You are on page 1of 7

Player Sheet Handout:

Prior reading:

Don’t worry if this seems overwhelming. First beginner games will just be me AND you guys getting
our head around the rules and how we want to play this.

On your character and his background: (MUST DO)

The first thing you as a character need to work on and make sure of is YOUR relation to the
party. All of you are different individuals, so you need to be able to find reasons for WHY to stay
together as a party, and how you’ll all eventually develop camaraderie between each other. I’m not
going to be favorable to shitty reasons. If you need help, ask me.

Ideals: What drives your character, the one (or many) thing/things that encompass the fundamental
aspects of the way your character views the world. They are immutable and provide the fuel or the
oomph for your character to do what he does and push the boundaries.

Bonds: Represent your character’s connections to people, places and events in the world. They tie
you to things from your background. Lead you to heroism and inspiration and can even get you to
act against anything that acts against them. Example: Dwarven player is a dwarven nationalist and
will not do anything to harm his people or other dwarven settlements no matter the profit. Could be
tied to class, background, race or some other aspect of your character’s history or personality.

You can even gain new bonds during the campaign.

Flaws: Self-explanatory, choose a flaw that will even hinder your character when it comes to
roleplay. Everyone has flaws and so by adding them to your character, you make them more
‘human’ and ‘real’. Can be anything such as vice, compulsion, fear, or weakness. Besides personality
traits, they could even be answers to questions like:

What enrages you?


What is the one thing, person, or event you are terrified of?

What are your vices?

If you need help with these, I can help write them OR we can check the book (which already provides
a fat list of them, which we can even roll for if you want).

Guess what, you get a REWARD for good RP called Inspiration. Which is something I get to hand to
you in your toughest times to keep you going when others would fail. You expend it during an attack
roll, a saving throw, or an ability check. Inspiration gives you ADVANTAGE on that roll. Inspiration is
rewarded for sticking to your RP background, bonds, flaws, ideals etc as well as clever roleplay, quick
thinking or doing exciting stuff in game. Contributing to the story in a fun and exciting way that really
makes ME have to work even more to piece it together nicely.

Another useful place to start with your personality traits is to look at your abilities and see which are
the highest and the lowest.
Definitions and basics:

Advantage: Roll 2 d20s, use your best roll

Disadvantage: Roll 2 d20s, use your worst roll.

Ability: The 6 numbers you rolled for in the beginning, STR, INT, WIS, CHAR, DEX, CON

Ability Modifier:

Proficiency Bonus: Bonus you add when doing a check (passive or nonpassive) for something you are
proficient in. Based on total level as shown in Character Advancement Table.

Hitpoints: Your HP.

Regular ability checks: Besides, rolling to hit, I also get to decide when its appropriate to make an
ability check. Its d20 + ability bonus + proficiency bonus. Difficulty is anywhere from 5 (very easy) to
30 (nearly impossible). There are also group checks! Everyone in group makes check, if atleast half
pass, it’s a pass, if atleast half fail, then fail.

Passive checks: Doesn’t involve die rolls, DM decides, can be done for repeated tasks or rolls DM
checks against you w.o you knowing. To determine it = 10 + all modifiers relevant to check. I as DM
decide difficulty of the check against you.
Saving throws: Basically an ability check against something that can end your life. I.e Dex check to
escape Indiana jones boulder coming after you. Also relevant for SPELLS, enemy rolls a saving throw
against your spell to see if it hits or not (basically like an attack roll)

Death Saving Throw (special saving throw)

This throw is made when a character is in the midst of death. When a character reaches 0 HP unless
it is healed, or stabilized. Every time it’s that characters turn, they must make a Death Saving Throw.
The DC for which is always 10 and it is not tied to any ability score. If the character rolls a 10 or
higher, they gain 1 success point, 3 of which means they are still unconscious, but not dying. If they
roll lower, they gain 1 failure point, 3 of which means the character dies.

COMBAT BASICS

3 basic rolls: Attack, Saving throw, Ability check (passive/nonpassive)

SURPRISE – ROLL D20 + Stealth modifier vs. Target’s Passive Perception (10 + Perception modifier).

Subject must be sneaking or target is distracted. Surprised targets cannot act or react in first round

INITIATIVE – All ROLL D20 + Dexterity modifier. Ranked highest to lowest for order of battle.

ROUND – Equal to 6 seconds of combat. You can move a distance up to your SPEED and take one
action

Movement can be before and/or after your action. You can also interact with one object per turn.

Actions

IN ONE TURN, YOU CAN MOVE A DISTANCE UP TO YOUR SPEED AND YOU CAN TAKE ONE ACTION

COMBAT ACTIONS

ATTACK – Make one melee or ranged attack. High level fighters & some spells allow multiple attacks

CAST A SPELL – Cast a prepared spell (Most spells have a casting time of 1 action)

DASH – Move an extra number of feet equal to your SPEED

DISENGAGE – Movement during this turn does not provoke opportunity attacks

DODGE – Actively avoid attacks. Attacks against you have disadvantage. DEX saves have advantage

HELP – Help another with a task. Helped person has advantage to perform task or on next attack

HIDE – Successfully hide on a passed Stealth check

READY – Prepare a reaction to an opponent’s action

SEARCH – Attempt to find something. Based upon successful Perception or Investigation check

USE AN OBJECT – Use an item that requires concentration or interact with more than one object
Bonus Actions:
Various class features, spells and other abilities let you take an additional action on your turn called
a bonus action. You can take only one bonus action on your turn. You can choose whenever to take
this bonus unless the action’s timing is specified. And anything that deprives you of taking actions
also deprives you of bonus actions.

Attacking:

CRITICAL HIT – ROLL a natural 20, see chart CRITICAL MISS – ROLL a natural 1, see chart

ADVANTAGE ROLLS – ROLL 2D20, use best roll DISADVANTAGE ROLLS – ROLL 2D20, use worse roll

HIDDEN / INVISIBLE ATTACKERS – Advantage HIDDEN / INVISIBLE TARGETS – Disadvantage

LONG RANGE ATTACKS – Disadvantage CLOSE COMBAT RANGE ATTACK – Disadvantage

DUAL WEAPON ATTACKS – Using 2 light weapons, 1st attack – no penalty, 2nd attack – don’t add
ability mod.

GRAPPLING / SHOVING – ROLL Athletics (STR) check vs. Target’s ROLL Athletics (STR) or Acrobatics
(DEX)

DAMAGE ROLL – ROLL DMG dice + Ability Modifier (STR or DEX) (Spells do not add Ability Modifier)

Unarmed attack does 1 + STR modifier Damage

½ COVER : +2 AC & DEX saves


¾ COVER : +5 AC & DEX saves
FULL COVER – Only hit by area effect

DAMAGE RESISTANCE – Take Half Damage DAMAGE VULNERABILITY – Take Double Damage

Weapons:

1. Roll to hit, (d20), then add your ability modifier (whichever is appropriate, strength for
melee, dexterity for ranged), and WIS/INT/CHS (for applicable spell) and then, if you are
proficient in that skill (of which you are using that weapon), add your proficiency bonus.
Crit. Hit is a natural 20 and critical failure is a natural 1. I’ll roll for you or against you (DM roll
in private) then I’ll tell you what the effect your critical has.
2. Your D20 goes up against the opponents AC (armour class). If your d20 is higher, you HIT! If
not, you miss. (Armour takes time to put on and off, you can’t just insta-take off or put on in
the middle of battle).
COMBAT BASICS

DEATH & DYING

INSTANT DEATH – If any damage reduces you to 0 hit points and the remaining damage equals your

Hit Point maximum, you die instantly.

UNCONSCIOUS – If any damage reduces you to 0 hit points and does not kill you, you fall
unconscious.

Unconsciousness ends if you regain any hit points.

DEATH SAVING THROWS – Every turn that begins at 0 hit points and you are not stable, you are
dying.

ROLL D20 with no modifiers. A roll of 10 or higher is a success. A roll of 9 or lower is a failure.

3 successes mean that the character is stabilized; unconscious with 0 hit points, but alive.

3 failures mean that the character is dead.

A natural 1 counts as two failures / A natural 20 heals the character 1 hit point.

