In Legends RPG, you create your character by choosing Talents from multiple Talent Trees. You can combine Talents in any way you like to create unique characters, such as a potion-brewing shaman warrior or a god-devoted demon hunter.
Talents are the largest part of your character, but your character also has Attributes, Ancestry, Skills, Saving Throws, and Equipment. These are all recorded on your Character Sheet.
Character = Attributes + Ancestry + Skills + Saving Throws + Talents + Equipment
You also decide who your character is. You choose their appearance, name, personality, and personal history.
Once you have read through this guide, see Filling Out the Character Sheet for a quick summary.
If you need inspiration or help understanding the character creation process, you can follow Building Example Characters step by step.
Steps of Character Creation
You may create your character in any order, but the following sequence is recommended for convenience.
2.1 Character Concept
2.2 Choose an Ancestry
2.3 Determine Attributes
2.4 Build a Background
2.5 Select Talents
2.6 Buy Starting Equipment
2.7 Calculate Stats
Imagine your Character
2.1 Character Concept
Start by thinking about the core concept of your character. What are their main strengths and weaknesses? What kind of environment did they grow up in? What kind of tactics do you want to use during play?
In Legends RPG, it’s usually easier to find rules that support your vision once you have a starting point. That starting point can be as simple as:
- I want to be a mage in full plate armour.
- I want to be a holy priest slowly transforming into a vampire.
- I want to fight using alchemical bombs and potions.
You can also start scrolling through talent trees or talents to find inspiring abilities which could start as your character starting point.
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Choose an Ancestry
2.2 Choose an Ancestry
Your character’s Ancestry defines their physical traits and lineage. It influences their appearance, lifespan, Creature Size, Speed, and grants access to Ancestry Talents.
Choose Primary Ancestry
Every character must choose a primary Ancestry. This Ancestry represents the character’s dominant heritage and it determines your character’s Creature Size, Walking Speed and lifespan. Options are following:
Primary Ancestries Size Walking Speed Lifespan Dwarven Ancestry Medium 6 metres 350 years Elven Ancestry Medium 7 metres 700 years Halfling Ancestry Small 6 metres 70 years Human Ancestry Medium 7 metres 80 years Additional Ancestry
You may choose an additional Ancestry to represent a mixed heritage. This Ancestry may be selected from the list below. Some Ancestries can alter your Walking Speed or Creature Size. Characters with two Ancestries have physical features and lifespans that fall somewhere between those of their parent ancestries.
An additional Ancestry allows you to represent lineages such as a Human with Celestial blood or a Dwarf-Giant hybrid. It also makes combinations such as a half-Dwarf, half-Elf character possible.
If you choose not to select an additional Ancestry, you gain 1 additional Legend Point to spend when choosing Talents.
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Additional Ancestries Celestial Ancestry Dwarven Ancestry Elven Ancestry Fiendish Ancestry Giant Ancestry Halfling Ancestry Human Ancestry
Determine Attributes
2.3 Determine Attributes
In Legends RPG, every character is defined by eight Attributes: Strength, Precision, Agility, Constitution, Awareness, Charisma, Intelligence, and Sorcery.
Attribute
Attributes range from −5 to +5, with 0 representing the capabilities of an average humanoid. Player characters possess abilities beyond the ordinary. Higher Attribute scores reflect exceptional talent, training, determination, or supernatural potential, enabling characters to achieve extraordinary feats.
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Strength
Strength measures raw physical power and muscular force. It is the primary Attribute for characters who rely on might, such as berserkers, heavily armoured knights, and skilled wrestlers.
Characters with high Strength gain the following benefits:
- Skills: Add Strength to Athletics Checks.
- Saving Throw: Add Strength to Strength Saving Throws.
- Heavy Equipment: Strength determines your ability to wield Heavy equipment like Weapons and Armour.
- Melee Combat: Add Strength to Melee Weapon Attacks and often to the Damage Rolls.
- Martial Techniques: Your Martial Save DC equals 8 + your Martial Rank + Strength.
Link to originalCarrying Capacity
Carrying Capacity = 30 + 5 × Strength kg
Link to originalPrecision (Pre)
Precision
Precision reflects fine motor control, accuracy, and careful execution. It is the primary Attribute for characters who rely on precise strikes and delicate movements, such as quick-handed burglars, skilled archers, and master artificers.
