Category Archives: Practice Run


May 10, 2019

Alright guys, time for a Practice Run. This is where we take the race/class combo from Wednesday, and put it together on a character sheet on Friday! So, lets make a Human Fighter! As a side note, this is just an example of what I’d do if I was making this character—feel free to do whatever you want when you’re building your own.

Okay! First, we roll!

You all remember the standard rolls, right? You take 4d6–four six-sided dice–and take away the lowest number. The numbers we got were 14, 18, 15, 13, 13, and 10; a pretty good spread. But remember: Humans get a +1 to all Ability Scores. So now, the scores are: 15, 19, 16, 14, 14, and 11. Now where oh where shall we put them? If we flip back to the Fighter section [pgs. 70-75], we can see that their Saving Throws are Strength and Constitution, so we’ll put the two highest numbers there, while spreading the other numbers around. With that in mind, our array should look something like this:

Abillity NameAbility ScoreAbility Modifier

This is really good for first Level, and the Skills I’m going to give them proficiency in will be Insight and Perception because I think they’ll be really in-tune with how people act and good at noticing things when look around. Now we get to pick a Fighting Style. Hmm… I don’t see this character as a ranged fighting-type, though. They’re looking like more of an up-close-and-personal melee brawler, so I’ll give them Great Weapon Fighting as their Fighting Style—that lets you reroll an attack roll if your initial roll was a 1 or 2, but you have to take the new number regardless of what it is; just make sure the weapon you’re using has either the two-handed or versatile property so you can actually use the Style [pg. 72]. Ah, almost forgot about the Proficiency Bonus! At level 1 it’s at +2 and increases by 1 every couple of levels, and it gets added to every skill and saving throw that you’re proficient in.

What about weapons and armor, you ask? You can either pick from the little equipment section the Fighter class—and every class—gives you, or you can look through weapon and armor tables (pgs. 145 and 149 respectively) to pick what you want. Remember: Fighters can use all armors, simple and martial weapons, and shields so you have access to the entirety of both tables.

Don’t forget to give them stories, either! Name them, give them a family and a hometown, even have them pet every dog they see because they remember a stray puppy that they used to take care of! Numbers and abilities are great, but scribble down bits of their backstory while you’re putting their stats together. You’re gonna have them run around a big ol’ world for an untold number of hours, might as well give them a stake in it too.

And that is a quick guide to make a level 1 Fighter! I would’ve gone to Level 5 but it’s always smart to start with as strong of a foundation as possible. I hope this guide helps and I hope I get to hear about your Fighters in the comments below!

And as usual if you have any questions, feel free to leave a comment or follow me on Twitter–I’d love to hear from you guys.

Have a good day, take care of yourselves, and roll high my friends!


Source:  Crawford, Jeremy, James Wyatt, Robert J. Schwalb, and Bruce R. Cordell. Players Handbook: Dungeons & Dragons: Everything a Player Needs to Create Heroic Characters for the Worlds Greatest Roleplaying Game. Renton, WA: Wizards of the Coast LLC, 2014. pgs. 70-75, 145, 149.