CHARACTER CREATION

Sheet

Complete the below code for your initial application.

Stats

Every character has their own unique Statistics made up of the following:
STR
-
DEX
-
CON
-
INT
-
WIS
-
CHA
-
They represent the following:
Strength - bodily strength, fitness, and athleticism
Dedterity - finesse, hand-eye co-ordination and reflexes
Constitution - physical toughness, tenacity, and mental concentration
Intelligence - mental acuity, education, and quick-wittedness
Wisdom - foresight, sagacity, and awareness
Charisma - force of personality, self-confidence, and will

To begin, put the below modifiers into the above statistics, in any manner that you desire.
-1
0
+1
+1
+2
+2

Class

Choose a class below based on your character's abilities. Add the class modifiers to your base statistics.
barbarian
description Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
STR
+1
DEX
0
CON
+1
INT
0
WIS
0
CHA
0

skills Pick two from the list below:
➜ Animal Handling
➜ Athletics
➜ Intimidation
➜ Nature
➜ Perception
➜ Survival


druid
description Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
STR
0
DEX
0
CON
0
INT
+1
WIS
+1
CHA
0

skills Pick two from the list below:
➜ Arcana
➜ Animal Handling
➜ Insight
➜ Medicine
➜ Nature
➜ Perception
➜ Religion
➜ Survival


paladin
description Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
STR
0
DEX
0
CON
0
INT
0
WIS
+1
CHA
+1

skills Pick two from the list below:
➜ Athletics
➜ Insight
➜ Intimidation
➜ Medicine
➜ Persuasion
➜ Religion


sorcerer
description Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
STR
0
DEX
0
CON
+1
INT
0
WIS
0
CHA
+1

skills Pick two from the list below:
➜ Arcana
➜ Deception
➜ Insight
➜ Intimidation
➜ Persuasion
➜ Religion

bard
description Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
STR
0
DEX
+1
CON
0
INT
0
WIS
0
CHA
+1

skills Pick any three. Any of them.

fighter
description Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
STR
+1
DEX
0
CON
+1
INT
0
WIS
0
CHA
0

skills Pick two from the list below:
➜ Acrobatics
➜ Animal Handling
➜ Athletics
➜ History
➜ Insight
➜ Intimidation
➜ Perception
➜ Survival


ranger
description Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
STR
+1
DEX
+1
CON
0
INT
0
WIS
0
CHA
0

skills Pick three from the list below:
➜ Animal Handling
➜ Athletics
➜ Insight
➜ Investigation
➜ Nature
➜ Perception
➜ Stealth
➜ Survival


warlock
description A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.
STR
0
DEX
0
CON
0
INT
0
WIS
+1
CHA
+1

skills Pick two from the list below:
➜ Arcana
➜ Deception
➜ History
➜ Intimidation
➜ Investigation
➜ Nature
➜ Religion

cleric
description Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
STR
0
DEX
0
CON
0
INT
0
WIS
+1
CHA
+1

skills Pick two from the list below:
➜ History
➜ Insight
➜ Medicine
➜ Persuasion
➜ Religion


monk
description Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
STR
+1
DEX
+1
CON
0
INT
0
WIS
0
CHA
0

skills Pick two from the list below:
➜ Acrobatics
➜ Athletics
➜ History
➜ Insight
➜ Religion
➜ Stealth


rogue
description Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
STR
0
DEX
+1
CON
0
INT
+1
WIS
0
CHA
0

skills Pick four from the list below:
➜ Acrobatics
➜ Athletics
➜ Deception
➜ Insight
➜ Intimidation
➜ Investigation
➜ Perception
➜ Performance
➜ Persuasion
➜ Sleight of Hand
➜ Stealth


wizard
description Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
STR
0
DEX
0
CON
0
INT
+1
WIS
+1
CHA
0

skills Pick two from the list below:
➜ Arcana
➜ History
➜ Insight
➜ Investigation
➜ Medicine
➜ Religion

Ancestry

Choose your ancestry below based on your character's familial history. All ancestries offer the same mechanical benefit: any one stat +2 and any one stat +1, OR any three stats +1
aasimar
description Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature.


dragonborn
description Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

genasi
description Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.

A typical genasi has a life span of 120 years.


human
description In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
changeling
description With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.

The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.


dwarf
description Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Ironcrag can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.


goliath
description The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors' mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.

shifter
description Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can't fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.

Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.

dhampir
description Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.


elf
description Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.


halfling
description The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.

tiefling
description To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Backstory

Based on your past lived experience, you gain +1 in any two skills. A full list of skills, their general uses, and associated stat is below:
🡒 Acrobatics - Acts of reflex, speed, or contortion 🡒 dex
🡒 Animal Handling - Understanding animal intention, controlling and directing animals 🡒 wis
🡒 Arcana - Anything related to magic and the arcane 🡒 int
🡒 Athletics - Feats of strength, force, or endurance 🡒 str
🡒 Deception - Lying, subterfuge, or misdirection 🡒 cha
🡒 History - Knowledge of the past, or knowledge gained in the past 🡒 int
🡒 Insight - Reading people, understanding intention 🡒 wis
🡒 Intimidation - Threatening or coercion 🡒 cha
🡒 Investigation - Close inspection and abstract thinking 🡒 int
🡒 Medicine - Healing, and understanding physical ailments 🡒 wis
🡒 Nature - Recognizing plantlife, knowing information about animals 🡒 int
🡒 Perception - Spatial awareness, noticing physical differences 🡒 wis
🡒 Performance - getting attention, playing an instrument, attempting to convey emotion 🡒 cha
🡒 Persuasion - Asking nicely, making friends, flirting and seduction 🡒 cha
🡒 Religion - Knowledge about the gods and divine 🡒 int
🡒 Sleight of Hand - Fine motor control, a delicate touch, pick-pocketing 🡒 dex
🡒 Stealth - Moving quietly and in secrecy, leaving without being noticed, hiding 🡒 dex
🡒 Survival - Tracking in the wilds, finding shelter, hunting and gathering 🡒 wis