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The number of characters you need to prepare for playing in different games and

campaigns varies. Here are some examples:

 Dungeons & Dragons: 4-6 characters


 Pathfinder: 6-8 characters
 Call of Cthulhu: 3-5 characters
 Star Wars: 3-5 characters
 Vampire: The Masquerade: 3-5 characters
 Shadowrun: 4-6 characters

The number of characters you need to prepare also depends on the specific campaign
you are playing. For example, if you are playing a campaign that is focused on combat,
you may want to prepare more characters than if you are playing a campaign that is
focused on roleplaying.

Here are some tips for preparing characters for different games and campaigns:

 Read the campaign setting and familiarize yourself with the world and the story.
 Create a character that you are excited to play.
 Think about your character's backstory, motivations, and goals.
 Develop your character's skills and abilities.
 Prepare your character for the specific campaign you are playing.

It is also important to remember that you don't need to prepare all of your characters at
once. You can start with one or two characters and add more as you go.

Class

Adamant (Dungeons & Dragons)


Air Aspect

Changing Moon  Archivist (Dungeons & Dragons)


Chosen of Journeys  Artificer (Dungeons & Dragons)
Chosen of Serenity
Chosen of Battles  Barbarian (Dungeons & Dragons)
Chosen of Secrets  Bard (Dungeons & Dragons)
Chosen of Endings  Binder (Dungeons & Dragons)

Dawn  Cleric (Dungeons & Dragons)


Daybreak  Crusader (Dungeons & Dragons)
Day
Defiler  Divine Mind (Dungeons & Dragons)
Dusk  Dragon shaman (Dungeons & Dragons)
 Druid (Dungeons & Dragons)
Eclipse
Earth Aspect
Fiend  Erudite (Dungeons & Dragons)
Full Moon  Evoker (Dungeons & Dragons)
Fire Aspect  Expert (Dungeons & Dragons generic class)

Jade  Factotum (Dungeons & Dragons)


 Fighter (Dungeons & Dragons)
Midnight  Healer (Dungeons & Dragons)
Moonshadow  Incarnate (Dungeons & Dragons)
Moonsilver
Malefactor  Knight (Dungeons & Dragons)
L
Night  Loremaster (Dungeons & Dragons)
No Moon  Lurk (Dungeons & Dragons)

Orichalcum  Mage (Dungeons & Dragons)

Twilight  Marshal (Dungeons & Dragons)


 Monk (Dungeons & Dragons)
Scourge  Mystic (Dungeons & Dragons)
Slayer
Soulsteel
Starmetal  Paladin (Dungeons & Dragons)
 Psion (Dungeons & Dragons)
Water Aspect  Psionics (Dungeons & Dragons)
Wood Aspect
 Ranger (Dungeons & Dragons)
Zenith  Rogue (Dungeons & Dragons)

 Samurai (Dungeons & Dragons)


 Scout (Dungeons & Dragons)
 Shadowcaster (Dungeons & Dragons)
 Shaman (Dungeons & Dragons)
 Sohei (Dungeons & Dragons)
 Sorcerer (Dungeons & Dragons)
 Spellcaster (Dungeons & Dragons)
 Swashbuckler (Dungeons & Dragons)

 Totemist (Dungeons & Dragons)

 Warblade (Dungeons & Dragons)


 Warlock (Dungeons & Dragons)
 Warrior (Dungeons & Dragons generic class)
 Wilder (Dungeons & Dragons)

Wizard (Dungeons & Dragons)


 Beguiler

 Dragonfire adept
 Dread necromancer
 Duskblade

 Favored soul

 Hexblade

 Magewright

 Psychic warrior

 Soulborn
 Soulknife
 Spellthief
 Spirit shaman
 Swordsage

 Truenamer

 Warmage

Level

Anyone can start at a higher level in D&D. It is ultimately up to the Dungeon Master (DM) to decide.
There are a few reasons why a DM might allow players to start at a higher level:
 Get players into the action more quickly.
 To balance the game if some players are more experienced than others.

There are also a few reasons why a DM might not want to allow players to start at a higher level:

 High-level characters may have a harder time understanding the world and their place in it, as they
have not had the time to develop their characters as much as low-level characters.

it is best to start at level-1. It is a good way to learn the basics of the game.
.

Race
In fantasy roleplaying games, race is fundamental.
Its starting point for character creation and sets the tone for a character as it progresses.
Race mixes biology and culture then translates those concepts into racial traits.

traits, history, relations with other races, culture—all of these frame your character.
A savage half-orc who lives for battle is fun to play, but so is a stern and conflicted
half-orc paladin struggling to keep bloodlust in check. Both fit in the theme of half-orc, but
come off very different characters around the game table.
Most people know the basics: dwarves are short, elves live a long time, and gnomes are
dangerously curious. Half-orcs are ugly. Humans are human. To some players, choosing a
race is simply a matter of finding which racial modifiers fit a character’s class.

Core Races:- The following races are the most common in fantasy settings.
Dwarf: short and stocky defenders of mountain fortresses are often seen as stern and
humorless. Known for mining the earth’s treasures and crafting magnificent items from
ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth.
Dwarves also have a tendency toward traditionalism and isolation that sometimes
manifests as xenophobia.
Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the
wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to
forge new spells and create wondrous items that, like their creators, seem nearly
impervious to the ravages of time. A private and often introverted race, elves can give the
impression they are indifferent to the plights of others.
Gnome: Expatriates of the strange land of fey, these small folk have a reputation for
flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating
strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have
an insatiable need for new experiences that often gets them in trouble.
Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race
of both grace and contradiction. Their dual heritage and natural gifts often create brilliant
diplomats and peacemakers, but half-elves are often susceptible to an intense and even
melancholic isolation, realizing that they are never truly part of elven or human society.
Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest
the best and worst qualities of their parent races. Many half-orcs struggle to keep their
more bestial natures in check in order to epitomize the most heroic values of humanity.
Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if
not monsters unworthy of pity or parley.
Halfling: Members of this diminutive race find strength in family, community, and their
own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at
odds with their intrinsic common sense, half lings are eternal optimists and cunning
opportunists with an incredible knack for getting out the worst situations.
Human: Ambitious, sometimes heroic, and always confident, humans have an ability to
work together toward common goals that makes them a force to be reckoned with.
Though short-lived compared to other races, their boundless energy and drive allow them
to accomplish much in their brief lifetimes.
Other Races
Standard Races (1-10 Race Points)
 Catfolk
 Duergar
 Gnoll
 Grippli
 Goblin
 Hobgoblin
 Ifrit
 Kobold
 Lizardfolk
 Monkey Goblin
 Orc
 Oread
 Ratfolk
 Skinwalker
 Sylph
 Triaxian
 Undine
 Vanara
Advanced Races (11-20 Race Points)
 Aasimar
 Android
 Dhampir
 Drow (Common)
 Fetchling
 Gathlain
 Ghoran
 Kasatha
 Lashunta
 Shabti
 Suli
 Tengu
 Tiefling
 Vishkanya
 Wyrwood
 Wyvaran
Monstrous Races (21-30 Race Points)
 Svirfneblin
Very Powerful Races (31+ Race Points)
 Drow (Noble)
 Drider
 Gargoyle
 Trox
Race Points Unknown
 Aquatic Elf
 Astomoi
 Caligni
 Changeling
 Deep One Hybrid
 Ganzi
 Gillmen
 Kitsune
 Kuru
 Merfolk
 Munavri
 Nagaji
 Orang-Pendak
 Reptoid
 Samsaran
 Strix
 Wayang

