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WHO IS MY CHARACTER?

NAME RACE CLASS BACKGROUND CHARACTERISTICS ALIGNMENT


A CHARACTER SHEET FOR BEGINNERS
DWARF • CLERIC • SOLDIER

LEVEL
Your character’s name should Your character’s race is just one Your character’s class is broadly Your character’s background Traits set you apart from Your character’s alignment Your character’s level is a
be one that sounds good of the many intelligent species described as an adventurer’s reveals where you came other characters. Ideals is a compass that helps number that represents your
to you and is easy for other that inhabits the D&D world. It job. It defines what special from, how you became an are principles that compel guide your decisions. It is a overall skill and knowledge. You
players to say. You can use one contributes to your character’s features you possess, as well adventurer, and your place you to act. Bonds represent combination of your attitude advance in level by adventuring
from a popular book, movie, identity by establishing a as the tactics you are most in the world. A background connections to people, toward society and order and gaining experience points.
or television show—or, for general appearance and the likely to employ when exploring provides you with important places, and events. Flaws (lawful, chaotic, or neutral) When you advance in level,
those with difficulty choosing, natural features gained from a dungeon, fighting monsters, or story cues about your outline a vice, compulsion, and morality (good, you get stronger, smarter,
look through the examples. your culture and ancestry. engaging in a tense negotiation. character’s identity. fear, or weakness. evil, or neutral). faster, and gain new abilities.

Your name is granted by a clan You are a dwarf. Dwarves hail You are a cleric. Clerics are You were a soldier. War has Your character’s traits are, You are neutral good. Your are 1st level. A 1st-level
elder and belongs to the clan. from kingdoms carved into the intermediaries between the been your life for as long as you you are always polite and Neutral good characters let character is inexperienced
A dwarf who misuses or brings roots of mountains and have a mortal world and the distant care to remember. You trained respectful, and you’ve lost their conscience, not law in the adventuring world,
shame to a clan name is stripped strong commitment to clan and worlds of the gods. Divine as a youth, studied the use of so many friends that you are and authority, guide them although you might have been
of the name and forbidden to use tradition. They are skilled warriors, magic flows through clerics, weapons and armor, and learned slow to make new ones. to do the right thing. a soldier or a pirate and done
any dwarven name in its place. miners, and workers of stone manifesting as miraculous basic survival techniques. Your character’s ideal is you dangerous things before.
Female Names • Amber, Artin, and metal. Though they stand effects. Clerics also posses believe it is your duty to give up
Bardryn, Bonndyl, Eldeth, Gurdis, shorter than other races, their combat training that lets them your life in defense of others.
Helja, Ilde, Maevgwyn, Nasslin, courage and endurance is easily wade into battle with the power
a match for any of the larger folk. of the gods on their side. Your character’s bond is you
Tiswynn, Torbera, Vistra fight for those who cannot
Male Names • Adrik, Baern, fight for themselves.
Bruenor, Brottor, Dalmor, Eberk, Your character’s flaw is you
Flint, Harbek, Orsik, Rurik, never admit when you’re wrong.
Thoradin, Tordek, Ulfgar, Vondal
Clan Names • Battlehammer,
Brawnanvil, Darkshield,
Fireforge, Frostbeard, Ironfist,
Steelbringer, Thunderfist, Warfire

THE TWENTY-SIDED DIE THE SIX ABILITIES THE THREE CHECKS LEGAL
Will the ogre believe your 1. Roll the d20 and add a modifier Six abilities represent your modifier with almost every roll An ability check is made when disease, or similar threat. You
outrageous bluff? Can you avoid from one of the six ability scores. character’s physical and mental you make. Because ability score you attempt an action that isn’t an don’t decide to make a saving
the blast of a fireball? Does your 2. Effects sometimes give a bonus characteristics: Strength, Dexterity, modifiers affect attack rolls, attack. For every ability check, the throw; you are forced to make one
sword swing hurt the dragon? or penalty to the check. Apply Constitution, Intelligence, ability checks, and saving throws, DM decides which of the six abilities because you are at risk of harm.
In cases where the outcome of them and determine the total. Wisdom, and Charisma. they come up in play more often is relevant to the task and the An attack roll determines
an action is uncertain, you roll a Each ability has a score, ranging than their associated scores. difficulty of the task, represented whether an attack hits or misses
twenty-sided die—also known 3. Compare the total to a target by a Difficulty Class. The more ©2017 green matter games
number, called a Difficulty from 3 to 20. A score of 10 or 11 Finally, each ability covers a broad and it is the most common
as a d20—to determine success is the normal human average. range of skills. A skill is calculated difficult a task, the higher its DC. action taken in combat. If the We are not affiliated, associated, endorsed by, or in any
or failure. Ability checks, saving Class. The more difficult the way officially connected with Wizards of the Coast or
challenge, the higher its DC. Each ability score has a modifier, by using the relevant ability A saving throw—also called a total of the roll plus modifiers its parent company, Hasbro, Inc. Dungeons and Dragons
throws, and attack rolls are the modifier, plus a proficiency bonus save—represents an attempt equals or exceeds the target’s (also known as D&D), Dungeon Master (also known as
three most common kinds of d20 If the total equals or exceeds ranging from -5 to +10. You will DM) are registered trademarks of Wizards of the Coast.
the DC, the roll is a success. add or subtract an ability score if applicable (indicated by a l). to resist a spell, trap, poison, Armor Class, the attack hits.
rolls and they follow these steps. A Character Sheet for Beginners is licensed
under the Open Game License 1.0a.

WHAT IS DUNGEONS & DRAGONS? HOW DO I PLAY DUNGEONS & DRAGONS?


In Dungeons & Dragons, you play a character: An adventurer who teams up with other adventurers, played by friends. Working One player takes on the role of the Dungeon Master—the game’s lead storyteller and referee. The DM creates adventures for the
together, the group might explore a dark dungeon far below ground, a ruined city on the edge of civilization, a haunted castle on a characters, who navigate its hazards and decide which paths to explore. When the DM describes the environment, you describe
rocky shore, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers solve puzzles, what you want to do. The DM then narrates the results of your action. When one adventure is finished, another one begins,
talk and negotiate with the denizens of the world, battle fantastic monsters, and discover wondrous magic items and treasure. creating an ongoing story called a campaign. Together you create an exciting story of bold adventurers and nefarious villains.
WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS
DWARF • CLERIC • SOLDIER

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


ABILITIES

Brawn and Power Quickness and Agility Health and Endurance Reasoning and Memory Willpower and Intuition Charm and Psyche

Saving Throw +2 Saving Throw -1 Saving Throw +2 Saving Throw +0 Saving Throw l +5 Saving Throw l +3

14 Athletics l +4 8 Acrobatics -1 15 10 Arcana +0 16 Animal Handling +3 12 Deception +1


SCORE SCORE Sleight of Hand -1 SCORE SCORE History +0 SCORE Insight +3 SCORE Intimidation l +3
Stealth -1 Investigation +0 Medicine l +5 Performance +1
+2 -1 +2 +0 Nature +0 +3 Perception +3 +1 Persuasion +1
MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER
Religion l +2 Survival +3

