When it comes to making a character, creating options for a player is essential to making a character feel unique. Having a backstory element or character trait reinforced through a mechanic helps to make that character's trait feel important. Thus, this character creation section will add features to make each character feel like their choices have meaning.
Additionally, this sets up the slightly wider spread in numbers that this version offers over 5e, keeping numbers lower at the start, spreading the advancement out over time. One problem that I find with 5e is that there generally is no reason to ever buff a secondary stat, and this method of generation and ASI encourages that.
In the sidebar, you will find different links to different parts of the character creation process with the main section detailed here.
Creating a Concept
Creating a character requires the user have in mind the type of character they want to play and some basic backstory elements. Critical elements such as their origin, their former occupation, race, and more all come into effect when creating a character.
Before we get started with assigning numbers, keep in mind that no ability score should be higher than a 15 when your character is finished. This will be mentioned throughout.
Choosing a Class
When choosing a class, most things remain the same as 5th edition. However, each class gets an ability score improvement of +2 in the ability score of their class.Note: If a class has more than one choice, you may split the two points into a +1/+1
Hold onto this boost for later when we get to assigning stats.
|Barbarian||Strength or Constitution|
|Blood Hunter||Strength, Dexterity, or Intelligence|
|Fighter||Strength or Dexterity|
|Ranger||Dexterity or Wisdom|
Choosing a Race
When choosing a race, much of it remains the same with 5th edition, however, there are some new changes.
Firstly, if your race has any ability score increases, ignore those. This includes subraces as well, however, if an ability score is listed in your subrace, you may use your ability boost in that stat.
Your race gives you a single +2 to one ability score. If a race offers a choice, you may choose two of the choices and gain a +1 in each, including a choice from a subrace. This chart is a shorthand for the ability boost from the different races.
|Race Name||Ability Boost|
|Aarakocra||Dexterity or Wisdom|
|Aasimar||Charisma or Subclass|
|Changeling||Charisma or Honor|
|Dragonborn||Strength or Honor|
|Dwarf||Constitution, Honor, or Subclass|
|Elf||Dexterity or Subclass|
|Firbolg||Wisdom or Strength|
|Genasi||Constitution or Subclass|
|Gith||Intelligence or Subclass|
|Gnome||Intelligence or Subclass|
|Goblin||Dexterity or Constitution|
|Goliath||Strength, Constitution, or Honor|
|Halfling||Dexterity or Subclass|
|Kenku||Dexterity or Wisdom|
|Lizardfolk||Constitution or Wisdom|
|Orc||Strength or Constitution|
|Tabaxi||Dexterity or Charisma|
|Tiefling||Charisma, Intelligence, or Wisdom|
|Triton||Strength, Constitution, or Honor|
|Warforged||Constitution, Dexterity, or Strength|
Now, the world of Tar is not nearly as separated racially as other settings and inter-species breeding is common and not looked down upon. Therefore, being a combination or two, three, or even four races is not uncommon at all. When creating a half-race character, consider what your character’s base race is. This is your character’s primary race and what they’ll be basing their character on.
Once you’ve chosen a base race, consult the chart and see which feature(s) you are losing. Remove this feature from that race and choose your secondary race. From this race, you gain all the non-ability score boosting abilities that are not on the chart below.
Half-Race Ability Loss Table
|Dragonborn||Breath Weapon & Draconic Toughness|
|Genasi||Mingle with the Wind/Merge with Stone/Reach to the Blaze/Call to the Wave|
|Gith||Mental Discipline/Decadent Mastery|
|Triton||Control Air and Water|
Finally, choose your racial +2 from either of your races’ choices.
Half Elfs and Flavored Sub-Races
Additionally, you may decide that you don’t want to take on any of the traits of your other race. In this case, just role play as a half-breed, keeping the features of the base race. The only exception to this rule is half-elves which you can choose to play the half-elf race in 5e, adding one feature from the other race that is not on this chart.
Origin & Occupation
In addition to having a race and class boost to your ability scores, you gain a boost from your town/region or origin and your former occupation before you started adventuring. You cannot gain the same ability score from both origin and occupation.
In addition to the ability boosts, you also gain a proficiency and a special ability for both occupation and origin.
In addition to all of these background features, each player may select a feat at 1st level. This feat may be from one of the existing feats, however, if the feat comes with an ability score increase, it cannot raise an ability score above 15.
More ideally, you should work with your DM to create a feat which suits your character, their intended playstyle in tandem with their background. The DM has every right to reject a feat like this if they believe it to not be flavorful enough for your character.
Rolling For Stats
In this system, you roll for stats or may take a standard array of stats. These stats will seem low to experienced players of D&D5e, but there will be plenty of bonuses.
For each of the ability scores excluding Honor (unless you are a Paladin, see next section) , roll 1d6+6. Once you have your six numbers generated, add them up. If your total is greater than or equal to 58, and there are no more than 2 stats equal to or lower than 8, that is your stat array. Unless you are a Paladin, set your Honor score to 10 now. Feel free to distribute these numbers, or come back to them when you have a better idea of your character concept.
For Honor, most characters start at an Honor of 10, however, Paladins get to roll for their Honor, given that it is their primary ability score. If your total among the seven numbers sums to 68 or higher, then you may proceed
Now that you have your stats rolled, and your background and racial features chosen, you should have a completed stat array with no stat greater than 15.
Now that these stats are finalized, calculate different modifiers based on your stats.
Class Save DC
Even if you don’t necessarily have to use it right away, calculate your class’s save DC. Add 8 + proficiency + your class’s save stat, which can be found in the chart below.
|Class Name||Ability Boost|
|Fighter||Strength or Dexterity|
You gain an amount of attunement slots equal to your level + your Wisdom modifier.
Bonus Skills and Specialties
In addition to your background skills, you gain additional skills based on your Intelligence modifier. You gain an additional amount of skills equal to your Intelligence modifier.
Additionally, you can choose to forego a skill from your Intelligence modifier and instead choose a language plus two skill specialties of your choice.
When your intelligence modifier increases, you may add a new skill. If your intelligence modifier decreases by magical means, your proficiencies are not affected, however, if your Intelligence at any point becomes 1 or lower, you lose all your proficiencies temporarily until your Intelligence is restored.