D&D Companion
Player's Handbook 2026 — Notion
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN
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Determining your character's origin involves choosing a background, a species, and two languages. A character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days.
Player's Handbook 2026 > Chapter 4: Character Origins > Origin Components
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Each part of your character's origin reflects facets of your character, their life, and the circumstances that started them on the path to adventure.
If you choose a background or a species from an older book, see the sidebar “Backgrounds and Species from Older Books” in chapter 2 for how to use them with the options here.
If you choose a background or a species from an older book, see the sidebar “Backgrounds and Species from Older Books” in chapter 2 for how to use them with the options here.
Player's Handbook 2026 > Chapter 4: Character Origins
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This chapter describes the two components of an adventurer's origin: background and species. Together, these elements suggest your character's early experience and family origin before taking up the adventuring life and learning the capabilities of a class (described in chapter 3).
Player's Handbook 2026 > Chapter 4: Character Origins > Character Backgrounds
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Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure.
Each background includes a brief narrative of what your character's past might have been like. Alter the details of this narrative however you like.
Each background includes a brief narrative of what your character's past might have been like. Alter the details of this narrative however you like.
Player's Handbook 2026 > Chapter 4: Character Origins > Character Species
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When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome.
The peoples of the D&D multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms.
Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species’ genesis, its members have spread across the multiverse and contribute to many different cultures.
Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span.
The peoples of the D&D multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms.
Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species’ genesis, its members have spread across the multiverse and contribute to many different cultures.
Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span.
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN > CHOOSE A BACKGROUND
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Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in chapter 4, and your DM might offer additional backgrounds as options.
The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.
The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.
Player's Handbook 2026 > Chapter 4: Character Origins > Character Species > Parts of a Species
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• Creature Type. A character's species determines the character's creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non-Humanoid species appear in other D&D books.
• Size. Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium.
• Speed. Your character's species determines the character's Speed.
• Special Traits. Each species gives a character special traits—unique characteristics based on the species’ physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options.
• Size. Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium.
• Speed. Your character's species determines the character's Speed.
• Special Traits. Each species gives a character special traits—unique characteristics based on the species’ physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options.
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN > CHOOSE A SPECIES
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Choose a species for your character. The following species options are detailed in chapter 4: Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species’ traits.
Your character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).
Your character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).
Player's Handbook 2026 > Chapter 4: Character Origins > Background Descriptions
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Sixteen backgrounds are presented in this section in alphabetical order:
• Acolyte
• Artisan
• Charlatan
• Criminal
• Entertainer
• Farmer
• Guard
• Guide
• Hermit
• Merchant
• Noble
• Sage
• Sailor
• Scribe
• Soldier
• Wayfarer
• Acolyte
• Artisan
• Charlatan
• Criminal
• Entertainer
• Farmer
• Guard
• Guide
• Hermit
• Merchant
• Noble
• Sage
• Sailor
• Scribe
• Soldier
• Wayfarer
Player's Handbook 2026 > Chapter 4: Character Origins > Character Backgrounds > Parts of a Background
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• Ability Scores. A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
• Feat. A background gives your character a specified Origin feat (described in chapter 5).
• Skill Proficiencies. A background gives your character proficiency in two specified skills.
• Tool Proficiency. Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan’s Tools category. Tools are detailed in chapter 6.
• Equipment. Each background offers a choice between a package of equipment and 50 GP.
• Feat. A background gives your character a specified Origin feat (described in chapter 5).
• Skill Proficiencies. A background gives your character proficiency in two specified skills.
• Tool Proficiency. Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan’s Tools category. Tools are detailed in chapter 6.
• Equipment. Each background offers a choice between a package of equipment and 50 GP.
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN > Record Your Feat
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A background gives you a feat, which grants your character particular capabilities. Feats are detailed in chapter 5. Write the feat on your character sheet.
Player's Handbook 2026 > Chapter 2: Creating a Character > CREATE YOUR CHARACTER
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Here are the steps to make a character; each step is explored in detail in this chapter:
1. Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics.
1. Determine Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character’s ancestors? You can also choose your character's languages.
1. Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.
1. Choose an Alignment. Alignment is a shorthand for your character's moral compass.
1. Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet.
On the character sheet on the following pages, many spaces are labeled with a number that corresponds with one of those steps.
1. Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics.
1. Determine Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character’s ancestors? You can also choose your character's languages.
1. Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.
1. Choose an Alignment. Alignment is a shorthand for your character's moral compass.
1. Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet.
On the character sheet on the following pages, many spaces are labeled with a number that corresponds with one of those steps.
Player's Handbook 2026 > Chapter 2: Creating a Character
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YOU CAN MAKE A CHARACTER FOR DUNGEONS & DRAGONS using the building blocks in this book. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a class (such as Fighter or Wizard), a background (such as Sailor or Acolyte), and a species (such as Human or Elf). You also invent the personality and appearance of your character. Once completed, your character serves as your avatar in the D&D multiverse.
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN > IMAGINE YOUR PAST AND PRESENT
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Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character:
• Who raised you?
• Who was your dearest childhood friend?
• Did you grow up with a pet?
• Have you fallen in love? If so, with whom?
• Did you join an organization, such as a guild or religion? If so, are you still a member of it?
• What elements of your past inspire you to go on adventures now?
Consider how your choices combine to set your character on the path to adventure.
• Who raised you?
• Who was your dearest childhood friend?
• Did you grow up with a pet?
• Have you fallen in love? If so, with whom?
• Did you join an organization, such as a guild or religion? If so, are you still a member of it?
• What elements of your past inspire you to go on adventures now?
Consider how your choices combine to set your character on the path to adventure.
Player's Handbook 2026 > CREDITS > USING THIS BOOK
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Here's what you'll find in this book:
Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play. Chapter 2: Creating a Character. Chapter 2 walks you through the steps of character creation. Chapter 3: Character Classes. Characters’ capabilities are largely determined by class, such as Fighter or Wizard. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character's origin, which further shapes the character's abilities beyond the choice of class. Background and species options are presented in chapter 4. Chapter 5: Feats. The feats in chapter 5 are special features that characters gain as part of their background and class. Chapter 6: Equipment. Armor, weapons, and adventuring gear are found in chapter 6. Chapter 7: Spells. This chapter contains descriptions of the spells that spellcasters can cast. Appendix A: The Multiverse. Here you'll find an overview of the magical multiverse where D&D adventures take place. Appendix B: Creature Stat Blocks. This appendix brims with game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game's main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play. Chapter 2: Creating a Character. Chapter 2 walks you through the steps of character creation. Chapter 3: Character Classes. Characters’ capabilities are largely determined by class, such as Fighter or Wizard. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character's origin, which further shapes the character's abilities beyond the choice of class. Background and species options are presented in chapter 4. Chapter 5: Feats. The feats in chapter 5 are special features that characters gain as part of their background and class. Chapter 6: Equipment. Armor, weapons, and adventuring gear are found in chapter 6. Chapter 7: Spells. This chapter contains descriptions of the spells that spellcasters can cast. Appendix A: The Multiverse. Here you'll find an overview of the magical multiverse where D&D adventures take place. Appendix B: Creature Stat Blocks. This appendix brims with game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game's main rules terminology is summarized in this appendix, making it an invaluable reference during play.