Characters with high Precision gain the following benefits:
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- Skills: Add Precision to Crafting and Sleight of Hand Checks.
- Melee Combat: Add Precision to Melee Weapon Attacks if you are using Finesse Weapon.
- Ranged Combat: Add Precision to Ranged Weapon Attacks.
- Martial Techniques: Your Martial Save DC equals 8 + your Martial Rank + Precision.
Agility (Agi)
Agility
Agility measures reflexes and coordination. It is the primary Attribute for characters who rely on mobility and dodging, such as acrobats, sneaky outlaws, or nimble fighters.
Characters with high Agility gain the following benefits:
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- Skills: Add Agility to Acrobatics, Initiative and Stealth Checks.
- Saving Throw: Add your Agility to Agility Saving Throws.
- Dodge: Your Evasion Class equals 10 + Agility.
Constitution (Con)
Constitution
Constitution measures stamina and resilience. Crucial for adventurers enduring attacks and harsh conditions.
Characters with high Constitution gain the following benefits:
- Saving Throws: Add Constitution to Constitution Saving Throws & Death Saving Throws.
- Hit Points: The benefits of the Increased Health Talent scale with your Constitution, granting additional Hit Points and Hit Dice.
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Your starting Hit Points equal 10 plus the bonus granted by the Increased Health Talent. You also have one Hit Die, determined by the Talent.
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Awareness
Awareness measures observation skills, intuition, and perceptiveness. Important for characters who rely on keen senses, such as scouts, sharp-eyed archers, or cautious conspirators.
Characters with high Awareness gain the following benefits:
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- Skills: Add Awareness to Animal Handling, Insight, Perception, Spirituality and Survival Checks.
Charisma (Cha)
Charisma
Charisma measures force of personality. Essential for persuasive, deceptive, or strong willed adventurers, like diplomats, bards, or slayers.
Characters with high Charisma gain the following benefits:
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- Skills: Add Charisma to Deception, Intimidation, Performance and Persuasion Checks.
- Saving Throw: Add Charisma to Charisma Saving Throws.
Intelligence (Int)
Intelligence
Intelligence represents reasoning, memory, and knowledge. Key for characters who rely on intellect, like scholars, spellcasters, investigators, or lore masters.
Characters with high Intelligence gain the following benefits:
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- Skills: Add Intelligence to Arcana, History, Investigation, Medicine, Nature and Religion Checks.
- Saving Throw: Add Intelligence to Intelligence Saving Throws.
- Prepared Spells: Increases the number of Prepared Spells in Arcane Spellcasting, Divine Spellcasting and Spiritual Spellcasting.
Sorcery (Sor)
Sorcery
Sorcery measures connection to magical forces and the ability to harness them. Vital for spellcasters.
Characters with high Sorcery gain the following benefits:
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- Spell Attack: Add Sorcery to Spell Attacks.
- Spell: Your Spell Save DC equals 8 + your Spellcasting Skill Rank + Sorcery.
- Mana: The benefits of the Increased Mana Talent scale with your Sorcery, granting additional Mana.
Point Buy System
Point Buy
You have 40 points to spend on your Attributes. The cost of each Attribute is shown in the Attributes point cost table. For example, a Attribute of +3 costs 8 points. Using this method, the highest Attribute you can start with is +4, and no Attribute can be reduced below −3.
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Attribute Cost -3 0 -2 1 -1 2 0 3 +1 4 +2 6 +3 8 +4 11 Standard Array System
Standard Array
If you prefer a quicker start, choose one of the following standard arrays. These predefined Attribute arrays represent common outcomes from the Point Buy system.
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- Balanced: +3, +3, +2, +2, +1, +0, +0, -1
- Focused: +3, +3, +3, +1, +0, +0, +0, +0
- Specialist: +4, +4, +2, +0, +0, +0, +0, -3
Increasing Attributes
Attributes can only be increased through Talents. The Increased Attribute Talent is the primary method of raising an Attribute.
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Build a Background
2.4 Build a Background
Your character’s background describes the life they lived before becoming an adventurer. It determines their culture, education, training and resilience.
Culture
With GM’s help choose the cultural region where your character was raised. Your culture shapes your worldview, customs, and upbringing.
Languages
All characters know Common.
Choose one additional Language associated with your culture or another language your character had reason to learn through travel, work, study, or personal interest.
In addition, each Rank gained in Linguistic grants fluency in one additional Language.
