[go: up one dir, main page]

100% found this document useful (1 vote)
19 views42 pages

Player Hand Book Sample

This document serves as a guide for filling out a character sheet for Dungeons & Dragons (D&D), detailing the steps to select a race, background, and class. It explains the importance of ability scores, skills, proficiencies, and unique traits associated with each character aspect. Additionally, it provides instructions for recording relevant information on the character sheet to ensure a comprehensive character profile.

Uploaded by

h.thiraphong
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
19 views42 pages

Player Hand Book Sample

This document serves as a guide for filling out a character sheet for Dungeons & Dragons (D&D), detailing the steps to select a race, background, and class. It explains the importance of ability scores, skills, proficiencies, and unique traits associated with each character aspect. Additionally, it provides instructions for recording relevant information on the character sheet to ensure a comprehensive character profile.

Uploaded by

h.thiraphong
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 42

Sa

m
pl
e
fil
e
If the sight of one

e
of these puts you

fil
in a cold sweat or
has you seeing
double, look no

e
further.

pl
m This handy guide will
help you fill out a
Sa
character sheet like
a professional!
Sa
m
pl
e
Race

fil
e
Race

e
● In D&D, race refers to any intelligent humanoid species

fil
e
pl
m
Sa
Race

e
Select a race now and record it near the top

fil
of your character sheet

Common: Rare:

e
● dwarf ● gnome

pl
● elf ● half-elf
● halfling ● half-orc
● human ● tiefling
m
Also choose a subrace if you’re playing
Sa
a dwarf, elf, halfling, or gnome
Race

e
Every race has an ability score increase

fil
Lightly jot down your ability score increase in
the left-hand column on your character sheet

e
2

pl
m
Sa
1
Race

e
Every race has a base walking speed,

fil
usually 25 or 30 feet

This number represents how far your

e
character can move in one turn in 30

combat

pl
m
Record your speed in the box provided
on your character sheet
Sa
Race

e
Your character possesses traits in

fil
common with his or her people

List your race’s traits in the lower

e
right-hand box on your character
sheet

pl
Dwarf: darkvision, dwarven resilience,
stonecunning (hill dwarf: toughness).

m
Elf: darkvision, fey ancestry, trance (high elf:
cantrip; wood elf: mask of the wild)
Sa
Halfling: lucky, brave, nimbleness, (lightfoot:
naturally stealthy; stout: resilience)
Race

e
A few races gain skill proficiencies

fil
Proficiency represents a character’s
inborn knack or special training

e
Elf characters should fill in the bubble next to

pl
Perception.

Half-orc characters should fill in Intimidation.

m
Half-elf characters should fill in any two.
Sa
Race

e
A couple of races gain tool or

fil
weapon proficiencies:

If you are a dwarf or elf, write

e
down your proficiencies in the

pl
lower left box on your character
sheet

m
Sa
Race

e
Every race speaks at least two

fil
languages. Half-elves speak three

Write down your languages in a

e
separate column in the

pl
proficiencies box

m
Sa
e
fil
e
Background

pl
m
Sa
Background

e
Your background is what you were

fil
before you became an adventurer
● acolyte ● noble
● charlatan ● outlander

e
● criminal ● sage

pl
● entertainer ● sailor
● folk hero ● soldier
● guild artisan ● urchin
● hermit m
Sa
Background

e
Select a background now and record it at

fil
the top of your character sheet

e
pl
m
Sa
Background

e
Your background gives you two skill

fil
proficiencies

e
pl
m
Sa
Background

e
Your background grants you two

fil
tool proficiencies, two languages, or
one of each

e
pl
m
Sa
Background

e
You also pick up equipment related

fil
to your background

The gold pieces can be recorded in

e
the box labeled GP

pl
m
Sa
Background

e
You have a feature unique to your

fil
background

Record it below your race traits

e
pl
m
Sa
Background

e
Backgrounds have suggested

fil
personal characteristics. Roll
randomly or choose from the
options

e
You earn inspiration points for

pl
roleplaying your character’s
personality
m
Sa
Sa
m
pl
e
Class

fil
e
Class

e
Your class is your character’s calling—it’s the primary

fil
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

e
● Cleric: a champion who wields divine magic in service of a higher power
● Druid: a priest wielding the powers of nature & adopting animal forms

pl
● 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



m
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
Sa
● 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

e
Select a class now and record it at the top of

fil
your character sheet. You start at 1st level

e
pl
m
Sa
Class

e
Your character has six ability scores:

fil
● Strength measures bodily power & athleticism
○ Important for barbarian, fighter, paladin

