting Style are no longer limited in their choices. Some Fighting Styles used to be exclusive to certain classes and the globalized list has lifted those restrictions.
We're choosing the Great Weapon Fighting feat, which allows us to treat any 1 or 2 on a damage dice as a 3 as long as we're attacking with a Two-Handed or Versatile weapon.
Second Wind
If all that fighting leaves you out of breath (or on the brink of death), worry not. Fighters get the Second Wind feature! This allows you to regain Hit Points equal to 1d10 plus your Fighter level as a Bonus Action. You start with 2 uses and can regain one when you finish a Short Rest or all of your expended uses after a Long Rest.
These Second Wind uses can also be applied to other Fighter features as you level up, like Tactical Mind and Tactical Shift, but let's not get ahead of ourselves.
Weapon Mastery
Now for the Fighter's first all-new feature, Weapon Mastery! This allows your Fighter to learn three weapons' mastery properties and to use them when they wield those weapons in combat. Because our loadout came with a Greatsword, Flail, and Javelin, we'll take these as our chosen weapons.
This means we can access the Graze mastery property with our Greatsword, the Sap property with our Flail, and the Slow property with our Javelin.
Step 2: Determine Origin
So, our Fighter's got some skills, but where did he come from? Let's pick our background and species to help support the playstyle and narrative we're trying to achieve.
Background
First up, we'll choose our background. As we're trying to synergize with our Fighter class, we'll choose a background that has applicable Ability Score Increases as well as an Origin feat that suits our needs.
The Soldier is an easy choice here, as it allows us to increase our Strength and Constitution, gives us applicable skill proficiencies, and a useful Origin feat:
- Ability Scores: +2 Strength, +1 Constitution — We want our Fighter to hit hard as well as be able to take hard hits, so this is a perfect boost to his stats. When we decide our ability scores in Step 3, we'll add these to our results.
- Feat: Savage Attacker — This allows us to roll our weapon's damage dice twice and take the higher of the two, perfect for squeezing out extra damage.
- Skill Proficiencies: Athletics, Intimidation — When diplomacy fails, now you can scare your enemies into listening or just put them in a full nelson.
- Tool Proficiency: Dragonchess — Checkmate. Your move.
- Equipment: 50 GP — We collected all the equipment we needed to behead our enemies in our class equipment, so let's take the money and run.
Species
Here we're going to choose the Dwarf species. These stout, stubborn, subterranean dwellers may be 4 feet tall, but they're thick enough to make up for it!
- Darkvision — This allows us to see in the dark without a light source, albeit in shades of grey. Make sure you remind your Dungeon Master you have Darkvision the second you walk into an unlit chamber.
- Dwarven Resilience — Resistance to Poison damage and Advantage on saving throws against the Poisoned condition are both excellent abilities to keep your Fighter in ship shape.
- Dwarven Toughness — You get 1 additional Hit Point at each level, including at level 1. Perfect for our frontline Fighter! We'll make sure we include this in our calculation after we've decided on our ability scores.
- Stonecunning — Adding to your array of senses, Stonecunning in the 2024 Player's Handbook allows you to gain Tremorsense to a range of 60 feet for 10 minutes. You have to be on or touching a stone surface to activate this ability, so no one will judge you for carrying around a seeing-eye pet rock.
- Language — You start with Common and one language of your choice. We'll grab Dwarvish and say that Angriff took a semester abroad at an elven grove and picked up Elvish.
Using Backgrounds and Species from Older Sources
If you want to use an older character origin option, no problem! The 2024 Player's Handbook has rules for converting these options to be compatible with the new ruleset.
For your species, ignore any Ability Score Increases the older species you chose provides.
For your background, increase one score of your choice by 2 and another by 1, or increase three scores by 1. Also, if your background doesn't provide a feat, grab an Origin feat of your choice.
Step 3: Determine Your Ability Scores
Now that the foundation for our Dwarf Fighter has been laid, it's time to start fleshing out his abilities.
