Character Creation Rules
The following are rules specifically pertaining to character creation in the world of Agathok. In the future, there may be changes or adjustments made to certain things, which will be carefully considered by Gabe Grimoire and announced in the Discord server.
For starters though, here are some important things to note:
Artificer
Suggested Primary - Intelligence
Suggested Secondary - Constitution or Dexterity
Barbarian
Suggested Primary - Strength
Suggested Secondary - Constitution
Bard
Suggested Primary - Charisma
Suggested Secondary - Dexterity
Bloodletter
Suggested Primary - Strength or Dexterity
Suggested Secondary - Intelligence
Cleric
Suggested Primary - Wisdom
Suggested Secondary - Constitution or Strength
Druid
Suggested Primary - Wisdom
Suggested Secondary - Constitution
Fighter
Suggested Primary - Strength or Dexterity
Suggested Secondary - Constitution
Monk
Suggested Primary - Dexterity
Suggested Secondary - Wisdom
Paladin
Suggested Primary - Strength
Suggested Secondary - Charisma
Ranger
Suggested Primary - Dexterity or Strength
Suggested Secondary - Wisdom
Rogue
Suggested Primary - Dexterity
Suggested Secondary - Intelligence
Sorcerer
Suggested Primary - Charisma
Suggested Secondary - Constitution
Warlock
Suggested Primary - Charisma
Suggested Secondary - Constitution
Wizard
Suggested Primary - Intelligence
Suggested Secondary - Constitution or Dexterity
You don’t need to write down all of your character’s Class Features yet. You simply need to know which Class you want to play, which will help you determine the other decisions you'll be making (like picking Ability Scores).
Origin (Region & Background)
Your character’s Origin is comprised of two parts: your Region and your Background.
- The World of Agathok plays using the 2024 version of Dungeons & Dragons 5th Edition (D&D 5e / D&D 5e'24).
- Some of the articles—particularly class options and downtime activities—are hidden from the general public. If you are a Player, you must have a World Anvil account and must ask your GM to grant your account the necessary permissions to access said hidden articles.
- If you are ever (a) confused or in doubt of anything, (b) wondering if a specific thing exists in the world, or (c) curious and want to know about something, do not hesitate to speak with your GM. You will never be judged, reprimanded, or looked down upon for doing so—quite the opposite, actually! That's the 100% truth. <3
Accepted Content
Accepted Content is defined as any material (ancestry, subclass, feat, spell, monster stat block, etc.) permitted for you—the player—to use. Only content found on this wiki (Agathok World Anvil website) and otherwise approved official material (see below) are considered Accepted Content. Unless otherwise told, all other content is banned. If you're ever in doubt or would like to express interest in an apparently banned player option, speak with your GM.Accepted
Anything from these books are a "yes". Though, do note that some content may have revised versions found in this wiki; use the revised versions only.- PHB'24 — Player's Handbook (2024)
- DMG'24 — Dungeon Master's Guide (2024)
- MM'25 — Monster Manual (2025)
Tentatively Accepted
Anything from these books are a "tentative yes", meaning they are accepted but either (a) have large sections of content that need to be reviewed and revised beforehand, and/or (b) are likely to be banned or replaced later for something "better".- MM'14 — Monster Manual (2014)
- SCAG — Sword Coast Adventurer's Guide
- XGE — Xanathar's Guide to Everything
- TCE — Tasha's Cauldron of Everything
- FTD — Fizban's Treasury of Dragons
- MPMM — Mordenkainen Presents: Monsters of the Multiverse

Guide
Character Creation is a streamlined process and though you can do it any order you’d like, the general guideline is as followed:- Class
- Ancestry
- Origin
- Ability Scores
- Details
- Equipment
- Other
Class
Though you might want to start by picking your Ancestry or something else first, it is generally suggested that you pick your Class first. A Class gives your character access to a suite of abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each Class is fully detailed in the Classes folder or Classes List article, but the drop-down summaries below provide a quick overview of each.Artificer
Artificer
A master of invention who uses magic and ingenuity to create magical items.Suggested Primary - Intelligence
