What is a player's character?

The player character is your way to interact with the world in this game. Without it, there is no game. It serves as the vehicle through which you explore, interact, and contribute to the unfolding story.

As a character player, you have the power to control this character’s actions and decisions throughout the game. Your character can grow, learn, and overcome obstacles, all thanks to your imagination and decisions. It’s like being both the author of an epic tale and its main character at the same time!

Remember, this is a social game! Together with the other players and the Game Master (GM), you will all tell a story through your characters and, most importantly, have fun together!


Your character’s background is their story before the game even begins. You could be a wizard’s apprentice embarking on an adventure to discover more knowledge, a fighter on a quest for revenge, a cleric on a holy mission for their god, or anything else you can imagine—that’s the beauty of this game!

There are two ways to determine your character’s background:

  • Create your own Background
  • Roll a Background

Create your own Background

To create your own Background, you need to follow some rules. Here are the steps:

  • Give your character some traits, objectives, and flaws. These details will make it easier to play with the character and give them an interesting dynamic.

  • Create the start of your character’s story and work with your GM to determine how this will affect the game and the character’s consequences. You only need to develop the start of the story, as you will role-play the middle and even the end of the story during the game.

  • Choose 1 Stat and justify why it is affected by your Background. This stat will receive a +1 bonus. You will learn what a stat below.

Roll a Background

There is a Background maker you can use to inspire you. There will be various lists detailing aspects of your character, like their origin, familiy and personality traits. You can roll on these lists to see the results, or just pick the results that you like.

This will provides you with a general idea of your character’s backstory. But don’t worry about it, the background only start – your actions in game will be much more important for the game!

In addition, based on the results of your background, you can choose one stat to gain a +1 bonus. You will learn what a stat below.

You can check the Background page here.


In nearly every fantasy setting, there are various races coexisting with one another. Each race is entirely distinct and offers a fascinating concept for your character.

You can check all the Races here.

Creature Type

Your race will also define your creature type. A Human is a Humanoid type, while a Golem is a Construct type.

Some effects can give you a creature type, making you have multiple creature types at once.

Racial Abilities

Each Race grants unique abilities which your character will start with. Choose your Race wisely, as you probably won’t be able to change it for the rest of the game.

Character Class

The third step on creating your character is to choose their Character Class.

Choosing your Class

The Class you choose is the path your character is going to take. Here’s a list with the 14 Classes you can choose from:

  • Barbarian: A brute and enraged warrior that recklessly attacks their enemies on the battlefield.
  • Bard: A charismatic artist, capable of using powerful magic through words and performance.
  • Cleric: A devoted and religious believer, capable of using powerful divine magic.
  • Druid: A wise and wild sage, capable of using powerful natural magic
  • Fighter: An experienced warrior, capable of fighting like a master of war.
  • Inventor: A genius, capable of creating powerful and magical gear.
  • Monk: A warrior trained in the martial arts, capable of using their own body as a deadly weapon.
  • Paladin: A devoted and religious warrior, capable of both fighting and using divine magic.
  • Ranger: A wild hunter, capable of adapting itself to any environment and using natural magic.
  • Rogue: A fast warrior, capable of striking with precise agility.
  • Sorcerer: A soul bounded by powerful blood, granting innate magic.
  • Swashbuckler: A lucky warrior, which uses tricks to achieve what they want.
  • Warlock: A soul bounded by a pact that granted magical powers.
  • Wizard: A smart scholar that studied the arcane arts and is now capable of using powerful arcane magic.

Class Levels

Your character will have Class Levels in this game, which will determine how strong your character actually is.

You start at 1st Level in the class that you have chosen. You gain all of the abilities listed on 1st Level, and as you Level up, you gain the other abilities listed on higher Levels.


Each class also has multiple subclasses you can choose from. This represents the difference between multiple types of Fighters, or multiple types of Wizards for example.

You choose your Subclass at specific Levels listed in the Class that you have chosen


When you Level up, you don’t need to pick a Level in a Class that you have. For example, you can have 2 Levels in the Barbarian Class and 5 Levels in the Fighter Class. However, we recommend you take at least 5 Levels in a single Class before you start multiclassing.


