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Character Sheet Forge

Let's craft your hero, step by magical step!

Step 1: Core Identity

📜Step 1: Core Identity

Welcome to the heart of creation! This first step is about defining the fundamental essence of your hero. Think of it as sketching the outline before filling in the details. Each choice here informs the others and helps build a cohesive, believable character ready for adventure.

  • Character Name: More than just a label! A name can hint at heritage (like a sturdy Dwarven clan name or a flowing Elven one), personality (is it simple and direct, or ornate and mysterious?), or even a past event. Don't stress too much, but consider what feels right for the hero you envision. (Click the '?' for tips and a generator!)
  • Class & Level: This is your character's profession, their primary skillset, and how they interact with the world, especially in challenges. Are they a mighty Barbarian, a cunning Rogue, a wise Cleric, or a scholarly Wizard? Each class offers a unique playstyle. Level 1 is where most adventures begin! (Click '?' for details on SRD classes - your DM might allow others!)
  • Race: Defines your character's species and ancestry, granting specific abilities, traits (like Darkvision for Elves), and cultural flavor. Are they a resilient Dwarf, a graceful Elf, a versatile Human, or something more exotic? (Click '?' for SRD race info.)
  • Background: What did your character do before becoming an adventurer? Were they a Soldier, a Sage, an Urchin, a Noble? Your background provides extra skill proficiencies, languages, equipment, and a unique feature that adds depth to their story. (Click '?' for SRD background info.)
  • Alignment: This is your character's moral compass (Good vs. Evil) and ethical stance (Lawful vs. Chaotic). It guides their decisions but isn't a straitjacket. Think about their general attitude towards rules and the well-being of others. (Click '?' for Alignment details.)
  • Player Name & XP: That's you! And XP (Experience Points) is usually tracked by the DM, often using milestones instead of individual points, especially at the start.

Fill in these core details. Don't worry, you can always come back and change them as your character concept evolves!

Leveling is often Milestone or XP based (ask your DM!).

💪Step 2: Abilities & Foundational Bonuses

These six scores define your character's raw potential in key areas. Are they mighty (Strength), nimble (Dexterity), tough (Constitution), knowledgeable (Intelligence), perceptive (Wisdom), or charming (Charisma)? The large number is the Score itself (typically 3-20).

The small number below is the crucial Modifier. This is what you add to d20 rolls (like attacks, saves, and skill checks) related to that ability. It's calculated as (Score - 10) / 2, rounded down. A score of 10 gives +0, 12 gives +1, 8 gives -1, etc. Click the '?' next to each ability for more details on what it influences!

How to get scores? Choose a method below, ask your DM which they prefer, or enter scores manually:


Inspiration: A special point your DM might award for cool roleplaying or clever ideas. You can spend it later to gain Advantage (roll 2d20, take higher) on one attack roll, saving throw, or ability check.

Proficiency Bonus: A bonus based on your character level (starts at +2 for levels 1-4). You add this bonus to any roll you are "proficient" with: attacks with certain weapons, specific saving throws (granted by class), skills (from class/background/race), and tool uses. It represents your training and expertise!

+0
+0
+0
+0
+0
+0
(DM awards this)
(Auto-calculated)

🛡️Step 3: Saves, Skills & Proficiencies

Now we define how your hero interacts with challenges and the world around them. This step covers their innate resilience (Saving Throws), their trained abilities (Skills), and other areas of expertise like languages or tools.

  • Saving Throws: These represent your character's ability to resist or avoid dangers like spells, traps, poisons, or special attacks. Each save is tied to one of the six ability scores (e.g., a Dexterity save to dodge a fireball, a Constitution save to resist poison).
    • Your Class grants proficiency in two specific saving throws (indicated by the filled bubble).
    • The bonus added to the d20 roll is your relevant Ability Modifier. If you're proficient, you also add your Proficiency Bonus!
    • The builder automatically checks the saves granted by your selected Class.
  • Skills: These cover a wide range of specific actions, from sneaking (Stealth) and climbing (Athletics) to recalling lore (History) and persuading others (Persuasion). Each skill is linked to a specific ability score (shown in parentheses).
    • You gain skill proficiencies from your Race, Class, and Background. Some of these might offer you choices!
    • Like saves, the bonus is your relevant Ability Modifier, plus your Proficiency Bonus if proficient.
    • The builder automatically checks skills granted directly by your Race, Class, or Background selections. You can also manually check skills if you gain proficiency from another source (like a Feat later on).
  • Passive Wisdom (Perception): This is your character's "notice score" when they aren't actively searching. It's calculated as 10 + your total Perception skill bonus and is often used by the DM to determine if you spot hidden things automatically. It updates based on your Wisdom and Perception proficiency.
  • Other Proficiencies & Languages: Your Race, Class, and Background might also grant proficiency with specific Armor, Weapons, Tools (like Thieves' Tools or an Herbalism Kit), or grant knowledge of certain Languages.
    • These are automatically collected and listed in the text area below based on your selections in Step 1.
    • Some sources might offer choices (e.g., choose one type of Artisan's Tools, choose one extra language).
  • Proficiency Choices: If your Race, Class, or Background offers choices for Skills, Languages, or Tools, buttons will appear below the "Other Proficiencies & Languages" text area. Click these buttons to open a modal and make your selections!

