Personality Traits: Hit Point Maximum
Personality Traits: Hit Point Maximum
e.g. Evan, the not so Terrible e.g. Soldier e.g. Lawful Good
In the race section of the players handbook there are lists of suggested
names and naming tradidions for your chosen race. Chosen Race Your real (unless you’re Batman) name
e.g. Woodland Elf e.g. I don’t know... Jim?
Choose which ability score goes where carefully Acrobatics (Dex) Total SUCCESSES
Vices, compulsions, fears, or weaknesses
Note: Classes in the Player’s Handbook recommend priority scores. Animal Handling (Wis) FAILURES
Anything that someone else could exploit
E.g. Druids cast spells with their WIS so that should be your highest score Arcana (Int) HIT DICE DEATH SAVES FLAWS e.g. Once I start drinking, it's hard for me to stop. Your DM may use these to
with CON being the second highest. INTELLIGENCE Athletics (Str) make your character act against best interests
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Maximum health your character has
Insight (Wis)
Determined by your class’ hit dice + constitution modifier
Intimidation (Cha) e.g. Druids hit dice is 1d8. 1st level = 1d8 + Contitution modifier
WISDOM Investigation (Int) For every level after add 1d8 roll + Constitution modifier
Medicine (Wis) Hit points on top of your maximum health
Nature (Int) Some spells/classes give temporary hit points
Perception (Wis) Temporary hit points do not regenerate and are the first to be lost when
Attempt to resist a spell, a trap, a poison, a disease, or threat. your character is damaged.
Performance (Cha)
Roll 1d20 and add your appropriate Modifier.
Each Class gives proficiency in at least two Saving Throws. If your character Persuasion (Cha) If you are reduced to 0 hit points you are knocked out
CHARISMA
is proficient in the Saving Throw, add the proficiency bonus as well. Roll 1d20 on your turn to see if you survive or die, healing can revive you
Religion (Int)
You roll once per turn in combat, 10 or above is a success, 9 or below is a
Each Ability Score is broken down into specific skills Sleight of Hand (Dex) failure. If you roll 3 successes you stabilize, if you roll 3 failures you die.
Your Class & Background tells you specific skills you can be proficient in Stealth (Dex)
Use the relevant Modifier to add to your roll. If you have choosen for your
Your hit dice based on your chosen class
Survival (Wis)
character to be proficient in a skill, add your proficiency bonus as well. Total: How many hit dice you have left to roll
SKILLS ATTACKS & SPELLCASTING e.g. A Druid’s hit dice is a d8. At 3rd level they have 3d8’s they can roll during
a short rest to regain health equal to what they roll.
SP
Your race, class and background give these
Learn these so you don’t forget about them during your campaign!
e.g. Race: Wood Elves give the feature “Dark Vision”. Class: Driud gives the
EP
feature “Wild Shape”, Background: Hermit gives the feature “Discovery”
GP