NEVER Hand a New Player a Blank Character Sheet

Hello, everyone! In this week’s article, we’re shifting focus a little to the newer players at the table. This article tackles an accessibility problem that I’ve always seen with players who are playing for the first time, the ones whose eyes glaze over as the veteran Game Master tries to cram far too much information into answering the question, “How do I get started?” I think that seasoned players can find value in resources available to beginners, though, and I hope that you do, too.

Whether you’re a new Game Master yourself, or just inviting a new player to your game table for the first time, you know initiating new players is excruciating. The Player’s Handbook is like 400 pages of dry reference book(No matter how nice the introductory prose gets), and as GM, you’re implied to be the expert on everything at the game table, a teacher as well as the narrator, rules expert, and oftentimes host. On top of that, filling out a character sheet can leave your head swimming – you don’t want to fill out a tax form, you want to make up a character and get playing!

What if there were an easy way to get started? In some sort of cosmic joke, the easiest format to understand what’s going on at your first game is the monster statistics. Instead of pages upon pages of references to spells and mechanics, a monster keeps (almost) everything needed to play condensed into a short statblock, sorted conveniently by what you can do in a combat turn. So what if we used that same philosophy to make “character statblocks?”

The Character Block

The Character Block is a simplified, pre-generated character intended to get you started, designed to put dice to the table as quickly as possible. Experienced players will notice that Character Blocks have skipped choices a player would normally make while creating a character. They don’t have a species or background selected. If the character can cast spells, there are still more you can choose at Level 1. When you’re more confident in playing the game, you can make those choices to differentiate how you’d like to play. Additionally, the Character Block rephrases some game mechanics that experienced players won’t need, or would be found buried in your Player’s Handbook.

Cleric

Medium Humanoid

Armor Class 14        Initiative 1d20-1 (9)

Hit Points 9

Speed 30 ft.

MOD SAVE MOD    SAVE MOD SAVE

STR 14 +2 +2 DEX 8 -1 -1 CON 13 +1 +1

INT 10 +0 +0 WIS 15 +2 +4 CHA 12 +1 +3

Gear Chain shirt, Shield, Mace, Holy Symbol, Priest’s Pack

Senses Passive Perception 12

Skills Insight +4, Religion +2

TRAITS

Protector. You are proficient with Martial weapons and trained with Heavy armor.

Cantrip. You know a simple magic spell, Sacred Flame, which you can cast at-will.

Spellcasting. You can cast up to two 1st-level spells per day. When you take a Long Rest (8 hours or more), you can once again cast these spells.

Concentration. A spell that you Concentrate on lasts for the amount of time specified in the spell. You can only Concentrate on one spell at a time. If you take damage, your Concentration can be interrupted. Roll 1d20+1. If the result is less than 10 or half the damage you took(whichever is higher), your Concentration ends.

ACTIONS (1/turn)

Mace. Melee Attack Roll: +4, reach 5 ft., Hit: 1d6+2 Bludgeoning damage.

Cantrip: Sacred Flame. Wisdom Saving Throw: DC 12, one creature you can see within 60 feet of you. Failure: 1d8 Radiant damage.

1st-level Spell: Cure Wounds. A creature you touch regains 2d8+2 Hit Points.

BONUS ACTIONS (1/turn)

1st-level Spell: Shield of Faith. A creature within 60 feet of you gains a +2 bonus to its Armor Class. You can Concentrate on this spell for up to 10 minutes.

REACTIONS(1/round)

Opportunity Attack. When a creature within 5 feet of you tries to move away, you can make a Melee attack against that creature. You can’t make another Opportunity Attack until after the start of your next turn.

Fighter

Medium Humanoid

Armor Class 17        Initiative 1d20+1 (11)

Hit Points 12

Speed 30 ft.