In the 2014 Player's Handbook, ability scores used to be decided before a character's background, but this was switched as backgrounds now provide a mechanically significant ability score boost.
There are still three methods for generating your ability scores: Standard Array, Random Generation, and Point Cost. For our character, we'll be using Standard Array, which gives us six scores that we assign to each of our six abilities.
For Angriff, our ability scores are as follows:
- Strength: 15 + 2 = 17 (+3) — We make attack rolls and deal damage with our Strength, so this is our highest priority. Here, we'll add the +2 from our Soldier background.
- Dexterity: 13 (+1) — Dexterity is important for sneaking, Initiative, and when a dragon's breathing fire at you—so we've filled in an above-average score here.
- Constitution: 14 + 1 = 15 (+2) —This helps dictate your Hit Points, and since we'll be on the front lines, we need those to stay up and swinging. We add our +1 from our Soldier background here.
- Intelligence: 10 (+0) — Intelligence isn't super important to our Fighter, but a bit can never hurt.
- Wisdom: 8 (-1) — Smart enough to know a tomato is a fruit but not wise enough to exclude it from a fruit salad. We've taken an 8 here because we have proficiency in Perception, our Fighter's most important Wisdom-based skill.
- Charisma: 12 (+1) — We have proficiencies in both Intimidation and Persuasion in our kit, so a +1 can help solidify these checks in social situations.
Now that we've decided on our ability scores, we can determine how they reflect our character's appearance and personality. For example, our Dwarf looks like a gruff, battle-hardened warrior but he's surprisingly charming and light on his feet.
Step 4: Choose an Alignment
With our ability scores, class, background, and species decided on, we're almost ready to fill in the remaining details of our character sheet. Just one pit stop before we do.
We need to decide on our character's alignment, which reflects their moral and ethical compass. Are they Lawful Good, always striving to uphold justice? Or Chaotic Neutral, following their whims regardless of what the City Watch—or the tyrannical king's henchmen—may have to say? We're choosing Neutral Good for our Dwarf Fighter.
On D&D Beyond's Character Builder, alignment can be chosen by going back to the Background step:
Step 5: Fill in Details
If you're playing with pen and paper, now it's time to bust out that calculator—or wish we took a high Intelligence score. Luckily D&D Beyond's Character Builder does all the work for you! No need to make sure your saving throws, skills, and attack bonuses are applying the proper modifiers, it's all done automatically.
Now, we're ready to strike out on our quest to save the world!
Adventure On, Adventurer!
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
So, while some steps have been switched around and some aspects have been shifted to different options, character creation is still a familiar process in the 2024 Player's Handbook. However, with this new process, you'll make choices in a more sensical progression. Seeing as you choose your character's class first, you can look at their origin with the perspective, "How did my character become a Fighter?" This also allows you to ensure that the species, background, and ability scores you choose are synergistic to the character you'll be rolling dice with.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his partner, and tending the veritable jungle of houseplants that have invaded his house.
A response to PLAYERNOYB - You get three languages. You can pick or ignore your Species' language if you want.
I am basing this on the sample character sheet because in the explanation for language they say you get common and 1 more. Then explain why he has three.
I just got the Starter Set for the children recently, will I be able to order 2024 pre-generated character sheets for these or any characters. It will be easier for us as a family to use them as the PHB 2024 is a bit expensive at ÂŁ30.00
A dwarven named Attack (in german) with the Solider background, interesting
You didn't resize the second sheet image. it is 150dpi
I get that OneD&D is designed to entice video gamers, but this is really cutting out the true heart of D&D; the roleplay. Yes, some tables are more stats than chats, but those are the minority. To strip away the role play and make it more like a video game is exactly what removes the most important part of the character experience, and removing the individual nature to make things more like a reskinned human is a huge disservice to making a character in the first place. What possible reason am I going to not be a human and just get some darkvision skill/item when that's all there is different? Flavor is important. Stop taking away the spices and just handing us sugar.
