5e Dragon Player Character
This guide was created to help new and experienced Dungeons and Dragons (DnD) players create new characters. Creating a character can be a laborious task and it is very easy to miss steps in the creation process.
This guide is tailored for creating level 1 characters and can also be used for DnD 3.5 as well, but certain aspects have changed as the game has evolved.Materials. Digital or paper copy of a DnD Character sheet of your choice.
PENCIL; not a pen if using paper. 5th Edition Players Handbook. Time and imaginationCharacter CreationThere are multiple options in the order of character creation, but I have found most success in the following. Also, you can decide your character’s name and alignment at any point of the creation process. For the sake of simplicity we will break the guide up into sections. Roll your ability scores.
You have 6 Ability scores to roll for: Strength, Dexterity, Constitution, Intellect, and Wisdom. You can either roll 4 6-sided die and record the cumulative total of the highest 3 dice 6 times or take the “standard set” which is 15,14,13,12,10,8. You do not need to assign these scores yet, but you can if you want to. Decide the race of your character. Write it, and the race’s speed, down onto the character sheet.
You can find all the available races on page 17 in the Players Handbook. Each race has racial traits that affect your ability scores, skills checks, speed and/or proficiencies (We will be covering these later in the creation process.) This means that certain races are better suited for certain classes, but you can play as who you want.
Now decide the class. You can find the classes on page 45 of the Players Handbook. Each class will have a primary stat, hit die, saving throw proficiencies, and armor and weapons proficiencies. You can find each of these on the class page. You will want to write these down on the bottom left of the character sheet.
Next you will want to look at the features your class has. Each class starts with features at level one and will gain access to more as they level up. Write down the character’s level one class features under the features section of the character sheet. Also write down your proficiency bonus.
You will find it on the class page as well. Now you will want to decide on a background. Backgrounds are exactly that, background information on your character.
Who was your character before now? The list of backgrounds start on page 125. Each background offers proficiencies and a feature, amongst other things. For each background you are supposed to roll dice to see which traits you acquire from the chosen background but personally I pick and choose or make my own up so I can build the character I want to. The choice is yours. Write down the chosen traits, ideal, bond, flay, proficiencies, feature, and anything else your background gives you. Assign your Ability Scores.
You will want to assign your highest score to your primary stat and the rest in decreasing importance. You can find your primary stat either on your class page or the table on page 45.
Back on your chosen race page you will find that your race will get a bonus and a negative to certain ability scores. Add these to your assigned scores. You will also want to write down the ability modifiers below the scores. You can find those on page 13.
5e Dragon Player Character Are You
To the right of the scores you will see your saving throws and skills. Take each of the Ability Modifiers and assign each score to the respective saves and skills. Check your class and fill in the dots next to the saving throws and skills that your character is proficient in. Add your proficiency bonus to each of the scores. Next write down your initiative which is your dexterity modifier, and your passive wisdom is 10 + your wisdom modifier. For your hit points you will use your hit die plus your constitution modifier.
Hit Points are your life total. If you reach 0 hit points you are rendered unconscious, and if you reach -10 then you die. For example, a fighter’s hit die is a d10. That means you will roll a 10 sided die then add your constitution modifier to it. You will do this each time you level up and add it to your previous hit points. Your character will also know a number of languages.
Each character knows common, the language used in most circumstances, plus his/her intelligence modifier. On the race page you will find what languages you can learn. Certain classes also know additional languages. Next is armor and weapons. On the class page there is predetermined equipment that you can choose from. If you want something other than what’s listed you can try to bargain with your dungeon master, but try to choose equipment of similar power. You can find all equipment starting on page 143.
After you have chosen your armor you will calculate your Armor Class. Your armor class is the armor rating + your dexterity modifier, or bonus in this case. Light armor allows full Dexterity Bonus, Medium armor only allows a +2 Dexterity Bonus, and Heavy armor allows no Dexterity Bonus.
