1. Notes

Character Creation

Rules

Inspiration

Want some inspiration on stuff besides statistics? I made a generator to create miserable, up-to-no-good adventurers.

HP

You get maximum HP on the first level, no need to roll the hit die.

Starting Equipment

All characters start play with

  • a backpack
  • a tinderbox
  • 5 torches (A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius)
  • 1d20gp

and four items rolled on the list below (1d12). You can forego 2 rolls to choose an item.

  1. Crowbar
  2. Hammer
  3. 10 iron spikes
  4. Sledgehammer
  5. 5 days’ rations
  6. Waterskin
  7. 50’ hempen rope
  8. Bedroll
  9. Lantern and 3 flasks of oil
  10. Ink, quill, and 5 sheets of parchment
  11. 10 sticks of chalk
  12. Small sack

More information on what items do can be found in the Adventuring Gear rules.

Starting Weapons

You start with 3d6 × 10 gold pieces, with which to buy armour, weapons and additional gear.

More information on weapons and their properties can be found in the Weapons & Armour rules.

Weapon Specialization

Martial characters may optionally be allowed to specialize in a single, specific type of weapon. This requires dedicating two weapon proficiency “slots” to a single weapon type. For example, a 1st level martial character is normally proficient with 4 weapons. If the player chooses to specialize in a weapon, the character is only proficient with 3 weapons (the specialized weapon plus two others).

When attacking with a specialized weapon, the character gains a +1 bonus to attack and damage rolls.

Simple Subclasses

You can roll a 'sub-class' when creating a character. Use the Subclasses PDF.