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Character Creation Σ

Dare to Imagine

Thanks to the classless system and traits not restricted to any given species, Echoes offers a layer of flexibility and level progression that SRD 5.2 simply does not (and there's nothing wrong with that). With Echoes for 5E, you can play a raging barbarian, a devoted cleric, or a... fireball-wielding glass cannon wizard. But why limit yourself to those?!

You may already have dozens of characters prepared for any adventure, but it's always a good idea to discuss expectations with your Game Master. Ask about the world setting and the types of challenges your character might face at the beginning—while staying far from spoilers, of course!

Use the information from your GM to create the character you want to roleplay, especially if this is your first game or you're starting at a low level. Specializations, optimal builds, and party efficiency can all wait a level or two. Don't try to be ready for everything; let your character grow with and within the world!

Create Your Character

This section details the steps to create your character.

  1. Calculate Customization Resources. Based on your starting level, you will have a number of Background Points (BP), Talent Points (TP), and Ability Points (AP). You use these to customize your character both initially and as you level up.
  2. Spend Background Points. Determine the basic set of skills and traits your character may have developed during their life before the adventure starts. Focus on ancestry, innate abilities, past experiences, and spend BP on the options that make the most sense. You'll gain more BP as you level up to build on these foundations.
  3. Spend Talent Points. Determine the set of talents and features you want your character to acquire as they start their adventuring career. You'll gain TP as you level up to further refine those options or explore new directions.
  4. Spend Ability Points. Based on your previous choices, distribute your AP to increase your ability modifiers. You'll gain more AP as you level up to further boost your character's capabilities.
  5. Complete What's Left. Calculate how many Hit Points (HP) and Empowering Points (EP) your character has, select their starting equipment and spells, and get ready to embark on a new adventure!

Note: The mechanics of Echoes for 5E are not impacted by the concept of Character Alignment. You may still choose one according to SRD 5.2 rules to inform your roleplay.

Step 1: Calculate Customization Resources

The Echoes system uses three resources to customize your character. The amount you have at character creation depends on your starting level, and you'll gain more as you level up for further customization. Here's how to calculate them:

  • Background Points (BP)

    • Level 1. Start with 5 BP.
    • Levels 5, 11, 17. Gain 1 BP.
    • Grand Total. 8 BP at level 17+.
  • Talent Points (TP)

    • Level 1. Start with 1 TP.
    • Level > 1. Gain 1 TP at each even level.
    • Levels 10, 20. Gain 1 more TP (total of 2 TP).
    • Grand Total. 13 TP at level 20.
  • Ability Points (AP)

    • Level 1. Start with 18 AP.
    • Level > 1. Gain 3 AP at each odd level.
    • Level 20. Gain 3 AP.
    • Grand Total. 48 AP at level 20.

You can spend all or part of your customization resources when creating your character. Leftovers are kept and increase as you level up. During the game, you can spend any customization resource you have at the end of a Long Rest.

Step 2: Spend Background Points

Stop. Imagine. Let the description of the world setting from your GM inspire you (you did ask about it, didn't you?).

Think about your character's past and how that past has shaped who they are as the adventure begins.

Building Your Background

This is your first roleplay exercise and it comes before any mechanical choices.

Put yourself in your character's shoes and try answering at least a couple of these questions, or come up with your own:

  • Who were the key figures in your upbringing, and what significant lessons did you learn from them?
  • What pivotal event from your past drives your current motivations and goals?
  • Have you been part of any organizations or communities, and how have they shaped your beliefs and values?
  • What three words describe your personality, and what secret do you keep hidden that might challenge these traits?
  • What strengths and weaknesses have emerged from your experiences, and what mysteries from your past are you still trying to uncover?

It's a good idea to write down the answers so they can continue to inform your roleplay throughout the campaign. It is also beneficial to share these answers with your Game Master.

If the world setting includes species (such as Human, Elf, Dwarf, etc.), choose one for yourself now, remembering that stereotypes are possible but the flexibility of Echoes for 5E allows you to break them as you wish.

Choose Proficiencies

With your background in mind, select 2 skills and 1 tool that align with your character's experiences and upbringing. Your character gains proficiency in these without spending Background Points.

You are proficient with Simple Weapons.

Choose Your Size

Your character size can be either Small or Medium.

Mechanically, this choice only has minor consequences:

You still need to spend the corresponding Background Points if you wish to choose those traits.

