How to Make a D&D 5e Character Sheet.

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How to Make a D&D 5e Character Sheet.

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Need help filling out a character sheet to play D&D? If so you've come to the right place. In this instructable, we will teach you how to fill out a character sheet for a first level D&D 5th edition character. We will provide links to helpful resources and there is also a table of contents if you need to jump to a section for a refresher. But without further ado, let's get started.

Materials: Before we get started, here's a short list of things you'll need:

1. A character sheet (another option). Both of these should be editable PDF's, but we will be using the first one. The second one is included because it is the classic character sheet.

2. Four standard dice (4d6). If you don't have dice, Google can roll some for you.

3. Resources. This could include the official player's handbook if you have one. If not you can find one on the Official Website, or you can use 5eTools to reference all needed information for free. We will be linking to 5etools when we reference things.

Table of Contents

  1. Name
  2. Race, Class, Background, & Alignment
  3. Race
  4. Class
  5. Background
  6. Alignment
  7. EXP & Player Name
  8. Proficiency Bonus
  9. Stats
  10. Rolling for Stats
  11. Race bonus and Stat Modifiers
  12. Proficiencies
  13. Applying Modifiers
  14. Passive Perception / Inspiration
  15. Vision & Movement
  16. Vision
  17. Movement
  18. Initiative
  19. Armor Class (AC)
  20. Health
  21. Hit Points
  22. Hit Dice
  23. Death Saves
  24. Combat Features
  25. Weapons and Spells
  26. Proficiencies and Language
  27. Race & Class Features and Feats
  28. Character Data (Backstory)
  29. Equipment
  30. Currency/Gold
  31. Carrying Capacity
  32. Spells
  33. Spellcasting ability/ Sorcery points
  34. Spell Save DC and Attack Modifier
  35. Prepared Spells
  36. Spell Slots
  37. Selecting Spells and Cantrips

Naming Your Character.

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This can be done at any point, but is a good thing to keep in mind as you are making a character. Names are important, and help make your character feel more real. If you are bad at coming up with names, there are plenty of name generators online.

Race, Class, Background, and Alignment.

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All of these are located at the top right side of the sheet.

2.2 Race: This is the species/creature that you plan on playing. You can play an Elf, Dwarf, Human, Hafling, pretty much anything from these races. Make sure you check with the person running the game if they have any restrictions on what races you can play. There is going to be a lot of information that your race gives you. Keep that information open, as we will reference it later.

2.3 Class: This decides the main archetype of your character. Will you be swinging around a weapon as a fighter or barbarian? Or slinging spells as a wizard or sorcerer? Maybe even use your fists as a monk or take the diplomatic approach as a bard? There are many classes to choose from. As of 2021 there are 13 classes to choose from that each do their own thing. Here’s a basic description of those 13 to give you some reference:

Artificer: A science oriented spellcaster, the Artificer specializes in making and using devices to weave their magic. They gain many tricks to improve their and their allies’ equipment.

Barbarian: Fierce and savage warriors, Barbarians are tough frontline combatants. With high strength and constitution, they specialize in using large weapons and wearing little armor. They make use of their special rage ability to go on rampages through enemy lines.

Bard: A versatile class, the Bard is a spellcaster that can do almost anything. A variety of spells and abilities allow the Bard to give support to their allies and still have the damage to be effective on their own. They also have many noncombat skills.

Cleric: Clerics are a well rounded spellcasting frontline class that draws their power from a god or ideology (contrary to popular belief, they do not have to believe in a god for them to be considered a cleric). Unlike most other classes, Clerics pick their subclass at level one, allowing them to specialize quickly. Clerics have a variety of support and offensive spells with the bulk being around the positive and negative manipulation of life, and they are a welcome addition in any party.

Druid: Druids are a spellcaster that is attuned with nature. They have a variety of nature themed spells and the powerful Wild Shape ability. Wild Shape allows the Druid to take the form of animals, go on a rampage, then turn back like nothing happened.

Fighter: The classic Fighter is a versatile frontline combatant. They can use basically any weapon or armor so they can fill many different archetypes. Knights, guards, soldiers, samurai, archers, champions, generals and more fall under the banner of Fighter.

Monk: Monks are a focused frontline combatant. Masters of martial arts, the Monk goes into battle with no armor and little weapons. Using their Ki, Monks are capable of incredible feats of skill and martial prowess.

