Dungeons and Dragons 5th Edition (D&D 5e) Character Sheet Helper

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Dungeons and Dragons was what helped me get out of my shell after my friends moved away to college and university. As I started playing more with people, I realized how important I felt it was to have a properly filled out character sheet. Often feeling nervous that others may not care for my lack of knowledge on the topic, I studied as hard as I could to ensure that it was filled out properly. Those were back in the days of complicated systems like Dungeons and Dragons 3.5 and Pathfinder. Nowadays, the gaming paradigm has shifted from knowing everything to role-playing and I couldn’t be happier.

Still, I think back to what I would want to have had as a resource when I was getting ready for my first few games. Here I present: the Character Sheet Helper. Click below on the image for a section that you need help with, or click on the links below for assistance filling out your character sheet.

Class & Level

This is where you put your class and level. If you are multi-classing, you would put both classes and levels in here.

Class affects:

Some classes affect:

Background

This is where you list your background from the background list.

Your background affects:

Race

This is where you put your race.

Race affects:

Alignment

Alignment is a concept that helps guide character motivations by determining how the character falls on two axes: good/evil and lawful/chaotic.

The two axes are often plotted as a square called an Alignment Table.

It looks something like this:

alignment

A social media game where you tag people to show where they lie on the alignment grid.

The alignments are used as a guideline for how your character would act, but you should ask your DM how closely they follow this chart. Some don’t use the 9 alignment system, and some strictly adhere to it.

Glossary:

  • Ability Scores:

    Put the scores that you have generated in these spots along with their modifiers.

  • Attacks & Spellcasting

    This section is for writing commonly used attack modifiers, damage, and spell information.

  • Armour Class:

    (AC) represents how hard you are to hit with a physical or spell attack. This is determined most often by your equipment, but can also be determined by class.

  • Death Saving Throws:

    When you fall unconscious in battle, your DM may ask you for a death saving throw. Roll a twenty-sided die (d20) and if your roll is 10 or greater than gain a success. If your roll is less than 10, it is considered a failure. 3 failures result in death. 3 successes result in being stable and no longer at risk of dying.

  • Equipment:

    Equipment has two ways of being determined. You can either roll a random amount of gold determined by the class in the equipment chapter or pick from the starting equipment found under your class.

  • Experience Points:

    This is where you list how many experience points (XP) you have earned throughout this game.

  • Features & Traits

    Each class comes with it’s own features and traits that you’ll need to make notes of to play the game. This could be things such as how the barbarian’s rage works, how bardic inspiration works, or any other notes about the character that you feel would benefit it. Further features and traits are granted by your background and race.

  • Hit Dice:

    (HD) Hit dice are used on short rests to regain hit points. The number of hit dice are determined by your class and level.

  • Hit Points:

    (HP) Current HP is the total number of HP your character has at any given time. This is often displayed as a fraction out of the maximum HP. HP is calculated HD times current level (HD x level).

  • Initiative:

    Initiative helps determine turn order in combat. It is most often your Dexterity modifier.

  • Name:

    You can choose any name for your character. I’m quite fond of pun names, but check with your DM before solidifying it.

  • Persona:

    Made up of personality traits, ideals, bonds, and flaws, this section is meant to help provide inspiration on how your character would act. These are often created by the player or suggested by the Backgrounds section of the Player’s Handbook.

  • Other Proficiencies & Languages:

    The other proficiencies include things such as tool proficiencies, languages, vehicle proficiencies, etc. The class section of the Player’s Handbook will describe these. Like your class, your background and race also gives you skill proficiencies, other proficiencies, and sometimes languages to help define your character further.

  • Proficiency Bonus:

    Determined by your class level and found on your class table. For any skill, attack, or save you are proficient in, you add this bonus to your ability scores modifier.

  • Saving Throws:

    When you take your first level, you get two save proficiencies. These proficiencies are statically determined by your class.

  • Skills:

    You receive proficiency with skills after choosing from a determined list based on your class and a defined set of skills from your background. Skills in which you are proficient, you add your proficiency to your ability score modifier. If not proficient, it represents the associated ability modifier of the skill.

  • Speed:

    The Speed statistic determines how quickly your character moves in a round. This is often measured in feet and 5 foot squares.

  • Temporary Hit Points:

    Temporary hit points are hit points that are taken away before your real hit points are affected. These are often granted as part of a spell or class feature, otherwise this amount is 0.

