Hello Adventurer! Nice to see you back in the Guild Hall! Are you ready for our next lesson? Now that we’ve talked about world building, and we’ve discussed the benefits of D&D, as well as gone over some of our favorite beginners’ tools– it’s time to talk characters. Specifically: How to build a playable D&D Character.
Anybody can slap together a race, class, and some basic stats and run with it. But that’s not the same thing as creating a playable D&D character with depth that is believable and fun for you to interact with. We’re talking about the kind of character that your DM falls in love with and therefore can’t kill. Well, they can still kill them, it’ll just be a lot harder for them to bring themselves to do it.
Resources that will help you Build a Playable D&D Character:
D&D players handbook: we talked about this in a previous post. You can read more about it here.
Ultimate RPG Character Backstory Guide: also on that list of resources for beginners’, this is where this book is really going to be your best friend.
You and your brain.
Building a Playable D&D Character
I won’t walk you through every single step in detail because you don’t need me for that. We’re talking Nitty Gritty 4 Dimensional Characters here, Backstory, personality, believability, the whole shebang. I’ll still cover the basics, because there are some things to consider. But for an in-depth look at the races, classes etc. you will want to refer to your D&D players handbook, or your DM if it’s a homebrew campaign and you maybe have some more race options you’d like to explore.
Select your Race:
This will be the foundation of your stats and your skill set. Refer to your D&D handbook. If you are selecting a home brew race you will need to work with your DM to reference believable/ reasonable stats/ race advantages etc.
Select your Class:
if you are playing 5E your base options are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, wizard, blood hunter. Refer to your D&D handbook for a breakdown of each.
Choose your alignment:
this is the beginning of believability in a playable D&D Character. Some races are inclined towards certain alignments (ie dwarves: lawful good, Tiefling: Chaotic neutral) that being said you still have flexibility SO LONG AS it can be explained or rationalized by your backstory. Think about the kind of character you want to build. This selection impacts your character’s morals and decision-making process.
Alignment is an X/Y axis scenario (X: lawful, chaotic, Neutral Y: Good, Evil, Neutral). Both Axis’ have a neutral component.
- Lawful: The rules matter more to me than individuals. “The Law is hard but it is the Law.”
- Good: Other People’s well-being matters more than own. “For the Greater Good.”
- Chaotic: Individuals matter more to me than the rules. “You say rules, I say Guidelines.”
- Evil: My own wellbeing is more important than rules or the general public. “I am my own Rule.”
- Neutrals: My opinion of what is more important is on a case-by-case basis. “The Devil is in the details.”
Lawful Evil:
A lawful evil character is going to follow a strict moral code. It might be warped, sure. But they are going to follow the letter of the law just as much as a lawful good character. They’re just following their own law. Think Darth Vader or Lord Voldemort.
Lawful Good:
A lawful good character is going to follow the letter of the law for the greater good, regardless of what that means for themselves. You see this a lot with Paladin types. A good example is Captain America.
Lawful Neutral:
we do what we must. They are characterized by being bound to a code or set of rules. They may not agree with all of those rules, but they understand the necessity of following them for a functional society. The punisher is a good example of this.
Chaotic Good:
Chaotic Good characters are going to do what they believe to be right for an individual regardless of what the law says (think Robin Hood).
Chaotic Neutral:
A Chaotic Neutral Character is the essence of “I do what I want when I want as I see fit.” These characters do have moral codes and beliefs that they live by, but it is on a case-by-case basis and they take all the semantics into their account. Decisions are made at their discretion. Riddick is a great example of Chaotic Neutral.
Chaotic Evil:
In contrast, a chaotic evil character is going to say “Fuck the rules and fuck you.” The Joker.
Neutral Good:
Gandalf The Grey is a prime example of “Neutral good” in that he has a strong desire to do good and make the world a better place, but unlike a lawful good he is willing to compromise on societal correctness to do so (insert every instance in which he utilizes hobbits to achieve his long term goals), occasionally seen as unreliable but largely at the end of the day they are about balance and acknowledging that there are multiple sides to every situation and decisions are not a one size fits all.
True Neutral:
True Neutral is less common because it is harder to play than you might suspect and it’s easy to accidently slip into “Neutral Good” as the line is very fine- this is one of my favorites and I think this excerpt from Gamer’s Decide explains it best: “The True Neutral alignment represents a character who is neutral on all alignments, and does not feel strongly about good, evil, law, or chaos. They may act in their own self-interest, but they do not have a particular moral or ethical code that they follow. They may act to preserve balance or neutrality, but they are not necessarily committed to doing so.” Geralt of Rivia is an excellent example of true neutral.
An Additional tool for this is the Save the Cat Prompt on Page 16 of the RPG backstory builder.
