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Tag Archives: Dungeons and Dragons 5th Edition

D&D 5E – Quick Play Character Folios

Ready-To-Play First Level Character Folios

If you want a ready-to-play first level character for fifth edition dungeons and dragons, simply select the class you want, download the filled-in character sheet/folio and you will be ready to play.

Down your free first level character sheet/folio here:
Artificer (Gnome), Barbarian (Half-orc), Bard (Half-elf), Cleric (Dwarf), Druid (Elf)
Fighter (Dragonborn), Monk (Halfling), Paladin (Human), Ranger (Human), Rogue (Halfling), Sorcerer (Half-elf), Warlock (Tiefling), Wizard (Elf)

This is an update to the Quick Play Character Sheets I posted in 2020 (find them HERE).

I completely overhauled them, primarily by putting them onto the latest version of my form-fallible character sheet/folio (find that HERE). You may want to download the box by box instructions that are also on that post.

While I was at it I corrected mistakes and added more information.

I used the suggested quick build from the Player’s Handbook as a guide to fill in the information. I used my best judgement to create what I thought would be a “typical” race and build for each class.

You can easily modify these. Simply use the PDF file for the class you want to start with.

To change the race:
This folio clearly identifies where each feature, skill, proficiency or modifier comes from. Delete the ones that came from the race and replace these with the ones that come from the race you prefer to use.

To change the background:
Same as for the race, delete the ones that don’t apply and add the new ones.

To change the starting ability scores:
On the “Skills and Abilities” sheet (page 3), in the “Abilities” box, the line of ability scores at the top labelled “Base” are the original unmodified ability scores. You can re-arrange these or replace them if you choose to. All subsequent adjustments to the scores and the modifiers will be applied automatically.

To start at a higher level:
I suggest you add one level at a time, choosing the class for each level and adding the new features as you go.



D&D 5E – Character Sheet and Folio

Character sheet – Top half (Above the Fold)
Contains all the information you typically need to reference during play.
Character sheet – Bottom half (Below the Fold)
Contains a list of all your Traits, Feats, Features and Proficiencies as well as all your armor, weapons, equipment, treasure and magic items – tracking your wealth and weight carried.

Download your free 8 page “D&D 5E Character FolioHERE.
Download complete box by box instructions on filling in the folio HERE.
If you need more room for trait, feat or feature descriptions, a separate “Traits – Feats – Features” page can be downloaded HERE.
Go to the “D&D 5E – Class Reference Sheets” page HERE to download your Class Reference Sheets. These were created to be companion sheets to the character folio.

This Folio provides you a way to track each entry on the first page “Character Sheet”. Everything on that page can be described and tracked on the following pages. This includes all the information required to come up with all the values and modifiers as well as information as to what character level you were when you received it and where it came form.

You can fill them out by hand.
Although you will be missing out on the automatic calculations, if you choose to print out blank sheets and fill it all out with a pencil you can. The instructions walk you through every box with instructions on how to fill them by hand as well as on a computer.

It works for any race or background.
You can use any home-brew race or background. It makes no assumptions based on race or background.

It works for any subclass.
You can use any official class (including Artificer) but it makes no assumption regarding subclass, so you can use subclasses from any source or home-brew.

This works just as well for single class as it does for multi class.
Most character sheets (including the previous ones I have made) that are made for multiclass are more complicated than necessary for a single class character. And those made for a single class don’t work at all for a multiple class character. I tried hard to make this one work for both and still remain simple for single class characters.

You can fold them or cut them in half.
These pages are sized to print on 8 1/2” x 11” paper. There is a horizontal line in the center of each page. You can fold the page along this line, or cut the page in half along this line turning these into 8 1/2” x 5 1/2” sheets.

You can turn off the lines.
On each page, wherever you can enter notes, there are lines you can use. These lines are on a separate layer for each page. If you are not filling these pages in by hand, you may want to turn off these layers. (How to turn layers off varies with the PDF viewer you are using – you can look up how to do that on-line.)

You also need a Class Reference Sheet.
In addition to this Character folio, I recommend that you also use a separate sheet for spells and other information in regard to your specific class and subclass. I have created “D&D 5E – Class Reference Sheets” as a companion to the Character Folio. You can find them on the “D&D 5E – Class Reference Sheets” page HERE.

Quick Start
I will soon be posting a set of ready to play first level Character Folios, one for each class.