EQUIPMENT LANGUAGES DWARVEN RESILIENCE MERCENARY SERGEANT LIFE DOMAIN SPELLS


FEATURES

Chain mail*, shield, warhammer, 2 Common, Dwarvish You have advantage on saving You were a minor officer among Each cleric focuses on a domain related You can cast light, sacred flame, and
handaxes, holy symbol, backpack, throws against poison, and you have a mercenary company. These to their deity. You draw magic from the thaumaturgy as many times as you want.
crowbar, hammer, 10 pitons, 10 torches, PROFICIENCIES resistance against poison damage. mercenaries still recognize your Life domain, which focuses on the vibrant,
You are proficient with all armor, shields, Twice a day, you can cast a spell from
tinderbox, 10 days of rations, waterskin, authority and influence. positive energy that sustains all life. The
50 feet of hempen rope, mason’s tools, all simple weapons, battleaxes, handaxes, STONECUNNING gods of life promote vitality and health
the following list of spells: bless, cure
light hammers, warhammers, playing When you make an Intelligence wounds, ¹ guiding bolt, ² healing word, ¹,²
dagger taken from a fallen enemy as through healing the sick and wounded, inflict wounds, ² and shield of faith. ²
a trophy, deck of playing cards, set of cards, mason’s tools, and land vehicles. (History) check related to the origin caring for those in need, and driving
of stonework, you add +4 to the You can cast the same spell both times.
common clothes, pouch, sergeant’s away the forces of death and undeath.
check instead of your normal +0. 1. Whenever you cast these spells, the
rank insignia, and 10 gold pieces.
1. While wearing chain mail, you have
DISCIPLE OF LIFE character being healed regains 3 additional hit
points due to your Disciple of Life feature.
disadvantage on Dexterity (Stealth) checks. Whenever you cast a spell to
2. After a long rest, you can replace these spells
restore hit points, the creature
with different spells from the cleric’s spell list.
regains an additional 3 hit points.

INITIATIVE HIT DIE SPELLCASTING WEAPONS


An initiative check is rolled -1 After a short rest, you can roll your 1d8 To cast a spell, chose one from your list of To attack with a weapon, an attack roll
COMBAT

by all participants at the start Hit Die, add your Constitution modifier, spells and follow the spell’s instructions. is made.
of combat. Everyone takes their turn and regain hit points equal to the total. After Wisdom is the spellcasting ability
ATT
WEAPON NAME MODIFIER DAMAGE
in order from highest to lowest. a long rest, you regain your spent Hit Die. for your spells. The saving throw Warhammer +4 1d8 + 2 bludgeoning
ARMOR CLASS HIT POINTS DC to resist a spell you cast is 13.
Your Armor Class represents 18 Hit points represent physical 11 Your attack bonus when you make Handaxe ¹ +4 1d6 + 2 slashing
how well your character and mental durability, the an attack with a spell is +5.
avoids being wounded in battle. will to live, and luck. After a long
rest, you regain all your hit points.
SPEED
Your character’s speed 30'
is the distance they can 1. You can throw a handaxe 20 feet, or up to 60
move in 1 combat round. feet with disadvantage on the attack roll.

ADVANTAGE AND DISADVANTAGE POLYHEDRAL DICE


Sometimes an ability check, saving throw, or attack roll is modified by special situations called advantage and disadvantage. Dice are referred to by the letter “d” followed by the number of sides:
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you d4, d6, d8, d10, d12, and d20. The rules will tell you how many dice to
have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have roll of a certain type, as well as what modifier to add. For example, “3d8
advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. + 5” means you roll three eight-sided dice and then add 5 to the total. d4 d6 d8 d10 d12 d20
WHO IS MY CHARACTER?
NAME RACE CLASS BACKGROUND CHARACTERISTICS ALIGNMENT
A CHARACTER SHEET FOR BEGINNERS
ELF • WIZARD • ACOLYTE

LEVEL
Your character’s name should Your character’s race is just one Your character’s class is broadly Your character’s background Traits set you apart from Your character’s alignment Your character’s level is a
be one that sounds good of the many intelligent species described as an adventurer’s reveals where you came other characters. Ideals is a compass that helps number that represents your
to you and is easy for other that inhabits the D&D world. It job. It defines what special from, how you became an are principles that compel guide your decisions. It is a overall skill and knowledge. You
players to say. You can use one contributes to your character’s features you possess, as well adventurer, and your place you to act. Bonds represent combination of your attitude advance in level by adventuring
from a popular book, movie, identity by establishing a as the tactics you are most in the world. A background connections to people, toward society and order and gaining experience points.
or television show—or, for general appearance and the likely to employ when exploring provides you with important places, and events. Flaws (lawful, chaotic, or neutral) When you advance in level,
those with difficulty choosing, natural features gained from a dungeon, fighting monsters, or story cues about your outline a vice, compulsion, and morality (good, you get stronger, smarter,
look through the examples. your culture and ancestry. engaging in a tense negotiation. character’s identity. fear, or weakness. evil, or neutral). faster, and gain new abilities.

Your name is chosen upon You are an elf. Elves are a You are a wizard. Wizards are You were an acolyte. You spent Your character’s traits are, You are chaotic good. Chaotic Your are 1st level. A 1st-level
declaring adulthood, sometime people of otherworldly grace, supreme magic-users. Drawing your life in the service of a nothing can shake your optimistic good characters act as their character is inexperienced
after your hundredth birthday. existing in the world but not on the subtle weave of magic temple, acting as an intermediary attitude, and you misquote conscience directs, with little in the adventuring world,
Before then, you are called by entirely part of it. They live in that permeates the cosmos, between the realm of the holy sacred texts and proverbs regard for what others expect. although you might have been
a child name. Every elf also places of ethereal beauty, in they cast spells of explosive and the mortal world. While in almost every situation. a soldier or a pirate and done
bears a family name, typically a the midst of ancient forests or fire, arcing lightning, subtle there, you performed sacred Your character’s ideal is you dangerous things before.
combination of Elvish words. in silvery spires glittering with deception, and powerful mind rites and sacrifices in order always help those in need, no
Child Names • Ara, Bryn, Del, Lael, faerie light, where soft music control. The mightiest wizards to conduct worshipers into matter the personal cost.
Mella, Phann, Rael, Rinn, Wil, Xyn drifts through the air and gentle can conjure elementals from the presence of the divine.
fragrances waft on the breeze. other planes of existence, Your character’s bond is
Female Adult Names • Althaea, Elves love nature and magic, art glimpse into the future, or everything you do is for
Caelynn, Ielenia, Meriele, Naivara, and artistry, music and poetry. turn slain foes into zombies. the common people.
Quillathe, Valanthe, Xanaphia Your character’s flaw is
Male Adult Names • Adran, once you pick a goal, you
Berrian, Carric, Hadarai, Paelias, become obsessed with it.
Quarion, Soveliss, Theren, Varis
Family Names • Goldpetal,
Moonwhisper, Starflower

