5e SRD 5.2.1 · 5.2.1
Hit Point Maximum
Playing the Game > Hit Point Maximum
Barbarian12 + Con. modifier Fighter, Paladin, or Ranger10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving Throws. Hit Point Dice. Your class’s description tells you the die type of your character’s Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you’ve spent. Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in “Equipment.” A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon’s property says otherwise: Melee attack bonus
Strength modifier
- Proficiency Bonus Ranged attack bonus = Dexterity modifier
- Proficiency Bonus Look up the damage and properties of your weapons in “Equipment.” You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:
Spell save DC
8 + spellcasting ability modifier
- Proficiency Bonus Spell attack bonus = spellcasting ability modifier
- Proficiency Bonus Your spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet. Level Advancement While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level.