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DnD5e Shaped Character Sheet

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Revision as of 03:46, 11 July 2015 by Brian (Talk | contribs)

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General Information


  • Mark Lenser (Mark on, @mlenser on Twitter) - page author
  • Rouby - tooltips and German translations
  • Heather Lazar (HLazar on - wiki content contributor



The D&D 5e Shaped Character Sheet, sometimes referred to as the 5e Shaped Character Sheet, is for use in the Roll20 system during Dungeons and Dragons 5th Edition gameplay. It is based on the design of the original D&D 5e Character Sheet by John Myles. Modifications have been made to the original design to present the information in a more concise, readable way so that users can find information quickly.

Please see the Character Sheet wiki page for general information about setting and using character sheets. To use this sheet in your campaign, select Dungeons and Dragons: 5th Edition (Shaped) in your campaign settings.

The shaped sheet includes both a Player (PC) and an NPC option. The pertinent option can be toggled in the upper left of the sheet. The Player sheet is green when toggled on and the NPC sheet is purple when toggled on. Whether the PC or NPC sheet, there are various tabs in blue just below the header information and when selected will show the active tab in the window below it. The currently selected tab is a darker blue than the other tabs. The gear icon tab is a settings tab which modifies various things about the sheet as a whole. Finally, if you click on the Show All tab, every tab is shown at once and the various sections are seen by scrolling down the page.

The purpose of this wiki is to describe in detail the attributes, rolls and details of each of the PC and NPC tabs; Core Stats, Weapons, Spellbook, Background, Class, Armor, Inventory, Settings, Show All, and Traits & Actions.

There is an option in the top right of the sheet to present the sheet in English or German languages.

If you are starting fresh with the D&D 5e Shaped Character Sheet, just enter your character information as normal. If you are converting from the original D&D 5e Character Sheet, see the next section about which things have changed and will need to be edited.

Changes from Original 5e Sheet

While most items remain the same from John Myle's original sheet, various things have been modified and will need to be re-entered in the sheet if converting.

In the Player Character Sheet, the following will need to be altered

  • Armor - will need to be completely re-entered
  • Vision - will need to be completely re-entered
  • Spells - allows for categorization by Prepared, Ritual, and Concentration
  • Class specific
    • Expertise - will need to be toggled in the skills section
    • Jack of All Trades - will need to be toggled in the skills section

The NPC Character Sheet does not allow for much anything to cross over. However, the old NPC sheet is included and there is a an import script that allows for NPC characters to be imported to the NPC sheet.

Update Instructions

The character sheet will update about every week to the newest version. However, if you wish to manually update to the sheet, please follow these instructions. You must be a Roll20 mentor in order to perform these actions.

  1. Go to Github and open the RAW html and css files.
  2. Copy the html content from github.
  3. In your Roll20 campaign, go to the campaign settings and choose a custom character sheet.
  4. In the HTML tab of your campaign settings, paste the html code you just copied.
  5. Copy the css content from github.
  6. In the CSS tab of your campaign settings, paste the css code you just copied.
  7. Click Save.

Wiki Formatting

List of what certain text format means in this wiki

format meaning
bold character sheet tab name or other major section
italics tab section, usually with a black box label or shape frame
silver highlight field which is editable by the user
green highlight calculated fields, not editable by user
blue highlight calculated passive fields, not editable by user
green text calculated attribute
blue text calculated passive attribute
white text with blue highlight macros represented by buttons in the sheet
code or formula
code to be used in macros or formulas of calculated fields

Character Sheet

Each of the sections below goes into detail about the information that should be placed in the various sections or tabs of the sheet. It will be noted whether the tab is particular to the individual Player sheet, NPC sheet, or common to both sheets.

In general, calculated fields within the sheet are highlighted in green and are not able to accept input by the user. The calculated passive fields representing passive skills are highlighted in a cyan blue and are also not able to accept input by the user.

Macros are represented by dark blue buttons, usually with an image of a die, a heart for saves or a check mark for skill checks. Clicking these buttons with the mouse will run the macro, complete with appropriate dice rolls and modifiers, within the chat window of the Roll20 game, utilizing the Roll Template of the Shaped Character Sheet. More details on macros and the Roll Template can be seen their appropriate sections of this wiki.