Last is Attacks and Spellcasting. We will break this up in two sections. Weapons and spells. Weapons refer to physical weapons such as a sword or bow. For these your attack bonus will be your strength modifier (melee) or dexterity modifier (ranged) + your proficiency bonus. Damage is what is listed on the weapon page + your strength or dexterity modifier. Spellcasting is a bit more complex.
Certain classes, such as druids and wizards, can cast spells. On the class page you will find what spells you have access to and how many spells you can cast per day. On the spell list starts on page 207. Some spells offer utility while others are attacks. For attacking spells your attack bonus is your spell casting ability modifier (your primary stat) + your proficiency bonus. Damage is listed in the spell description.
Utility spells you will have to read the spell description. There is an error in these instructions and I don't want newbies to be confused:Death in 5e is not when you reach -10 (negative ten) hit points but has changed to function like this: When the initial damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. Otherwise, you just fall unconscious and are at 0 hp and start rolling death saving throws. So, for example, if your max HP is 20, and you are currently at 2 hp, and you are dealt 22 points of damage, you would die instantly. But if you were only dealt 21 points of damage (making you at a -19 hp, one less than your hp maximum of 20) then you fall unconscious, the additional negative damage disappears and you are at 0 hp instead, and you start rolling death saving throws to see if you are stabilized or end up dying anyway. I've played D&D before but I've got a question on creating a unique mix for a race.
5e Dragon Player Character List
Basically, the DM has created a very specific story arc that means we all have to have the same background in this village. We all have to be peasants who've never been able to leave this village and know absolutely nothing about the outside world. I'm okay with this, but the problem I'm running into is that it doesn't really make sense for my Elf, who's 115-120, to have gained no additional skills or anything in over 100 years. She's been searching for the truth, secretly, for the past 60-80 years. I want to have the 'bonuses' for being a subclass, but none of them work in this villiage.
I don't do magic and there's only one type of elf since drow do not dwell above ground. My question is, what are the thoughts about sort of piecing together a subrace for this very particular type of elf? Basically, just adding an additional profiency, perhaps a language, and giving a +1 to one additional ability score.
Proficiency is a value that measures your character's ability to use weapons, tool, and skills. Its value is based on your level. So if you are level 1-4, it is +2; levels 5-9 is +3, and so on. You can find this in the big table in the section of the player's handbook for your class.If you are a Rogue, you have Expertise, which doubles that proficiency value for the skills you select for Expertise.Normally, your skill modifier for Stealth is Dexterity's modifier plus your Proficiency. If you have Expertise in stealth, it is Dex + (Proficiency.2).So a level 1 rogue who has a Dex modifier of +3 and Expertise in Stealth would have a total Stealth modifier of +7. 3+(2.2)Make sense?
Ready-To-Play First Level Character Sheets If you want a ready-to-play first level character for fifth edition dungeons and dragons, simply select your character sheet below. Pick the race and class you want, download the filled-in character sheet, give him a name and he will be ready to play.I used the Autofill Character Sheet that I posted and used the suggested quick build from the Player’s Handbook as a guide to fill in the information.If you want, you can change any of the information.Changing the level will only update the next level XP goal, the proficiency bonus and all of the fields that are effected by the changed proficiency bonus. You will have to make all other adjustments that may be needed for the new, higher level character.I used the standard array 15, 14, 13, 12, 10, and 8 for ability scores. I placed the first two scores in the abilities as suggested in the Player’s Handbook for the quick build for the class, and I put the others where I thought best for the class.
I then adjusted them based on the character’s race.For all the rest of the information, I used my best judgment to create what I thought would be a “typical” build for each race and class. I only have Human and Dwarf for now.
I will be adding the other races as I get the time to work on them. FinishedHuman, r, Dwarf, Elf, Halfling, Dragonborn, Gnome, Half-Elf, Half-Orc, Tiefling,Enjoy.