Making an Awesome D&D Character

One of the biggest concerns I had when I was starting to get into role-playing games (RPGs) was looking like I didn’t know how to play. In scenarios where I was the newest entrant, I didn’t want to feel like I was slowing down the game to the annoyance of my group. While I can attest that was the furthest thing from truth and most groups are willing to help new players, I wanted to create a resource that would allow people to make characters you can be proud of when going into a gaming group.

In the next week, I will be publishing ways that you can elevate your role-playing game character creation from zero to hero.

To start exploring, click the link below or use our handy table to find the information you’re looking for.

Table of Contents

 

Reference Material:

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Making an Awesome D&D Character: Step 6

Table of Contents

Spellcasting

It’s hard to not get away with playing some form of a spellcaster in D&D. Every class seems to have an archetype at 3rd level that introduces spells, and even some races sneak in spells like the High Elf and the Tiefling. Because of this, you should be comfortable knowing how spells work and how they can affect your character.

In general, there are two types of magic in Dungeons and Dragons (D&D): divine and arcane. Arcane magic is used by bards, wizards, sorcerers, and warlocks. Divine magic is used by clerics, druids, paladins, and rangers. I’m going to focus on the main classes, but there are some archetypes that use these as well. Be sure to read the source material well and ask us for any clarification if you need it. The table below will summarize how each class uses their casting ability.

Magic Type

Classes

Casting Ability

Arcane

Bard

Charisma

Sorcerer

Charisma

Wizard

Intelligence

Warlock

Charisma

Divine

Cleric

Wisdom

Druid

Wisdom

Paladin

Charisma

Ranger

Wisdom

How Do Spells Work?

To cast a spell, a caster uses a spellcasting resource commonly called a spell slot. These spots represent the amount of energy the spell takes to cast. As the caster levels, they gain access to more and more powerful spells and spell levels.

Most spells take a turn to cast and have three general ways of affecting the character. The first is that it automatically succeeds. This is more common in beneficial spells like Cure Wounds or Mage Armor.

Offensive spells like Bane or Fireball have a Difficulty Class (DC) to meet or beat. The DC is determined by adding 8 to your spellcasting ability modifier (See Step 4 for more information on how to determine modifiers from ability scores) and your proficiency bonus (See Step 5 for information on proficiency bonuses).

Save DC = 8 + Spellcasting Modifier + Proficiency

The target would then roll a 20-sided die (notated d20) and add the relevant ability modifier described by the spell. If they get the same number or higher, the spell will affect them less. If they roll lower, this counts as a failed roll and the spell takes full hold.

Other offensive spells use a hit or miss mechanic where the caster rolls a d20 and adds their proficiency and spellcasting ability modifier. This is most often opposed by the target’s armor class (AC). If the roll meets or exceeds the AC, the spell uses the hit rules. Otherwise, it misses.

Attack = Spellcasting Modifier + Proficiency

Choosing Spells

Choosing spells can either be a walk in the park or involve rigorous research. Classes like Cleric, Druids, and Paladins can change their spells every day after meditating and praying. The arcane casters have a fixed spell list so they require a bit more research.

Resources for Spells:

  • Player’s Handbook
  • Basic Rules for D&D
  • Sword Coast Adventurer’s Guide
  • Xanathar’s Guide to Everything
  • Elemental Evil Player’s Guide

Thank you for following on long on this guide. See something we forgot? Shoot us a comment or a message!

For more information on the resources listed here, please see your friendly local gaming venue!

 

Making an Awesome D&D Character: Step 5

Table of Contents

Skills & Proficiencies

Based on the total number of levels you have accumulated, your character gets more proficient with the skills and abilities they have started out with. This starts out as a +2 bonus to skills you are proficient with and goes up in tiers as you level with the highest being +6 at level 17. You can still use skills you are not proficient with though, but they will not be as powerful later in the game.

In addition to your proficiency, your skill modifier also has the associated ability modifier added with it. To determine your ability score modifier, take your score, subtract 10 and then divide by half rounding down. Alternatively, you can use this handy-dandy chart.

Score Modifier
Ability Scores and Modifiers
1 −5
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10

Source: https://roll20.net/compendium/dnd5e/Ability%20Scores#content

For example, if you are using Athletics which is typically a Strength-based ability, and your Strength is 13, your modifier would be +1. If you proficient in Athletics, this changes to +3 at level 1.

Below we will go into a brief primer about what each skill does and why you would want to pick it.