THE TWENTY-SIDED DIE THE SIX ABILITIES THE THREE CHECKS LEGAL
Will the ogre believe your 1. Roll the d20 and add a modifier Six abilities represent your modifier with almost every roll An ability check is made when disease, or similar threat. You
outrageous bluff? Can you avoid from one of the six ability scores. character’s physical and mental you make. Because ability score you attempt an action that isn’t an don’t decide to make a saving
the blast of a fireball? Does your 2. Effects sometimes give a bonus characteristics: Strength, Dexterity, modifiers affect attack rolls, attack. For every ability check, the throw; you are forced to make one
sword swing hurt the dragon? or penalty to the check. Apply Constitution, Intelligence, ability checks, and saving throws, DM decides which of the six abilities because you are at risk of harm.
In cases where the outcome of them and determine the total. Wisdom, and Charisma. they come up in play more often is relevant to the task and the An attack roll determines
an action is uncertain, you roll a Each ability has a score, ranging than their associated scores. difficulty of the task, represented whether an attack hits or misses
twenty-sided die—also known 3. Compare the total to a target by a Difficulty Class. The more ©2017 green matter games
number, called a Difficulty from 3 to 20. A score of 10 or 11 Finally, each ability covers a broad and it is the most common
as a d20—to determine success is the normal human average. range of skills. A skill is calculated difficult a task, the higher its DC. action taken in combat. If the We are not affiliated, associated, endorsed by, or in any
or failure. Ability checks, saving Class. The more difficult the way officially connected with Wizards of the Coast or
challenge, the higher its DC. Each ability score has a modifier, by using the relevant ability A saving throw—also called a total of the roll plus modifiers its parent company, Hasbro, Inc. Dungeons and Dragons
throws, and attack rolls are the modifier, plus a proficiency bonus save—represents an attempt equals or exceeds the target’s (also known as D&D), Dungeon Master (also known as
three most common kinds of d20 If the total equals or exceeds ranging from -5 to +10. You will DM) are registered trademarks of Wizards of the Coast.
the DC, the roll is a success. add or subtract an ability score if applicable (indicated by a l). to resist a spell, trap, poison, Armor Class, the attack hits.
rolls and they follow these steps. A Character Sheet for Beginners is licensed
under the Open Game License 1.0a.

WHAT IS DUNGEONS & DRAGONS? HOW DO I PLAY DUNGEONS & DRAGONS?


In Dungeons & Dragons, you play a character: An adventurer who teams up with other adventurers, played by friends. Working One player takes on the role of the Dungeon Master—the game’s lead storyteller and referee. The DM creates adventures for the
together, the group might explore a dark dungeon far below ground, a ruined city on the edge of civilization, a haunted castle on a characters, who navigate its hazards and decide which paths to explore. When the DM describes the environment, you describe
rocky shore, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers solve puzzles, what you want to do. The DM then narrates the results of your action. When one adventure is finished, another one begins,
talk and negotiate with the denizens of the world, battle fantastic monsters, and discover wondrous magic items and treasure. creating an ongoing story called a campaign. Together you create an exciting story of bold adventurers and nefarious villains.
WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS
ELF • WIZARD • ACOLYTE

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


ABILITIES

Brawn and Power Quickness and Agility Health and Endurance Reasoning and Memory Willpower and Intuition Charm and Psyche

Saving Throw +0 Saving Throw +2 Saving Throw +2 Saving Throw l +5 Saving Throw l +3 Saving Throw -1

10 Athletics +0 15 Acrobatics +2 14 16 Arcana l +5 12 Animal Handling +1 8 Deception -1


SCORE SCORE Sleight of Hand +2 SCORE SCORE History +3 SCORE Insight l +3 SCORE Intimidation -1
Stealth +2 Investigation l +5 Medicine +1 Performance -1
+0 +2 +2 +3 Nature +3 +1 Perception l +3 -1 Persuasion -1
MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER
Religion l +5 Survival +1

EQUIPMENT LANGUAGES DARKVISION FEY ANCESTRY SPELLBOOK SPELLS


FEATURES

Shortsword, component pouch, Common, Elvish, Draconic, In dim light, you see within a 60-foot You have advantage on saving You have a spellbook containing the You can cast mage hand,
spellbook, backpack, bottle of ink, ink Dwarvish, Goblin radius of you as if it were bright light. In throws against being charmed, and following spells: burning hands, prestidigitation, ray of frost,
pen, 10 sheets of parchment, small darkness, you see in the same radius magic can’t put you to sleep. detect magic, mage armor, magic and shocking grasp as many
knife, tome of historical lore, holy PROFICIENCIES as if it were dim light. You can’t discern missile, shield, and sleep. times as you want.
symbol, prayer book, set of common You are proficient with all daggers, color in darkness, only shades of gray. SHELTER OF FAITH
clothes, pouch, and 5 gold pieces. darts, light crossbows, longbows, You receive the respect of those ARCANE RECOVERY Twice a day, you can cast a spell from the
longswords, quarterstaffs, shortbows, TRANCE who share your faith. You and your Once per day after a short rest, following list of prepared spells: burning
shortswords, and slings. Elves don’t need to sleep. They meditate companions receive free healing you regain one cast spell from hands, mage armor, magic missile, and
deeply, remaining semiconscious, for 4 and care at a temple or shrine. your list of prepared spells. sleep. You can cast the same spell both
hours a day and gain the same benefit times. After a long rest, you can prepare
a human does from 8 hours of sleep. four different spells from your spellbook.

INITIATIVE HIT DIE SPELLCASTING WEAPONS


An initiative check is rolled +2 After a short rest, you can roll your 1d6 To cast a spell, chose one from To attack with a weapon, an attack roll
COMBAT

by all participants at the start Hit Die, add your Constitution modifier, your list of prepared spells and is made.
of combat. Everyone takes their turn and regain hit points equal to the total. After follow the spell’s instructions. ATT
WEAPON NAME MODIFIER DAMAGE
in order from highest to lowest. a long rest, you regain your spent Hit Die. Intelligence is the spellcasting Shortsword +4 1d6 + 2 piercing
ARMOR CLASS HIT POINTS ability for your spells. The saving
Your Armor Class represents 12 Hit points represent physical 8 throw DC to resist a spell you cast
how well your character and mental durability, the is 13. Your attack bonus when you
avoids being wounded in battle. will to live, and luck. After a long make an attack with a spell is +5.
rest, you regain all your hit points.
SPEED
Your character’s speed 30'
is the distance they can
move in 1 combat round.

