Creating Your First Dungeons and Dragons Character

A Step by Step Guide

You’ve got your Fifth Edition Dungeons and Dragons Player’s Handbook. You’ve got your dice. You’ve got plenty of pencils and a character sheet (you can find a template to scan in your Player’s Handbook, and you can also head here to the Wizards of the Coast site for the official free downloads). If you don’t have those things, check this post first.

Now what?

Creating your first character (called “rolling” a character in the community, for the dice rolls you make at the beginning to determine ability scores) can be very intimidating for a new player. I have helped many people through their first character creation, and I can tell you from experience that they often seem overwhelmed by how much they have to take in. You don’t need to read the entire Player’s Handbook to make a character, though!

I’ll walk you through the steps I use to roll characters quickly. This is still going to be a fairly long post, as I will be walking you through each individual step and explaining your options along the way. Let’s get going!

Who Do You Want to Play?

I’m sure you’re eager to start diving right into things here, but there’s an important first step you shouldn’t skip – what sort of person do you want your character to be?

You don’t have to know the classes, or races, or backgrounds yet; just try to have a good idea of the basic outline of who you want to play. A tough guy? A big softy? A clever smooth talker? A quiet bookish sort? The spoiled noble’s child? A rough-around-the-edges-with-a-heart-of-gold drifter? There really are no end to the possibilities, and you don’t have to get too specific!

I usually start out with a general sense of the personality I want to play with and go from there.

Rolling Your Ability Scores

Next, we’ll get the formalities out of the way. Time to roll some dice.

There are a few ways to figure out what your ability scores will be. The most common I have encountered and my personal favorite is rolling, though I will cover the other methods later on as well.

Typically when rolling for ability scores, you will roll six times (once for each of the primary abilities – Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). Each roll is 4d6 (four six-sided dice – you will see dice notated this way throughout both these guides and the Dungeons and Dragons rule books), with the lowest result dropped. Adding together the remaining three dice will give you a value you will be able to assign to an ability. Record your six ability score values, and you’re ready to go – but don’t go assigning them just yet until you’ve chosen your class and race!

I’ll take a moment here to briefly cover each ability and what they mean. Abilities can be broken into two more general categories – your physical abilities (Strength, Dexterity, and Constitution) and your mental abilities (Intelligence, Wisdom, and Charisma). In more detail:

  • Strength (STR): Your character’s physical strength and prowess. Lifting heavy things, punching things, feats of athleticism.
  • Dexterity (DEX): Your character’s physical agility. Dodging attacks, using ranged and finesse weapons, acrobatics, and fine manipulation tasks (pick-pocketing, picking locks, disarming traps, etc.).
  • Constitution (CON): Your character’s physical toughness. How many hits you can take and how well you resist effects such as poison.
  • Intelligence (INT): Your character’s book smarts. Reasoning skills, knowledge of history, magic, and other topics.
  • Wisdom (WIS): Your character’s street smarts. Seeing or hearing things, discerning lies, common sense.
  • Charisma (CHA): Your character’s social intelligence and strength of personality. Talking your way through situations, performing, getting people to like (or fear?) you.

Rolling 4d6 isn’t the only method for ability score generation! Maybe you don’t like the randomness of that method. Maybe your Dungeon Master has decreed that you use one of these methods to ensure a level playing field of characters with about the same strength in their chosen class. In this case, you can either use the point buy system or the standard array of ability scores.

Standard array is the simplest. You are given six numbers, and assign them as you like. The standard array is: 15, 14, 13, 12, 10, 8. This will give your character a good stat balance, with one weaker stat and one relatively strong stat.

Point buy is a bit more involved. Instead of this array, you are given a point value you can spend to increase your ability scores. The value recommended in the Player’s Handbook (p.13) is 27 points. High ability scores cost more per-point than lower ones – you can find a breakdown of the point costs for each value in that same section of the Player’s Handbook. With this system, you still cannot assign an ability score higher than 15 or lower than 8. Don’t sweat this too much, you can still boost your scores a little higher with a bonus from your race choice.