In this game, there are six key stats that make up your character: Strength, Dexterity, Intelligence, Wisdom, Charisma, and Luck. Each of these stats represents a different aspect of your character and has its own unique impact on the game. Let’s take a closer look at each of these stats and how they affect your character:

  • Strength is a stat that reflects how physically strong and healthy your character is. A character with a high Strength has a well-developed body, making them robust, powerful, and healthy. Conversely, a character with a low Strength has a weaker body, making them more fragile.

  • Dexterity represents your character’s speed and agility. A high Dexterity means your character has quick reflexes and can dodge and move quickly. On the other hand, a low Dexterity indicates your character is slow to react, and their movements may be clumsy.

  • Intelligence represents your character’s intellectual abilities. A character with high Intelligence possesses a sharp mind, good memory, and can easily comprehend complex ideas. Conversely, a character with low Intelligence may struggle with learning new things and recalling information quickly.

  • Wisdom represents how aware and intuitive your character is. A character with high Wisdom has a clear perception and understanding of the world around them. They are able to notice details that others may miss. Conversely, a character with low Wisdom may be more easily distracted and less able to grasp the bigger picture.

  • Charisma assesses a character’s strength of character, power of persuasion, magnetic presence. A character with high Charisma has an easy time talking to people, and can easily persuade or lie to others. On the other hand, a character with low Charisma is probably not a people person, and may have more trouble with the words they say.

  • Luck represents the fortune that your character has. A character with high Luck is favored by the coincidences of the world, allowing them to seize opportunities that would otherwise pass them by. On the other hand, a character with low Luck is often cursed by the coincidences of the world, as misfortunes seem to befall them more frequently.

Determining your Stats

There are two ways to determine your stats: you can either roll your stats or determine them with a point buy system (depending on the GM’s choice).

Advice: If you are unsure how to distribute your stats, you can refer to the Classes section and determine what class you want to play. There are notes describing which stats are most important for each class, which can help you decide how to allocate your stats.

Rolling for Stats

In this game, you determine your stats by rolling 2d4s twice for each stat. After rolling, choose the highest value from the first 2d4s roll and the lowest value from the second 2d4s roll. Subtract the lowest value from the highest value, and that will be your stat. You will repeat this process six times for each of your stats.

For example, if you roll a 3 and a 1 on the first 2d4s, you would choose 3 as the highest value. Then, if you roll a 4 and a 2 on the second 2d4s, you would choose 2 as the lowest value. You then subtract the lowest value of 2 from the highest value of 3, resulting in a +1 for the stat.

If you don’t roll any stats above +1, it means your character is not strong enough to go on adventures and would become a farmer or something similar. In that case, you should reroll all of your stats again and repeat the process until you get at least one stat above +1.

Point Buy

You have a total of 30 points, which you can spend on your stats. The higher the stat you choose, the more points you need to spend as shown in the Point Buy Table.

Point Buy Table
Stat Value Point Cost
You gain 2 Points
Examples of Stat Builds:
  • Extreme Min-Max: +3, +3, +3, -1, -1, -1

  • Balanced: +3, +2, +2, +1, 0, 0

  • Jack of All Trades: +2, +2, +2, +2, +1, 0

  • Specialized: +3, +3, +1, 0, 0, 0

  • Highly Specialized: +3, +3, +2, +1, 0, -2

Stats at higher Levels

When creating a character at higher levels, they also gain a +1 bonus to one stat everytime their Tier is increased, to a maximum bonus of +5.


Skills are a fundamental mechanic of this game and represent your character’s proficiency in various areas.

Skill Points

Your character’s ability in a particular skill can improve through training and experience, even if they are not naturally skilled. This is represented by skill points.

At the beginning of the game, you have 8 skill points that you can allocate to improve the bonus of a skill. As you progress and reach higher Tiers, you will gain additional 8 skill points to spend, as indicated in the Tier table.

The maximum number of skill points you can have is also listed on the Tier table.

A character on Tier 1 could invest 2 skill point per skill, but a character on Tier 4 could invest up to 4 skill points on a single skill for example.

Tier Table
Tier Total Level Total Skill Points Max Points per Skill
1 to 2
3 to 4
5 to 8
9 to 12
13 to 16
17 to 20

Calculating your Skill Bonus

Your Skill Bonus is equal to the appropriate Stat + Skill Points.