Table: Racial Features

Racial Traits of Core Races

Spell-
Like
Abilit
Abilit (Sp) or
y Starting Bonu
y Type Spee Defensi Offensiv Skill Super Race
Score Size Languag Senses s
Score (subtype) d ve Traits e Traits Bonuses natura Points
Minu es Feats
Plus l (Su)
s
Abiliti
es
AC
bonus, Attack
Saving bonus, Appraise,
Con, Medi Humanoi Common, Darkvisio
Dwarf Cha 20 ft. Throw weapon Perceptio – – 11
Wis um d (dwarf) Dwarven n 60 ft.
bonus, C familiarit n
MD bon y
us
Elven Weapon
Dex, I Medi Humanoi Common, Low-light
Elf Con 30 ft. immunit familiarit Perception – – 10
nt um d (elf) Elven vision
ies y
dancing
Defensiv
Hatred, lights,
Humanoi Common, e Perception
Gnom Con, Low-light weapon ghost
Str Small d (gnome 20 ft. Gnome, training, , Craft or – 10
e Cha vision familiarit sound,
) Sylvan illusion r Profession
y prestidi
esistance
gitation
Humanoi Elven
Half- Medi Common, Low-light Skill
Any None d (elf, hu 30 ft. immunit – Perception – 10
elf um Elven vision Focus
man) ies
Humanoi Fearless, Weapon Perception
Halflin Dex, Common,
Str Small d (halflin 20 ft. – halfling l familiarit , Acrobati – – 9
g Cha Halfling
g) uck y cs, Climb
Orc feroci
Humanoi ty,
Half- Medi Common, Darkvisio
Any None d (human 30 ft. – weapon Intimidate – – 8
orc um Orc n
, orc) familiarit
y
Huma Any None Medi Humanoi 30 ft. Common – – – – Any – 9
d (human
n um one
)
Racial Traits of Featured Races

Abilit Spell-Like
Abilit Starti
y (Sp) or Race
y Type Spee ng Defensive Offensiv Skill Bonus
Score Size Senses Supernatur Point
Score (subtype) d Langu Traits e Traits Bonuses Feats
Minu al (Su) s
Plus ages
s Abilities
Comm
Diplomac
Aasim Wis, C Med Outsider (na on, Darkvisi Celestial
None 30 ft. – y, Percepti – daylight 15
ar ha ium tive) Celesti on resistance
on
al
Comm
Low- Perception
Catfol Dex, C Med Humanoid ( on,
Wis 30 ft. light Cat‘s luck Sprinter , Stealth, S – – 9
k ha ium catfolk) Catfol
vision urvival
k
Low-
light
Undead
vision, d
Dham Dex, C Med Humanoid ( Comm resistance, Bluff, Perc detect
Con 30 ft. arkvision – – 11
pir ha ium dhampir) on resist level eption undead
, light
drain
sensitivit
y
Superior Poison
Elven, Elven dancing
darkvisio use,
Dex, C Med Humanoid ( Under immunitie lights, darkn
Drow Con 30 ft. n, light weapon Perception – 14
ha ium elf) comm s, spell ess, faerie
blindnes familiari
on resistance fire
s ty
Darkvisi Shadow bl disguise
Knowledg
Fetchli Dex, C Med Outsider (na Comm on, low- ending, self, shadow
Wis 30 ft. – e (planes), – 17
ng ha ium tive) on light shadowy walk, plane
Stealth
vision resistance shift
Dex (+ Str, C Smal Humanoid ( Darkvisi Ride, Steal
Goblin 30 ft. Goblin – – – – 10
4) ha l goblinoid) on th
Comm
Hobgo Dex, C Med Humanoid ( Darkvisi
None 30 ft. on, – – Stealth – – 9
blin on ium goblinoid) on
Goblin
Comm
Dex, C Med Outsider (na Darkvisi Energy burning
Ifrit Wis 30 ft. on, – – – 6
ha ium tive) on resistance hands
Ignan
Craft (trap
Darkvisi
Str (- making), P
Kobol Smal Humanoid (r Draco on, light
Dex 4), Co 30 ft. Armor – erception, – – 5
d l eptilian) nic sensitivit
n Profession
y
(miner)
Darkvisi Ferocity,
Int, W Comm
Str (+4 Med Humanoid ( on, light weapon
Orc is, Ch 30 ft. on, – – – – 8
) ium orc) sensitivit familiari
a Orc
y ty
Comm Energy
Str, Wi Med Outsider (na Darkvisi
Oread Cha 20 ft. on, resistance – – – magic stone 6
s ium tive) on
Terran (acid 5)
Ratfol Dex, I Str Smal Humanoid (r 20 ft. Comm Darkvisi – Swarmin Craft (alch – – 9
k nt l atfolk) on on g emy), Han
dle
Animal (+
4), Percept
ion, Use
Magic
Device
Energy
Comm
Dex, I Med Outsider (na Darkvisi resistance
Sylph Con 30 ft. on, – – – feather fall 6
nt ium tive) on (electricity
Auran
5)
Swordtr
Linguistics
Comm Low- ained, na
Dex, Med Humanoid (t (+4), Perce
Tengu Con 30 ft. on, light – tural – – 13
Wis ium engu) ption, Stea
Tengu vision weapon
lth
(bite)
Comm
on,
Tieflin Dex, I Med Outsider (na Abyss Darkvisi Fiendish Bluff, Steal
Cha 30 ft. – – darkness 13
g nt ium tive) al or on resistance th
Infern
al
30
Comm Energy
Undin Dex, Med Outsider (na ft., S Darkvisi hydraulic
Str on, resistance – – – 7
e Wis ium tive) wim on push
Aquan (cold 5)
30 ft.
Uncommon Races

