How to Create a Dungeons and Dragons Character
Before we begin, you are going to need a character sheet, a pencil, a players handbook, and at least one d6. I am creating a level 1 character.
Race
You need to choose what species your character is. In the top right of your sheet where it says ‘Race’, write down either:
- Dragonborn
- Dwarf
- Elf
- Gnome
- Half Elf
- Halfling
- Half Orc
- Human
- Tiefling
Certain races have different upgrades, so choose wisely.
There are also subraces. You need to choose one. Look up your race, and choose which subrace you want to be. All right! You have your species. Now let’s move on to class
Class
A class is a character profession. Like their race, this also affects what weapons they can use, and what abilities they have: (NOTE: There is a different process for spellcasters, so don’t choose one unless you don’t need this website)
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Monk
- Paladin
- Ranger
- Sorcerer
- Warlock
- Wizard
Background
Now you need to choose what your characters did before adventuring in D&D. This also affects some things:
- Acolyte
- Charlatan
- Criminal
- Entertainer
- Folk Hero
- Guild Artisan
- Hermit
- Noble
- Outlander
- Sage
- Sailor
- Soldier
- Urchin
You should now have a character with a name (top left) and his species, his job, and his past life. Now time for what he can do
Stats
These are how good a person is at a certain thing. There are two methods to determining your (ability scores on left). You can give them each a number from the following list, but only once:
15, 14, 13, 12, 10, 8
Fill each box in with these numbers in the oval part of the box. Your race can make these numbers higher. Look up your race, and add the numbers in the ovals to that upgrade. For example, if I was an elf, and had a 14 in dexterity, I would add 2, because elves have a +2 dex. bonus.
Ability Modifier
Whenever you do a check (for example, if the Dungeon Master asks you to roll dice for a dexterity check, for example, your total is the die plus your modifier)
Here are the modifiers you put into the squares, depending on the ability score in the oval:
-
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
(Leave the inspiration sec. blank)
Proficiency Modifier
This one is pretty important. This is a bonus you add to checks involving a skill/weapon you’re proficient at. All level 1 players have a +2 modifier, which will increase as you level up. So just put in +2.
Saving Throws
These are checks you make when an enemy is targeting you. Look up your class to figure out which two you are proficient in. Then fill in the circles of the ones you’re proficient in
To fill in the modifiers (bonuses) you are proficient in, add the relevant ability modifier with your proficiency modifier
Example: If you have a +3 Dex. Modifier, and a +2 Prof Modifier, your Dex. Saving throw mod. would be +5
As for the rest, just put in the corresponding Ability Mod.
Skill Scores
These are checks you make in certain scenarios. Your total is your die plus your score.
Look up your class AND your background to determine your skills, and fill in their circles. To calculate the modifiers for your proficient ones, add the relevant modifier to your proficiency modifier.
Example: If you had a Charisma modifier of +3, and a proficiency modifier of +2, than your proficient skill of Deception is +5.
For the rest, simply put in the relevant ability mod. not the Prof. mod.
Passive Perception
This is the natural awareness of your character’s surroundings. This number is simply 10 + your perception skill bonus.
Other Proficiencies/Languages
These are skills or items you can use without penalty.
List all of your proficiencies, by looking at race class and background. Note any bonuses to skills or items.
Check your race and background for any languages
Equipment
Your class has a list of equipment you can put on your sheet, and your background might as well. You could also use your starting gold based on your class to buy gear. You can find gear to buy in page 145, 149, and 150 of your handbook.
Write down your equipment, and your gold in the GP section.
Attacks/Spellcasting
Write down the names of all physical weapons you carry, and find them in the table on 149. Make sure you know whether it has range or finesse. Make sure you know if you are prof. with that weapon. (Fighters are proficient in all weapons).
The attack modifier is a bonus you add do a d20 when attacking with a weapon. You successfully hit if your total is =/+ than the enemies AC
- For ranged weapons you are proficient with:
- Take your Dexterity modifier and add you proficiency modifier.
- For ranged weapons you are not proficient with:
- Take just your Dexterity modifier.
- For melee weapons you are proficient with:
- Take your Strength modifier and add your proficiency modifier.
- For melee weapons you are not proficient with:
- Take just your Strength modifier
- For weapons with Finesse
- You may use either strength or dexterity, whichever you prefer.
- Add your proficiency modifier if you are proficient with that weapon.
Damage is how much you deal on a successful hit. Write the damage in form of the dice you roll (you can find this on table on page 149)
Ex: 2d6
Write the Abil. Mod. used to determine the ATK. mod.
Ex: If it is a ranged weapon and your Dexterity Modifier is +2, write “+2” after the dice amount.
Write down the damage type in the table.
In the blank space write down if you have any special abilities/combat actions.
Combat Stats/HP
Your armor class determines how hard you are to hit in battle:
Look up your armor in the table on 145, then follow the calculation.
If you don’t have armor, your AC is 10 + Dex. Mod.
Your initiative determines how quickly you react to danger. When you roll for initiative, You add d20 + Initiative Mod.
Ini. Mod. = Dex. Mod.
Speed is how far you can go in a single movement action. Your race determines this
Hit dice determine your ability to heal resting. Level 1 characters have 1 hit die, and their type is determined by class.
Your HP max is the max you can have. Take the max value of hit die and add Con. Mod. This is for Lv 1 players. Every time you level up, roll your hit die, add your Con. Mod., and add that to your max HP.
(current hp is how much you have now. If it reaches 0, you become unconcious)
(Temp. HP are just buffs that can’t be healed)
(Death Saves determine whether you are unconcious or dead at 0 current HP)
Features
Just all of the remaining features from your class/race/background. More skills, bonuses, or benefits can be added here
Traits
Look up your background to determine these for boxes. Either choose, or roll a die. Or even make up your own.
Remaining Info
- Name (and yours)
- Class/Level
- Background
- Race
- Alignment (look at page 122)
- XP (0)
Fill these in the top