Character Creation - HowTo
Character Creation - HowTo
The number of characters you need to prepare also depends on the specific campaign
you are playing. For example, if you are playing a campaign that is focused on combat,
you may want to prepare more characters than if you are playing a campaign that is
focused on roleplaying.
Here are some tips for preparing characters for different games and campaigns:
Read the campaign setting and familiarize yourself with the world and the story.
Create a character that you are excited to play.
Think about your character's backstory, motivations, and goals.
Develop your character's skills and abilities.
Prepare your character for the specific campaign you are playing.
It is also important to remember that you don't need to prepare all of your characters at
once. You can start with one or two characters and add more as you go.
Class
Dragonfire adept
Dread necromancer
Duskblade
Favored soul
Hexblade
Magewright
Psychic warrior
Soulborn
Soulknife
Spellthief
Spirit shaman
Swordsage
Truenamer
Warmage
Level
Anyone can start at a higher level in D&D. It is ultimately up to the Dungeon Master (DM) to decide.
There are a few reasons why a DM might allow players to start at a higher level:
Get players into the action more quickly.
To balance the game if some players are more experienced than others.
There are also a few reasons why a DM might not want to allow players to start at a higher level:
High-level characters may have a harder time understanding the world and their place in it, as they
have not had the time to develop their characters as much as low-level characters.
it is best to start at level-1. It is a good way to learn the basics of the game.
.
Race
In fantasy roleplaying games, race is fundamental.
Its starting point for character creation and sets the tone for a character as it progresses.
Race mixes biology and culture then translates those concepts into racial traits.
traits, history, relations with other races, culture—all of these frame your character.
A savage half-orc who lives for battle is fun to play, but so is a stern and conflicted
half-orc paladin struggling to keep bloodlust in check. Both fit in the theme of half-orc, but
come off very different characters around the game table.
Most people know the basics: dwarves are short, elves live a long time, and gnomes are
dangerously curious. Half-orcs are ugly. Humans are human. To some players, choosing a
race is simply a matter of finding which racial modifiers fit a character’s class.
Core Races:- The following races are the most common in fantasy settings.
Dwarf: short and stocky defenders of mountain fortresses are often seen as stern and
humorless. Known for mining the earth’s treasures and crafting magnificent items from
ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth.
Dwarves also have a tendency toward traditionalism and isolation that sometimes
manifests as xenophobia.
Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the
wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to
forge new spells and create wondrous items that, like their creators, seem nearly
impervious to the ravages of time. A private and often introverted race, elves can give the
impression they are indifferent to the plights of others.
Gnome: Expatriates of the strange land of fey, these small folk have a reputation for
flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating
strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have
an insatiable need for new experiences that often gets them in trouble.
Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race
of both grace and contradiction. Their dual heritage and natural gifts often create brilliant
diplomats and peacemakers, but half-elves are often susceptible to an intense and even
melancholic isolation, realizing that they are never truly part of elven or human society.
Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest
the best and worst qualities of their parent races. Many half-orcs struggle to keep their
more bestial natures in check in order to epitomize the most heroic values of humanity.
Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if
not monsters unworthy of pity or parley.
Halfling: Members of this diminutive race find strength in family, community, and their
own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at
odds with their intrinsic common sense, half lings are eternal optimists and cunning
opportunists with an incredible knack for getting out the worst situations.
Human: Ambitious, sometimes heroic, and always confident, humans have an ability to
work together toward common goals that makes them a force to be reckoned with.
Though short-lived compared to other races, their boundless energy and drive allow them
to accomplish much in their brief lifetimes.
Other Races
Standard Races (1-10 Race Points)
Catfolk
Duergar
Gnoll
Grippli
Goblin
Hobgoblin
Ifrit
Kobold
Lizardfolk
Monkey Goblin
Orc
Oread
Ratfolk
Skinwalker
Sylph
Triaxian
Undine
Vanara
Advanced Races (11-20 Race Points)
Aasimar
Android
Dhampir
Drow (Common)
Fetchling
Gathlain
Ghoran
Kasatha
Lashunta
Shabti
Suli
Tengu
Tiefling
Vishkanya
Wyrwood
Wyvaran
Monstrous Races (21-30 Race Points)
Svirfneblin
Very Powerful Races (31+ Race Points)
Drow (Noble)
Drider
Gargoyle
Trox
Race Points Unknown
Aquatic Elf
Astomoi
Caligni
Changeling
Deep One Hybrid
Ganzi
Gillmen
Kitsune
Kuru
Merfolk
Munavri
Nagaji
Orang-Pendak
Reptoid
Samsaran
Strix
Wayang
Spell-
Like
Abilit
Abilit (Sp) or
y Starting Bonu
y Type Spee Defensi Offensiv Skill Super Race
Score Size Languag Senses s
Score (subtype) d ve Traits e Traits Bonuses natura Points
Minu es Feats
Plus l (Su)
s
Abiliti
es
AC
bonus, Attack
Saving bonus, Appraise,
Con, Medi Humanoi Common, Darkvisio
Dwarf Cha 20 ft. Throw weapon Perceptio – – 11
Wis um d (dwarf) Dwarven n 60 ft.
