Welcome to the Foundations of Heaven Character Creator!
This is a step-by-step process which allows you to make a character set in Azavoria.
This Character Creator uses Dungeons & Dragons 5th Edition SRD, the Player's Handbook and any other official book sources.
The first step is to choose a race you would like your character to be!
Normally, with this step you would also choose a subrace and a language, but I have decided to omit this step and assign the standard subrace to each selection.
First to arrive on the world and short-lived in comparison to dwarves, elves, and dragons.
Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given.
Or maybe they feel they have something to prove to the newer races, and that's why they build their mighty empires on the foundation of conquest and trade.
Whatever drives them, humans are the innovators, the achievers, and the pioneers of the world.
Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze.
Elves love nature and magic, art and artistry, music and poetry.
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.
When alliances between humans and orcs are sealed by marriages, half-orcs are born.
Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals.
Some venture into the world to prove their worth among humans and other more civilized races.
Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies.
Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise.
They can display remarkable ferocity when their friends, families, or communities are threatened.
The dragonborn walk proudly through a world that greets them with fearful incomprehension.
Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond their border mountains and seek to test themselves in a wider world.
Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder.
Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling.
And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline.
Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.
Aasimar bear within their souls the light of the heavens.
Aasimar are born to serve as champions of the gods, their births hailed as blessed events.
They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
An aasimar, except for one who has turned to evil, has a link to an angelic being.
That being, usually a deva, provides guidance to the aasimar, though this connection functions only in dreams.
As such, the guidance is not a direct command or a simple spoken word.
Instead, the aasimar receives visions, prophecies, and feelings.
Alignment is a rule in Dungeons & Dragons which describes a character or creature's moral and ethical outlook.
Law vs chaos
Law and Chaos represent the opposing principles of order vs entropy, control vs chaos, society vs the individual, and stability vs change.
Law and chaos are neither good nor evil; they simply are.
Good vs evil
Good and Evil represent the familiar moral divide of altruism vs harm, kindness vs hatred, and mercy vs malevolence.
Placeholder text about me judging you over your alignment choice.
This is your final character sheet!
This is a very simple depiction of your character, and does not give a proper depiction of a real D&D 5e Character Sheet.
Feel free to input your name!
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance
Elves do not sleep.
Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.
The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice.
After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses
You have proficiency in the Perception skill.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Skill Versatility
You gain proficiency in two skills of your choice.
Menacing
You gain proficiency in the Intimidation skill.
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
You can't use this feature again until you finish a long rest.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Lucky
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die.
You must use the new result, even if it is a 1.
Brave
You have advantage on saving throws against being frightened.
Nimble
You can move through the space of any creature that is of a size larger than yours.
Draconic Ancestry
You are distantly related to a particular kind of dragon.
Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Breath Weapon
You can use your action to exhale destructive energy.
It deals damage in an area according to your ancestry.
When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry.
The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level.
After using your breath weapon, you cannot use it again until you complete a short or long rest.
Damage Resistance
You have resistance to the damage type associated with your ancestry.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
Hunter's Instincts
You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Daunting Roar
As a bonus action, you can let out an especially menacing roar.
Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
The DC of the save equals 8 + your proficiency bonus + your Constitution modifier.
Once you use this trait, you can’t use it again until you finish a short or long rest.
Flight
You have a flying speed of 50 feet.
To use this speed, you can’t be wearing medium or heavy armor.
Talons
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Hellish Resistance
You have resistance to fire damage.
Infernal Legacy
You know the Thaumaturgy cantrip.
Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell.
Once you reach 5th level, you can also cast the Darkness spell once.
You must finish a long rest to cast these spells again with this trait.
Charisma is your spellcasting ability for these spells.
Hellish Resistance
You have resistance to fire damage.
Celestial Resistance
You have resistance to necrotic damage and radiant damage
Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level.
Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer
You know the Light cantrip.
Charisma is your spellcasting ability for it.