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Step 02. Determine your ABCs

Your character starts play as the sum of their past, made up of their Ancestry, Background, and Class. Your ancestry determines what species and culture your character comes from. Your background describes what you did before becoming an adventurer. Your class defines what you have chosen to become.

This step is where you choose those three pieces and record the rules they add to your character sheet. The full rules for each part live in the ancestry, background, and class chapters.

Choose one ancestry from the available options in Ancestries. Your ancestry tells you what kind of creature you are and gives you several traits that matter during play.

Record the following from your ancestry:

  • Ancestral keywords
  • Movement speed
  • Size
  • Native languages
  • Vision
  • Ancestry features
  • Class keyword feature, after choosing your class
  • Starting age and any age adjustments
  • Height, weight, and other roleplay details

Choose a background from Backgrounds or work with your GM to create one that fits the campaign. Your background describes what your character did, studied, or trained in before becoming an adventurer.

Record your background as a short phrase, such as “blacksmith”, “woods guide”, “scribe”, or “village watchman”. During play, your GM may allow your background to apply part or all of your Skill Bonus to relevant Attribute Tests.

Choose one class from Classes. Your class gives you the main rules that define your adventuring career, including your combat training, saving throws, proficiencies, and class features.

Record the following from your class:

  • Class keywords
  • Class requirements, if any
  • Prime requisites
  • Special rules, if any
  • Starting weapon familiarities
  • Armor and shield proficiencies
  • Level table values
  • Class features
  • Spellcasting rules, if your class casts spells

Once you have chosen your ancestry, background, and class, you can move on to selecting starting equipment.