Table of Contents
- Step 0: Collect Information
- Step 1: Classes
- Step 2: Races
- Step 3: Backgrounds and Backstory
- Step 4: Ability Score Generation
- Step 5: Skills and Proficiencies
- Step 6: Spellcasting
Skills & Proficiencies
Based on the total number of levels you have accumulated, your character gets more proficient with the skills and abilities they have started out with. This starts out as a +2 bonus to skills you are proficient with and goes up in tiers as you level with the highest being +6 at level 17. You can still use skills you are not proficient with though, but they will not be as powerful later in the game.
In addition to your proficiency, your skill modifier also has the associated ability modifier added with it. To determine your ability score modifier, take your score, subtract 10 and then divide by half rounding down. Alternatively, you can use this handy-dandy chart.
For example, if you are using Athletics which is typically a Strength-based ability, and your Strength is 13, your modifier would be +1. If you proficient in Athletics, this changes to +3 at level 1.
Below we will go into a brief primer about what each skill does and why you would want to pick it.
|Acrobatics||Dexterity||The ability to escape grapples and keep your balance|
|Animal Handling||Wisdom||The ability to handle beasts including riding animals and change an animal’s mood|
|Arcana||Intelligence||Knowledge of magic resulting from arcane study|
|Athletics||Strength||The ability to break grapples, move heavy objects, and perform jumps|
|Deception||Charisma||The ability to deceive|
|History||Intelligence||Knowledge of historic events, places, and people|
|Insight||Wisdom||The ability to see through deception and sense another’s intention|
|Intimidation||Charisma||The ability to intimidate someone into cooperation|
|Investigation||Intelligence||Looking for clues or piecing together how something works|
|Medicine||Wisdom||First aid and ability to perform medical procedures|
|Nature||Intelligence||The knowledge of natural phenomenon and beasts|
|Perception||Wisdom||The ability to use your senses to perceive the material world|
|Performance||Charisma||Using instruments, your voice, or dancing to make money|
|Persuasion||Charisma||Using reason or emotional appeal (beyond deception and intimidation) to promote a behaviour|
|Religion||Intelligence||Knowledge of religious rituals and deities|
|Sleight of Hand||Dexterity||To use your hands delicately to steal, misdirect, or pocket an object|
|Stealth||Dexterity||The ability to avoid being perceived|
|Survival||Wisdom||The ability to forage, hunt, and track|
Tool, Armour, and Weapon Proficiencies
There are other forms of proficiencies that don’t have a numerical benefit. With tools, they allow you to use your proficiency bonus when making certain checks. With weapons, you get to add your proficiency when you’re trying to hit with the weapon, and with armour you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells. (Source: https://roll20.net/compendium/dnd5e/Armor#content)