ADVANTAGE AND DISADVANTAGE POLYHEDRAL DICE


Sometimes an ability check, saving throw, or attack roll is modified by special situations called advantage and disadvantage. Dice are referred to by the letter “d” followed by the number of sides:
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you d4, d6, d8, d10, d12, and d20. The rules will tell you how many dice to
have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have roll of a certain type, as well as what modifier to add. For example, “3d8
advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. + 5” means you roll three eight-sided dice and then add 5 to the total. d4 d6 d8 d10 d12 d20
WHO IS MY CHARACTER?
NAME RACE CLASS BACKGROUND CHARACTERISTICS ALIGNMENT
A CHARACTER SHEET FOR BEGINNERS
HALFLING • ROGUE • CRIMINAL

LEVEL
Your character’s name should Your character’s race is just one Your character’s class is broadly Your character’s background Traits set you apart from Your character’s alignment Your character’s level is a
be one that sounds good of the many intelligent species described as an adventurer’s reveals where you came other characters. Ideals is a compass that helps number that represents your
to you and is easy for other that inhabits the D&D world. It job. It defines what special from, how you became an are principles that compel guide your decisions. It is a overall skill and knowledge. You
players to say. You can use one contributes to your character’s features you possess, as well adventurer, and your place you to act. Bonds represent combination of your attitude advance in level by adventuring
from a popular book, movie, identity by establishing a as the tactics you are most in the world. A background connections to people, toward society and order and gaining experience points.
or television show—or, for general appearance and the likely to employ when exploring provides you with important places, and events. Flaws (lawful, chaotic, or neutral) When you advance in level,
those with difficulty choosing, natural features gained from a dungeon, fighting monsters, or story cues about your outline a vice, compulsion, and morality (good, you get stronger, smarter,
look through the examples. your culture and ancestry. engaging in a tense negotiation. character’s identity. fear, or weakness. evil, or neutral). faster, and gain new abilities.

You have a given name and a You are a halfling. Halflings You are a rogue. Rogues devote You were a criminal with a Your character’s traits are, you You are neutral. Neutral Your are 1st level. A 1st-level
family name. Family names travel constantly, lured by the as much effort to mastering history of breaking the law. always have a plan for when characters prefer to steer character is inexperienced
are often nicknames that open road and the wide horizon. the use of a variety of skills You have spent a lot of time in things go wrong, and the best clear of moral questions and in the adventuring world,
stuck so tenaciously they These diminutive creatures as they do to perfecting their the underbelly of civilization way to get you to do something don’t take sides, doing what although you might have been
have been passed down survive in a world full of larger combat abilities, giving them a and still have contacts within is to say you can’t do it. seems best at the time. a soldier or a pirate and done
through the generations. creatures by avoiding notice or, broad expertise that few other the criminal underworld. Your character’s ideal is you are dangerous things before.
Female Names • Andry, Bree, barring that, avoiding offense. characters can match. Many loyal to your friends above all.
Callie, Cora, Euphemia, Jillian, They cherish the bonds of rogues focus on stealth and
family and friendship, as well deception, while others refine Your character’s bond is Yyu
Lidda, Merla, Nedda, Paela, Portia, will become the greatest
Seraphina, Shaena, Vani, Verna as the comforts of hearth and the skills that help them in a
home, harboring dreams of dungeon environment, such as thief that ever lived.
Male Names • Alton, Ander, wanderlust and adventure. climbing, finding and disarming Your character’s flaw is
Cade, Corrin, Eldon, Errich, Finnan, traps, and opening locks. when you see something
Garret, Lyle, Merric, Milo, Osborn, valuable, you can’t think about
Perrin, Reed, Roscoe, Wellby anything but how to steal it.
Family Names • Brushgather,
Goodbarrel, Greenbottle, High-hill,
Hilltopple, Tealeaf, Thorngage,
Tosscobble, Underbough

THE TWENTY-SIDED DIE THE SIX ABILITIES THE THREE CHECKS LEGAL
Will the ogre believe your 1. Roll the d20 and add a modifier Six abilities represent your modifier with almost every roll An ability check is made when disease, or similar threat. You
outrageous bluff? Can you avoid from one of the six ability scores. character’s physical and mental you make. Because ability score you attempt an action that isn’t an don’t decide to make a saving
the blast of a fireball? Does your 2. Effects sometimes give a bonus characteristics: Strength, Dexterity, modifiers affect attack rolls, attack. For every ability check, the throw; you are forced to make one
sword swing hurt the dragon? or penalty to the check. Apply Constitution, Intelligence, ability checks, and saving throws, DM decides which of the six abilities because you are at risk of harm.
In cases where the outcome of them and determine the total. Wisdom, and Charisma. they come up in play more often is relevant to the task and the An attack roll determines
an action is uncertain, you roll a Each ability has a score, ranging than their associated scores. difficulty of the task, represented whether an attack hits or misses
twenty-sided die—also known 3. Compare the total to a target by a Difficulty Class. The more ©2017 green matter games
number, called a Difficulty from 3 to 20. A score of 10 or 11 Finally, each ability covers a broad and it is the most common
as a d20—to determine success is the normal human average. range of skills. A skill is calculated difficult a task, the higher its DC. action taken in combat. If the We are not affiliated, associated, endorsed by, or in any
or failure. Ability checks, saving Class. The more difficult the way officially connected with Wizards of the Coast or
challenge, the higher its DC. Each ability score has a modifier, by using the relevant ability A saving throw—also called a total of the roll plus modifiers its parent company, Hasbro, Inc. Dungeons and Dragons
throws, and attack rolls are the modifier, plus a proficiency bonus save—represents an attempt equals or exceeds the target’s (also known as D&D), Dungeon Master (also known as
three most common kinds of d20 If the total equals or exceeds ranging from -5 to +10. You will DM) are registered trademarks of Wizards of the Coast.
the DC, the roll is a success. add or subtract an ability score if applicable (indicated by a l). to resist a spell, trap, poison, Armor Class, the attack hits.
rolls and they follow these steps. A Character Sheet for Beginners is licensed
under the Open Game License 1.0a.

WHAT IS DUNGEONS & DRAGONS? HOW DO I PLAY DUNGEONS & DRAGONS?


In Dungeons & Dragons, you play a character: An adventurer who teams up with other adventurers, played by friends. Working One player takes on the role of the Dungeon Master—the game’s lead storyteller and referee. The DM creates adventures for the
together, the group might explore a dark dungeon far below ground, a ruined city on the edge of civilization, a haunted castle on a characters, who navigate its hazards and decide which paths to explore. When the DM describes the environment, you describe
rocky shore, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers solve puzzles, what you want to do. The DM then narrates the results of your action. When one adventure is finished, another one begins,
talk and negotiate with the denizens of the world, battle fantastic monsters, and discover wondrous magic items and treasure. creating an ongoing story called a campaign. Together you create an exciting story of bold adventurers and nefarious villains.
WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS
HALFLING • ROGUE • CRIMINAL

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


ABILITIES

Brawn and Power Quickness and Agility Health and Endurance Reasoning and Memory Willpower and Intuition Charm and Psyche

Saving Throw -1 Saving Throw l +5 Saving Throw +1 Saving Throw l +3 Saving Throw +0 Saving Throw +3

8 Athletics -1 16 Acrobatics l +5 12 13 Arcana +1 10 Animal Handling +0 16 Deception l +5


SCORE SCORE Sleight of Hand l +5 SCORE SCORE History +1 SCORE Insight +0 SCORE Intimidation +3
Stealth l +7 Investigation l +3 Medicine +0 Performance l +5
-1 +3 +1 +1 Nature +1 +0 Perception +0 +3 Persuasion +3
MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER
Religion +1 Survival +0