The Header is a common section of the Player and NPC sheets. It is at the top of the sheet and is always shown no matter which tab is active. It allows for general information about the character including Character Name, Class, Alignment, known Languages, Race, Vision options, and Background. All of these particular entries are text only and allow for any alphanumeric text. None of the fields listed above have any bearing on any other fields in the sheet. Their textual contents can be referenced by attribute but they are not used in any other calculations within the various tabs.

The Character Name field is linked to the Journal entry of the same character. Changing the name in the Header or editing it in the Journal will replace it in both areas.

The P PERC area in the header is a calculated field representing the character's passive perception. The LEVEL field is a calculated field based on the levels entered in the Class Levels section of the Class tab, allowing for multiple classes for one character. It is the sum of all the numbers entered in that section and represents the total level of the character.

Core Stats

The Core Stats page is the first tab of the sheet and is probably where the player will spend the most time. Not only does it contain information on character abilities, health, and initiative but it also has the ability to quickly access weapon macros, spell slots, class resources, and conveniently add buffs and debuffs.

The tab is divided into three major sections. The left section contains core abilities and their relevant skills. The right section is the quick access to weapons and has textual entries for damage resistance and immunities. The middle section captures the rest including health related items, spell slots, class resources, and global bonuses. In all sections, the green highlighted fields are calculated from this or another tab and are not able to be changed by the user.

Starting from the very left, all six abilities are listed vertically. Entering a number in the small oval of each ability will generate its corresponding ability modifier in the large green highlighted area. In the next column is a small framed area at the top containing ability save modifiers and ability check modifiers. Information about each ability can be seen in a tool tip popup if you hover over that ability. A check mark in the box at the beginning of the ability row means the character is proficient in that ability and the ability save modifiers will change accordingly. Note the macro buttons for each ability, one heart button for the SAVING THROW macro and one check mark button for the ABILITY CHECK macro.

Under the Ability Save and Check section is the Skills section. Each skill has a calculated Skill Modifier highlighted in green and a calculated Passive Skill value in blue. Note the Passive Perception value should correspond to the P PERC field in the Header. Information on the skill and its corresponding check can be seen by tool tip popup if you hover over that skill. Clicking the dash symbol [—] at the beginning of each skill row will allow the user to chose whether the character is proficient or has expertise in the skill. Proficiency is marked by a plus [+] sign and expertise is marked by a double plus [++] sign. Their calculated Skill Modifiers will adjust accordingly. You may add custom skills by clicking the Custom Skills grey button at the bottom of the skill list. Checking the box by Jack of All Trades will enable this trait for the character. Each skill has a dark blue button with a white die that is used to roll the Skill Check macro.

In the top middle of the tab are shaped areas representing the ARMOR CLASS [AC] and INITIATIVE of the character. The Armor Class is a calculated field based on the Armor tab and any global bonuses in the bonuses section below it. The Initiative Modifier field shows the calculated value based on the character's Dexterity Modifier and any global bonuses in the Settings tab. To the right of INITIATIVE is a section for adding the character's SPEED for several types of movement and the ability to note whether the character is currently hovering.

The heart shaped section contains information about the character's HIT POINTS [HP]. Current is a manually edited field for when damage is taken and is usually connected to a token (see Linking Tokens to Journals in the Roll20 wiki. Max is the calculated maximum value based on the Class Levels section in the Class tab. It is not editable. Finally, there is a Temp field to enter and manually adjust any temporary hit points that have been obtained or lost.

To the right of the heart are three rows, PROFICIENCY BONUS which is a calculated value based on your LEVEL , INSPIRATION which is user toggled either present indicated by a green plus [+] or absent indicated by a purple minus [-] and EXHAUSTION LEVEL which is a manually entered number. The exhaustion levels in 5th Edition are conveniently listed in the tool tip which can be shown by hovering over the small black question mark [?] in the Exhaustion Level section.

Below the heart is a section for HIT DICE [HD]. The available HD are shown by pressing the grey buttons labeled d6 , d8 , d10 , or d12 in the top of this section. Selecting the appropriate HD will turn it dark green and then show a row for that die. In the row there is a calculated maximum number of HD value based on the number of each of the corresponding Class Levels the character has in the Class tab. The current number of HD value is manually entered or adjusted by the arrows to the right of the value. You can show or hide however many HD rows by toggling their buttons. There is a HD macro button labeled by its HD which, if pressed, will roll for regaining HP per the rules of 5th Edition. Note that the Current number of HD value is not subtracted, this will have to manually be kept track.

