The chat window shows that a whole host of information has been entered into the character sheet automatically. Once you have done this you'll notice that several things have happened. In order to get the race into our character sheet drag the icon next to 'Hill Dwarf' and drop it into the 'Race' section at the top right of the Main tab of the character sheet. The one we are interested in is 'Hill Dwarf' because such a dwarf gives us a bonus to Wisdom and that ability is important to Clerics. Click on this to open up a new page and you will see two possible subraces. You will now be looking at a page of information about Dwarves scroll down right to the bottom until you find the very last entry 'Subrace'. We are going to enter the Race of our character next so find 'Races' in the list and then click on 'Dwarf'. You'll see the module you opened listed in the left hand side of the library click on it to open it and a content list will appear down the right hand side of the window. Double click the module to open it and close the module activation window. If you haven't already done so open up your class pack or PHB by clicking on 'Library' down the right hand side of the screen, click on the 'modules' button at the bottom left of the window which pops up and find the module in the list. Next up we'll enter our race into the sheet. Any time that you alter your abilities Fantasy Grounds will recalculate such dependent scores so for example if you're Wisdom increased to 16, giving you a +3 instead of a +2 bonus any saving throw or skill which relied on Wisdom would increase by one point, as would your perception. Once you have finished you will notice that Fantasy Grounds has taken those scores and adjusted various other aspects of the sheet such as saving throws, initiative and perception and if you look at the Skills tab you'll find some numbers in the 'Total' column as well. We are using the standard array here but obviously you can use whatever method you want to determine your character's abilities. So go ahead and edit the numbers to give the character the following abilities from top to bottom 14,12,13,10,15,8. To edit an ability score click in the box of the ability you want to edit and type in the new number. Unlike the method detailed in the Player's Handbook (PHB) we're going to start with the character's ability scores. Along the way we'll also find out what all the buttons, boxes and crosses you find scattered about do.
In order to demonstrate many of the features of Fantasy Grounds as well as outlining a suggested method of creating a character that automates as much as possible and gives a highly functional character sheet let's create a Dwarven Cleric. Building a Character With Official D&D Class Packs Alternatively right click in that window and select create item. To do this click the PCs button at the top of the right hand menu and in the window which opens click the brown edit button at the bottom, then the green add button. To create a new character first bring up a new character sheet. If you do not have this theme then the icons on your screen will show differently but they will still be in the same location as the ones shown in my screenshots. You can select this theme at the campaign load screen by checking the dot next to '5e Theme - Wizards'. NOTE: The screenshots in this article were made using the Wizards Theme which you will have available if you have any of the official D&D 5e products. Use the index above to jump to any part of the article.
The remainder of this article is divided into a tutorial walk-through of creating a character and a reference section.
Any such automated functionality will be written to the Chat window so you can see what was added. In addition, Fantasy Grounds will also add race, background or class level appropriate abilities to your character's ability tab automatically and for races, it will automatically adjust stat bonuses. If you have any of the modules for the various official D&D Class packs, or the Complete Player's handbook, you can drag and drop the links for items such as class, race, background, equipment and more onto the appropriate locations on the character sheet to automatically copy the text with the link included for later reference. Notes: Character background details, appearance and notes. Inventory: Equipment, coins and encumbrance. Main: Character Class and level, abilities, hit points, wounds, saves, defenses, speed, senses, and overview of common combat totals.Ībilities: Feats, special abilities, class features and traits, proficiencies and languages. The sheets contain the following information. The 5e character sheet is comprised of several individual sheets organized by tabs along the right hand side.