How to Make a D&D Character (2024 Rules, Step by Step)

D&D character creation in the 2024 rules takes five steps: choose a class, choose an origin (a background, then a species), determine your six ability scores, choose an alignment, and fill in the details such as hit points, Armor Class, proficiency bonus, saving throws and skills. Your background adds the ability score increases.

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This guide follows the order in the 2024 Player's Handbook and notes where the 2014 rules differ. If you want a quick starting point to edit, the D&D character generator builds a random level 1 character you can adjust as you read.

What are the steps of D&D character creation?

  1. Choose a class, such as fighter, rogue, cleric or wizard. It sets your hit die, main abilities, armor and weapon training, and features.
  2. Choose an origin: first a background, which gives ability score increases, an Origin feat, two skills and a tool; then a species, which gives traits such as darkvision or extra speed; then pick two languages besides Common.
  3. Determine your six ability scores with the standard array, point buy or rolling 4d6 drop lowest, then add your background increases.
  4. Choose an alignment that describes your character's outlook, such as lawful good or chaotic neutral.
  5. Fill in the details: hit points, Armor Class, initiative, proficiency bonus (+2 at level 1), saving throws, skills, attacks, equipment, and a name and personality.

2014 rules: the older Player's Handbook used a different order: choose a race, choose a class, determine ability scores, describe your character (including background and alignment), then choose equipment. The biggest change is where ability score bonuses come from, covered in step 2 below.

How do you choose a D&D class?

Your class is the biggest choice. It decides what you do in a fight, how many hit points you have, which armor and weapons you can use, and whether you cast spells. Pick the one that matches the kind of hero you want to play. The table shows all 12 classes in the Player's Handbook; the hit die and primary ability are the same in the 2014 and 2024 rules.

ClassHit diePrimary abilityPlays like
Barbariand12StrengthA tough front-liner who rages to hit harder and shrug off damage
Bardd8CharismaA versatile spellcaster who supports allies and is good at skills
Clericd8WisdomA divine caster who heals, protects and can wear armor
Druidd8WisdomA nature caster who controls the battlefield and can take animal forms
Fighterd10Strength or DexterityA weapon expert with simple, reliable attacks; great for a first character
Monkd8Dexterity and WisdomA fast unarmed fighter who strikes several times a turn
Paladind10Strength and CharismaAn armored warrior with healing and burst damage from divine power
Rangerd10Dexterity and WisdomA skilled hunter and scout, often with a bow, plus some nature magic
Rogued8DexterityA sneaky skill expert who lands one big hit with Sneak Attack
Sorcererd6CharismaA born spellcaster with fewer spells but the power to bend them
Warlockd8CharismaA caster bound to a patron, with few spell slots that return on a short rest
Wizardd6IntelligenceA scholar with the largest spell list and the most choices to manage

For a first character, the fighter, barbarian, rogue and cleric are the easiest to learn. Your subclass comes later: in the 2024 rules every class picks one at level 3. In the 2014 rules the level varies by class, and some (such as cleric, sorcerer and warlock) choose at level 1.

How do backgrounds and species work in the 2024 rules?

The 2024 rules call your background and species together your origin. Choose the background first, because it carries the ability score increases.

Background

Your background is what your character did before adventuring, such as acolyte, criminal, sage or soldier. Each 2024 background gives you:

  • Ability score increases: the background lists three abilities. Add +2 to one and +1 to another, or +1 to all three.
  • An Origin feat: a level 1 feat such as Alert, Lucky, Magic Initiate, Skilled or Tough.
  • Two skill proficiencies and one tool proficiency.
  • Starting equipment, or gold to spend instead.

Species

Your species (called race in the 2014 rules) is your character's ancestry: human, elf, dwarf, halfling, dragonborn, gnome, orc, tiefling and others. In the 2024 rules a species gives traits such as darkvision, resistance to a damage type, or a special ability, but no ability score bonuses. You also know Common plus two other languages.

2014 rules: race gave the ability score bonuses (often +2 to one ability and +1 to another), and backgrounds gave skills, tools or languages and a background feature, but no feat.

How do you determine ability scores?