bonus, C familiarit n
MD bon y
us
Elven Weapon
Dex, I Medi Humanoi Common, Low-light
Elf Con 30 ft. immunit familiarit Perception – – 10
nt um d (elf) Elven vision
ies y
dancing
Defensiv
Hatred, lights,
Humanoi Common, e Perception
Gnom Con, Low-light weapon ghost
Str Small d (gnome 20 ft. Gnome, training, , Craft or – 10
e Cha vision familiarit sound,
) Sylvan illusion r Profession
y prestidi
esistance
gitation
Humanoi Elven
Half- Medi Common, Low-light Skill
Any None d (elf, hu 30 ft. immunit – Perception – 10
elf um Elven vision Focus
man) ies
Humanoi Fearless, Weapon Perception
Halflin Dex, Common,
Str Small d (halflin 20 ft. – halfling l familiarit , Acrobati – – 9
g Cha Halfling
g) uck y cs, Climb
Orc feroci
Humanoi ty,
Half- Medi Common, Darkvisio
Any None d (human 30 ft. – weapon Intimidate – – 8
orc um Orc n
, orc) familiarit
y
Huma Any None Medi Humanoi 30 ft. Common – – – – Any – 9
d (human
n um one
)
Racial Traits of Featured Races
Abilit Spell-Like
Abilit Starti
y (Sp) or Race
y Type Spee ng Defensive Offensiv Skill Bonus
Score Size Senses Supernatur Point
Score (subtype) d Langu Traits e Traits Bonuses Feats
Minu al (Su) s
Plus ages
s Abilities
Comm
Diplomac
Aasim Wis, C Med Outsider (na on, Darkvisi Celestial
None 30 ft. – y, Percepti – daylight 15
ar ha ium tive) Celesti on resistance
on
al
Comm
Low- Perception
Catfol Dex, C Med Humanoid ( on,
Wis 30 ft. light Cat‘s luck Sprinter , Stealth, S – – 9
k ha ium catfolk) Catfol
vision urvival
k
Low-
light
Undead
vision, d
Dham Dex, C Med Humanoid ( Comm resistance, Bluff, Perc detect
Con 30 ft. arkvision – – 11
pir ha ium dhampir) on resist level eption undead
, light
drain
sensitivit
y
Superior Poison
Elven, Elven dancing
darkvisio use,
Dex, C Med Humanoid ( Under immunitie lights, darkn
Drow Con 30 ft. n, light weapon Perception – 14
ha ium elf) comm s, spell ess, faerie
blindnes familiari
on resistance fire
s ty
Darkvisi Shadow bl disguise
Knowledg
Fetchli Dex, C Med Outsider (na Comm on, low- ending, self, shadow
Wis 30 ft. – e (planes), – 17
ng ha ium tive) on light shadowy walk, plane
Stealth
vision resistance shift
Dex (+ Str, C Smal Humanoid ( Darkvisi Ride, Steal
Goblin 30 ft. Goblin – – – – 10
4) ha l goblinoid) on th
Comm
Hobgo Dex, C Med Humanoid ( Darkvisi
None 30 ft. on, – – Stealth – – 9
blin on ium goblinoid) on
Goblin
Comm
Dex, C Med Outsider (na Darkvisi Energy burning
Ifrit Wis 30 ft. on, – – – 6
ha ium tive) on resistance hands
Ignan
Craft (trap
Darkvisi
Str (- making), P
Kobol Smal Humanoid (r Draco on, light
Dex 4), Co 30 ft. Armor – erception, – – 5
d l eptilian) nic sensitivit
n Profession
y
(miner)
Darkvisi Ferocity,
Int, W Comm
Str (+4 Med Humanoid ( on, light weapon
Orc is, Ch 30 ft. on, – – – – 8
) ium orc) sensitivit familiari
a Orc
y ty
Comm Energy
Str, Wi Med Outsider (na Darkvisi
Oread Cha 20 ft. on, resistance – – – magic stone 6
s ium tive) on
Terran (acid 5)
Ratfol Dex, I Str Smal Humanoid (r 20 ft. Comm Darkvisi – Swarmin Craft (alch – – 9
k nt l atfolk) on on g emy), Han
dle
Animal (+
4), Percept
ion, Use
Magic
Device
Energy
Comm
Dex, I Med Outsider (na Darkvisi resistance
Sylph Con 30 ft. on, – – – feather fall 6
nt ium tive) on (electricity
Auran
5)
Swordtr
Linguistics
Comm Low- ained, na
Dex, Med Humanoid (t (+4), Perce
Tengu Con 30 ft. on, light – tural – – 13
Wis ium engu) ption, Stea
Tengu vision weapon
lth
(bite)
Comm
on,
Tieflin Dex, I Med Outsider (na Abyss Darkvisi Fiendish Bluff, Steal
Cha 30 ft. – – darkness 13
g nt ium tive) al or on resistance th
Infern
al
30
Comm Energy
Undin Dex, Med Outsider (na ft., S Darkvisi hydraulic
Str on, resistance – – – 7
e Wis ium tive) wim on push
Aquan (cold 5)
30 ft.