Suggested Secondary - Constitution or Dexterity
Barbarian
A fierce warrior of primitive background who can enter a furious battle rage.Suggested Primary - Strength
Suggested Secondary - Constitution
Bard
An inspiring magician whose power echoes the music of creation and the arcane arts.Suggested Primary - Charisma
Suggested Secondary - Dexterity
Bloodletter
A dark martial warrior who uses their own vitality to strengthen their weapons, and curse their enemies.Suggested Primary - Strength or Dexterity
Suggested Secondary - Intelligence
Cleric
A priestly champion who wields divine magic in service of a deity or other higher power.Suggested Primary - Wisdom
Suggested Secondary - Constitution or Strength
Druid
A priest of the Green Pantheon, wielding the powers of nature--moonlight and plant growth, fire and lightning--and adopting animal forms.Suggested Primary - Wisdom
Suggested Secondary - Constitution
Fighter
A master of martial combat, skilled with a variety of weapons and armor.Suggested Primary - Strength or Dexterity
Suggested Secondary - Constitution
Monk
A master of martial arts, harnessing the power of the body often in pursuit of physical and spiritual perfection.Suggested Primary - Dexterity
Suggested Secondary - Wisdom
Paladin
A holy warrior bound to a sacred oath, often in the service of a higher power.Suggested Primary - Strength
Suggested Secondary - Charisma
Ranger
A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.Suggested Primary - Dexterity or Strength
Suggested Secondary - Wisdom
Rogue
A scoundrel who uses stealth, cunningness and trickery to overcome obstacles and enemies.Suggested Primary - Dexterity
Suggested Secondary - Intelligence
Sorcerer
A spellcaster who draws on inherent magic from a gift or bloodline.Suggested Primary - Charisma
Suggested Secondary - Constitution
Warlock
A wielder of magic that is derived from a bargain they made with an extra-planar entity.Suggested Primary - Charisma
Suggested Secondary - Constitution
Wizard
A scholarly spellcaster capable of manipulating the structures of reality.Suggested Primary - Intelligence
Suggested Secondary - Constitution or Dexterity
Ancestry
Your Ancestry determines your appearance, innate abilities, inclinations, and sometimes culture and homeland. Your Ancestry is a combination of your Species (sometimes also referred to as "race") and Heritage (if any; sometimes also referred to as "subrace"). Every Heritage of a particular Species shares the same ancestry, but are at least somewhat physically distinct from one another for one reason or another. Every individual Species has their own history and more, varying at least somewhat from others with the same or similar ancestors (e.g. elves and genasi). Select an Ancestry for your character, which determines your character’s Size, Speed, Languages, Traits, and more. All playable Ancestry options can be found in the Ancestries folder. Playing a Hybrid Humanoid CharacterPlaying a Hybrid Humanoid Character
Thanks to the magical workings of the world and the love of both Amara and Tavysia, Humanoids of different species sometimes have children together. For example, folk who have a human parent and an orc or an elf parent are particularly common. Many other combinations are possible.
If you'd like to play the child of such a wondrous pairing, choose two Ancestry options that are Humanoid to represent your parents. Then determine which of those Ancestry options provides your game traits: Size, Speed, and so on. You can then mix and match visual characteristics—color, ear shape, and the like—of the two options. For example, if your character has a halfling and gnome parent, you might choose Halfling for your game traits and then decide that your character has the pointed ears that are characteristic of a gnome.
Finally, determine the average of the two options' Life Span traits to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years.
If you'd like to play the child of such a wondrous pairing, choose two Ancestry options that are Humanoid to represent your parents. Then determine which of those Ancestry options provides your game traits: Size, Speed, and so on. You can then mix and match visual characteristics—color, ear shape, and the like—of the two options. For example, if your character has a halfling and gnome parent, you might choose Halfling for your game traits and then decide that your character has the pointed ears that are characteristic of a gnome.
