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Character Name
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Character Name
This is your character's name - the identity they go by in the world. It could be their birth name, a chosen name, nickname, or title. This is how other players and NPCs will know your character.
Basic Information
Class & Level
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Class & Level
Your character's class (like Fighter, Wizard, or Rogue) and current level. Classes determine your abilities, hit points, and skills. Level shows how experienced your character is - higher levels mean more powerful abilities where 20 is the highest you can go.
Background
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Background
Your character's background represents their life before becoming an adventurer. Examples include Acolyte, Criminal, Folk Hero, or Soldier. Backgrounds provide skill proficiencies, languages, equipment, and special features that reflect your character's past experiences.
Player Name
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Player Name
This is your real name, yes YOU! - the person playing this character. This helps the Dungeon Master and other players know who is controlling which character during the game. This was taken from the PDF of the character sheet and stuck around.
Race
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Race
Your character's race, such as Human, Elf, Dwarf, Halfling, or Dragonborn. Each race provides unique traits, bonuses to ability scores, special abilities, and often determines your character's lifespan, size, and cultural background.
Alignment
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Alignment
Your character's moral and ethical outlook. Alignments combine Law vs Chaos (how they view rules) with Good vs Evil (their moral compass). For example, Lawful Good characters follow rules to help others, while Chaotic Evil characters break rules for selfish gain.
Choose alignment
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
True Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
Experience Points/Milestones
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Experience Points/Milestones
Experience Points (XP) track your character's progression. As you complete quests and overcome challenges, you gain XP. When you accumulate enough XP, you gain a level and become more powerful. Some games use milestone leveling instead, where you level up at story milestones. If your Dungeon Master is using Milestones instead, you can leave this blank if you prefer.
Inspiration
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Inspiration
Inspiration is a reward from your Dungeon Master for excellent roleplay, creative problem-solving, or heroic actions. You can spend inspiration to gain advantage on an attack roll, saving throw, or ability check. You can only have one inspiration at a time.
Ability Scores
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Ability Scores
The six core attributes that define your character's capabilities. Strength affects melee combat and athletics, Dexterity affects ranged combat and stealth, Constitution affects health and endurance, Intelligence affects reasoning and knowledge, Wisdom affects perception and insight, and Charisma affects social interactions and force of personality.
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
HP Maximum
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Hit Point Maximum
The total amount of damage your character can take before falling unconscious. This is determined by your class, level, and Constitution modifier. When you take damage, subtract it from your current hit points, not your maximum.
Current HP
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Current Hit Points
How much health your character currently has. When you take damage, reduce this number. When it reaches 0, your character falls unconscious and begins making death saving throws. Healing restores current hit points up to your maximum.
Temporary Hit Points
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Temporary Hit Points
Bonus hit points from spells, abilities, or magic items that act as a buffer against damage. Temporary hit points are lost first when you take damage, and they don't stack - you keep only the highest amount. They don't count toward healing.
Hit Dice
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Hit Dice
Used during short rests to recover hit points. Each class has a different hit die (d6, d8, d10, d12). You have a number of hit dice equal to your level. Roll your hit dice and add your Constitution modifier to regain hit points. Spent hit dice return after a long rest.
Armour Class
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Armour Class (AC)
How difficult you are to hit in combat. Calculated from your armor, Dexterity modifier, and other bonuses. When an enemy attacks you, they must roll equal to or higher than your AC to hit. Higher AC means you're harder to hit and take less damage.
Initiative
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Initiative
Determines the order of actions in combat. When combat begins, everyone rolls a d20 and adds their initiative modifier (usually Dexterity modifier). Higher rolls act first. This number is automatically calculated from your Dexterity score.
Speed
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Speed
How far your character can move in one turn, measured in feet. Most characters have a walking speed of 30 feet. Some races or abilities grant additional movement types like flying, swimming, or climbing speeds. Different terrains may modify these speeds.
Walking
Flying
Swimming
Climbing
Burrowing
Proficiency Bonus
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Proficiency Bonus
A bonus that increases as you level up, added to rolls you're proficient in. This includes skill checks you're trained in, saving throws you're proficient with, and attack rolls with weapons you're proficient with. Starts at +2 for 1st level characters.
Death Saves
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Death Saves
When your hit points drop to 0, you make death saving throws to determine if you live or die. Roll a d20 each turn: 10+ is a success, 9 or lower is a failure. Three successes mean you stabilize, three failures mean you die. Rolling a 1 counts as two failures, rolling a 20 lets you regain 1 hit point.
Successes:
Failures:
Saving Throws
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Saving Throws
Rolls made to resist or reduce harmful effects like spells, traps, or poisons. Each saving throw is based on an ability score plus your proficiency bonus (if proficient). Check the circle if your class grants proficiency in that saving throw. The values auto-calculate based on your ability scores.
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Skills
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Skills
Specific areas of expertise your character has learned. Each skill is based on an ability score and can be improved with proficiency. Check the circle if you're proficient in that skill (from your class, background, or race). The bonus auto-calculates from the relevant ability modifier plus proficiency bonus if applicable.
Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
Attacks & Weapons
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Attacks & Weapons
Record your weapons and attacks here. Name is the weapon name, Attack Bonus is your modifier to hit (ability modifier + proficiency bonus if proficient), and Damage/Type shows what you roll for damage plus your ability modifier and the damage type (like slashing, piercing, bludgeoning, fire, etc.).