Paladin: Tanky frontline combatants, Paladins are bound by a magical oath (again, like cleric, doesn't have to be to a god). They get a variety of support and damage abilities that give them an edge in battle. Decked out in armor and weapons, Paladins seamlessly blend might and magic.

Ranger: Skilled ranged combatants, Rangers are natural pathfinders and archers. They have a variety of skills to help the party in many ways. They are skilled with many weapons and gain magical abilities as they grow.

Rogue: A sneaky combatant, Rogues provide many skills to the party. Talking, sneaking, lock picking, and more are in the Rogues’ wheelhouse. In combat, the Rogue capitalizes on the openings made by their allies using their sneak attack abilities.

Sorcerer: One of the three main spellcasting classes, Sorcerers specialize in flexibility. They gain Sorcery Points as they level, which allow them to add extra effects to their spells. Unlike most classes, Sorcerers start with their subclass, allowing them to specialize quickly.

Warlock: Another of the three main spellcasting classes, Warlocks specialize in short bursts of power. They can cast spells fewer times than other classes, but recover their spell casts faster than anyone. They also receive their power from a patron, a magical being, which has a unique effect on the role playing side of the game.

Wizard: Last of the three main spellcasting classes, Wizards specialize in versatility. No other class has a bigger selection of spells than a Wizard, nor can have more spells at the ready than a Wizard. A Wizard always has a spell relevant to the situation.

Don’t know what class to pick? Try playing a Fighter. They are very straightforward and easy to learn while allowing for some very interesting play styles as they level up.

Unlike other classes, Sorcerers and Clerics both start with a subclass, and thus might be a bit advanced for new players. However, don’t let that deter you if you really want to play one of those classes. Subclasses are simply how you refine your character as they grow. For example, a Life Cleric would be very good at healing while a War Cleric would be better at fighting. If you are using 5etools, there is a subclass comparison button to the left of the table at the top of the page. Read through the subclasses that sound interesting and pick your favorite.

If Wizards of the Coast ever adds any more classes you can find them at either of the links provided at the start of this Instructables.

Again, there is going to be a lot of information associated with that class. Keep that page in mind, but we will come back to it all later. Also, for now put 1 as your level. Ex: Level 1 Fighter.

2.4 Background: This is essentially “what was your character doing up until now.” It is a one or two word label of who you were. (Guard, merchant, hermit, etc) It represents who you were, what you had, and what traits you got from before you decided to become an adventurer. There are usually sections in each background to help you come up with more of the specifics of what you were doing. Again, there’s a lot of extra information, hold onto it and we’ll start using it soon.

Note: While background and backstory are similar and related to each other, they are separate things. Background is a set of rules/bonuses your character gets, while backstory is your character’s history in the world. We go over backstory in a later step.

2.5 Alignment: This is (roughly) your character’s moral compass. Do you always try to leave a situation better than you found it (good) or are you more self-centered looking out for what is best for you in every situation (evil)? Do you have a code or a rule of laws you follow to a T (lawful) or do you fly by on the seat of your pants with no care for rules (chaotic)? Maybe you lie somewhere in the middle on one or both of these (neutral).

Regardless, this isn’t too important to worry about, as you shouldn’t let this define the character, but the character defines the alignment. Alignments are typically written in a (lawful/neutral/chaotic) (good/neutral/evil) format. Examples are Lawful Evil, Neutral Good, and Chaotic Neutral. When you are Neutral Neutral, it is referred to as True Neutral.

Don’t know what Alignment you are? Then just skip it and come back later when you have a better idea of how your character will act.

2.6 Exp and Player Name: Ignore XP and XP next level. Experience based leveling is a way of playing D&D that is being phased out in favor of progression based leveling, so you can leave these blank and ignore them unless your DM says you will need it.

Your name goes where it says player name if you want your name on your sheet.

Proficiency Bonus

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Proficiencies are what your character is good at. Proficiency Bonus is how much better your character is good at those things. At Level 1 your bonus is 2, so put a 2 in the box labeled Proficiency Bonus and we will reference it a lot in the next section.


Stats

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Now the main thing of the first page, stats, or what your character is good and bad at. They are found on the left side of the sheet. Most of these are self explanatory but just to go over them:

Strength: how strong you are.

Dexterity: how nimble you are, whether that be with your entire body, or just your fingers.

