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CharacterCreationGuide Booklet

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0% found this document useful (0 votes)
19 views2 pages

CharacterCreationGuide Booklet

Uploaded by

Chloé Vandal
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
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CHECK PROFICIENCY BONUS

At every 4th level up (Level 5, 9, 13, 17), your


abilities improve. Add +1 to the following: 1. You can generate your Ability Score values by
XP LEVEL PROFICIENCY
+1 to every skill and tool you are rolling dice or simply using the standard values.
0 1 +2
proficient in. If you have the Expertise Roll four six-sided dice and record the sum of
300 2 +2
feature, add an extra +1 to those skills. If you the highest three dice (do this six times), OR
900 3 +2
increased your Perception skill, add the same use the following values; 15, 14, 13, 12, 10, 8.
2,700 4 +2
bonus to your Passive Perception. CHOOSE A RACE / SPECIES 2. Assign each of these numbers to one of the six
6,500 5 +3 *
14,000 6 +3 +1 to each Your character’s race provides a main abilities, with your key abilities as the
23,000 7 +3 Saving Throw you are proficient in. variety of key game features, plus highest, and the rest in decreasing importance.
suggestions of typical attributes 3. Reference your character’s race, and add the
34,000 8 +3 +1 “to hit” for all weapons. like age, height, and even names. Ability Score Increases mentioned there to
48,000 9 +4 *
+1 to any special Save This choice also affects some obtain your six final Ability Scores.
64,000 10 +4
DCs used by your class (a common one is important game elements,
85,000 11 +4
the Spell Save DC for spellcasters). Any class specifically:
100,000 12 +4
features which mention your proficiency Ability Scores translate into a second number
120,000 13 +5 * ABILITY SCORE INCREASE:
score may also increase. called an Ability Modifier. You can convert it using
140,000 14 +5 Your choice of race will the table in the Player’s Handbook, or to calculate
165,000 15 +5 boost specific ability scores.
ADD NEW CLASS FEATURES it, start with your Ability Score, subtract 10, then
195,000 16 +5
In the Player’s Handbook, each class has a SPEED: Determines your speed, divide that number by 2 (rounding down). At first
225,000 17 +6 *
level up table which tells you which features meaning the distance you can level, this number typically ranges from -2 to +4.
265,000 18 +6
you gain at each level. Carefully read all the move in each combat turn.
305,000 19 +6
355,000 20 +6 way across the table, making sure to check LANGUAGES: The main languages
Proficiency is the number you add to skills that
for improvements to existing features like your character can speak, read,
you are trained in. At first level this modifier is +2.
new spell slots, extra class points, new and write.
CHOOSE A CLASS TO LEVEL UP Cantrips, and so on. Note these changes on UNIQUE TRAITS: Each race has
Usually this will be the character class your character sheet. At certain levels, each unique abilities and features. Saving Throws are used during the game to avoid
you started the game as, but you may class will also gain an Ability Score Increase. unwanted effects. Your chosen class will tell you
be able to choose a different class which two Saving Throws you are proficient in.
CHOOSE A CLASS
(see rules for Multiclassing in Mark the dot beside these on your character
the Player’s Handbook). Increase one Ability Score by two points, or Your character’s class is what they
sheet, then fill in the value by adding that Ability
two Ability Scores by one point each (to a have specialised in or trained to
Modifier to your Proficiency Bonus. Fill in the four
maximum of 20). If this increases an Ability do. It is the main element used to
INCREASE HP & HIT DICE remaining values with only the Ability Modifier.
Score to a new multiple of two (10, 12, 14...), define your character’s features
Each class has a type of dice used to the Ability Modifier increases. Update all the throughout their adventures, such
determine their health (d6, d8, d10, or connected skills on your character sheet by as their abilities with magic or Your chosen Class and Background will assign or
d12). First, record one new Hit Die of that same amount. This may include skills, weapons, their skills, Hit Points, allow you to choose a number of skills that you
this type on your character sheet. Saving Throws, weapon hit and damage starting items, and more. are proficient in. Mark the dot for each of these
To increase your Hit Points (HP), roll rolls, Save DCs and more. chosen skills and then calculate all of your skill
CHOOSE A BACKGROUND values by adding the Ability Modifier associated
that Hit Die or take the fixed value for If your Constitution modifier is increased,
that die (d6 = 4, d8 = 5, d10 = 6, d12 = 7), Your character’s background with that skill, plus your Proficiency Bonus if it is
add +1 HP for each character level (eg. if you
then add your Constitution modifier. indicates what lifestyle and one of the skills you have marked.
are Level 5, add +5 Maximum HP).
Add this number to your Maximum HP. experiences they had before this
Optional: Some DMs allow you to choose a adventure. It typically provides
Previous
Hit Points + Hit Die roll
OR Fixed Value
+ Con.
Modifier
Feat instead of an Ability Score increase (see
Feats in the Player’s Handbook).
some extra skills and equipment,
as well as being a great basis for
This represents your awareness of
your surroundings, and is calculated
backstory and roleplaying ideas. as 10 plus your Perception skill value.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode. © Designed by Mythbound. Custom resources and more at Mythbound.co.uk
TIP: Don’t only
pick combat and
CHOOSING SPELLS damage spells!
A weapon’s damage is represented by a
PROFICIENCIES & LANGUAGES number of dice, plus an Ability Modifier.
Proficiencies represent additional things Check the weapons table to see which dice SPELL STATS To cast a spell, you must have an available
you have learned to use well, like armour, this weapon uses, and record that, as well If your character gains the Spellcasting spell slot. Spellcasters start with a set
weapons and tools. Check your Race, Class as the relevant Ability Modifier (this time feature, you will need to add a spell page number of Level 1 spell slots as shown in
and Background sections for any of these, without Proficiency). Finally, note the to your character sheet. This will require their class table. Note these on your sheet.
and record them on your character sheet. damage type of this weapon. The result you to complete some additional sections.
Do the same for any languages. will be something like “1d6+3 Piercing”
Not all spells are available to all spell
FEATURES & ABILITIES ENCOUNTER STATS The source of your Spellcasting (usually classes. The Player’s Handbook gives a list
Your Race, Class and Background will also your character’s class) will tell you which of the spells you can learn. Choose only
Ability you use to cast spells. Usually this from the spells available to your class.
provide you with some special features
Each class has a type of dice used to will be Charisma, Intelligence or Wisdom.
and abilities. Record all of your special
determine their health and to heal when Your Spellcasting Ability Modifier is that
Race and Background features, plus add When you gain the Spellcasting feature,
resting. At first level you have one Hit Die specific Ability Modifier.
any Class features you receive at first level, you learn a number of Level 1 spells. Some
of the type shown in your character class.
as shown in your class table in the Player’s If you have more than one source of classes also learn Cantrips - simple spells
Handbook. Some characters will need to Your Hit Points (HP) at first level are Spellcasting which utilises another Ability which do not require spell slots.
pick a subclass or spells (see Spellcasting). shown in your character class. Take the type, you may have a different Spellcasting
fixed number, then add your Constitution Ability Modifier for those spells.
EQUIPMENT modifier. This total is your Maximum HP. Some spellcasters have “known” spells
Your character Class will give you a choice which are chosen and then do not change,
of items and equipment. Your Background When you cast a spell and your target while other magic users “prepare” their
will also give you some additional items, Check your character’s Race attempts to avoid the effect, they must try spells, choosing a certain number each
and a sum of money to start with. Note section to find their base speed. to roll higher than your Spell Save DC. This day. Check if you know or prepare your
these in your character’s Inventory. number is calculated as follows: spells, and how many you need to choose.
If you are wearing armour, the armour Spell = + Proficiency + Spellcasting When adding spells to your spell sheet,
Save DC
8 Bonus Ability Modifier mark the dot beside them to show which
table in the Player’s Handbook provides a
calculation for your Armour Class (AC). are prepared. If you have Cantrips, these
This may be a set number, or be adjusted cannot be changed from day to day.
SPELL ATTACKS
WEAPON ATTACKS by your Dexterity. If wearing no armour, Some spells require an attack roll,
your AC is 10 plus your Dexterity modifier. When noting down your spells, it is useful
List any weapons you wish to use in the similar to making a weapon attack.
Attacks table on your sheet. This requires Calculating spell attacks follows exactly to include some simple details of the spell
you to calculate two numbers – the Attack Initiative reflects how fast you can react, the same process as with weapons. features (damage, range, casting time,
Modifier (rolling to hit) and the Damage. and is the same as your Dexterity modifier. save type etc.) this will save time later!

