How to make a D&D 5e character

A step-by-step guide for new and returning players. It follows the same order as the builder, which does all the math for you.

1. Choose a class

Your class is the biggest decision: it sets your hit points, what armor and weapons you can use, whether you cast spells, and what you do on your turn. If you’re new, pick what sounds fun, not what sounds optimal. A few good starting points:

See all classes for hit dice, saving throws and subclasses side by side.

2. Choose a race

Your race (called species in newer books) gives you traits like darkvision, a walking speed, languages and sometimes extra proficiencies or a spell. Older books also tie ability score increases to your race; newer ones, and Tasha’s Cauldron of Everything, let you put those increases wherever you like. The builder supports 143 races and variants, from the Player’s Handbook to the setting books (see supported books).

3. Choose a subclass

Every class specializes with a subclass. In the 2014 rules clerics, sorcerers and warlocks choose theirs at 1st level and most classes at 2nd or 3rd; in the 2024 rules every class chooses at 3rd. The builder only shows subclasses once you reach the level to take them, and only ones that fit your build.

4. Set your ability scores

Six scores (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma) decide how good you are at nearly everything. There are three common ways to set them:

Put your highest score in your class’s main ability (Strength or Dexterity for most warriors, Intelligence for wizards, Wisdom for clerics and druids, Charisma for bards, paladins, sorcerers and warlocks) and your second highest in Constitution for extra hit points. Each score gives a modifier: 10–11 is +0, and every 2 points above or below is ±1. The builder supports all three methods and applies the bonuses for you. To try out scores first, use the point buy calculator or roll a set with the ability score roller.

5. Choose a background

Your background is what you did before adventuring: acolyte, criminal, sage, soldier and so on. It gives two skill proficiencies, some tool or language proficiencies, a feature and a little equipment. Pick one in the builder and its proficiencies are applied automatically.

6. Pick skills and proficiencies

Your class lets you choose a few skills from its list. Your proficiency bonus (+2 at 1st level) is added to anything you’re proficient in: those skills, your class’s two saving throws, and attacks with weapons you know how to use. The sheet works out every skill modifier from your scores and proficiencies.

7. Choose equipment

Take your class’s starting equipment options, or roll starting gold and buy your own. Your armor decides your Armor Class, and your weapons decide your attack and damage rolls; the builder calculates both. Later, the sheet lets you buy, sell, equip and attune items, and makes change from your coins automatically.

8. Pick spells

If your class casts spells, choose your cantrips and 1st-level spells. In the 2014 rules some classes (bards, sorcerers, warlocks, rangers) know a fixed set of spells, while others (clerics, druids, paladins) prepare from their whole list each day and wizards prepare from their spellbook; in the 2024 rules every spellcasting class prepares its spells. Browse the spell list or a class list like the wizard spell list. At the table, casting from the sheet spends the slot and rolls the dice.

9. Fill in the details

Give your character a name, alignment, personality, a portrait and a reason to adventure. Then you’re ready to play. Your hit points, Armor Class, initiative, saves, skills, attacks and spell slots are all already on the sheet.

Skip the math

You can do all of this with a pencil and the Player’s Handbook, or you can let the builder do it: it walks you through these steps in order, only shows options that are legal for your build, and hands you a sheet you can play the whole session from. It’s free, has no ads, and doesn’t need an account.