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Character Creation

This page walks you through building a 1st-level Operator from top to bottom. Follow the steps in order. Each section tells you what to decide and links to the page with the full rules. When you reach the checklist at the end, your character sheet should be ready for play.

If your table is starting above 1st level, complete every step below for level 1 first, then level the character up using the Operator Class table and pick a Combat Designation at 3rd level.

Step 1 - Concept and Name

Before you touch any numbers, sketch the operator in your head. Answer these in a sentence or two each:

  • Name and callsign. A legal name for paperwork and a callsign the squad actually uses on comms.
  • Background. Which service did they come from - Army, Navy, Marines, Air Force, police SWAT, a foreign ally? What put them on the unit's radar? You will formally pick a Background for its mechanical effect in Step 4, but it helps to have one in mind already.
  • Appearance and age. Operators skew late 20s to mid 40s. Anything visible when kitted up (scars, tattoos, build)?
  • Hook. One line on what drives them - a debt, a mentor, a mission that never closed.

None of this costs points. It shapes the picks you make below.

Example: Kevin Becker, callsign "Falke" - a 32-year-old former Fallschirmjäger sergeant from the Bundeswehr, lean build, faint burn scar along the right jaw. Hook: his previous team leader was killed on a joint op in Mali on bad intel, and Kevin signed on to the unit to chase the people who cooked the brief.

Step 2 - Attributes

Your character's most basic strengths and weaknesses are defined by six attributes - Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA) - each of which begins with a score of 8 to 18.

Your character's attribute scores begin at 8 each. You may spend 36 points to increase these scores, as shown in the table below.

Assign the highest scores to the attributes that represent your operator's strengths and the lowest scores to the ones that represent their weaknesses. Your Personality Trait (next step) will adjust one or more of them, so leave a little room.

Score Cost
8 0
9 1
10 2
11 3
12 4
13 6
14 8
15 11
16 14
17 18
18 22

Example: Kevin uses his 36 points to purchase a Strength of 13 (6 points), a Dexterity of 15 (11 points), a Constitution of 11 (3 points), an Intelligence of 12 (4 points), a Wisdom of 12 (4 points), and a Charisma of 14 (8 points).

Step 3 - Personality Trait

See Personality Traits and pick one. This is the equivalent of your Race pick in classic D&D 5E. Apply its attribute adjustments to the scores from Step 2, and note any proficiencies or special bonuses on your sheet.

Example: Kevin picks Agile (+2 DEX, -2 STR, +5 ft movement, Proficiency in Acrobatics). His attributes become STR 11, DEX 17, CON 11, INT 12, WIS 12, CHA 14. He notes Acrobatics proficiency and the movement bonus.

Step 4 - Background

Pick a Background. Your background grants one Level 1 Training Program fixed by the choice, plus a small narrative feature.

Example: Kevin picks Airborne / Paratrooper, reflecting his Fallschirmjäger service. He gains Obstacle Course Training Level 1 and is jump-qualified (no damage from falls of 20 ft or less onto clear ground).

Step 5 - Nationality / Languages

Decide your operator's home country and primary language, then allocate Language Training. Pick one of the following:

  • Language Training Level 1-4 in English, or
  • Language Training Level 1-3 in English plus Level 1 in another language of your choice, or
  • Language Training Level 1-4 in a non-English mother tongue plus Level 1-2 in English (NATO working level).

See Language Training for what each level covers.

Example: Kevin is German, so he takes the third option: Level 1-4 in German (fluent, mother tongue) plus Level 1-2 in English (NATO working level).

Step 6 - Operator Class

Every player character in Modern Warfare 5E is an Operator. The full progression lives in Operator Class; at 1st level, work through each sub-step below.

6a. Hit Points

Your maximum hit points at 1st level equal 10 + your Constitution score (the full score, not the modifier).

Example: Kevin has CON 11, so his HP is 10 + 11 = 21.

6b. Basic Training - pick one style

Pick one fighting style from Basic Training. You gain another later when you level-up on levels 10 and 20.

Example: Kevin picks Marksman (+2 to attack rolls with ranged weapons), leaning into his paratrooper rifle background.

6c. Second Wind

No choice to make here - you have Second Wind from 1st level. Note it on your sheet; see Second Wind.

Example: Kevin writes "Second Wind: bonus action, regain 1d10 + level HP, once per short rest" on his sheet.