To calculate the modifier for a spell attack,


Calculating the Attack Modifier requires simply add your Spellcasting Ability
two elements – the Ability you are using, Modifier to your Proficiency Bonus. Unlike
and whether you are proficient with this weapon attacks, spellcasters are always
weapon. Use the weapons table in the Give yourself a character name, and any proficient with their spell attacks. Choosing a Feat during character creation
Player’s Handbook to identify the Ability extra details like height, age or weight. is available to some races or granted upon
needed for each weapon – Strength for Many character sheets also include spaces DM discretion. Feats represent additional
melee weapons, Dexterity for ranged for personality traits like ideals or flaws. A spell’s damage and effects are detailed in training and abilities beyond your typical
weapons, and Strength or Dexterity for Any details you can add will help to build a the spell description. Unlike weapons, this class or background, granting extra skills
finesse weapons. Add the Ability Modifier character – defining who they are, where is typically just dice damage with no extra and bonuses. If you gain a Feat, check for
and Proficiency Bonus (if applicable) to they come from, and their relationships bonuses, unless you have a specific feature any prerequisites such as Ability Score or
calculate Attack Modifiers for each weapon. with other players and the wider world. or the spell’s text says otherwise. race before adding it to your sheet.

© Designed by Mythbound. Custom resources and more at Mythbound.co.uk © Designed by Mythbound. Custom resources and more at Mythbound.co.uk

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