Learn the Basics
A quick primer to help new players use this sheet (2014 PHB rules).
Abilities
Your six ability scores — Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA) — determine modifiers. A score of 10 is average; each +2 gives +1 to the modifier. Modifiers affect attacks, skills, and saves.
Proficiency Bonus
Based on total level. Add it to proficient attacks, skills, and saving throws. Expertise means double proficiency for that skill.
Armor Class (AC)
Armor Class is how hard you are to hit. Armor provides a base AC and may limit your Dexterity (DEX) bonus. Shields add +2 AC. Some classes offer Unarmored Defense.
Hit Points (HP) and Rests
Short rests recover certain features and Warlock pact slots. Long rests fully restore Hit Points (HP), spell slots, and most long-rest features, and reduce exhaustion by 1.
Spellcasting
Prepared casters (cleric, druid, paladin, wizard) select prepared spells daily. Known casters (bard, sorcerer, ranger, warlock) learn a fixed list. Use the Slots panel to track spell slot usage. Warlocks use Pact Magic with fewer slots that refresh on short rest.
Skills and Saves
Skills use an underlying ability (e.g., Stealth uses Dexterity). Saving throws resist harmful effects and may be proficient depending on class. Advantage lets you roll twice and take the higher, disadvantage the lower.
Encumbrance
Optional variant: carrying too much weight slows you and imposes disadvantage on Strength/Dexterity checks and saves at heavy levels. Toggle in Settings.