Example: My Strength stat is a +3 and I have spent 2 skill points in Athletics. So my skill bonus in Athletics will be equal to +5 (3 + 2).

Versatile Skills

You will notice that some skills can be linked to more than one stat. Those are Versatile skills, and when rolling, you can choose which of the linked stats to use, as the scene calls for them!

Example: If your character has a +3 Strength and a +1 Charisma and has invested 1 skill point in Intimidation, you can have a skill bonus of +4 if you use Strength or +2 if you use Charisma when rolling for Intimidation.

Essential Skills

Some skills are very important for the life of an adventurer, like Endurance and Reflex, and so, they are called Essential Skills.

This means that every character always has the maximum amount of skill points allocated to them automatically, with those points not counting towards the total number of skill points available.

Skill List

Strength (STR)

  • Athletics
  • Brawling (STR or DEX)
  • Concentration (STR or WIS)
  • Endurance (Essential)
  • Heavy Weapons
  • Intimidation (STR or CHA)
  • Martial Weapons

Dexterity (DEX)

  • Agility
  • Brawling (STR or DEX)
  • Finesse Weapons
  • Light Weapons
  • Reflex (DEX or WIS), (Essential)
  • Sleight of Hand
  • Stealth

Intelligence (INT)

  • Arcana
  • Investigation
  • Language (INT or CHA)
  • Medicine
  • Memory
  • Nature (INT or WIS)
  • Tools Manipulation

Wisdom (WIS)

  • Concentration (STR or WIS)
  • Insight
  • Nature (INT or WIS)
  • Perception
  • Reflex (DEX or WIS), (Essential)
  • Religion (WIS or CHA)
  • Wild Handling

Charisma (CHA)

  • Bargain
  • Deception
  • Intimidation (STR or CHA)
  • Language (INT or CHA)
  • Performance
  • Persuasion
  • Religion (WIS or CHA)


Now the last step to building your character is defining his attributes. Here is all attributes you can have:

  • Max HP & Max Posture
  • Passive Perception & Passive Insight
  • AC & AP
  • Starting Equipment
  • Speeds
  • Language
  • Tools
  • Unarmed Strikes

Posture / HP / Damage

All creatures have Posture and Health Points (HP), which represent their total capacity to remain in a fight.

When your character takes damage, you first reduce its Posture by the amount of damage it took. While Posture is being used, your character is not being wounded. It is just evading attacks which drains its energies.

Once the Posture is reduced to 0, you then start to reduce the HP. Any excess damage you take after your Posture is reduced to 0 is subtracted by your HP. If your Posture is reduced to 0, one creature can make a Melee Attack of Opportunity against you if possible.

Once you finish a Short or Long rest, you completely replenish your Posture.

The Bleed, Brain and Poison damage types ignore your Posture, directly reducing your HP.

Defining your Posture

All creatures have a Maximum Posture that they can have at once. The Class that you choose grants a different amount of Maximum Posture. The Wizard Class grants 3 Max Posture per level, while the Barbarian Class grants 4 Max Posture per level for example. After you define your Posture from your class, you add your Reflex bonus to your Max Posture.

Example: My character is a level 3 Barbarian. The Barbarian gains 4 Max Posture per level, granting me a Max Posture of 12 (4 times 3). I also have a Reflex bonus of +3. In this case, my Max Posture would be 15 (12 + 3).

Defining your HP

All creatures have a Maximum HP pool (in short Max HP) that they can have at once. The Class that you choose grants a different amount of Max HP. The Wizard Class grants 6 Max HP per level, while the Barbarian Class grants 8 Max HP per level for example. After you define your Max HP from your class, you add your Endurance bonus to your Max HP.

Example: My character is a level 3 Barbarian. The Barbarian gains 8 Max HP per level, granting me a Max HP of 24 (8 times 3). I also have an Endurance bonus of +5. In this case, my Max HP would be 29 (24 + 5).

You only replenish your HP when you finish a Full rest.

Max HP and Posture for each Class

Below is a table that shows the HP you gain based on your chosen class

Max HP & Posture Table
Class Max HP Max Posture
Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Swashbuckler
8 HP
4 Posture
Bard, Cleric, Druid, Inventor, Sorcerer, Warlock, Wizard
6 HP
3 Posture

Passive Perception & Passive Insight

Your Passive Perception is equal to 10 + your Perception skill. Your Passive Insight is equal to 10 + your Insight skill.

