New Character Guide

This guide was created to help new and experienced players create new characters in Baeland. This guide is for creating level 1 characters.

Materials

  • Digital or paper copy of a Character sheet your choice, you can also just make your character in the character library forum.
  • Pencil, Paper, Printer, Ink.
  • 5th Edition Players Handbook, but double check everything regarding races, classes, etc against stuff what I have on the website, in time everything of importance from the handbook will be on the website.
  • Time, imagination, read the information related to your character ahead of time.

Character Creation

There are multiple options in the order of character creation, but I have found most success in the following. For the sake of simplicity we will break the guide up into sections referring to the top left of the character sheet and moving right as if we were reading a book.

Step 1 Character Name. Start thinking of a suitable character name. If you are having trouble, look to history, novels, games, or get a generator to help you. I have linked a few generators that I like here. https://www.fantasynamegen.com/ http://fantasynamegenerators.com/ http://www.seventhsanctum.com/index-name.php http://character.namegeneratorfun.com/ http://www.behindthename.com/random/ and of courses wizards own name generator http://archive.wizards.com/default.asp?x=dnd/dnd/20010208b

Step 2 Level & Class. Level is easy you start at level 1. Class is a bit harder, go to the class page and decide on what appeals to you. I will list some more famous examples of what types of characters in fantasy you might find as each class. Click here for a link to the class section. Make sure to roll your starting gold from each class and buy items from the equipment section, you get your starting gold roll plus your background gold.

Step 3 Player Name. Put your name in this section.

Step 4 Background. Background describes what you did before your adventuring career, choose one from the list here.

Step 5 Race. Choose your race here, if you are a patreon supporter of copper member or higher then you may have access some of the higher locked races. You must maintain your membership level to continue to play that particular character or else they become retired until your account is in similar or higher standing again, otherwise you are of course welcome to use the more standard races for play.

Step 6 Experience. You start at level 1, and hence have 0 experience points. If you wish to start with more experience and possibly a higher level please refer to the genie coin page and see that 1 coin can be traded in for 10 experience points among other things as  well.

Step 7 Next Level. You start at level 1, and hence require 300 experience points to acquire the next level. If you are starting at higher level as a result of genie coin purchased xp then please consult the Character Advancement table on this page to determine your current level and the amount of xp required to your next level.

Step 8 Ability Scores. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, Comeliness, Honor, Sanity. These are the abilities that define how well your character is in certain areas. You have the following starting standard array of ability scores to put in any category as you see fit; 16,14,14,12,12,10,10,9,8, these stats go into the top portion of the ability score box. Apply your racial modifiers to your ability scores. Consult the ability score modifier table below and put the corresponding positive or negative modifier score into the lower part of the ability score box. Keep in mind that normal mortals cannot have any statistic above 20. For each point your sanity score is below 10, you gain one point of permanent insanity, please consult this table for your Insanity.

Ability Score and Modifiers

Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

Step 9 Saving Throws. Circle your saving throws you are proficient with, you can find this information in your class section. If you have any special saving throw applicable things write it in the extra space by “Saving Throws”

Step 10 Resistances. If you are resistant to any type of damage place it here, you take half damage from any source you are resistant to.

Step 11 Skills. Based on your background, race, and class you will have some proficiency with skills, circle the ones you are. If you also have expertise in a skill circle the attached circle as well. If you have advantage or disadvantage to any skill checks in the grey box write A for advantage or D for disadvantage.

Step 12 Senses. Your passive wisdom is 10 + your wisdom modifier + half of your proficiency roll (which at level 1 is  D4 so 2) if you are proficient with perception. Below in the lines you write down any special senses you may have such as scent, dark vision, low light vision, true sight, see invisibility, tremor sense, blind sight etc.

Step 13 Proficiency Bonus. You find this in your class section, it is based on your level. At first level you have a D4 proficiency bonus, you add this die to any rolls you are proficient with.

Step 14 Maximum Hit Points. You display your maximum hit points in this section. Your hit points are determined by your hit dice rolls, + your constitution modifier at each level, + any other features that affect your hit points.

Step 15 Mana. Record your maximum Mana in this section.

