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# Point Buy Humans Sometimes, you just want to run a setting with pure humans. But such a setting loses the diversity that comes from having a multitude of races. So, instead of simply cutting the other races out, you can have your players generate their own starting abilities using these tables. In this way, a character's background and training can inform their character's abilities, instead of their race. ##### Generic Scale | Power of Racial Ability | Point Value | |:-|:-:| | A minor ability, mostly for flavor | 1 | | A sometimes useful ability | 2 | | A frequently useful or powerful ability | 4 | | An unusually powerful feature | 8 | The standard amount of points for this system is 25. Characters can start with more or less power depending on the points allowed, but generally the amount should not fall below 20 or reach above 30. ##### Ability Score Increases | Ability | Point Value | |:-|:-:| | Ability Score +1 | 4 | | Ability Score +2 | 8 | | All Ability Scores +1 | 16 | An ability score can only benefit from an increase once. ##### Proficiencies | Ability | Point Value | |:-|:-:| | Common and 1 Standard Language | 0 | | Common and 2-3 Standard Languages | 1 | | 1 Exotic Language | 1 | | Tool Proficiency | 1 | | Skill Proficiency | 3 | | Expertise on a skill with specific application | 2 | | Skill Proficiency and Expertise | 6 | ##### Movement | Ability | Point Value | |:-|:-:| | 30 feet | 0 | | 35 feet | 2 | | 30 feet climb | 2 | | 30 feet swim | 2 | | Ignore nonmagical difficult terrain | 3 | | Not slowed by Heavy Armor | 2 | \columnbreak ##### Physical Abilities | Ability | Point Value | |:-|:-:| | Hold Breath (15 minutes) | 1 | | Powerful Build (+1 size for carrying things) | 3 | | Nimbleness (move through space of larger creatures) | 2 | | Acclimatized (ignore penalties of a certain environment) | 1 | ##### Advantage on Rolls | Ability | Point Value | |:-|:-:| | Advantage on Rare Roll (e.g. History checks about a certain city) | 1 | | Advantage on a Situational Roll (e.g. Animal Handling checks) | 2 | | Advantage on a Common Roll (e.g. Perception checks to look for traps) | 4 | | Advantage on a Very Common Roll (e.g. Initiative checks) | 8 | ##### Weapons and Armor | Ability | Point Value | |:-|:-:| | 1 Simple Weapon Training | 1 | | 1 Martial Weapon Training | 2 | | Natural Weapon/Unarmed Strike (1d4) | 1 | | Natural Weapon/Unarmed Strike (1d6) | 2 | | Natural Weapon/Unarmed Strike (1d8) | 4 | | Natural Weapon/Unarmed Strike (1d10) | 8 | | Light Armor Training | 2 | | Light/Medium Armor Training | 4 | ##### Other | Ability | Point Value | |:-|:-:| | Feat | 20 | | Tinker (from the Rock Gnome) | 1 | | Lucky (from Halfling) | 4 | | Toughness (+1 HP per level) | 5 | | Cantrip | 3 |