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How to Create a Dolmenwood Character
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How to Create a Dolmenwood Character

/ 10 min read

A complete walkthrough of creating a Dolmenwood character—rolling stats, choosing a class, determining background, moon sign, and equipping your adventurer.

Time to Make Characters

We got to finally finish making our Dolmenwood characters. Last time I started filling this out and realized I’d rather just do a flip through on the book. So I actually got to finish this character sheet and knock out all the characters. This will be a true walkthrough of how to build a character in Dolmenwood.

Step 1: Ability Scores

Rolling our ability scores—which we already did. So I’m just copying these over from our notes.

Here’s our ability score modifiers: 12 is none, 14 is plus one, wisdom is none, 14 is plus one, 15 is plus one, and 17 is plus two. He’s a very charismatic magic user and he’s going to be plus 5% XP.

Step 2: Alignment

His alignment is certainly chaotic. And he has decisiveness, so loyalty of retainers is plus one.

Step 3: Background and Trinket

We roll a 54—his background is a merchant. For his trinket, we roll 68: a tiny jar fish. At night, it comes to the surface and whispers the names of everyone within five feet. There’s a lot you can do with that. Very cool.

Step 4: Class Details

He is a full-blown Magician. Prime ability is Intelligence. Hit points is 1d4—we roll a three. That’s pretty good. With his constitution of one, he has four HP.

Starting equipment: dagger, holy water, oil, a staff, and a torch.

Step 5: Spell Book

We get to choose a starting spell book. Since his background is a merchant, I’m going to say he came into possession of his spell book doing his dealings—and that’s kind of what set him down this path.

We roll for which spell book: a six! We get the Treatise on Force and Dissolution. Our spells are:

  • Crystal Resonance: Allows the caster to attune a gem or crystal to copy certain energies from the environment or to release copied energies
  • Floating Disc: Conjures a disc of magical force that can carry loads up to 5,000 coins of weight, floating at waist height following the caster
  • Vapors of Dream: A roiling violet vapor drifts from a point, flowing in the caster’s chosen direction. Living creatures level 4 or lower must save or fall into a deep sleep

Step 6: Skills and Languages

He gets Arcane Magic as a skill. Detect magic skill is 6, and all skills default to 6.

A player’s native languages are determined by their kindred. All characters speak Waldish. A positive intelligence modifier equals the number of additional languages the character speaks—so he knows Old Waldish too.

Step 7: Equipment

Two rations, water skin, and belt pouch. The belt pouch contains 3d6 gold coins—we roll 12 gold.

For adventuring items, we roll up to four from the adventuring table:

  • 19: Three torches (so four total)
  • 12: An oil flask (we already have one, so two now)
  • 16: A sledgehammer (the dice gave it to us!)
  • 2: Ten sticks of chalk (great thing to have)

Step 8: Moon Sign

Characters born in the mortal world come inevitably under the sway of the moon’s potent magical influences. Each moon of the year has different effects during waxing, full, and waning phases.

We roll D100: 62. The Witches, waning phase. He gets plus one AC.

Step 9: Combat Stats

10 AC plus one from dexterity, so he has 11 AC. Attack is the staff at 1d4.

He’s almost encumbered but not quite, so his speed is 40, 120 per turn, and eight travel points per day.

Character Complete!

There we go—we’ve made our first Dolmenwood character, our human Magician! It feels good to cross something off the list and have something done again.

I’m going to finish up the rest of these characters on my own so you don’t have to see me stumbling through the book. Very excited to start playing. Thanks for watching!

Transcript

Hey. Hi. We got to finally finish making our Dolmanwood characters. We’re going to start there. Uh, last time on Dolmanwood Z, I started filling this out and I realized I’d rather just do a flip through on the book.

So, I actually got to finish this character sheet and I’m going to go ahead and knock out all the characters. So, this will be a true walkthrough of how to build a character in Dolman Wood. Uh, I’m going to get those out of the way, grab fresh sheets since I I half halfway did those ones. I’m going to run you guys through while I create one and then I’ll probably do the rest myself. Okay, step one is rolling our ability scores, which we did.

So, I’m just copying these over from our notes. All right, here’s our ability score modifiers. We’re just going through. I was ability score modifiers. So, a 12 is none.

A 14 is plus one. A wisdom is none. 14 + one 15 + one and then 17 is plus two. He’s a very charismatic magic user. Uh and then he’s going to be plus 5% XP.

um his alignment. Uh he’s going to start neutral. We don’t really know. Actually, no. His alignment is certainly chaotic.

Oh, he has decisiveness. So, leadership, so loyalty of retainers is plus one. Oh, I guess I’ll make sure you can see these. Uh 54. He’s a his background is a merchant.

All right, his trinket. And we’ll do the same for his trinket. 68 tiny item. I think these fit under here. Tiny fish.

