Creating A New Character Tutorial
NOTE: The following article details how to build a character, and the functionality of the character sheet, for both the 5e - Legacy and the
5e - 2024 versions of the ruleset. Using only one of these sections is necessary. Simply follow the instructions that relate to the version of the ruleset that you have set up for your Campaign.
Video Tutorials
The following video tutorials were created to compliment the Creating A New Character Tutorial page below.
Creating a New Character Tutorial
First, make sure that you have opened all the modules you expect to use to create your character. Then, open the character window by clicking on the CHARACTERS button on the Sidebar to the right. Now, click on the Add Item (green ‘+’ button at the bottom-right) of the Character Selection window. This will open a new, blank character sheet.
To demonstrate many of the features of Fantasy Grounds VTT, 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. Along the way, we'll also find out what all the buttons, boxes and crosses you find scattered about do.
Add Ability Scores
Unlike the method detailed in the Player's Handbook (PHB), we're going to start with the character's ability scores. To edit an ability score, click in the box of the ability you want to edit and type in the new number.
Go ahead and edit the numbers to give the character the following abilities in the ABILITIES column from top to bottom; 14,12,13,10,15,8. We are using the standard array here, but obviously you can use whatever method you want to determine your character's abilities. Once you have finished, you will notice that Fantasy Grounds VTT has taken those scores and adjusted various aspects of the sheet such as saving throws, initiative and perception.
If you look at the Skills tab, you'll find some numbers in the 'Total' column as well. Any time that you alter your abilities, Fantasy Grounds VTT will recalculate such dependent scores; so, for example, if your Wisdom increased to 16, giving you a +3 instead of a +2 bonus any saving throw or skill which relies on Wisdom will increase by one point, as would your passive perception.
Add Race (
Legacy)
While Races has been changed to Species in the Fantasy Grounds VTT user interface, older D&D products will likely still refer to them as Races in the text of the modules unless updated. We will do our best to be clear about labelling of buttons in the interface, character sheet areas, how information is referred to in specific module areas.
Next up, we'll add our Race (as they are known in Legacy products) into the sheet. Click on the SPECIES button on the Sidebar menu. This will open a list of Species (Races) that are available to you from any module that you have open.
Find Dwarf in that list, then click on and drag the link icon to the left of ‘Dwarf’ onto the ‘SPECIES’ section of the Character Sheet. The Select Ancestry (Subclass) windows will then pop up prompting you to select one of the available types of Dwarf. Select Hill Dwarf and then click on the checkmark icon at the bottom of the window. Finally, the Select Proficiencies window will open prompting you to choose one of the listed proficiencies. Here, we have chosen Mason’s Tools in the example below.
Once you have done this, you'll notice that several things have happened; The chat window on the left of the tabletop shows that a whole host of information has been entered into the character sheet automatically. Your character's CON has increased by 2 points to 15, WIS has gone up to 16, and Darkvision 60 has appeared under Senses.
Hill Dwarf has appeared in the SPECIES section of the Character Sheet along with two icons; one of which opens a page containing information about the Dwarf species (race) and the other opens a page of information about the Hill Dwarf ancestry (subrace).
Depending on which version of the ruleset you are using, there will be a Version description at the bottom of the individual Species information window denoting whether it came from the Legacy
version or the 2024
version. You can see this in the animation below. This will help alleviate confusion later when the character is built or when changing ruleset versions later in a campaign.
If you check the Abilities tab, a number of Traits have been added, along with some Languages, and the Proficiency you chose (Tool: Mason’s Tools). To the right of each trait, you can click the round icon to bring up information about the trait.
Add Species (
2024)
Open the Species list by clicking on the SPECIES button on the Sidebar to the right. This will open the available Species from any module you have open.
Find Dwarf in that list, then click on and drag the link icon to the left of ‘Dwarf’ onto the ‘SPECIES’ section of the Character Sheet.
The Select Languages window pops up and you can select up to two languages. Here, we’ll select Dwarvish and Giant. Once selected, checkmark icon in the bottom-right corner.
Dwarf has appeared in the SPECIES section of the Character Sheet along with an icon which opens a page containing information about the Dwarf species. This page contains two tabs; the Main tab with general information and much of the other information that was propagated into the Character Sheet, and an Other tab, which provides information such as Creature Type, Size, Speed, and Traits.
When you’re done, you’ll notice that the chat window will show a list of things that have been added to the character, such as the character’s SPEED (30) and Senses (Darkvision 120) on the Main tab, several TRAITS in the Abilities tab (Dwarven Resilience, Dwarven Toughness, and Stonecutting), and some actions in the Actions tab.
Add Background (
Legacy)
Next thing we want to do is add a Background to our character. Click on the ‘Backgrounds’ button on the right-hand menu to bring up a list of available backgrounds.
The one we want is Acolyte so go ahead and drag the icon beside the name into the Background section of the Character Sheet. Once again, you'll notice that the chat box shows that Fantasy Grounds VTT has added more information into the Character Sheet.
Click on the Skills tab and you will see that the little stars beside the Skills Insight and Religion have turned yellow. This indicates that your character is proficient in those Skills and you will note that the bonus in the Total column reflects this.
Add Background (
2024)
Open the Backgrounds list by clicking on the Backgrounds button on the right-hand menu. Drag and drop the Acolyte background from that list and drop it into the Background section of the Character Sheet.
You will now get a pop up asking if you wish to add 2 points to one Ability score and one point to another different score: or to add a +1 to three scores (in this case Intelligence, Wisdom, and Charisma).
Click on the box beside the +2/+1 option (Increase one ability by +2, then another ability by +1), and then on the checkmark icon at the bottom of the window. You will now get another pop up asking you to choose which of the three options you want to add 2 points to. Select Intelligence and click the checkmark. In the next screen select Wisdom and then click on the checkmark icon.
A further pop up may then ask you to select which Ability score you wish to use as your Spellcasting ability. This choice is related to the Magic Initiate feat which the Acolyte background automatically gives you. Select Wisdom and click on the check box. Now you must choose two Cantrips from the pop-up list; choose Guidance and Toll the Dead. Finally, another pop-up wants you to select a 1st level spell. Choose Bless and then click on the check box.
Looking through the Character Sheet, more information has been added to the character sheet in the Main, Skills, Abilities, and Actions tabs. Two Skills, Insight and Religion show yellow stars next to their name indicating that you are proficient in these Skills and the figure in the Total column shows that your proficiency bonus has been added.
Add Class (
Legacy)
We are now ready to get our Class into the Character Sheet.
Open the Classes list by clicking on the Classes button in the right-hand menu and drag Cleric into the Class & Level section on the Main tab of the Caracter Sheet. You will get a pop up asking you to select two Skills. We already got Insight and Religion from our Background so let's select History and Medicine.
Click on the checkmark and another selection box will appear asking you to select a Domain. This time select Life Domain and click the checkmark to finish.
As before, many changes have automatically been made. We now have Hit Points, more Class features, some Proficiencies and Languages. Also note that on the Main tab, the stars next to WIS and CHA Saving Throws have lit up showing that we have proficiency with Saving Throws involving those abilities.
Add Class (
2024)
Open the Classes list by clicking on the Classes button on the right-hand menu.
Drag Cleric from that list and drop it onto the Class & Level section of the Main tab on the Character Sheet. You will get a pop-up inviting you to select two Skill Proficiencies. Select History and Medicine. Next, you will get a pop-up with a selection for the Divine Order trait. Select Protector. You may also be asked to select related Cantrips, Prepared Spells, and an Equipment Pack.
You can now browse through the Character Sheet and note that many more sections that have been filled in, including Hit Points, Skills, and in the Abilities tab, you have more Features and Proficiencies. Finally, in the Notes tab, you’ll see that there is now an entry for your size.
Get Equipment
It’s time to give our character some equipment. Click on the Inventory tab down the right of the character sheet and note that Fantasy Grounds has filled in the boxes for Maximum weight and Lift/Push/Drag based on our character's Strength Ability.
Click on the Items button on the Sidebar to open the Items window. At the top of this window are buttons for Armor, Weapons, Gear (ignore the Templates and Forge buttons - we won’t be using those).
Click on the Armor button. This will open a list of available armor. Our Cleric is proficient with Heavy Armor and Shields, so let's give them some Chain Mail and a Shield. Find Chain Mail under the Heavy Armor heading, or use the Search box at the bottom of the window, and drag the icon to the left of the name to drop it into the inventory. Then do the same with Shield.
Let’s now give our Cleric some weapons. Click on the Weapons button at the top of the Items window and scroll down until you find Warhammer, or use the Search box at the bottom of the window. As before, drag the icon next to it and drop that into the inventory. Do the same with Light Crossbow.
Now click on the Gear button at the top of the Items window and drag into the inventory crossbow Bolts (20); an Amulet (under Holy Symbol); and an Explorer’s Pack (under equipment Packs).
Whilst you were doing all this, you may have noticed that the weight of all this gear has been accumulated for you in the box marked Current in the Encumbrance section at the bottom of the Inventory list.
To the right of the WT column you'll see a line of symbols. If you click on these symbols, it will cycle through three options: Equipped, Carried, and Not Carried. If an item is Not Carried, it will not be added to the Character's Encumbrance. You can also click any of the icons to the extreme left of any item in the list to get more information about them.
If you now check the Main tab on the Character Sheet, you can see that your Armor Class (AC) has gone up to 18 due to the Character now wearing Chain Mail and carrying a Shield.
And finally, if you flip over to the Actions tab, you'll find that Fantasy Grounds has added the selected weapons to the Weapons list along with their attack and damage rolls.
Domain Spells
Our Cleric is a spellcaster, so our next step is to add some spells to the Actions tab of our Character Sheet. Clerics have two sources of spells; the first comes from their Domain, and the rest come from the plain fact that they are a Cleric. Domain Spells are always prepared and don't count towards the number that the Cleric can prepare in any one day. For this and other reasons, we want to separate out the Domain Spells on the Actions tab.
