Note: the following instructions do not make use of the Charomancer feature, which is worth giving a try. It also doesn't explain how to use the 5e Compendium, which makes it easy to drag and drop weapons, items, spells etc. to your sheet.
At an absolute minimum, you will need the Basic 5e Handbook, which can be downloaded (free) from https://dnd.wizards.com/articles/features/basicrules. This is very bare bones, however. For most of the interesting character choices, you will need the 5e Player's Handbook . Additional choices can be found in Xanathar's Guide to Everything. The books are not cheap (around $30 each), but will greatly improve your enjoyment of the game.
The Roll20 gaming application (http://roll20.net) supports many gaming systems. As such, character sheets can be created/edited to fit a particular rules system. I have selected a standard version of the 5e character sheet to use in my new game settings. After you have been invited to join the game (Nolaria 5e), select the game and join it from the Roll20 site. In the upper right, you will see a small set of menu icons:
Game view selection
From left to right, these are:
Chat
Journal
Compendium (help)
Jukebox (music)
Collection
My Settings
To create a new character sheet in this game, select Journal.
As part of your game invitation, I will create a character sheet for your. Click on that name to start editing your character sheet.
You can change the name of your character here and add some biographic info about yourself. If you have a picture or graphic that you'd like as your avatar, upload it. Once completed, Save Changes and you'll be taken to the character sheet, which is divided to sections that will be covered one at a time.
On p.11 of the Player's Handbook (PH), the rules recommend choosing a race and class first. These choices influence every other subsequent choice and impacts how your characters plays in the game. See Mahan Start-up for restrictions on race and class. Let's go through the character sheet, starting with CORE page.
Enter your Class. At first level, you may not be able to specify your sub-class but if you know it, enter it. The game starts at level 1. Enter your racial type. Some races will have a sub-race. Gnomes, for example, have two sub-races: Forest and Rock. This choice will impact ability scores and may grant racial abilities.
Next, assign your starting ability scores from the following list: 15, 14, 13, 12, 10, 8. Each class has a "Quick Build" section that make good suggestions for how you might assign these scores if you are not familiar with how classes are played. A wizard, for example (PH p.113), should have a high intelligence score, followed by dexterity or constitution.
this
Assign your scores in the small circles for each ability. The number that appears above it (automatically) is an ability bonus.
Associated with abilities is a proficiency bonus. This number is tied to your race and is calculated for you.
Inspiration points (PH p.125) will be awarded to characters well played in role. Inspiration points can be used to modify an attack roll, ability check, or saving throw (declare points spent BEFORE rolling). Characters can reward other characters by giving them one (or more) of their points, but it must be done on the basis of their actions (good role playing).
Passive perception DC is calculated for your by adding 10 + WIS bonus.
Some races receive ability score modifiers:
Some things to note about this table:
It excludes races which require DM permission.
Humans get a +1 on all ability scores.
Each class has certain saving throws associated with it. For a wizard, these are INT and WIS.
Check the boxes associated with your class. Saving throw bonuses are computed for you. Saving throws are described a bit more on PH p.205.
Near the center of this page of the character sheet is a box that looks like this:
Enter your character's starting hit points in the current box.
At first level, you have 1 hit die of a type determined by your character class:
Barbarian: d12, starting points are 12 + CON modifier
Bard: d8, starting points are 8 + CON modifier
Cleric: d8, starting points are 8 + CON modifier
Druid: d8, starting points are 8 + CON modifier
Fighter: d10, starting points are 10 + CON modifier
Monk: d8, starting points are 8 + CON modifier
Paladin: d10, starting points are 10 + CON modifier
Ranger: d10, starting points are 10 + CON modifier
Rogue: d8, starting points are 8 + CON modifier
Warlock: d8, starting points are 8 + CON modifier
Wizard: d6, starting points are 6 + CON modifier
As you go up in level, you'll gain more hit dice. So when my wizard advances to 2nd level, he will have 2d6 hit points + CON modifier. You have three choices on advancement:
Re-roll the hit points.
Add the average roll for your hit die rounded up (4 points for a wizard)
Roll a new hit die and add it, but you MUST accept the roll.
Assume I pick the average. At second level, my current hit points go to 12, but the Hit Point Maximum is now 14 (2d6+2). Max hit points is used to determine an instant kill.
In the upper left, enter your armor class. This is generally determined by what armor you wear, but there are spells and abilities that can modify or replace it. Mage Armor, for example.
At the start of a combat, each player rolls for initiative. This is a d20 + proficiency bonus (tied to level).j
Speed is associated with race. Humans can move 30' in a round.
Once you fall to zero hit points in combat, you start making death saving throws. This is explained on p.197 of the PH.
Background is a way to add some flavor to your characters, but also determines:
Skill proficiencies
Tool proficiencies
Languages
Starting Equipment
Starting Gold
A background not only gives your character additional flavor, but also specifies what languages you known, skills you might have, tools you can use, starting equipment and gold. Choose one of the following backgrounds (there are a couple in addition to the Player's Handbook):
Extra languages may be chosen from the following:
High Mernian (HM)
Low Mernian (LM)
Elvish
Dwarvish
Gnomish
Rogues also speak the Thieves Cant. Enter languages in the Other Proficiencies and Languages box.