EQUIPMENT LANGUAGES THIEVES’ CANT BRAVE CRIMINAL CONTACT


FEATURES

Shortsword, shortbow, 20 arrows, Common, Halfling You know thieves’ cant, a secret mix of You have advantage on saving You have a reliable and trustworthy
leather armor, thieves’ tools, backpack, dialect, jargon, and code that allows you throws against being frightened. contact who acts as your liaison to a
bell, 5 candles, crowbar, hammer, PROFICIENCIES to hide messages in seemingly normal network of other criminals. You know
10 pitons, 50 feet of hempen rope, Light armor, simple weapons, hand conversation. You also understand a LUCKY how to get messages to and from your
hooded lantern, 2 flasks of oil, 5 days crossbows, longswords, rapiers, set of secret signs and symbols used When you roll a natural 1 on an attack roll, contact, even over great distances.
rations, tinderbox, waterskin, crowbar, shortswords, thieves’ tools, playing to convey short, simple messages. ability check, or saving throw, you can
set of dark common clothes including cards, and carpenter’s tools. reroll the die and must use the new roll. EXPERTISE
a hood, pouch, and 15 gold pieces. When you make a Dexterity (Stealth)
check or a check using thieves’ tools, your
proficiency bonus is doubled. This benefit
is included in your Stealth skill modifier.

INITIATIVE HIT DIE NATURALLY STEALTHY SNEAK ATTACK SPELLCASTING WEAPONS


An initiative check is rolled +3 After a short rest, you can roll your 1d8 You can attempt to hide when Once per turn, when you hit a creature To cast a spell, chose one from To attack with a weapon, an attack roll
COMBAT

by all participants at the start Hit Die, add your Constitution modifier, you are obscured by a creature with your shortsword or shortbow and your list of prepared spells and is made.
of combat. Everyone takes their turn and regain hit points equal to the total. After that is larger than you. you have advantage on the attack follow the spell’s instructions. ATT
WEAPON NAME MODIFIER DAMAGE
in order from highest to lowest. a long rest, you regain your spent Hit Die. roll, you deal an extra 1d6 damage.
HALFLING NIMBLENESS You don’t need advantage if an ally
Intelligence is the spellcasting Shortsword +5 1d6 + 3 piercing
ARMOR CLASS HIT POINTS You can move through the space of ability for your spells. The saving
Your Armor Class represents 14 Hit points represent physical 9 any creature that is larger than you.
is within 5 feet of the creature. throw DC to resist a spell you cast Shortbow 1 +5 1d6 + 3 piercing
how well your character and mental durability, the is 13. Your attack bonus when you
avoids being wounded in battle. will to live, and luck. After a long make an attack with a spell is +5.
rest, you regain all your hit points.
SPEED
Your character’s speed 30'
is the distance they can 1. You can shoot your shortbow 80 feet, or up to
move in 1 combat round. 320 feet with disadvantage on the attack roll.

ADVANTAGE AND DISADVANTAGE POLYHEDRAL DICE


Sometimes an ability check, saving throw, or attack roll is modified by special situations called advantage and disadvantage. Dice are referred to by the letter “d” followed by the number of sides:
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you d4, d6, d8, d10, d12, and d20. The rules will tell you how many dice to
have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have roll of a certain type, as well as what modifier to add. For example, “3d8
advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. + 5” means you roll three eight-sided dice and then add 5 to the total. d4 d6 d8 d10 d12 d20
WHO IS MY CHARACTER?
NAME RACE CLASS BACKGROUND CHARACTERISTICS ALIGNMENT
A CHARACTER SHEET FOR BEGINNERS
HUMAN • FIGHTER • NOBLE

LEVEL
Your character’s name should Your character’s race is just one Your character’s class is broadly Your character’s background Traits set you apart from Your character’s alignment Your character’s level is a
be one that sounds good of the many intelligent species described as an adventurer’s reveals where you came other characters. Ideals is a compass that helps number that represents your
to you and is easy for other that inhabits the D&D world. It job. It defines what special from, how you became an are principles that compel guide your decisions. It is a overall skill and knowledge. You
players to say. You can use one contributes to your character’s features you possess, as well adventurer, and your place you to act. Bonds represent combination of your attitude advance in level by adventuring
from a popular book, movie, identity by establishing a as the tactics you are most in the world. A background connections to people, toward society and order and gaining experience points.
or television show—or, for general appearance and the likely to employ when exploring provides you with important places, and events. Flaws (lawful, chaotic, or neutral) When you advance in level,
those with difficulty choosing, natural features gained from a dungeon, fighting monsters, or story cues about your outline a vice, compulsion, and morality (good, you get stronger, smarter,
look through the examples. your culture and ancestry. engaging in a tense negotiation. character’s identity. fear, or weakness. evil, or neutral). faster, and gain new abilities.

Having so much more variety than You are a human. Humans are You are a fighter. Fighters You are a noble. You carry a Your character’s traits are, You are lawful neutral. Lawful Your are 1st level. A 1st-level
the other races, humans have no the youngest of the races, late are the most diverse class of noble title, and your family owns you always look your best, and neutral characters act in character is inexperienced
truly typical names. Some human to arrive on the world stage characters. Questing knights, land, collects taxes, and wields follow the latest fashions and accordance with law, tradition, in the adventuring world,
parents give their children names and short-lived in comparison conquering overlords, royal significant political influence. your flattery makes people and a personal code of conduct. although you might have been
from other languages, such as to dwarves and elves. But champions, elite foot soldiers, feel singularly important. a soldier or a pirate and done
Dwarvish or Elvish (pronounced they are the innovators, the hardened mercenaries, and Your character’s ideal is dangerous things before.
more or less correctly). achievers, and the pioneers bandit kings—as fighters, respect the authority of those
Female Names • Alssa, Annalys, of the world. Humans are the they all share an unparalleled above you, just as those below
Cass, Catryn, Edel, Elsa, Giselle, most adaptable and ambitious mastery with weapons and you must respect yours.
Ireyne, Jaeda, Jasline, Katherin, people among the races. armor, and a thorough knowledge
of the skills of combat. Your character’s bond is the
Leslie, Nora, Ornella, Phoebe common folk must see you
Male Names • Alcred, Baldus, as a hero of the people.
Banneth, Clarton, Derick, Eriq, Your character’s flaw is
Godric, Nathen, Simon, Slade, you often hear insults
Thatcher, Ulrax, Warwick, Witt where there are none.

