Share this Here you'll find download links to D&D character sheets. Official Character Sheets Includes a full set of fifth edition D&D character sheets, plus three additional styles of double-sided character sheets. Each character sheet provides plenty of room to keep track of everything that makes a character unique. Also included is an introductory character sheet designed specifically to help ease new players into the game.
Purchase these at your, book stores such as Barnes & Noble, or online at retailers like. Character Sheets Click on the links below to download D&D character sheets. These files are zipped pdfs; you may print and photocopy them for your own personal use. Pregenerated Characters Need a ready to play character? The following pregenerated character sheets provide an array of races/classes at levels 1-10. Character Sheet Downloads.
Learning New Powers in Dungeons & Dragons 4th Edition One of the great things about roleplaying games like Dungeons & Dragons is that you get to completely customize your character, starting from scratch. When you’re creating a new 1st-level character for your Dungeons & Dragons 4th Edition game, you get to select the following types of class powers:. Two 1st-level at-will powers (for a human character, pick three).
One 1st-level encounter power. One 1st-level daily power As your character gains experience levels, he or she gains additional powers. For example, at 2nd level, your character gains one 2nd-level utility power; at 3rd level, one 3rd-level encounter power; and at 5th level, one 5th-level daily power.
Your character is gaining other benefits, too, but the opportunity to choose new powers is one of the most interesting and useful parts of gaining levels. Start your character creation with. Planning Your Feat Choices in Dungeons & Dragons 4th Edition Choosing feats in the Dungeons & Dragons 4th Edition roleplaying game can be pretty daunting because there are so many to choose from. It’s a good idea to have a plan for which feats your character will select over the next few levels so that you can make sure you get the feats you want as quickly as possible.
Try the following process when evaluating your feat choices:. Choose your character’s class (if you haven’t already), and then decide which build you want your character to follow within that class. A skillful Guardian Fighter, for example, needs to learn different feats from a muscle-bound, axe-wielding Great Weapon Fighter, even though they’re both fighters. Consult the feat recommendations for your character’s class and chosen build, or design your own feat plan. After you’ve played the game for a while and you’ve made up a few characters, experiment with building feat plans that exploit feat choices not outlined in the rulebook. Make any extra feat selections you have coming to you, such as the bonus feat that human characters get at 1st level. Record your feat selections on your.
Choosing Your Character’s Skills in Dungeons & Dragons 4th Edition When you create a 1st-level character in Dungeons & Dragons 4th Edition, you begin roleplaying with training in a certain number of skills. The number of skills your character gains training in depends on your character’s class and race (humans begin with one extra skill as a racial benefit). The list of skills you can choose for your character is limited by his or her class. Here’s are five skills with key game effects that you shouldn’t ignore:. Bluff: Rogues can use the Bluff skill to manufacture sneak attack opportunities with the Gain Combat Advantage skill application.
Diplomacy: This is a great catch-all skill for convincing nonplayer characters (NPCs) to help out your character, leave him or her alone, or give your character something he or she needs. Stealth: This skill covers hiding and stealing up on the bad guys without making a sound. Perception: If you don’t like monsters surprising your character, look for a way to gain training in Perception so your character will know they’re coming. Acrobatics: Your character uses this skill for balancing on things like narrow ledges above pits of molten lava. It also gives you the opportunity to escape from enemy, and you can even use it to try to reduce falling damage.
Make sure you use to keep track of your character’s skill points. Sample Starting Gear in Dungeons & Dragons 4th Edition Part of the fun of roleplaying games, such as Dungeons & Dragons, is customizing a character. But sometimes you just want to get down to the game. Want an easy way out of shopping for your 1st-level Dungeons & Dragons 4th Edition character?
Just choose one of the equipment packages here and add it straight to:. Fighter, Great Weapon: Scale mail (40 gp), greataxe (30 gp), standard adventurer’s kit (15 gp), 2 javelins (total 10 gp), sling and 20 bullets (2 gp), 3 gp left over. Fighter, Guardian: Scale mail (40 gp), heavy shield (15 gp), longsword (15 gp), standard adventurer’s kit (15 gp), 2 javelins (total 10 gp), sling and 20 bullets (2 gp), 3 gp left over. La crosse ws 1516 it. Rogue (any): Leather armor (25 gp), short sword (10 gp), 3 daggers (3 gp), standard adventurer’s kit (15 gp), sling and 20 bullets (2 gp), thieves’ tools (20 gp), 25 gp left over.