You have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Use one of three methods, whichever your DM allows:

  • Standard array: assign 15, 14, 13, 12, 10 and 8.
  • Point buy: spend 27 points on scores from 8 to 15. See point buy in 5e.
  • Rolling: roll 4d6, drop the lowest die, and repeat six times. The stat roller does all six at once, and how to roll stats in 5e explains the odds.

Put your highest score in your class's primary ability and a good score in Constitution, since it adds to hit points. Then add your background's increases. No score can go above 20. Each score gives a modifier: subtract 10, divide by 2 and round down, so a 16 gives +3 and an 8 gives −1.

Do you have to choose an alignment?

Alignment is a two-word summary of your character's outlook: lawful, neutral or chaotic, combined with good, neutral or evil, for nine options in all. It is a roleplaying guide, not a rule that limits what you can do, and few game effects depend on it. Many groups ask players to avoid evil alignments, so check with your DM. If you are unsure, neutral good or chaotic good fit most heroic characters.

How do you fill in the rest of the character sheet?

With your class, origin and scores chosen, the remaining numbers follow from them:

  • Hit points: at level 1, the maximum of your hit die plus your Constitution modifier. A wizard (d6) with Constitution 14 starts with 6 + 2 = 8. At later levels you roll the hit die or take the fixed value (4 for d6, 5 for d8, 6 for d10, 7 for d12) and add your Constitution modifier. The HP calculator works it out for any level.
  • Armor Class: 10 + your Dexterity modifier with no armor, or the value your armor gives. A shield adds +2.
  • Proficiency bonus: +2 from level 1 to 4. Add it to attacks, skills and saves you are proficient in. See proficiency bonus.
  • Saving throws: your class makes you proficient in two. See saving throws in 5e.
  • Skills: two from your background plus the number your class lets you pick from its list. Each skill bonus is the ability modifier plus your proficiency bonus if you are proficient.
  • Initiative: your Dexterity modifier.
  • Passive Perception: 10 + your Wisdom (Perception) bonus.
  • Attacks: for each weapon, the attack bonus (ability modifier plus proficiency bonus) and the damage die plus your ability modifier.
  • Spells: if your class casts spells, note your cantrips, prepared spells, spell slots, spell save DC (8 + proficiency bonus + spellcasting modifier) and spell attack bonus (proficiency bonus + spellcasting modifier).
  • Equipment: take your class and background starting packages, or the gold instead if you want to shop.

How do you finish your character's story?

Give your character a name, a look, and one or two personality notes: a goal, a fear, a person they care about. Tie them to the party if you can, so they have a reason to travel together. The D&D name generator helps if you are stuck on a name.

What mistakes should you avoid when making your first character?

  • Dumping Constitution: a low Constitution means few hit points, and level 1 characters drop fast.
  • Splitting your best scores: most classes want one strong primary ability. A 16 in your main ability beats two 14s.
  • Skipping the DM: ask which rules (2014 or 2024), which sourcebooks, and which ability score method the table uses before you start.
  • Writing a long backstory nobody reads: a few sentences and a hook the DM can use are more useful than pages of history.

New to the game itself? Start with how to play D&D and the checklist in D&D for beginners.

FAQ

How long does it take to make a D&D character?

A first character usually takes about an hour with the rules open. Once you know the steps, a level 1 character takes 15 to 30 minutes, and a random generator can give you a starting point in seconds.

What is the easiest D&D class for beginners?

Fighter and barbarian are the simplest because they mostly attack and have few features to track. Rogue and cleric are also beginner-friendly, and cleric is a gentle introduction to spellcasting.

Do you choose race or class first in D&D?

The 2024 rules put class first, then background, then species. The 2014 rules started with race. You can work in any order you like, since every choice can be changed until the sheet is finished.

Where do ability score bonuses come from in the 2024 rules?

From your background. Each background lists three abilities, and you either add 2 to one and 1 to another, or add 1 to all three. No score can go above 20 this way. In the 2014 rules the bonuses came from your race.

How many hit points does a level 1 character have?

Your class's hit die maximum plus your Constitution modifier. For example, a fighter (d10) with a Constitution of 14 starts with 10 + 2 = 12 hit points.

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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.