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Dungeons & Dragons 5th Edition character sheet: every box explained
The D&D 5e character sheet captures your adventurer's race, class, ability scores, and equipment. Most fields are filled during character creation at level 1, then updated as you level up and acquire new gear and features.
Character identity
- race
Your character's species or lineage, granting ability score bonuses, size, speed, and racial traits.
How to fill: Choose from the Player's Handbook (Human, Elf, Dwarf, Halfling, etc.) or other sourcebooks.
Example: High Elf
- class
Your adventuring profession, which determines hit dice, proficiencies, and core features.
How to fill: Pick a class that fits your playstyle: martial (Fighter, Barbarian, Ranger), magic (Wizard, Sorcerer, Warlock), or hybrid (Paladin, Bard, Cleric).
Example: Wizard
- subclass
A specialization within your class, chosen at level 1-3 depending on class.
How to fill: Select when your class grants the choice (e.g. Wizard picks Arcane Tradition at level 2).
Example: School of Evocation
- level
Your current character level (1-20), which determines proficiency bonus and available features.
How to fill: Start at 1 unless your DM says otherwise. Increases when you earn enough XP or hit a milestone.
Example: 1
- background
Your character's pre-adventure life, granting skill proficiencies, tool proficiencies, languages, and starting equipment.
How to fill: Choose from the PHB (Acolyte, Criminal, Noble, Sage, Soldier, etc.) and note the granted proficiencies.
Example: Sage
- alignment
A two-axis moral compass (Lawful/Neutral/Chaotic + Good/Neutral/Evil) describing your character's ethics.
How to fill: Pick the combination that fits your character concept. Has minimal mechanical effect in 5e.
Example: Chaotic Good
- personalityTraits
Two personality quirks that define how your character behaves.
How to fill: Roll or choose from your Background table, or write your own.
Example: I use polysyllabic words to impress people.
- ideals
A core principle or belief that drives your character's actions.
How to fill: Pick from your Background table or invent one tied to your alignment.
Example: Knowledge. The path to power is through understanding.
- bonds
A person, place, or object your character cares about and would protect.
How to fill: Choose from your Background or invent one tied to your backstory.
Example: I have an ancient text that holds a terrible secret.
- flaws
A weakness or vice that can be exploited or cause trouble.
How to fill: Pick from your Background table or write one that creates interesting drama.
Example: I overlook obvious solutions in favor of complicated ones.
Ability scores
- STR
Strength: physical power, melee attacks, carrying capacity, Athletics checks.
How to fill: Assign using your chosen method (4d6 drop lowest, standard array 15/14/13/12/10/8, or point buy). Add racial bonuses.
Example: 10
- DEX
Dexterity: agility, ranged attacks, AC, initiative, Acrobatics and Stealth.
How to fill: Assign from your array. Prioritize for ranged attackers and light-armor users.
Example: 14
- CON
Constitution: health and stamina. Adds to HP at every level and concentration saves.
How to fill: Assign from your array. Important for every class (more HP = more survivability).
Example: 13
- INT
Intelligence: reasoning, memory, Arcana/History/Investigation. Primary stat for Wizards.
How to fill: Assign from your array. Prioritize if you are a Wizard or want knowledge skills.
Example: 16
- WIS
Wisdom: awareness, intuition, Perception/Insight/Medicine. Primary stat for Clerics and Druids.
How to fill: Assign from your array. Important for Perception (the most-rolled skill).
Example: 12
- CHA
Charisma: force of personality, Persuasion/Deception/Intimidation. Primary stat for Bards, Sorcerers, Warlocks.
How to fill: Assign from your array. Prioritize for face characters and Charisma casters.
Example: 8
Combat stats
- HP
Hit Points: how much damage you can take before falling unconscious.
How to fill: Level 1: max hit die + CON modifier. Each level after: roll hit die (or take average) + CON mod.
Example: 8 (Wizard: d6 + 2 CON mod)
- AC
Armor Class: the target number attackers must meet or beat to hit you.
How to fill: Depends on armor: no armor = 10 + DEX mod; light = armor base + DEX; medium = base + DEX (max 2); heavy = base only. Add +2 for a shield.
Example: 12 (no armor, DEX +2)
- initiative
Your bonus to the d20 roll that determines turn order in combat.
How to fill: Equal to your DEX modifier (plus any features like Alert or Swashbuckler bonus).
Example: +2
- proficiencyBonus
A bonus added to attacks, saves, and skills you are proficient in. Scales with total level.
How to fill: Levels 1-4: +2, levels 5-8: +3, levels 9-12: +4, levels 13-16: +5, levels 17-20: +6.
Example: +2
- speed
How far you can move on your turn, in feet.
How to fill: Determined by race (most are 30 ft; Dwarves and Halflings are 25 ft). Some features modify it.
Example: 30 ft
- hitDice
Dice you can spend during a short rest to recover HP. One per level, die size from class.
How to fill: Write the number and type: e.g. 1d6 for a level 1 Wizard, 1d10 for a Fighter.
Example: 1d6
- passivePerception
Your always-on awareness score, used when you are not actively searching.
How to fill: 10 + Wisdom modifier + proficiency bonus (if proficient in Perception).
Example: 13
About Dungeons & Dragons 5th Edition
Dungeons & Dragons 5th Edition is the world's most popular tabletop roleplaying game, where players create heroic adventurers and explore fantastical worlds filled with magic, monsters, and mystery. Using a d20-based system, players roll a twenty-sided die plus modifiers to determine the outcome of attacks, skill checks, and saving throws.