D&D (2024) 2024 D&D character sheet, what do you think?

FitzTheRuke

Legend
I like this approach. Can you post an example of a level 20 character using this format?
I haven't discovered, or had time to make, a L20 character, but here's the highest level one I could find - it was early in my process, and I would tweak a thing or two now, but it gives you an idea how the format works at higher levels:

Note: Includes playtest materials (and possibly a bit of homebrew somewhere).

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Chaosmancer

Legend
I really dislike grouping them by ability. It undermines the concept that a skill is a proficiency that can give a bonus to any relevant ability check.

I don't disagree, but there are two other considerations.

1) Player's who are new enough will still understand that higher numbers are good, and they may NOT know what the most common ability score pairings are. A character with a high wisdom, might not know that Insight, Medicine, Animal Handling, and Perception are all wisdom options. Organizing it this way does make it easier for them to see what the most common skills are for their strengths.

2) Filling out the sheet this way is far far far easier. The point of listing the skills is often to combine your mod and the prof. By having your modifier in the same place as your skills, it simplifies the effort of going through and writing down your skill values. You can even forgo writing down skills you don't have, and you just need to look at the header for the box to see your modifier for the roll.

I have seen enough people struggle with the alphabetical listing of skills, and trying to find things, that I am willing to give this one a shot.
 

ezo

Where is that Singe?
I haven't discovered, or had time to make, a L20 character, but here's the highest level one I could find - it was early in my process, and I would tweak a thing or two now, but it gives you an idea how the format works at higher levels:

Note: Includes playtest materials (and possibly a bit of homebrew somewhere).

View attachment 368727
Not bad, really. If you remove the spell actions, the second page really isn't much needed and equipment could probably be part of the first page.

Personally, for many of the character sheets we've designed, one goal is to keep everything on one page except for equipment and/or spells--which you've pretty much done, so kudos! :)
 

FitzTheRuke

Legend
Not bad, really. If you remove the spell actions, the second page really isn't much needed and equipment could probably be part of the first page.

Personally, for many of the character sheets we've designed, one goal is to keep everything on one page except for equipment and/or spells--which you've pretty much done, so kudos! :)
Normally I keep the equipment on the first page, but I also move around everything to places I think it will fit. With this character, I rarely look at his equipment, so it made it to the second page - I think it's the only time I've ever done that with this format. Nearly always I can fit equipment on the bottom right of page one.
 

Yaarel

🇮🇱He-Mage
Character Sheet (Yaarel 2024) 1.png

Character Sheet (Yaarel 2024) 2.png

Character Sheet (Yaarel 2024) 3.png



Here is my character sheet that I am working on. It is a work-in-progress, so comments about what you yourself would need for your character sheet are welcome.


This sheet draws inspiration from the 2024 monster statblock, and is intentionally simple. Any future graphic embellishments would be for emphasis and readability.

Note the distinction between Creature Type, such as Humanoid, versus Planar Origin, such as Fey. This is a 4e thing that is still in use in my games.

The locations of Perception and Athletics are quasi Abilities. These are referred to extremely frequently, work similarly to Abilities, and defacto are a seventh and eighth Ability. Generally Passive checks are comparable to a "Take 10", thus useful in my games any Ability checks on various circumstances. They happen often enough to merit a space. In any case the locations of the standard saves as part of the Abilities follows the new 2024 monster statblock.

Regarding the "Proficiencies" section, the sheet only lists the skills that one is proficient in. This is how the monster statblocks do it. The nonproficient skills remain unlisted, because the special mechanics are absent, and I want players to try do anything when interacting with a narrative scene, including thinking outside the box. Plus, listing only the proficient skills helps emphasize what the character is good at and is more flavorful when the themes of a character are in one place. Athletics is for all mobility checks, and might use Dexterity for sensitive cautious movement. In the context of inworld sports, I have used Intelligence with Athletics for sports trivia, technical info for coaching or sports medicine, and so on. Players are welcome to think about how they might apply their skills that they are Proficient in, to new circumstances. I find the players invest more in the flavor of their character concept when they do so.

Any skills listed in the Skill entry would note if enjoying Expertise of Advantage. There should be enough room to list all of the skills (in tiny print) for those accustomed to having all of them visible. Remember, "Tools" includes "Vehicles" and "Mounts". A "Horse" is one of the things a character can have Proficiency with. Likewise an Airship.


