Creating a Character

The Beginning

If you're brand new to Obsidian Portal you can create a new character here:

I suggest using the "Theoremancer's D&D 5e sheet" from the "Dynamic Style Sheet" dropdown.

If you use Hero Lab that's cool, (In fact, I suggest you cross-check your character with the free version. It finds things that sometimes get missed), but I need you to track your character on Obsidian Portal in parallel so I can see it. :)

Also, you are more than welcome to link to public Google Docs or other online editors for inventory, backstory, etc. I suggest you share editing rights with me: (I might just add things to surprise you, heh)

All races and classes in the D&D 5the Edition Players Handbook are acceptable. Check with me first before choosing anything else please.

It's not required, but something "reasonably" cohesive to a party would be preferred. IE. a Half-giant vampire sociopath might just not be terribly workable.

We will be starting at Level 1. Those of you coming in later will start at the level of the lowest character in the group.

All Level 1 characters start with 4 rerolls (Explained in the House Rules wiki page: House Rules)

Ability Scores

All characters start with 80 points to distribute to their stats as they desire. (With a maximum of 18 in any one score) This does not include racial modifiers. (Yes, some of you might think this is a bit high, but the idea isn't to max out abilities, but rather to have enough points to play around with secondary skills and abilities rather than having to focus on a primary stat for survival.)

This allows everyone to design their character as they see fit. (This is sandbox after all) 

Hit Points

All classes receive hit points based on 5E normal rules.

The main reason behind not rolling ability scores or hit points is to get rid of that part of "pure randomness" from the game. I feel that events and their repercussions should be shaped and molded much more by the actions a player takes, and much less by the simple roll of the dice. Also in previous games, players would try to use their rerolls for ability scores or save them for hit die rolls. This removes that entirely. Which leaves rerolls more open to using for epic or strange imaginative actions.

IE. Thunor the Dwarf is pursued by certain death and needs to cross and Underdark lake to escape. Unable to normally swim with all his gear, and not having time to toss it all he has an idea and confers with the DM. He spends 10 rerolls in the category of "Gain one Misc minor item or effect of your choosing." and invents a possibility. "Wow! Imagine that! The water is SO salty here that Thunor actually floats in his armor!" This changes the story, allows the character to save himself in a fantastic and inventive way, and allows the DM openings to have fun with. "Wow, Thunor also will need to find fresh water to wash that salt off before everything he has is covered in rust!"


I made a Wiki page for this on it's own: Alignments

Inventory, Money, and Magic

The Obsidian Portal kind of stinks for inventory. I suggest linking to a Google Sheet in your character description:

Example inventory: 

You don't have to be this detailed, but the more detailed your inventory is, the better. IE. If you don't write down ahead of time that your character has a knife hidden in his boot you can't say he does after he's stripped of everything but his boots and tossed in a cell. ;)

For starting wealth use the maximum from the PHB.

If you are making a character to join in after we've started use this table for your starting wealth:

Magic items? You seriously want to start with magic items? Okay, but ONLY if you write them into your backstory, and then ONLY if they are not overpowering. Keep it to 1500GP total, unless you have a REALLY compelling story! Also, I will give extra leeway for odd or strange magical items without clear effects. Be creative! For example, in the Elvoth backstory he was starting at level 4, and I tried to make the items "useful" in ways beyond simple combat or protection items. Also, avoid consumable magic items, they are not likely to have survived long enough to pass down.


Backstory is critical. The more, the better. Why does your character act a certain way? Where are they from? What about their family? Etc, etc, etc.

Here is an example I made recently for another campaign:

You don't have to write a novel, but this should give you a concept of what I'm after. Also, it explained how he came into possession of the things he was carrying around and why they had value to him.

You can also use an extensive backstory to add 1-2 additional skills and funds (No more than 20% please) to your character. I will nix anything that seems overpowering. (Again, creativity wins in the end. Think of it as your reward for giving the campaign depth.)

IMPORTANT NOTE!! – DO NOT make your backstory directly involve any "important named" living character from Greyhawk. (If you don't know who this refers to you probably have nothing to worry about.)


 It's good to sum up your character's motives in life to one or perhaps two words. "strength", "knowledge", "silliness", etc. This will also help you drive your character in the sandbox world.

(I will add more here as I think of it)

Creating a Character

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