Step 16 Temporary Hit Points. Temporary hit points act as a shield of hit points that are deducted from you before you take any regular hit point damage. Spells, and other abilities may grant you temporary hit points. Temporary hit points do not stack, if you have them from multiple sources you only gain the greatest amount.

Step 17 Current Hit Points. Record how many hit points you have left.

Step 18 Psionic Power. If you are psionic, record how much psionic points you have here. If you wish to be a psionic character the DM must roll 01 on a D100 to make you psionic, otherwise you can unlock it with genie coins.

Step 19 Initiative. Your dexterity modifier plus any other modifier from feats and the like go here, this determines turn order. You roll a D20 + your initiative modifier when asked for it, higher initiatives go first, ties are broken by higher modifier, then higher dexterity score, and if still tied a reroll between those ties.

Step 20 Speed. Your Racial speed goes here. The average race has 30 foot of movement speed per round, but not all do. It is also to have multiple forms of speed, such as a swim speed, fly speed, etc.

Step 21 Encumbered Speed. Your speed modified by conditions, armor, and carry weight.

Step 22 Hit Dice. Here you record what level you were when you gained the hit die, what hit die size you used, and what your roll was with said die. I.e. a 1st level fighter would record level 1, and a D10 as his die type and at first level you gain the maximum for your hit die as such he would record 10. Should the fighter gain a level and hence a new hit die he would record the hit die of the class he is taking in this case he is taking another level of fighter and would then record level 2, D10 die, and his result on the die roll, this time it was a 4 and so he writes 4.

There are 30 spaces to record hit dice in case of racial hit dice, or other things that may grant you hit dice beyond your normal 20 level maximum.

Step 23 Limited Features. If you have any limited features record it here, write the name of the feature, how many times you can use it at maximum, a L or a S for Long or Short rest recovery, and how many times you have used that feature. This will often be class based features, such as the clerics channel divinity ability.

Step 24 Attacks: Weapons & Cantrips. Record your most used weapon and cantrip attack details here for quick reference.

Step 25 Armor. In the armor section you will record your armor bonuses from your armor, shield, dexterity modifer, magic, or other effects for each appropriate section and record in the description area what you are wearing for that section.

AC Total. Is your entire AC bonuses + your base AC of 10 except for your Shield.

Flat Footed. Is all your AC Bonuses but – your dexterity modifier and shield bonus if on your shield side. You are flat footed if you cannot move, and or if you have not acted in combat yet (most commonly occurring when surprised).

Shield Side. Whatever your shield side is, a L arc around it is where it applies depending on where you are facing. Your AC total plus your shield bonus, and dexterity modifier if applicable is recorded here.  See the illustration for your shield side. The Gray squares represent this models shield arc, the three squares in front of him, and the square on the side of shield. The red area shows the sides that do not grant him his shield AC.

Touch. Some spells or abilities only require to touch their target, not necessarily penetrate their armor. Your Touch AC is your 10 base + your dexterity modifier if not flat footed, + any magical armor related benefits.

Step 26 Inspiration. You can only have 1 inspiration or 0 inspiration, you start by default with 0. You gain inspiration by playing and staying in character. The DM awards inspiration only but players may suggest that other players deserve inspiration for their actions if the DM is not paying enough attention.

Inspiration can be spent as a D6 that can be added to any roll. It can be added to any other players roll, including your own even after a roll has been made but before the DM declares a success or failure.

Step 27 Action Points. Similar to inspiration but different. You can have any amount of action points, but you can only ever use 1 at any one time. Action points can be spent as a D6 that can be added to any roll, the use of the action point must be declared before making the roll and a player may only spend it on themselves. You start with 0 by default, but can gain them with genie coins or helping the DM with running the game or other projects.

Step 28 Death Saving Throws. When you take lethal damage that would reduce you to 0 HP or lower you begin dying. On the start of your turn you must make a death saving throw roll a D20, a 2-9 is a fail causing one failure, a 1 is a critical failure causing 2 failures, a 10-19 is a success causing 1 success, a 20 is a critical success causing 2 success. If you are hit with a attack while dying you take 1 failure, if someone takes a full round action to finish you off while you are helpless you are dead. Any amount of magical healing immediately restores you to consciousness and you gain HP from 0.  If you have 3 successes before 3 failures you are stabilized at 0HP and unconscious. If you have 3 failures before you have 3 success you are dead. You start with fresh success and failures everytime you have to start making saving throws. It should be blank at character creation.