Finally, determine the average of the two options' Life Span traits to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years.
Parts of an Ancestry
When reading an Ancestry's traits, do note the following.- Ability Score Increase. Located under the ancestry's name and above the rest of the traits. These are the typical Ability Scores boosted for a member of that ancestry; you may choose to instead assign a +2 to one score of your choice and a +1 to another, or assign a +1 to three diferent scores of your choice.
- Size. Your character’s Size; if there are multiple listed, you choose one for your character to be. This determines your general height and weight, and can affect your Carrying Capacity and your ability to interact with things in game (e.g. small holes).
- Speed. Your character’s base Speed, sometimes referred to as Land Speed.
- Creature Type. What type of creature your character is (typically Humanoid). This can matter for things like spells.
- Life Span. The Species’ typical age of maturity, and how many years someone of the Species typically lives for. You are not permitted to play a child.
- Alignment. The color of your Soul, which is a reflection of the choices and life your character has lived. Your Alignment can shift over time. It's recommended you start as Neutral. Alignment can matter for things like spells or magic items.
- Languages. What Language(s) your character speaks. The last listed one can be swapped for one other Language of your choice from the Standard or Rare list of Languages (that your GM agrees is appropriate).
- Ancestral Traits. Everything else listed, which your character has access to from being someone of the Species.
- Heritages. Some Ancestries have Heritages, which come about when different members of the same Species are physically (or magically) distinct for one reason or another (often due to different ancestors/parents). If a Species has Heritages, you choose one for your character to have; your character gains all of the chosen Heritage’s listed traits.
Origin (Region & Background)
Your character’s Origin is comprised of two parts: your Region and your Background.
- Region. Also known as a Country, your Region is the place in the world where your character lived or spent most of their significant life. This can also be where your character was born.
- Background. Your character's Background might represent their upbringing, an aptitude they’ve been honing since their youth, or another aspect of their life before they became an adventurer.
Select a Region and a Background for your character, which grants you a number of benefits ranging from access to abilities, to a boost to certain Ability Scores. All playable Regions and Backgrounds can be found in the Origins folder (no other Background can be used).
Backgrounds listed under a Region can only be chosen if your character is of that Region. Backgrounds listed under Shared Backgrounds can be chosen regardless of your Region. If you want a Shared Background for your character but the Region you want is listed as "circumstancial" for it, it means to discuss that particular Origin combination with your GM, first, as it might not make sense.
Ability Scores
Ability Scores are determined by a multi-stat array system, which is augmented through your other choices made during Character Creation (like Ancestry and Origin). Choose one of the following stat arrays for your character:
Standard: 16 / 14 / 13 / 12 / 10 / 8
Versatile: 15 / 15 / 12 / 11 / 11 / 10
Specialist: 17 / 12 / 12 / 11 / 10 / 10
Polymath: 13 / 13 / 13 / 13 / 13 / 13
Narrowed: 16 / 16 / 11 / 10 / 9 / 8
Details
Additional Skills
In addition to the Skills in base 5e, there are the following additional Skills: Martial, Mercantile, and Linguistics. As such, the following classes have the following additional options to choose from when choosing Skill Proficiencies:
- Barbarian ★
- Bard — Linguistics, Martial, Mercantile
- Cleric — Linguistics, Martial
- Druid ★
- Fighter — Linguistics, Martial, Mercantile
- Monk — Linguistics, Martial
- Paladin — Linguistics, Martial, Mercantile
- Ranger ★
- Rogue — Linguistics, Martial, Mercantile
- Sorcerer — Linguistics, Martial
- Warlock — Linguistics, Martial, Mercantile
- Wizard — Linguistics, Mercantile
Additional Languages
For every +2 modifier in Intelligence your character has, you gain an additional Language of your choice from the list of Standard or Rare Languages.
