Character Creation
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In the years since 5th edition was released, many powerful character builds have become commonly known: "sorcadian," a monk that can cast hex, a variant human that can deal over 20 damage at 1st level, a druid-cleric that can heal hundreds of hit points by 2nd level, outright broken bard-rogue ability checks, and so many more. Hyrulean characters are designed to minimize multiclass exploits, and to omit options that are so powerful they are ubiquitous, but are still meant to be playable alongside these powerful character builds. A Hyrulean character consequently may be unable to match the most optimized builds possible in official D&D, but with minimal effort a mono-classed Hyrulean character will often be much more powerful and versatile than a comparable minimal effort build in D&D. |
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The following process is based on the one found in the Player's Handbook, but assumes only Hyrulean content will be used, and grants a player more agency in deciding details of their character.
Your DM might also consider Random Character Creation to decide more factors by rolling dice, or Advanced Character Creation for creating characters above 1st level.
Contents
Step 1: Choose a Race
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Your chosen race will increase one or more of your ability scores. Remember these for step 3.
Step 2: Choose a Class
Step 3: Determine Ability Scores
Score | Cost |
---|---|
8 | 0 |
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
14 | 7 |
15 | 9 |
As you may already know, one of the most fundamental aspects of a player-character is his or her six numerical ability scores. You can choose one of the three methods below to determine your ability scores. These methods are designed to be interchangeable; if one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison.
Once you have determined your ability scores, add any Ability Score Increase from your race
Method A: Standard Array
You have six numerical scores: 15, 14, 13, 12, 10, and 8. You can assign these scores to your six abilities in whichever order you like.
This method creates a very balanced character. These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.
Method B: Rolled Array
Roll 2d8+3, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like.
This method on average yields a score of exactly 12, with an equal chance of being as low as 5 or as high as 19. The most probable result will be comparable to the Standard Array, but is likely less optimized. This a good option if you want something a bit different, or want to take a chance of being above-average. With a method like this, it's important to have a DM or another player watch and verify your rolls.
Method C: Point-Buy
This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character's capabilities.
You have 27 points to spend on your ability scores. The cost of each score is shown in the adjacent table. For example, a score of 14 costs 7 points. This method cannot be used to decrease a score below 8 or increase a score above 15.
Step 4: Improvement
An improvement represents a particular area of training or aptitude unique to your character, which may set you apart as a paragon or hero of your kind.
As your improvement, you can increase one ability score by 2, increase two ability scores by 1 each, or gain one feat for which you qualify. This improvement cannot increase an ability score above its maximum, which is normally 20.
Step 5: Description
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Step 6: Equipment
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