Below the HIT DICE section is a DEATH SAVES section with a DEATH SAVE macro button, noted by the white heart, which rolls a death save for when a character has reached 0 HP. The number of successes and the number of failures are kept track manually by toggling the Successes and Failures circles by row in this section. You can clear the saves by pressing the red [X] after having toggled a success or failure. Successes are toggled green and Failures are toggled red.

Below DEATH SAVES is a section where global bonuses can be entered or removed. This BONUS & PENALTIES section makes it convenient for buffs and debuffs that happen during battle. There are Atk and Dmg fields for all Weapons, Melee only weapons, Ranged only weapons, and Spells. There is also a field for Spell DC, Saving Throws, AC, and Ability/Skill Checks. Note that if you have buff on a certain ability, a certain skill, or on initiative, these fields are in the Settings tab. The fields in the BONUS & PENALTIES section can take values, negative values, or even dice rolls, such as a d4 for a cleric's Bless Spell. The Bless Spell is used so often that it is mentioned in the tool tip that can be seen when you hover over the question mark [?] in this section. Placing
in any of these fields adds a d4 to your roll and never gives a false positive or false negative when a critical fail or critical success attack was made. See the Dice Reference section of the Roll20 wiki for more information on this and other dice rolls.

Need help with Spell Slot section

Below the SPELL SLOTS section are two sections, one for CLASS ACTIONS and one for CLASS RESOURCES. These are exactly linked to the information that the user has placed in the CLASS tab including quick buttons with white die indicating you have quick access to the CLASS ACTIONS macros placed in that tab as well. For each action or resource, the name, rest required for recovery (none, short rest, long rest, or none), current and max values are listed and manually editable.

At the far right is a similarly linked section labeled QUICK ATTACKS and these are obviously linked to the weapons listed in the Weapons tab. They are divided into Melee and Ranged weapons just like in the Weapons tab. For each weapon, the name, hit modifier, Dmg die, and damage modifier indicated by a plus [+] are indicated. For Melee weapons, Reach given. For Ranged weapons, Range and ammo are provided. Out of all of those fields, only the ammo is editable on the Core Stats tab. All others must be changed from the Weapons tab. And of course there are quick access Attack macros for every weapon listed.

The last section on this page in the bottom right is the RESISTANCES & IMMUNITIES section allowing the user to enter text describing Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. This is especially useful for NPC characters who have many of these properites. These fields accept any types of text and can be referenced by attribute but they are not used elsewhere in the sheet.




The Background tab is a Player Sheet specific tab and is not available in the NPC sheet. There are four sections; Appearance, Background and Race Info, Equipment Proficiencies, and Miscellaneous. As with most of the fields in the Header tab, all of the fields in the Background section are text only. Their textual contents can be referenced by attribute but they are not used in any other calculations within the sheet. These fields are present mostly for character reference.

The Appearance section has several fields for general information to be entered about the character's visual appearance. The Background and Race Info section has large text input boxes for mimicking the information in the Dungeons and Dragons 5th Edition official character sheet including Background Features, Racial Traits, Personality Traits, Ideals, Bonds, and Flaws.

The Equipment Proficiencies section allows for information to be entered on the abilities of the character to use certain Armor, Weapons, and Tools.

And finally there is a large text input box in the Miscellaneous tab to enter any Notes not captured in the sections above.




The Inventory tab allows for a character to keep track of money, items, and weight. There are four sections in this tab; Coin Carried, Weight, Inventory, and Treasure/Loot Inventory Notes. While there are calculated fields in this tab, the attributes of these fields are never used in further calculations in the sheet though they can be referenced. The total weight carried by the character is the large green calculated field in the center of the tab under the Weight section labeled Weight.

The Coin Carried section allows tracking the number carried of all types of currency pieces in the Dungeons and Dragons universe; namely CP (copper), SP (silver), EP (electrum), GP (gold), and PP (platinum). The Total GP Value field is a calculated field based on the values entered in the number of coins carried in this section and the conversion values located in the bottom left of the Settings tab. If changes are not made to the conversion rates, the default 5th Edition values are present and used. The Total GP Value is normalized to the gold piece conversion rate.