● Dexterity measures agility & reflexes

e
○ Important for monk, ranger, rogue

pl
● Constitution measures endurance & health
○ Important for everyone

● Intelligence measures reasoning & memory


○ Important for wizard
m
Wisdom measures awareness & intuition
○ Important for cleric, druid
Sa
● Charisma measures force of personality
○ Important for bard, sorcerer, warlock
Class

e
There are two methods for determining your six

fil
ability scores:
● Standard Array: 15, 14, 13, 12, 10, 8 10

● Point Buy: 27 points to spend

e
17

pl
13

m
Once you have your six numbers, assign each
8
Sa
one to an ability score, adding any ability score 15

increase from your race


12
Class

e
Then record each ability modifier above its

fil
corresponding ability score
+0

e
+3

pl
+1

m -1
Sa
+2

+1
Class

e
Initiative determines the order in combat.

fil
d20 + Initiative modifier

Your Initiative modifier is the same as your

e
Dexterity modifier

pl
m
Sa
Class

e
You start with one hit die. The type of hit die

fil
is determined by your character’s class. Add
your Constitution modifier to it
● Barbarian: d12

e
● Fighter, Paladin, Ranger: d10
● Bard, Cleric, Druid, Monk, Rogue, Warlock: d8

pl
● Sorcerer, Wizard: d6

m
After a short rest, you can spend one or more
hit dice to regain that many hit points
Sa
After a long rest, you regain half your spent hit
dice
Class

e
Hit points (hp) measure how tough your

fil
character is, how much punishment you can
take before losing consciousness
You receive hit points according to your class

e
● Barbarian: 12 + Constitution modifier

pl
● Fighter, Paladin, Ranger: 10 + Constitution modifier
● Bard, Cleric, Druid, Monk, Rogue, Warlock:
8 + Constitution modifier

m
Sorcerer, Wizard: 6 + Constitution modifier
Sa
Class

e
Classes may grant tool, armor and/

fil
or weapon proficiencies

e
pl
m
Sa
Class

e
Your proficiency bonus at 1st level is +2

fil
You add this bonus to rolls when using
weapons, spells, skills, tools, and saving

e
throws with which you are proficient

pl
m
Sa
Class

e
Your class grants you two saving

fil
throw proficiencies. Fill in the
corresponding bubbles

e
Saving throws are the same as their
corresponding ability modifiers

pl
But add your proficiency bonus to

m
those with which you are proficient
Sa
Class

e
Your class grants more skill proficiencies,

fil
usually chosen from a short list

Skill checks use corresponding ability

e
modifiers. Add your proficiency bonus
wherever bubbles are filled in

pl
m
Sa
Class

e
Pick up additional equipment from among

fil
the class options

e
pl
m
Sa
Class

e
Your Armor Class (AC) is the number

fil
enemies have to roll to hit you in combat

● If you’re not wearing armor, your AC

e
is 10 + Dexterity modifier
● If you’re wearing armor, refer to the

pl
Armor table on page 145
● A shield adds +2 to AC
● m
Barbarians and monks have an
alternate method for determining AC
Sa
Class

e
When you attack with a weapon, roll a

fil
d20 and add your proficiency bonus & an
ability modifier
● For melee weapon attacks, use

e
your Strength modifier for attack &

pl
damage rolls
○ Finesse weapons can use Dexterity instead


m
For ranged weapon attacks, use
your Dexterity modifier for attack &
damage rolls
Sa
○ Thrown weapons can use Strength instead
Class

e
Your have various abilities unique

fil
to your class

Record your class features below

e
your background feature

pl
m
Sa
If you’re a barbarian,

e
fighter, monk,
paladin, ranger, or

fil
rogue...

e
pl
You’re done!

m
Sa
Everyone else is a

e
spellcaster.

fil
e
pl
m
Sa
Class

e
First, write down your spellcasting class:

fil
bard, cleric, druid, sorcerer, warlock, or
wizard

e
pl
m
Sa
Class

e
Fill out the spell stats on the right side.

fil
Spellcasting ability
● Bard, Sorcerer, Warlock: Charisma
● Cleric, Druid: Wisdom

e
● Wizard: Intelligence

pl
Spell save DC
● 8 + proficiency bonus + spellcasting modifier

Spell attack bonus



m
proficiency bonus + spellcasting modifier
Sa
Class

e
Cantrips are spells that you can cast as

fil
many times as you want.
● Bard, Druid, Warlock: 2 cantrips
● Cleric, Wizard: 3 cantrips

e
● Sorcerer: 4 cantrips

pl
Choose your cantrips from your class
spell list
m
Sa
Class

e
You can also cast 1st-level spells

fil
● 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

e
them equal to Wisdom modifier + class level
● Wizards have a spellbook with six 1st-level spells.

pl
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
Sa
of times you can cast spells before resting.
Everyone has 2, except warlocks who have 1

You might also like