Choosing Your Class

This is where it starts to get exciting. Now you should decide what class best matches up with your idea for your character. There are many, many ways to play each and every class, so don’t feel too restricted to one – keep an open mind! It’s possible that the roguish quick thinker you’re imagining could be created as a fighter instead of a rogue; perhaps you want a character that uses swift weapons and strikes with efficient cunning rather than getting into direct confrontations but you like the durability and sustained power of the fighter class in combat. These don’t have to be mutually exclusive concepts, that’s part of the beauty of the design in Dungeons and Dragons Fifth Edition. You can make that fighter character, no problem, and you don’t even have to multi-class (What’s multi-classing? I’ll cover that later. Much later). There’s no reason to put yourself in too tight of a box. I’m going to be writing more detailed primers for each class, but I’ll do a brief rundown of the basic classes in the Player’s Handbook below. For each one I’ll include the abilities that are considered most important to have for that class and their roles.

  • Barbarian (Class Primer)
    • Primary Abilities: Strength, Constitution
    • Role: Tank, Damage Dealer
    • The barbarian is a very in-your-face class for a very in-your-face player who likes to be in the thick of the fight. If you want to play a fighter type character but think armor is for wimps, this is the class for you. The rage mechanic that is central to the class allows you to take and deal hits even more effectively. Lots of raw physical damage, high health, high resiliency, and a lot of fun to roleplay.
  • Bard (Class Primer)
    • Primary Abilities: Charisma, secondary depends on build
    • Role: Control, Support, Party Face
    • The bard is a very versatile class, which is why I’ve listed the secondary stat as more fluid. You can play a bookish bard that knows everything there is to know about the great histories of the land, which would mean intelligence. You could play the swashbuckling bard delivering quips along with your skillful strikes, in which case you would want a high dexterity. The bard has a very strong spell list for controlling the battlefield and bolstering your allies. Their primary class feature, bardic inspiration, allows you to further assist allies by handing out extra dice to players which can be added to rolls that might otherwise fail. Also, outside of combat, bards are invaluable as a party face – the character you send in when you need to put your best diplomatic foot forward in a social encounter. The most important thing to remember about bards is that they are truly jacks-of-all-trades. You won’t be the best at anything, but you’ll be far more versatile than any of your allies.
  • Cleric (Class Primer)
    • Primary Abilities: Wisdom
    • Role: Support
    • The cleric is the typical class people think of when they think of support classes in Dungeons and Dragons. They are much more than just a fountain of healing spells, though. Your choice of domain could see you playing a heavily armored cleric who stands at the front lines alongside the other martial characters, a robed spell-caster supporting their party from the back, or even a slippery trickery cleric that helps the party pass undetected – supporting by avoiding the fight to begin with. Clerics employ powerful divine magic to heal and buff allies while smiting their enemies. They can call upon their connection to their god to drive away (and eventually outright destroy) undead foes, and at very high levels can even intercede for their god’s direct divine intervention in a situation.
  • Druid (Class Primer)
    • Primary Abilities: Wisdom
    • Role: Support, Tank
    • Druid is another class that can be extremely versatile with how you decide to play it. You can go down a path that focuses more on the Wild Shape feature, changing into more and more fearsome beasts as you level up. This can make you extremely resilient, as your animal forms do not share health with your humanoid form – when you are reduced to zero hit points in Wild Shape, you simply return to the state you were in when you first shifted. You could decide to focus more on the spell-casting aspect of the class, where you’ll find a spell list not dissimilar to the cleric spell list – though with a more nature inspired flair with spells such as Speak with Animals. This is a class for the nature lover in all of us that wants to kick ass with the power of mother earth, or for anyone that says they like animals more than people.
  • Fighter (Class Primer)
    • Primary Abilities: Strength or Dexterity (Depends on weapon choice)
    • Role: Tank, Damage Dealer
    • The fighter probably has the highest raw sustained damage potential in the game, with their ability to take extra turns with action surge and the high number of extra attacks they get per turn as they level up. This class represents all sorts of martial weapon masters, from great sword wielders to uncannily accurate archers. You can build a tank, with heavy armor and a shield. You can build with light armor and high dexterity, wielding two light weapons and dealing mountains of damage. You can avoid getting up in the fight entirely and focus on archery – in fact, if you want to play an archer a fighter is the best class to do it with. Don’t let this class’s reputation as the “generic choice” dissuade you, you can actually create a large variety of characters with it!
  • Monk (Class Primer)
    • Primary Abilities: Dexterity and Wisdom
    • Role: Damage Dealer
    • Where the fighter depends on martial weapon prowess, the monk eschews such luxury in favor of beating up baddies with their bare hands. The monk class powers up your unarmed strikes and gives you the option to wield simple weapons as “monk weapons”, letting you use dexterity rather than strength to determine your attack and damage bonuses – even for weapons such as the quarterstaff. You turn your whole body into the weapon, eventually getting features that enhance your physical ability to superhuman levels such as increased base movement speed and the ability to run on water or up vertical surfaces. As a warning, though, this class is M.A.D. (which stands for multiple ability dependent, meaning you need high scores in more stats than other classes to be effective). Because the monk makes their body their weapon, their stats need to match. Specifically, you won’t fare well without both high Dexterity and high Wisdom as a monk’s ability to dodge incoming attacks depends on both stats, and a decent constitution score to boost your health wouldn’t hurt either.