Uncommon Races
Other Races
Racial Traits
Abil
Abili Start
ity
ty ing
Scor Siz Type Defensiv Offensiv
Race Scor Speed Lang Senses Skill Bonuses Bonus Feats
e e (subtype) e Traits e Traits
e uage
Min
Plus s
us
Darkvis
Me
Andr Dex, Humanoid Com ion, low
Cha diu 30 ft. – – Perception –
oid Int (android) mon -light
m
vision
Com
Me
Ghor Con, mon,
Int diu Plant 30 ft.*
an Cha Sylv
m
an
Mon Dex Wis, Sm Humanoid 20 ft. Gobl Low-
key
light
Gobli Cha all in
vision
n
Elve
Me
Lash n,
Int diu Humanoid 30 ft.
unta Lash
m
unta
30 ft.,
Com Darkvis
Me fly 30
Wyv Dex, mon, ion, low
Int diu Dragon ft.
aran Wis Drac -light
m (clums
onic vision
y)
BACKGROUND
When creating your character, you will choose one of the many backgrounds
from the Player's Handbook or other official D&D sourcebooks. Each
background comes with a unique set of benefits, including:
Choosing a Background
What kind of character do you want to play? Your background should help to
define your character's personality, motivations, and role in the party.
What are your character's strengths and weaknesses? Your background should
give your character some unique skills and abilities, but it should also create
some challenges and opportunities for roleplaying.
What kind of campaign are you playing in? Some backgrounds are better suited
for certain types of campaigns. For example, a Criminal background might be
more useful in a campaign that involves a lot of urban intrigue, while a Folk
Hero background might be more useful in a campaign that involves a lot of
fighting against evil.
If you're not sure which background to choose, talk to your Dungeon Master.
They can help you to find a background that is both fun and fitting for your
character.
Acolyte: You were raised in a temple or other religious institution, and you have
learned the ways of your faith.
Charlatan: You are a skilled con artist and deceiver. You can easily blend in with
your surroundings and assume different identities.
Criminal: You have a criminal past, and you know the ins and outs of the
underworld.
Entertainer: You are a performer, such as a bard, jester, or acrobat. You are
skilled at entertaining others and making them laugh.
Folk Hero: You are a commoner who has accomplished something extraordinary.
You are known and respected by the people of your community.
When choosing a background, think about what kind of life you want your
character to have had before they became an adventurer. What skills and abilities
would they have developed? What kind of experiences would they have had?
Your background can help you to create a well-rounded and interesting
character.
Consider your character's class. Some backgrounds are better suited for certain
classes than others. For example, the Acolyte background is a good choice for a
cleric, while the Criminal background is a good choice for a rogue.
Think about your character's backstory. What kind of life do you want your
character to have had before they became an adventurer? What skills and
abilities would they have developed? What kind of experiences would they have
had?
Choose a background that you think will be fun to roleplay. Your background is
an important part of your character's identity, so choose something that you will
enjoy playing.
Here is an example of a D&D character sheet with the CHARACTER NAME and
PLAYER NAME filled in:
**Race:** Elf
**Class:** Wizard
**Background:** Sage
...
It is important to note that the CHARACTER NAME and PLAYER NAME are
not required to be different. Some players choose to use their real name as their
character's name. However, many players choose to use a different name for
their character, in order to create a more immersive gaming experience.