Attunement Slots
Unlike in base 5e, every character starts with one Attunement Slot. Characters gain an additional Attunement Slot at levels 5, 10, and 15.
Deities & Faith, Clerics & Paladins
Faith in Agathok is strong, and comes in varying shades of morality. Some people will choose to worship multiple deities, and others will choose to worship none at all. Those who worship a single god however (typically a Cleric or Paladin), are often rewarded by their god for doing so.
If you choose to start play worshipping a deity (found under Divinity), you may gain 1 Piety with that deity. If you are a Cleric or Paladin, see your class page on the wiki for more rules.
While you follow a deity, you can earn or lose Piety with them through play. If you have enough Piety, you will receive unique boons from your deity. In contrast, if you lose enough Piety with a deity that you get into the negatives (often a result of going against their beliefs or orders), you will get a divine warning which if not heeded, can cause your deity to disown you. If disowned, you lose all benefits from worshipping that deity.
If you wish to change the deity you worship after Character Creation, speak with your GM to discuss possibilities.
Multiclassing Limitations
Although multiclassing is permitted, there are two limitations:
- You can only multiclass into up to three different classes; your character can only have up to a total of four classes. Any more than this, and your character will be considered "too memey"; speak with your GM for more on the matter.
- To multiclass into a particular class, steps must be taken beforehand. This might involve finding a teacher or making contact with an entity. Speak with your GM to discuss how your character might multiclass into a particular class.
> Playing Characters with Disabilities
A player might want to create a character with a disability, or their character might end up with a disability over the course of play. If you want to play such a character, work with your GM to find ways to respectfully represent the disability. For starters, conditions such as Blinded or Deafened aren’t a good fit for a character who has been living with a disability long-term. Here are some suggestions for rules you could use for PCs with disabilities.
Blindness or Impaired Vision
A blind character can’t detect anything using vision, automatically fails Perception checks requiring sight, is immune to visual effects (such as a Basilisk’s Petrifying Gaze ability), and can’t be Blinded. You might give this character the Blind Fighting fighting style or Alert feat for free.
A character with impaired vision might take a -2 to -4 penalty to vision-based Perception checks. Spectacles or other corrective devices might reduce or remove this.
Deafness or Being Hard of Hearing
A deaf character can’t detect anything using hearing, automatically fails Perception checks that require hearing, and is immune to auditory effects. They have enough practice to supply verbal components for casting spells and activating magic items, but if they perform an action they’re not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action fails. It’s best to give them the Sign Language known, and you might give them the Observant feat as well. You might give one or more other characters in the group Sign Language as well.
A hard-of-hearing character might take a -2 to -4 penalty to Perception checks that are hearing-based. Corrective devices for hearing are less common than spectacles are.
Missing Limb
Some magic items require certain limbs or other body parts. It’s fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.
A character with a missing hand or arms might need to spend 2 Actions to take the Use an Object Action when interacting with an item that requires two hands, or otherwise compensate. Using a Two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate.
Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic.
Mental Illness and Chronic Illness
Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Because of this, it is unlikely to be permitted due to the potential negative impact the presentation might have on other players (or spectators). If it’s something you really want to play out however, feel free to speak with your GM about it.
Equipment
Due to the overhaul of Backgrounds in base 5e with Agathok's Origins system among other things, starting equipment has been simplified. Unless otherwise stated, your starting equipment is determined by your Class at level 1 plus an amount of coinage determined by your Lifestyle Wealth below.
Lifestyle Wealth
Either (a) roll a d22 for a random lifestyle or (b) take the Modest lifestyle.
- 01 | Squalid: 1 SP
- 02-06 | Poor: 4 GP
- 07-16 | Modest: 20 GP
- 17-21 | Comfortable: 40 GP
- 22 | Wealthy: 80 GP
For reference, this coinage represents a little under a months worth of average savings.
Other Items
In addition to the items you receive from your Class, you might want to consider investing in a Bandolier or other useful Adventuring Gear. It's recommended you don't spend all your money though, as you will likely need it to pay for certain goods and services on your travels.