Race Racial Traits


Start
Ability Ability ing
Type Defensiv Offensi Skill
Score Score Size Speed Lang Senses Bonus Feats
(subtype) e Traits ve Traits Bonuses
Plus Minus uage
s
Humanoid
Chang Wis, C Com Darkvis Natural
Con Medium (changelin 30 ft. Claws – –
eling ha mon ion armor
g)
Com
mon, Superio
Dwa r
Duergar i
Duerg Con, W Humanoid rven, darkvisi
Cha (-4) Medium 20 ft. mmunitie – – –
ar is (dwarf) Und on, light
s, stability
erco sensitivi
mmo ty
n
30 Com
Enchantm
Gillma Con, C Humanoid ft., Swi mon,
Wis Medium – ent resista – – –
n ha (aquatic) m 30 Abol
nce
ft. eth
30 Com
Weapon
Grippl Dex, W Humanoid ft., Cli mon, Darkvis Swamp Stealth (+4
Str Small familiari –
i is (grippli) mb 20 Grip ion stride )
ty
ft. pli
Humanoid Com
Low- Natural
Kitsun Dex, C (kitsune, sh mon,
Str Medium 30 ft. light – weapon Acrobatics –
e ha apechanger Sylv
vision (bite)
) an
5 Com
Dex, C Low- Natural ar
Merfol Humanoid ft., Swi mon,
on, Ch None Medium light mor, – – –
k (aquatic) m 50 Aqu
a vision legless
ft. an
Com
Low- Armored Handle
Str, Ch Humanoid mon,
Nagaji Int Medium 30 ft. light scales, – Animal, P –
a (reptilian) Drac
vision resistant erception
onic
Com
Low-
Samsa Int, Wi Humanoid mon, Any two
Con Medium 30 ft. light Lifebound – –
ran s (samsaran) Sams skills
vision
aran
Darkvis
30
Humanoid ion, low Suspiciou Perception
Strix Dex Cha Medium ft., Fly Strix Hatred –
(strix) -light s , Stealth
60 ft.
vision
Suli Str, Ch Int Medium Outsider (n 30 ft. Com Low- Energy – Diplomac –
a ative) mon, light resistance y, Sense
1 vision 5 (acid, Motive
elem cold,
ental electricity,
(Aqu and fire)
an,
Aura
n,
Igna
n, or
Terra
n)
+1 attack
vs.
Gno +2 AC, +2 humanoi Stealth, Cr
Darkvis
me, to all ds aft (alche
ion 120
Svirfn Dex, W Humanoid Und saving (reptilia my), Perce
Str, Cha Small 20 ft. ft., low- –
eblin is (gnome) erco throws, ns) and ption;
light
mmo spell humanoi stonecunn
vision
n resistance ds ing
(dwarve
ns)
30 Com
Low-
Vanar Dex, W Humanoid ft., Cli mon, Prehensile Acrobatics
Cha Medium light – –
a is (vanara) mb 20 Vana tail , Stealth
vision
ft. ran
Vishka
nya
Wayan
g

Other Races

Racial Traits
Abil
Abili Start
ity
ty ing
Scor Siz Type Defensiv Offensiv
Race Scor Speed Lang Senses Skill Bonuses Bonus Feats
e e (subtype) e Traits e Traits
e uage
Min
Plus s
us
Darkvis
Me
Andr Dex, Humanoid Com ion, low
Cha diu 30 ft. – – Perception –
oid Int (android) mon -light
m
vision
Com
Me
Ghor Con, mon,
Int diu Plant 30 ft.*
an Cha Sylv
m
an
Mon Dex Wis, Sm Humanoid 20 ft. Gobl Low-
key
light
Gobli Cha all in
vision
n
Elve
Me
Lash n,
Int diu Humanoid 30 ft.
unta Lash
m
unta
30 ft.,
Com Darkvis
Me fly 30
Wyv Dex, mon, ion, low
Int diu Dragon ft.
aran Wis Drac -light
m (clums
onic vision
y)

BACKGROUND

The BACKGROUND section of a D&D Character Sheet describes your


character's life before they became an adventurer. It provides information about
your character's skills, tools, equipment, and special features.

When creating your character, you will choose one of the many backgrounds
from the Player's Handbook or other official D&D sourcebooks. Each
background comes with a unique set of benefits, including:

 Skill proficiencies: You gain proficiency in two skills of your choice.


 Tool proficiencies: You gain proficiency in one or more tools of your choice.
 Equipment: You gain a set of starting equipment specific to your background.
 Background feature: You gain a special feature related to your background.

Your background can help you to define your character's personality,


motivations, and role in the party. For example, an Entertainer background
might make your character charismatic and skilled at performing. A Folk Hero
background might make your character brave and dedicated to helping others.

Here are some examples of backgrounds from the Player's Handbook:

 Acolyte: You spent your youth in a religious household or temple.


 Charlatan: You have always been a bit of a trickster, and you're skilled at
deception.
 Criminal: You've lived a life of crime, and you're familiar with the underworld.
 Folk Hero: You're a champion of the common people, and you're always willing
to fight for what's right.
 Hermit: You've spent years living alone in the wilderness, and you've learned to
survive on your own.
 Soldier: You've served in the military, and you're skilled in combat.

Your background is an important part of your character's identity, and it can


help you to create a more unique and interesting character.

Choosing a Background

When choosing a background, there are a few things to keep in mind:

 What kind of character do you want to play? Your background should help to
define your character's personality, motivations, and role in the party.
 What are your character's strengths and weaknesses? Your background should
give your character some unique skills and abilities, but it should also create
some challenges and opportunities for roleplaying.
 What kind of campaign are you playing in? Some backgrounds are better suited
for certain types of campaigns. For example, a Criminal background might be
more useful in a campaign that involves a lot of urban intrigue, while a Folk
Hero background might be more useful in a campaign that involves a lot of
fighting against evil.

If you're not sure which background to choose, talk to your Dungeon Master.
They can help you to find a background that is both fun and fitting for your
character.

BACKGROUND in a D&D character sheet is a section that describes your


character's life before they became an adventurer. It includes your character's
social status, education, occupation, and other relevant information. Your
background also gives you proficiency in two skills, one or more tool sets, and
sometimes a language. Additionally, many backgrounds give you a special
feature that represents your character's unique skills or abilities.

Your background is an important part of your character's backstory, and it can


help you to roleplay your character more effectively. It can also give you
mechanical benefits, such as proficiency in useful skills or tools.
Here are some examples of backgrounds from the Player's Handbook:

 Acolyte: You were raised in a temple or other religious institution, and you have
learned the ways of your faith.
 Charlatan: You are a skilled con artist and deceiver. You can easily blend in with
your surroundings and assume different identities.
 Criminal: You have a criminal past, and you know the ins and outs of the
underworld.
 Entertainer: You are a performer, such as a bard, jester, or acrobat. You are
skilled at entertaining others and making them laugh.
 Folk Hero: You are a commoner who has accomplished something extraordinary.
You are known and respected by the people of your community.

When choosing a background, think about what kind of life you want your
character to have had before they became an adventurer. What skills and abilities
would they have developed? What kind of experiences would they have had?
Your background can help you to create a well-rounded and interesting
character.

Here are some tips for choosing a background:

 Consider your character's class. Some backgrounds are better suited for certain
classes than others. For example, the Acolyte background is a good choice for a
cleric, while the Criminal background is a good choice for a rogue.
 Think about your character's backstory. What kind of life do you want your
character to have had before they became an adventurer? What skills and
abilities would they have developed? What kind of experiences would they have
had?
 Choose a background that you think will be fun to roleplay. Your background is
an important part of your character's identity, so choose something that you will
enjoy playing.

CHARACTER NAME AND PLAYER NAME


CHARACTER NAME is the name of your character in the game of Dungeons &
Dragons. It is the name that your character goes by, and it is the name that will
be used by other players and the Dungeon Master (DM) when referring to your
character.
PLAYER NAME is the name of the person who is playing the character. It is a
separate name from the character's name, and it is not typically used in the game.

On a D&D character sheet, the CHARACTER NAME is typically written at the


top of the sheet, in a large font. The PLAYER NAME is typically written below
the CHARACTER NAME, in a smaller font.

Here is an example of a D&D character sheet with the CHARACTER NAME and
PLAYER NAME filled in:

**PLAYER NAME:** Alice

**CHARACTER NAME:** Arwen

**Race:** Elf

**Class:** Wizard

**Background:** Sage

...

It is important to note that the CHARACTER NAME and PLAYER NAME are
not required to be different. Some players choose to use their real name as their
character's name. However, many players choose to use a different name for
their character, in order to create a more immersive gaming experience.

Ultimately, the decision of whether or not to use a different name for your
character is up to you. There is no right or wrong answer.

ALIGNMENT

It is important to note that alignment is not a strict set of rules that characters
must follow. Rather, it is a tool that players can use to help define their
characters' personalities and roleplay their actions.

Alignment in D&D describes character's moral compass. It is represented on a


two-dimensional grid, with Lawful and Chaotic on one axis, and Good and Evil
on the other. This creates nine possible alignments:
 Lawful Good: Lawful good characters believe in upholding the law and order,
and they strive to do what is right, even if it is difficult. They are often altruistic
and selfless, and they are willing to sacrifice for the greater good.
 Neutral Good: Neutral good characters are also concerned with doing what is
right, but they are not as bound by law and order as lawful good characters.
They are more willing to bend the rules or break the law if they believe it is
necessary to achieve a good outcome.
 Chaotic Good: Chaotic good characters believe in doing what is right, even if it
means breaking the law or defying authority. They are often rebellious and
independent, and they are not afraid to challenge the status quo.
 Lawful Neutral: Lawful neutral characters believe in upholding the law and
order, but they are not necessarily concerned with doing what is good or evil.
They may be motivated by self-interest, or they may simply believe that it is
important to maintain order in society.
 True Neutral: True neutral characters are indifferent to good and evil, and they
are not particularly concerned with upholding the law or order. They are often
pragmatic and self-interested, and they will do whatever it takes to achieve their
goals.
 Chaotic Neutral: Chaotic neutral characters are unpredictable and impulsive.
They are not bound by law or order, and they are not particularly concerned
with good or evil. They may act in a selfish or altruistic manner, depending on
their mood or the situation.
 Lawful Evil: Lawful evil characters believe in upholding the law and order, but
they are motivated by selfishness or cruelty. They may be tyrants, dictators, or
criminals.
 Neutral Evil: Neutral evil characters are concerned with their own personal gain
and power. They are not particularly bound by law or order, and they are not
afraid to do whatever it takes to achieve their goals.
 Chaotic Evil: Chaotic evil characters are motivated by destruction and mayhem.
They are not bound by law or order, and they are not particularly concerned
with good or evil. They may be sadists, psychopaths, or monsters.

INSPIRATION

Inspiration is a reward that the Dungeon Master (DM) can give to a player for
playing their character in a way that is consistent with their personality traits,
ideals, bonds, and flaws. It is represented by a small icon on the D&D character
sheet.

To gain inspiration, a player must do something that is particularly noteworthy


or impressive. This could be anything from roleplaying their character's
backstory in a compelling way to coming up with a creative solution to a
problem. The DM decides what actions deserve inspiration, and they should be
generous with it.

Once a player has inspiration, they can use it to gain advantage on one ability
check, attack roll, or saving throw. To do this, they must declare that they are
using their inspiration before they roll the die. Inspiration can only be used once,
and it is lost after it is used.

Inspiration is a great way to encourage players to roleplay their characters in a


way that is both creative and consistent. It can also help to make the game more
exciting and unpredictable, as players never know when they might get a chance
to use their inspiration to turn the tide of battle or overcome a difficult challenge.

Here are some tips for using inspiration effectively:

 Save it for important moments. Inspiration is a valuable resource, so don't waste


it on trivial tasks. Instead, save it for those moments when you really need to
succeed, such as when you're trying to disarm a trap or defeat a powerful enemy.
 Use it to create opportunities. Inspiration can be used to create new and
interesting possibilities for your character. For example, you could use it to
convince a guard to let you into a restricted area or to come up with a plan to
defeat a seemingly insurmountable foe.
 Be creative. Don't be afraid to think outside the box when using your inspiration.
The more creative you are, the more likely you are to succeed.

Overall, inspiration is a great way to make the game more fun and engaging for
both players and DMs. It's a simple mechanic, but it can be used to create a lot of
interesting and exciting moments.

PROFICIENCY BONUS
Strength Dexterity Constitution Intelligence Wisdom Charisma
Proficiency bonus in D&D is a bonus that is added to skill checks, saving throws,
and attack rolls for skills and weapons that a character is proficient in. It is a
representation of the character's training and skill in those areas.

Proficiency bonus increases as a character levels up. The following table shows
the proficiency bonus for each character level:

Character Proficiency
Level Bonus
01st-04th +2
05th-08th +3
09th-12th +4
13th-16th +5
17th-20th +6

To calculate a proficiency bonus, simply add the bonus to the character's ability
modifier and roll. For example, a rogue with a Dexterity modifier of +3 and
proficiency in Athletics would roll 1d20 + 3 + 2 for an Athletics check.

Proficiency bonus is a very important part of D&D, as it can give characters a


significant advantage on skill checks, saving throws, and attack rolls. It is
important to note that proficiency bonus can only be added to skills and
weapons that a character is proficient in.

Here are some examples of how proficiency bonus can be used:

 A rogue with proficiency in Stealth can use their proficiency bonus to add to
their Stealth checks, making it more difficult for enemies to detect them.
 A wizard with proficiency in Arcana can use their proficiency bonus to add to
their Arcana checks, making it more likely that they will be able to identify
magical creatures and objects.
 A fighter with proficiency in a longsword can use their proficiency bonus to add
to their attack rolls with a longsword, making it more likely that they will hit
their targets.
Proficiency bonus is a powerful tool that can help characters succeed in a variety
of situations. It is important to make sure that you are using your proficiency
bonus to your advantage.

Strength Dexterity Constitution Intelligence Wisdom Charisma

Saving throws

crobatics (Dex) Animal Handling (Wis) Arcana (Int) Athletics (Str)


Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha)
Skills Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis)
Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex)
Stealth (Dex) Survival (W

Saving throws are a character's attempt to resist harmful effects, such as spells,
traps, poisons, and diseases. Each character has six saving throws: Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

To make a saving throw, roll a d20 and add the appropriate ability modifier. For
example, to make a Dexterity saving throw, you would roll a d20 and add your
Dexterity modifier.

Your character is proficient in two saving throws, determined by your class. For
example, a barbarian is proficient in Strength and Constitution saving throws.

If you are proficient in a saving throw, you add your proficiency bonus to the
roll. Your proficiency bonus is determined by your character level.

Skills represent a character's training and aptitude in various areas. There are 18
skills in D&D 5th edition:

 Acrobatics
 Animal Handling
 Arcana
 Athletics
 Deception
 History
 Insight
 Intimidation
 Investigation
 Medicine
 Nature
 Perception
 Performance
 Persuasion
 Religion
 Sleight of Hand
 Stealth
 Survival

Each character has a number of skill proficiencies, determined by their class and
background. For example, a rogue is proficient in four skills of their choice, plus
the Acrobatics and Perception skills.

If you are proficient in a skill, you add your proficiency bonus to the roll.

Skills can be used in a variety of ways, such as to:

 Gather information
 Overcome obstacles
 Interact with NPCs
 Solve puzzles

Saving throws and skills are both important parts of a D&D character sheet.
Saving throws help your character resist harmful effects, while skills help your
character perform a variety of tasks.
PASSIVE WISDOM (PERCEPTION)
Passive Wisdom (Perception) is a character's awareness of the world around
them, and their ability to notice details that others might miss. It is calculated as
10 + the character's Wisdom modifier + their proficiency bonus (if they have
proficiency in Perception).

Passive Wisdom (Perception) is used in situations where the character is not


actively looking for something, but might still notice it if it is obvious enough.
For example, the DM might compare a hidden enemy's Stealth roll to the party's
Passive Wisdom (Perception) to see if anyone notices them.

Passive Wisdom (Perception) is also used to determine whether a character


notices a trap or other hazard. For example, the DM might compare a trap's DC
to the party's Passive Wisdom (Perception) to see if anyone spots it.

Here is an example of how to calculate Passive Wisdom (Perception):

 Character Wisdom score: 16


 Character Wisdom modifier: +3
 Character proficiency bonus: +2
 Character Passive Wisdom (Perception): 10 + 3 + 2 = 15

This character would have a very good chance of noticing hidden enemies and
traps, even if they are not actively looking for them.

Passive Wisdom (Perception) is a very important ability for many characters,


especially those who are responsible for keeping watch or exploring new areas. It
can also be helpful for characters who are skilled in Stealth, as it allows them to
avoid being detected by enemies.

OTHER PROFICIENCIES & LANGUAGES


The "Other Proficiencies & Languages" section of the D&D character sheet is
where you list any proficiencies or languages that your character has that are not
covered by their race, class, or background. This could include proficiencies with
tools, games, vehicles, or other specialized skills. It could also include languages
that your character has learned through travel, study, or magical means.
Proficiencies give you a bonus to your ability checks when using the skill or tool
that you are proficient in. Languages allow you to communicate with creatures
that speak those languages.

Here are some examples of other proficiencies and languages that you might list
in this section:

 Proficiencies:
o Cooking utensils
o Disguise kit
o Forgery kit
o Herbalism kit
o Navigator's tools
o Thieves' tools
 Languages:
o Abyssal
o Celestial
o Draconic
o Dwarvish
o Elvish
o Giant
o Gnomish
o Goblin
o Halfling
o Infernal
o Orc
o Sylvan
o Undercommon

You can also list any other proficiencies or languages that are specific to your
character's backstory or the campaign setting that you are playing in. For
example, if you are playing a character who is a member of a secret society, you
might list proficiency in a secret language or cipher. Or, if you are playing in a
campaign setting that includes a lot of magical creatures, you might list
proficiency in the language of the fey.

When creating your character, be sure to talk to your Dungeon Master about
what kinds of other proficiencies and languages might be appropriate for your
character and the campaign.

ARMOR CLASS
Armor Class (AC) in Dungeons & Dragons is a measure of how difficult it is for
an attacker to hit a character. The higher a character's AC, the harder it is for
them to be hit. AC is calculated by adding together the following:

 Base AC: This is the number listed for the type of armor a character is wearing.
 Dexterity modifier: If a character is wearing light or medium armor, they can add
their Dexterity modifier to their AC, up to a maximum of +2.
 Shield: If a character is carrying a shield, they can add +2 to their AC.
 Other magical items: Some magical items can also provide a bonus to AC.

For example, a character wearing chain mail (base AC 16) and a shield (+2 AC)
would have an AC of 18. If the character also had a Dexterity modifier of +2,
their AC would be 20.

When an attacker makes an attack against a character, they roll a d20 and add
their attack bonus. If the result is equal to or higher than the character's AC, the
attack hits. Otherwise, the attack misses.

AC is an important statistic for characters in D&D, as it can help them to avoid


taking damage. It is especially important for characters who are on the front lines
of combat, such as fighters and paladins.

Here are some examples of ACs for different characters:

 A fighter wearing plate armor and a shield would have an AC of 20.


 A rogue wearing leather armor would have an AC of 15.
 A wizard wearing cloth robes would have an AC of 10.
Of course, these are just examples. AC can vary depending on a character's class,
race, equipment, and other factors.

INITIATIVE
Initiative in Dungeons & Dragons is a measure of a creature's ability to act
quickly at the start of a battle. It is used to determine the order in which creatures
take their turns in combat.

Initiative is calculated by rolling a d20 and adding your character's Dexterity


modifier. You can also add any bonuses from feats, magic items, or other
abilities.

For example, if your character has a Dexterity modifier of +3, you would roll a
d20 and add 3 to determine your initiative score. If you have a feat that gives you
a +2 bonus to initiative, you would add that as well.

The creature with the highest initiative score takes their turn first, followed by
the creature with the next highest score, and so on. If two creatures have the
same initiative score, they roll a d20 to determine who goes first.

Initiative is an important statistic in combat, as it can determine whether you are


able to attack your enemies before they attack you. For example, if you have a
high initiative score, you may be able to take out a dangerous enemy before they
have a chance to act.

Your initiative score is displayed on your character sheet in the Initiative box.

Here are some tips for increasing your character's initiative:

 Increase your Dexterity score.


 Take the Alert feat.
 Use magic items that give you a bonus to initiative.
 Be aware of your surroundings and try to anticipate when combat is about to
start.

By following these tips, you can increase your character's initiative and give
yourself a significant advantage in combat.
SPEED

Speed in a D&D Character Sheet is the distance in feet that the character can
move during their turn. It is usually based on race, but you might get a spell or
accessory that changes your speed.

To calculate your speed, add up the following:

 Your base speed, which is determined by your race.


 Any bonuses to your speed from spells, magic items, or other abilities.

For example, a human has a base speed of 30 feet. If they are wearing boots of
speed, they would have a speed of 40 feet.

Your speed is important because it determines how far you can move during
your turn. You can use your movement to move in any direction, including
diagonally. You can also use your movement to take other actions, such as
dashing, disengaging, or dodging.

Here is a table of the base speeds for the different races in D&D 5th Edition:

Race Base Speed

Aarakocra 50 feet (flying)

Dragonborn 30 feet

Dwarf 25 feet

Elf 30 feet

Gnome 25 feet

Half-elf 30 feet
Half-orc 30 feet

Halfling 25 feet

Human 30 feet

Tiefling 30 feet

Some races have special movement abilities, such as the wood elf's Mask of the
Wild ability, which allows them to move through forest terrain without making
noise.

Your speed can also be affected by your condition. For example, if you are
paralyzed, your speed is 0 feet.

If you have any questions about your speed, be sure to ask your Dungeon
Master.

HIT POINT MAXIMUM => CURRENT HIT POINTS

In Dungeons & Dragons (D&D), a character's hit point maximum (HP max) is the highest
number of hit points they can have before they start dying. A character's current hit points
(HP current) is the number of hit points they have left before they fall unconscious.

HP max is determined by a character's class and level. For example, a 1st-level fighter has
a HP max of 10, while a 20th-level fighter has a HP max of 246.

HP current is determined by subtracting any damage the character has taken from their
HP max. For example, a 1st-level fighter with 10 HP max who has taken 5 points of
damage will have 5 HP current.

Characters can regain hit points by resting, using healing spells, or using healing potions.
When a character's HP current reaches 0, they fall unconscious. If their HP current is
reduced below 0, they start dying.

A character can die if their HP current is reduced to a negative number equal to their
Constitution modifier. For example, a character with a Constitution modifier of +2 can die
if their HP current is reduced to -2.

If a character dies, they are usually gone for good. However, there are some ways to bring
back dead characters, such as using the raise dead spell or resurrecting them with a deity's
help.

TEMPORARY HIT POINTS


Temporary hit points are a temporary boost to a character's hit points. They are
not cumulative with the character's normal hit points, and they disappear if the
character takes a long rest. Temporary hit points can be gained from a variety of
sources, such as spells, potions, and magic items.

Temporary hit points are listed on a character's character sheet in the


"Temporary Hit Points" section. This section includes the number of temporary
hit points the character has, as well as the source of those temporary hit points.

Temporary hit points are a valuable resource for characters, as they can help
them survive a deadly attack or battle. However, it is important to remember
that temporary hit points are not permanent, and they will disappear if the
character takes a long rest.

Here are some examples of how temporary hit points can be gained:

 The bless spell grants 1d6 temporary hit points to the creature it targets.
 The potion of healing grants 2d4+2 temporary hit points to the creature that
drinks it.
 The cloak of protection grants the wearer 10 temporary hit points when they first
put it on.

Temporary hit points can be used to absorb damage, just like normal hit points.
If a character takes damage, the temporary hit points are depleted first. Once the
temporary hit points are depleted, the character starts to take damage from their
normal hit points.
Temporary hit points are a valuable resource for characters, but it is important to
remember that they are not permanent. Characters should use their temporary
hit points wisely, and they should be aware of the sources of temporary hit
points so that they can replenish them when needed.

HIT DICE AND DEATH SAVES


In Dungeons & Dragons, hit dice (HD) and death saves are two important stats
on a character sheet. They both relate to a character's health and how they can
survive in combat.

Hit dice are a measure of a character's overall health and endurance. When a
character takes damage, they roll their hit dice to heal themselves. The number of
hit dice a character has depends on their class and level.

Death saves are a mechanic that allows a character to survive being knocked
unconscious or incapacitated. When a character drops to 0 hit points, they make
three death saves. For each save they succeed on, they mark a success. If they get
three successes, they are stable and don't die. If they get three failures, they die.

To make a death save, a character rolls a d20. If they roll a 10 or higher, they
succeed on the save. If they roll a 9 or lower, they fail the save.

If a character rolls three successes on their death saves, they are stable and don't
die. They regain 1 hit point, but they are still unconscious. They can wake up on
their own after a minute, or someone else can wake them up with an action.

If a character rolls three failures on their death saves, they die. Their body goes
inert, and they can't be brought back to life without magic.

Hit dice and death saves are both important stats to understand in D&D. They
can help you keep your character alive and well in combat.

Here is a more detailed explanation of hit dice and death saves, based on the
official Dungeons & Dragons 5th Edition rules:

Hit Dice
Hit dice are a measure of a character's health and endurance. They are used to
heal the character when they take damage.

Each character has a number of hit dice equal to their level. They also have a hit
die type, which is determined by their class. For example, a fighter has a d10 hit
die, while a wizard has a d6 hit die.

When a character takes damage, they can use their hit dice to heal themselves. To
do this, they roll a hit die and add their Constitution modifier to the result. The
character then regains hit points equal to the result.

A character can only use a hit die to heal themselves after they have finished a
long rest.

Death Saves

Death saves are a mechanic that allows a character to survive being knocked
unconscious or incapacitated. When a character drops to 0 hit points, they make
three death saves. For each save they succeed on, they mark a success. If they get
three successes, they are stable and don't die. If they get three failures, they die.

To make a death save, a character rolls a d20. If they roll a 10 or higher, they
succeed on the save. If they roll a 9 or lower, they fail the save.

If a character rolls three successes on their death saves, they are stable and don't
die. They regain 1 hit point, but they are still unconscious. They can wake up on
their own after a minute, or someone else can wake them up with an action.

If a character rolls three failures on their death saves, they die. Their body goes
inert, and they can't be brought back to life without magic.

Other Things to Keep in Mind

Here are a few other things to keep in mind about hit dice and death saves:

 A character can only use one hit die to heal themselves per turn.
 A character can only use a hit die to heal themselves after they have finished a
long rest.
 If a character is incapacitated, they can't make death saves.
 If a character is stable, they can't make death saves.
 If a character is killed by an instant death effect, they don't get to make death
saves.

I hope this explanation is helpful. Please let me know if you have any other
questions.

Hit dice are six-sided dice that are used to determine how many hit points a
character has and how many hit points they regain when they take a short rest.
Each character class has a different number of hit dice, and the number of hit dice
a character has increases as they level up.

Death saves are three rolls that a character makes when they are reduced to 0 hit
points. If a character rolls a 10 or higher on all three rolls, they succeed on their
death saves and are stabilized. If they roll lower than 10 on any of the rolls, they
fail on that death save and one strike is marked against them. If they accumulate
three strikes, they die.

Both hit dice and death saves are important parts of the Dungeons & Dragons
character sheet, as they can help a character survive in combat and dangerous
situations.

ATTACKS & SPELLCASTING


The Attacks & Spellcasting section of a D&D character sheet is where you write
down your character's attack bonuses and spellcasting information. This
information is used to determine how well your character can hit an enemy with
a weapon or spell, and how much damage they can do.

Attacks

To make a weapon attack, you roll a d20 and add your attack bonus. Your attack
bonus is calculated as follows:

Attack bonus = proficiency bonus + ability modifier

Your proficiency bonus depends on your character's level. Your ability modifier
is the modifier for the ability score that your character uses to make attacks with
that weapon. For example, if you are a fighter using a longbow, your attack
bonus would be your proficiency bonus plus your Dexterity modifier.

If your attack roll is equal to or higher than the enemy's armor class (AC), you
hit. The amount of damage you do is determined by the weapon you are using
and your ability modifier. For example, a longbow deals 1d8 piercing damage, so
you would roll a d8 and add your Dexterity modifier to determine how much
damage you do.

Spellcasting

If your character is a spellcaster, you will also need to fill out the spellcasting
information in this section. This includes your spellcasting ability, spell save DC,
and spell attack bonus.

Your spellcasting ability is the ability score that your character uses to cast spells.
For example, wizards use Intelligence to cast spells, while clerics use Wisdom.

Your spell save DC is the number that enemies need to roll on their saving
throws to resist the effects of your spells. Your spell save DC is calculated as
follows:

Spell save DC = 8 + proficiency bonus + spellcasting ability modifier

Your spell attack bonus is used to determine whether or not your spells hit. Your
spell attack bonus is calculated as follows:

Spell attack bonus = proficiency bonus + spellcasting ability modifier

To make a spell attack, you roll a d20 and add your spell attack bonus. If your
attack roll is equal to or higher than the enemy's AC, your spell hits.

Example

Here is an example of how to fill out the Attacks & Spellcasting section of a
character sheet for a level 5 fighter using a longbow:

Attacks

Weapon | Attack bonus | Damage


------- | -------- | --------
Longbow | +5 | 1d8 + 3 piercing
Spellcasting

Spellcasting ability | Charisma


Spell save DC | 13
Spell attack bonus | +5

This fighter has an attack bonus of +5 with their longbow, because they have a
proficiency bonus of +3 and a Dexterity modifier of +2. They also have a spell
save DC of 13 and a spell attack bonus of +5, because they are a level 5 fighter
and they chose Charisma as their spellcasting ability.

Conclusion

The Attacks & Spellcasting section of a D&D character sheet is an important tool
for determining how well your character can fight. By filling out this section
correctly, you can ensure that your character is prepared to take on any challenge
that comes their way.

EQUIPMENT
EQUIPMENT in a D&D character sheet is the section where you list all of the
items that your character carries or has access to. This includes weapons, armor,
tools, supplies, and any other items that you think your character might need on
their adventures.

Your starting equipment is determined by your class and background. You can
choose to take the equipment listed in your class's description, or you can start
with a number of gold pieces based on your class and spend them on items from
the equipment lists in the Player's Handbook.

As you level up, you can earn more gold and use it to purchase new equipment.
You can also find new equipment as treasure, or receive it as rewards from
quests.

The following are some examples of the types of equipment that you can list in
your character sheet:

 Weapons: These are used to attack and defend yourself. Weapons include
swords, axes, bows, and staffs.
 Armor: This helps to protect you from damage. Armor includes chain mail, plate
mail, and leather armor.
 Tools: These are used to perform specialized tasks, such as picking locks, forging
weapons, or healing the sick.
 Supplies: These are items that you need to survive in the wilderness, such as
food, water, and shelter.
 Other items: This category includes anything else that you think your character
might need, such as a backpack, a bedroll, or a pet.

It is important to note that the equipment listed in your character sheet is just a
starting point. You can carry as much or as little equipment as you want,
depending on your preferences and the needs of your character.

Here are some tips for choosing equipment for your D&D character:

 Consider your character's class and role. For example, a fighter is likely to need
different equipment than a wizard.
 Think about the type of adventures that your character is likely to go on. For
example, if you are planning to explore a lot of dungeons, you will need to make
sure that you have the right weapons and armor.
 Don't overload yourself with too much equipment. It is better to have a few
essential items that you can use effectively than to carry a heavy backpack full of
stuff that you don't need.
 Be flexible. You may need to change your equipment depending on the situation.
For example, if you are going to a formal event, you may want to leave your
weapons and armor at home.

The most important thing is to choose equipment that you think will be fun and
useful for your character.

PERSONALITY TRAITS
Personality Traits in a D&D character sheet are short descriptions of the
character's personality. They are typically one or two sentences long, and they
can be used to give the character a unique and memorable personality.
Personality traits can be positive or negative, and they can be related to the
character's background, class, race, or alignment.
Here are some examples of personality traits:

 I am always willing to help those in need, even if it puts me in danger.


 I am fiercely loyal to my friends and allies.
 I am always looking for a new adventure, and I am not afraid to take risks.
 I am always trying to learn new things, and I am always up for a challenge.
 I am a bit of a loner, and I prefer to keep my own company.
 I am suspicious of strangers, and I am always on the lookout for danger.
 I am always trying to be the best at what I do, and I am never satisfied with good
enough.
 I am always looking for a good laugh, and I enjoy spending time with people
who make me smile.
 I am a bit of a perfectionist, and I always try to do things the right way.
 I am always trying to help others, even if it means putting my own needs on the
back burner.
 I am a bit of a dreamer, and I often get lost in my own thoughts.
 I am always trying to see the best in people, even if they have done me wrong.

Personality traits can be used to add depth and complexity to a D&D character.
They can also be used to influence the character's actions and decisions. For
example, a character with the personality trait "I am always willing to help those
in need" might be more likely to risk their own life to save a stranger. Or, a
character with the personality trait "I am fiercely loyal to my friends and allies"
might be more likely to stand up for their friends, even if it means putting
themselves in danger.

When choosing personality traits for your D&D character, it is important to think
about what kind of character you want to play. Do you want to play a character
who is brave and selfless? Or do you want to play a character who is more
cautious and calculating? Once you have a good understanding of your
character's personality, you can start to choose personality traits that reflect that.