THE TWENTY-SIDED DIE THE SIX ABILITIES THE THREE CHECKS LEGAL
Will the ogre believe your 1. Roll the d20 and add a modifier Six abilities represent your modifier with almost every roll An ability check is made when disease, or similar threat. You
outrageous bluff? Can you avoid from one of the six ability scores. character’s physical and mental you make. Because ability score you attempt an action that isn’t an don’t decide to make a saving
the blast of a fireball? Does your 2. Effects sometimes give a bonus characteristics: Strength, Dexterity, modifiers affect attack rolls, attack. For every ability check, the throw; you are forced to make one
sword swing hurt the dragon? or penalty to the check. Apply Constitution, Intelligence, ability checks, and saving throws, DM decides which of the six abilities because you are at risk of harm.
In cases where the outcome of them and determine the total. Wisdom, and Charisma. they come up in play more often is relevant to the task and the An attack roll determines
an action is uncertain, you roll a Each ability has a score, ranging than their associated scores. difficulty of the task, represented whether an attack hits or misses
twenty-sided die—also known 3. Compare the total to a target by a Difficulty Class. The more ©2017 green matter games
number, called a Difficulty from 3 to 20. A score of 10 or 11 Finally, each ability covers a broad and it is the most common
as a d20—to determine success is the normal human average. range of skills. A skill is calculated difficult a task, the higher its DC. action taken in combat. If the We are not affiliated, associated, endorsed by, or in any
or failure. Ability checks, saving Class. The more difficult the way officially connected with Wizards of the Coast or
challenge, the higher its DC. Each ability score has a modifier, by using the relevant ability A saving throw—also called a total of the roll plus modifiers its parent company, Hasbro, Inc. Dungeons and Dragons
throws, and attack rolls are the modifier, plus a proficiency bonus save—represents an attempt equals or exceeds the target’s (also known as D&D), Dungeon Master (also known as
three most common kinds of d20 If the total equals or exceeds ranging from -5 to +10. You will DM) are registered trademarks of Wizards of the Coast.
the DC, the roll is a success. add or subtract an ability score if applicable (indicated by a l). to resist a spell, trap, poison, Armor Class, the attack hits.
rolls and they follow these steps. A Character Sheet for Beginners is licensed
under the Open Game License 1.0a.

WHAT IS DUNGEONS & DRAGONS? HOW DO I PLAY DUNGEONS & DRAGONS?


In Dungeons & Dragons, you play a character: An adventurer who teams up with other adventurers, played by friends. Working One player takes on the role of the Dungeon Master—the game’s lead storyteller and referee. The DM creates adventures for the
together, the group might explore a dark dungeon far below ground, a ruined city on the edge of civilization, a haunted castle on a characters, who navigate its hazards and decide which paths to explore. When the DM describes the environment, you describe
rocky shore, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers solve puzzles, what you want to do. The DM then narrates the results of your action. When one adventure is finished, another one begins,
talk and negotiate with the denizens of the world, battle fantastic monsters, and discover wondrous magic items and treasure. creating an ongoing story called a campaign. Together you create an exciting story of bold adventurers and nefarious villains.
WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS
HUMAN • FIGHTER • NOBLE

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


ABILITIES

Brawn and Power Quickness and Agility Health and Endurance Reasoning and Memory Willpower and Intuition Charm and Psyche

Saving Throw l +5 Saving Throw -1 Saving Throw l +4 Saving Throw +0 Saving Throw +1 Saving Throw +2

16 Athletics l +5 9 Acrobatics -1 15 11 Arcana +0 13 Animal Handling +1 14 Deception +2


SCORE SCORE Sleight of Hand -1 SCORE SCORE History l +2 SCORE Insight +1 SCORE Intimidation +2
Stealth -1 Investigation +0 Medicine +1 Performance +2
+3 -1 +2 +0 Nature +0 +1 Perception l +3 +2 Persuasion l +4
MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER
Religion +0 Survival +1

EQUIPMENT LANGUAGES POSITION OF PRIVILEGE


FEATURES

Chain mail,* greataxe, 3 javelins, Common, Draconic, Dwarvish You are welcome in high society, and
backpack, blanket, tinderbox, 2 people assume you have the right to be
days of rations, waterskin, set of PROFICIENCIES wherever you are. The common folk make
fine clothes, signet ring, scroll of All armor, shields, simple weapons, every effort to accommodate you and
pedigree, and 25 gold pieces. martial weapons, and playing cards. avoid your displeasure, and other people
1. While wearing chain mail, you have of high birth treat you as a member of the
disadvantage on Dexterity (Stealth) checks. same social sphere. You can secure an
audience with a local noble if you need to.

INITIATIVE HIT DIE SECOND WIND WEAPONS


An initiative check is rolled -1 After a short rest, you can roll your 1d10 Use a bonus action to regain 1d10 To attack with a weapon, an attack roll
COMBAT

by all participants at the start Hit Die, add your Constitution modifier, + 1 hit points. Once you use this is made.
of combat. Everyone takes their turn and regain hit points equal to the total. After feature, you must finish a short or long ATT
WEAPON NAME MODIFIER DAMAGE
in order from highest to lowest. a long rest, you regain your spent Hit Die. rest before you can use it again.
Greataxe +5 1d12 + 3 slashing
ARMOR CLASS HIT POINTS FIGHTING STYLE
17 12 Javelin ¹ +5 1d6 + 3 piercing
Your Armor Class represents Hit points represent physical (DEFENSE)
how well your character and mental durability, the While you are wearing armor,
avoids being wounded in battle. will to live, and luck. After a long you gain a +1 bonus to AC . This
rest, you regain all your hit points.
SPEED benefit is included in your AC.
Your character’s speed 30'
is the distance they can 1. You can throw a javelin 30 feet, or up to 120
move in 1 combat round. feet with disadvantage on the attack roll.

ADVANTAGE AND DISADVANTAGE POLYHEDRAL DICE


Sometimes an ability check, saving throw, or attack roll is modified by special situations called advantage and disadvantage. Dice are referred to by the letter “d” followed by the number of sides:
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you d4, d6, d8, d10, d12, and d20. The rules will tell you how many dice to
have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have roll of a certain type, as well as what modifier to add. For example, “3d8
advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. + 5” means you roll three eight-sided dice and then add 5 to the total. d4 d6 d8 d10 d12 d20
WHO IS MY CHARACTER?
NAME RACE CLASS BACKGROUND CHARACTERISTICS ALIGNMENT
A CHARACTER SHEET FOR BEGINNERS
HUMAN • FIGHTER • FOLK HERO

LEVEL
Your character’s name should Your character’s race is just one Your character’s class is broadly Your character’s background Traits set you apart from Your character’s alignment Your character’s level is a
be one that sounds good of the many intelligent species described as an adventurer’s reveals where you came other characters. Ideals is a compass that helps number that represents your
to you and is easy for other that inhabits the D&D world. It job. It defines what special from, how you became an are principles that compel guide your decisions. It is a overall skill and knowledge. You
players to say. You can use one contributes to your character’s features you possess, as well adventurer, and your place you to act. Bonds represent combination of your attitude advance in level by adventuring
from a popular book, movie, identity by establishing a as the tactics you are most in the world. A background connections to people, toward society and order and gaining experience points.
or television show—or, for general appearance and the likely to employ when exploring provides you with important places, and events. Flaws (lawful, chaotic, or neutral) When you advance in level,
those with difficulty choosing, natural features gained from a dungeon, fighting monsters, or story cues about your outline a vice, compulsion, and morality (good, you get stronger, smarter,
look through the examples. your culture and ancestry. engaging in a tense negotiation. character’s identity. fear, or weakness. evil, or neutral). faster, and gain new abilities.