Ultimately, the decision of whether or not to use a different name for your
character is up to you. There is no right or wrong answer.
ALIGNMENT
It is important to note that alignment is not a strict set of rules that characters
must follow. Rather, it is a tool that players can use to help define their
characters' personalities and roleplay their actions.
INSPIRATION
Inspiration is a reward that the Dungeon Master (DM) can give to a player for
playing their character in a way that is consistent with their personality traits,
ideals, bonds, and flaws. It is represented by a small icon on the D&D character
sheet.
Once a player has inspiration, they can use it to gain advantage on one ability
check, attack roll, or saving throw. To do this, they must declare that they are
using their inspiration before they roll the die. Inspiration can only be used once,
and it is lost after it is used.
Overall, inspiration is a great way to make the game more fun and engaging for
both players and DMs. It's a simple mechanic, but it can be used to create a lot of
interesting and exciting moments.
PROFICIENCY BONUS
Strength Dexterity Constitution Intelligence Wisdom Charisma
Proficiency bonus in D&D is a bonus that is added to skill checks, saving throws,
and attack rolls for skills and weapons that a character is proficient in. It is a
representation of the character's training and skill in those areas.
Proficiency bonus increases as a character levels up. The following table shows
the proficiency bonus for each character level:
Character Proficiency
Level Bonus
01st-04th +2
05th-08th +3
09th-12th +4
13th-16th +5
17th-20th +6
To calculate a proficiency bonus, simply add the bonus to the character's ability
modifier and roll. For example, a rogue with a Dexterity modifier of +3 and
proficiency in Athletics would roll 1d20 + 3 + 2 for an Athletics check.
A rogue with proficiency in Stealth can use their proficiency bonus to add to
their Stealth checks, making it more difficult for enemies to detect them.
A wizard with proficiency in Arcana can use their proficiency bonus to add to
their Arcana checks, making it more likely that they will be able to identify
magical creatures and objects.
A fighter with proficiency in a longsword can use their proficiency bonus to add
to their attack rolls with a longsword, making it more likely that they will hit
their targets.
Proficiency bonus is a powerful tool that can help characters succeed in a variety
of situations. It is important to make sure that you are using your proficiency
bonus to your advantage.
Saving throws
Saving throws are a character's attempt to resist harmful effects, such as spells,
traps, poisons, and diseases. Each character has six saving throws: Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For
example, to make a Dexterity saving throw, you would roll a d20 and add your
Dexterity modifier.
Your character is proficient in two saving throws, determined by your class. For
example, a barbarian is proficient in Strength and Constitution saving throws.
If you are proficient in a saving throw, you add your proficiency bonus to the
roll. Your proficiency bonus is determined by your character level.
Skills represent a character's training and aptitude in various areas. There are 18
skills in D&D 5th edition:
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Each character has a number of skill proficiencies, determined by their class and
background. For example, a rogue is proficient in four skills of their choice, plus
the Acrobatics and Perception skills.
If you are proficient in a skill, you add your proficiency bonus to the roll.
Gather information
Overcome obstacles
Interact with NPCs
Solve puzzles
Saving throws and skills are both important parts of a D&D character sheet.
Saving throws help your character resist harmful effects, while skills help your
character perform a variety of tasks.
PASSIVE WISDOM (PERCEPTION)
Passive Wisdom (Perception) is a character's awareness of the world around
them, and their ability to notice details that others might miss. It is calculated as
10 + the character's Wisdom modifier + their proficiency bonus (if they have
proficiency in Perception).
This character would have a very good chance of noticing hidden enemies and
traps, even if they are not actively looking for them.
Here are some examples of other proficiencies and languages that you might list
in this section:
Proficiencies:
o Cooking utensils
o Disguise kit
o Forgery kit
o Herbalism kit
o Navigator's tools
o Thieves' tools
Languages:
o Abyssal
o Celestial
o Draconic
o Dwarvish
o Elvish
o Giant
o Gnomish
o Goblin
o Halfling
o Infernal
o Orc
o Sylvan
o Undercommon
You can also list any other proficiencies or languages that are specific to your
character's backstory or the campaign setting that you are playing in. For
example, if you are playing a character who is a member of a secret society, you
might list proficiency in a secret language or cipher. Or, if you are playing in a
campaign setting that includes a lot of magical creatures, you might list
proficiency in the language of the fey.
When creating your character, be sure to talk to your Dungeon Master about
what kinds of other proficiencies and languages might be appropriate for your
character and the campaign.
