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HomeTabletop RPGDungeons & DragonsStep-by-step DnD character creator for the 2024 rules

Step-by-step DnD character creator for the 2024 rules

With the new 2024 Player’s Handbook comes an unfamiliar character creation process. Changes to backgrounds, feats, and every single Dungeons and Dragons class mean that we all have to relearn our DnD character creator skills. This guide provides a step-by-step guide that teaches you how to create a DnD 2024 character from the ground up.

We’ll cover what’s different about DnD 2024 backgrounds, as well as what DnD 2024 feats to pick and when. This character creator won’t go too deep into the changes to DnD classes and DnD races, but you’ll have all the information you need to get started. After that, it’s up to you what details you add to your character sheet.

How to create a DnD 2024 character:

  1. Choose your character sheet
  2. Establish a concept
  3. Pick a Dungeons and Dragons class
  4. Choose a background
  5. Assign your ability scores
  6. Choose a species
  7. Fill in the gaps
  8. What level is your character?
  9. Choose your spells 

DnD character creator - Wizards of the Coast art of a Gnome pondering books

1. Choose your character sheet

As well as new rules, 2024 will bring us a brand-new DnD character sheet. If you can access this, we’d recommend using it, as it’s designed with the new rulebook in mind. However, the old fifth edition sheets will work just fine – and if you prefer something custom, the linked guide above can point you to some more personal character sheet options. 

2. Establish a concept

Depending on what kind of player you are, you might start or end character creation with this step. Personally, we like to begin with a character idea before we work out all the mechanics. But if you like to sort your class and stats before you decide on a backstory, that’s fine too – come back to this part later.

Ask yourself, ‘who is this character that I want to play?’ The answer can be as deep or shallow as you like. Perhaps you want to play ‘Batman, but in a high fantasy world’. Or maybe you want to write a short essay describing how your new persona fits into the DnD setting your Dungeon Master has already described.

However you prefer to explore the character concept, you should establish a few general facts:

  • What does my character do best?
  • Does my character have a particular career or life calling?
  • How does my character solve problems? Magic, words, fighting, or some combination of the three?
  • When someone meets my character, what personality trait do they notice first?
  • If my character knew the rest of the player-characters before the campaign, what is our relationship?

If you want to get really in-depth at this stage, you could use fifth edition’s traditional ‘ideals, bonds, flaws’ model. This encourages you to flesh out your character’s personal values, most important relationships, and major issues. All will be useful for roleplay, but again, don’t worry if you haven’t got all the details figured out yet. You can come back and iron these out at the end of the character creation process, if you prefer. 

DnD character creator - Wizards of the Coast art of a party examining a spellbook

3. Pick a Dungeons and Dragons class

Every adventurer has special skills and abilities, which they usually gain from a unique profession, ancestry, or event in their lives. These are known as ‘classes’ in Dungeons and Dragons, and the one you pick will influence everything from your hit point value to your combat strategy.

There are 12 classes to choose from in the 2024 Player’s Handbook:

  • DnD 2024 Barbarian – Channel your rage, hit stuff hard
  • DnD 2024 Bard –A spellcaster who’s particularly musical and charismatic
  • DnD 2024 Cleric – A holy spellcaster who gains magic from their worship
  • DnD 2024 Druid – One with nature, capable with spells and melee attacks
  • DnD 2024 Fighter – Fighting is all you know (most of the time)
  • DnD 2024 Monk – Your Ki powers mean you’re unmatched in martial combat
  • DnD 2024 Paladin – Like a Cleric, but your god wants you to smite stuff
  • DnD 2024 Ranger – Excellent scouts, with spellcasting and martial prowess
  • DnD 2024 Rogue – Sneaky, charming, and good at disarming traps
  • DnD 2024 Sorcerer – Naturally gifted with magic, able to bend it to their will
  • DnD 2024 Warlock – Make a deal with a devil, and you get cool spells
  • DnD 2024 Wizard – A smarty-pants who learned spells by studying hard

The fifth edition rules introduced a 13th class, the Artificer 5e. This class isn’t included in the 2024 Player’s Handbook, but you can still choose to play as one if your DM allows it (and you have access to the right DnD books).