You can also use personality traits to create a more well-rounded character. For
example, if you are playing a character who is very brave and selfless, you might
want to give them a personality trait that shows that they are not afraid to take
risks. However, you might also want to give them a personality trait that shows
that they are not perfect, such as a personality trait that shows that they are a bit
impulsive. This will help to make your character more believable and relatable.

Ultimately, the choice of personality traits is up to you. The most important thing
is to choose personality traits that you think will make your character fun and
interesting to play.

IDEALS
Ideals are one of the four main categories of personal characteristics that D&D 5e
uses to define who your character is. The other three categories are race, class,
and background. Ideals represent the things that your character believes in most
strongly, the fundamental moral and ethical principles that compel you to act as
you do.

Ideals are important because they help you to roleplay your character in a
consistent and believable way. They also give you a framework for making
decisions in the game, even when you're not sure what to do.

Here are some examples of ideals:

 Greater Good: I believe in doing what's best for the greater good, even if it means
making personal sacrifices.
 Freedom: I believe that everyone has the right to live their life freely, without
oppression.
 Justice: I believe in upholding the law and ensuring that everyone is treated
fairly.
 Mercy: I believe in showing compassion and understanding to others, even those
who have wronged me.
 Knowledge: I believe in seeking out and sharing knowledge, in order to make the
world a better place.

When creating your character's ideals, it's important to think about what they
mean to you. What are the most important things in your life? What are you
willing to fight for? What are you not willing to compromise on?

Once you have a good understanding of your character's ideals, you can start to
think about how they would affect their decisions in the game. For example, a
character with the ideal of justice might be more likely to stand up to a bully or
report a crime. A character with the ideal of mercy might be more likely to spare
the life of a defeated enemy or try to rehabilitate a criminal.

Ideals are a great way to make your character more complex and believable.
They also help you to roleplay your character in a way that is consistent with
their values.

Here are some questions you can ask yourself to help you define your character's
ideals:

 What are the most important things in my life?


 What am I willing to fight for?
 What am I not willing to compromise on?
 What kind of person do I want to be?
 What kind of world do I want to live in?

Once you have some answers to these questions, you can start to come up with a
few ideals that define your character. Remember, ideals can be anything you
want them to be. There are no right or wrong answers. The most important thing
is that they are meaningful to you and that they reflect the kind of character you
want to play.

BONDS
BONDS in D&D Character sheet are one of the four categories of character traits
that the 5th edition uses to put together your character's personality. The other
three categories are ideals, flaws, and personality traits.

Bonds represent your character's connections to people, places, and events in the
world. They tie you to things from your background. They might inspire you to
heights of heroism, or lead you to act against your own best interests if they are
threatened.

Bonds can be anything that is important to your character, such as:

 A specific person, such as a loved one, mentor, or friend


 A place, such as your homeland, a sacred site, or a place you are trying to protect
 A cause, such as justice, peace, or the protection of the innocent
 An ideal, such as freedom, equality, or the pursuit of knowledge

When creating your character, take some time to think about what is most
important to them. What are they willing to fight for? What would they do to
protect the people and things they care about? Your bond should be something
that matters deeply to your character, and it should motivate them to act in
certain ways.

Here are some examples of bonds:

 "I will protect my family at all costs."


 "I will avenge the death of my mentor."
 "I will find a way to cure my people's disease."
 "I will expose the truth about the corrupt government."
 "I will create a better world for my children."

Your bond can also change over time. As you adventure and experience new
things, you may form new bonds or your existing bonds may grow stronger or
weaker. For example, if you meet a group of people who are fighting for a cause
that you believe in, you may form a bond with them. Or, if you experience a
betrayal by someone you trusted, your bond with them may weaken.

Your bond is a great way to add depth and personality to your character. It can
also help you to make decisions in the game, and it can provide you with
motivation and inspiration.

FLAWS
The FLAWS section of the D&D Character sheet is a place to list any flaws or
weaknesses that your character has. These flaws can be physical, mental,
emotional, or social. They can also be related to your character's background,
personality, or profession.
The FLAWS section is optional, but it can be a great way to add depth and
realism to your character. It can also give your DM something to work with
when creating challenges for your character.

Here are some examples of FLAWS that you could list on your character sheet:

 Physical flaws: scars, deformities, chronic illnesses, disabilities, etc.


 Mental flaws: phobias, compulsions, addictions, etc.
 Emotional flaws: anger issues, depression, anxiety, etc.
 Social flaws: shyness, arrogance, awkwardness, etc.
 Background flaws: poverty, criminal record, social stigma, etc.
 Personality flaws: pride, greed, laziness, etc.
 Professional flaws: lack of experience, bad reputation, etc.

When choosing FLAWS for your character, it is important to consider the


following factors:

 How severe should the flaws be? You don't want to make your character
unplayable, but you also don't want the flaws to be so minor that they have no
impact on the game.
 How realistic should the flaws be? You can certainly choose FLAWS that are
fantastical or even magical, but you may also want to consider choosing flaws
that are more grounded in reality.
 How much fun will the flaws be to play? FLAWS can add a lot of challenge and
excitement to the game, but they should also be something that you enjoy
playing. Ultimately, the goal is to create a character that is both interesting and
fun to play.

If you are having trouble coming up with FLAWS for your character, you can
always ask your DM for help. They can help you to brainstorm ideas and to
choose FLAWS that will be both challenging and fun to play.

FEATURES & TRAITS


Features and traits in D&D are special abilities and characteristics that your
character has. They can come from your race, class, background, feats, and other
sources. Features and traits can give your character a variety of benefits, such as:

 Increased ability scores


 Bonus proficiencies
 New spells or abilities
 Resistance or immunity to damage
 Special actions or attacks

To find your character's features and traits, look at the "Features & Traits" section
of your character sheet. This section is typically located at the bottom of the first
page of the sheet.

Here are some examples of features and traits:

 Racial traits: Elves have darkvision, which allows them to see in dim and
darkness. Dwarves have resistance to poison damage.
 Class features: Fighters have Action Surge, which allows them to take an extra
action once per turn. Wizards have Arcane Recovery, which allows them to
regain spell slots.
 Background features: Acolytes have proficiency in Insight and Persuasion.
Outlanders have proficiency in Athletics and Survival.
 Feat traits: The Great Weapon Master feat allows you to reroll damage dice for
certain weapons. The Lucky feat allows you to reroll any attack roll, ability
check, or saving throw once per day.

Features and traits can be very powerful, and they can play a big role in how
your character performs in the game. Be sure to read and understand all of your
character's features and traits so that you can use them to your advantage.

If you have any questions about your character's features and traits, be sure to
ask your Dungeon Master.
FROM HERE PAGE TWO OF
CHARACTER SHEET
Age

Hight

Weight

Eyes

Skin

Hair

Character appearance
Character backstory
Allies & organizations

Additional features & traits


Treasure

Spellcasting class
Spellcasting ability
Spell save dc
Spell attack bonus
0 cantrips
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