Armor Class (AC)

All creatures have an Armor Class (in short AC), which represents the difficulty to hit the creature with Attacks.

When you make an Attack, roll a d20 and add the skill bonus required for the Attack. If the result is equal or higher than the AC of the target you attacked, you hit the Attack. If the result is lower, you miss the Attack and deal no damage.

Armor Protection (AP)

A creature wearing good armor gains extra protection.

Before they receive any slash, strike or thrust damages, they reduce the damage by their AP first

Example: If a creature has 3 AP and takes 10 Slash damage, the damage is reduced by 3 to a total of 7.

Starting Equipment

You start with the following equipments of your choice:

2 weapons or 1 weapon and 1 shield

Choose any two weapons, or one Weapon and one Shield for your character to start with.

You can find more about Shield rules here

Starting Armor

You start with 1 of the following Armors:

  • Padded Armor (Light)
  • Leather Armor (Light)
  • Hide Armor (Medium)
  • Scale Armor (Medium)
  • Banded Mail (Heavy)


You can start with all Tools you know how to use

Some small objects of your choice

This can be an instrument, a book, or any small object that would make sense for your character to carry around.


Base Speed

The Walking Speed is always considered your character Base speed. 

Some races and abilities grant you access to other types of speed to be considered your base speed. Fishes have the Swimming speed as their Base speed, and birds have the Flying speed as their base speed, for example.

Your Base speed is defined by your Agility skill as shown in the Base Speed Table.

Base Speed Table
Agility Bonus Base Speed
-4 or -5
15 feet
-3 or -2
20 feet
-1 to +1
25 feet
+2 to +4
30 feet
+5 to +7
35 feet
+8 to +10
45 feet
+11 or more
60 feet

Dash Speed

During your turn, you can use your Bonus Action to Dash. When you Dash, you add your Dash speed to your Base speed until the end of your turn. However, after Dashing, you can only move in one direction until the end of your turn.

Note that when you Dash, it only increases your Base speed. If your current terrain is underwater and your Base speed is not your Swimming speed, your Dash won’t increase your Swimming speed.

Your Dash speed is determined by your Athletics skill as shown in the Dash Speed Table.

Dash Speed Table
Athletics Bonus Dash Speed
-4 or -5
Your too frail to dash
-3 or -2
10 feet
-1 to +1
20 feet
+2 to +4
30 feet
+5 to +7
40 feet
+8 to +10
50 feet
+11 or more
60 feet

Swimming and Climbing Speeds

Whenever you are underwater, you use your swimming speed instead of your walking speed. Similarly, whenever you are climbing, you use your climbing speed instead of your walking speed.

If nothing specifies otherwise, your Swimming or Climbing speeds are not considered your Base Speed.

Your Climbing and Swimming speeds are defined by the Athletics skill, as shown in the Swimming and Climbing Table.

Swimming and Climbing Table
Athletics Bonus Climbing / Swimming Speed
-4 or -5
Your too frail to climb or swim
-3 or -2
5 feet
-1 to +1
10 feet
+2 to +4
15 feet
+5 to +7
20 feet
+8 to +10
25 feet
+11 or more
30 feet

Other types of Base speeds

Some other types of creatures, such as fishes or birds, have other base speeds instead of walking speed. Fishes have the Swimming speed as their Base speed, and birds have the Flying speed as their base speed, for example.

If a creature has the Swimming speed as their Base speed, instead of using its Athletics skill to determine its Swimming speed, that creature would use its Agility skill to determine its swimming speed, like shown on the Base Speed Table.


When you jump, you can choose to make either a high jump or a long jump. Jumping still consumes your total movement speed, as if you had switched speeds.

Your maximum jump distance is determined by your Athletics skill, as shown in the Jump Tables.

Jump Tables
Athletics Bonus High / Long Jump
-4 or -5
Your too frail to jump
-3 or -2
1 feet high / 3 feet long
-1 to +1
2 feet high / 5 feet long
+2 to +4
3 feet high / 8 feet long
+5 to +7
4 feet high / 10 feet long
+8 to +10
5 feet high / 12 feet long
+11 or more
6 feet high / 15 feet long
Running Jump

If you use your Dash and move at least 20 feet during your turn, you can double your Jumps.

