How to Read a D&D 5e Character Sheet

A D&D character sheet looks busy, but most of it answers one question: what do I add to the d20? Once you know where that number lives, the sheet reads itself.

Ability scores and modifiers

Six scores — Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma — each with a modifier. The modifier is what you actually use: a score of 10–11 is +0, 12–13 is +1, 14–15 is +2, 16–17 is +3, and 8–9 is −1. When the DM says “make a Dexterity check”, roll a d20 and add your Dexterity modifier.

Proficiency bonus

A bonus (+2 at level 1, rising as you level) that you add to anything you are trained in: your class weapons, your proficient saving throws and skills, and your spell attacks.

Saving throws and skills

Saving throws resist things that happen to you — dodging a fireball is a Dexterity save. Skills are specialised checks: Stealth (Dexterity), Perception (Wisdom), Persuasion (Charisma) and so on. A filled-in dot means you are proficient, so add your proficiency bonus too.

Armor class, hit points and speed

  • Armor class (AC): the number an enemy’s attack roll must meet or beat to hit you.
  • Hit points: how much damage you can take. At 0 you fall unconscious and start making death saves.
  • Speed: how far you can move on your turn, usually 30 feet.
  • Initiative: your Dexterity modifier (plus any bonuses) — what you add when a fight starts.

Attacks and spells

Each attack lists a bonus to hit (roll a d20 and add it) and damage (roll the dice shown and add the modifier). Spellcasters also have a spell save DC — the number enemies must reach to resist your spells — and spell slots, which you spend to cast spells and get back on a long rest.

Let the sheet do the math

Roleplayer character sheets work all of this out for you and roll every attack, save and skill with a click — including advantage, critical hits and death saves. Start with the Character Builder, and read D&D dice explained if the dice themselves are new to you.

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