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Character Sheet Guide

Link to our Illustrated Guide


Welcome, Adventurer, to the Mages of the Mountains Roll20 Character Sheet Guide! During many of our adventures, we’ll be using Roll20 to keep track of the sheet with all the information about your character. Now, I’ll go through and explain what the different important sections are. While this doesn’t cover everything, it covers most things you’ll need to play.

Again, I’ll be using my example human fighter, Jeffery.


Finding your Character Sheet

You can open your character sheet one of two ways: First, you can SHIFT + Double Left Click on your character token on the tabletop, which will pull it up. Otherwise, you can go to the Journal Tab on the menu and click on your character’s name there.


Once you open that page, make sure to navigate to the Character Sheet tab at the top

Tracking Health (Center top)

In the center of your character sheet, you can find information about your character’s health, armor, and speed.


  • Armor Class is a measure of how challenging it is to hit you and represents your defense

  • Initiative determines how fast you go in combat, while speed shows how far you can move in a single turn

  • Your Total HP is the small number, while the larger number below is your Current HP. Temporary HP

  • Hit Dice represent your out of combat healing, and Death Saves come into play at 0 HP


Character Stats, Skills, and Saves (Left)


On the left hand of your character sheet, you’ll see your Stats, Skills, and Saves, which are the primary places you will roll a d20 in game. If you ever want to roll one of these things, you can click on the text - ex: click on the word ‘Strength’ - to roll it.


Your Six Basic Stats represent your physical and mental capabilities. For each, you have the stat value (between 9-16) and the modifier value (between -1-3). Modifiers are more important, and are added to d20 rolls


Your Proficiency Bonus represents how skilled you are, and increases with level. You add this to skills and saves that you are proficient, or trained/experienced, with, which are marked with a blue check mark. It starts as +2 at level 1.


You roll a Saving Throw when trying to resist something. This could be a mind control spell, or a rickety bridge you are trying not to fall off of. Jeffery is proficient in Strength and Constitution Saving Throws.


Your Skills represent the main ways you interact with the world. Whenever you attempt something with an uncertain outcome (except for an attack), you’ll roll a skill check and add the number there. Skills are determined by adding the base stat modifier to proficiency. If Jeffery was trying to Investigate something, he would add +0 to his roll (+0 Int, not proficient), whereas if he was trying to do something with his Athletics, he would add +5 to his roll (+3 Str, +2 proficiency).



Attacks and Inventory (Center Bottom)


In the center of your character sheet, below your health, you’ll find your attacks, and inventory sections


Your Attacks section shows different attacks you can make, such as with a weapon or a spell. Here, Jeffery has a Longsword and a Handaxe. Like with stats, click on the text of an attack to make Roll20 roll it for you!


Below that, you can find information on your Currencies, representing your material wealth. In D&D, 10 copper = 1 silver; 10 silver = 1 gold, and 10 gold = 1 platinum. Gold is the most common currency for adventurers. Electrum is a special and rare currency worth 5 silver each.


Your Inventory tab keeps track of all of your belongings as you go on your adventure. You can add more items with the ‘+’ at the bottom of the inventory and type in a new item. Alternatively, if you want to add an item of standard D&D gear, you can go to the Compendium tab in your settings and search for it there. Then, you can drag it from this menu directly into your inventory!



Features and Traits (Bottom Right)


On the bottom right, you’ll see a list of all of the features and traits your character has. Features can come from your race, your class, or your background, and give you some sort of benefit or ability. Jeffery here has Second Wind from his fighter class, which lets him heal himself a little bit once per rest.


You can click on a feature to cause it to show or hide its detailed text. Make sure to read through carefully what all your features do regularly so you don’t forget any of your abilities!



Spells (Second Page)

To access your spells, toggle your character sheet from the ‘Core’ setting to the ‘Spells” setting, on the upper right side of the character sheet


On your spells page, you’ll see 9 headers like this. The Spell Level shows the level of a set of spells, from 1-9


Your Total Slots shows the maximum number of spells of that level you can cast per day. Jeffery has 0


Your Remaining Slots counts your number of Total Slots minus the spells you’ve cast today


Your Known Spells is a list of all the spells you can cast at that level. As a fighter Jeffery knows none, but more arcane characters may know more. You can add a spell to your character sheet by dragging it from the Compendium, much like an Inventory item. But don’t add a spell if you aren’t supposed to have it!

If you can cast, you do so with your Spellcasting Ability (Int/Wis/Cha) and add your Spell Attack Bonus (ability + proficiency) to spell attacks






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