I know the pet rock was meant as a joke, but I can imagine players arguing that they can indeed to this so can use their stonecunning while standing on a wooden floor because they are holding a rock.
hunh, yeah, doesn't even have a blank spot to pencil it in on the sheet.
Please allow for customizable tokens on maps. I believe it is essential for game play with maps. Allow us to create and add our own tokens.
You mean like every edition of D&D before?
The character sheet has always been primarily about the mechanical aspects; all the roleplay stuff is usually added by the player or created as you play. Even the bonds/ideals/flaws in the current Backgrounds are entirely optional.
There's literally nothing stopping you from adding those into the notes or the Backstory section that is clearly marked on the sheets displayed.
The same complaint used against 3.x, 4e, and 5e. "It doesn't have rigid rules for roleplaying, so it's trying to be a video game."
I seriously doubt you actually know what the new races are like without actually reading them. Pretty sure dragonborn will still have breath weapons, tieflings will still have infernal traits, flying races will have flight, etc.
By the way, the example character is a dwarf, and is pretty much exactly the same as dwarves in the 2014 books. So what are you talking about?
Hasbro is actively stating they are trying to make it more like a video game, and the mechanics do resonate with that. Not all of it is bad mind you, but flattening out speed removes a unique aspect to each race, the loss of core language (without backstory reason, as sometimes a player will be like "I'm an elf who grew up with orcs so can I swap elvish for orcish?", and that's fine!) is weird and makes everything feel just more generic.
This edition does remove more of the narrative to allow for a slightly more broad play, which is fine for video games, and the new player base they are actively admitting to be wanting. However it's less of an incentive to start at level one, less of an incentive to really get to know your characters strengths and weaknesses (I hear pathfinder is amazing for the min-max, but I've never played), and less of an incentive to have a flawed character, which makes for a better character. What reason should my dragonborn know draconic if not for being raised in the culture? Taking a semester abroad doesn't erase heritage and years with your family. It's something you humbly come to your dm about and ask if you can take Gnomish as an extra language. By not having Dwarvish how does this dwarf know enough about their own culture to use Stone Cunning? By all rights they shouldn't, but this is a theory only build that is poorly used as an example UNLESS you know they are marketing more towards video gamers. Even sigil is geared to attract gamers by admission in interviews, which is their perogative.
This edition has a much higher power creep, which to people who want to run very gentle games is fine. Sometimes you want to make it easy street on your players, but without struggle and conflict there's no room for development. Without stakes, there's no element of deeper drive. I don't want to have to drop super high level encounters on my players just to feel balanced. This is a collaboration for a story, and there does need to be some level of under-dog to present plausible risk. It's less about a story to play with friends with failure as an option and more about trying to capture the feeling of a video game to have alongside sigil, which will mimic closer to a video game. Book vs games, and each will have their own merits, but don't read the interviews and ignore that OneD&D has been built expressly to help draw gamers, people that are used to over-monetisation; and likely based on the runaway success that was BG3. So, yes. More like a video game.
Haven't yet, but the more I see, the more I think I will be exiting. Seems like they're bringing back a lot of the things that made me (and everyone else I know) skip 4e.
I think he meant "excited," not "exited."
Agreed!
I didn't skip 4e; I just played it in its intended medium. On the Neverwinter MMO.
Sufma
Exactly! 4e is what happens when you try to make a TTRPG using CRPG rules. Makes perfect sense in a computer, but only in a computer.
I liked 3e, and I really respect 5e for what it achieves. I also liked some of the early OneD&D (ODD?) playtest rules, but my enthusiasm has waned with each subsequent iteration. It's like, instead of addressing the minor imbalances and deficiencies, they eliminated the core ideas that seemed to make it more playable. At this point, my entire group has decided not to make the switch. If DDB wants to push the issue by ending 5e support, we'll just switch to a different game system, same as we did during the 4e era. Not like we aren't already rotating between multiple systems.
Where can I download the character sheet being used?