6d. Starter Training Programs

No choice to make here - you receive all of the following for free with the class:

  • Armor Training Level 1 in Light and Medium.
  • Weapons Training Level 1 in Assault Rifles, Pistols, Grenades, Grenade Launchers, Combat Knife, and Bayonet.
  • Saving Throw Training Level 1 in Strength and Dexterity.

Example: Kevin records all three blocks as granted. No picks needed.

6e. Skills - pick 2 + INT modifier

Pick 2 + your Intelligence modifier skills (minimum 2) from this list, each at Level 1: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Perception, Nature, Survival.

Example: Kevin has INT 12 (+1 modifier), so he picks 3 skills: Perception, Athletics, and Survival.

Step 7 - Equipment

Your starting loadout has three parts:

  1. Standard Issue gear package - granted free. See Field Kit for exactly what's in it.
  2. 30 Requisition Points for Weapons. Spend from Weapons. Each weapon comes with a baseline pool of magazines free; see Ammunition. Unspent points are lost.
  3. 20 Requisition Points for Armor. Spend from Armor. Unspent points are lost.

Prioritize weapons and armor you are already trained in (see the Starter Training Programs above). You can carry gear you aren't trained in, but you won't get the bonuses and may have disadvantage.

Example: Kevin takes his Standard Issue kit, then spends all 30 Weapon Req on an assault rifle with a basic optic plus a sidearm, and all 20 Armor Req on a medium flak vest with front/back plates.

Step 8 - Combat Designation (only if starting at 3rd level or higher)

At 3rd level an Operator locks in a Combat Designation - Rifleman, Marksman, Machine Gunner, Demolitions Specialist, Unit Leader, Combat Medic, Dog Handler, or Tech Specialist. Apply its 3rd-level feature, plus any 7th, 10th, 15th, or 18th-level features you qualify for at your starting level. At 10th level you also pick a specialization path within the designation.

Example (starting at 3rd level): Kevin picks Marksman as his designation, doubling down on his Fallschirmjäger rifle habit. He records the proficiencies:

  • Weapon Training Level 1 in Bolt Action Rifles and Single Shot Rifles.
  • Save Training Level 1 in Wisdom Saves.
  • Perception and Stealth training (Level 1).
  • Observation Kit proficiency (spotting scope, rifle optic, laser rangefinder, wind meter, DOPE book).

And the 3rd-level feature: Critical Shot - as an action, fire one shot from a bolt-action or single-shot rifle; if it hits, it auto-crits. If the underlying roll is a natural 20, the damage dice triple instead of double.

With the designation's weapon training stacked on top of his Basic Training (also Marksman, +2 to ranged attack rolls - note the name collision), his DEX 17 (+3), and his Proficiency Bonus +2 at level 3, Kevin's to-hit with a bolt-action rifle is +7 (+2 Proficiency Bonus, +3 DEX, +2 Basic Training). Critical Shot on top of that makes a landed hit automatically a crit.

Step 9 - Final Pass

Before the first session, sanity-check the sheet:

  • Recompute AC using your armor + any trait bonuses.
  • Recompute movement using base speed + any trait or Basic Training bonuses.
  • Note your Proficiency Bonus from the Operator Class table (+2 at levels 1-4).
  • Write down what Second Wind, Action Surge, and any designation features actually do, so you don't stall in combat.

Example: Kevin totals his sheet: HP 21, AC from medium flak with plates, movement 35 ft (30 base + 5 from Agile), Proficiency Bonus +2, Second Wind ready. Falke is cleared hot.

Checklist

  • Name, callsign, and short background written down
  • 36 attribute points spent; all six attributes recorded
  • Personality Trait picked and its adjustments applied
  • Background picked; its Level 1 Training Program and narrative feature noted
  • Nationality set and Language Training allocation chosen
  • Hit points = 10 + Constitution score
  • Basic Training fighting style chosen
  • Starter Training Programs (Armor, Weapons, Saves) noted on sheet
  • Skills picked (2 + INT modifier from the class list)
  • Standard Issue gear recorded
  • 30 Req spent on Weapons
  • 20 Req spent on Armor
  • AC and movement recomputed after gear and traits
  • Proficiency Bonus noted (+2 at levels 1-4)
  • Second Wind noted; Action Surge at 2+, Indomitable at 9+, Resourceful at 19 as applicable
  • (3rd level+) Combat Designation picked and its features applied