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Your Guide To The D&D5e

Character Sheet
The Character Sheet
• If you plan on playing D&D, your
character sheet is your companion in
almost all parts of play.
• The character sheet is a document
that contains valuable information
about your character such as:
Character Statistics, Character
Abilities, Character Features, etc.
The name of
Simply the the player
name of your The species of your controlling the
character character. Different character
races have different Where your character
The class is the primary innate capabilities lies in the spectrum of A representation of
definition of a character’s unique to their race. “good-evil” and how much your
capabilities. A summarization “lawful-chaotic” character has
of the character’s identity. The The backstory of your developed. Once this
level is how advanced the character. What the reaches a certain
character is on that specific character is/was prior threshold, your
class. Characters in D&D5e can to adventuring character levels up.
have multiple classes. Not all DMs however
utilize this system.
Character Classes

• Summarization of an adventurer’s
identity
• Determines many of the adventurer’s
skills and abilities that a character can
learn
• Characters can have multiple classes
following certain requirements.
List of Classes
• Artificer – Intelligent technology expert. Utilizes artillery, armor, or alchemical formulas.
• Barbarian – Fierce warriors with strong arms and durable bodies.
• Bard – Charismatic spellcaster utilizing the power of expression. A jack of all trades.
• Cleric – Faith-driven spellcaster harnessing the power of the gods.
• Druid – Spellcaster utilizing the powers of nature. Innately capable of shapeshifting.
• Fighter – Multi-talented weapons expert. Specialized in all forms of armed combat.
• Monk – Quick, nimble close-quarters combatant. Their own body to augments their art.
• Paladin – Oath-driven knight. Their commitment to their cause empowers their strikes.
• Ranger – Rover of the land. Specialized hunter and tracker of their chosen environment.
• Rogue – Sneaky-stealthy skill experts who deal sudden lethal blows to their victims.
• Sorcerer – Inheritor of magical capability. They bend magic to their whim and will.
• Warlock – Spellcasters who formed a pact with an otherworldly creature.
• Wizard – Dedicated scholars of the arcane. Their power is their study made manifest.
Character Races

• The adventurer’s species.


• Each race has their own unique history in
the world of D&D.
• Each race also has their own capabilities
and innate racial features.
List of Most Common Races
• Dragonborn – Bipedal dragons that boast the best of humanoid and
dragonkin.
• Dwarf – Bold, hearty, and long-living warriors, miners, and workers.
• Elf – Graceful, slender, ethereal, and beautiful creatures.
• Gnome – Intelligent, ingenious, and curious creatures with high affinity for
magic.
• Half-Elf – A combination of human and elf rolled into one.
• Half-Orc – A mighty creature of human and orcish descent.
• Halfling – Brave, nimble, and adventurous creatures.
• Human – A blank slate with limitless potential.
• Tiefling – Of human descent but with noticeable infernal heritage.
Character
Backgrounds
• The origin of your character
• What your character is/was
before they started adventuring
• Determines certain
characteristics and features that
your character will have
• CAN be customized
Basic Backgrounds
Alignment
• Where your character lies in
the “GOOD – EVIL” spectrum
and the “LAWFUL –
CHAOTIC” spectrum.
• The alignment can be
something fluid and
developed over adventuring
with your party.
Ability Scores
• Usually represented as a number from 0-20.
• Determines a character’s “abilities” in different aspects.
The Tomato Method
• STRENGTH – How well you can crush a tomato
• DEXTERITY – How well you can dodge a thrown tomato
• CONSTITUTION – How well you can withstand eating a rotten tomato
• INTELLIGENCE – Knowing the tomato is a fruit
• WISDOM – Knowing that even if a tomato is a fruit, it doesn’t belong
in a fruit salad
• CHARISMA – Being able to sell a fruit salad with a tomato
Guide on ability scores
Saving Throws and Skills
• Applications of your ability scores
• Saving throws are when your character is
placed in a dangerous situation, and you need
to rely on an ability to get out of it safely.
• Skills are for when your character wants to
use an ability score and apply it for a certain
activity.
Physical Skills
Athletics – utilizing your physical might to
move yourself, or others
Acrobatics – utilizing nimbleness, grace, and
flexibility to move in ways a person normally
wouldn’t
Stealth – moving quietly and staying hidden
from the senses of pursuers
Sleight of Hand – pickpocketing, performing
non-magical illusions of the hand, quickly
moving things to and fro
Knowledge Skills
Arcana – identifying how magic, magical
phenomena, and magical objects work
History – remembering historical sociocultural and
political events as well as relevant laws.
Nature – knowing about both flora and fauna as
well as distinguishing what’s natural from what is
not.
Religion – knowledge about the gods, as well as
their relevant rituals and traditions
Scouting and Recon Skills
Investigation – figuring out patterns, things that
are out of place, solving problems that require
logic
Medicine – identifying phenomena that happens
in a body (usually injury and sickness) through
observation of it.
Perception – utilizing the senses to find something
that is otherwise hidden or muffled.
Survival – following tracks, navigating through
unknown lands, foraging, and gathering
Social Skills
Animal Handling – being able to bring animals to your side
and communicating ideas to them
Deception – making people believe something that is false
(or of a false premise).
Insight – reading a creature’s expression and body language.
Intimidation – getting people on your side using threats and
provocation
Performance – the ability to enamor people with your
artistic talents
Persuasion – convincing people to your cause using a factual
and logical premise
Inspiration, Proficiency, and
Passive Perception (PP)
• INSPIRATION is for when your DM likes something that you did
and grants your inspiration. You can utilize this for a benefit
which will be explained in a future lesson.
• PROFICIENCY BONUS is a representation of how consistent
your character is in abilities that they are trained in. This is a
consistent bonus that increases with character level.
• PASSIVE PERCEPTION represents how good your character is at
perceiving things that they themselves do not focus on.
ARMOR CLASS – a representation of how difficult to hit
your character is in combat. Usually dependent on either a
character’s dexterity or their type of armor.
INITIATIVE – how quick your character is to act in combat
SPEED – how far your character can move in a turn of
combat
HIT POINTS – the current state of health of your character.
If this hits zero, your character falls unconscious and could
die.
TEMPORARY HIT POINTS – a reserve of health granted by
certain spells and abilities
HIT DICE – a well of vitality a character can tap upon while
resting or with certain abilities.
DEATH SAVES – a measure on how close/far your character
is from dying
• OTHER PROFICIENCIES & LANGUAGES – Things that your
character has training in. Can be weapons, armor, languages,
the use of certain tools, and artforms.
• ATTACKS & SPELLCASTING – The list of the most relevant
combat capabilities of your character.
• EQUIPMENT – The list of equipment your character is carrying
with them.
• FEATURES & TRAITS – A list of abilities your character has
granted by their class, race, background, or other sources.
• PERSONALITY TRAITS – Certain traits your character has
about how they deal with situations.
• IDEALS – Certain viewpoints about the world your
character stays true to (or wishes to stay true to).
• BONDS – Attachments that your character has to people,
objects, or even events.
• FLAWS – Negative aspects of your character that might
be seen as a flaw.
• SPELLCASTING CLASS – Which class does your character get their
spellcasting ability from (if any).
• SPELLCASTING ABILITY – Which among your ability scores does your
character use for their spellcasting.
• SPELL SAVE DC – A number representing how difficult it is to resist
your spells
• SPELL ATTACK BONUS – A number representing the accuracy of
attacks made with spells

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