How to Make a 3.5 Dungeons and Dragons Character

A Companion to Beginner Character Creation

© Lindsey Mason

Sep 28, 2009
Player's Handbook, Wizards of the Coast
Creating a character is the first and most important step of playing Dungeons and Dragons. With these tips, any new player will be set for a great gaming experience.

As a new player, creating a character can seem a daunting task. There are so many fields on the character sheet, so many skills, so many traits, so many everything. While it seems confusing at first, this will be a process that players will come to love and enjoy. The player gets to create a new identity with which they will spend quite a bit of time as they play through a campaign.

Character Sheets

While there is a character sheet located in the back of the Player’s Handbook, this DND pro suggests that it not be used. This sheet does not have nearly enough space to truly flesh out a character and record everything that a player is going to need. To have everything that a player will need throughout a game session, use a Mad Irishmen character sheet. These types, and there are many to pick from, are available at www.mad-irishman.net. This is the only type that this pro’s group will use. The best is D&D 3rd Edition Character Sheet 2.2.

Ability Scores

There are six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Throughout the core rulebooks and supplements, these abilities are abbreviated as STR, DEX, CON, INT, WIS, and CHA, respectively. Many players will also call them "stats". These ability scores are very important as they color everything that is contained on the character sheet, and is the core of the character being created.

How to derive ability scores? There are many ways to do this, and normally it is the Dungeon Master (DM) who decides which method to use. This author suggests that players roll for stats, and this is coming from both a player and a previous DM. Use four dice to roll stats, and drop the lowest dice. Do this seven times, and then drop the lowest score. This is a very efficient way to have a balanced character. While these scores are very important, the rolls will not be assigned first, but rather after a player decides what race and class he or she would like to play.

Class

There are so many classes available to new players that it can make one dizzy. In fact, because there are some many, there are supplemental books available dedicated to sets of classes, such as Complete Divine and Complete Arcane. There are core classes listed in the Player’s Handbook, however. These core classes are Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Wizard, and Sorcerer. This author suggests using the core classes in the Player’s Handbook before any other, as many other classes are similar or based around these core classes. For example, one would want to play a Cleric and/or a Sorcerer before playing a Divine Soul.

Choosing a class is an interesting process. Does the player want a character with magic? Does the player want a good ranged fighter? Does the player want to be a tank? Each class has its own set of abilities and skills that gives each class their own special flair. Choose the elements that would make an ideal character (i.e. magic, combat bonuses, skills) and choose a class that fits those elements.

Class also partial shapes a character’s personality. Paladins are always lawful good, so if the player wants to be able to lie, cheat and steal, don’t play one; play a Rogue instead.

Race

Like classes, there is a multitude of races. Start out with using just the races listed in the Player’s Handbook, which are Human, Halfling, Gnome, Half-Orc, Dwarf, Half-Elf, and Elf. Once these races are understood, and a player has more experience, they can move on to more obscure races such as Drow, Half-Celestials, and Centaurs. One must walk before they can run.

Every race has its advantages and disadvantages. Make sure that both are considered when choosing a race for the character. Especially note any stat changes that a race receives, such as a dwarf’s +2 to CON and –2 to CHA. Look at racial traits and see if this is the kind of character that will fit into the campaign and be enjoyable. Make sure that the class chosen is benefited by the race chosen. For example, a dwarf with a –2 to his or her CHA is not beneficial to playing a Sorcerer whose magic is based on CHA.

Now that the race and class have been decided, assign the ability scores with all factors taken into account. What weapons and armor will be available is under DM control, so consult the DM when choosing these items. Full descriptions of these items can be found in the Player’s Handbook.

All information in this article is based upon the author’s personal experience as a player and as a DM. Specific information was taken from the Player’s Handbook, Copyright Wizards of the Coast 2003. Character sheet referenced above belongs to Mad Irishmen, licensed under Creative Commons License.


The copyright of the article How to Make a 3.5 Dungeons and Dragons Character in Games is owned by Lindsey Mason. Permission to republish How to Make a 3.5 Dungeons and Dragons Character in print or online must be granted by the author in writing.


Player's Handbook, Wizards of the Coast
Mad Irishman Character Sheet, Mad Irishmen
     


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