Cleric (any): Chainmail (40 gp), mace (5 gp), crossbow and 10 bolts (26 gp total), standard adventurer’s kit (15 gp), holy symbol (10 gp), 4 gp left over. Wizard, Control: Cloth armor (1 gp), quarterstaff (5 gp), orb (15 gp), spellbook (50 gp), standard adventurer’s kit (15 gp), 14 gp left over. Wizard, War: Cloth armor (1 gp), dagger (1 gp), wand (7 gp), spellbook (50 gp), standard adventurer’s kit (15 gp), 26 gp left over. The standard adventurer’s kit includes a backpack, bedroll, flint and steel, belt pouch, 2 sunrods (4 hours of illumination each), 10 days of trail rations, 50 feet of rope, and a waterskin. If you’re really worried about getting caught in the dark, buy some extra sunrods (2 gp apiece) or torches (10 for 1 gp). Dungeons & Dragons 4th Edition Battle Grids Take your Dungeons & Dragons 4th Edition character on an adventure using these battle grids. One battle grid is blank, so you can customize it to your particular adventure, or just use it as a large, open area to practice combat against monsters.
The other battle grid is divided into several rooms, which you can use as the basis for a small dungeon. Ideally, each square on a battle grid should be one inch square. By that standard, the following battle grids are 14 inches wide and 9 inches tall — including the nonplayer character (NPC) squares that you can cut out and place on the map. To use these battle grids, you must either shrink them down to fit the size of your paper, or print them on larger paper (11 x 17, for example).
You obviously need something to record your data when creating a character. You can just write everything on lined paper, but a character sheet will keep things organized.
While you can download a.pdf sheet from the WOTC website, you still have to print it out and write everything by hand. There are some online resources that can help you create characters and do the math for you. I recommend getting heroforge (though it's currently being migrated to a new server at the time of the writing of this article. It's an excel-based spreadsheet that works just like a character sheet, but it takes care of a lot of the math for you. If you need to provide equipment for your character, redblade (will give you the default amount of gold for a character of your level and help you track how much items cost. Transformers website template. Depending on whether your game will focus on role-playing (character-driven) or roll-playing (combat oriented) you may want to choose a race and class combo after rolling stats. If your campaign will be focused more on the character, I would suggest choosing a race and class first.
Read through the descriptions of the races and the classes in the Player's Handbook. Find something that appeals to you.
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Some characters are fairly common, like a Dwarven Fighter, and these tend to be easier to play. If you want a challenge, you might say that the Dwarf was raised by Elves and is therefore a Druid. The point of this process is to find an identity that you would like to take on for the time of the campaign. Fighting classes (Fighter, Barbarian, or Monk) are generally easier for beginners because you don't have to worry about the magic system for them. Rogues don't deal with magic, but have a greater deal of skills to deal with, and are often very dependent on role-playing ability.
Personally, I think a Fighter is the best class for a beginner. Stats are the lifeblood of your character. First, you should establish if your DM is going by a point-buy system or rolling. Either way, it's ultimately up to the DM, and he or she will likely have special rules in regards to finding your stats. The standard method is rolling for stats. It's best to have someone else from the group witness your rolls so that no one thinks you cheated. The standard system is 4d6-drop 1, which means you roll four six-sided dice (4d6), take the three highest rolls, and add them together.
This is a stat number. Repeat the step five more times so that you have 6 stat numbers, and then distribute them into your stats as you see fit. You will probably want to consult your class's description in the Player's Handbook to see which stats are most important for that class.
Don't forget that your race will affect your stats too (most races get +2 to one stat, -2 to another). Here are the different categories of stats and what they mean:. Strength (STR): Affects how accurately you hit, and how much damage you do with physical weapons. Dexterity (DEX): Affects how accurate your shots are with ranged weapons, your reflex save, your initiative score, and provides an armor bonus.
Constitution (CON): Affects your overall health and fortitude save. Intelligence (INT): Affects your skill points, and is the base skill used for Wizardly magic. Wisdom (WIS): Affects your will save bonus, and is the base skill used for magic for Clerics, Druids, Paladins, Rangers. Also provides an armor bonus for monks.
