If the game master allows it, players may add traits to their characters after 1st level. For example, an abrasive character can work on becoming more personable by spending skill points to gain a rank in Bluff and a rank in Diplomacy, thereby offsetting the drawback from the Abrasive trait. Although characters cannot rid themselves of a trait directly, specific feats, skill ranks, or magic items can compensate for the penalties imposed by a trait. Alternatively, the game master can require players to roll on Table: Character Traits to determine the traits possessed by their characters.Īs characters advance in level and ability, they might want to get rid of the traits that they chose at the beginning of play. The player should roleplay the character consistently even though the character's honesty has no effect on his skill checks.Ī character can begin play with up to two traits, chosen by the player at the time of character creation. For example, a paladin can be honest and forthright without the Honest trait. However, roleplaying a certain aspect of a character's personality does not require possessing the trait. Traits serve as an interesting starting point for roleplaying, reminding players of their characters' most prominent strengths and weaknesses. Together with a character's class and feat selection, traits offer a way for game mechanics to encourage deeper character backgrounds and consistent roleplaying. In addition to their game effects, traits suggest characteristics about the character's personality that might lead to interesting roleplaying opportunities. Unlike feats, however, traits always carry a corresponding drawback. In many ways, traits resemble feats: A character can have only a limited number of traits, and each trait provides some benefit. Traits are aspects of a character's personality, background, or physique that make him better at some activities and worse at others. If a player rolls this result two or more times, the player may choose which two traits to keep. No starting character may have more than two traits.Trait has special restrictions (see the text).Zero Hit Points is not affiliated with Wizards of the Coast LLC or Hasbro, Inc.Character Traits Table: Character Traits d% The Zero Hit Points logo is a trademark of Zero Hit Points. #5E CHARACTER BUILDER CHART LICENSE#Procrastinate no more.įollow work by is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License except where otherwise indicated. You probably didn't select all your spells or special abilities back on step 24. Record your attacks (attack bonuses and damage). If you've chosen the alternate equipment rules, buy additional equipment. If you're starting at higher levels that grant these. Don't forget to select spells, specializations, and record special maneuver or spell save DCs, etc.Ĭhoose proficiencies, if required by your class.Ĭhoose class starting equipment (unless you've chosen the alternate equipment rules).Īpply ability score improvements (or choose feats) according to your level. Record background equipment (unless you've chosen the alternate equipment rules).Ĭhoose two personality traits, one ideal, one bond, and one flaw. If using variant Customizing Ability Scores, here's a calculator.Īdd in racial Ability Score Increases from step 12. This will be used when you determine ability scores below.Ĭhoose languages, if your race requires it.ĭetermine ability scores. Temporarily put Ability Score Increases next to the relevant abilities. You'll want to make that ability score high later on.ĭon't record anything else from the class for now. Note which ability is the class' Primary Ability. Record experience points (XP) for your level. This is determined by your DM, but is usually level 1.
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