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If the sight of one
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of these puts you
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in a cold sweat or
has you seeing
double, look no
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further.
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m This handy guide will
help you fill out a
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character sheet like
a professional!
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Race
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Race
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● In D&D, race refers to any intelligent humanoid species
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Race
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Select a race now and record it near the top
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of your character sheet
Common: Rare:
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● dwarf ● gnome
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● elf ● half-elf
● halfling ● half-orc
● human ● tiefling
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Also choose a subrace if you’re playing
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a dwarf, elf, halfling, or gnome
Race
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Every race has an ability score increase
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Lightly jot down your ability score increase in
the left-hand column on your character sheet
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2
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1
Race
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Every race has a base walking speed,
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usually 25 or 30 feet
This number represents how far your
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character can move in one turn in 30
combat
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m
Record your speed in the box provided
on your character sheet
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Race
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Your character possesses traits in
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common with his or her people
List your race’s traits in the lower
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right-hand box on your character
sheet
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Dwarf: darkvision, dwarven resilience,
stonecunning (hill dwarf: toughness).
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Elf: darkvision, fey ancestry, trance (high elf:
cantrip; wood elf: mask of the wild)
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Halfling: lucky, brave, nimbleness, (lightfoot:
naturally stealthy; stout: resilience)
Race
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A few races gain skill proficiencies
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Proficiency represents a character’s
inborn knack or special training
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Elf characters should fill in the bubble next to
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Perception.
Half-orc characters should fill in Intimidation.
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Half-elf characters should fill in any two.
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Race
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A couple of races gain tool or
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weapon proficiencies:
If you are a dwarf or elf, write
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down your proficiencies in the
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lower left box on your character
sheet
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Race
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Every race speaks at least two
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languages. Half-elves speak three
Write down your languages in a
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separate column in the
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proficiencies box
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Background
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Background
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Your background is what you were
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before you became an adventurer
● acolyte ● noble
● charlatan ● outlander
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● criminal ● sage
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● entertainer ● sailor
● folk hero ● soldier
● guild artisan ● urchin
● hermit m
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Background
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Select a background now and record it at
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the top of your character sheet
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Background
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Your background gives you two skill
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proficiencies
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Background
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Your background grants you two
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tool proficiencies, two languages, or
one of each
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Background
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You also pick up equipment related
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to your background
The gold pieces can be recorded in
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the box labeled GP
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Background
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You have a feature unique to your
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background
Record it below your race traits
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Background
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Backgrounds have suggested
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personal characteristics. Roll
randomly or choose from the
options
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You earn inspiration points for
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roleplaying your character’s
personality
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Class
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Class
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Your class is your character’s calling—it’s the primary
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definition of what he or she can do
● Barbarian: a fierce warrior of primitive background who can enter a rage
● Bard: an inspiring magician whose power echoes the music of creation
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● Cleric: a champion who wields divine magic in service of a higher power
● Druid: a priest wielding the powers of nature & adopting animal forms
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● Fighter: a master of martial combat, skilled with weapons & armor
● Monk: a master of martial arts, harnessing the power of the body in pursuit
of physical & spiritual perfection
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●
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Paladin: a holy warrior bound to a sacred oath
Ranger: a wilderness warrior who uses martial prowess & nature magic
Rogue: a scoundrel who uses stealth & deceit to outfox obstacles & foes
Cleric Fighter Rogue Wizard
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● Sorcerer: a spellcaster who draws on inherent magic from a gift or bloodline
● Warlock: a wielder of magic derived from a deal with an extraplanar entity
● Wizard: a scholarly magic-user capable of manipulating reality
Class
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Select a class now and record it at the top of
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your character sheet. You start at 1st level
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Class
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Your character has six ability scores:
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● Strength measures bodily power & athleticism
○ Important for barbarian, fighter, paladin
● Dexterity measures agility & reflexes
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○ Important for monk, ranger, rogue
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● Constitution measures endurance & health
○ Important for everyone
● Intelligence measures reasoning & memory
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○ Important for wizard
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Wisdom measures awareness & intuition
○ Important for cleric, druid
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● Charisma measures force of personality
○ Important for bard, sorcerer, warlock
Class
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There are two methods for determining your six
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ability scores:
● Standard Array: 15, 14, 13, 12, 10, 8 10
● Point Buy: 27 points to spend
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17
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13
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Once you have your six numbers, assign each
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one to an ability score, adding any ability score 15
increase from your race
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Class
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Then record each ability modifier above its
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corresponding ability score
+0
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+3
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+1
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+2
+1
Class
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Initiative determines the order in combat.