Saving Throws
Your past experiences have taught you resilience. Distribute 4 Ranks among your Saving Throws. Each Rank increases the associated Saving Throw by 1.
Saving Throws Agility Saving Throw Charisma Saving Throw Constitution Saving Throw Intelligence Saving Throw Strength Saving Throw General Skills
Distribute 10 Ranks among your General Skills to represent the abilities learned through your background and life experiences. At character creation, a General Skill cannot exceed Rank 4 (out of a maximum Rank of 8).
Expertise
Distribute 4 Ranks among your Expertises to represent specialized knowledge and advanced training. At character creation, an Expertise cannot exceed Rank 2 (out of a maximum Rank of 8).
Inspiration for Background
Your Background represents the life you led before the story begins. It may reflect your upbringing, profession, trade, or other formative experiences. In Legends RPG, it is generally recommended that your character is not already a renowned hero. The journey to becoming a legend is at the core of the game.
If you’re looking for inspiration, consider one of these common backgrounds:
Acolyte, Apothecary, Artisan, Bard, Beast Tamer, Blacksmith, Bounty Hunter, Charlatan, Cook, Courier, Farmer, Feylost, Fisher, Gladiator, Gravekeeper, Hermit, Hunter, Merchant, Miner, Monk, Noble, Pirate, Prisoner, Sailor, Scholar, Scribe, Shepherd, Shipwright, Smuggler, Soldier, Thief, Urchin, Woodsman.
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Choose Talents
2.5 Select Talents
Each Talent has a cost in a meta currency called Legend Points, or LP for short. When creating a Level 1 character, you have 20 LP. You must spend 5 LP on your Ancestry Talents. You can spend the remaining 15 LP on any Talent for which you meet the requirements.
If you prefer, you may save some of your unspent LP and record them on your Character Sheet. You can spend these points later to unlock Talents.
Here is an example Talent to walk through. This is the Lucky Talent:
Lucky
Lucky
Requirements::
Cost:: 4 LPYou have inexplicable luck that seems to kick in at just the right moment.
You have 3 Luck Points. You regain expended Luck Points at Dawn.
Stroke of Luck. When you make a Check, you may spend 1 Luck Point to roll an additional d20 and use the highest result. You can choose to spend the Luck Point after rolling the die, but before the outcome is determined.
If more than one creature spends a Luck Point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
Tree:: Luck Talent Tree
Group:: General Talent
Following:: Shared Luck
talent general luck
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Talent TalentGeneral Talent
Root TalentRequirements. Any prerequisites that must be met before this Talent can be acquired. These may include other Talents, a minimum Level, a specific Ancestry, or other statistics. Lucky has no prerequisites, so anyone can acquire it.
Cost. The number of LP required to acquire this Talent. talents cost 1 to 4 LP. Lucky is a powerful Talent, so it has a cost of 4 LP.
Flavour Text. A short piece of thematic text that captures the essence of the Talent.
Description. Describes all mechanical benefits, effects, and rules provided by the Talent.
Tree. Indicates the Talent Tree to which this Talent belongs. Lucky belongs to the Luck Talent Tree.
Group. Indicates the Talent Group to which this Talent belongs. Lucky belongs to the General Talent group.
Following. Lists the Talents that become available after acquiring this Talent. Lucky unlocks Shared Luck.
Talent Groups
Talent Group
Talent Groups are broad categories used to organize Talent Trees. They help players quickly find Talent Trees that align with their character’s abilities, playstyle, or theme.
Talent Group Description Ancestry Talent Traits inherited from heritage. Arcane Talent Study and manipulation of arcane magic. Crafting Talent Creation and modification of items. Divine Talent Miracles and spellcasting granted through faith. General Talent Broad talents useful to many characters. Innate Talent Powers and spellcasting originating from the character. Martial Talent Combat training and physical mastery. Pact Talent Powers granted by supernatural agreements. Spellcasting Talent General spellcasting talents.
Link to originalRoot Talents
Link to originalRoot Talent
Root Talents are starting Talents that have no prerequisites. At the beginning of character creation, you may purchase only these Talents and Ancestry Talents. Each Root Talent makes additional Talents available for purchase, as shown in the table below.