  • Paladin (Class Primer)
    • Primary Abilities: Charisma and Strength
    • Role: Tank, Support, Damage Dealer
    • I think of the Paladin as a cross between a fighter and a cleric. Paladins are martial fighters who have sworn a holy oath that they must uphold, and are thus granted some divine abilities. They are crusaders and often religious fanatics. They have special abilities that relate to sniffing out and smiting evil beings of all kinds, and their smite feature has incredible one-turn-burst damage potential in combat. With heavy armor, they also have no trouble standing at the front lines, and they gain additional resiliency thanks to their limited selection of low level divine spells and their lay on hands ability (which allows them to heal themselves and others). There is a drawback, though, in that much like monks Paladins are M.A.D. – you really need to have strong stats in charisma, strength, and constitution to make a good Paladin. Also, from a role-play perspective, playing to the strict Paladin code (which you should) can create all kinds of complications for a party.
  • Ranger (Class Primer)
    • Primary Abilities: Dexterity and Wisdom
    • Role: Scout, Damage Dealer
    • The ranger is seen as one of the weaker classes in Dungeons and Dragons Fifth Edition, and that’s partly because the niche the class fills isn’t all that relevant in this edition. Think of the ranger class as a fighter who operates mostly in the wilderness; a scout or a tracker, for instance. Their central features revolve around gaining advantages to tracking a favored enemy of their choice and gaining special advantages in a chosen terrain type. Unfortunately wilderness survival is rarely a factor in games today, and even when it is the Ranger class more or less just negates the challenge of it. They also receive some combat abilities alongside some light spell-casting, making them somewhat of a hybrid class like the Paladin. Playing a ranger can still be fun and rewarding, but be aware that the power level of the class just isn’t quite where it should be next to the rest.
  • Rogue (Class Primer)
    • Primary Ability: Dexterity
    • Role: Scout, Damage Dealer, Party Face
    • The rogue is a skill-based class that relies on maneuverability and high burst damage in a fight. With cunning action, rogues can navigate fights more quickly and safely than any other class. This is good, because they can only do high damage by setting up ways to activate their sneak attack feature – which deals extra damage when you have the upper hand against an opponent. They really shine out of combat as well, having the ability to boost the skills they choose further than other classes with the expertise feature (except bards, who also get this feature but for fewer skills). This means rogues can, for instance, choose to put their expertise in social skills like persuasion and deception, making high charisma rogues a great contender for party face.
  • Sorcerer (Class Primer)
    • Primary Ability: Charisma
    • Role: Control, Damage Dealer, Party Face
    • The last three classes on this list all wield powerful magic, the chief differences in the flavor of each class is how they acquired these abilities. For a sorcerer, their ability to do incredible things like fly and blow stuff up with their mind comes from an innate power – perhaps they have an ancient bloodline that traces back to a dragon, perhaps they were exposed to some kind of great power when they were young and became a conduit for it. Sorcerers are the least versatile and most explosive casting class. They have a more limited spell list than wizards, but they can enhance those spells with meta-magic abilities for extra punch. With charisma as their highest stat, a sorcerer may also serve as a successful party face – perhaps even enhancing their natural guile with their magic.
  • Warlock (Class Primer)
    • Primary Ability: Charisma
    • Role: Control, Damage Dealer, Party Face
    • Though the stat and roles appear similar to sorcerer, don’t be fooled – warlock is a very unique class. Warlocks are spell-casters who took the shortcut to power, forging a pact with a being from beyond this world such a fiend, a fey lord, or an eldritch horror. You have a limited amount of spells you can cast as a warlock, but you regain them over just a short rest (other classes require a full night’s sleep to get their spells back) meaning you have little reason to hold back your best abilities in a given fight. You customize your warlock with invocations, which are abilities that offer such improvements as: enhancing your eldritch blast cantrip (a cantrip is a simpler spell that you can cast any number of times per day, this one is the warlock’s primary form of attack in combat), giving you extra spells you can cast, and even giving you spells you can cast at-will. Just as with sorcerer, a warlock’s high charisma and access to enchantment magic makes them a possible candidate for party face. Some of their features and invocations, such as Mask of Many Faces (cast Disguise Self at will on yourself), further complement this role.
  • Wizard (Class Primer)
    • Primary Ability: Intelligence
    • Role: Control, Support, Damage Dealer
    • The wizard is what you imagine when you think of a fantasy spell-caster – usually old and shriveled, having devoted most of their life to the study and practice of magic. Wizards aren’t born with innate abilities, and they don’t take shortcuts; they acquired their magic through hard work and study. Wizards are the most versatile caster, with the widest spell selection of any caster and the ability to constantly be scribing new spells into their book for future use. They can focus their vast spell selection on a variety of roles, from straight up burning down the enemy with spells such as fireball and lightning bolt to controlling the flow of the battlefield with spells such as wall of force, haste, slow, and hold person. This why I’ve also listed them under support; the wizard’s ability to prevent damage through careful application of their buffs, debuffs, and control spells can aptly fill the role.