D&D 5E – Class Reference Sheets

D&D 5E – Class Reference Sheets

These “D&D 5E – Class Reference Sheets” were created to supplement my new “D&D 5E – Character Sheet and Folio” (You can find it on the “D&D 5E – Character Sheet and Folio” page HERE.) but you may find them useful regardless of the Character Sheet you are using.

There is a separate file that you can download for every subclass in the Player’s Handbook (PHB). There is also a “Generic” sheet for each class for you to use if you haven’t yet decided on your subclass – or if you are using a subclass from some other source. There are also files for the Artificer Class published in Eberron: Rising From the Last War. I have tried to keep each of these to one page, but several are two pages.

Artificer: Alchemist, Artillerist, Battle Smith, Generic
Barbarian Path: Berserker, Totem Warrior, Generic
Bard College: Lore, Valor, Generic
Cleric Domain: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Generic
Druid Circle: Land, Moon, Generic
Fighter: Champion, Battle Master, Eldritch Knight, Generic
Monk Way: Shadow, Four Elemens, Open Hand, Generic
Paladin Oath Devotion: Ancients, Vengeance, Generic
Ranger: Beast Master, Hunter, Generic
Rogue: Arcane Trickster, Assassin, Thief, Generic
Sorcerer: Draconic Bloodline, Wild Magic, Generic
Warlock Patron: Archfey, Fiend, Great Old One, Generic
Wizard School: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Generic

These will calculate spells known, cantrips known, spell save DC, spell attack modifier and other things for each spell casting subclass. It also calculates things like rages, bardic inspiration, channel divinity, wild shape, Ki points, divine sense, sneak attack, sorcerey points, arcane recovery, and more.

For it to do the calculations, you must enter your character’s class level. Note that if your character has levels in multiple classes this will be the levels you have in this class and not your total character level. For some calculations you may also need to enter your proficiency bonus and an ability modifier.

There is room for you to list your spells. There should be enough room for more than just the spell name. What I do is enter a symbol to indicate if the spell is (C) concentration, (R) ritual, or sometimes (T) casting time. If the spell isn’t from the PHB there is room to indicate which book it is in. For the Cleric, and some others, when you get to higher levels there may not be enough room to list all available spells, but there should be room enough to list the ones you use the most.


5E MultiClass Character Sheets (with Artificer)

After many requests, I finally got around to adding the Artificer to my MultiClass Character sheet.

Download your free 17 page MultiClass Player Character Sheet HERE.

This has 4 general pages plus an additional 13 pages – one for each class.

I posted the single class Artificer Character Sheet a couple of years ago. You can find it HERE.

This can all be printed blank and filled out with a pencil, or you can fill in the forms on your computer and most of the calculations will be done for you. You can download box-by-box instructions on filling this out HERE.


D&D 5E – Are Dead Creatures Objects?

This question comes up quite often. There is no official clarification in either the Player’s Handbook or the Dungeon Master’s Guide. Jeremy Crawford said “A non-undead corpse isn’t considered a creature. It’s effectively an object.” But, dead creatures are not simply objects. If they were not still creatures they would not be valid targets for Revivify.
Time for another house rule.

House Rule:  A dead creature (non-undead corpse) can be either a creature or an object, depending on the situation. It is immune to poison and psychic damage, but otherwise can be affected by physical and magical attacks.

As a creature:

  • The creature has 0 hit points.
  • The creature is unconscious.
  • The creature can’t move, hear, see or speak, and is unaware of its surroundings.
  • The creature can’t take actions or reactions.
  • The creature is not affected by magical or mundane healing.
  • The creature is an “unwilling target” for spells that target creatures.
  • For any spell that requires an “unwilling target” to fail saving throw to be effected, the creature automatically succeeds on its save.
  • The creature automatically fails all other saving throws.
  • Attack rolls against the creature automatically hit.
  • Any attack that hits the creature is a critical hit.

As an object:  

  • The DM determines its Armor Class and hit points. For example: if the object is a dead unarmored human it might have 3d6 Hit Points and an Armor Class of 15.
  • The DM might decide that certain dead creature objects have resistance or immunity to certain kinds of attacks.
  • A dead creature object always fails Strength and Dexterity saving throws, and is immune to effects that require other saves.

As a weapon, it is an object.

“An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.” (PHB p. 147)

As a target for a spell, it depends.

If a spell specifically says it works on creatures, it works on dead creatures.

What the target of the spell can be, as defined in the spell description, determines whether or not a dead creature can be a target for any specific spell.