ARMOR CLASS
Armor Class (AC) in Dungeons & Dragons is a measure of how difficult it is for
an attacker to hit a character. The higher a character's AC, the harder it is for
them to be hit. AC is calculated by adding together the following:
Base AC: This is the number listed for the type of armor a character is wearing.
Dexterity modifier: If a character is wearing light or medium armor, they can add
their Dexterity modifier to their AC, up to a maximum of +2.
Shield: If a character is carrying a shield, they can add +2 to their AC.
Other magical items: Some magical items can also provide a bonus to AC.
For example, a character wearing chain mail (base AC 16) and a shield (+2 AC)
would have an AC of 18. If the character also had a Dexterity modifier of +2,
their AC would be 20.
When an attacker makes an attack against a character, they roll a d20 and add
their attack bonus. If the result is equal to or higher than the character's AC, the
attack hits. Otherwise, the attack misses.
INITIATIVE
Initiative in Dungeons & Dragons is a measure of a creature's ability to act
quickly at the start of a battle. It is used to determine the order in which creatures
take their turns in combat.
For example, if your character has a Dexterity modifier of +3, you would roll a
d20 and add 3 to determine your initiative score. If you have a feat that gives you
a +2 bonus to initiative, you would add that as well.
The creature with the highest initiative score takes their turn first, followed by
the creature with the next highest score, and so on. If two creatures have the
same initiative score, they roll a d20 to determine who goes first.
Your initiative score is displayed on your character sheet in the Initiative box.
By following these tips, you can increase your character's initiative and give
yourself a significant advantage in combat.
SPEED
Speed in a D&D Character Sheet is the distance in feet that the character can
move during their turn. It is usually based on race, but you might get a spell or
accessory that changes your speed.
For example, a human has a base speed of 30 feet. If they are wearing boots of
speed, they would have a speed of 40 feet.
Your speed is important because it determines how far you can move during
your turn. You can use your movement to move in any direction, including
diagonally. You can also use your movement to take other actions, such as
dashing, disengaging, or dodging.
Here is a table of the base speeds for the different races in D&D 5th Edition:
Dragonborn 30 feet
Dwarf 25 feet
Elf 30 feet
Gnome 25 feet
Half-elf 30 feet
Half-orc 30 feet
Halfling 25 feet
Human 30 feet
Tiefling 30 feet
Some races have special movement abilities, such as the wood elf's Mask of the
Wild ability, which allows them to move through forest terrain without making
noise.
Your speed can also be affected by your condition. For example, if you are
paralyzed, your speed is 0 feet.
If you have any questions about your speed, be sure to ask your Dungeon
Master.
In Dungeons & Dragons (D&D), a character's hit point maximum (HP max) is the highest
number of hit points they can have before they start dying. A character's current hit points
(HP current) is the number of hit points they have left before they fall unconscious.
HP max is determined by a character's class and level. For example, a 1st-level fighter has
a HP max of 10, while a 20th-level fighter has a HP max of 246.
HP current is determined by subtracting any damage the character has taken from their
HP max. For example, a 1st-level fighter with 10 HP max who has taken 5 points of
damage will have 5 HP current.
Characters can regain hit points by resting, using healing spells, or using healing potions.
When a character's HP current reaches 0, they fall unconscious. If their HP current is
reduced below 0, they start dying.
A character can die if their HP current is reduced to a negative number equal to their
Constitution modifier. For example, a character with a Constitution modifier of +2 can die
if their HP current is reduced to -2.
If a character dies, they are usually gone for good. However, there are some ways to bring
back dead characters, such as using the raise dead spell or resurrecting them with a deity's
help.
Temporary hit points are a valuable resource for characters, as they can help
them survive a deadly attack or battle. However, it is important to remember
that temporary hit points are not permanent, and they will disappear if the
character takes a long rest.
Here are some examples of how temporary hit points can be gained:
The bless spell grants 1d6 temporary hit points to the creature it targets.
The potion of healing grants 2d4+2 temporary hit points to the creature that
drinks it.
The cloak of protection grants the wearer 10 temporary hit points when they first
put it on.
Temporary hit points can be used to absorb damage, just like normal hit points.
If a character takes damage, the temporary hit points are depleted first. Once the
temporary hit points are depleted, the character starts to take damage from their
normal hit points.
Temporary hit points are a valuable resource for characters, but it is important to
remember that they are not permanent. Characters should use their temporary
hit points wisely, and they should be aware of the sources of temporary hit
points so that they can replenish them when needed.
