Creating a Kid Character

Present the steps below to the players to guide them in creating their new kid characters.

There may be many unfilled portions of a character sheet after the players have created their kid character. That’s okay. Just get into the adventure and let’s have some fun!

Step 1. Choose Age

Your character is either a younger kid or an older kid. For the purposes of this adventure, a younger kid is approximately human age equivalent of about 8 to 11 years old, while an older kid is about 12 to 15 years old.
Younger Kids. Your ability score array is 12, 11, 10, 10, 9, 8. You begin play with the Lucky feat (see the Player’s Handbook.) You are size Small regardless of your race/lineage. You have 4 hit points.
Older Kids. Your ability score array is 13, 12, 11, 10, 10, 8. Your size conforms to the size listed for your race/lineage. You have 6 hit points.

Step 2. Choose Race/Lineage

Choose your character’s race and/or lineage. Remember that if you choose a longer-lived race such as an elf, you’ll need to adjust your age accordingly. Apply any features from your choice to your character, including ability score bonuses. You may select a race from any of the approved sources listed in the D&D Adventurers League Forgotten Realms Player’s Guide. Note there are also new races presented in The Wild Beyond the Witchlight approved for play. (Ask your DM what is available if in doubt.)
Custom Lineages. You can use the custom lineage rules as presented in Tasha’s Cauldron of Everything to create a character that is uniquely yours!

Step 3. Choose a Skill

Choose any one skill. You gain proficieny in that one skill.

Step 4. Choose Your Stuff

Your character has a few items they’ve brought with them to the carnival. All of these things are stored in a backpack or bag the character carries with them. Your character chooses the following items to bring along:

  • Two items worth 1 gp or less from the Adventuring Gear table in the Player’s Handbook. These items must fit in the character’s pack (nothing too large) and can’t be something that
    could be ammunition for a weapon.
  • A snack and a small waterskin. Choose some food that your character would like to eat as a snack.
  • A few coins. Roll 1d6 to determine how many coins you have. If you’re a younger kid, your coins are copper pieces. If you’re an older kid, your coins are silver pieces.
  • A trinket. This can be anything that is special or beloved to your character, or a trinket can determined or rolled from the Trinkets table in the Player’s Handbook. If you have access to The Wild Beyond the Witchlight, you can select a trinket from the Feywild Trinkets table in that book.

Step 5. Additional Details

Don’t select a class or background for your character. Fill in additional information on your
character sheet, such as initiative, armor class, and savingthrows (your character isn’t proficient in any saving throws).
Select one personality trait for your character; you can use the ones listed in the backgrounds as inspiration. Your character’s bond is expressed as your connection to Juniper – a cuddly, friendly, and little lost creature you will all come to learn to know and love. You don’t need to select an ideal or flaw.
Your character is now ready to begin play!

%d bloggers like this: