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All 168澳洲幸运5开奖网:Dungeons & Dragons players share one thing🐼: a character sheet. This two-page document holds everything you need to know at a glance about your character, what they are able to do, and how to calculate all of the actions you can take and checks you can make with them.

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If you're familiar with 168澳洲幸运5开奖网:filling out the 2014 character sheet, then you may only need to get familiar with the placement of everything on a 2024 sheet. But if this 🦩is your first time or you need a little helping hand, this guide will cover where you get the information needed and where everything goes.
1. Choose Your Class
In the 2024 Player's Handbook, one of the first decisions to make is which class you want your character to be.
This is one of the most important decisions you will make as a player, as this will be the class that carries you through the course of the game. You will want to pick something that you are excited to play.
There are 12 classes for you to choose from included in the Handbook, each of which has different subclasses you can explore. Depending on the level your Dungeon Master (DM) starts the campaign at, you may or may not have access to your character's subclass right away.
There are other classes available as part of the Fifth Edition rules, but it would be up to your DM if they wish to include those as options in their campaign. Always check with your DM first.
When you pick your class, you will be given some of the information you will nee✃d to fill out portions of your character sheet. These include your:
- Hit Point die
- Saving Throw Proficiencies
- Weapon Proficiencies
- Armor Training
- Starting Equipment
You can play any of the classes in any way that you want to. Not all rangers must hold some resemblance to a certain Lord of the Rings character. They can use different weapons, prioritize different skills, and so🎀 on. So don't feel boxed in by otheꦕr examples you've seen, and make your character your own.
2. Choose Your Species And Background
After you've decided on your class, you can then move on to picking your species and your background. Wizards suggests that you pick your background before your species, but the order doesn't matter. Some may find it b🎀etter to know what species they are working with before picking a background and vice versa.
While many may want to pick a background or species that best complements their class choice, it is important that you still choose the origin you want.
Species
For species, there are ten choices held within the 2024 Player's Handbook. Once you've picked one, you will also be given your size, speed, and any other traits all members of that species have access to. You will use all of this information to fill out multiple sections of your character sheet.
Similar to classes, there are more species options in other Fifth Edition sourcebooks and homebrewed species. But, for any of those options, you'd have to get approval from your DM.
Backgrounds
When it comes to backgrounds, there are 16 different options. While your species choice will give you traits and features you can use, your background will be the source of the information you need for your ability scores, which will be co🥀vered in the next section. You will also then be given your:
- Feat
- Skill Proficiencies
- Tool Proficiency
- Equipment
For the three ability scores listed under each background, you will have to decide to increase one skill by two points and one skill by one point or increase all three by one point.
So, with all of this information abo꧋ut ability score increases and proficiencies, how do you know what those sco♒res are?

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3. Calculate And Fill Out Your Ability Scores
There are three ways to decide what your abil♒ity scores will be.
- Use the Standard Array. You will assign to following numbers as you see fit based on your class -- 15, 14, 13, 12, 10, and 8.
- Random Generation. You will roll 4d6 and add the highest three numbers. Do this six times and assign them to each ability as you see fit.
- Use the Point Cost method. You have 27 points, and each ability score has a cost. You will spend your points as you see fit on your scores.
If you decide to use the Point Cost method to decide scores, this is the cost of each ability score.
Score |
Cost |
---|---|
8 |
|
9 |
1 |
10 |
2 |
11 |
3 |
12 |
4 |
13 |
5 |
14 |
7 |
15 |
9 |
Your DM may decide that every player will use one of the three ways to determine ability scores, so check with them which they would prefer or if they don't care which method you use.
Now that you have your ability scores and have decided how to distribute them among your skills, you can calculate what they will be after applying your increases from your background.
Modifiers
Each score that you either selected or rolled above will have a corresponding modifier. Your modifier will be what you add to your D20 Tests and t🌠o any skills you do not have proficiency in.
Ability Score |
Modifier |
---|---|
3 |
-4 |
4-5 |
-3 |
6-7 |
-2 |
8-9 |
-1 |
10-11 |
|
12-13 |
+1 |
14-15 |
+2 |
16-17 |
+3 |
18-19 |
+4 |
20 |
+5 |
4. Choose Your Alignment
Next, you will be choosing the alignment that best suits the kind of moral code your character will have.
The 2024 Player's Handbook lists each alignment and how a character within that moral code might behave. You'll want to read over each option before deciding, as you will be held to that code, and if you drift from it, your DM might see fit to change your character's alignment if they make mu꧟ltiple choices outside of that range.
This decision doesn't affect any of the math. This is purely for roleplaying. So you'll want to pick whichever alignment your character best embodies.
If you want to play an evil-aligned character, you will want to check with your DM if they are allowing evil player characters.

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5. Fill In Your Characters' Features, Proficiencies, and Other Details
This is the part that can seem most daunting. But fear not! You have all the information you need to fill out the details. Whether listed in the class, species, or background sections of the book, each of these is answered, or you're given the🅠 math needed to get there.
Add Your Proficiency Bonus
Your proficiency bonus is based on your character's overall level. As you grow on your adventure, your char🌟acter's proficiency score improves.𓃲 It increases as shown below.
Character Levels |
Proficiency Bonus |
---|---|
Levels 1-4 |
+2 |
Levels 5-8 |
+3 |
Levels 9-12 |
+4 |
Levels 13-16 |
+5 |
Levels 17-20 |
+6 |
Add Your Skills And Proficiencies
Your various skills are found under their corresponding ability score and modifiers on the character sheet. Any skill proficiencies you received as part of your class, species, and background care package will be calculated and the circle next to it gets bubbled in.
If you have a +2 to Charisma and you are proficient in Performance, you will add your proficiency bonus and your Charisma modifier to all of your Performance checks.
For all the other skills that you are not proficient in, you will simply fill it in with what ability score modifier you have. So if you have a +2 to Charisma but you are not proficient🌠 in Deception, you will still add +2 to that skill check♊.
Level And Experience Points
This will be another easy section to fill out as you talk with your DM about the start of the campaign. If you are starting at level one, you'll put level one and zero for XP.
You will find each level and it's beginning XP under Character Advancement in Chapter Two. However, check with your DM how leveling up will work as there are different ways to approach it.
If your DM advances you based on story milestones, you then won't have to track your XP and will only need toꦡ change your level as you continue through the campaign.