Hit dice are a measure of a character's overall health and endurance. When a
character takes damage, they roll their hit dice to heal themselves. The number of
hit dice a character has depends on their class and level.
Death saves are a mechanic that allows a character to survive being knocked
unconscious or incapacitated. When a character drops to 0 hit points, they make
three death saves. For each save they succeed on, they mark a success. If they get
three successes, they are stable and don't die. If they get three failures, they die.
To make a death save, a character rolls a d20. If they roll a 10 or higher, they
succeed on the save. If they roll a 9 or lower, they fail the save.
If a character rolls three successes on their death saves, they are stable and don't
die. They regain 1 hit point, but they are still unconscious. They can wake up on
their own after a minute, or someone else can wake them up with an action.
If a character rolls three failures on their death saves, they die. Their body goes
inert, and they can't be brought back to life without magic.
Hit dice and death saves are both important stats to understand in D&D. They
can help you keep your character alive and well in combat.
Here is a more detailed explanation of hit dice and death saves, based on the
official Dungeons & Dragons 5th Edition rules:
Hit Dice
Hit dice are a measure of a character's health and endurance. They are used to
heal the character when they take damage.
Each character has a number of hit dice equal to their level. They also have a hit
die type, which is determined by their class. For example, a fighter has a d10 hit
die, while a wizard has a d6 hit die.
When a character takes damage, they can use their hit dice to heal themselves. To
do this, they roll a hit die and add their Constitution modifier to the result. The
character then regains hit points equal to the result.
A character can only use a hit die to heal themselves after they have finished a
long rest.
Death Saves
Death saves are a mechanic that allows a character to survive being knocked
unconscious or incapacitated. When a character drops to 0 hit points, they make
three death saves. For each save they succeed on, they mark a success. If they get
three successes, they are stable and don't die. If they get three failures, they die.
To make a death save, a character rolls a d20. If they roll a 10 or higher, they
succeed on the save. If they roll a 9 or lower, they fail the save.
If a character rolls three successes on their death saves, they are stable and don't
die. They regain 1 hit point, but they are still unconscious. They can wake up on
their own after a minute, or someone else can wake them up with an action.
If a character rolls three failures on their death saves, they die. Their body goes
inert, and they can't be brought back to life without magic.
Here are a few other things to keep in mind about hit dice and death saves:
A character can only use one hit die to heal themselves per turn.
A character can only use a hit die to heal themselves after they have finished a
long rest.
If a character is incapacitated, they can't make death saves.
If a character is stable, they can't make death saves.
If a character is killed by an instant death effect, they don't get to make death
saves.
I hope this explanation is helpful. Please let me know if you have any other
questions.
Hit dice are six-sided dice that are used to determine how many hit points a
character has and how many hit points they regain when they take a short rest.
Each character class has a different number of hit dice, and the number of hit dice
a character has increases as they level up.
Death saves are three rolls that a character makes when they are reduced to 0 hit
points. If a character rolls a 10 or higher on all three rolls, they succeed on their
death saves and are stabilized. If they roll lower than 10 on any of the rolls, they
fail on that death save and one strike is marked against them. If they accumulate
three strikes, they die.
Both hit dice and death saves are important parts of the Dungeons & Dragons
character sheet, as they can help a character survive in combat and dangerous
situations.
Attacks
To make a weapon attack, you roll a d20 and add your attack bonus. Your attack
bonus is calculated as follows:
Your proficiency bonus depends on your character's level. Your ability modifier
is the modifier for the ability score that your character uses to make attacks with
that weapon. For example, if you are a fighter using a longbow, your attack
bonus would be your proficiency bonus plus your Dexterity modifier.
If your attack roll is equal to or higher than the enemy's armor class (AC), you
hit. The amount of damage you do is determined by the weapon you are using
and your ability modifier. For example, a longbow deals 1d8 piercing damage, so
you would roll a d8 and add your Dexterity modifier to determine how much
damage you do.
Spellcasting
If your character is a spellcaster, you will also need to fill out the spellcasting
information in this section. This includes your spellcasting ability, spell save DC,
and spell attack bonus.
Your spellcasting ability is the ability score that your character uses to cast spells.
For example, wizards use Intelligence to cast spells, while clerics use Wisdom.
Your spell save DC is the number that enemies need to roll on their saving
throws to resist the effects of your spells. Your spell save DC is calculated as
follows:
Your spell attack bonus is used to determine whether or not your spells hit. Your
spell attack bonus is calculated as follows:
To make a spell attack, you roll a d20 and add your spell attack bonus. If your
attack roll is equal to or higher than the enemy's AC, your spell hits.