The Weight section has several calculated fields based on the values entered in the Coin Carried and Inventory sections. The Inventory field is a sum of all the weight of your inventory listed in the Inventory section below. There is also a Coin weight calculated field in this section which assumes a 50 coins per pound ratio. Next to the Coin weight is a text input box labeled Other where you can add any extra weight not captured by these two categories. Also in the Weight section are calculated fields Max Carrying weight, the Push/Drag/Lift weight, Encumbered weight, and H. Encumbered for heavily encumbered weight based on the 5th Edition rules. If weight does not play a role in your game, you can ignore all of these fields.

The Inventory section is a list of all the items for which your character wishes to track. The section is divided into three pages noted by the red clickable page number buttons. The selected page is a deeper red than the unselected pages. If you select the Show All page then all the inventory is listed at once. With this system, a total of 45 items can be listed. At the top of the section is an option pulldown to choose whether your inventory is listed as a total weight value (ignoring quantity) or as an individual value. Choosing the weight per single row item option will multiply the row quantity by its individual weight to get the total weight. Choosing the total weight of the row option will just sum the row's total weight value. This factors into the Inventory weight field calculated in the above section. For each row, you may enter a quantity, a name, its weight either as a total or as a per row value, and a description. If the item is carried, simply check the box next to the row number. If the character has dropped or used the item, you can uncheck this box but still keep the item in the list in case your character picks up another one or you wish to remember what you once had.

Finally there is another large text input box in the Treasure/Loot/Inventory has a input box for Notes and any miscellaneous information to be entered that could not be captured in the above sections.

Traits & Actions

NPC sheet only


Show All

The Show All tab allows all the previous tabs to be shown at once. Selecting this tab will stack in order from left to right the tabs and list them from top to bottom. The window can then be scrolled down to see or edit any and all the information of the various tabs.

Attributes and Macros

Using Attributes

An attribute is a reference to a value inherent to the character. The simplest example is the character's strength but a more complex example is the character's attack modifier for a particular weapon or a skill check modifier taking into account expertise. The attributes within a sheet can be used to create custom macros for or by the players. Note that not only values can be used in macros but text attributes can be used as well.

The Attributes section of the wiki has valuable information on using attributes within macros. To use the Shaped Character Sheet attributes the syntax is:


where name is the name of the character sheet, not the token. You can also use selected or target in place of name. This is a core functionality of Roll20 and is described in their appropriate wiki sections.

If the attribute is calculated then it will need to be used within an inline roll or the attribute will be listed as its formula and not actually calculated. Incidentally, using a calculated attribute outside of an inline roll is a way to determine its parts. An example syntax of using a calculated attribute is:


Calculated attributes are noted as such and listed as green text in the following sections.

Using Macros

The Shaped sheet has various macros available for use by the player. These are noted by dark blue clickable buttons usually containing a white image of a die but there are white heart images for saves and white check mark images for skill checks. Each of these macros has a name which can be called alone or as part of another macro. Note that the macros in the Shaped sheet are utilizing the 5e Roll Template also embedded in the sheet. Calling the macro will output the macro in its roll template format. More details about the Roll Template can be seen in its section.

The macros section of the Roll20 wiki has valuable information on using macros in general. To use the Shaped Character Sheet macros the syntax is:


where name is the name of the character sheet, not the token. You can also use selected or target in place of name. This is a core functionality of Roll20 and is described in their appropriate wiki sections.


