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Being able to mix and match is one of the best things about Dungeons and Dragons, and it can make it far easier to craft a character by doing so, both for the variety of abilities and the roleplaying elements that come along with it. It's also okay to multiclass, especially for strange characters. If one doesn't exist, talk to the DM about trying to find a homebrewed D&D class, or potentially even making a custom one, for those with the knowledge to do so. Once the character has a few overarching details, try to relate that to the class that makes the most sense.
That, and the Dungeon and Dragons memes that weird characters lead to. The single greatest aspect of Dungeons and Dragons is its freedom, the ability to craft anything with the only limitation being a player's imagination. With enough research and some approval from the Dungeon Master, pretty much any character is possible. It may not be able to speak common, but it is possible. For those who want to play a weird creature from the Monster Manual, it's easily done. One of the best things about Dungeons and Dragons is that everything has stats. Many of the methods to make a compelling villain also apply to making weird heroes. It creates a solid jumping-off point for the rest of the details on the character sheet. Fundamentally, will they be using melee abilities, magic, or some weirder form of combat skill? What makes them unique? Did childhood trauma lead to them believing they're a superhero, making them a stellar hand-to-hand fighter? Are they convinced that they can communicate with cows, making them a relatively charismatic animal handlers? What's the character's specific quirk? Finding bonds, ideals, and flaws, strangely enough, is the best way to start with weird characters. With that out of the way, the first thing to nail down is the general archetype of the character that will eventually be on the character sheet. Don't dive in while just getting started with Dungeons and Dragons, or it'll likely ruin the campaign for everyone at the table. It takes a solid understanding of Dungeons and Dragons' intricacies to make a weird but effective character. Play at least a few campaigns before diving into something strange, as otherwise, the character is as good as dead. RELATED: Man Accidentally Applied to College as Dungeons and Dragons RaceĪlso, don't try to make weird characters out of the gate. Just be sure everyone is on the same page before creating a character that may not mesh with the rest of the party.
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Sure, it can be fun to play as a Fire Genasi duel-wielding brooms, but it can also ruin the narrative and pacing, one of the things Dungeon Masters hate most.
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As such, it makes sense that some players would want to break that mold and try a character with a bit more flair, yet nailing down the proper way to do so can be pretty difficult.īefore creating a weird character, it's important to touch base with the party's Dungeon Master, and maybe the rest of the group, to ensure that it won't cause problems during the D&D campaign. There are plenty of options to choose from as far as classes and backgrounds, but for those that play frequently, die a lot, or are indecisive, those options can get burned through pretty quickly. Playing the typical cookie-cutter character in Dungeons and Dragons can, at times, get pretty boring.