Tiny jar fish. At night, it comes to the surface and whispers the names of everyone within five feet. There’s a lot you can do with that. That’s very cool. He is full-blown magician.

Prime ability is intelligence. Hit points is 1d4. So, let’s roll a d4. Three. That’s pretty good.

So three, his constitution is a one. So he has four HP dagger, holy water, oil, a staff, and a torch. All right. And there’s we get to choose a starting spell book. And since his background is a merchant, I’m going to say he came into possession of his spell book uh doing his dealings and that’s kind of what set him down this path.

So, our options of spell books here, uh, charms of the fa court, uh, they got fairy servant, and graciate, ventriloquism, hogbrands, incandescent, fire light, ignite, extinguish, shield of force, lord oron, seals, decipher, glyph of ceiling, vapors of dream, olans, folio, crystal resonance, ion shard, and shield of force, smith’s illuminate or smith’s illuminations, Decipher, ignite, extinguish, highen shard, and then the treaties on force and dissolution, crystal resonance, floating disc, and vapors of dream. Um, I guess we’ll think we’ll roll it. Uh, we’ll see what we get. Oh, we get a six. We get the treaties on force and dissolution.

These are what are in our spell book, but we have to memorize one per day. Um, he gets arcane magic as a skill. He has detect magic. Here we go. So, our detect magic skill, we’ll put that here is six.

And our all of our skills default to six. We get two rations. We’re just going to take the default here. Two rations, water skin, and belt pouch. The belt pouch contains 3d6 gold coins.

What is this one? That one over there is a four. So, we have 12 gold coins. Weapons, armor, and now adventuring items. choose or roll up to four from the adventuring table below.

So, they’re d20s. So, our first one 19. He has three torches. So, that actually he has four torches. Uh because this is slots, I think I might need to write each torch out.

I I’ll look that up and then fix that. Equitus. So, he’s going to be a little bit encumbered. Uh, see what else he gets. A 12.

An oil flask. We already have an oil flask. I guess we’ll change that to oil flask. Uh, a 16. A sledgehammer.

We’re going to pass on that. I don’t think he needs a sledgehammer. I guess actually don’t. We never know. We The dice gave it to us.

And now one more roll. a two 10 sticks of chalk. That actually seems like a great thing to have. I’m going to keep that on one line, though, cuz that’s small. All right, there we go.

Okay, so all of that’s done. I don’t think we need any other notes. That side is filled in. Uh, we need to figure out affiliation. I don’t he won’t have any affiliations yet, but the moon sign characters born in the mortal world come inevitably under the sway of the moon’s potent magical influences.

This is kind of like what we already used to build our character. So, each moon of the year has different effects during the waxing and its full phase and the waning phase. So, determining a character’s moon size, moon sign, a roll on the moon signs table. The results indicate the moon and phase under which the character was born. All right.

So, we’ll roll D100 here if I can find it. There it is. 62. The witches. He gets plus one.

Uh oh, wrong pencil. Moon sign is the witches. waning. He has 10 AC plus a one from the dexterity. So he has an 11 AC and my attack is the staff which I think is 1d4.

Okay, he’s not encumbered because we can we’re going to use slots. So he’s almost encumbered but he’s not right now. So that puts him at unencumbered. So his speed is 40, 120 per turn, and eight travel points per day. So there we go.

We’ve made our first Dolwood character, uh, our human magician. I need to add that. Oh, let’s see what his spells do. We’ll look at that real quick. Crystal resonance allows the caster to attune a gem or crystal to copy certain energies from the environment or to release copied energies.

You can cause a previously imprinted crystal to reproduce the stored energy. That’s pretty cool. Their type of energies are light, images, sound, and temperature. All right. The other one is floating disc.

Conjures a disc of magical force that can carry loads. The disc is invisible, but the caster can sense its location. It’s shaped like a round shield about 3 ft across and slightly concave. It can hold up to 5,000 coins of weight. It floats at waist height following the caster.

Anything placed on the disc is dropped when it disappears at the end of the spell’s duration and then vapors of dream. Uh, a roing violent vapor drifts from a point within range, flowing in the direction of the caster’s choosing. Living creatures are level four or lower inside the vapor must save versus spell or fall into a deep sleep. A single attack with a bladed weapon kills a sleeping creature enchanted by the vapor. That’s pretty cool.

Uh, a player’s native languages are determined by their kindred. All characters speak Waldish. A positive intelligence modifier equals the number of additional languages the character speaks. Uh, old Waldish. Okay, there we go.

Our character’s made. Our first character is complete. It feels good to cross something off the list of having something done again. Uh, thanks for watching. I’m going to finish up the rest of these characters just on my own.

So, you don’t have to see me stumbling through the book, but very excited to start playing. Hopefully, to get the first session in, I guess this week, next week, depending on how you look at Sunday. But, thanks for watching. Sealant.

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