6 Tips for Making D&D Characters that are Fun to Play As & With
There are plenty of articles and resources online that can help you make a fun character, and whether you want to take the time to do so is ultimately up to you. As a general rule of thumb though, here are 6 short but sweet tips that Gabe highly suggests.
Care about the World
- Your character is part of the world. It's where they live, where they were born, and where they will die.
- Regardless of Alignment, they should care at least to some extent what happens in the world.
- Work with your GM to have your character better fit into the world, making them more believable.
Motivation
- Why is your character adventuring?
- Long-Term Goals are things that drive your character to be an adventurer. It could be single-worded reasons like "money" , "power", or "excitement"; and why. Do they want money for stability, because they had little to none in the past? Power to able to control others, because they felt powerless as a child? These are just some examples.
- Short-Term Goals are things that could be resolved during the campaign. Things like finding out what happened to a loved one, or killing the monster that slew your last adventuring party.
Room to Grow
- Starting off strong is great, but you should also consider potential changes in the future. This can be something like a change of attitude, beliefs, or ideals.
- A good way to create "room to grow" is to give your character something they believe about themselves or the world, that isn't true. Something like "I can't trust anyone but myself", "Nothing good comes from lying", or "Elves are superior to all other species". This belief can change over time, indicating growth.
Fits the Group
- Perhaps the most important tip, is your character should fit the group.
- In a group comprised mostly of traditional heroes, you playing a loner, black-hearted assassin might not be a lot of fun.
- The key is communication! Have everyone in the group talk about some goals and motivations they have, and see if yours align. They don't need to fit exactly, but they shouldn't conflict like "I want to protect all dragons" and "I want to kill all dragons".
- You can still be the odd-man-out, like the one member keeping the murder-y one in check, or by being the door-smashing type who gets things moving. But it's important that you're not too different from the rest of the group, and that everyone is cool with your character.
Fits the Adventure
- If you're playing in a mostly underwater adventure, and your character is deathly afraid of water, you should probably reconsider.
- If the adventure sees you taking the role of heroes, as does the rest of your Party, you should probably reconsider playing a villainous character.
Less is Sometimes More
- When it comes to backstories, quality is over quantity. You can go in depth if you'd like, but give the spark notes to your GM.
- Leave inspirational nuggets for your GM. Things they can work with that are at least somewhat open-ended.
- How did you get to where you are at the start of the adventure? 1-2 sentences should suffice.
- Do you have family, are they deceased, and what are their names? 1 word answers should suffice.
> Playing Characters with Disabilities
A player might want to create a character with a disability, or their character might end up with a disability over the course of play. If you want to play such a character, work with your GM to find ways to respectfully represent the disability. For starters, conditions such as Blinded or Deafened aren’t a good fit for a character who has been living with a disability long-term. Here are some suggestions for rules you could use for PCs with disabilities.
Blindness or Impaired Vision
A blind character can’t detect anything using vision, automatically fails Perception checks requiring sight, is immune to visual effects (such as a Basilisk’s Petrifying Gaze ability), and can’t be Blinded. You might give this character the Blind Fighting fighting style or Alert feat for free. A character with impaired vision might take a -2 to -4 penalty to vision-based Perception checks. Spectacles or other corrective devices might reduce or remove this. Deafness or Being Hard of Hearing
A deaf character can’t detect anything using hearing, automatically fails Perception checks that require hearing, and is immune to auditory effects. They have enough practice to supply verbal components for casting spells and activating magic items, but if they perform an action they’re not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action fails. It’s best to give them the Sign Language known, and you might give them the Observant feat as well. You might give one or more other characters in the group Sign Language as well. A hard-of-hearing character might take a -2 to -4 penalty to Perception checks that are hearing-based. Corrective devices for hearing are less common than spectacles are. Missing Limb
Some magic items require certain limbs or other body parts. It’s fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example. A character with a missing hand or arms might need to spend 2 Actions to take the Use an Object Action when interacting with an item that requires two hands, or otherwise compensate. Using a Two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate. Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic. Mental Illness and Chronic Illness
Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Because of this, it is unlikely to be permitted due to the potential negative impact the presentation might have on other players (or spectators). If it’s something you really want to play out however, feel free to speak with your GM about it.