Charisma (CHA): Affects social skills, and is the base skill used for magic for Sorcerers and Bards. Affects the turn/rebuke undead ability for Paladins and Clerics.
Generally not needed by the fighting classes. If you are using a regular character sheet, you will need to figure out the modifiers for these stats based on the scores given to them, and then fill in the relevant data to your DEX bonus, skill bonuses, base attack bonus, grapple bonus, will/fortitude/reflex save bonuses, etc. If you use a tool like Heroforge, however, it will do all of this for you.
If you are using a regular character sheet you will need to look up how many skill points your class gets plus your INT modifier. If you use Heroforge, it will compile the data for you. Here's the step-by-step:. Look up your class skills in the Player's Handbook (Heroforge will outline them for you already). Read the descriptions of the various skills and understand what they do. Remember that you get modifiers to the skills based on your stats, and sometimes based on your race.
Add skill points to any skill that you want, but skills that are not a class skill (cross-class skills) cost twice as many points, and you can only have half as many ranks as you could a class skill. The maximum points you can put into a class skill is Character level+3. For example, a level one character can have a maximum of 4 points in a class skill, but only 2 points in a cross-class skill, but the 2 points in the cross-class skill will cost 4 skill points. Find out how your DM is managing equipment. He may just start you with equipment, or he may have you buy your own.
This is where redblade is handy because it will track how much you spend in buying equipment. The Player's Handbook gives ideas for starting equipment packages which are usually rather good, but you may want to modify them. Look over the equipment chapter to choose your weapon, armor, and general equipment. Remember to choose weapons and armor that you have proficiency for. If you are a fighter who wants a ranged weapon and a physical weapon, remember that it takes a round to switch between the two unless you took the quick-draw feat. When choosing armor, be sure to weigh the pro's and con's. While one suit may have a high AC, it's limit to your DEX modifier may cut down on the overall AC, and you may be better off with a lighter armor.
Arcane spell-casters, remember that wearing armor gives a percentage chance of your spells failing. As for generic equipment, you may need to get food and water rations (many DM's don't bother with this though, so double-check). I've also found that it helps to make sure you have 50' of rope, a 10' pole, and a grappling hook.
Don't ask why. You'll find a use for them.
If you've made a magic-using character, you will need to figure out how many spells per day you get, and if you're an Arcane Caster (Sorcerer, Bard, Wizard) you'll need to choose which spells you know. Heroforge will calculate your spells per day, as well as any relevant spell saves. If you want to play a magic user, I would also suggest downloading Spellforge from the same site for a more detailed spell list.
If you're using a regular character sheet, you'll have to check the table for your character's class to find the appropriate spells-per-day for your level. Don't forget to check to see if you get any bonus spells for your relevant spell-stat (INT for wizards, CHA for sorcerors and bards, WIS for paladins, rangers, druids, and clerics). Remember, in order to be able to cast a spell, you need to have a spell-stat score of 10+the spell's level (level 1 spells require at least an 11 in your spell-stat, level 2 spells require at least a 12, etc.) Arcane casters will also need to choose how many spells their character knows.
This information will also be found in your class description.
Share this Here you'll find download links to D&D character sheets. Official Character Sheets Includes a full set of fifth edition D&D character sheets, plus three additional styles of double-sided character sheets. Each character sheet provides plenty of room to keep track of everything that makes a character unique. Also included is an introductory character sheet designed specifically to help ease new players into the game. Purchase these at your, book stores such as Barnes & Noble, or online at retailers like. Character Sheets Click on the links below to download D&D character sheets.
These files are zipped pdfs; you may print and photocopy them for your own personal use. Pregenerated Characters Need a ready to play character? The following pregenerated character sheets provide an array of races/classes at levels 1-10. Character Sheet Downloads.
Share this Here you'll find download links to D&D character sheets. Official Character Sheets Includes a full set of fifth edition D&D character sheets, plus three additional styles of double-sided character sheets. Each character sheet provides plenty of room to keep track of everything that makes a character unique. Also included is an introductory character sheet designed specifically to help ease new players into the game. Purchase these at your, book stores such as Barnes & Noble, or online at retailers like. Character Sheets Click on the links below to download D&D character sheets.
These files are zipped pdfs; you may print and photocopy them for your own personal use. Pregenerated Characters Need a ready to play character? The following pregenerated character sheets provide an array of races/classes at levels 1-10. Character Sheet Downloads.
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