Example
Here is an example of how to fill out the Attacks & Spellcasting section of a
character sheet for a level 5 fighter using a longbow:
Attacks
This fighter has an attack bonus of +5 with their longbow, because they have a
proficiency bonus of +3 and a Dexterity modifier of +2. They also have a spell
save DC of 13 and a spell attack bonus of +5, because they are a level 5 fighter
and they chose Charisma as their spellcasting ability.
Conclusion
The Attacks & Spellcasting section of a D&D character sheet is an important tool
for determining how well your character can fight. By filling out this section
correctly, you can ensure that your character is prepared to take on any challenge
that comes their way.
EQUIPMENT
EQUIPMENT in a D&D character sheet is the section where you list all of the
items that your character carries or has access to. This includes weapons, armor,
tools, supplies, and any other items that you think your character might need on
their adventures.
Your starting equipment is determined by your class and background. You can
choose to take the equipment listed in your class's description, or you can start
with a number of gold pieces based on your class and spend them on items from
the equipment lists in the Player's Handbook.
As you level up, you can earn more gold and use it to purchase new equipment.
You can also find new equipment as treasure, or receive it as rewards from
quests.
The following are some examples of the types of equipment that you can list in
your character sheet:
Weapons: These are used to attack and defend yourself. Weapons include
swords, axes, bows, and staffs.
Armor: This helps to protect you from damage. Armor includes chain mail, plate
mail, and leather armor.
Tools: These are used to perform specialized tasks, such as picking locks, forging
weapons, or healing the sick.
Supplies: These are items that you need to survive in the wilderness, such as
food, water, and shelter.
Other items: This category includes anything else that you think your character
might need, such as a backpack, a bedroll, or a pet.
It is important to note that the equipment listed in your character sheet is just a
starting point. You can carry as much or as little equipment as you want,
depending on your preferences and the needs of your character.
Here are some tips for choosing equipment for your D&D character:
Consider your character's class and role. For example, a fighter is likely to need
different equipment than a wizard.
Think about the type of adventures that your character is likely to go on. For
example, if you are planning to explore a lot of dungeons, you will need to make
sure that you have the right weapons and armor.
Don't overload yourself with too much equipment. It is better to have a few
essential items that you can use effectively than to carry a heavy backpack full of
stuff that you don't need.
Be flexible. You may need to change your equipment depending on the situation.
For example, if you are going to a formal event, you may want to leave your
weapons and armor at home.
The most important thing is to choose equipment that you think will be fun and
useful for your character.
PERSONALITY TRAITS
Personality Traits in a D&D character sheet are short descriptions of the
character's personality. They are typically one or two sentences long, and they
can be used to give the character a unique and memorable personality.
Personality traits can be positive or negative, and they can be related to the
character's background, class, race, or alignment.
Here are some examples of personality traits:
Personality traits can be used to add depth and complexity to a D&D character.
They can also be used to influence the character's actions and decisions. For
example, a character with the personality trait "I am always willing to help those
in need" might be more likely to risk their own life to save a stranger. Or, a
character with the personality trait "I am fiercely loyal to my friends and allies"
might be more likely to stand up for their friends, even if it means putting
themselves in danger.
When choosing personality traits for your D&D character, it is important to think
about what kind of character you want to play. Do you want to play a character
who is brave and selfless? Or do you want to play a character who is more
cautious and calculating? Once you have a good understanding of your
character's personality, you can start to choose personality traits that reflect that.
You can also use personality traits to create a more well-rounded character. For
example, if you are playing a character who is very brave and selfless, you might
want to give them a personality trait that shows that they are not afraid to take
risks. However, you might also want to give them a personality trait that shows
that they are not perfect, such as a personality trait that shows that they are a bit
impulsive. This will help to make your character more believable and relatable.
Ultimately, the choice of personality traits is up to you. The most important thing
is to choose personality traits that you think will make your character fun and
interesting to play.
IDEALS
Ideals are one of the four main categories of personal characteristics that D&D 5e
uses to define who your character is. The other three categories are race, class,
and background. Ideals represent the things that your character believes in most
strongly, the fundamental moral and ethical principles that compel you to act as
you do.
Ideals are important because they help you to roleplay your character in a
consistent and believable way. They also give you a framework for making
decisions in the game, even when you're not sure what to do.
Greater Good: I believe in doing what's best for the greater good, even if it means
making personal sacrifices.