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d20 + Initiative modifier
Your Initiative modifier is the same as your
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Dexterity modifier
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Class
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You start with one hit die. The type of hit die
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is determined by your character’s class. Add
your Constitution modifier to it
● Barbarian: d12
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● Fighter, Paladin, Ranger: d10
● Bard, Cleric, Druid, Monk, Rogue, Warlock: d8
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● Sorcerer, Wizard: d6
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After a short rest, you can spend one or more
hit dice to regain that many hit points
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After a long rest, you regain half your spent hit
dice
Class
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Hit points (hp) measure how tough your
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character is, how much punishment you can
take before losing consciousness
You receive hit points according to your class
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● Barbarian: 12 + Constitution modifier
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● Fighter, Paladin, Ranger: 10 + Constitution modifier
● Bard, Cleric, Druid, Monk, Rogue, Warlock:
8 + Constitution modifier
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Sorcerer, Wizard: 6 + Constitution modifier
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Class
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Classes may grant tool, armor and/
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or weapon proficiencies
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Class
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Your proficiency bonus at 1st level is +2
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You add this bonus to rolls when using
weapons, spells, skills, tools, and saving
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throws with which you are proficient
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Class
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Your class grants you two saving
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throw proficiencies. Fill in the
corresponding bubbles
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Saving throws are the same as their
corresponding ability modifiers
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But add your proficiency bonus to
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those with which you are proficient
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Class
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Your class grants more skill proficiencies,
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usually chosen from a short list
Skill checks use corresponding ability
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modifiers. Add your proficiency bonus
wherever bubbles are filled in
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Class
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Pick up additional equipment from among
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the class options
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Class
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Your Armor Class (AC) is the number
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enemies have to roll to hit you in combat
● If you’re not wearing armor, your AC
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is 10 + Dexterity modifier
● If you’re wearing armor, refer to the
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Armor table on page 145
● A shield adds +2 to AC
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Barbarians and monks have an
alternate method for determining AC
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Class
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When you attack with a weapon, roll a
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d20 and add your proficiency bonus & an
ability modifier
● For melee weapon attacks, use
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your Strength modifier for attack &
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damage rolls
○ Finesse weapons can use Dexterity instead
●
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For ranged weapon attacks, use
your Dexterity modifier for attack &
damage rolls
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○ Thrown weapons can use Strength instead
Class
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Your have various abilities unique
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to your class
Record your class features below
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your background feature
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If you’re a barbarian,
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fighter, monk,
paladin, ranger, or
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rogue...
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You’re done!
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Everyone else is a
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spellcaster.
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Class
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First, write down your spellcasting class:
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bard, cleric, druid, sorcerer, warlock, or
wizard
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Class
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Fill out the spell stats on the right side.
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Spellcasting ability
● Bard, Sorcerer, Warlock: Charisma
● Cleric, Druid: Wisdom
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● Wizard: Intelligence
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Spell save DC
● 8 + proficiency bonus + spellcasting modifier
Spell attack bonus
●
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proficiency bonus + spellcasting modifier
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Class
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Cantrips are spells that you can cast as
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many times as you want.
● Bard, Druid, Warlock: 2 cantrips
● Cleric, Wizard: 3 cantrips
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● Sorcerer: 4 cantrips
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Choose your cantrips from your class
spell list
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Class
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You can also cast 1st-level spells
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● Bards (4), sorcerers (2), and warlocks (2) know spells
● Clerics, druids know every 1st-level spell from their
respective spell list but can only prepare a number of
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them equal to Wisdom modifier + class level
● Wizards have a spellbook with six 1st-level spells.
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They can prepare a number of them equal to
Intelligence modifier + wizard level
Record the names of known spells. Fill in
bubbles of prepared spells. m
You have a number of spells slots, the number
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of times you can cast spells before resting.
Everyone has 2, except warlocks who have 1