I can’t reproduce your problem. I just clicked on each of the Human and Dwarf links and none of the files that I downloaded from the links were blank. Is anyone else having this problem? If so, please let me know and perhaps we can fix it.I assume from your question that some of the sheets are filled in, but some were blank. Because all of the ones I just downloaded were filled in, the only way I can think of to reproduce your problem is by pressing the “CLEAR” button on the sheet. If I do that and then save the sheet, the next time I load it, it will be blank.
I am not saying that this is what you did. Have you tried to re-download the files? If you do, and the new ones are blank, please let me know and tell me which files you are having trouble with.If nothing else works, you can send me a private email and I will send you copies of the files you want via email.Like. On page 35 of the Player’s Handbook it states that “Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds”.I used the “Random Height and Weight” Table on page 121 of the Player’s Handbook.How to use the table could have been describe a little better.
For a Gnome, roll 2d4 (I used 5), add that to 2′-11″ for his height (that is how I came up with 3′-4″). Then multiply that same dice roll (5) by 1 lb (the number in the last column) and add that to 35 lbs (5+35=40). That is how I came up with 40 lbs. For his weight.I just did a Google search and found that an average 4 year old weighs about 40 pounds and is about 3′-4″ tall. It has been mentioned before that someone not familiar with Gnomes might mistake one for a child at first glance.I suppose that they are strong, little skinny folk.Feel free to make Gnomes in your universe any weight you choose.
It is your game.Like. On further thoughtIn terms of the game, the weight you can carry isn’t determined by your weight, but by your strength. This was all taken into account and adjusted for in the 3rd edition, but 5th edition decided to go for simplicity over verisimilitude. I don’t have any players that are playing small characters, but I think I might house rule that when applying ability adjustments based on race, you subtract 1 (maybe 2) points from your strength score if your character is small. Also all armor, weapons and equipment will be sized for the small character and it’s weight all cut in half.
I would probably leave weapon damage alone.Like. Why would they be wearing 65 Lbs of armor? If they are a bit over 3′ tall, their total armor, head to toe, would be about the same amount as a human sized breast plate. That might be as high as 20 Lbs, if it’s crazy thick. And since their legs and arms wouldn’t likely has as much heft a full set of plate armor for someone that tiny would likely be 10 to 15 Lbs.Just as I wouldn’t imagine a person 3′ 6″ carrying a claymore or katana.
Any sword their height or more seems impractical. A long dagger would be almost sword-like in their view. So, I wouldn’t imagine they’d need to carry more than 30 to 40 Lbs total. Which is not difficult for an adult that’s the height of 10 year old but with the muscle build of a weight lifter.Like.
That is all very logical and reasonable.Like I said above, you might prefer to use the 3.5 version of the rules. Either that or house rules that lower the strength of small characters. You could also impose a maximum strength for them. And you could also have small, lighter weight, versions of all armor and weapons. You would have to consider if you also want house rules that say what happens when a small character uses a weapon designed for a medium person. Also, do you want the smaller weapons to have a shorter range and will small reach weapons still extend the reach to 10 feet? And do they do less damage?
All of this can be handled with a set of well thought out house rules.You may also want small person sized versions of a lot of the other items in the Player’s Handbook, such as clothing, backpacks, sacks, etc. Also special rules for riding mounts designed for medium size characters.I have even considered dividing each 5 foot square into four squares of 2′-6″ each, and having small characters only command a 2 1/2 foot square during combat, but I discarded that idea as being too complicated for smooth combat resolutions.I wouldn’t be opposed to any of these. The fifth edition designers decided to ignore all of these very reasonable objections to avoid all of those complications, and to keep the game simple and easier to play.Of course, you (as the DM) could simply cross your fingers and hope none of your players want to play a small character.
Or you could not allow them in your game.The way I handle it at the gaming table is to use the rules as written and provide armor and weapons sized for small characters. The small size weapons and armor have the same listed weight and have the same stats as their larger counterparts.
