2. Choose a Class
Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a city, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes chapter.
Your character receives a number of benefits from your choice of class. Many of these benefits are class features — capabilities (including force- or tech-casting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.
On your character sheet, record all the features that your class gives you at 1st level.
Level
Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.
Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your GM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.
Quick Build
Each class description in the Classes section includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting powers.
Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see "Beyond 1st Level" later in this section).
Hit Points and Hit Dice
Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).
At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your hit point maximum.
Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see "Resting" in the Adventuring section). Whenever you roll a Hit Die to regain hit points, you add your Constitution modifier to the roll.
Proficiency Bonus
The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:
- Attack rolls using weapons you're proficient with
- Attack rolls with powers you cast
- Ability checks using skills you're proficient in
- Ability checks using tools you're proficient with
- Saving throws you're proficient in
- Saving throw DCs for powers you cast (explained in each force- or tech-casting class)
Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in "Using Ability Scores", tools in "Equipment.") Your background gives you additional skill and tool proficiencies, and some species give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.
Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally,
your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.
Building Han Solo, Step 2
Han Solo is best depicted as an operative, so we make a note of the operative's proficiencies and 1st-level class features on the character sheet. As a 1st-level operative, Han has 1 Hit Die—a d8—and starts with hit points equal to 8 + his Constitution modifier. Make a note of this; we will record the final number after we determine Han's Constitution score (see step 3). Also make note of the proficiency bonus for a 1st-level character, which is +2.