Company of the Blue Rose
New Character Creation
Characters created for the Company of the Blue Rose Campaign can use the following rules for character options:
• D&D Basic Rules (all rules except rolling ability scores and hit points, rolling for starting wealth, some alignment restrictions)
• D&D Player’s Handbook™ (all rules except rolling ability scores and hit points, some alignment restrictions)
• Monster Manual™ appendix A (beasts only)
• Sword Coast Adventurer’s Guide™
• Elemental Evil Player’s Companion
Step 1. Choose a Race
Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have subraces, such as mountain dwarf or wood elf.
The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells.
These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Half-orc paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.
Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
- All Player’s Handbook races (including Variant Human).
- Sword Coast Adventurer’s Guide races (with the following exceptions):
• The Winged variant granting a fly speed for tieflings is not permitted. Cosmetic wings from the Appearance variant that don’t grant a fly speed are fine.
• You can indicate that you are a member of a rare elf subrace for the purpose of roleplaying, but you can use only the subrace traits for elves given in the Player’s Handbook.
- All Elemental Evil Player’s Companion races (with the following exceptions):
• Aarakocra with a fly speed are not permitted. Variant Aarakocra with cosmetic wings that don’t grant a fly speed are fine. Variant Aarakocra instead gain a base movement speed of 30ft, and replace the Flight racial trait with Feather Fall. Feather Fall: When you are conscious and able to move freely (i.e. not paralysed, encumbered or otherwise unable to use your wings unimpeded) you cannot take falling damage.
Step 2: Choose a Class
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.
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.
Hit Points (hp) and Hit Dice (HD)
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, 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. Record your character’s hit points on your character sheet. Also record the type o f Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points
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 m ore 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.
Step 3: Determine Ability Scores
Character stats are determined by assigning the following numbers to each of your Ability Scores: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
Step 4: Choose a Background
Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.
Step 5: Choose your Equipment
Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet.
Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class. If you wish, you can also have one trinket at no cost.
Starting Wealth by Class
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp
Cleric 5d4 x 10 gp
Druid 2d4 x 10 gp
Fighter 5d4 x 10 gp
Monk 5d4 gp
Paladin 5d4 x 10 gp
Ranger 5d4 x 10 gp
Rogue 4d4 x 10 gp
Sorcerer 3d4 x 10 gp
Warlock 4d4 x 10 gp
Wizard 4d4 x 10 gp
Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15.
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5 of the Player’s Handbook.
Record your AC on your character sheet.
Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency.
Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.
For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.
• For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
• For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
Step 6: Final Check
It is now time to do a final check to make sure your character has all the rules and stats you need to play. Look at your character sheet and make sure that these are all filled in.
- Ability Scores & Ability Modifiers
- Saving Throws
- Passive Perception Score
- Armor Class (AC)
- Initiative Bonus
- Hit Points & Hit Dice
- Class Features & Traits
- Proficiencies & Tools