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A simple requirement in Dungeons & Dragons is a character sheet. If you've just started playing one of the biggest tabletop roleplaying games, or you're in need of a refresher for your second or hundredth character, you'll need to know how to fill out a D&D character sheet.

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From essentials like your health points, armor class, and languages down to the stats and skills you'll be using to play -and roleplay- your character, the character sheet is your local hub of information. But what numbers go where, and how are they determined? This step-by-step guide will detail how to fill out your character sheet so you can get to playing.

Updated on January 11, 2024, by Jerel Levy: As Dungeons & Dragons continue to grow and expand, more players are finding their way at tables and joining adventuring parties. Every adventure starts with a character sheet, though, and we've updated this guide to help streamline the process a bit more. With even more explanations and examples than before, here's how to fill out a character sheet.

1. Choose Your SpeciesDungeons and Dragons - character sheet, race

The easiest section to fill out in your character sheet, but one of the hardest decisions to make for some, the first thing you should do is choose a species you'd like to play as.

While there are further nuances to your choice, you should really focus on creating a character you want to play, despite any associated stats. Your priority is to have fun.

Your choice of species can determine how you look, what abilities you'll have, what languages you'll speak, and more. Certain species have unique traits and specific identifiers, tools they're proficient in, and minor magic they can do.

None of that, however, is big enough to warrant one species being better than another. So you can go through the list of available species and pick whichever fits your fancy.

We recommend choosing from either the Player's Handbook if you're just starting out or Mordenkainen Presents: Monsters of the Multiverse, an amalgamation of species choices from multiple sourcebooks in fifth edition D&D.

Once you've chosen, write the name of the species on the race line, and you're ready for step two.

You'll notice the line says race, but we've referred to it as species. That's because with D&D fifth edition, Dungeons & Dragons has chosen to swap the term race with species instead, and as the material is updated, we are following that example.

When you fill in your ability scores, you'll return to your species options to add bonuses based on the species you've chosen or choose bonuses based on Monsters of the Multiverse.

2. Choose Your Class

Dungeons and Dragons - character sheet, class

Another hard decision to make but an easy portion to fill out. Probably the biggest decision, as your class will determine how you play through the session.

Choose your class wisely, as you'll have much more to fill out based on this decision. Your class choice will provide several benefits and features for your character.

You'll be determining some of the following:

  • Hit Points
  • Armor Proficiencies
  • Weapon Proficiencies
  • Tools
  • Skills
  • Saving Throws
  • Starting Equipment
  • Spell Casting

Each class section has a quick build option in the Player's Handbook, helping you determine where to place ability scores when filling out that portion later.

With 12 classes in the Player's Handbook, multiple subclasses across several sourcebooks, and online and homebrew classes to choose from, you'll have so many options. Any class can be played as you see fit, and there's almost always a subclass under each class that'll help you play the character you envisioned.

If you're leveling up using experience points, start with zero here and fill them in on the corresponding line in the top right underneath your name as you receive them.

Once chosen, write your class on the line at the top that says class & level. Along with writing your class in that section, you'll also want to write your level next to it for your record.

You can also multiclass if you're a bit more experienced, choosing two classes to combine and play parts of both.

3. Calculate And Fill In Your Ability Scores

Dungeons and Dragons - character sheet, modifiers

It's time to work with numbers. Don't worry, though; you won't have too much to calculate if you don't like math. Your ability scores determine how good your character is at certain skills, as well as your armor class and, in essence, how you'll play your character.

You'll see six slots on the left of the character sheet, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The table below from the Player's Handbook details how these six abilities work.

Ability

What It Measures

Classes That Utilize This Skill

Strength

Bodily power, athleticism

Barbarian, fighter, paladin.

Dexterity

Reflexes, balance, physical agility

Monk, ranger, rogue.

Constitution

Health, stamina, vital force

All classes.

Intelligence

Mental acuity, analytical skill, information recall

Wizard.

Wisdom

Awareness, insight, intuition

Cleric, druid.

Charisma

confidence, eloquence, leadership

Bard, sorcerer, warlock.

Each represents a different aspect of your character and corresponds to different skills; these numbers can be determined in multiple ways.

