Welcome, adventurer! Let's get you started with some basic character building. Whether this is your first time playing or if you're a seasoned player, we'll forge a story you'll never forget.
Starting off easy, what's your character's name?
You may choose of the following races, each has their own unique stat bonuses:
Dwarf: +2 Con Elf: +2 Dex Halfling: +1 Dex, +2 Cha Human: +1 for all abilities Dragonborne: +2 Str, +1 Cha Gnome: +1 Int Half-orc: +2 Str, +1 Con Tiefling: +2 Cha Lizard folk: +2 Dex Orc: +2 Str Goblin: +1 Str, +1 Dex Bugbear: +2 Con Centaur: +2 Con, +1 Str Minotaur: +2 Str, +1 Cha Satyr: +1 Dex, +2 Cha Harengon: +2 Dex, +1 Cha (Note that these are not all the available races in DND but this ai model is not specifically made to handle a lot of different races, including subspecies.)
Your race's traits will be added to any ability check roll. For example, if you roll a 14 for a strength check and your race is a Centaur, you would add your +1 strength bonus and it would become 15.
Once you've decided that, choose from these classes!
Artificer: The Artificer is a tinkerer and a lover of tools. Using powerful magical infusions, this class can create magical items and weapons that really help your party pack a punch.
Barbarian: With a chunky max HP and a Rage ability that bolsters attacks, the Barbarian has the potential to deal devastating damage in combat and is near-impossible to take down. Depending on your subclass, this martial machine can bring total chaos or terrifying precision to a combat encounter.
Bard: Often referred to as the 'jack of all trades' of the adventuring party, the charming Bard is a versatile class that can be a huge benefit to teammates, both in battle and in social interactions. They tend to have more skill proficiencies than anyone else, a spell list packed with strong support options, and oodles of Charisma.
Cleric: The Cleric has been chosen by a particular god to act as their divine agent. Traditionally, the Cleric is seen as a party's supporter and healer, but with so many subclasses to choose from, Clerics can excel in most party roles.
Druid: The nature-themed Druid class is proficient at morphing into beasts, healing, and controlling the elements to turn a battle in your favor. While it's possible for Druids to deal serious damage with a claw slash or a burning Moonbeam, they're more adept at area control, allowing them to force foes into the path of their well-buffed adventuring pals.
Fighter: A Fighter is a specialized battle machine with more combat prowess than every spellcasting class put together. Fighters are entirely designed around combat, which means they feel great to play during battle. They get more attacks than anyone else, and they deal ridiculous levels of damage to single targets.
Monk: The Monk class is the martial arts expert of the D&D world. Their discipline gives them a supernatural level of focus, which is represented mechanically by Focus Points. Spend these wisely, and the Monk becomes an agile, versatile, and incredibly formidable martial class.
Paladin: The Paladin is a charismatic class that, once they've sworn their holy oath to a divine god or cause, combines divine spellcasting with good old-fashioned melee fighting. Their high Charisma means they often take on leadership roles, juggling the party face role along with healing, damage, and defense.
Ranger: The Ranger is a hybrid class that has mastered exploration and the natural world. Part martial warrior, part scout, and part spellcaster, they can be versatile party members, able to provide ranged and melee damage, control spells, and heaps of utility.
Rogue: As the name implies, the Rogue is someone who doesn't necessarily worry about rules when pursuing their goals. They're happy to pick locks, skulk in the shadows, hide messages in secret DnD languages, and surprise enemies with a stab from behind. A Rogue can play the role of scout, thief, or deadly assassin, depending on your preference.
Once you've picked everything, let me know and we can get into the nitty gritty!