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Record your level on your character sheet. If you’re At 1st level, your character has 1 Hit Die, and the
starting at a higher level, record the additional elements die type is determined by your class. You start with hit
your class gives you for your levels past 1st. A lso record points equal to the highest roll of that die, as indicated in
your experience points. A 1st-level character has 0 your class description. (You also add your Constitution
X P A higher-level character typically begins with the modifier, which you’ll determine in step 3.) This is also
minim um amount of X P required to reach that level your hit point maximum.
(see “Beyond 1st Level” later in this chapter). R ecord your character’s hit points on your character
sheet. Also record the type o f Hit Die your character
H i t P o i n t s a n d H i t D ic e
uses and the number of Hit D ice you have. After you
Your character’s hit points define how tough your rest, you can spend Hit D ice to regain hit points (see
character is in combat and other dangerous situations. “Resting” in chapter 8).
Your hit points are determined by your Hit Dice (short
for Hit Point Dice). P r o f i c i e n c y B o n u s
The table that appears in your class description shows
A b i l i t y S c o r e S u m m a r y your proficiency bonus, which is +2 for a 1st-level
Strength character. Your proficiency bonus applies to many of the
Measures: Natural athleticism, bodily power numbers you’ll be recording on your character sheet:
Im portant for: Barbarian, fighter, paladin • Attack rolls using w eapons you’re proficient with
Racial Increases: • Attack rolls with spells you cast
Mountain dwarf (+2) Half-orc (+2) • Ability checks using skills you’re proficient in
Dragonborn (+2) Human (+1) • Ability checks using tools you’re proficient with
• Saving throws you’re proficient in
• Saving throw DCs for spells you cast (explained in
Dexterity
each spellcasting class)
Measures: Physical agility, reflexes, balance, poise
Im portant for: Monk, ranger, rogue Your class determines your w eapon proficiencies,
Racial Increases: your saving throw proficiencies, and som e of your skill
Elf (+2) Forest gnome (+1) and tool proficiencies. (Skills are described in chapter 7,
tools in chapter 5.) Your background gives you additional
Halfling (+2) Human (+1)
skill and tool proficiencies, and som e races give
you m ore proficiencies. Be sure to note all o f these
Constitution
proficiencies, as well as your proficiency bonus, on your
Measures: Health, stamina, vital force
character sheet.
Im portant for: Everyone
Your proficiency bonus can’t be added to a single die
Racial Increases:
roll or other num ber m ore than once. Occasionally, your
Dwarf (+2) Half-orc (+1) proficiency bonus might be modified (doubled or halved,
Stout halfling (+1) Human (+1) for example) before you apply it. If a circum stance
Rock gnome (+1) suggests that your proficiency bonus applies m ore than
once to the sam e roll or that it should be multiplied
Intelligence m ore than once, you nevertheless add it only once,
multiply it only once, and halve it only once.
Measures: Mental acuity, information recall, analytical skill
Im portant for: Wizard
B u i l d i n g B r u e n o r , St e p 2
Racial Increases:
Bob im agines Bruenor charging into battle with an axe,
High elf (+1) Tiefling (+1)
one horn on his helmet broken off. He makes Bruenor a
Gnome (+2) Human (+1) fighter and notes the fighter’s proficiencies and 1st-level
class features on his character sheet.
Wisdom As a 1st-level fighter, Bruenor has 1 Hit Die—a d 10—
Measures: Aw areness, intuition, insight and starts with hit points equal to 10 + his Constitution
Im portant for: Cleric, druid modifier. Bob notes this, and will record the final
number after he determines Bruenor’s Constitution
Racial Increases:
Hill dwarf (+1) Human (+1) score (see step 3). Bob also notes the proficiency bonus
for a 1st-level character, which is +2.
Wood elf (+1)
3 . D e t e r m i n e A b i l i t y S c o r e s
Charisma
Much of what your character does in the game depends
Measures: Confidence, eloquence, leadership
on his or her six abilities: Strength, Dexterity,
Im portant for: Bard, sorcerer, warlock
Constitution, Intelligence, Wisdom, and Charisma.
Racial Increases:
Each ability has a score, which is a num ber you record
Half-elf (+2) Dragonborn (+1)
on your character sheet.
Drow (+1) Human (+1)
The six abilities and their use in the game are
Lightfoot halfling (+1) Tiefling (+2) described in chapter 7. The Ability S core Sum m ary