  • Random Generation: Roll 4 d6s, and record the numbers of the highest three dice rolls. Do this six times for a set of 6 randomly generated numbers.
  • Use Preassigned Numbers: instead of rolling, you can use the following array of numbers – 15, 14, 13, 12, 10, 8
  • Point Buy System: You have 27 points to buy scores with, and each score has a specific cost; the table below shows the points and how much they cost.

Ability Score

Ability Score Cost

8

0

9

1

10

2

11

3

12

4

13

5

14

7

15

9

Once you've determined how to calculate your ability score, do so and grab the six numbers you need. Place the numbers in the corresponding large box on the left of the sheet.

If you're unsure where to place your highest and lowest numbers, you can always use the quick build guide on the class sheet in the Player's Handbook that tells you where to put your top two numbers based on your class of choice.

A good rule of thumb is deciding what skills your character will use to help you place your other numbers. Constitution is a good idea as it helps determine your health points, and Dexterity generally helps with your armor class.

If you still can't decide, look at the skills list next to the ability scores. They have abilities in parentheses next to each skill.

For example, investigation uses Intelligence, and stealth uses Dexterity. Check the skills you think you'll use often and place your ability scores using that, saving higher numbers for scores next to the skills you'll use often.

While filling in your ability scores, remember to add any bonuses you get from your species.

Each species has ability score improvements, for example, elves get +2 to their Dexterity score. So whatever number you determine for your Dexterity, if your species is an elf, you'd add two to that number.

If you're using the rules in Monsters of the Multiverse, you'll instead increase one ability score by two and another by one. Alternatively, you'll increase three ability scores by one.

Add Your Modifiers

Dungeons and Dragons - character sheet, modifiers

These modifier numbers will be applied to your skills and other areas. They'll be placed in the little circle underneath your ability score.

You can alternatively place the ability modifier in the large box and the ability score in the smaller one underneath, whichever you prefer.

To calculate your modifier, you can follow the chart in the front of the Player's Handbook with a number corresponding to the ability score you've placed in the box.

If you'd like to calculate the ability modifier on your own or don't have access to the Player's Handbook, you'll subtract 10 from the ability score and divide the result by 2. You'll round down for each number and get the number for your ability score modifier.

For example, if your ability score is 14. You'll subtract 14 - 10, giving you 4. Then divide 4 by 2, giving you 2. The result of 2 is your ability score modifier to be placed in the small circle under your ability score.

3. Choose Your Background

Background Sections to fill out for a dnd character sheet

Your background will allow you to fill out multiple portions of your character sheet. Your background will help you for roleplay purposes and also help you find your place in the world of the adventure you're playing.

In the Player's Handbook, you'll see a section for backgrounds you can choose. You can pick one from there, from multiple sourcebooks, or even create your own.

You'll fill out the top line with your background of choice by writing in the title of the background you choose. You'll next see sections on the right for personality traits, ideals, bonds, and flaws.

You can create these on your own, or you can choose to select them straight from your background, either by choosing them or rolling for them on the tables in the background section.

5. Record Your Character's Features, Proficiencies, And Other Details

Dungeons and Dragons - character sheet, abilities

Now that you've chosen your species, class, and background, it's time to fill in those tiny details to make your character stand out. Navigate to the lower portion of your character sheet, where you'll see two sections, other proficiencies and languages and features and traits.

Languages

Your species will provide you with the languages you speak, or if you're using Monsters of the Multiverse, you'll know common and one other language of your choice. Jot down your languages or choices in the lower left box.

Don't forget to add any languages learned through your background.

Proficiencies And Tools

Any proficiencies with tools you gain from your background or species should also be added to the corresponding box titled "other proficiencies and languages" as well. So those proficiencies you get from your class should also be included.

Skill proficiencies are those skills your character is exceptionally good at. They correspond to the skills you choose on the left side of your character sheet under "skills."

Tool proficiencies are your character's ability to use a plethora of tools, from piloting a ship to disarming traps to playing certain instruments.

Alignment And Speed

Character Sheet Form Alignment/Background and Speed pointed out

With your character's background, ability scores, species, class, and character traits created, you can now choose your character's alignment. Based on how you want to play them, supplemented by their background and build, you can choose to be anything from lawful good to chaotic evil.

Whichever fits best, write it out on the corresponding line at the top of the character sheet.

Be sure your DM doesn't have any issues with any alignments. Not everyone wants to run a campaign with a chaotic evil character.

