A new adventurer enters the Realms
Roll up a level-1 character — one decision at a time, all rules-correct.
Roll your six ability scores. Each method has its own bias — pick one, then assign rolled values to STR / DEX / CON / INT / WIS / CHA if the method allows arrangement.
Pick a race. Greyed cards don't meet the racial ability requirements for your current scores. Click "More about" on any card to read the canon prose.
A character's alignment is a guide to their moral and ethical attitude toward others, society, and the universe. Pick one of the nine — your class may have restrictions.
Class shapes everything that follows — HP dice, THAC0, saves, weapons, spells. Cards are filtered by your abilities, your race's allowed classes, and your alignment.
Your class's hit die is —. Roll once for your starting HP, or take the maximum (a common house rule for first level).
Your character's patron deity. Cards are filtered to deities whose worshipper alignments include yours. Note: deity entries are flagged for canon verification — DM should review favored weapon and granted powers.
Name your character and add cosmetic flavor. Cosmetic fields are optional — flavor for play, not mechanics.
Pick the weapons your character is proficient with. Non-proficient weapon use carries an attack penalty. —
Nonweapon proficiencies cover what race + class + ability scores don't already cover — skills like riding, swimming, languages, herbalism. Pick from your class's allowed groups; crossover groups cost +1 slot. —
Starting gold rolled per your class. Pick armor (class-permitted) and a starter loadout. AC and encumbrance update live as you choose.