Character Creation When you have completed the below steps; log into the game &gt; journal (newspaper icon) &gt; click on the Person Icon (head & shoulders). It is advised to wait a moment for the system to load your character. Then click edit to change name, token and bio. Please enter a general description of your character and not a detailed accounting of their childhood and coming to age story. &nbsp;That's a bit too much meta. Save detailed bio for the actual character sheet. Click on the character sheet tab to begin filling in the character. &nbsp;Refer to&nbsp; <a href="https://wiki.roll20.net/5th_Edition_OGL_by_Roll20" rel="nofollow">https://wiki.roll20.net/5th_Edition_OGL_by_Roll20</a> for expert advice. Step 1 & 2 - Choose Race and Class All of the races and classes presented in the Player’s Handbook plus one other resource from those listed below are available to build your character (PHB+1). Indicate your “+1” on your character’s sheet when you choose it. Sword Coast Adventurer’s Guide (SCAG) Volo’s Guide to Monsters (VGM) Dungeon Master's Guide (DMG) The following variant or optional rules are available when creating your character: Variant Human Traits (PHB) Half-Elf Variants (SCAG) Human Languages is available to all characters; regardless of their “+1.” Tiefling Variants (SCAG) NOTE: Races that grant flight at 1st level, and options presented in other resources such as the Death Domain found in the Dungeon Master's Guide (DMG), or content from the various Unearthed Arcana article —aren’t allowed for play. Step 3 - Determine Ability Scores Your character’s ability scores are generated using the below instructions: Roll 4d6 for each ability and disregard the lowest number. These rolls must be done in Roll20 to keep everyone honest. Type "/roll 4d6" in chat. You can then choose to keep those stats or drop them in favour of one of the two remaining methods below: Standard Array (15, 14, 13, 12, 10, 8) Variant: Customizing Ability Scores (PHB) Step 4 - Describe your Character Describe your character and choose a background from the PHB, pages 121–141, or if you’ve selected an additional resource as described above, you can select a background presented there. Background - Choose a background using the rules in the PHB or any other officially-released Wizards of the Coast or D&D Adventurers League resource. Your background isn’t limited to your character’s “PHB+1.” PENDING DM APPROVAL. Also reference extra background details in the player handouts. Alignment - As this campaign will focus on creating a welcoming, fun environment, neutral evil and chaotic evil characters are not allowed. You can, however, play a lawful evil character, but it must be a member of either the Lords’ Alliance or Zhentarim faction. Deities If your character worships a deity, those deities listed in the Deities of the Forgotten Realms and Nonhuman Deities tables in the PHB or any deity listed in the resources listed in Step 1& 2, above are available. While paladins don’t have to worship a deity, clerics do. If your deity doesn’t include suggested domains in the resource in which it is found, only the Life domain is available. Starting Lifestyle - Unless your starting lifestyle is explicitly determined by your chosen background, you can choose to begin with whatever lifestyle you like. Note this selection on the first entry of your sheet. You can change your lifestyle when you spend downtime days for activities (see below). Step 5 - Choosing Equipment When you create your character, you obtain starting equipment and gold as determined by your class and background—you can’t roll for your starting wealth. Trinkets - You begin play with a trinket of your choice from the table in Chapter 5 of the PHB, or you can roll randomly to determine your trinket. Selling Equipment - You can sell any mundane equipment that your character possesses using the normal rules in the PHB. Purchasing Equipment - You can purchase any equipment found in the PHB with your starting gold. OPTIONAL: Step 6 - Choose a Faction You start a new character already a member of a faction —a completely optional choice. Each faction’s goals are distinct and offer adventurers a chance to earn prestige within its ranks through the acquisition of renown by furthering the factions’s interests. Factions persist from storyline to storyline, and are woven into the fabric of the D&D Adventurers League’s narratives. Factions have their own individual goals, but aren’t overtly hostile to one another—their members might dislike members of other factions, but they’re expected to refrain from being antagonistic to one another. If your character joins a faction, the following rules apply: One Faction Only - You can be a member of only one faction at a time. If you ever switch factions or become unaffiliated, you permanently lose all benefits and renown associated with your former faction—they don’t like traitors or those who abandon their tenets. No Undermining Other Characters - Adventurers are brought together by common cause, and they’re expected to work together to overcome challenges. Though certain factions might find others distasteful, the characters must put that aside and work as a team. OPTIONAL: Adventurer's League Members - my info is: DM: Cauzway/James DCI Number 7081111222.