Having so much more variety than You are a human. Humans are You are a fighter. Fighters You are a folk hero. You come Your character’s traits are, if You are lawful good. Lawful Your are 1st level. A 1st-level
the other races, humans have no the youngest of the races, late are the most diverse class of from a humble social rank, but someone is in trouble, you’re good characaters can always be character is inexperienced
truly typical names. Some human to arrive on the world stage characters. Questing knights, you are destined for so much always ready to help, and counted on to do the right thing. in the adventuring world,
parents give their children names and short-lived in comparison conquering overlords, royal more. Already the people of your you misuse large words in an although you might have been
from other languages, such as to dwarves and elves. But champions, elite foot soldiers, home village regard you as their attempt to sound smarter. a soldier or a pirate and done
Dwarvish or Elvish (pronounced they are the innovators, the hardened mercenaries, and champion, and your destiny calls Your character’s ideal is nothing dangerous things before.
more or less correctly). achievers, and the pioneers bandit kings—as fighters, you to stand against the tyrants and no one can steer you away
Female Names • Alssa, Annalys, of the world. Humans are the they all share an unparalleled and monsters that threaten from your higher calling.
Cass, Catryn, Edel, Elsa, Giselle, most adaptable and ambitious mastery with weapons and the common folk everywhere.
people among the races. armor, and a thorough knowledge Your character’s bond is you
Ireyne, Jaeda, Jasline, Katherin, protect those who cannot
Leslie, Nora, Ornella, Phoebe of the skills of combat.
protect themselves.
Male Names • Alcred, Baldus, Your character’s flaw is you
Banneth, Clarton, Derick, Eriq, have a weakness for the vices of
Godric, Nathen, Simon, Slade, the city, especially hard drink.
Thatcher, Ulrax, Warwick, Witt

THE TWENTY-SIDED DIE THE SIX ABILITIES THE THREE CHECKS LEGAL
Will the ogre believe your 1. Roll the d20 and add a modifier Six abilities represent your modifier with almost every roll An ability check is made when disease, or similar threat. You
outrageous bluff? Can you avoid from one of the six ability scores. character’s physical and mental you make. Because ability score you attempt an action that isn’t an don’t decide to make a saving
the blast of a fireball? Does your 2. Effects sometimes give a bonus characteristics: Strength, Dexterity, modifiers affect attack rolls, attack. For every ability check, the throw; you are forced to make one
sword swing hurt the dragon? or penalty to the check. Apply Constitution, Intelligence, ability checks, and saving throws, DM decides which of the six abilities because you are at risk of harm.
In cases where the outcome of them and determine the total. Wisdom, and Charisma. they come up in play more often is relevant to the task and the An attack roll determines
an action is uncertain, you roll a Each ability has a score, ranging than their associated scores. difficulty of the task, represented whether an attack hits or misses
twenty-sided die—also known 3. Compare the total to a target by a Difficulty Class. The more ©2017 green matter games
number, called a Difficulty from 3 to 20. A score of 10 or 11 Finally, each ability covers a broad and it is the most common
as a d20—to determine success is the normal human average. range of skills. A skill is calculated difficult a task, the higher its DC. action taken in combat. If the We are not affiliated, associated, endorsed by, or in any
or failure. Ability checks, saving Class. The more difficult the way officially connected with Wizards of the Coast or
challenge, the higher its DC. Each ability score has a modifier, by using the relevant ability A saving throw—also called a total of the roll plus modifiers its parent company, Hasbro, Inc. Dungeons and Dragons
throws, and attack rolls are the modifier, plus a proficiency bonus save—represents an attempt equals or exceeds the target’s (also known as D&D), Dungeon Master (also known as
three most common kinds of d20 If the total equals or exceeds ranging from -5 to +10. You will DM) are registered trademarks of Wizards of the Coast.
the DC, the roll is a success. add or subtract an ability score if applicable (indicated by a l). to resist a spell, trap, poison, Armor Class, the attack hits.
rolls and they follow these steps. A Character Sheet for Beginners is licensed
under the Open Game License 1.0a.

WHAT IS DUNGEONS & DRAGONS? HOW DO I PLAY DUNGEONS & DRAGONS?


In Dungeons & Dragons, you play a character: An adventurer who teams up with other adventurers, played by friends. Working One player takes on the role of the Dungeon Master—the game’s lead storyteller and referee. The DM creates adventures for the
together, the group might explore a dark dungeon far below ground, a ruined city on the edge of civilization, a haunted castle on a characters, who navigate its hazards and decide which paths to explore. When the DM describes the environment, you describe
rocky shore, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers solve puzzles, what you want to do. The DM then narrates the results of your action. When one adventure is finished, another one begins,
talk and negotiate with the denizens of the world, battle fantastic monsters, and discover wondrous magic items and treasure. creating an ongoing story called a campaign. Together you create an exciting story of bold adventurers and nefarious villains.
WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS
HUMAN • FIGHTER • FOLK HERO

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


ABILITIES

Brawn and Power Quickness and Agility Health and Endurance Reasoning and Memory Willpower and Intuition Charm and Psyche

Saving Throw l +4 Saving Throw +3 Saving Throw l +4 Saving Throw +0 Saving Throw +1 Saving Throw -1

14 Athletics +2 16 Acrobatics +3 15 11 Arcana +0 13 Animal Handling l +3 9 Deception -1


SCORE SCORE Sleight of Hand +3 SCORE SCORE History l +2 SCORE Insight +1 SCORE Intimidation -1
Stealth +3 Investigation +0 Medicine +1 Performance l +1
+2 +3 +2 +0 Nature +0 +1 Perception l +3 -1 Persuasion -1
MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER
Religion +0 Survival l +3

EQUIPMENT LANGUAGES RUSTIC HOSPITALITY


FEATURES

Leather armor, longbow, 20 arrows, Common, Elvish You fit in among the common folk
greatsword, backpack, bedroll, with ease. You can find a place to
mess kit, tinderbox, 10 torches, 10 PROFICIENCIES hide, rest, or recuperate among other
days of rations, waterskin, 50 feet All armor, shields, simple weapons, commoners, unless you have shown
of hempen rope, carpenter’s tools, martial weapons, and playing cards. yourself to be a danger to them. They
shovel, iron pot, set of common shield you from the law or anyone else
clothes, pouch, and 10 gold pieces. searching for you, though they are
unwilling to risk their lives for you.

INITIATIVE HIT DIE SECOND WIND WEAPONS


An initiative check is rolled +3 After a short rest, you can roll your 1d10 Use a bonus action to regain 1d10 To attack with a weapon, an attack roll
COMBAT

by all participants at the start Hit Die, add your Constitution modifier, + 1 hit points. Once you use this is made.
of combat. Everyone takes their turn and regain hit points equal to the total. After feature, you must finish a short or long ATT
WEAPON NAME MODIFIER DAMAGE
in order from highest to lowest. a long rest, you regain your spent Hit Die. rest before you can use it again.
Greatsword +4 2d6 + 2 slashing
ARMOR CLASS HIT POINTS FIGHTING STYLE
14 12 Longbow ¹ +7 1d8 + 3 piercing
Your Armor Class represents Hit points represent physical (ARCHERY)
how well your character and mental durability, the You gain a +2 bonus to attack rolls you
avoids being wounded in battle. will to live, and luck. After a long make with ranged weapons. This benefit is
rest, you regain all your hit points.
SPEED included in your longbow attack modifier.
Your character’s speed 30'
is the distance they can 1. You can shoot your longbow 150 feet, or up to
move in 1 combat round. 600 feet with disadvantage on the attack roll.