Freedom: I believe that everyone has the right to live their life freely, without
oppression.
Justice: I believe in upholding the law and ensuring that everyone is treated
fairly.
Mercy: I believe in showing compassion and understanding to others, even those
who have wronged me.
Knowledge: I believe in seeking out and sharing knowledge, in order to make the
world a better place.
When creating your character's ideals, it's important to think about what they
mean to you. What are the most important things in your life? What are you
willing to fight for? What are you not willing to compromise on?
Once you have a good understanding of your character's ideals, you can start to
think about how they would affect their decisions in the game. For example, a
character with the ideal of justice might be more likely to stand up to a bully or
report a crime. A character with the ideal of mercy might be more likely to spare
the life of a defeated enemy or try to rehabilitate a criminal.
Ideals are a great way to make your character more complex and believable.
They also help you to roleplay your character in a way that is consistent with
their values.
Here are some questions you can ask yourself to help you define your character's
ideals:
Once you have some answers to these questions, you can start to come up with a
few ideals that define your character. Remember, ideals can be anything you
want them to be. There are no right or wrong answers. The most important thing
is that they are meaningful to you and that they reflect the kind of character you
want to play.
BONDS
BONDS in D&D Character sheet are one of the four categories of character traits
that the 5th edition uses to put together your character's personality. The other
three categories are ideals, flaws, and personality traits.
Bonds represent your character's connections to people, places, and events in the
world. They tie you to things from your background. They might inspire you to
heights of heroism, or lead you to act against your own best interests if they are
threatened.
When creating your character, take some time to think about what is most
important to them. What are they willing to fight for? What would they do to
protect the people and things they care about? Your bond should be something
that matters deeply to your character, and it should motivate them to act in
certain ways.
Your bond can also change over time. As you adventure and experience new
things, you may form new bonds or your existing bonds may grow stronger or
weaker. For example, if you meet a group of people who are fighting for a cause
that you believe in, you may form a bond with them. Or, if you experience a
betrayal by someone you trusted, your bond with them may weaken.
Your bond is a great way to add depth and personality to your character. It can
also help you to make decisions in the game, and it can provide you with
motivation and inspiration.
FLAWS
The FLAWS section of the D&D Character sheet is a place to list any flaws or
weaknesses that your character has. These flaws can be physical, mental,
emotional, or social. They can also be related to your character's background,
personality, or profession.
The FLAWS section is optional, but it can be a great way to add depth and
realism to your character. It can also give your DM something to work with
when creating challenges for your character.
Here are some examples of FLAWS that you could list on your character sheet:
How severe should the flaws be? You don't want to make your character
unplayable, but you also don't want the flaws to be so minor that they have no
impact on the game.
How realistic should the flaws be? You can certainly choose FLAWS that are
fantastical or even magical, but you may also want to consider choosing flaws
that are more grounded in reality.
How much fun will the flaws be to play? FLAWS can add a lot of challenge and
excitement to the game, but they should also be something that you enjoy
playing. Ultimately, the goal is to create a character that is both interesting and
fun to play.
If you are having trouble coming up with FLAWS for your character, you can
always ask your DM for help. They can help you to brainstorm ideas and to
choose FLAWS that will be both challenging and fun to play.
To find your character's features and traits, look at the "Features & Traits" section
of your character sheet. This section is typically located at the bottom of the first
page of the sheet.
Racial traits: Elves have darkvision, which allows them to see in dim and
darkness. Dwarves have resistance to poison damage.
Class features: Fighters have Action Surge, which allows them to take an extra
action once per turn. Wizards have Arcane Recovery, which allows them to
regain spell slots.
Background features: Acolytes have proficiency in Insight and Persuasion.
Outlanders have proficiency in Athletics and Survival.
Feat traits: The Great Weapon Master feat allows you to reroll damage dice for
certain weapons. The Lucky feat allows you to reroll any attack roll, ability
check, or saving throw once per day.
Features and traits can be very powerful, and they can play a big role in how
your character performs in the game. Be sure to read and understand all of your
character's features and traits so that you can use them to your advantage.
If you have any questions about your character's features and traits, be sure to
ask your Dungeon Master.
FROM HERE PAGE TWO OF
CHARACTER SHEET
Age
Hight
Weight
Eyes
Skin
Hair
Character appearance
Character backstory
Allies & organizations
Spellcasting class
Spellcasting ability
Spell save dc
Spell attack bonus
0 cantrips
1
2
3
4
5
6
7
8
9