Filling In a Character Sheet, Box by Box
A blank character sheet looks like a tax form. It is not. Almost every box on it comes from six numbers and one bonus, and once you see the pattern, a whole sheet takes ten minutes.
This walk-through follows the order the SRD 5.2.1 gives in "Character Creation", step 5, and fills in one character as it goes: a level 1 Fighter with the Soldier background.
Start with six scores and six modifiers
The six ability scores come first: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Our Fighter uses the SRD's Standard Array for a Fighter: Str 15, Dex 14, Con 13, Int 8, Wis 10, Cha 12.
The background adjusts them next. The SRD says a background "lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1." Soldier lists Strength, Dexterity and Constitution, so our Fighter takes +2 Strength and +1 Constitution: Str 17, Con 14.
Every score then gets a modifier, written beside it. That small number is the one you actually use.
| Score | Modifier |
|---|---|
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
Our Fighter: Str +3, Dex +2, Con +2, Int −1, Wis +0, Cha +1.
The one bonus: Proficiency
A level 1 character has a Proficiency Bonus of +2, from the SRD's Character Advancement table. You add it to anything you are trained in. Write it once at the top and you will use it in five more boxes.
Saving throws
The SRD: "For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total." A Fighter is proficient in Strength and Constitution saves.
- Strength save: +3 + 2 = +5
- Constitution save: +2 + 2 = +4
- Every other save is its plain modifier: Dex +2, Int −1, Wis +0, Cha +1.
Skills
Skills work the same way. Soldier gives Athletics and Intimidation. A Fighter chooses two more from its list; ours takes Perception and Survival. Fill in the dot beside each one you are trained in.
- Athletics (Strength): +3 + 2 = +5
- Intimidation (Charisma): +1 + 2 = +3
- Perception and Survival (Wisdom): +0 + 2 = +2
- Every other skill is its ability's plain modifier.
Passive Perception
The GM uses this number when nobody rolls, to decide what your character notices without trying. The SRD formula:
Passive Perception = 10 + Wisdom (Perception) check modifier
Our Fighter: 10 + 2 = 12. On our sheet it is the box marked Passive Wisdom (Perception).
Hit Points and Hit Dice
The SRD's Level 1 Hit Points by Class table sets the maximum:
| Class | Hit Point Maximum |
|---|---|
| Barbarian | 12 + Con. modifier |
| Fighter, Paladin, or Ranger | 10 + Con. modifier |
| Bard, Cleric, Druid, Monk, Rogue, or Warlock | 8 + Con. modifier |
| Sorcerer or Wizard | 6 + Con. modifier |
Our Fighter: 10 + 2 = 12 Hit Points. Current Hit Points start at the maximum; write them in pencil, they move all night.
The Fighter's Hit Point Die is a d10, and at level 1 a character has one. Spend it during a Short Rest to win back Hit Points. The sheet has boxes to tick when you spend one, and the Death Saves row beside them for the worst night of the campaign.
Initiative and Armor Class
Initiative is the easiest box on the sheet. The SRD: "Write your Dexterity modifier in the space for Initiative." Our Fighter: +2.
Armor Class depends on what you wear. With nothing on, it is 10 plus your Dexterity modifier. Our Fighter takes starting equipment option A, which includes Chain Mail. The SRD's armor table puts Chain Mail at a flat 16: no Dexterity added, Strength 13 needed to move at full speed (17 clears it), and Disadvantage on Stealth. Write that last part beside Stealth now, so nobody forgets it at the door.
Attacks
For a weapon you are proficient with, the SRD gives:
Melee attack bonus = Strength modifier + Proficiency Bonus
Ranged attack bonus = Dexterity modifier + Proficiency Bonus
"You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon." So the Fighter's Greatsword (2d6 Slashing in the SRD's weapon table) reads: attack +5, damage 2d6 + 3 Slashing.
Spellcasters: two more lines
A Fighter casts nothing at level 1, but a Wizard or Cleric adds:
Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus
Spell attack bonus = spellcasting ability modifier + Proficiency Bonus
A Wizard with Intelligence 15 (+2) has a save DC of 12 and a spell attack bonus of +4.
The finished numbers
Str 17 (+3), Dex 14 (+2), Con 14 (+2), Int 8 (−1), Wis 10 (+0), Cha 12 (+1). Proficiency +2. Saves Str +5, Con +4. Athletics +5, Intimidation +3, Perception +2, Survival +2. Passive Perception 12. Hit Points 12, Hit Dice 1d10. Initiative +2. AC 16. Greatsword +5, 2d6 + 3.
Everything else on the page, the features, the gear and the backstory, comes straight from the class and background text. Copy those in and the character is ready for the table.
Our character sheet fills the modifiers, saves and skills in for you and saves as you type; the builder makes the whole character from your choices. Every rule above is in the SRD 5.2.1, "Character Creation", "Character Origins", "Classes" and "Equipment".
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.