Your speed is determined by your character species. Fill in the corresponding number based on what the class says in the box near the top labeled speed.

Your speed can fluctuate depending on the weight you carry if your DM decides to use the encumbrance variant. If so, calculate your speed based on the weight of the items you carry to see if you're encumbered and moving slower than your normal speed.

Initiative

Calculate your initiative by using your dexterity modifier. If you have any bonuses to your initiative due to feats, classes, backgrounds, or anything else, add those numbers together and place the result in the initiative box.

4. Add Your Skills

Dungeons and Dragons - character sheet, skills

You'll notice a long box to the right of your ability scores for skills. Your skills correspond to your ability scores. While most of them are determined by your class, you may be able to select more due to your species and background.

To fill these in, you'll take a look at your class page; there, each class has a number of skills they can select corresponding to their class choice. For example, sorcerers can choose two skills from the following:

  • Arcana
  • Deception
  • Insight
  • Intimidation
  • Persuasion
  • Religion

Whichever you choose from your class, you'll bubble in next to the corresponding skill in that section on the character sheet.

Your background may give you additional skills; be sure to bubble those in, too. In some instances, a species may also provide skill choices; be sure to bubble in those skills in that section.

Ideally, you'll want to make sure you're background and class give you different choices for skills. It's ok if they overlap, but consider maximizing the number of skills your character is good at by cross-referencing what you can choose from each.

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5. Add Your Proficiency Bonus

Dungeons and Dragons - character sheet, proficiency

Your proficiency bonus is based solely on your level, despite any other options you've chosen for your character. The number is static and tied to a set amount of levels.

These represent things your character is aptly proficient in based on their class. Think of it as things your character has done to develop in their class so much that they're exceptionally good at it.

The chart below represents the bonus given to skills your character is proficient in. Fill in the proficiency bonus in the slot of the same name on the character sheet based on your current level.

Level

Proficiency Bonus

Levels 1-4

+2 Proficiency Bonus

Levels 5-8

+3 Proficiency Bonus

Levels 9-12

+4 Proficiency Bonus

Levels 13-16

+5 Proficiency Bonus

Levels 17-20

+6 Proficiency Bonus

Now that you've bubbled in your proficient skills of choice, add your ability modifiers to the lines next to each skill. If you're proficient in the skill, add your proficiency bonus with the ability modifier and record the total on the line.

6. Calculate Your Saving Throws And HP

Dungeons and Dragons - character sheet, saving throws, hit points

Your hit points come from your class. At the beginning of each class section, you'll see a section labeled hit points. Each class has a hit dice, a number associated with the class.

Your hit points will be the hit dice number plus your constitution modifier at level one.

If, for example, your hit dice is a d8, your hp at level one will be eight plus your constitution modifier.

Place the result on the line that says hit point maximum and current hit points. You'll change the number of hit points as you take damage in battle. For now, though, fill in your hit points at level one.

If you're at a higher level, you'll calculate your hit points by adding your hit dice plus your constitution modifier for each level.

Your saving throws are also determined by your class. First, you'll write down your ability modifiers next to each saving throw.

Then, the two saving throws you're proficient in from your class; you'll bubble them in, add your proficiency bonus to your ability score modifier, and write the total down for those two saving throws.

Essentially, at level one, you'll add +2 to each saving throw you're proficient in. This number will increase according to the corresponding levels.

7. Add Your Weapons, Equipment, And Armor Class

Dungeons and Dragons - equipment, armor class, speed

You've got most of the numbers done, not it's time to add a few more. Each class section has the weapons, equipment, and starting armor (and gold), your character will begin their adventure with.

Starting with equipment, copy down the items your class gives you in the section labeled equipment; aside from the weapons you're given, these will go somewhere else.

You should also copy down any equipment your background gives you here, from the gold to the additional trinkets afforded by your background.

Your Armor Class is the number your enemies will have to roll and reach to be able to hit you. To calculate your Armor Class, you'll need to look up the armor chart in the armor section of the Player's Handbook.

The armor chart shows the different values for different armor types. For example, heavy armor does not get the bonus addition of your dexterity modifier and is just the static number the armor gives you.

For example, studded leather makes your Armor Class 12+ your dexterity modifier, while half-plate armor makes it 15 plus your dexterity modifier but gives disadvantage on stealth.

