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.
- Crowbar
- Hammer
- 10 iron spikes
- Sledgehammer
- 5 days’ rations
- Waterskin
- 50’ hempen rope
- Bedroll
- Lantern and 3 flasks of oil
- Ink, quill, and 5 sheets of parchment
- 10 sticks of chalk
- 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.