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.