Choose the armor you're afforded based on your class, add your dexterity modifier if applicable, and write the number in the top section that says Armor Class.

If you're unarmed, your base AC is ten plus your dexterity modifier. Most unarmored classes may afford bonuses for not wearing armor or have trade-offs, such as spells to offset the AC being lower.

Next, whatever weapons you receive from your class, you'll add the names into the middle section labeled attacks and spellcasting. Below, we will go over how to calculate the damage for these weapons.

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8. Calculate Your Weapon And Spell Attack Modifiers

Dungeons and Dragons - attack bonus, spell bonus

Once you've chosen a weapon from those provided for you in your class section and written the name on the line in the middle, it's time to fill in the attack bonus and damage/type.

Weapons use either your Strength or Dexterity modifier. Whichever it uses, you'll take that relevant modifier and add it to your proficiency bonus. This number is the number you place in the section that says ATK bonus.

If the weapon is finesse, you can use your Dexterity modifier instead of your Strength modifier.

The section that says damage/type will use slightly different numbers. Where you see the damage, write out the damage the weapon does (the dice damage associated with the weapon), plus only your ability modifier here.

So if it's strength, you'll fill in the damage plus your strength modifier. This damage does NOT add the proficiency bonus as the attack bonus does. You'll also add the type of damage next to this.

For your spellcasting ability, you'll write in the ability your class uses to cast spells, so either Widsom, Intelligence, or Charisma. Your spell attack bonus will be your spellcasting modifier plus your proficiency bonus.

You won't add your proficiency bonus to spell damage unless the spell says otherwise.

Adding Your Spell Save DC

Dungeons and Dragons - character sheet, spell save DC

Your enemies may be required to try and shake off the effects of a spell you're casting. To do so, they'll need to beat your Spell Save DC.

To calculate your Spell Save DC, add 8, plus your spellcasting ability modifier, plus your proficiency bonus. Take that total, and write the number in the circle that says Spell Save DC.

9. Selecting Your Spells (If Applicable)

Dungeons and Dragons - spells

Each spellcasting class has a section near the back of the Palyer's Handbook that lists all the spells that the class can learn, including relevant cantrips.

Cantrips are spells that you've done so much they are familiar to you and can be cast without using a spell slot.

Each class section also explains how many spells you can use and of what level for each class. Check your class spellcasting chart to determine how many spells you know and how many spell slots you have to use daily.

On the lines provided, write the name of the spell. If that spell is prepared, you'll bubble in the circle next to it.

In the area labeled slots total, write the total number of spell slots available at your current level. In the spell slots extended section, you'll make off each time you use a spell slot so you know how many you've expended and how many you have left.

Some spellcasting classes can change their spells every long rest, while others keep the same spells until they level up and can switch them out.

Spell Slots, Explained

druid leveling page d&d players handbook

Spellcasting can get complicated. Most spellcasting classes do things differently. Certain classes will have more spells slots available to them than others and can utilize them differently.

If you're a spellcasting class that can change your spells out every long rest, you get to prepare a new set of spells each time you complete one.

To calculate the number of spells you can prepare daily; you'll do the following. Choose a number of spells for your class equal to your spellcasting modifier plus your spellcaster level. That total is the number of spells you can prepare every day.

The amount of spells you can prepare does NOT always equal the number of spells or spell slots you can use daily. Sometimes you can prepare more spells than you can cast, meaning you'll have more spell options prepared until your next long rest.

However, even if you can prepare more spell slots, you can only use the spell slots available to you. These are recorded in the spellcasting chart for each class. Spell slots are tied to the character's spellcasting level.

You must expend a spell slot equal to the level of the spell you're using. A third-level spell will use a third-level spell slot, for example. You can sometimes cast a lower-level spell using a higher-level slot, adding more effects to the spell's outcome.

10. Optional Backstory Section

Optional Character Options dnd 5e Character Sheet

Finally, the last page is where you can use your imagination and let things run wild. Here, you'll see descriptions of what your character looks like at the top, asking for their skin color, eye color, and more.

You'll also see sections to include an image, write a backstory, and add more miscellaneous information you can choose to fill out if you'd like.

Sample Character Sheet

Here is a sample character sheet; use it to compare your own character sheet and ensure you're following the steps and filling it out correctly.

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