Once you’ve decided on a class, this will establish a few key things about your character:

Hit points and Hit Dice

The way you calculate your hit points will change depending on which class you choose. This is because different classes use different ‘Hit Dice’ to calculate and restore their HP:

Class Hit Dice
Barbarian 1d12
Bard 1d8
Cleric 1d8
Druid 1d8
Fighter 1d10
Monk 1d8
Paladin 1d10
Ranger 1d10
Rogue 1d8
Sorcerer 1d6
Warlock 1d8
Wizard 1d6

When you first create your character, you’ll calculate your hit point maximum by adding the highest possible roll on your Hit Dice to your Constitution modifier (we’ll figure out what this is in step five – we’ll remind you when we get there).

Proficiencies

Your class will decide some of the following proficiencies:

If you’re proficient in something, you add your proficiency bonus to any roll made using that item or feature. Your proficiency bonus is decided by your level (more on how this changes later). For a level one character your proficiency bonus will be +2.

Most character sheets have a space where you can note down your total bonus for skill and saving throw rolls. You won’t be able to calculate your character’s skill and saving throw proficiencies until you’ve rolled your stats (see step five, where we’ll cover this in detail).

DnD character creator - Wizards of the Coast art of a Fighter standing by a dead giant

Equipment

Each class offers a list of potential starting equipment to choose from. This is usually some combination of armor, weapons, adventuring packs, and/or a spellcasting focus. If you don’t like the equipment on offer, there is an optional rule to take an amount of starting gold (decided by your class and, in part, your background) and buy any equipment you like before the game begins.

2024 Bard starting equipment

90 GP, or:

  • Leather armor
  • Two daggers
  • Any musical instrument
  • Entertainer’s pack
  • 19 GP

2024 Barbarian starting equipment

75 GP, or:

  • Greataxe
  • Four handaxes
  • Explorer’s pack
  • 15 GP

2024 Cleric starting equipment

110 GP, or:

  • Chain shirt
  • Shield
  • Mace
  • Holy symbol
  • Priest’s pack
  • 7 GP

2024 Druid starting equipment

50 GP, or:

  • Leather armor
  • Shield
  • Sickle
  • Druidic Focus (quarterstaff)
  • Explorer’s Pack
  • Herbalism Kit
  • 9 GP

2024 Fighter starting equipment

155 GP, or choose option A or B:

Option A:

  • Chain Mail
  • Greatsword
  • Flail
  • 8 Javelins
  • Dungeoneer’s Pack
  • 4Gp

Option B:

  • Studded Leather Armor
  • Scimitar
  • Shortsword
  • Longbow
  • 20 arrows
  • Quiver
  • Dungeoneer’s Pack
  • 11 GP

2024 Monk starting equipment

50 GP, or:

  • Spear
  • 5 daggers
  • Artisan’s Tools or musical instrument that you’re proficient in
  • Explorer’s Pack
  • 11 GP

2024 Paladin starting equipment

150 GP, or:

  • Chain mail
  • Shield
  • Longsword
  • Six javelins
  • Holy symbol
  • Priest’s pack
  • 9 GP

2024 Ranger starting equipment

150 GP, or:

  • Studded leather armor
  • Scimitar
  • Shortsword
  • Longbow
  • 20 arrows
  • Quiver
  • Druidic focus
  • Explorer’s pack
  • 7 GP

2024 Rogue starting equipment

100 GP, or:

  • Leather armor
  • Two daggers
  • Shortsword
  • Shortbow
  • 20 arrows
  • Quiver
  • Thieves’ Tools
  • Burglar’s Pack
  • 8 GP

2024 Sorcerer starting equipment

50 GP, or:

  • Spear
  • 2 daggers
  • Arcane Focus (crystal)
  • Dungeoneer’s Pack
  • 28 GP

2024 Warlock starting equipment

100 GP, or:

  • Leather armor
  • Sickle
  • 2 daggers
  • Arcane Focus (orb)
  • Book (occult lore)
  • Scholar’s Pack
  • 15 GP