Constitution: how resilient you are. Eg. how well you can take a punch, or your liquor.

Intelligence: Typically your book smarts that are learned through research and study.

Wisdom: Typically your street smarts that are learned through experience.

Charisma: Person to person skills. How well you can successfully influence others.

4.2 Rolling for Stats: To get the numbers for these stats, you start out by rolling dice!

The most common way to roll for stats is to roll 4 d6 (standard 6 sided dice) and drop the lowest number. So if I rolled a 4, 3, 6, 3, I would drop one of the 3’s and get a total of 13. If you don't have dice, you can have google roll them for you.

If you don’t want to roll dice you can take a preset called the standard array which is 15, 14, 13, 12, 10, 8.

After you’ve got a set of 6 numbers, you place them in whatever stats you want. You place a number in the small blank for each stat. Below is a list of what stat typically gets focused by which class.

Strength: Barbarian, Fighter,

Dexterity: Rogue, Monk, Fighter (if going archer)

Constitution: All of them. No really, ignore Constitution at your own peril.

Intelligence: Wizard, Artificer

Wisdom: Cleric, Druid, Ranger

Charisma: Bard, Paladin, Sorcerer, Warlock

For our example character sheet, we got 15, 10, 16, 11, 14 and 11.

4.3 Race and Stat Modifiers: The Next thing you should do is look at your race. Each race should mention stat increases. Apply those numbers to your base scores, but you can’t go over 20. So for our example Tiefling, we add 2 to charisma and 1 to intelligence.

The next step is the modifier associated with each number. This will affect everything to do with that stat. The Table in the above images has what values equal what modifiers.

Example: A strength of 14 would have a modifier of +2.

Stat modifiers are the number you will be using most of the time. They affect everything from your health, to your saves, to your armor, to your spell casting, to your skill. Keep them in mind.

4.4 Choosing Proficiencies: Next is proficiencies which come from your race, class, and background. They represent skills and things that your character is good at.

We are focused on just skill proficiencies for right now. Look at your race, class and background to see what skills you are proficient in. If it gives you a choice, simply pick from the list it provides.

The skills are listed next to your stats and are organized by stat. For example, Athletics uses Strength and thus is found next to Strength. For each skill you are proficient in, you fill in the corresponding circle next to it. The diamonds are for later levels and should be ignored for right now.

Your class will also mention which saving throws you are proficient in. Each stat will have a saving throw, so mark those in the same fashion as skills.

4.5 Filling in your stats: The final thing for this section is filling in the numbers. This part is the main reason we use this character sheet as every skill is in its own section with the applicable ability.

Put the modifier for the stat in each of the skills, and if you are proficient in the ability, add your proficiency bonus to that number. For example, if you have +2 modifier in Strength, and are proficient in Athletics, you would have +4 in Athletics. Two from Strength and two from the proficiency bonus. Another example, if you have -1 in Wisdom and are not proficient with Medicine, then you would have a -1 in Medicine. Minus one from Wisdom and nothing from the proficiency bonus.

It is ok to put a negative number next to a skill, this simply shows that you are bad at that skill. These numbers next to the skills will now be referred to as skill modifiers.

4.6 Passive Perception and Inspiration: Below the stat block is a box labeled: Passive Wisdom (perception). This is how likely your character is to spot something when they aren’t actively looking for anything. To get this, you take 10 and add(or subtract) your perception modifier from your perception skill that’s under Wisdom.

Below stats is inspiration, but this is something awarded during play. You can ignore it until you start playing.

Senses and Movement Speed

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At the bottom of the left hand column is senses and movement. 

5.2 Vision: Certain races have special vision. For example, Tieflings have darkvision, which means on top of normal vision they can see in the dark to a limited extent. Darkvision should be the only thing going here at level 1, and only if your race or class gives it to you. Otherwise leave it blank.

5.3 Movement: The next thing is speed which also should be mentioned in your race. 30 is what most races have. Put your walking speed in “base” and any other mentioned movement (fly, climb, or swim) can go in special movement. Base speed per hour is Speed divided by 10 and change the label to miles, so for 30ft move speed, you can travel 3 miles in an hour. Multiply travel speed for an hour by 8 to get how many miles in a day.


Initiative

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At level 1, Initiative is just your Dexterity modifier. Copy it over. Initiative is how you determine turn order in combat. The more the better.