Long Jump

The height of your Long Jump doesn’t matter, such as when you’re jumping across a stream or chasm. Your GM might ask you to make an Agility or Athletics Check to clear an obstacle during the Jump.

High Jump

During a High Jump, you can pull your arms up to reach an extra 2 feet if necessary. You won’t take any fall damage when landing after a High Jump unless you fall more than the distance you initially jumped.

Language (INT or CHA)

Represents your vocabulary. It affects the number of languages you know, as shown in the Language Table.

If you are using your Intelligence for the skill, it means that you have learned languages by studying them through books. If you are using your Charisma for the skill, it means that you have learned languages by talking to multiple people who eventually taught you those languages.

If your character tries to grasp the meaning of some other language they don’t understand, your GM might ask you to roll a Language Check.

Learning or forgetting languages: If your Language bonus changes, the number of languages you know could also change. This would represent your character either learning or forgetting a language, for example

Language Table
Language Bonus Number of languages
-5 or -4
You can't speak
-3 or -2
1 Language
-1 to +1
2 Languages
+2 to +4
3 Languages
+5 to +7
4 Languages
+8 to +10
8 Languages
+11 or more
All Languages
Language List

Here are all Languages you can learn. We strongly recommend that you learn the Common language, since it’s the language that most people can speak.

Standard Languages Alphabet
Exotic Languages Alphabet
Abyssal Speech
Celestial Speech
Dark Common
Elemental Speech
(Aquan, Auran, Ignan, Terran)
Infernal Speech
Special Languages Special Trait
This is a written language that Blind creatures can read through touch.
Far Speech
This is a language that causes insanity for those who hear and understand it. It manifests itself through dreams and hallucinations.
This is the primordial language of nature, which magically uses sounds, sight, smells and tastes to communicate vague ideas.
Sign Language
Deaf creatures can still understand this language, and you produce no sound with it
Thieves' cant
These are symbols and cryptic messages that vary from region to region. Only those who know them can understand

Tools Manipulation (INT)

Tools are essential for specializing in certain tasks and can offer significant utility for you and your party. Each tool has its own unique purpose and uses. You can check all the tools here

Tools can be used with either your Tools Manipulation skill, or another specified skill. The Thief’s tools require either the Tools Manipulation skill or the Sleight of Hand skill to be used for example.

Learning or forgetting Tools: If your Tools Manipulation bonus changes, the number of tools your character knows could also change. This would represent your character either learning or forgetting how to use a tool for example.

The number of Tools you know how to use as shown in the Tools Known table:

Tools Known Table
Tools Manipulation Bonus Number of Tools Known
0 or less
No tool known
+1 or +2
1 tool known
+3 or +4
2 tools known
+5 or +6
3 tools known
+7 or +8
4 tools known
+9 or +10
5 tools known
+11 or more
6 tools known

Here is a list of all the tools you can learn:

Tools Table
Tools Skill Used
Alchemist Tools
Arcana or Tools Manipulation
Calligrapher's Tools
Sleight of Hand or Tools Manipulation
Construction's Tools
Concentration or Tools Manipulation
Cooking's Tools
Nature or Tools Manipulation
Disguise Tools
Deception or Tools Manipulation
Explorer's Tools
Nature or Tools Manipulation
Herbalist Tools
Nature or Tools Manipulation
Hunter's Tools
Nature or Tools Manipulation
Medicine Tools
Medicine or Tools Manipulation
Musician Tools
Performance or Tools Manipulation
Poisoner's Tools
Nature or Tools Manipulation
Smith's Tools
Concentration or Tools Manipulation
Spellcraft Tools
Arcana or Tools Manipulation
Thief's Tools
Sleight of Hand or Tools Manipulation

Unarmed Strikes

If you have at least one free hand, you can use your Action to make one Unarmed Strike. When you do so, make one Brawling Attack. On a hit, you deal your Unarmed Strike damage.

Unarmed Strikes Table
Brawling Bonus Unarmed Strikes Damage
0 or less
You can't strike
+1 or +2
1 strike damage
+3 or +4
1d4 strike damage
+5 or +6
1d6 strike damage
+7 or +8
1d8 strike damage
+9 or more
1d10 strike damage