Building Bruenor, Step 1
Bob imagines Bruenor charging into battle with an axe and a guttural warcry, one horn on his helmet broken off. He initially considers making Bruenor a Barbarian, but decides he wants Bruenor to fight more tactically, so he makes Bruenor a Fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.
As a 1st-level fighter, Bruenor has 1 Hit Die—a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2.
If you feel more confident or comfortable with choosing a Race first, go ahead and move to Step 2 and do this step after choosing your race!
Every adventurer is a member of a Class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation.
The best way to look at classes (as well as Subclasses) is the "General List of Classes and Subclasses" table in the overview of God's Guide.
Your character receives a number of benefits from your choice of class. Many of these benefits are class features--capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.
On your character sheet, record all the features that your class gives you at 1st level (or from 1st level to whatever level your GM has you starting at).
Hit Points and Hit Dice
Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).
At 1st level, your character has 1 Hit Die (you gain an additional Hit Die every time you level up beyond 1st level), and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your hit point maximum.
Proficiency Bonus
The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:
- Attack rolls using weapons you're proficient with
- Attack rolls with spells you cast
- Ability checks using skills you're proficient in
- Ability checks using tools you're proficient with
- Saving throws you're proficient in
- Saving throw DCs for spells you cast (explained in each spellcasting class)
Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.
Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once. END