Loading presentation...

Present Remotely

Send the link below via email or IM

Copy

Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.

DeleteCancel

Make your likes visible on Facebook?

Connect your Facebook account to Prezi and let your likes appear on your timeline.
You can change this under Settings & Account at any time.

No, thanks

Rolling up a Character Sheet in Dungeons and Dragons, 5th Edition

No description
by

Margaret Peacock

on 13 May 2015

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Rolling up a Character Sheet in Dungeons and Dragons, 5th Edition

Races in Dungeons and Dragons
Humans are: pretty good at everything. They have a small edge in accomplishing most general tasks.
Dwarves are: tough as nails. They are tougher and stronger in a fight, able to see in the dark, unable to get lost underground, and resistant to poison.
Halflings are: nimble and tough. They are lucky, brave, and an uncanny ability to hide.
Elves are: quick and smart. They can see in low light, can sense things that others cannot, and have a resistance to charms.
Fighter
Fighters fight.
They can take a hit, can wield any weapon, and have the highest hit points (but they also get hit the most).
Cleric
Clerics heal.
They are wise and charismatic. They can pull a warrior from the grips of death. They carry a light weapon and are vital on every adventure.
Rogue (thief)
Rogues solve problems.
They are particularly good at getting into forbidden places and out of nasty predicaments. They are nimble and fast.
Wizard
Wizards use magic.
They are intelligent and wise. They cast a number of spells that can be vital in an adventure.
Prudina Brushranger
Chaotic good
Halfling
Rogue
Female
Black
Blue
Small
4'10"
100
0
+250
1
Rolling up abilities:
1. Roll 3d6 nine times and write down each number. (and don't cheat!)
2. Take your top six numbers and allocate them to your six abilities.

Some things to keep in mind when allocating abilities:
Fighters frequently use strength and constitution.
Rogues frequently use dexterity and wisdom.
Clerics frequently use wisdom and charisma.
Wizards frequently use intelligence and wisdom.
FOR EVERYONE: Your hit points will be determined by your constitution
18
16
16
13
9
12
To set this number:
Depending on your race, increase your abilities numbers in the following ways:
If you are a human, increase all of your abilities by +1 (don't worry, it sucks to be a human in other ways)
If you are an elf, increase your DEX by +1 and either your INT or your WIS by +1
If you are a dwarf, increase your CON by +1 and either your STR or your WIS by +1
If you are a halfling, increase your DEX by +1 and either your CHA or your CON by +1
17
16
16
12
9
12
If your ability is 4-6: -3
If your ability is 6-7: -2
If your ability is 8-9: -1
If your ability is 10-11: 0
If your ability is 12-13: +1
If your ability is 14-15: +2
If your ability is 16-17: +3
If your ability is 18-19: +4

+3
+4
+1
-1
+3
+1
Halfling, Common
Everyone speaks Common
plus their own native tongue
(Elves speak Elvish, Dwarves speak Dwarvish, Halflings speak Halfling). Humans can speak Common and any one other language.
Dwarves have Darkvision and can see 60 feet in the dark.
Elves have lowlight vision and can see clearly in dim light.
Halflings and humans have normal vision.
Normal
Your speed (how far you can go in one turn) is determined by your race:
Human = 6 squares
Elf = 6 squares
Dwarf = 5 squares
Halfling = 5 squares
5 squares
(humans, dwarves, and elves are all medium size)
Your initiative is your DEX modifier
+4
If you are a CLERIC, choose one of the following skill proficiencies and write it here:
Insight
Medicine
Persuasion
Religion

If you are a FIGHTER, choose one of the following skill proficiencies and write it here:
Acrobatics
Athletics
Intimidation

Also, write the following:
ARCHERY: +2 Ranged Attacks OR TWO WEAPON FIGHING: allowed to use 2 weapons proficiently
SECOND WIND: 1x/day add 1D6+1 to Hit Points. Temporary, lasts 5 minutes

If you are a ROGUE, choose FOUR of the following skill proficiencies and write them here:
Choose 4:
Acrobatics
Athletics
Deception
Insight
Intimidation
Perception
Performance
Persuasion
Sleight of Hand
Stealth