A blind character can’t detect anything using vision, automatically fails Perception checks requiring sight, is immune to visual effects (such as a Basilisk’s Petrifying Gaze ability), and can’t be Blinded. You might give this character the Blind Fighting fighting style or Alert feat for free. A character with impaired vision might take a -2 to -4 penalty to vision-based Perception checks. Spectacles or other corrective devices might reduce or remove this. Deafness or Being Hard of Hearing
A deaf character can’t detect anything using hearing, automatically fails Perception checks that require hearing, and is immune to auditory effects. They have enough practice to supply verbal components for casting spells and activating magic items, but if they perform an action they’re not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action fails. It’s best to give them the Sign Language known, and you might give them the Observant feat as well. You might give one or more other characters in the group Sign Language as well. A hard-of-hearing character might take a -2 to -4 penalty to Perception checks that are hearing-based. Corrective devices for hearing are less common than spectacles are. Missing Limb
Some magic items require certain limbs or other body parts. It’s fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example. A character with a missing hand or arms might need to spend 2 Actions to take the Use an Object Action when interacting with an item that requires two hands, or otherwise compensate. Using a Two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate. Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic. Mental Illness and Chronic Illness
Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Because of this, it is unlikely to be permitted due to the potential negative impact the presentation might have on other players (or spectators). If it’s something you really want to play out however, feel free to speak with your GM about it.

Care about the World
- Your character is part of the world. It's where they live, where they were born, and where they will die.
- Regardless of Alignment, they should care at least to some extent what happens in the world.
- Work with your GM to have your character better fit into the world, making them more believable.
Motivation
- Why is your character adventuring?
- Long-Term Goals are things that drive your character to be an adventurer. It could be single-worded reasons like "money" , "power", or "excitement"; and why. Do they want money for stability, because they had little to none in the past? Power to able to control others, because they felt powerless as a child? These are just some examples.
- Short-Term Goals are things that could be resolved during the campaign. Things like finding out what happened to a loved one, or killing the monster that slew your last adventuring party.
Room to Grow
- Starting off strong is great, but you should also consider potential changes in the future. This can be something like a change of attitude, beliefs, or ideals.
- A good way to create "room to grow" is to give your character something they believe about themselves or the world, that isn't true. Something like "I can't trust anyone but myself", "Nothing good comes from lying", or "Elves are superior to all other species". This belief can change over time, indicating growth.
Fits the Group
- Perhaps the most important tip, is your character should fit the group.
- In a group comprised mostly of traditional heroes, you playing a loner, black-hearted assassin might not be a lot of fun.
- The key is communication! Have everyone in the group talk about some goals and motivations they have, and see if yours align. They don't need to fit exactly, but they shouldn't conflict like "I want to protect all dragons" and "I want to kill all dragons".
- You can still be the odd-man-out, like the one member keeping the murder-y one in check, or by being the door-smashing type who gets things moving. But it's important that you're not too different from the rest of the group, and that everyone is cool with your character.
Fits the Adventure
- If you're playing in a mostly underwater adventure, and your character is deathly afraid of water, you should probably reconsider.
- If the adventure sees you taking the role of heroes, as does the rest of your Party, you should probably reconsider playing a villainous character.
Less is Sometimes More
- When it comes to backstories, quality is over quantity. You can go in depth if you'd like, but give the spark notes to your GM.
- Leave inspirational nuggets for your GM. Things they can work with that are at least somewhat open-ended.
- How did you get to where you are at the start of the adventure? 1-2 sentences should suffice.
- Do you have family, are they deceased, and what are their names? 1 word answers should suffice.