2024 Wizard starting equipment

55 GP, or:

  • 2 daggers
  • Arcane Focus (quarterstaff)
  • Robe
  • Spellbook
  • Scholar’s Pack
  • 5 GP 

DnD character creator - Wizards of the Coast art of children playing with wooden swords

4. Choose a background

In the 2024 rules, your background decides the following:

  • Ability score increases – you can give the three listed ability scores a +1 or, instead, give a +2 and a +1 to two of your choice
  • Origin feat – a feat is an additional ability (and sometimes ability score increase), and backgrounds give you access to specific options at level one
  • Additional skill and tool proficiencies
  • Additional starting equipment or starting gold

We explain each of the options in our DnD 2024 backgrounds guide. You can still use 5e backgrounds, but you’ll need to choose an Origin feat and some ability score increases to go along with them. 

5. Assign your ability scores

Now you know what ability score your class favors and which DnD stats are boosted by your background, you can start calculating your ability scores and proficiencies. The success of almost everything you do in Dungeons and Dragons will be decided by your ability scores:

  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma

There are three ways to determine your ability scores – be sure to talk to your DM about which method they prefer you to use.

Rolling ability scores

The most common way to figure out your ability scores is to roll for them. Roll four d6 and ignore the die with the lowest result. Then, add the three remaining dice together. Repeat this process five more times, and you should end up with six numbers. These are your ability scores, and you can assign these to stats in any way you like.

Standard Array

If you’re not a fan of random rolling, you can also use the Standard Array for your ability scores. These give you some average and consistent stats. With this method, you assign one of these six numbers to each of your ability scores:

  • 8
  • 10
  • 12
  • 13
  • 14
  • 15

Points Buy

If you want to get even more crunchy, the Points Buy method gives you even more control over your ability scores. You start with 27 points, and you use them to ‘buy’ different ability scores.

Ability score Points needed to buy
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

Ability score modifiers

Once you’ve finalized your ability scores, you’ll need to calculate your ability score modifiers. This is the number you’ll add to a dice roll that relates to a particular ability score.

Ability score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19  +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

Next, note down your proficiency modifiers. Any skill or saving throw you aren’t proficient in has the same modifier as the modifier for its relevant ability. For example, if you’re not proficient in Perception but have a +3 ability modifier for Wisdom, you’d write +3 next to Perception. If you were proficient in Perception, you’d add your proficiency bonus on top. So, at level one, your modifier for Perception rolls would be +5 rather than +3. 

DnD character creator - Wizards of the Coast art of an Orc looking thoughtful

6. Choose a species

Your character’s species (formerly race) now decides your creature type, size, speed, and what additional species abilities you get. Unlike in the 2014 rules, it does not affect your stats.

The 2024 Player’s Handbook features the following species options:

The DnD races from 2014 are still compatible with the new 2024 rules. If you really want to play an Aarakocra, you’ll ignore any ability score increases the species gives and only use the ones from your background. 

7. Fill in the gaps

If you’ve been filling in your character sheet as you follow these steps, you’ll have a few small boxes left to complete:

Alignment

Choose one of the nine DnD alignments to represent your character’s moral compass.

Armor class

Your character’s armor class is 10 + your Dexterity modifier + bonuses from any armor or shields you’ve equipped. This number decides how easily enemies can hit you in combat. Some classes, like the Barbarian, may calculate this differently, so be sure to check.

Initiative

Your Initiative bonus is typically the same as your Dexterity modifier, and it helps decide how soon you can take your turn in the order of combat. Some character options can alter this number.

Passive Perception

Your Passive Percetion equals 10 + your Wisdom modifier + your proficiency bonus (if you’re proficient in the Perception skill). A high Passive Perception means you’re harder to sneak up on or hide from. 