If the spell describes the target as a

Does that include a dead creature?

Dead creature




Creature or Object




Willing Creature




Some specific spell examples:

Animate Object cannot be used on a dead creature.

Revivify, Raise Dead, Resurrection and True Resurrection all work on dead creatures.

Fabricate “You can fabricate a Large or smaller object …” In this case a creature would not be an object you could fabricate.

True Polymorph has no effect on a dead creature. For this spell, a dead creature is considered a creature with 0 hit points.

Telekinesis has separate descriptions for the target being a creature or an object. For this spell, a dead creature is considered an object.

D&D 5E – Astral Adventuring Revisited

An unofficial suppliant to the 5th edition D&D book Astral Adventurer’s Guide with ship-to-ship combat rules and other enhancements. Download your free copy HERE.

Last month (August 2022) Wizards of the Coast brought Spelljammer into the fifth edition when they published Spelljammer: Adventures in Space. This, for the most part, is very good. However I was disappointed in the lack of information and rules needed for actually conducting a spelljamming campaign. Specifically I was expecting clear descriptions regarding how the spelljamming helm functions and better rules for conducting ship-to-ship combat. The “Ship-to-Ship Combat” section includes boxed text with 3 sentences on “Shipboard Weapons”. Other than that, the entire section on ship-to-ship combat consists of 4 sections; “Starting Distance” (1 paragraph and a table), “Initiative” (1 sentence), “Moving and Steering a Ship” (2 paragraphs), and “Boarding” (2 paragraphs).

This document has two purposes:
1. This is an attempt to make sense out of the Astral Adventurer’s Guide for D&D players that are new to Spelljamming. Some of the terminology and many of the descriptions have been reworded to make it easier for players new to the topic to understand. It also includes a few alternative rules you may want to use in your Spelljamming adventures.
2. To make Spelljamming combat more fun this supplement provides a complete set of spelljamming ship-to-ship combat rules along with new ship statblocks, ship outlines at 1″=20′ scale, and rules that make each of the players active participants in ship-to-ship combat.

D&D 5E – Antimagic Field

Thoughts on the Antimagic Field spell

(and, therefore, the Beholder’s Antimagic Eye Cone)

I recently ran a D&D 5E game where the PCs fought a beholder and a lot of questions popped up regarding what is and isn’t affected in its antimagic field. I made rulings at the table to not slow down play, but promised to look into it further to find what the official rules are and to come up with house rules for anything that might come up that haven’t been covered by any official rulings that I could find. This represents the results of my research and my current thoughts on this matter.

The description of the antimagic field spell is long and detailed. Please read it carefully. It tells you most of what you need to know. The core feature of the spell could be simply stated as “nothing magical works inside the area of effect of the spell”. The wording of the spell description goes on to explicitly define what that means. The problem is that it only “suppresses” magic in the area, and it doesn’t affect especially strong magic such as that “created by an artifact or a deity”.

Hopefully what I have come up with will help with your rulings at your gaming table.


Very few monsters are creatures or items created by magic. As a general rule, if the monster’s description does not specifically refer to the monster as “summoned or created by magic”, it remains but can’t use magic or magical abilities.

Here are a few specific examples.

Animated Armor, Flying Sword, Rug of Smothering: These are magically created items and as such “wink out of existence” while in an antimagic field.

Beholer: Beholer’s eye rays are suppressed in the area of an antimagic field.

Dragon: The Monster Manual does state that “Dragons are also magical creatures” (MM p. 86). However, they are not “created by magic” so they do not “wink out of existence” in an antimagic field. (The same is true of Fey creatures). Dragons in an antimagic field can’t use magic or magical abilities. A dragon’s breath weapon is not considered magical; it does work in an antimagic field.

Celestial, Elemental, Fiend (Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.): While in an antimagic field they can’t use magic or magical abilities.

Undead (skeletons, zombies, vampires and the like): If they were summoned or created to only last for the duration of the spell that created them, they will “wink out of existence” while in an antimagic field. Otherwise they remain but can’t use magic or magical abilities.

Constructs (like golems, modrons, and such): If their description says that they were magically created, they will “wink out of existence” while in an antimagic field. Otherwise they remain but can’t use magic or magical abilities.

Monster features

Magical Weapon Attacks: Some monsters (such as the deva) have magical weapon attacks. These attacks do not get any of the extra magical damage inside an antimagic field.