Also, if you are a Rogue, write the following:
SNEAK ATTACK +1, If enemy can’t see you, add +1D6 damage.
EXPERTISE: Add +5 to 4 Ability checks

If you are a WIZARD, choose one of the following skill proficiencies and write it here:
Arcana
History
Religion

Acrobatics
Athletics
Deception
Insight

SNEAK ATTACK +1, If enemy can’t see you, add +1D6 damage.
EXPERTISE: Add +5 to 4 Ability checks

If you are a DWARF, write the following here:
Stonecunning – Can’t get lost underground, have an ADVANTAGE on any Intelligence (History) check.
Resilience – have an ADVANTAGE save against poison and resistance against poison damage.

If you are an ELF, write the following here:
Keen Senses – Get an ADVANTAGE on all WIS (Perception) checks.
Trance – Elves do not sleep.
Elf Ancestry – Have an ADVANTAGE against being charmed, cannot be magically put to sleep.

If you are a HUMAN, you don't get to write anything here. :)
If you are a HALFLING, write the following here:
Lucky – if you roll a 1 on a D20, you can reroll and take the result.
Brave – gain an ADVANTAGE on all checks against being frightened
Naturally Stealthy – Can attempt to Hide (at -3 check) even when in plain sight of enemies.

Lucky – if you roll a 1 on a D20, you can reroll and take the result.
Brave – gain an ADVANTAGE on all checks against being frightened
Naturally Stealthy – Can attempt to Hide (at -3 check) even when in plain sight of enemies.

100
+1
If you are a CLERIC, write WIS, CHA
If you are a FIGHTER, write STR, CON
If you are a ROGUE, write DEX
If you are a WIZARD, write INT, WIS
DEX


thieves tools

long sword

studded leather
If you are a CLERIC, you get a Healer Toolkit
If you are a FIGHTER, you get a set of Mounts
If you are a ROGUE, you get Thieves' Tools
If you are a WIZARD, you get Thieves' Tools
You also can buy tools.
If you are a CLERIC, you can wield all simple weapons
If you are a FIGHTER, you can wield all weapons
If you are a ROGUE, you can wield simple weapons, hand crossbow, light crossbow, long sword, rapier, and short sword
If you are a WIZARD, you can wield Daggers, Darts, Slings, quarterstaffs, light crossbows
If you are a CLERIC, you can wear light and medium armor
If you are a FIGHTER, you can wear all armor
If you are a ROGUE, you can wear light and medium armor
If you are a WIZARD, you cannot wear armor
15
Look on page 1 of your equipment list to calculate your armor class
This is for when you aren't wearing armor. It should be 10 + your DEX modifier (+2 max)
12
*
*
*
*
long sword slash 1D8 vers.
THIS SECTION APPLIES TO CLERICS AND WIZARDS ONLY
If you are a CLERIC, write that you have the following:
SPELLS: Know Sacred Flame, Spare the Dying Cantrips, + know 4 1st level spells (pick from list); may prepare 3 spells+ PROF BONUS/Day.
Your spells’ DC is 8+WIS MOD. If you wield a holy symbol add +1.
TURN UNDEAD: Each undead within 25’ must save vs. DC10 + your WIS Mod. Or turn away for 10 minutes.


If you are a WIZARD, write out the following:
SPELLBOOK: You know the following cantrips (easy spells): light, mage armor, mage hand, minor illusion, shocking grasp, and ray of frost cantrips. You also know the following spells: Burning Hands, Detect Magic, Magic Missile, and Sleep.
You can cast 3 spells+PROF. BONUS/day. Your spells’ DC is 8+INT MOD.

If you are a CLERIC, your HP is 8 + CON MOD If you are a ROGUE, your HP is 6 + CON MOD
If you are a FIGHTER, your HP is 10 + CON MOD If you are a WIZARD, your HP is 6 + CON MOD
If you are a CLERIC, your HD is 1D8 + CON MOD If you are a ROGUE, your HD is 1D6 + CON MOD
If you are a FIGHTER, your HD is 1D10 + CON MOD If you are a WIZARD, your HP is 1D6 + CON MOD
9
4
How to
Roll Up
a D&D
Character!
Full transcript