Name
Atk Bonus
Damage/Type
Equipment
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Equipment
All the gear, tools, and possessions your character carries. This includes armor, weapons, adventuring gear, magical items, and personal belongings. Also track your money using the D&D currency system below.
Equipment
Currency
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Money & Treasure
Track your character's wealth here. Most transactions use gold pieces (gp).
Currency Conversions:
• 1 gp = 10 sp = 100 cp
• 1 pp = 10 gp
• 1 ep = 5 sp
Copper (cp)
Silver (sp)
Electrum (ep)
Gold (gp)
Platinum (pp)
Features & Languages
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Features & Languages
Record your character's special abilities, racial traits, class features, and languages. This includes things like a Fighter's Action Surge, an Elf's Darkvision, or a Wizard's spell preparation rules. Also list all languages your character can speak, read, and write.
Other Proficiencies & Languages
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Other Proficiencies & Languages
List proficiencies not covered elsewhere: tool proficiencies (like Smith's Tools), instrument proficiencies, gaming sets, vehicles, and all languages your character knows. These come from your race, class, background, or feats.
Features & Traits
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Features & Traits
Special abilities from your race, class, background, or feats. Examples include Darkvision, Breath Weapon, Spellcasting, Fighting Style, or Sneak Attack. Include how often you can use them (per day, per short rest, per long rest) and what they do.
Traits
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Character Traits
The personality and motivations that make your character unique. These help you roleplay and give the DM hooks for storytelling. They're usually gained from your background but can be customized to fit your character concept.
Personality Traits
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Personality Traits
Quirks, habits, mannerisms, or distinctive behaviors that make your character memorable. Examples: "I always clean my weapons after battle" or "I speak in elaborate metaphors." These are small details that bring your character to life.
Ideals
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Ideals
The principles, values, or philosophies that drive your character's behavior. Examples: "Freedom is worth any cost" or "Knowledge is the path to power." These often align with your character's alignment and motivate major decisions.
Bonds
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Bonds
Important connections to people, places, or things that matter to your character. Examples: "I will do anything to protect my village" or "My mentor's sword is my most precious possession." These create story hooks and emotional stakes.
Flaws
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Flaws
Weaknesses, vices, fears, or compulsions that can get your character into trouble. Examples: "I can't resist a pretty face" or "I'm terrified of heights." Flaws make characters more interesting and give the DM opportunities for compelling roleplay moments.
Appearance & Backstory
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Appearance & Backstory
Details about what your character looks like and their history. This helps other players visualize your character and gives the DM material for storytelling. Include physical description, personal history, and important relationships or organizations.
Age
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Age
Your character's age in years. Different races have different lifespans and age differently. Elves live for centuries, while humans rarely reach 100. Age can affect your character's outlook, experiences, and physical appearance.
Height
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Height
How tall your character is. This can be in feet and inches (5'6") or any measurement system. Your race provides typical height ranges, but you can customize within reason. Height affects reach and how others perceive your character.
Weight
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Weight
Your character's weight, typically in pounds. This should be proportional to their height and build. Weight can be relevant for certain spells, carrying capacity calculations, or environmental hazards.
Eyes
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Eyes
Your character's eye color and appearance. This can be normal human colors or fantastical ones depending on your race. Examples: "Bright blue," "Golden with cat-like pupils," or "Completely black."
Skin
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Skin
Your character's skin color, texture, or special features. This varies greatly by race - humans have natural skin tones, while dragonborn have scales, and tieflings might have unusual colors like red or blue.
Hair
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Hair
Your character's hair color, style, and length. Some races don't have hair but might have similar features like feathers or tentacles. Examples: "Long black braids," "Bald," or "Fiery red and wild."
Allies & Organisations
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Allies & Organizations
Groups, guilds, factions, or important individuals your character has connections with. This could include the Thieves' Guild, a noble house, a religious order, or personal allies. These relationships can provide resources, information, or complications.
Character Backstory
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Character Backstory
Your character's personal history and the events that shaped them into who they are today. Include their upbringing, major life events, how they learned their skills, and what drives them to adventure. This gives the DM rich material for personal storylines.
Spells
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Spells
Magic spells your character can cast. Not all classes use spells - mainly Wizards, Sorcerers, Clerics, Druids, Bards, Warlocks, Paladins, and Rangers. Each spell has a level (0-9), and you have limited spell slots per day to cast them. Cantrips (level 0) can be cast unlimited times.
Spellcasting ability
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Spellcasting Ability
The ability score that powers your spells. Wizards use Intelligence, Clerics and Druids use Wisdom, Sorcerers and Bards use Charisma. This determines your spell attack bonus and spell save DC. If you don't cast spells, leave this blank.
Spell Save DC
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Spell Save DC
The Difficulty Class for enemies to resist your spells. Calculated as 8 + proficiency bonus + spellcasting ability modifier. When you cast a spell that requires a saving throw, enemies must roll this number or higher to resist the effect.
Spell Attack Bonus
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Spell Attack Bonus
The bonus you add when making spell attack rolls. Calculated as proficiency bonus + spellcasting ability modifier. Use this when casting spells that require you to "make a spell attack" against a target's Armor Class.
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