Choose Your Background:
Here you will also want to refer to your player handbook for the basic categories. You can also chat with your DM for a homebrew to customize something that matches your character better. Remember that this is not your backstory- it’s your background. In the vaguest of terms think of it as the style of your upbringing: Urchin vs Noble vs Criminal vs Hermit etc. each one comes with its own set of proficiencies or perks.
Spend some time thinking about this, as this is what you will build your backstory off of (or if you’re like me you already have your backstory and you’re going to pick the background that fits with it the best and gives you the proficiencies you want or are looking for.) You can use the roll technique and use some personality traits from the handbook if you want or pull your own, but this is where your characters quirks start to develop.
Arm Yourself:
Spend some time thinking about how you want your character to be involved in combat. This is heavily affected by your race and class but I have seen some unconventional blends that have worked. Its all about believability. If you are a physical fighter instead of a spell caster etc. you may want to spend some extra time in chapter 5 of the Player’s handbook as it goes into detail about different types of weapons and may give you some ideas, or templates to pull unconventional weapons from.
Write a basic backstory:
You don’t have to be an award winning novelist. Or even a good writer. I urge people to try for a paragraph or so, but I also totally get if you have an idea in your head but you aren’t an avid writer. My husband uses bullet points for the ideas he has and the things that are important to him and doesn’t bother stringing them into paragraphs. He can talk to you about his character but isn’t going to write a story.
However your brain works- write down your origin story: Who are you? Where do you come from? Why are you adventuring? What is your purpose? Who raised you? If you were making a 30 second intro clip for your character’s video game- what’s the premise?
Let’s Get Gritty:
So you have your basic build. Now let’s take basic and build it 4 dimensional. Let’s give it personality, nuance, believability, and pizazz. Nobody plays D&D to be boring- that’s what real life is for. D&D operates in the realm of possibility. Have fun. Play with it. This is how we take the basics of stats and story, and add flesh and blood until we have a playable D&D Character.
Appearance:
maybe you thought this would go in the generic section, but I want you to go beyond how tall you are, what color you hair is, and what color you are based on your dragonborn heritage. Picture your character clearly in your head.
How has their lifestyle affected their physique? Calloused hands could just as easily be from a lifetime of baking bread as they can from hefting a sword. Is your profession or background reflected in your wardrobe or jewelry? Could someone guess what you do based on your appearance or gear? What’s the likelihood of someone guessing and getting wrong? Are the little splatters of pigment on your fingertips from ink or the toxins you lace your weapons with? Do you have freckles? Identifying tattoos? What is your body language like? Do you come across cocky? Mousy? Stuffy? Intelligent? Might your appearance intimidate others or impact how villagers view you? Do you face any biases because of your appearance?
Language:
A big portion of buidling a playable D&D character is developing parts of them that you can interact with and bring to life. How does your character speak? What’s their vocabulary like? Do they have any phrases or terms that they use regularly? This is a great way to add depth and believability to a character and make game play more fun.
A sorcerer is going to have a much different vocabulary than a soldier or a priest. Does their hometown impact their accent or their colloquialisms? Can other people tell where they are from based on their speech? Is there something that makes their vernacular unique? A fun little added tool you can use in addition to these questions is the idiom generator on page 14 of the RPG backstory guide.
Religion and Beliefs:
In addition to whatever your D&D ‘deity’ is, or two whom your character pays homage, spend some time thinking about what their beliefs are. Do they actively practice their religion or passively believe in something? How much does it affect their day to day life? Do they observe any strange or interesting holidays? A fun (though not all inclusive) prompt for holidays is on page 18 of the RPG character backstory.
Core lessons:
A good way to build out a playable D&D character is to think about all formative things your character has learned up until the start of the campaign. All real people have them. life events and lessons that have shaped how we view and interact with the world. These should be based on your characters traits and backstory but with more detail. Try for a minimum of 5. What events, choices, or traumas have they lived through that have shaped their character? An amazing set of 5 questions to help you with this is on page 26 of the RPG Character backstory Guide.
Party Preferences:
What kind of company do you keep? Obviously, you don’t get to pick what kind of characters your friends or party members choose to play, or what your DM evilly decides to do with that. BUT based on your backstory and character you should be able to describe who your character would like to adventure with, or if there is anybody your character would absolutely not do well with. It will affect how your character interacts with the other player characters as well as any NPC’s your DM cooks up.
Think about it like this: if your backstory is written around the fact that your family was murdered by a war band of goblins and another party member happens to be half goblin… you might have some prejudices or some strained interactions to work through. It will also be a factor in how you interact (or should interact) with NPC’s. remember- you are not you, you are your character. An example of this concept can be found on page 28 of the RPG character backstory guide.
