I have yet to play D&D 5th edition.
Thus, to experience what a majority of modern roleplayers have experienced already, I’m going to walk through my creation of a D&D 5e character.
Making a Character
Concept
In a D&D 4e mini-campaign I played a Tiefling Warlord1. 5th doesn’t have warlords, so I decided on a paladin instead, because a Tiefling Paladin struck me as funny and because Charisma is a secondary Paladin characteristic.
Note that I am not using alignment.
Assigning Attributes
Rather than roll dice I decided to use the standard array:
Str | Con | Dex | Int | Wis | Cha | |
---|---|---|---|---|---|---|
base | 15 | 12 | 10 | 8 | 13 | 14 |
Tiefling | +1 | +2 | ||||
total | 15 | 12 | 10 | 9 | 13 | 16 |
mod | +2 | +1 | +0 | -1 | +1 | +3 |
Racial Features
According to the PHB, all Tieflings have the following features:
- Size: Medium
- Speed: 30'
- Attribute Modifiers: see above
- Special Abilities:
- Darkvision: see in darkness as if it were dimly lit up to 60'
- Hellish Resistance: resistant to fire damage.
- Infernal Legacy: the Thaumaturgy cantrip plus other spells at higher level.
- Languages: Common, Infernal.
Background
Ignoring the book’s advice, I’m giving Oriana 2.0 (5.0?) the background of Acolyte.
This version of Oriana doesn’t remember her parents. She was left at a temple to Pelor2 and raised to become a cloistered nun.
According to the book, Acolytes receive the following:
- Skill Proficiencies: Insight, Religion
- Languages: two of my choice. (Let’s say Dwarfish and Elvish)
- Feature: Shelter of the Faithful: I can always find room and board at a temple of Pelor, or call upon the priests of my home temple (who raised me).
- Equipment:
- holy symbol
- prayer book
- 5 sticks of incense
- religious vestments
- common clothes
- a purse with 15 gp
I also rolled up the following traits:
- Personality Trait: Nothing can shake my optimistic attitude.
- Ideal: Aspiration. I seek to prove myself worthy of Pelor’s favor by matching my actions against his teachings.
- Bond: I owe my life to the priests who took me in and raised me.
- Flaw: I am inflexible in my thinking.
Class Features
Oriana’s restless and arguably violent nature rebelled against being shut up in a temple. She decided to become a paladin of Pelor instead.
According to the PHB, Paladins have the following benefits:
- Hit Die: d10
- Starting Hit Points: 10 + Con modifier (11)
- Skill Proficiencies: Two from a list, from which I’ll pick Athletics and Persuasion.
- Weapon and Armor Proficiencies: All armor, shields, simple weapons, martial weapons.
- Saving Throw Proficiencies: Wisdom and Charisma.
- Proficiency Bonus: +2 (1st level)
- Abilities (1st level)
- Divine Sense: sense celestials, fiends, and undead within 60'.
- Lay on Hands: heal others’ wounds from a pool of points equal to level × 5, or cure disease and poisons for 5 points apiece.