MOD SAVE MOD    SAVE MOD SAVE

STR 15 +2 +4 DEX 13 +1 +1 CON 14 +2 +4

INT 10 +0 +0 WIS 12 +1 +1 CHA 8 -1 -1

Gear Chain Mail, Greatsword, Flail, Javelins(8), Dungeoneer’s Pack

Senses Passive Perception 13

Skills Athletics +4, Perception +3, Stealth +1(Roll with Disadvantage)

TRAITS

Martial Training. You are proficient with Martial weapons and trained with Heavy armor.

Defensive Fighting Style. Your Armor Class increases by +1 while you are wearing armor. (Already applied)

Weapon Mastery. When you rest for 8 hours or more, you can drill with up to 3 weapons to unlock their Weapon Mastery effects.

ACTIONS (1/turn)

Greatsword. Melee Attack Roll: +4, reach 5 ft., Hit: 2d6+2 Slashing damage. Mastery: If your attack roll with this weapon misses, you can deal 2 Slashing damage to that creature.

Flail. Melee Attack Roll: +4, reach 5 ft., Hit: 1d8+2 Bludgeoning damage. Mastery: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Javelin. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 30/120 ft., Hit: 1d6+2 Piercing damage. Mastery: If you hit a creature with this weapon and deal damage to it, that creature’s Speed is reduced by 10 feet until the start of your next turn.

BONUS ACTIONS (1/turn)

Second Wind (2 uses). Regain 1d10+1 Hit Points. When you finish a Short Rest, you regain 1 expended use of this feature. When you finish a Long Rest, you regain all expended uses.

REACTIONS(1/round)

Opportunity Attack. When a creature within 5 feet of you tries to move away, you can make a Melee attack against that creature. You can’t make another Opportunity Attack until after the start of your next turn.

Rogue

Medium Humanoid

Armor Class 17        Initiative 1d20+2 (12)

Hit Points 9

Speed 30 ft.

MOD SAVE MOD    SAVE MOD SAVE

12 15 13 14 10 8

STR 12 +1 +1 DEX 15 +2 +4 CON 13 +1 +1

INT 14 +2 +4 WIS 10 +0 +0 CHA 8 -1 -1

Gear Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Thieves’ Tools, Burglar’s Pack

Senses Passive Perception 10

Skills Deception +1, Investigation +3, Sleight of Hand +6, Stealth +6

TRAITS

Expertise. You gain Expertise in Sleight of Hand and Stealth.

Sneak Attack. Once per turn, you can deal an extra 1d6 damage to a creature you hit with an attack with a Finesse or Ranged weapon, if you have Advantage on the attack roll, or one of your allies is within 5 feet of the target and is not Incapacitated. You can’t make a Sneak Attack if you have Disadvantage on the attack roll.

Thieves’ Cant. You know Thieves’ Cant, a secret language shared by various criminal organizations.

Weapon Mastery. When you rest for 8 hours or more, you can drill with up to 2 weapons to unlock their Weapon Mastery effects.

ACTIONS (1/turn)

Shortsword. Melee Attack Roll: +4, reach 5 ft., Hit: 1d6+2 Piercing damage. Mastery: If you hit a creature with this weapon and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft., Hit: 1d4+2 Piercing damage.

Shortbow. Ranged Attack Roll: +4, reach 5 ft., Hit: 1d8+2 Bludgeoning damage. Mastery: If you hit a creature with this weapon and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

BONUS ACTIONS (1/turn)

Light Weapons. When you make an Attack on your turn with a Light Weapon, you can make an attack with a different Light weapon as a Bonus Action, dealing reduced damage.

Shortsword. Melee Attack Roll: +4, reach 5 ft., Hit: 1d6 Piercing damage. Mastery: If you hit a creature with this weapon and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft., Hit: 1d4 Piercing damage.

REACTIONS(1/round)

Opportunity Attack. When a creature within 5 feet of you tries to move away, you can make a Melee attack against that creature. You can’t make another Opportunity Attack until after the start of your next turn.

Wizard

Medium Humanoid

Armor Class 11(14 with Mage Armor)        Initiative 1d20+1 (11)

Hit Points 7

Speed 30 ft.

