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Dwarf - Hill | Mountain

  • Ability Score Increase: Constitution +2
  • Size: Medium
  • Speed: 25 feet, not reduced by heavy armor
  • Darkvision: Ability to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim.
  • Dwarven Resilience: Saving throws against poison, resistance against poison damage.
  • Dwarven Combat Training: Profiency with Battleaxe, Handaxe, light hammer and warhammer.
  • Languages: Dwarvish & Common.
  • Hill Dwarf: Wisdom +1 & hit point maximum +1 that increases +1 with every level.
  • Mountain Dwarf: Strength +2 & profiency with light and medium armor.
  • Dismiss

Elf - High | Wood | Dark

  • Ability Score Increase: Dexterity +2
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: Ability to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim.
  • Keen Senses: Profiency in Perception.
  • Fey Ancestry: Saving throws against being charmed and resistance against magical sleep.
  • Trance: Elves don't need sleep, instead they go into a trance and in 4 hours they gain the same benefit as a human gets from 8 hours of sleep.
  • Languages: Elvish & Common.
  • High Elf: Intelligence +1, profiency with longsword, shortsword, shortbow, and long bow, know 1 wizard cantrip, and one extra language.
  • Wood Elf: Wisdom +1, profiency with longsword, shortsword, shortbow, and long bow, base speed is increased to 35 feet, and can attempt to hide even when only lightly obscured.
  • Dark Elf: Charisma +1, darkvision radius increases to 120 feet, disadvantage on attack rolls and on perception checks in direct sunlight, know the dancinkg lights cantrip, and proficiency with rapiers, shortswords, and hand crossbows.
Dismiss

Halfling - Lightfoot | Stout

  • Ability Score Increase: Dexterity +2
  • Size: Small
  • Speed: 25 feet
  • Lucky: When a 1 is rolled on the d20 for an attack, ability check, or saving throw, you can reroll and must use the new roll.
  • Brave: Saving throws against being frightened.
  • Halfling Nimbleness: Able to move through the space of any creature that is a size larger than yours.
  • Languages: Halfling & Common.
  • Lightfoot: Charisma +1 & you can attempt to hide even when obscured by a creature that is at least one size larger than you.
  • Stout: Constitution +1 & advantage on saving throws against poison and resistance against poison damage.
Dismiss

Human

  • Ability Score Increase: All abilities +1
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common & one extra language
Dismiss

Cleric

A preistly champion who wields divine magic in service of a higher power.

  • Hit Die: d8
  • Primary Ability: Wisdom
  • Saving Throw Proficiences:Wisdom & Charisma
  • Armor and Weapon Profiencies:Light and medium armor, shields, simple weapons
Dismiss

Fighter

A master of martial combat, skilled with a variety of weapons and armor.

  • Hit Die: d10
  • Primary Ability: Strength OR Dexterity
  • Saving Throw Proficiences: Strength & Constitution
  • Armor and Weapon Profiencies: All armor, shields, simple and martial weapons
Dismiss

Rogue

A scoundrel who uses stealth and trickery to overcome obstacles and enemies.

  • Hit Die: d8
  • Primary Ability: Dexterity
  • Saving Throw Proficiences: Dexterity & Intelligence
  • Armor and Weapon Profiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Dismiss

Wizard

A scholarly magic-user capable of manipulating the structures of reality.

  • Hit Die: d6
  • Primary Ability: Intelligence
  • Saving Throw Proficiences: Intelligence & Wisdom
  • Armor and Weapon Profiencies: Daggers, darts, slngs, quarterstaffs, light crossbows
Dismiss

Strength

Measures: Natural Athleticism, bodily power
Important for: Barbarian, fighter, paladin
Racial Increases: Mountain Dwarf +2 | Human +1

Dismiss

Dexterity

Measures: Physical agility, reflexes, balance, poise
Important for: Monk, ranger, rogue
Racial Increases: Elf +2 | Halfling +2 | Human +1

Dismiss

Constitution

Measures: Health, stamina, vital force
Important for: Everyone
Racial Increases: Dwarf +2 | Stout Halfling +1 | Human +1

Dismiss

Intelligence

Measures: Mental acuity, information recall, analytical skill
Important for: Wizard
Racial Increases: High Elf +1 | Human +1

Dismiss

Wisdom

Measures: Awareness, intuition, insight
Important for: Cleric, druid
Racial Increases: Hill Dwarf +1 | Wood Elf +1 | Human +1

Dismiss

Charisma

Measures: Confidence, eloquence, leadership
Important for: Bard, sorcerer, warlock
Racial Increases: Lightfoot Halfling +1| Dark Elf +1 | Human +1

Dismiss

Lawful Good

Creatures that can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

Dismiss

Neutral Good

Folks do the best they can to help others according to their needs. Many celestials, some cloud gians, and most gnomes are neutral good.

Dismiss

Chaotic Good

Creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves and unicorns are chaotic good.

Dismiss

Lawful Neutral

Individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

Dismiss

Neutral

The alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

Dismiss

Chaotic Neutral

Creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards are chaotic neutral.

Dismiss

Lawful Evil

Creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

Dismiss

Neutral Evil

The alignment for those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud gians, and yugoloths are neutral evil.

Dismiss

Chaotic Evil

Creatures act with aritrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

Dismiss

Acolyte

  • Skill Profiences: Insight, Religion
  • Languages: 2 of your choice
  • Equipment:
    • A holy symbol
    • A prayer book or prayer wheel
    • 5 sticks of incense
    • Vestments
    • A set of common clothes
    • A pouch containing 15 gp
Dismiss

Criminal

  • Skill Profiences: Deception, Stealth
  • Tool Profiencies: One type of gaming set, thieves tools
  • Equipment:
    • A crowbar
    • A set of dark common clothes including a hood
    • A pouch containing 15 gp
Dismiss

Folk Hero

  • Skill Profiences: Animal Handling, Survival
  • Tool Profiencies: One type of artisan's tools, land vehicles
  • Equipment:
    • A set of artisan's tools of your choice
    • A shovel
    • An iron pot
    • A set of common clothes
    • A pouch containing 10 gp
Dismiss

Noble

  • Skill Profiences: History, Persuasion
  • Tool Profiencies: One type of gaming set
  • Languages: One of your choice
  • Equipment:
    • A set of fine clothes
    • A signet ring
    • A scroll of pedigree
    • A purse containing 25 gp
Dismiss

Sage

  • Skill Profiences: Arcana, History
  • Languages: Two of your choice
  • Equipment:
    • A bottle of black ink
    • A quill
    • A small knife
    • A letter from a dead colleague posing a question you have not yet been able to answer
    • A set of common clothes
    • A pouch containing 10 gp
Dismiss

Soldier

  • Skill Profiences: Athletics, Intimidation
  • Tool Profiencies: One type of gaming set, land vehicles
  • Equipment:
    • An insignia of rank
    • A trophy taken from a fallen enemy
    • A set of bone dice or deck of cards
    • A set of common clothes
    • A pouch containing 10 gp
Dismiss

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