Of the equipment offered me, I’ll take:
- a longsword (damage: 1d8 1h/1d10 2h)
- a shield (+2 AC)
- chain mail armor (16 AC, disadvantage on Stealth)
- dagger (damage: 1d4)
- explorer’s pack
- another holy symbol (maybe sewn onto Oriana’s tabard)
Oriana
Race | Class | Level | HD | HP | AC | Initiative | Speed |
---|---|---|---|---|---|---|---|
Tiefling | Paladin | 1 | d10 | 11 | 18 | +0 | 30' |
Attributes
Str | Con | Dex | Int | Wis | Cha |
---|---|---|---|---|---|
15 | 12 | 10 | 9 | 13 | 16 |
+2 | +1 | +0 | -1 | +1 | +3 |
Abilities
- Divine Sense [Paladin, PHB, p. 85]
- Hellish Resistance [Tiefling, PHB p. 43, 197]
- Infernal Legacy [Tiefling, PHB p. 43]
- Thaumaturgy [PHB 282]
- Lay on Hands [Paladin, PHB p. 85]
- 5 HP
- Shelter of the Faithful [Acolyte, PHB p. 127]
Languages
Common, Elvish, Dwarvish, Infernal
Proficiencies
Proficiency Bonus: +2
Skills
Skill | Attr | Mod. |
---|---|---|
Athletics | Str | +4 |
Insight | Wis | +3 |
Persuasion | Cha | +5 |
Religion | Int | +1 |
Saving Throws
Saving Throw | Mod. |
---|---|
Wisdom | +3 |
Charisma | +5 |
Weapons
Weapon | Mod. | Damage |
---|---|---|
Longsword | +4 | 1d8 / 1d10 |
Dagger | +4 | 1d4 |
Equipment
- a longsword
- a shield
- chain mail armor
- dagger
- explorer’s pack
- holy symbol
- another holy symbol (maybe sewn onto Oriana’s tabard)
- prayer book
- 5 sticks of incense
- religious vestments
- common clothes
- a pouch with 15 total gp
The Five Queens
Oriana recently joined a group of adventurers registered with the City’s3 Adventurers’ Guild4. Their official name is the “Five Queens”, named after cards in a tarock deck:
-
Queen of Swords is Kelestia (1st Level Half-Elf Fighter), the unofficial leader of the group. Despite being a deadly archer, she aspires to become a noted duelist … but her raw talent with the rapier can’t match the skill of a trained master.
-
Queen of Staves is Lanica (1st Level Human Monk), who despite her Monk training looks, dresses, talks, and acts like a City tough … because she is. Beyond travels with her “master”5 she’s never left the City. The name comes from the quarterstaff she always keeps near her, even during a bare-fisted brawl.
-
Queen of Cups is Oriana. She gained that designation for being the most pleasant and approachable of the five. Curiously she never touches alcohol.
-
Queen of Coins is Vistra, a Hill Dwarf Cleric of the Silver Flame6 specialized in the Light Domain. She seems to have a dim opinion of everyone and everything, although she and Oriana get along. Her name comes from her supposed obsession with money, being a Dwarf. She did once ask a Guild member to pay her for healing.
-
“Queen of Fools”7 is “Arlecchina” (1st level Human Rogue), a mysterious underworld figure just making a name for herself. She always appears masked in “public”, i.e. in gatherings of the Queens or meetings with Guild officials. Some say she’s a noblewoman slumming, others a street acrobat whose greasepaint and fool’s motley rotted her brain. Rumors persist that she’s a madwoman from the sewers, or a con artist with a thousand identities who’s recently taken to second story work.
(I created the other four in D&D 5, also based on characters from earlier games. Arlecchina comes from a 7th Sea game I played years ago, as an amalgam of Harley Quinn and Catwoman with a bit of the traditional Harlequin. Kelestia was originally based on Evandra from the YouTube series 1 For All. Lanica comes from an Asunder game, a Shadow of the Demon Lord game that never started, and a Numenera game that is about to start. Vistra is wholly new.)
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Daughter of a 3rd edition paladin and reformed anti-paladin, born with a lingering demonic taint, hiding her bloodline until her younger and fully human brother became a Duke when she returned to be his Marshal and blah blah blah … ↩︎
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A deity of light, life, and justice in the Forgotten Realms. Adjust deity based on the gods of the setting. ↩︎
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The home base of our party of low-level adventurers, surrounded somewhat unusually by dangerous woods, caves, and ruins due to an unexplained magical Incident. ↩︎
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The City started an Adventurers’ Guild to control all the mercenaries and ne’er-do-wells who thronged to the City after the Incident. Give them their own Guild, design ranks and an advancement path, and send them out on “jobs” which will hopefully thin their numbers, and hopefully they won’t tear up the City or join its thriving underworld. (Yes, this is a JRPG/anime trope I’m adding to D&D. Sue me.) ↩︎
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A weird old man from foreign parts whom Lanica tried to mug. He taught her how to make best use of her innate fighting talent, but lately there’s been a rift because she uses his teachings for “unworthy acts”. ↩︎
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A deity of light, “good”, and war in Eberron. Adjust deity based on the gods of the setting. ↩︎
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A play on the Fool card, used as a “wild card” in many card games. Sometimes she also refers to herself as the “Empress of Knaves”, the “High Priestess of the Tower”, or even the “Devil of Fortune’s Wheel”. Nobody knows what these really mean. ↩︎