 

Skill Primary Ability Explanation
Acrobatics Dexterity The ability to escape grapples and keep your balance
Animal Handling Wisdom The ability to handle beasts including riding animals and change an animal’s mood
Arcana Intelligence Knowledge of magic resulting from arcane study
Athletics Strength The ability to break grapples, move heavy objects, and perform jumps
Deception Charisma The ability to deceive
History Intelligence Knowledge of historic events, places, and people
Insight Wisdom The ability to see through deception and sense another’s intention
Intimidation Charisma The ability to intimidate someone into cooperation
Investigation Intelligence Looking for clues or piecing together how something works
Medicine Wisdom First aid and ability to perform medical procedures
Nature Intelligence The knowledge of natural phenomenon and beasts
Perception Wisdom The ability to use your senses to perceive the material world
Performance Charisma Using instruments, your voice, or dancing to make money
Persuasion Charisma Using reason or emotional appeal (beyond deception and intimidation) to promote a behaviour
Religion Intelligence Knowledge of religious rituals and deities
Sleight of Hand Dexterity To use your hands delicately to steal, misdirect, or pocket an object
Stealth Dexterity The ability to avoid being perceived
Survival Wisdom The ability to forage, hunt, and track

Tool, Armour, and Weapon Proficiencies

There are other forms of proficiencies that don’t have a numerical benefit. With tools, they allow you to use your proficiency bonus when making certain checks.  With weapons, you get to add your proficiency when you’re trying to hit with the weapon, and with armour you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells. (Source: https://roll20.net/compendium/dnd5e/Armor#content)

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Making an Awesome D&D Character: Step 4

Table of Contents

Ability Score Generation

Okay. So you’ve chosen your class, your background, and your race. These selections grant you with a number of choices of skills, features, and dice rolls. In this section we’ll talk a bit about how to generate ability scores and recommend some ways to assign the scores you get.

There are a lot of ways to generate ability scores. We’ll go into some of the common ones and then talk about important abilities for each class. Keep in mind these are merely instructional and your DM will tell you how to generate scores.

Standard Array

The standard array in 5e is 15, 14, 13, 12, 10, and 8. These basic numbers can be arranged in any order you prefer.

Roll 4 Six-sided Dice and Drop the Lowest

Also known as 4d6dl1, this style is a carryover from previous editions. Rolling this way produces generally higher rolls than it’s predecessor 3d6. It is the preferred method in the Player’s Handbook. Once you have rolled 6 times (one for each ability score), you can then assign them into whichever order is beneficial to you. In the case where you’re not happy with the score, you can replace your score with the standard array: 15, 14, 13, 12, 10, 8.

Roll 3 Six-sided Dice

Also known as 3d6 generation, this rolling method generally produces a wider array than 4d6dl1. This is a carryover from the first edition of D&D and so it has a certain amount of nostalgia. It also a generally more “hardcore” ability score generation because there is less redemption from low scores.

Organic Character Creation

What if you didn’t get to choose your ability scores? What if, just like in life, you were stuck with whatever given talents and abilities you had? That’s what organic character creation is for. Instead of choosing where your abilities will go after they are rolled, you go down a predetermined method and put whatever you roll into that ability. For example, going top to bottom or bottom to top and whatever you roll is what you roll.

I use this style when I don’t know what I want to play and it’s open table because you can get such interesting combinations.

Point Buy

Using a Dungeon Master (DM) determined number of points (usually 27), you use these points to buy 6 ability scores. You can’t be left with any points at the end and the points are spent as below:

Score

Cost

8

0

9

1

10

2

11

3

12

4

13

5

14

7

15

9

Source: https://www.dndbeyond.com/compendium/rules/basic-rules/step-by-step-characters#3DetermineAbilityScores

Ability Scores: Defined

In this section, we’ll discuss the ability scores and what they measure.

There is a great way that I learned from the old Internet back in the day as defined by its relationship to a tomato.

Strength is the ability to crush a tomato or move a crate of tomatoes

Dexterity is the ability to dodge a thrown tomato.

Constitution is the ability to eat a bad tomato.

Intelligence is knowing that the tomato is a fruit.

Wisdom is knowing that you don’t put a tomato in fruit salad.

Charisma is selling a fruit salad made from tomatoes.

Source: https://www.reddit.com/r/DnD/comments/1s9l2g/dd_stats_explained_with_tomatoes/

In our next section, we’ll talk about how these abilities interact with proficiencies within skills.

Resources for Ability Score Generation:

 

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