Character Creation (Hyrule Supplement)
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Step 1: Determine Ability Scores
As you may already know, one of the most fundamental aspects of a player-character is his or her six numerical ability scores. When creating a character for the Hyrule setting, it is suggested you use one of the methods below. The first three methods are designed to be interchangeable; if one player wants to roll ability scores and another wants to use point-buy, the scores could be a little better or a little worse, but almost never to the extent either player will feel useless by comparison.
The fourth method requires special consideration, and you should definitely gain your DM's explicit permission before you use it.
Method A: Standard Array
You have six numerical scores: 15, 14, 13, 12, 10, and 8. You can assign these scores to your six abilities in whichever order you like.
This method creates a very balanced character. These scores can be easily optimized with your race and class to create an effective individual who still has room to grow, and doesn't have any glaring weaknesses.
Method B: Rolled Array
Roll 2d6+5, and record the number you rolled. Do this five more times, until you have six numbers. The six numbers you rolled become your six ability scores, which you can assign to your six abilities in whatever order you like.
This method on average yields a score of exactly 12, with an equal chance of being as low as 7 or as high as 17. The most probable result will be comparable to the Standard Array, but is likely less optimized. This a good option if you want something a bit different, or want to literally roll the dice at a chance of being above-average.
Method C: Point-Buy
See the Player's Handbook.
This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character build. You can even recreate the Standard Array if you like, but you can't pump your numbers higher than 15 or lower than 8 with this method.
Method D: Hylia Has Forsaken You
As mentioned earlier on this page, you should get your DM's explicit permission before using this method. It is highly random, and depending on your luck it could create anything from a perfect paragon to an unplayable character. On average, it will create a character that is slightly weaker than one created with any of the three previous methods.
Roll a d20 six times, and be sure to record the results in the order you rolled them.
If none of the results are 14 or higher, then this creates your array: assign these six scores to whatever abilities you see fit.
If at least one result is 14 or higher, then the numbers are locked in the order you rolled them. Your first number is your Strength score, second is your Dexterity score, third is your Constitution, fourth is your Intelligence, fifth is your Wisdom, and the last is your Charisma score.
This extremely random method can be exciting for some. Even if your results are horribly low, trying to make a personality and build for such a character can—in of itself—be a fun challenge.
Step 2: Choose Your Race
Different Races have different abilities. Some classes and races work together better then others. For example, a goron makes for a good fighter, and hylians are good with just about anything. Of course, if you wish to play a more unusual character, such as a goron sage, it's perfectly okay, as long as you enjoy playing your character.
Step 3: Find Yourself
Steps 3 and 4 can be done in either order, but realistically a person would usually know his or her backstory and personality before coming into their life-long, defining vocation.
- Background vs. Two Quirks
Although alignment isn't an inherent necessity for this setting, now would be a good time to decide on one.
Step 4: Decide Your Class
As mentioned in Step 2, some classes work better with certain races. Your class gives you diferent abilities that work well with certain roles. Remember that powerful abilities are usually gained at level 8+. Your class is not just a profession. It's what your character knows and can do.
Step 5: Get Equipped
All classes get starting equipment, but in some cases it's just not right for you. If you feel you need different gear, each class also has a number of starting Rupees that may be used to buy items instead of taking the gear for your class.
Step 6: Finishing Touches
If you've gotten this far, your character is likely playable. Still, that character isn't just a bunch of numbers. They have relationships, a way of thinking, and other traits. Thinking of your character's desires, needs, voice, and backstory can help you flesh them out even better. If you want to describe more things about your character, then who am I to stop you?
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