Got a good idea of what class you want to play? Take a moment to turn to their page in the Player’s Handbook, get a good feel for the abilities they have and what they do (Or, go over to my class primers for ones you’re thinking about!). Each class will grant you certain armor, weapon, saving throw, tool, and skill proficiencies in addition to their features and traits so note these. Write down your selection, bookmark that page, and let’s pick a race for your character.

Choosing Your Race

There are a plethora of choices of race for players starting out in the Player’s Handbook (and even more options abound as you start diving into supplemental Dungeons and Dragons books such as Volo’s Guide to Monsters). Each race will give you stat adjustments, as well as a few features. There are also subraces for some of the race choices; If you are choosing a race with subrace choices and need that information, you can find your options towards the end of the entry for the appropriate race.

Below I’ll break down the basics of the races listed in the Player’s Handbook:

  • Dwarf
    • CON +2 and (STR +2 or WIS +1)
    • Darkvision
    • Resistant to Poison
    • Start with tool proficiences, bonuses to working with stone
    • Special dwarven weapon proficiencies
    • Additional subrace traits (see race in Player’s Handbook)
    • Recommended Classes: Barbarian, Cleric, Fighter
  • Elf
    • DEX +2 and (INT or WIS or CHA +1)
    • Darkvision
    • Perception skill proficiency
    • Immune to magical sleep and resistant to charm magic
    • Doesn’t have to sleep
    • Additional subrace traits (see race in Player’s Handbook)
    • Recommended Classes: Bard, Monk, Ranger, Wizard
  • Halfling
    • DEX +2 and (CON or CHA +1)
    • Lucky (Hate natural ones? You’ll love this!)
    • Brave
    • Can move through occupied squares without problem
    • Additional subrace traits (see race in Player’s Handbook)
    • Recommended Classes: Rogue, Bard
  • Human
    • All Abilities +1
    • Well, that’s all you get. Unless you play as the obviously superior-to-the-point-of-being-overpowered variant human.
    • Recommended Class: Variant Human
  • Variant Human (Only available at DM discretion – if your Dungeon Master doesn’t use feats, you’re out of luck)
    • +1 to two ability scores of your choice
    • One skill proficiency of your choice
    • One feat choice
    • Recommended Class: Anything.
  • Dragonborn
    • STR +2 and CHA +1
    • Features are based on what kind of dragon you descend from
    • Damage resistance to one element
    • Breath Weapon. You can breathe fire/lightning/ice/acid/poison (depending on dragon type) at your enemies!
    • Recommended Classes: Fighter, Paladin
  • Gnome
    • INT +2 and (DEX or CON +1)
    • Darkvision
    • Advantage on mental (WIS/INT/CHA) saves vs. magic
    • Additional subrace traits (see race in Player’s Handbook)
    • Recommended Class: Wizard
  • Half-Elf
    • CHA +2 and +1 to two other ability scores of your choice
    • Darkvision
    • Immune to magical sleep and resistant to charm magic
    • Two skill proficiencies of your choice
    • Recommended Classes: Bard, Sorcerer, Warlock
  • Half-Orc
    • STR +2 and CON +1
    • Darkvision
    • Proficiency in Intimidation skill
    • Hard to kill
    • Extra critical hit damage
    • Recommended Classes: Barbarian, Fighter
  • Tiefling
    • CHA +2 and INT +1
    • Darkvision
    • Resistance to fire damage
    • Some innate spell-casting
    • Recommended Classes: Bard, Sorcerer, Warlock

