Calculating Character Sheet Stats
Calculating Character Sheet Stats
This spreadsheet is not a replacement for using the RAW or Player’s Handbook.
It is meant to be a companion so that, as you go through the character creation instructions in the book, you can enter the bits and pieces and see how they make up the final stats.
It does the math for you just for convenience and it automatically applies modifier tables,
so that you don’t have to flip back and forth in the book, but those tables are in the table tab so that you can see what is being referenced.
CHARACTER 0 LEGEND
select options from
Character Proficiency based on table or drop down menu, Not all BONUS fields apply to all characters at any given level. Only add what is appropriate
1 2 enter number calculated total
Level Bonus column when you select for your character at each level based on the RAW or PHB
the cell
Example options
ABILITIES =IFERROR(SUM(LARGE(A14:D14,{1,2,3})),0)
preselected
Subtotal (sum of 3 ABILITY
TOTAL
highest dice or Background L4 Ability Score Re-select next ABILITY
first die second die third die fourth die Class Bonus Species Bonus L8 ASI L12 ASI L16 ASI ABILITY
manually enter your Bonus Improvement to the score you MODIFIER
SCORE
array choices) want it to have
0 0 Strength --
0 0 Intelligence --
0 0 Dexterity --
0 0 Constitution --
0 0 Wisdom --
0 0 Charisma --
Standard Array Point Buy Array 27
8 Strength
10 Intelligence
12 Dexterity
13 Constitution
14 Wisdom
15 Charisma ADDITIONAL ITEMS
You must re-select from the drop down menu
at levels 5,9,13,17,21,25,29 as the number in These items change per class but this is the
SKILLS and SAVES the cell will not automatically update with your base configuration
examples of differences Damage
proficiency bonus.
When attacking with a weapon, you add your
TOTAL SKILL PASSIVE Melee attack Strength modifier + *Proficiency monks use dexterity for
Skill Related Ability Proficiency Bonus Expertise Bonus Ability Modifier ability modifier (the same as the attack) to the
MODIFIER SKILLS bonus Bonus melee not strength
damage roll.
Unless a rule says otherwise, you don’t add your
Ranged attack Dexterity modifier + *Proficiency
Acrobatics Dexterity -- 0 ability modifier to a fixed damage amount (no dice
bonus Bonus
roll), such as blowgun damage of “1”
spell casting ability for
8 + spellcasting ability modifier A spell tells you which dice to roll for damage and
Animal Handling Wisdom -- 0 Spell save DC bards is charisma, but for
+ Proficiency Bonus whether to add any modifiers
wizards it’s intelligence
Spell attack spellcasting ability modifier +
Arcana Intelligence -- 0
bonus Proficiency Bonus
Athletics Strength -- 0 * You can only add your proficiency bonus to weapons with which you are proficient.
Deception Charisma -- 0
History Intelligence -- 0
Insight Wisdom -- 0 10
Intimidation Charisma -- 0
Investigation Intelligence -- 0 10
Medicine Wisdom -- 0
Nature Intelligence -- 0
Perception Wisdom -- 0 10
Performance Charisma -- 0
Persuasion Charisma -- 0
Religion Intelligence -- 0
Sleight of Hand Dexterity -- 0
Stealth Dexterity -- 0
Survival Wisdom -- 0
Save Strength -- 0
Save Intelligence -- 0
Save Dexterity -- 0
Save Constitution -- 0
Save Wisdom -- 0
Save Charisma -- 0
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Tables
Proficiency Ability
Level or CR Bonus Score Modifier Skill Ability Example Uses Ability Score Measures... Class Hit Point Maximum is die type + CON mod
1 2 0 -- Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Strength Physical might Barbarian 12 + Con. modifier
2 2 1 -5 Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Dexterity Agility, reflexes, and balance Fighter, Paladin, or Ranger 10 + Con. modifier
3 2 2 -4 Arcana Intelligence Recall lore about spells, magic items, and the planes of existence. Constitution Health and stamina Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier
4 2 3 -4 Athletics Strength Jump farther than normal, stay afloat in rough water, or break something. Intelligence Reasoning and memory Sorcerer or Wizard 6 + Con. modifier
5 3 4 -3 Deception Charisma Tell a convincing lie, or wear a disguise convincingly. Wisdom Perceptiveness and mental fortitude
6 3 5 -3 History Intelligence Recall lore about historical events, people, nations, and cultures. Charisma Confidence, poise, and charm
7 3 6 -2 Insight Wisdom Discern a person’s mood and intentions.
8 3 7 -2 Intimidation Charisma Awe or threaten someone into doing what you want.
9 4 8 -1 Investigation Intelligence Find obscure information in books, or deduce how something works.
10 4 9 -1 Medicine Wisdom Diagnose an illness, or determine what killed the recently slain.
11 4 10 0 Nature Intelligence Recall lore about terrain, plants, animals, and weather.
12 4 11 0 Perception Wisdom Using a combination of senses, notice something that’s easy to miss.
13 5 12 1 Performance Charisma Act, tell a story, perform music, or dance.
14 5 13 1 Persuasion Charisma Honestly and graciously convince someone of something.
15 5 14 2 Religion Intelligence Recall lore about gods, religious rituals, and holy symbols.
16 5 15 2 Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain.
17 6 16 3 Stealth Dexterity Escape notice by moving quietly and hiding behind things.
18 6 17 3 Survival Wisdom Follow tracks, forage, find a trail, or avoid natural hazards.
19 6 18 4
20 6 19 4
21 7 20 5
22 7 21 5
23 7 22 6
24 7 23 6
25 8 24 7
26 8 25 7
27 8 26 8
28 8 27 8
29 9 28 9
30 9 29 9
30 10
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