Choose Languages

If the world setting includes different languages, you character knows the most common one, plus an additional one for every five languages that exist.

A 5E-based setting generally includes the languages listed in the SRD 5.2 Languages table below. Of those, you know Common and you can choose another two among the Standard ones. Rare languages are also provided for completeness and the Polyglot Background Trait can let you learn them.

SRD 5.2 Languages

Standard Rare
Common Abyssal
Common Sign Language Celestial
Draconic Deep Speech
Dwarvish Druidic
Elvish Infernal
Giant Primordial*
Gnomish Sylvan
Goblin Thieves' Cant
Halfling Undercommon
Orc

*Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Entities that know one of these dialects can communicate with those that know a different one.

Choose Your Background Traits

Now that you have a background ready for your character, it's time to put it into practice. Consult the Background Traits section and spend your Background Points on the ones that make the most sense for the character you created.

Step 3: Spend Talent Points

Talents unlock the features your character has at their disposal throughout their adventuring journey.

Consult the Talents section and spend your Talent Points on the ones that your character may think they would need during their adventure or have had an interest in further exploring.

There are over 50 talents available. Choosing can be overwhelming, try sorting the table at the top of the section by level and just have a look at those you have access to (likely Level 1).

Step 4: Spend Ability Points

All your Ability Modifiers, both active and passive, start at -2. You can increase them by spending Ability Points (AP) as follows:

  • Modifier ≤ 0. 1 AP for each increase.
  • Modifier > 0. As many AP as the next value.

For Example:

  • Increasing Strength from -2 to -1 costs 1 AP.
  • Increasing Intelligence from +2 to +3 costs 3 AP.
  • Increasing Constitution from -1 to +2 costs a total of 4 AP
    Breakdown: -1 to 0 = 1 AP; 0 to +1 = 1 AP; +1 to +2 = 2 AP.

Ability Cost Table

The following table can be used to simplify calculations when spending your Ability Points.

It shows, for each modifier, the total amount of AP needed to reach it starting from -2. If you are not starting from -2, simply subtract the amount of AP spent to reach your current modifier from the total required AP needed for your target modifier.

Modifier -2 -1 0 +1 +2 +3 +4 +5 +6 +7
Total AP 0 1 2 3 5 8 12 17 23 30

Ability Presets

If you don't want to spend much time crunching numbers when creating you character you can adopt a precalculated array:

  • Balanced. Distribute the following modifiers to your abilities: +2, +2, +1, +1, 0, -1.
  • Biased. Distribute the following modifiers to your abilities: +3, +1, +1, 0, 0, -2.

Suggestion: You may notice both arrays have include a negative modifier. It's nice to have one or two flaws, you can always overcome them as you level up. Makes for good character growth.

Step 5: Finalize Your Character

You are almost done! It's time to finalize your character with some simple math and a few choices.

Calculate Your Hit Points

To calculate your Hit Point maximum, apply the following formula:

HP = 8 + 6 x Level + 3 x CON

If you have chosen any permanent HP modifier in previous steps—such as the Tough background trait—add it now.

Calculate Your Empowering Points

Empowering Points are the resource at the core of your capabilities. The amount you have at character creation depends on your starting level and increases as you gain levels according to the following progression:

  • Level 1: The maximum number of EP is 3.
  • Levels > 1: Increase the maximum number of EP by 1 at each level.
  • Level 20: Increase the maximum by an additional 1 EP.
  • Grand Total: 23 EP at level 20.

Calculate Your Armor Class

Calculate both your base and effective Armor Class:

  • Base. Use the formula in Armor Class, or in Unarmored Defense if you took that Talent.
  • Final. Consider any armor or shield you may have equipped with which your are proficient.

Choose Your Spells

Regardless of your background and talents, you have access to one Cantrip. Choose it from those available in the Spell List, in the SRD 5.2, or any other source your GM approved.

Moreover, if your chosen background and talents allow you to learn additional spells and you haven't selected them yet, you can do so now.

Choose Your Equipment

Follow these steps:

  • Select one Simple Weapon from those available in the SRD 5.2 or permitted by your GM.
  • Gain the Tool you choose to be proficient with.
  • Gain any additional equipment provided by Background Traits or Talents you may have chosen.
  • You have 50 GP to spend on additional equipment. Try not to buy anything you are not proficient with. Any leftover stays in your pocket.

Step 6? You're Done!

Yes, you are done! There's nothing else to see here. Go play!