My reasoning goes like this: The smaller characters strength scores indicate their strength relative to other small characters. Their armor weight will be listed as the same as the larger characters armor, but in actuality it is not that heavy, the weight is simply how heavy it would be if it were sized for a medium sized creature. As long as I keep all of the stats the same, it all works out. In situations where their smaller stature and lower relative strength would come into play, I will give them a disadvantage on their ability checks.Like.
Dragonborn have no proficiencies base on their race. All of their proficiencies are based on their class and background. The Dragonborn sheets that have 4 skills with proficiencies are the Cleric, Paladin, Sorcerer, Warlock and Wizard. They are all based on their class and backgrounds. The other classes have different number of proficiencies.
The Monk has only 2 and the Rogue has 6!The second page list the proficiencies he gets based on his background. It doesn’t list those he gets based on his class.If you want your character to have a different background, be sure to change the proficiencies to agree with the different background.Like. I am not going to be making these for all of the subraces. But here is all you need to know:Start by downloading the Elf Wizard character sheet. The Drow is a subrace – like a High Elf or Wood Elf, so you can’t be one of those.Add 1 to your Charisma score.
You have darkvision 120 feet. You have disadvantage on attack rolls and perception checks that rely on sight when in sunlight. You know the dancing lights cantrip and can cast faerie fire once between long rests. You are proficent with rapiers, shortswords and hand crossbows.This sounds like a fun character to play.
I hope this helps.By the way, it sounds like you need to get your hands on a copy of the Player’s Handbook.Like. I am disinclined to acquiesce to your request. 🙂This would take a lot of time to do each race/class combination for multiple levels – also there are a lot of different choices for the character to make, most usually at third level. If I pick one of these choices, you will want the other two or three.But don’t despair, you can find character generators on-line and the Wizards of the Coast has pre-generated character sheets for an array of races/classes at levels 1-10. You can download them here:Like. I’m sorry, but I don’t have any current plans to be adding any races that aren’t included in the Player’s Handbook.
However –You can use a Tiefling Rogue and make these changes:Reduce the INT score by 1.Reduce the CHA score by 1.Add 2 to the DEX score.Remove Resistance to fire.Add proficiency to the Perception and Stealth skills.If you want to, you can remove the Infernal language and substitute a different language.Remove the ability to cast the thaumaturgy cantrip.You also get the following abilities.Feline Ability: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn.
Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.Cat’s Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.I hope this helps.Like. I was trying to keep the choices as simple as possible and used what I thought were the most typical choices.
The form is editable so you can make whatever changes you want.To change it from a High Elf to a Wood Elf do this:1) Decrease your Intelligence score by 1, and increases your Wisdom score by 1.2) Remove Dwarvish from your known languages.3) Increase your speed to 35.4) You also get Mask of the Wild with which you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.5) A High Elf should also have one cantrip of his choice. My forms do not reflect this.
If you have added one, remove it. You don’t get the free cantrip.I hope this helps.Like. That is an interesting idea. Thank you for suggesting it.I don’t think that I will be doing that for a couple of reasons.First, you nay not know this, but each of these is simply a copy of the same form fallible PDF file that I have taken the time to pre-fill with what I believe to be a typical example of a first level character for each of the different races and classes. This allows you to make changes to them as you see fit.If I were to combine them all into a single PDF file, every sheet would contain the same information. In other words the space where you fill in your character’s strength score may have the internal field name “STR”.
So if there were several sheets, each with the “STR” field name, whatever number that was entered onto the first sheet would automatically also be put in that same spot on all of the sheets. To fix this, I would have to re-name each field on each sheet and re-enter all of the information. This would not be a quick or easy task.Another option would be to print each sheet as an unchangeable sheet and combine them into a single PDF, but I don’t like that idea.As for adding the ability to add blank info sheets (like spell sheets) as needed. I am not sure how I would make it easy to add sheets, but I could add some blank sheets. However, you should check out my blank character sheets here:These contain room to add spell information.
– While there you should also scroll down past the character sheets and find Class Feature Sheets that contain all of the class features/abilities for each class.Like.