Core Stats

Ability Attributes

ability ability bonus ability modifier (calculated)
strength strength_bonus strength_mod
dexterity dexterity_bonus dexterity_mod
constitution constitution_bonus constitution_mod
intelligence intelligence_bonus intelligence_mod
wisdom wisdom_bonus wisdom_mod
charisma charisma_bonus charisma_mod

Ability Check Attributes

check bonus check modifier (calculated) check macro
basic_strength_bonus basic_strength_check_mod Basic_Strength_Check
basic_dexterity_bonus basic_dexterity_check_mod Basic_Dexterity_Check
basic_constitution_bonus basic_constitution_check_mod Basic_Constitution_Check
basic_intelligence_bonus basic_intelligence_check_mod Basic_Intelligence_Check
basic_wisdom_bonus basic_wisdom_check_mod Basic_Wisdom_Check
basic_charisma_bonus basic_charisma_check_mod Basic_Charisma_Check

Ability Save Attributes

save bonus save modifier (calculated) save macro
strength_save_bonus strength_save_mod Strength_Save
dexterity_save_bonus dexterity_save_mod Dexterity_Save
constitution_save_bonus constitution_save_mod Constitution_Save
intelligence_save_bonus intelligence_save_mod Intelligence_Save
wisdom_save_bonus wisdom_save_mod Wisdom_Save
charisma_save_bonus charisma_save_mod Charisma_Save

Skill Attributes

skill modifier skill proficiency skill bonus skill (calculated) skill check macro
acrobatics_attribute acrobatics_prof_exp acrobatics_bonus acrobatics Acrobatics_Check
animalhandling_attibute animalhandling_prof_exp animalhandling_bonus animalhandling AnimalHandling_Check
arcana_attribute arcana_prof_exp arcana_bonus arcana Arcana_Check
athletics_attribute athletics_prof_exp athletics_bonus athletics Athletics_Check
deception_attribute deception_prof_exp deception_bonus athletics Deception_Check
history_attribute history_prof_exp history_bonus history History_Check
insight_attribute insight_prof_exp insight_bonus insight Insight_Check
intimidation_attribute intimidation_prof_exp intimidation_bonus intimidation Intimidation_Check
investigation_attribute investigation_prof_exp investigation_bonus investigation Investigation_Check
medicine_attribute medicine_prof_exp medicine_bonus medicine Medicine_Check
nature_attribute nature_prof_exp nature_bonus nature Nature_Check
perception_attribute perception_prof_exp perception_bonus perception Perception_Check
performance_attribute performance_prof_exp performance_bonus performance Performance_Check
persuasion_attribute persuasion_prof_exp persuasion_bonus persuasion Persuasion_Check
religion_attribute religion_prof_exp religion_bonus religion Religion_Check
sleightofhand_attribute sleightofhand_prof_exp sleightofhand_bonus sleightofhand SleightOfHand_Check
stealth_attribute stealth_prof_exp stealth_bonus stealth Stealth_Check
survival_attribute survival_prof_exp survival_bonus survival Survival_Check
custom_skill_1_attribute custom_skill_1_prof_exp custom_skill_1_bonus custom_skill_1 Custom_Skill_1
custom_skill_2_attribute custom_skill_2_prof_exp custom_skill_2_bonus custom_skill_2 Custom_Skill_2
custom_skill_3_attribute custom_skill_3_prof_exp custom_skill_3_bonus custom_skill_3 Custom_Skill_3
custom_skill_4_attribute custom_skill_4_prof_exp custom_skill_4_bonus custom_skill_4 Custom_Skill_4

Passive Skill Attributes

passive skill bonus passive skill (calculated)
acrobatics_passive_bonus passive_acrobatics
animalhandling_passive_bonus passive_animalhandling
arcana_passive_bonus passive_arcana
athletics_passive_bonus passive_athletics
deception_passive_bonus passive_deception
history_passive_bonus passive_history
insight_passive_bonus passive_insight
intimidation_passive_bonus passive_intimidation
investigation_passive_bonus passive_investigation
medicine_passive_bonus passive_medicine
nature_passive_bonus passive_nature
perception_passive_bonus passive_perception
performance_passive_bonus passive_performance
persuasion_passive_bonus passive_persuasion
religion_passive_bonus passive_religion
sleightofhand_passive_bonus passive_sleightofhand
stealth_passive_bonus passive_stealth
survival_passive_bonus passive_survival
custom_skill_1_passive_bonus passive_custom_skill_1
custom_skill_2_passive_bonus passive_custom_skill_2
custom_skill_3_passive_bonus passive_custom_skill_3
custom_skill_4_passive_bonus passive_custom_skill_4

Initiative Attribute

initiative bonus initiative (calculated) initiative macro
initiative initiative_overall Initiative







Traits & Actions

NPC sheet only


Roll Template