The "Encounter" section lists entries that relate to first entering an encounter, engaging a hostile, or fleeing from an encounter. So Speed and Initiative to relate to each other thusly. In addition to Speed, I need an explicit place to put the typical Jump distance, for long and sometimes high.

Entries relating to "Defense" are all in one place, including AC and HP. For me the AC needs a bit more room to list several numbers, for with or without the spells Shield and Mage Armor, and similar situations that where the AC frequently fluxuates. "Resistances" includes any Immunities, of course.

The monster statblock organizes all features into: "Actions", "Reactions", "Bonus Actions", and "Traits". A Trait is the same thing as a Nonaction, something that is always true without requiring actions. For Actions, I also list upto five go-to favorite spells that happen very frequently, especially two or three combat cantrips. Otherwise, most of the prepared spells and spellbook spells are on a separate sheet for when the go-tos are less applicable.

Reactions and Bonus Actions are written in the same section.

Let me know if the respective sections for Traits, Reactions-BAs, and Actions have enough space for most characters (while most spells are on a separate sheet).


I am still tinkering with the "Spells" section on the separate page. Here the Spell "Points" greatly simplify high level casters. (I am experimenting with the Short-Rest refresh spell point system.) Instead, the Spell page as a whole has enough space to accommodate the box for itemized slots to check off when used.

The Spell Descriptions are a systematically abbreviated, crib notes version, which is hopely clear enough. Instead, the Spell Sheet could write out the spells in full, but of course would require more pages. I listed a few common spells to give a sense of how the abbreviation works. Here, "Slot" means "Spell Level", for example, Fireball is a "Slot 3 Spell". I strongly need to disambiguate "spell level" from "character level", and slot is readily understood.


Finally, there is a Bio, or Biography page, that includes sections for "Identities", "Personality", "Relations", and "Groups". Perhaps the sections are more elaborate than they need to be, but it lists entries that I tend to pay attention to in my games. I want players to actively think about these things, tho they can decide later and write details down whenever relevant circumstances inspire them.

In the "Relations" section, the "Romance" entry might be a spouse or someone the character is currently interested in. "Family" members including extended family are very important in my games, and are often player characters themselves. It is common to have new characters be the kids of high level characters. "Groups" include class related organizations, factions, contacts, and even fellow party members if they arent "Friends" yet. Sometimes a special place, like a birthplace, a secret hideout, school, favorite pub, workplace, or so on are a kind of relationship.

The "Identities" section includes an entry for ones personal "Appearance", including a sense of style, and intended first impression. The "Nationalities" entry includes ethnicities, citizenships, cultures, tribes, etcetera. Note a character might a member of several ethnicities. The Languages entry are here in this context.


Finally, the "Wealth" section includes "Cash" for gp, sp, gems, and whatever is on hand. "Lifestyle" category gives a sense of the character concept. The "Inventory" section is normally for equipment that one is wearing currently, but can include property located elsewhere.


Let me know what you think about the character sheet and ways to improve it. Because it is simple, it is easy to use the format for a Word document, thus easily modify it if needed.
 
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Personally, I like the skills under the attribute it uses.
Breaking up a long list into a bunch of short lists is easier for me to read.

The box for HP is a little small, I tend to like a bigger space for HPs than most sheets offer.
 

Yaarel

🇮🇱He-Mage
Personally, I like the skills under the attribute it uses.
Breaking up a long list into a bunch of short lists is easier for me to read.

The box for HP is a little small, I tend to like a bigger space for HPs than most sheets offer.
I think you are right about more room for Hit Points. I updated my sheet above to make more room for it. Temporary Hit Points dont really need a separate location, since they can be noted in the Hit Point entry if present.


For skills I figure, new players dont need to know every skill. They only need to familiarize the handful that the character has Proficiency with. It is the same situation with Tools and Vehicles. These are also proficiencies − and which Ability a Tool or Vehicle uses depends on what one is doing with the Tool or Vehicle. Sometimes it is Dexterity, sometimes it is Strength, sometimes it is the perceptiveness of Wisdom, sometimes it is the knowledgeability of Intelligence, sometimes it is the artistic esthetic of Charisma, sometimes even a Constitution check for an especially straining situation. Really every skill works this way. Any skill can be used with any Ability, depending on the situation.

It is far more important for new players to understand the Abilities well − really understand which Ability one needs for which action one is doing in the game. The Abilities themselves must be crystal clear.

If someone happens to have Proficiency in an area of interest that is pertinent that is great. But it is the Ability that matters. Which one applies depends on what one is trying to do.
 


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