Step-by-Step

  1. Determine ability scores
  2. Determine hit points
  3. Choose culture and nationality
  4. Choose physical characteristics
  5. Choose calling
  6. Choose starting boon
  7. Choose personality, background, and alignment

Abilities

Determining Ability Scores

Roll 2d6+6 for each of the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Assign the results in order.

Use the table below to assign ability modifiers based on your scores.

Ability Score Modifiers

8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18 +4

Explanation of Abilities

Strength measures physical power and vigor. Use the Strength modifier for attack and damage rolls with melee weapons and checks like climbing, jumping, and swimming.

Dexterity measures physical agility. Use the Dexterity modifier for attack and damage rolls with ranged weapons, defense, initiative, and checks like moving stealthily, traveling on snowshoes, and other feats requiring agility.

Constitution measures physical endurance and health. Use the Constitution modifier to determine hit points and checks like resisting disease/poison, surviving without food/water, and going without sleep.

Intelligence measures mental acuity, memory, and reasoning. The Intelligence score determines the number of languages you can learn and your reading/writing level. Use the Intelligence modifier for checks like recalling information about nature, searching an area, or using a map.

Wisdom measures insight, intuition, and perception. The Wisdom score determines your success communicating with your deity. Use the Wisdom modifier for checks like dressing wounds, sensing someone's true intentions, or tracking.