Armor Class (AC)

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Armor Class is how hard it is for someone to land a hit on you. Armor class is 10 plus your Dexterity Modifier. For everyone but Wizards and Sorcerers, we will revisit this when we go over equipment. 


7.2 Advantages, Resistances and Immunities: Below Armor Class is Advantages, Resistances and Immunities. If your race or class give you any of these, put them here.


Health

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Hit points: How much punishment you can take before you keel over. At first level it is your hit dice maximum plus your Constitution modifier. Your “hit dice” should be mentioned somewhere in your class and the maximum is simply the highest value you can roll on that die ( so 8 on a d8, 12 on a d12, etc).  Write this in both Hit Points and Max Hit Points. For now ignore temporary HP as this is only relevant during play.

Hit Dice: Again, this comes from your class. Write 1 followed by the type of dice (d6, d8, d10, or d12). You use hit dice during play for different things, the primary thing being healing during a short rest.

Death Saves Below hit dice are death saves, these are only used during play, so we will not be covering them.



Combat Features

On this character sheet, the bottom right side of the page is provided for you to put information about your most commonly used weapons, spells, and features. For features, simply write out a short note of the feature. 

For example, Fighters get an ability called Second Wind, which lets them recover Hit Points. You might write the name, the healing amount, and when you use it here. Don’t know what to put? Leave it for later when you write out all your features.

For weapons and spells, you have five boxes followed by one long row. In this point of our tutorial, you don’t have anything to actually put here. Once you have weapons and spells to use, come back to this section and fill them out using step 10.

Weapons and Spells

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From left to right you have, name, attack bonus, damage, range, and weight. 

Name is just the weapon/spell, so longsword or fireball. 

Attack bonus is the bonus you have to hit enemies. It is a combination of a stat and then your proficiency bonus if you are proficient in that attack. The stats you use are: strength for normal weapons, dexterity for ranged weapons, either of strength or dexterity weapons that have the finesse property, or your spellcasting stat for spells, which is from your class.

For example, I have a dexterity modifier of +3 and a proficiency bonus of +2. When using a ranged weapon like a longbow, I would have an attack bonus of +5. 3 from my stat, and 2 from my proficiency. 


Damage is listed in the description of each spell and weapon. For weapons only, you add the stat you're using. Spells only get bonuses if they explicitly state so. Include the damage type here as well. In the longbow example, I would add a +3 from my dexterity, and write piercing for the damage type.


Range and weight are straight forward as they are listed right in the description of the weapon.


And with this, we move on to the second page 


Proficiencies and Language

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Here is where the last of the proficiencies from race, class and background go. Check the boxes for armor and weapon proficiencies if your class, or in some cases also race, provides them. Below this you can write any other miscellaneous proficiencies your character might have, including but not limited to instruments, tools, and specific weapons.

Armor, weapon, and other proficiencies determine what kind of tools you are good with. Typically, you only use armor and weapons if you are proficient with them.

In the language section put any languages you get from race and background. If it says to choose, pick one from this table. These are the languages your character can speak and read fluently.

Race & Class Features and Feats

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Race & Class Features is a space provided to put any other features about your race, class, and background that you feel are important, but have not yet been mentioned. This is where you would write the full description of abilities out. For example, Fighters get an ability called Second Wind, which lets them recover Hit Points. You would write the full description of the ability out here.

As for feats, unless you chose Variant Human as your race, you can ignore this section for now. Feats are small, extra features to make your character different. You can access a list of feats and what they do here. You list the feat of your choice plus its description here. You only get feats when something says you do.

Character Data (Backstory)

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This is the section where you get to fill out what your character looks like, as well as other important information about your character not directly linked to game mechanics. While you can fill all of this out on your own, it is important to communicate with the person running the game whether or not what you put in this section will work in the setting/ world they have created.

Keep in mind that your character is Level 1 and they have very little experience. It is very unlikely your character has single-handedly won a war. Below this is an optional spot for a character picture, as well as a spot for any extra notes related to your character you might need.

Equipment

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The next major section is your equipment. Each class should give you options for starting equipment. If you don’t like either of those options and your DM allows, you can instead start with a sum of gold and start with you own equipment from the sections for weapons, armor, and Adventuring Gear. You also might get equipment from your background.