First thing is to open the Main tab, then click the gear icon to the right of the Class entry (in this case, Cleric 1). You should see the Subclass: Life Domain entry listed.
If Life Domain isn’t already there, you can open Classes from the Sidebar, click on the Subclasses box at the top of the Classes window, and drag Life Domain onto the Cleric entry in Class & Level.
Now, we want to open the list of Spells and Features which the Cleric receives because they chose the Life Domain. First, click on the link icon to the right of the Life Domain entry. From there, click on the Other tab on the right side of the window. This will show you all the Features in the Life Domain, including lists of Spells broken down by level.
You can drag the Life Domain Spells entry into your Features category on the Abilities tab of the Character Sheet.
Adding the Spells to the Actions tab is as easy as drag and drop, but we’ll want to put them into their own Powers group so we can tell them apart from other Spells.
At the bottom-right of the Actions page, click on the Add Power button, which will create a new power group headed Powers with an empty entry.
Next to the new empty entry, click on the right-hand box and type in Domain Spells and press Tab. The title of the power group changes to Domain Spells and we can now drag the two first-level Domain Spells Bless and Cure Wounds from the Life Domain page.
NOTE: It is important that you drag the two Spells onto the header bar which says Domain Spells.
You will see as you drag the Spells that each of them creates a new line with the name of the Spell on the left and the name of the Power on the right.
We don't need the line with <<New Spell>> in it any longer, so click on the small red trash can icon to the left of the entry twice to delete it.
Next, we want to organize our Domain Spells power so that Fantasy Grounds can automate the casting of these spells using the correct Attack Rolls and Saving Throws. To do this, click on the cog icon at the right of the Domain Spells heading. In the window that opens, you will see a little sword (action) icon next to Group Type. Click the sword and it will change into a book (spell) icon. Below that, click the box next to Ability until it reads Wis. The Attack and Save DC boxes should read Base - leave them as they are. Now close that window.
Get More Spells
We can now sort out the rest of our Cleric's Spells. We need to give them 3 cantrips and they can prepare 4 1st level spells.
Click on the Classes button in the Sidebar, then click on the Spell Lists button at the top of the window that opens. We want Cleric, so click on that to open the Cleric Spell List.
You can now drag the links for the following Spells into the Action tab.
Cantrips: Guidance, Sacred Flame and Spare the Dying.
1st level Command, Detect Magic, Healing Word and Shield of Faith.
NOTE: Technically, a Cleric has access to all of the 1st level Spells, so you could just drag all of them in; however, this can make the Character Sheet rather unwieldy and most Characters don’t use all of the Spells anyway. You can, however, if you wish, drag in all of the spells that your Cleric could potentially cast
Creating Effects
If you click on the cog icon at the end of any of the lines at the end of Spells, or some of the other items in the Actions tab, you will open up details of the effects that can be applied when the Spell is cast, or the Action is made.
Effects are one of the most powerful features of Fantasy Grounds, but a detailed review is beyond the scope of this tutorial. Refer to this article for a full rundown of what effects are and how to use them:
Our Cleric has a Warhammer, which is a versatile weapon, meaning it can be used either one- or two-handed. Whilst using their weapon two-handed, they won’t be able to also use their Shield, and so we want to be able to temporarily remove the Shield benefit from their armor class. One way to do this is to create a simple effect.
Create a new Power Group by clicking on the Add Power “finger” icon at the bottom of the Actions tab, and type No Shield into both the left and right boxes. Right-click over the box and select Add Action from the radial menu, then click on Add Effect. A new line will appear with a cog icon to the right of the boxes.
Click on the cog icon to bring up the Effects dialog. Type No Shield; AC:-2
into the Description / Conditions / Modifiers box. Then, click on the Targeting box that says Targets to change it to Self. Leave everything else as it is and close the dialog.
Now when our Cleric is wielding their Warhammer two-handed, they can apply this effect to themself and Fantasy Grounds will then take into account their lower Armor Class value when resolving attacks against her.
NOTE: This 5e Character Sheet document is in the process of being updated which will take some time. There are quite a few changes that have been made since the Legacy ruleset documentation was created to coincide with the 2014 release of D&D 5e. Much of the older information below is still pertinent, but some of the button names and Character Sheet section names may have changed. We thank you for your patience while we update the 5e Ruleset documentation.
Notes
Open the Notes tab and you will find a number of editable fields. I'll leave you to fill in Gender, Age, Height, Weight, Alignment and Deity. All of these can be edited by clicking on the line and typing in whatever you like. Note that your size was automatically entered when you dragged in your Species.
Personality Traits, Ideals, Bonds, Flaws and Appearance can really be as robust or as sparse as you would like. As a rule of thumb, it is a good idea to at least fill out some cursory information you want for your character, as these can change over the course of an adventure, or entire campaign. Sometimes, it can be fun to see how your Character changes over time as shown in the Notes fields.