ADVANTAGE AND DISADVANTAGE POLYHEDRAL DICE


Sometimes an ability check, saving throw, or attack roll is modified by special situations called advantage and disadvantage. Dice are referred to by the letter “d” followed by the number of sides:
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you d4, d6, d8, d10, d12, and d20. The rules will tell you how many dice to
have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have roll of a certain type, as well as what modifier to add. For example, “3d8
advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. + 5” means you roll three eight-sided dice and then add 5 to the total. d4 d6 d8 d10 d12 d20
WHO IS MY CHARACTER?
NAME RACE CLASS BACKGROUND CHARACTERISTICS ALIGNMENT
A CHARACTER SHEET FOR BEGINNERS

LEVEL
Your character’s name should Your character’s race is just one Your character’s class is broadly Your character’s background Traits set you apart from Your character’s alignment Your character’s level is a
be one that sounds good of the many intelligent species described as an adventurer’s reveals where you came other characters. Ideals is a compass that helps number that represents your
to you and is easy for other that inhabits the D&D world. It job. It defines what special from, how you became an are principles that compel guide your decisions. It is a overall skill and knowledge. You
players to say. You can use one contributes to your character’s features you possess, as well adventurer, and your place you to act. Bonds represent combination of your attitude advance in level by adventuring
from a popular book, movie, identity by establishing a as the tactics you are most in the world. A background connections to people, toward society and order and gaining experience points.
or television show—or, for general appearance and the likely to employ when exploring provides you with important places, and events. Flaws (lawful, chaotic, or neutral) When you advance in level,
those with difficulty choosing, natural features gained from a dungeon, fighting monsters, or story cues about your outline a vice, compulsion, and morality (good, you get stronger, smarter,
look through the examples. your culture and ancestry. engaging in a tense negotiation. character’s identity. fear, or weakness. evil, or neutral). faster, and gain new abilities.

THE TWENTY-SIDED DIE THE SIX ABILITIES THE THREE CHECKS LEGAL
Will the ogre believe your 1. Roll the d20 and add a modifier Six abilities represent your modifier with almost every roll An ability check is made when disease, or similar threat. You
outrageous bluff? Can you avoid from one of the six ability scores. character’s physical and mental you make. Because ability score you attempt an action that isn’t an don’t decide to make a saving
the blast of a fireball? Does your 2. Effects sometimes give a bonus characteristics: Strength, Dexterity, modifiers affect attack rolls, attack. For every ability check, the throw; you are forced to make one
sword swing hurt the dragon? or penalty to the check. Apply Constitution, Intelligence, ability checks, and saving throws, DM decides which of the six abilities because you are at risk of harm.
In cases where the outcome of them and determine the total. Wisdom, and Charisma. they come up in play more often is relevant to the task and the An attack roll determines
an action is uncertain, you roll a Each ability has a score, ranging than their associated scores. difficulty of the task, represented whether an attack hits or misses
twenty-sided die—also known 3. Compare the total to a target by a Difficulty Class. The more ©2017 green matter games
number, called a Difficulty from 3 to 20. A score of 10 or 11 Finally, each ability covers a broad and it is the most common
as a d20—to determine success is the normal human average. range of skills. A skill is calculated difficult a task, the higher its DC. action taken in combat. If the We are not affiliated, associated, endorsed by, or in any
or failure. Ability checks, saving Class. The more difficult the way officially connected with Wizards of the Coast or
challenge, the higher its DC. Each ability score has a modifier, by using the relevant ability A saving throw—also called a total of the roll plus modifiers its parent company, Hasbro, Inc. Dungeons and Dragons
throws, and attack rolls are the modifier, plus a proficiency bonus save—represents an attempt equals or exceeds the target’s (also known as D&D), Dungeon Master (also known as
three most common kinds of d20 If the total equals or exceeds ranging from -5 to +10. You will DM) are registered trademarks of Wizards of the Coast.
the DC, the roll is a success. add or subtract an ability score if applicable (indicated by a l). to resist a spell, trap, poison, Armor Class, the attack hits.
rolls and they follow these steps. A Character Sheet for Beginners is licensed
under the Open Game License 1.0a.

WHAT IS DUNGEONS & DRAGONS? HOW DO I PLAY DUNGEONS & DRAGONS?


In Dungeons & Dragons, you play a character: An adventurer who teams up with other adventurers, played by friends. Working One player takes on the role of the Dungeon Master—the game’s lead storyteller and referee. The DM creates adventures for the
together, the group might explore a dark dungeon far below ground, a ruined city on the edge of civilization, a haunted castle on a characters, who navigate its hazards and decide which paths to explore. When the DM describes the environment, you describe
rocky shore, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers solve puzzles, what you want to do. The DM then narrates the results of your action. When one adventure is finished, another one begins,
talk and negotiate with the denizens of the world, battle fantastic monsters, and discover wondrous magic items and treasure. creating an ongoing story called a campaign. Together you create an exciting story of bold adventurers and nefarious villains.
WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


ABILITIES

Brawn and Power Quickness and Agility Health and Endurance Reasoning and Memory Willpower and Intuition Charm and Psyche

Saving Throw m Saving Throw m Saving Throw m Saving Throw m Saving Throw m Saving Throw m

Athletics m Acrobatics m Arcana m Animal Handling m Deception m

SCORE SCORE Sleight of Hand m SCORE SCORE History m SCORE Insight m SCORE Intimidation m

Stealth m Investigation m Medicine m Performance m

Nature m Perception m Persuasion m


MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER MODIFIER
Religion m Survival m

EQUIPMENT LANGUAGES
FEATURES

PROFICIENCIES

INITIATIVE HIT DIE WEAPONS


An initiative check is rolled After a short rest, you can roll To attack with a weapon, an attack roll
COMBAT

by all participants at the start a Hit Die, add your Constitution is made.
of combat. Everyone takes their turn modifier, and regain hit points equal to ATT
WEAPON NAME MODIFIER DAMAGE
in order from highest to lowest. the total. You can decide to spend an
additional Hit Die after each roll. After a
ARMOR CLASS long rest, you regain all your Hit Dice.
Your Armor Class represents
how well your character HIT POINTS
avoids being wounded in battle. Hit points represent physical
and mental durability, the
SPEED will to live, and luck. After a long
Your character’s speed rest, you regain all your hit points.
is the distance they can
move in 1 combat round.

ADVANTAGE AND DISADVANTAGE POLYHEDRAL DICE


Sometimes an ability check, saving throw, or attack roll is modified by special situations called advantage and disadvantage. Dice are referred to by the letter “d” followed by the number of sides:
Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you d4, d6, d8, d10, d12, and d20. The rules will tell you how many dice to
have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have roll of a certain type, as well as what modifier to add. For example, “3d8
advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. + 5” means you roll three eight-sided dice and then add 5 to the total. d4 d6 d8 d10 d12 d20

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