If your character has armor, or you purchase armor, be sure to remember to change your armor class depending on the description of the armor.

Now we can move on to filling out this section. The first column in this section is for the names of each item you have. Right next to it are 3 columns labeled D (Donned, which means equipped), B (in Backpack), and P( . These 3 columns are to help keep track of where your item currently is as well as the weight of the item. Depending on who is running the campaign, you may or may not need to worry about weight.

Underneath these columns is a section to mark the total weight for each of the 3 columns as well as a section for total weight your character is currently carrying. Finally underneath that is a section for how much your backpack or pouch can carry but once again weight may not be important depending on who's running the campaign.

Currency/Gold:

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Along the right side of this page are the sections for coins, currency, and other valuables. For coins, this is where you will have information on how much money you currently have. Add up currency you got from background, class, and, rarely, race.

Gems, Valuables, and Mounts are extra sections that don’t need to be worried about until later into play.


Carrying Capacity

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Again, carrying capacity is only used by some DM’s, but is still a good idea to at least fill in max carrying and push, drag, and lift to use to advocate for yourself if need be. To do this, take your strength score and multiply it 15 and 30 respectively. This would mean a character with a strength score of 12 could at most push an object that weighs 360lbs.



Spells

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17.1 Spellcasting ability/ Sorcery points:The final section of the character sheet; Spells! Only Clerics, Druids, Wizards, Sorcerers, Bards, Artificers, and Warlocks start with spellcasting, so all other classes are free to skip this section.

Before we begin, spellcasting works very differently for each spellcaster, so it is best to read the spellcasting section for your class in full to get a better understanding of it. Let’s start with the blank in the top center of the page called Spellcasting ability. This is the Ability score/ modifier your class uses to cast spells. For Wizard and Artificers, this is Intelligence. For Clerics and Druids you use Wisdom, and for Sorcerer, Bard, and Warlock put Charisma there.

In the top right are sorcery points, which are only used by sorcerers and they don’t get them at level 1, so ignore this section.

17.2 Spell Save DC and Attack Modifier: The top left box is where you put your spell save DC. This is the number the targets of your spells must meet or beat to save against your spell. To get this number, take 8 and add your proficiency bonus (2 at level 1) and add your Spellcasting ability modifier (reminder this is just the modifier of whatever ability is your spellcasting ability).

This is also a good time to calculate your spell attack modifier if you haven't already, which is what you add to a roll when you make a ranged (or melee) spell attack that doesn’t have your opponent make a save. This is just your proficiency bonus plus your spellcasting ability modifier. If you are putting spells in the weapon slots on the first page, this would go in the attack bonus box. If you aren’t a sorcerer, you also can put it in the section for sorcery points and just label it correctly (as shown in one of the images). One of the people who created this instructables personally does this because it helps him keep all the information about spells in one spot.

17.3 Prepared Spells: Below spell save is the number of prepared spells. This is different for each class but can be found in the “Preparing and Casting Spells” or “Spells Known of 1st Level and Higher” section of your class. Either way, put that number here.

17.4 Spell Slots: Spell slots are the number of times you can cast different levels spells in a day, or in the case of a warlock every short rest. Write whatever number your class says you have in the top bubble for first level spells.

17.5 Selecting Spells and Cantrips: The final step of spellcasting is picking the spells you want. Cantrips are relatively weak spells that can be cast an infinite number of times a day, whereas first level spells are limited by your spell slots.

On 5eTools, there should be a hyperlink that takes you a list of spells for your class in your class’s spellcasting description.

Pick the correct number of cantrips and first level spells equal to what your class says you should have. There is no right or wrong answer to what spells you should take, so pick whatever spells speak to you. The exception to this is true strike. Don’t take this cantrip because it is arguably the worst spell in the game.

Conclusion

And with that, you've finished making a level one character sheet! With this knowledge, it is much more doable to make a character stronger than level 1. This was definitely a long process, but playing should be much easier with a sheet to reference. Happy rolling!

Sites used:

Character sheets:

https://img.fireden.net/tg/image/1456/72/145672520...

https://media.wizards.com/2016/dnd/downloads/5E_Ch...

Information:

Official Site - https://dnd.wizards.com/

Open Source Site - https://5e.tools/

Languages - https://5thsrd.org/character/languages/

Rolling dice:

https://www.google.com/search?q=roll+4d6&rlz=1C1CH...