Step 29 Death Tokens. When you die and are brought back to life through magical means you gain a death token. When magic attempts to bring you back to life you must roll a D20 and roll higher than the number of death tokens you have to be brought back to life. A fresh character starts with no death tokens. All but your first death token can be bought back and erased with genie coins.

Step 30 Proficiencies. Circle the armor and weapons you are proficient with if any from your race, background, or class features.

Write down any additional weapon proficiencies if needed.

Record the languages you speak and read from your race, background and class.

Record any tools you are proficient with.

Step 31 Class Features. Record any class features you gain from your classes.

Step 32 Personality Traits. Record your personality traits from your background here.

Step 33 Ideals. Record your ideals from your background here.

Step 34 Bonds. Record your bonds from your background here.

Step 35 Flaws. Record your flaws from your background here.

Step 36 Background Feature. Record your background feature from your background here.

Step 37 Racial Traits. Record any racial traits here.

Step 38 Adventuring Gear. Record any gear you have bought here.

Step 39 Attuned Magical Items. Record any magical items you are currently wearing and attuned to. This should be 0 at first level unless you have won items from the monthly Genie Auction House.

Step 40 Coins. Record any coins you have left here, for more information on the currencies in Baeland check the currency section.

Step 41 Encumbrance. Fill this information out based on your strength. Your Carry Capacity is 15 x your strength score. Creatures that are a size category above medium double this amount for each size category increase, and creatures that are smaller do the opposite for each size category smaller.

Weight Carried. Your total carry weight at this time, add it up, grab a calculator if you need it, no one will know.

Encumbered. At what weight are you encumbered. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

Heavily Encumbered. At what weight are you Heavily Encumbered. If you carry weight in excess of 10 times your
Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Push/Drag/Lift. What is your maximum push, drag, and lift weight. You can push, drag or lift a weight in pounds up to 30 x your strength score. While pushing weight in excess of your carry capacity, your speed drops to 5 feet.

Step 42 More Character Info. Fill in your character name again and then start filling in information about your character.

Current Date. The last date you played in, the current game date is here updated after every game session. You gain 1 XP per day from your characters first time playing moving on forward, provided they are alive. We use a 360 day year calender.

Birthday. Pick a day that is your birthday, every time we pass it your age increases.

Age Category. Depending on your age you gain certain benefits and negatives to your ability scores, each race ages differently. Check the Age Category table here to see your current benefits and negatives.

Size. Record your size, Small, medium, large, etc.

Height. Record your height.

Weight. Record your weight, yes ladies you too.

Alignment. The alignments are Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil. For more information on what these mean this is a great website that does its best to elaborate on alignments. http://easydamus.com/alignment.html

Gender. There are a few genders in baeland, Male, Female, or both in some rare cases.

Faith. You may revere a particular faith, pantheon, deity, or other being. Check the pantheon section for particulars on the known great beings in the cosmos at this time.

Max Age. At what age you will die of natural causes and be unable to be resurrected by even magical means. Found in your race section.

Hair. Your hair color, races may have examples of common colors to them.

Eyes. Your eye color, races may have examples of common colors to them.

Skin. Your skin color, races may have examples of common colors to them.

Step 43 Character Portrait. Draw, leave blank, print off and glue your characters portrait if you want to. (Optional)

Step 44 Allies and Organization. Record any reputation you gain with a faction, area, etc. and specific people you may know. For some of the known factions click here. If you are apart of a particular faction that you like best you may want to draw out there symbol and list their organization name.

Step 45 Appearance. Write down what you would describe to someone looking at your character for the first time in their typical attire.

Step 46 Lifestyle. Your life style and the daily price to live that life style are fairly important see below. Record what your lifestyle and cost is.

“Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.”

Lifestyle Expenses

Lifestyle Price/Day
Wretched
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families,  laborers, students, priests, hedge wizards, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly  successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.

The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Step 47 Enemies. If you have any enemies from your background you should put them here, otherwise you will probably make many in your adventuring career that you may want to keep track of.

Step 48 Character History. Write your character history here, I may or may not read it, and others may or may not care about it, but this is much more important mainly for your reference.

Step 49 Fill in other pages as you need them, this should get you started.