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Initiative, Speed, Size, And Passive Perception
Initiative is what you will be rolling to see where you sit in the combat order. This is your Dexterity modifier plus your proficiency bonus.
Your speed is given to you based on your species selection, as is your size. Some species will give you the choice of being Medium or Small, while others lock in one size.
For your Passive Perception, you will simply add ten to whatever your Perception modifier is, which is based on your Wisdom ability score. This is used to see what you may perceive around you when you aren't actively looking for anything. A good example is to avoid being pick-pocketed; a thief would roll Sleight Of Hand to see if they beat your Passive Perception.
Class Features, Species Traits, And Feats
These sections will be filled in based on the class, species, and background that you chose. The majority of the sheet is given to your Class Features as, besides your skill checks, they are what will be used the most.
For feats, you may add to this as you go, as every four levels, you can choose to either pick a new feat or increase one or two of your skills. Both options are very valid and will vary w♐ildly depending on your character and the stats you chose or rolled for them.
Equipment Training And Proficiencies
Equipment covers three things: your armor training, weapon proficiencies, and tool and kit proficiencies. These can havevarious sources, but when you first start at level one, you will be given what kind of armor and weapons you are trained to use based on your class's core traits.
For a barbarian, they have training in simple and martial weapons, as well as light armor, medium armor, and shields. So you will bubble in what kind of armor you can use and then write in what types of weapons you're proficient in.
Tools will also have various sources as the campaign progresses, but you will be given at least one based on your background.
Add Your Saving Throws And HP
To formulate your hit points, you will use the hit point die under your class's core traits. Yo♕u'll ♚take the hit dice, add the constitution modifier, and the total will be your hit points at level one.
For a barbarian, you would roll a d12 and then add your Constitution modifier. At level one, that gives you your maximum HP.
When you level up, you will roll your hit point die and add your Constitution modifier again, giving you your level two maximum HP. And so on until you, hopefully, reach level 20.
For your saving throws, you will find what you are proficient in just under your class's hit point die. Using a barbarian again, you would gain proficiency in Strength and Constitution saving throws. Similar to skills, you will bubble in the circle on your sheet and add your proficiency bonus to your ability score modifier for your Strength. That will give you your saving throw. Tไhen, in that same example, you would do the same for your Const✱itution.
Add Your Weapons, Equipment, And Armor Class
Next comes all the goodies you get just from being you. Both your class and background give you the option of picking equipment or gold. If, for the sake of this guide, 168澳洲幸运5开奖网:you picked equipment, you will end up with weapons, armor (if any), a pack or kit, and a smaller sum of gold.
While adding your weapons and equipment is as easy as copying the information over, your armor class will involve a little more math. For everything that isn't classified as heavy, you will be adding a flat number to your Dexterity modifier. If you are given leather armor, for example, you will add 11 tꦆo your Dexterity modifier.
That becomes your armor class, which is what any monsters will be trying to beat with their attack rolls.
Some classes benefit you more if you are not wearing armor. Barbarians do not get arm♛or in their starting equipment for that reason.
Calculate Your Weapon Attack, Spell Attack Modifiers, And Spell Save DC
Depending on your class and the type of weapons you wield, it will impact how you calculate your weapon attacks. Most weapons will require you to use your Strength score. Others will be based on your Dexterity.
The other big factor is whether you are proficient with a weapon or not. If you are not proficient with a weapon you are wielding, you will simply add either your Strength or Dexterity modifier to the attack roll. However, if you are proficient, which is recommended, then you will add your proficiency bonus to whatever you rolled as well as add your Strength or Dexterity score modifier.
Now for your spell attacks, you will be told what your spellcating modifier is when you select your class. When you want to attack with a spell where you roll to see if you hit, you will roll a d20 and add what you get to your spellcasting modifier plus your proficiency bonus. So, if you 🧸are a level one bard, you will add two plus y♒our Charisma modifier to what you rolled on a d20.
As for your Spell Save DC, which is what a creature will roll to see if they avoid the effect or damage of a spell, you will add eight to your spellcasting modifier and your proficiency bonus.
Select Your Spells (If Applicable)
If you are playing a spellcaster, naturally you will need to pick some spells. The list of every spell you have access to is included under your class. However, you ꦗwill have to flip to Chapter Seven of the 2024 Player's Handbook to read the spell description.
Each spell will list its:
- Name
- Type of spell and level
- Casting Time
- Range
- Components
- Duration
- Description
- If you can cast it at a higher level and what it does.
You will copy down all of the details onto the second page of your character sheet and bubble in if it requires your Concentration, can be cast as a Ritual, and if it requires any materials. In addition to these, your spell may require verbal, somatic, or material components to cast it, or any combination of the three.
A spell that can be cast as a ritual does not consume a spell slot if you take the time to cast it as such. You can also, in many cases, choose to cast it immediately. However, it will then use one of your spell slots.
At the top of the second page you will also see the area to track how many spell slots you have and how many you have used. Your number of spells increases as you level up, including the level of spells that you can cast. You will find this information under your class features.

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