Review your automatically applied proficiencies, make any necessary choices, and manually check any other skills you might have gained!

Saving Throws
Skills
Calculated as 10 + Perception Bonus + Proficiency Bonus (If Proficient In Perception)(Proficiency is added automatically if applicable)

⚔️Step 4: Combat Stats & Gear

Time to gear up and get ready for action! This step focuses on your hero's combat readiness – how hard they are to hit, how much damage they can take, how quickly they react, and what tools they bring to a fight.

  • Armor Class (AC): This is the magic number enemies need to roll on a d20 to hit your character with an attack. It's typically calculated as 10 + Dexterity Modifier, but can be modified by armor, shields, spells, or special abilities. Higher AC means you're harder to hit!
  • Initiative: When combat starts, everyone rolls Initiative (a d20 + Dexterity Modifier) to determine the turn order. Higher rolls go first! This field automatically shows your Dexterity Modifier.
  • Speed: How far your character can move on their turn, usually measured in feet. This is primarily determined by your Race, but can be affected by armor or spells.
  • Hit Points (HP): Represents your character's health and toughness.
    • Max HP: The maximum amount of damage you can take. Determined by your Class's Hit Die and your Constitution Modifier.
    • Current HP: How much health you have right now. Starts at Max, decreases when damaged.
    • Temporary HP: A buffer of extra HP granted by some spells or abilities. Damage reduces Temp HP first, and they don't stack (you take the highest source). They disappear after a long rest (usually).
  • Hit Dice: A pool of dice (type determined by your Class) equal to your level. During a short rest, you can spend Hit Dice (roll them + add your Constitution Modifier) to regain lost HP. You regain half your total Hit Dice (rounded down, minimum 1) after a long rest.
  • Death Saves: When you drop to 0 HP, you're unconscious and potentially dying! On your turn, you roll a d20 (no modifiers). 10 or higher is a success, 9 or lower is a failure. Three successes mean you stabilize (still unconscious at 0 HP). Three failures mean... well, it's bad news. Rolling a natural 20 instantly brings you back to 1 HP. Rolling a natural 1 counts as two failures!
  • Attacks & Spellcasting: List your common attacks here. Note the weapon/spell name, the attack bonus (usually Ability Modifier + Proficiency Bonus if proficient), and the damage (dice + Ability Modifier). For spells, you might note save DCs or spell attack bonuses.
  • Equipment & Money: Everything your character carries! List armor, weapons, adventuring gear (rope, torches, rations), tools, trinkets, and your wealth (GP = Gold, SP = Silver, CP = Copper). Your starting gear comes from your Class and Background.

Fill in these combat details. Remember to check your Class and Background for starting equipment and HP!

(Dex Mod)
Death Saves

🎭Step 5: Persona & Abilities

Beyond the numbers and combat stats, what truly makes your character unique? This step delves into their personality, motivations, connections, and the special abilities that set them apart.

  • Personality Traits: These are small quirks and mannerisms that bring your character to life. Are they optimistic, cynical, quiet, boisterous, meticulous, or scatterbrained? Think about a couple of distinct traits that define how they generally behave. (Often inspired by your Background).
  • Ideals: What principles guide your character's actions? What do they believe in? Ideals are often tied to Alignment (e.g., Greater Good (Good), Freedom (Chaotic), Tradition (Lawful), Logic (Neutral)). What does your character strive for?
  • Bonds: What connects your character to the world? Bonds represent significant people, places, or events they care deeply about. It could be family, a mentor, a homeland, a cherished possession, or a sworn oath. Bonds provide strong motivations for adventure.
  • Flaws: Nobody's perfect! Flaws are vices, fears, or weaknesses that create interesting challenges and roleplaying opportunities. Is your character greedy, arrogant, afraid of spiders, easily manipulated, or haunted by their past? A good flaw adds depth.
  • Features & Traits: This is where you list all the special abilities and benefits granted by your Race (like Darkvision, Fey Ancestry, or Dwarven Resilience), your Class (like Spellcasting, Rage, Sneak Attack, or Channel Divinity), and your Background (like the Soldier's Military Rank or the Urchin's City Secrets). The builder automatically adds some of these based on your selections, but you can add more details or other features here.

Flesh out your character's inner world! These details are fantastic fuel for roleplaying and making decisions during the game.

Step 6: Your Hero Forged!

Behold your completed character sheet summary! Review the details below. You can go back to previous steps to make changes using the "Previous" button.

Check your ability scores, modifiers, skills, saves, HP, AC, equipment, features, and personality notes. Ensure everything reflects the hero you want to play!

When you're satisfied, you can use the "Print Character Sheet" button (which will print the standard browser view for now) or copy the summary text. If you want to start over, use the "Reset Form" button (this will clear everything!).

Congratulations on forging your adventurer! May their journeys be epic!

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