This is only the basic breakdown, but it should give you an idea of what each race has to offer. If you’re worried that you don’t know what some items on this list mean, keep reading! I’ll be explaining what skill proficiencies are and how to assign them later in this guide. You can also find additional information about how exactly some of these racial features work in your Player’s Handbook.

A disclaimer: The class recommendations are just that – recommendations. You can play any class with any race and make a successful character. Why be the stereotypical bash-your-head-in half-orc barbarian just because the race is perfectly tailored to it? Try being a half-orc bard hoping to win an audience despite their fearsome appearance, for instance, or perhaps the diminutive halfling fighter full of fight and fire that eclipses their physical stature. Playing your race “against type” can be a source of endless fun. Dungeons and Dragons isn’t about making optimized characters and grinding to a destination where you’ll “win”, after all. The ride to that destination is the point, and unusual passengers can make it better!

Filling in the Character Sheet

If you’ve chosen your race and class combination, you’re nearly there! Feel free to note down your racial bonuses and traits on your character sheet at this point.

Now that you know where you want them to go and what your racial bonuses to abilities will be, you can finally assign your ability scores! You also need to assign an ability modifier for each one, based on that number. This is the bonus (or penalty) you will be applying to rolls in game that use this ability. Use the table provided on p.13 of the Player’s Handbook to find the values to write here.

At this time, go ahead and write down your current maximum health – you can find this value under your class selection in the Player’s Handbook. At level one, you are assumed to have rolled the maximum number possible for your hit points. For example: a fighter has a d10 hit dice, meaning they gain 1d10 + their CON modifier to their maximum hit points every level up. At first level, you simply take the result as though you rolled the best you could (10 on a d10 in this case) and add your CON modifier. This is your hit point maximum at first level.

Background Features

The next step as we move towards wrapping up this process and getting your character down on paper is choosing your background. This is what your character did before in their life that led them to a life of adventure. By first level, a character already represents a person who is more than a common person – somebody on the first steps of their path to truly becoming a hero. They already may have lived a full life before this call to adventure!

The reason I wait until now to do backgrounds in my process is because I prefer to try to find a background that fits my character rather than building from the background. There is nothing wrong with choosing your background first, though! You should, at the very least, choose your background before you choose your skills as it will give you a couple skill proficiencies your character picked up in their former life.

Who was your character before? Were they a simple peasant farmer, trying to keep their head down until a great threat to their farm or village forced them to step up? Sounds like you’re a folk hero. Maybe you served in the army for a time before your adventuring days, and are already a veteran of combat. There’s a soldier background for that. Take some time to read through the available backgrounds in the Player’s Handbook, noting as well the special features that each background offers. These are often more role-play oriented in nature, such as the ability to book free passage on ships in exchange for work if you were a sailor.


These represent various out of combat tasks or challenges you might encounter in your adventures, such as moving unnoticed with your stealth skill or convincing a guard not to arrest you with your persuasion.

These skills are all tied to abilities; the ability each skill is tied to is usually noted on your character sheet. This means that, for example, even a sorcerer with no experience persuading others will have a decent persuasion skill just from their naturally high charisma. If you want to be better than decent, though, you can choose to be proficient in that skill.

You receive two pre-determined skill proficiencies from your background. In addition, each class gets to choose a number of skills from their class skill list – you can find this in your class description. Some classes may get more than others; for instance, a rogue has four skill options and can choose almost any skill on the list compared to the fighter’s very limited list and two skill choices. If you decided to assign skills before you chose background, no big deal! Simply choose another skill from your class skill list instead of the one offered from the background that you already have.

Skills that you are proficient in add your proficiency bonus (found on your class table, this is the same for every class at every level; at level one, your proficiency bonus is +2) to checks using that skill. You can notate this on your sheet by adding together your ability modifier and your proficiency bonus and writing that value next to the skill.