MOD SAVE MOD    SAVE MOD SAVE

STR 8 -1 -1 DEX 12 +1 +1 CON 13 +1 +1

INT 15 +2 +4 WIS 14 +2 +4 CHA 10 +0 +0

Gear 2 Daggers, Quarterstaff, Robe, Spellbook, Scholar’s Pack

Senses Passive Perception 12

Skills Arcana +4, Investigation +4

TRAITS

Cantrip. You know two simple magic spells, Mage Hand and Ray of Frost, which you can cast at-will.

Spellcasting. You can cast up to two 1st-level spells per day. When you take a Long Rest (8 hours or more), you can once again cast these spells.

Concentration. A spell that you Concentrate on lasts for the amount of time specified in the spell. You can only Concentrate on one spell at a time. If you take damage, your Concentration can be interrupted. Roll 1d20+1. If the result is less than 10 or half the damage you took(whichever is higher), your Concentration ends.

Arcane Recovery. When you take a Short Rest (1 hour or more), you can recover 1 use of a 1st-level spell. If you do, you can’t do this again until you’ve rested for another 8 hours.

ACTIONS (1/turn)

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft., Hit: 1d4+2 Piercing damage.

Cantrip: Mage Hand. You conjure a floating hand within 30 feet of you which you can control for up to 1 minute. The hand vanishes if it it is ever more than 30 feet away or you cast this spell again. When you first cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item, or pour out the contents of a vial. The hand can’t attack, activate magic items, or carry more than 10 pounds.

For the duration of the spell, you can use your Action to move the hand up to 30 feet and do any of the actions described above again.

Cantrip: Ray of Frost. Ranged Attack Roll: +4, range 60 ft., Hit: 1d8 Cold damage, and the target’s speed is reduced by 10 feet until the start of your next turn.

1st-level Spell: Detect Magic. You sense the presence of magical effects within 30 feet of you. You can use your Action to see an aura around a creature or object bearing that magic, and if the effect was created by a spell, you learn the school of magic used. This spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. You can Concentrate on this spell for up to 10 minutes. Ritual: You can cast this spell without it counting against your limit of 1st-level spells by taking 10 minutes to cast it instead of an Action.

1st-level Spell: Magic Missile. You create three glowing darts that each strike a creature of your choice within 120 feet. Each dart deals 1d4+1 Force damage to its target.

1st-level Spell: Mage Armor. You touch a willing creature who isn’t wearing armor. For the next 8 hours, the creature’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the creature dons armor.

REACTIONS(1/round)

Opportunity Attack. When a creature within 5 feet of you tries to move away, you can make a Melee attack against that creature. You can’t make another Opportunity Attack until after the start of your next turn.

1st-level Spell: Shield. When an attack or a Magic Missile spell hits you, you can raise your Armor Class by 5 until the start of your next turn, potentially causing the attack to miss. This spell also blocks a Magic Missile.

Using Character Blocks as NPCs

A Game Master who needs to populate their game with non-player characters might want to use a Character Block to have an NPC ready on the fly. Just as Player Characters are designed to be exceptional compared to the NPCs around them, Character Blocks will also appear exceptional in comparison to monsters from other sources in your RPG library.

What’s Next?

These Character Blocks may be a great jumping-off point, but maybe you don’t want to play as a Cleric, Fighter, Rogue, or Wizard. Well, you’re in luck – at the end of this month, TBM Games’ patrons at the Adventurer tier and higher are going to receive Character Blocks for all 12 classes in the Player’s Handbook, as well as guidance to expand Character Blocks into fully-realized adventurers, once you’re ready. If you’re just setting out on your first TTRPG adventures, you won’t want to miss this, so sign up as a Patron today!

Roll up to your next game in style!

You can now get Nat1Advice sweaters at TBM Games’ Fourthwall Store! These comfy sweaters will put the class back in Armor Class and provide Advantage to saves dealing with cold weather.

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