
Abilities: When rolling for ability scores, each player must roll 5d6, dropping the two lowest numbers, and adding the total. Do this six times, one for each stat, writing down each number. You may then place each number into your stats in any arrangement you please. Your rolls go into the ‘SCORE’ column on your character sheet. Your modifier, based on each roll as listed to the right, go in the ‘MOD’ column. Don’t forget to add any race-based stat changes to your overall score.
If you are unhappy with your first six numbers, you may reroll them; however, you MUST keep your second roll, even if it is worse than your first.
Skills: Each skill on your character sheet has an ability listed next to it. Your skill ability will be equal to the modifier for each listed ability, and should be listed in the ‘MOD’ column. The ‘BONUS’ column is for any race-related skill bonus.
Proficiency bonus is 1, plus your level divided by four, rounded up. Your proficiency bonus will always start out at 2.
Armor class is a base of 10, plus any applicable armor bonus, plus applicable shield bonus, plus your Dexterity modifier.
Inspiration is a bonus granted by the DM, based on their discretion, typically as a reward for creative roleplaying. These points can be used as a modifier, a roll re-do, or spent on cosmetic items for your character.
Attack rolls: When casting an attack, a player must roll 1d20 for armor piercing, plus any applicable modifiers (strength mod for melee weapons, and dex mod for ranged). A natural 20 (a 20 roll before your modifiers) is a critical hit. Roll another die, based on your weapon, for damage. A critical hit is your damage roll, multiplied by the number listed under each weapon.
Hit die determines how many hit points you gain when you rest or use a potion, or how many overall hit points you gain when leveling up. With each level, roll your hit die to determine how many hit points you add to your max total.
Spellcasting ability is whether or not your character is able to cast spells, and which schools and functions of magic you are able to cast. If you cannot cast spells, you would write ‘none.’ If you are a mage, you would write ‘all.’ A druid would write ‘Elemental and Nature spells.’