What the Heck is This Proficiency Bonus?

I’ve seen a lot of people get caught up on this one, so I figured I’d try to muster a brief explanation of what exactly proficiency is supposed to be.

Your proficiency bonus is determined by your character’s level. Higher level, higher bonus.

It represents how good you are at the things you specialize in.

At first level, you only have a +2 here. You’re better than average for things you are proficient in, but not much.

So, when you choose to be proficient in a skill, you get to add this +2 bonus to any rolls you make for it. This is in addition to the bonus you were already gaining from the ability tied to the skill. This is to demonstrate that you are a cut above others of similar ability due to your practice of this skill.

Weapons and spell-casting are no different. Weapons you are proficient in will gain that bonus to attack rolls to represent how practiced you are with them. Spells are made a little more accurate and difficult to resist by your proficiency bonus for the same reason. As you level up and your character becomes even more seasoned at what they do, this bonus increases.

Starting Equipment

The final step in making your character battle ready is choosing their starting equipment. If you have chosen to play a spell-caster, there will be the additional step of choosing your spells as well.

For every class, you can find a section that will tell you what equipment a level one character of that class should start with. Make your selections, being sure to turn to the equipment section of your Player’s Handbook to see what is in the various packs each class offers (explorer’s pack, dungeoneer’s pack, etc.) as each has some items that may be appropriate for different sorts of adventures. Note these items on your sheet in the sections provided for equipment.

Now that you have weapons and armor, you can also fill out your AC (armor class, this represents how hard you are to hit) and your attacks.

For your AC, check the armor you got to start on the table on p.145. Your AC value is determined by adding your DEX score to the base AC of your armor, but note well that some heavier armors (medium and above) restrict how much of your DEX score can contribute to your AC. For example, a druid with 16 DEX (+3 bonus) wearing hide armor has an AC of 14 (Hide armor gives a base of 12, with a maximum of +2 AC from your DEX), so be careful if you are playing a high dexterity character. Light armor is more effective for these characters even when they have access to medium and heavy through their class. Some classes won’t start with any armor, or can’t wear armor, or can but prefer not to. If you are a Monk or Barbarian, check out your class features for how your AC is calculated when you are not wearing armor.

For your attacks, refer to the weapons you have chosen. First write the name of each weapon in the first boxes. The second box is for your attack bonus – this is added to rolls when determining if you hit an enemy. A higher number means more accuracy. Your attack bonus is found by adding the ability modifier tied to the weapon (STR for most melee weapons, DEX for ranged weapons and finesse weapons) and your proficiency bonus (if proficient) together.

Note the damage of the weapon and the type of damage it does in the final box. Damage is determined by adding either your STR or DEX modifier (it will be the same ability the weapon uses for its attacks) to the damage die of the weapon. For example, a dagger has a damage die of 1d4; if wielded by a rogue with a DEX modifier of +3, the damage of the weapon would be 1d4+3. Type of damage will be piercing, slashing, or bludgeoning on these first weapons – refer to the weapon’s entry in the Player’s Handbook to determine which for each weapon you have.

Finally, for ranged weapons, you will notice two numbers on the weapon entry that show the weapon’s range. The first number is the effective range of the weapon; that is, the range at which the weapon can be used reliably. The second is the maximum range, and any shot at a range between your effective and maximum range will be made at disadvantage (meaning you will roll twice and take the lower result) to simulate the increased difficulty of the shot.

If you prefer to customize your equipment more, you can go to p.143 of your Player’s Handbook where you will find a table with starting money allotments for each class to buy their first items with. Roll this amount, and then purchase from the equipment lists in that chapter. I don’t recommend this option, though, as you tend to get more value out of the starter packs that come with each class.

You’re Ready to Play! Well, almost.

You should have a filled out the first page of your character sheet now! If you’re a martial character, congratulations, you’re battle-ready! If you’re a spell-caster, you have a whole spell sheet to deal with still.

If you’re feeling a little shaken up by all the numbers and referencing books you just had to deal with, the great news is that if you did everything right all the relevant information you need to play your character should be written on your sheet by now, and you won’t be needing to continue to flip through books from here on!

Unless you’re a wizard, then you should probably just consider buying your own Player’s Handbook if you haven’t already because you’re probably going to spend a lot of your time with your nose in the spell section. But hey, if that was your class choice, that probably sounds fantastic to you.

Happy Adventuring!

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