Any damage received while at 0 hit points, counts as a death saving throw failure

Any critical hit counts as 2 failures. If damage exceeds the hit point max, the PC dies.

STABILIZING ANOTHER – If healing is unavailable, a player can stabilize an unconscious, dying PC.

Using an action on your turn, ROLL a Medicine (WIS) check vs. a DC 10 to successfully stabilize.

A stable PC has 0 hit points and remains unconscious. A stable PC heals 1 hit point after 1d4 hours

Any damage taken while stable restarts the Death Saving Throw process.

COMBAT CONDITIONS

BLINDED – Attacks against have ADVANTAGE, Blind Attacks have DISADVANTAGE; Fail sight checks

CHARMED – Charmed creature can’t attack charmer; charmer has ADVANTAGE against charmed

DEAFENED – Can’t hear; FAIL any hearing ability checks

FRIGHTENED – DISADVANTAGE if source of fear is in sight; won’t willingly move closer to it

GRAPPLED – Speed is 0; Ends if grappler is incapacitated or forced to separate

INCAPACITATED – Can not take any actions or reactions; Attacks against have ADVANTAGE

INVISIBLE - Attacks against have DISADVANTAGE, Invisible attackers have ADVANTAGE

PARALYZED – Incapacitated; FAIL all STR & DEX saving rolls; All hits within 5’ are critical

PETRIFIED - Incapacitated; FAIL STR & DEX rolls; Poison/Disease immunity; Damage resistance

POISONED – DISADVANTAGE on Attack rolls and Ability checks

PRONE – Attacks against within 5’ have ADVANTAGE; Attacking while prone has DISADVANTAGE

RESTRAINED – Speed is 0; Attacks against have ADVANTAGE; Attack & DEX roll DISADVANTAGE
STUNNED - Incapacitated; FAIL all STR & DEX saving rolls; Attacks against have ADVANTAGE

UNCONSCIOUS – Incapacitated & Prone; Auto FAIL all STR & DEX saving rolls;

Attacks against have ADVANTAGE; All hits within 5’ are critical

More on Advantage and disadvantage

Either your attack/spell or the enemies attack/spell has an advantage system built into it OR:

- Using the Help action grants advantage to another creature for their next ability check
- The Help action can also give advantage on an attack roll to another creature within 5 ft. of
you
- Taking the Dodge action imposes disadvantage on all attacks against you until the start of
your next turn
- The Dodge action also gives you advantage on all Dexterity saving throws until the start of
your next turn
- Attacking a creature that hasn’t seen you yet gives you advantage on the attack
- You have disadvantage on attacks against targets you can’t see
- The various conditions grant or impose advantage and disadvantage (such as prone granting
advantage on attacks against you for creatures within 5 ft. of you)
- The optional Flanking rule in the Dungeon Master’s Guide gives you advantage on attack
rolls if a friendly, non-incapacitated creature is on the opposite side of an enemy you’re
targeting
- Level 1 Exhaustion imposes disadvantage on all ability checks and Level 3 Exhaustion does
the same on all attack and saving throw rolls
- Interestingly, the Lucky feat doesn’t grant advantage, it just lets you roll 2d20 and you pick
which one you want.

Basically, being a smart tactician, and showing it to me (the DM) results in perhaps me giving an
advantage roll or a disadvantage if your bad.

Levelling up:

For now, for the first 7 levels, we’ll use the simplified levelling system that was given in the Dragon
of Icespire Peak book.

You will all gain a level each time a starting quest is completed, till level 3 then it has no effect
whatsoever on your level.

Then you gain a level per two follow-up quests after that.
Characters gain a level if you slay Cryovain the white dragon.

After this campaign, we will utilize an XP system and standard 5e levelling benchmarks for XP.

Gold:

We’ll roll for starting gold as we play, we’ll get more as the play progresses.

Feats:

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats
rule, you can forgo taking that feature to take a feat of your choice. You can take each feat only once
unless that feat’s description says otherwise. Feats are perma-buffs basically that are already
premade in the books.

Carrying capacity:

Strength score x15 = weight in lb you can carry)

You might also like