DnD character creator - Wizards of the Coast art of three Wizards casting a spell

8. What level is your character?

If you were building a level-one character, congratulations! The character creation process is over for you. However, if you’re starting at a higher level, there’s still work to do. A DnD level up changes a lot about your character:

Hit points and hit dice

Every time your character levels up, you must roll your Hit Die. Add your Constitution modifier to the result, and then add the sum to your hit point maximum. If you start a campaign at level four, you’ll need to do this three times to ensure you start with the right amount of hit points.

You also gain an extra Hit Dice for every level increase. This allows you to spend more Hit Dice during DnD short rests.

Proficiency bonus

Your proficiency bonus changes depending on your character level:

Level Proficiency bonus
1-4 +2
5-8 +3
9-12 +4
13-16 +5
17-20 +6

Experience points

If your DM uses experience points to figure out when your character levels up, you’ll need to adjust your starting XP to reflect your level. Level-one characters begin with zero XP. After that, your starting XP will be:

Level Experience points
2 300
3 900
4  2,700
5 6,500
6  14,000
7 23,000
8 34,000
9 48,000
10 64,000
11  85,000
12  100,000
13 120,000
14 140,000
15 165,000
16 195,000
17  225,000
18 265,000
19  305,000
20 355,000

DnD character creator - Wizards of the Coast art of a bar brawl

Class features

Your chosen class will add new abilities as you reach certain level up milestones. You may also find your ability scores and spellcasting abilities increase as you progress. Each class operates very differently, so refer to your rulebook when getting a new character up to speed.

Subclasses

One guarantee is that, at some point, a higher-level character will need to choose a subclass. This drastically alters the flavor and play style of your character class, so choose wisely.

Our DnD subclasses guide has an overview of all the options from fifth edition. Many of these have been reworked for the 2024 Player’s Handbook, so see the individual class guides for an update on what’s changed. 2024 also introduced several new subclasses, which you can learn more about here:

Multiclassing

You might decide to use the DnD multiclassing rules to add a new class to your character build. You must have a score of at least 13 in a class’ primary ability to multiclass into it.

Your hit points for that level up are based on the class you chose, and you gain one of their hit dice instead of one for your original class. You also gain proficiencies based on your new class, which is detailed in their section of the Player’s Handbook.

You also gain any features the class offers at that level, though some higher-level abilities don’t stack (for example, extra attack). Your armor class is calculated based on one class’ rules, and your spellcasting is modified if both your classes allow you to use magic.

Starting equipment

It’s up to the Dungeon Master whether you get extra equipment for starting above first level. If they do, the 2024 Player’s Handbook recommends the following:

Starting level Equipment and money Magic items
2-4 Normal starting equipment 1 common
5-10 500 GP plus 1d10 x 25 GP and normal starting equipment 1 common, 1 uncommon
11-16 5,000 GP plus 1d10 x 250 GP and normal starting equipment 2 common, 3 uncommon, 1 rare
17 – 20 20,000 GP plus 1d10 x 250 GP and normal starting equipment 2 common, 4 uncommon, 3 rare, 1 very rare

DnD character creator - Wizards of the Coast art of a Wizard casting a spell

9. Choose your spells

If you’re playing a magical class, you’ll need to decide which DnD spells to start out with. The number of spells (and spell slots) you have will depend on your class, and each class has its own spell list to choose from. If you’re building a level-one character, you’ll likely begin your game with a handful of DnD cantrips and level-one spells.

This is the most fiddly part of character creation, so we can’t advise too much on which spells to pick. However, the 2024 Player’s Handbook recommends starting spells for each class that’s able to use magic.

First is your spell save DC, the number enemies will need to roll against to avoid the effects of your spells. Your spell save DC equals eight plus your proficiency bonus and spellcasting modifier (the ability modifier for Wisdom, Intelligence, or Charisma, depending on your class).

Next is your spell attack bonus. When rolling to make an attack with a spell, this modifier is added to your roll. Spell attack bonuses equal your proficiency bonus plus your spellcasting modifier.

For more on the new rules, here’s how DnD tools and DnD weapon mastery works. We can also tell you more in our DnD 2024 Player’s Handbook review.

Source: Wargamer

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