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1. Confirm your edition and choose a sheet
Ask the DM whether the campaign uses the 2024 or 2014 rules and whether the group has house rules. Use a sheet that matches the campaign, since creation steps and some field names differ by edition. Wizards’ marketplace marks the 2014 Player’s Handbook as legacy and lists the 5.5e Player’s Handbook as the latest rules: 2024 Player’s Handbook and legacy products.
A paper form is not required. You can use a printed sheet, a digital sheet such as D&D Beyond’s, or plain paper. Paper offers offline access; a digital sheet may make editing and automatic calculations easier. Choose what works for your table and the way you want to track information.
The official 2024 character sheet PDF is useful for identifying the fields. D&D Beyond’s sheet-sections support page says it has not yet been updated for recent character-builder changes, so treat its interface descriptions as provisional. The builder’s Quickbuilder can create a ready-to-play level-1 character that you can modify afterward.
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2. Enter your character’s identity and level
Write the character’s name and, if the form includes it, the player’s name. Enter class and level; most new characters begin at level 1, but follow the DM’s instructions if the campaign starts at a higher level. The official sheet also has spaces for background, species, and experience points.
3. Choose class and origin before filling derived fields
In the 2024 process, choose a class, then an origin: a background and species. Record the options those choices grant rather than assuming all characters get the same abilities, proficiencies, or equipment.
- Copy your class and background skill, tool, and other proficiencies, plus class proficiencies and armor training.
- Record your background feat, species traits, languages, size, and speed.
- Enter the starting equipment granted by your choices and note any additional options the DM permits.
These choices feed later calculations, including hit points, attacks, and spellcasting. Use the rules for the specific class, background, and species you selected.
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4. Set your ability scores and modifiers
Use the score-generation method selected by the DM. The 2024 Basic Rules describe three methods:
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- Standard array: Assign 15, 14, 13, 12, 10, and 8 to your abilities.
- Random generation: Roll four six-sided dice, total the highest three, and repeat until you have six totals.
- Point cost: Spend 27 points using the rules’ score-cost table.
Assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, considering your class’s primary ability. Apply the ability increases granted by your background, staying within the rules’ cap. Then write the modifier beside each score. For common scores, 8–9 gives −1; 10–11, +0; 12–13, +1; 14–15, +2; 16–17, +3; and 18–19, +4. The official table covers other values.
5. Mark proficiencies and calculate checks
Mark the saving throws and skills in which your character is proficient. A check or saving throw generally uses the relevant ability modifier; add your proficiency bonus only when you are proficient and the rule calls for it. A nonproficient check usually uses just the ability modifier. In the 2024 rules, a level-1 character’s proficiency bonus is +2.
For example, if your Wisdom score is 15, your Wisdom modifier is +2. If you are proficient in Perception at level 1, the Perception check modifier is +4 (+2 Wisdom, +2 proficiency), making Passive Perception 14 (10 + 4).
6. Fill in combat statistics
Calculate combat fields from your own class, abilities, equipment, and proficiencies. Do not copy another character’s values.
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Hit points and Hit Dice
At level 1, your hit point maximum is the class value plus your Constitution modifier. The 2024 class values are:
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| Class | Level-1 hit points before Constitution modifier |
|---|---|
| Barbarian | 12 |
| Fighter, Paladin, or Ranger | 10 |
| Bard, Cleric, Druid, Monk, Rogue, or Warlock | 8 |
| Sorcerer or Wizard | 6 |
Record the Hit Die type specified by your class; at level 1, you have one Hit Die. Track current HP separately as it changes in play, and use the sheet’s temporary HP field when applicable.
Initiative and Armor Class
Initiative is your Dexterity modifier. Without armor or a shield, base Armor Class (AC) is 10 + your Dexterity modifier. Armor, a shield, or a class feature may set AC differently, so follow the rule for the equipment or feature your character actually has.
Attacks
Enter each weapon and its damage details from the equipment rules. A proficient melee attack generally adds your Strength modifier and proficiency bonus; a proficient ranged attack generally adds Dexterity and proficiency, subject to weapon properties. Apply an ability modifier to damage as the relevant attack rule specifies.
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Spellcasting
If your character has spellcasting, use the ability specified by the class rules. Spell save DC is 8 + spellcasting ability modifier + proficiency bonus. Spell attack bonus is spellcasting ability modifier + proficiency bonus. Record the spells and features your class makes available.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.7. Complete the descriptive and tracking fields
Use appearance, personality, traits, ideals, bonds, flaws, alignment, and backstory to give the DM useful hooks for play. Record equipment, coins, features, and spells in their labeled sections. Use notes for details you need to remember during the game. These fields help you track the character; your rules and chosen options determine what belongs in them.
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