Once you have settled on a background, add traits, ideals, bonds, and weaknesses.
There doesn't seem to be a place to record which background you chose, so I put it in with traits.
When creating your character background, you have a couple of choices:
Roll randomly using tables in the PH.
Pick one that suits the kind of character you want to play.
Modify or make one up.
Your background is intended to provide guidelines for roll playing your character. You might get an experience bonus for exceptional play in character.
At the start of the game, skill proficiencies come from racial characteristics and skills associated with a background.
Check the boxes for those skills that your character is proficient at. They can still attempt any of these skills, but with no bonuses. Skill attempts are made against difficulty class (DC) assigned by the rules or the DM. Proficiency bonus from your abilities are calculated for you.
Starting languages are determined mostly by race and background. There is a box on the character sheet to record them.
The human language for this region is Norbergian. All starting characters will have this language, including non-humans. The ability to read and write is not a given. Your background and early education will determine literacy.
Some races will have the ability to speak other languages. Gnomes, for example, have the ability to read and write Gnomish, which is similar to Dwarvish.
Your background will usually specify starting equipment you have. This should be entered in the equipment box.
Enter all of your equipment here including:
Standard packs (PH p.151)
Took kits
Specific and special items
Weapons
Armor
Material Spell Components
Click the plus icon to add a new item and enter the amount and name.
Hover over the grey box on the right and click the little black dot. This will display:
These boxes have the following meanings:
Equipped: checked, it means that you are carrying this item.
Use as Resource: checked, it means that it is a consumable resource, such as food or component.
Has an Attack: applies to weapons and some magic items.
PROPS is a way to associate in-game icon for this. I don't use this, or MODS either.
Finally, your background will indicate how much starting gold you will have. Enter it in the GP box on the left. Nolaria uses only CP, SP, GP, and PP. Coinage varies but all are identical in size, weight and value.
Weight tells you how much the coins (etc) you are carrying weight. This won't matter until you try to carry too much.
There is a box in the center of the CORE character sheet for attacks and spellcasting. Here you enter any weapons, item, or prepared spell that you can use in an attack.
To add a new item, click on the plus icon.
Describe the item with a simple name, like dagger. If your character is proficient at this, check that box (determined by class). If this can be used to attack, check that box. Melee weapons uses STR to determine bonus. The plus box following it can be used to adjust the roll, if needed.. Ranged weapons have a bonus based on DEX. Enter the range. If the item has a magic bonus (Sword +1) add it. Most attacks will have a critical range of 20 until higher levels.
If the item can do damage, check that box and add the damage dice. Melee weapons get a STR bonus, ranged get a DEX bonus. Different weapons and spells do different kinds of damage. Look them up in the PH. On a critical hit, most weapons will do an extra die of damage (no bonus).
Spell either roll to hit or allow the target a saving through. If the latter, check the saving throw box and which ability to save on. The "vs DC" determine what DC to roll against. Some spells are are all or nothing. Others do half damage on a save.
Use the description field to explain the effects - very useful for a spell.
Characters may have additional features or traits. These can be added here.
My first level Wizard is able to cast (some) spells as a ritual, which doesn't consume a spell slot, but takes longer.
Click on the SPELLS page icon. This page is essentially your spellbook.
Your class will determined your Spell Casting Ability, Spell Save DC, and Spell Attack Bonus. These are usually calculated for you.
The rest of the page shows the spells you have access to:
At each level, your class will have a certain number of spell slots for the spell levels you can cast. Slots total is calculated for you. Slots remaining is used to track how many spell slots of that level you have consumed. Slots are restored by resting. When you learn a new spell, add it to your book under the level by clicking the plus icon.
Enter the spell's name and school. If it can be cast as a ritual, click that box.
Enter casting time, range, and target (from PH).
Check the boxes for spell components:
V: verbal
S: somatic
M: material
If the spell requires a material component, enter it underneath.
If the spell requires concentration, check that box.
Enter the duration (from PH).
If the spell is adjusted by an ability bonus, select it from the menu on Spellcasting Ability.
If the spell can only be cast a certain number of times, enter it under Innate.
Output is usually either an attack or other (spellcard). This shows up in the game chat during combat.
Finally, describe the effects, limits, etc. as needed.
Part of the point of all that work in setting up a character sheet is that it will automate certain aspects of play for you. For example, if you have a weapon attacked defined, clicking on it will generate the following in the chat window:
By default, advantage/disadvantage is rolled, hence two numbers to hit with a quarterstaff. If not at advantage, always use the first number. If the attack hits (confirmed by the DM), click on the attack name (quarterstaff) and the damage will be rolled along with the damage type.
If you have attack spells set up in the same way, you cast spells in the same way. Some spells are not attacks. In this case, click on the name of the spell in your spell book, provided you have prepared it. It will show:
If I ask you to make a skill check, Perception for example, click on the skill name on your sheet and the following will show:
Again, two rolls are made in case of advantage/disadvantage.
To make a saving throw, click on the appropriate ability in the saving throw box:
Clicking on a define Feature or Trait name will show:
Finally, you can make direct die rolls as follows:
/roll 4d6+4
To roll so that only the DM sees the result:
/dmroll 1d2*8