Arcane Talent
Crafting Talent
Root Talent1 Tree Cost Unlocks Runecraft Initiate Runecraft Talent Tree 2 LP • Learn Runes
• Runic Capacity
• Runic Shield
• Spell Runes
• Runes I
• Runecraft PracticeDivine Talent
Root Talent1 Tree Cost Unlocks Divine Acolyte Divine Talent Tree 1 LP • Cure Sickness
• Faithful Strike
• Turn Unholy
• Divine Blessing
• Follower of Light
• Follower of Knowledge
• Follower of Harmony
• Divine Spellcasting
• Prayer PracticeGeneral Talent
Innate Talent
Martial Talent
Pact Talent
Root Talent4 Tree Cost Unlocks Angelic Pact Angelic Pact Talent Tree 1 LP • cr1
• ca1
• cp1
• Angelic Spells I
• Pact Spellcasting
• Eldritch Invocations
• Pact Boon
• BargainArtifact Pact Artifact Pact Talent Tree 1 LP • ar1
• aa1
• ap1
• Artifact Spells I
• Pact Spellcasting
• Eldritch Invocations
• Pact Boon
• BargainDraconic Pact Draconic Pact Talent Tree 1 LP • dr1
• da1
• dp1
• Draconic Spells I
• Pact Spellcasting
• Eldritch Invocations
• Pact Boon
• BargainFey Pact Archfey Pact Talent Tree 1 LP • fr1
• fa1
• fp1
• Fey Spells I
• Pact Spellcasting
• Eldritch Invocations
• Pact Boon
• BargainSpiritual Talent
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Root Talent1 Tree Cost Unlocks Spiritual Connection Spiritual Talent Tree 1 LP • Spiritual Spellcasting
• Spirit Guide
• Ethereal Sight
• Essence Flow
• Turn Spirits
• Path of Beast
• Path of Nature
• Path of Afterlife
• Path of Elements
Buy Equipment
2.6 Buy Starting Equipment
Equipment is an essential part of any adventurer, providing the tools and items needed for exploration, combat, and survival. When starting an adventure, you purchase equipment using the starting fund of 200 gold. Any remaining money can be saved as Coins or Gemstones.
Item Groups
Item Group
You can select any item group to view its contents and purchase items at their listed prices.
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Item Groups Description Armour Protective gear that reduces damage and increases survivability in combat. Alchemical Item Potions, elixirs, and other substances with magical or practical effects. Adventuring Item General gear needed for exploration, survival, and travel. Tool Kits and implements for crafting, repairing, or specialized tasks (e.g., lockpicking, artisan tools). Weapon Melee and ranged arms used for combat or hunting. Premade Packs
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Premade Packs are designed for convenience, offering ready-made sets of equipment for characters who prefer not to manage every item individually. You can also purchase a Premade Pack and customize it by adding or swapping items as needed.
Packs Weight Price Explorer’s Pack 1 Stack 1gp Explorer’s Premium Pack 1 Stack 1gp Scholar’s Pack 1 Stack 1gp Scout’s Pack 1 Stack -
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Calculate Stats
2.7 Calculate Stats
Here is collection of modifiers and statistics you need to do when creating first level character. After recording these to your character sheet you are ready to play! See Filling Out the Character Sheet for help to find right place for everything.
General Skill Modifier
General Skill Modifier
Link to originalExpert Skill Modifier
Expert Skill Modifier
Link to originalStarting Hit Points
Starting Hit Points
Your starting Hit Points equal 10 plus the bonus granted by the Increased Health Talent. You also have one Hit Die, determined by the Talent.
Link to originalLong Rest Hit Point Generation
Hit Point Generation
Each time you Long Rest you gain Hit Points equal to Hit Point Maximum / 3 + Constitution.
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Armour Class
Humanoids have Armour Class of 8. Armour and Shields improve it.
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Evasion Class
Character’s Evasion Class equals 10 + Agility.
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Spell Save DC
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Martial Save DC
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Weapon Attack Modifier
Link to originalSpell Attack Modifier
Link to originalSpell Attack Modifier
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Character Creation Summary
2.8 Creation Summary
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- Choose character concept
- Choose Primary Ancestry
- Choose Additional Ancestry or gain +1 LP
- Choose Culture
- Choose Languages
- Distribute 4 Saving Throw ranks
- Distribute 10 General Skill ranks
- Distribute 4 Expert Skill ranks
- Spend 5 LP on Ancestry Talents
- Spend remaining 15 or 15+1 LP
- Buy equipment (200 gold)
- Calculate HP, AC, EC, Initiative, Attacks, Saves