Add detail to your core stats:
Sure, a barbarian is strong, but go deeper. How are you strong compared to other barbarians? How did you come to be this way? Of course a rogue is high in dexterity (if they’re a good rogue) but how might someone else be able to tell you’re dexterous, what might hint at your master thief skills? There’s a fun exercise in the RPG character guide called “Across a crowded Tavern” on page 32 that will highlight some ideas for this.
What drives you forward:
when all seems lost and things aren’t going according to plan (and they won’t). what inner strength, power, ideal, or memory pushes you to keep going. What stops your character from tapping out even when 80% of them is ready too? Check out the exercise on page 45 of the RPG book for some examples.
Create a mental snapshot of home:
what did your childhood home look like and how might that environment have impacted who your character currently is? Were you raised in a city? A village? A tribe? In a metropolis or a forest? A cave dwelling civilization? Where did you call home? where did you usually sleep? Do you miss it? Where did people socialize? What did community interaction look like? What did people respect? Who was in charge? Check out page 47 of the backstory guide for more prompts.
Creeds, mottos, and ideals:
this is different than beliefs, lessons, or idioms- even though lessons and idioms typically have meaning or deeper wisdom in them. Not a slogan, or a catch phrase (although those are equally endearing in a character- we see you Naruto). It doesn’t even necessarily have to be something your character technically excels at but rather something they hold in high esteem, a trait they aspire to, or something they believe in outside of religion. These are statements of belief outside of deities. Examples might be:
- Life is what we make it.
- We have nothing if we don’t have our morals.
- The only thing stronger than a man’s given word is his heart.
- Power is the only guarantee of freedom
- We always have a choice.
- It’ll feel better when it quits hurting.
Valuable advice:
what is the best piece of advice your character has ever received? If they could pass on any one piece of advice what would it be? Similar to creeds and mottos, but distinct in that this is something they have learned, that they live by, and act on whenever possible. A belief they hold in the livable present. Examples might include:
- When you get the chance to dance, dance.
- The man is the head of the family, but the woman is the neck and she can turn the head any way she wants.
- Tuck your chin, you’re going to get hurt, expect it and be ready.
- This too shall pass
- The friends who criticize your actions are the ones who really care about you. If they didn’t care they wouldn’t waste their breathe.
- If you love something enough, and for long enough, the rest of the world will eventually have no choice but to accept it, regardless of its original perception of it.
- All things worth having are worth working for.
- You’re always going to be “too much” of something to someone, do not dim your light for anybody.
Fears, Flaws, and weaknesses:
nobody, or character for that matter, is perfect. Even superman has kryptonite. To make a character really fun to both play, but also interact with for your DM and party members come up with a short list of “shortcomings” or flaws. They could be major or minor, or something your character is actively working on improving, extra props if at least one of them is something that your other party members can leverage.
- You snore terribly.
- You’re a dwarf that can’t hold your ale- a complete lightweight, the family doesn’t talk about it.
- You have a gambling problem
- You are a terrible cook- like give someone food poisoning bad.
- You are severely ADHD- this causes problems in combat, problems with your memory, and with everyone elses sleep schedule. You lose everything contstantly.
- You have a soft spot for strays and are always trying to “adopt” the local critters. Even when your party can’t hide them, feed them, or otherwise deal.
- You are terrified of the dark- dungeons, am I right?
- You can’t swim
- Terrible anemia
- Petrified of zombies
- Invasive thoughts with no filter. Your party does not appreciate you making your disturbing thoughts their newest fears.
- You have a crippling fear of heights.
Consider your long-term goal:
I want to leave you with an idea for character development as you go forward to create. Remember that what you are building is the base of your character. The point of D&D is to play/tell a story. Characters develop during stories. What you are making is the origin story, the idea, and the potential. But remember that your character is going to interact with others, be subject to circumstance, and hopefully have the opportunity to grow. Don’t try and create a level 10 character with an “I saved the world” backstory. That’s what the story is about.
But also, do not limit your character ideas to what your current stats are- your character is as fluid as its development is. Some gardeners become protectors in great stories. If the templates and basic things don’t seem like they are ticking all the right boxes, or that nothing quite describes the character you’d like to build…. Remember that multi-classing is a thing. The possibilities are endless depending on what choices you are willing to make. In much the same way as real life you can choose to learn multiple things to create your own field of study/ specialty. If you’d like to learn more about multi-classing, check out page 163 of the D&D Players handbook.
Now go out there, build an awesome character, and keep your eyes peeled for our next D&D post where Taylor will cover actual execution and playing of this awesome character you have created.
See you on the battlefield!
Mikaela