Magical features: Any feature that a monster possesses with the word “magic” or “magical” in it’s description, is suppressed in an antimagic field.

Other, possibly magical features: If a feature is not described as magical but the DM decides that, in his D&D world, that feature is magical, it is suppressed. Examples might include a fly speed without wings (such as death tyrant, for example), or a demilich’s Life Drain ability (This ability isn’t specifically described as being magical, but its description is very similar to a spell description). I would advise the DM to carefully considering the ramifications of any such rulings.

PC features

Clerics, Druids, Paladins, Rangers: Treat their divine magic spells the same as any other spells.

Clarification: Deities directly grant their worshipers the ability to cast divine spells; these spells are not directly created by the deity so are suppressed in an antimagic field like any other spell.

Divine Intervention: A Cleric’s Divine Intervention feature does function in an antimagic field.

Clarification: The Deity is directly doing the effect. If a deity personally creates an effect it overrides the antimagic field spell.

Monks: A monk’s ki is not considered magical, it works in an antimagic field. The Ki-Empowered Strikes feature says a monk’s unarmed strikes count as magical. That magic is suppressed in an antimagic field.

Creatures and objects summoned or created by magic

The antimagic field spell says: “A creature or object summoned or created by magic temporarily winks out of existence in the sphere.”

For any specific creature, you need to know what spell created it. Typically, if it was created by a spell with an Instantaneous Duration it will not be affected.


Concentration: An antimagic field does not end a concentration spell. The castor can maintain concentration while inside the antimagic field but the effect of the spell he is concentrating on is suppressed while he is in it.

You can’t cast any of the following spells while in an antimagic field, but here is what happens to these creatures or objects after they are created, once in an antimagic field.

Prismatic Wall: The spell description says: “Antimagic field has no effect on the wall.”

Polymorph: Polymorphed creatures are suppressed by an antimagic field spell.

Clarification:  If created with the polymorph spell, you maintain it by maintaining Concentration, so it is suppressed in an antimagic field. If created with the true polymorph spell, it reads in part “If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.” It can be dispelled, so it will be suppressed in an antimagic field.

Animate dead, raise dead, stone shape: Creatures created with these spells are not affected by an antimagic field spell.

Clarification:  Any non-magical creatures or objects that were created by a spell with an Instantaneous Duration, such as these, are not affected.

Familiar: Your Familiar doesn’t disappear, but you can’t dismiss it or recall it while in an antimagic field. The same is true for your steed created with the find steed spell. They are a celestial, fey, or fiend that was brought to you by magic, but are not magically created creatures.

Goodberry: The magic potency of goodberries are suppressed. The same is true for the special effects granted by the food and drink created with the Heroes’ Feast spell.

Leomund’s secret chest: You can’t recall the chest while in an antimagic field.

Melf’s acid arrow: The arrow created with this spell is not magical, so you could cast the spell while outside the antimagic field and shoot it a creature that is inside.

Meteor swarm: The blazing orbs of fire created with this spell are magical, so they would disappear when they entered the antimagic field. The same is true for the globe of cold energy created by the Otiluke’s freezing sphere spell and the whip created by the thorn whip cantrip.

Planar ally: The celestial, elemental, or fiend that was summoned with this spell does not disappear.

Plant growth: Plants that have been affected by this spell are not affected by an antimagic field.

Other features

Blessings (DMG p. 227, 228): Blessings aren’t suppressed by an antimagic field spell.

Clarification: A blessing that a character receives from deity is a “magical effect created by a deity” so it can’t be suppressed by an antimagic field spell.

Charms (DMG p. 228): A charm can’t be used in the area of an antimagic field.

Telepathic communication: “A creature within the area of an antimagic field … can’t send or receive telepathic messages”. (MM p. 9)

This is far from an exhaustive list but perhaps, if you can follow my reasoning, this will help with other questions that may pop up. Please leave your suggestions, questions, and comments below (positive or negative).

D&D 5E – Journeys Through the Radiant Citadel

Journeys Through the Radiant Citadel

Available now on AMAZON.

What it is: D&D Adventure Anthology
Adventures Included: 13 Adventures
Theme: Adventures inspired by world folklore
Starting Location: The Radiant Citadel—a magical city in the Ethereal Plane
Contents: 13 adventures for characters levels 1–14, 11 monsters, and introduction of the Radiant Citadel
Best for: Dungeon Masters

I have just ordered my copy. Let me know what you think about this.

D&D 5E – Class Ability Sheet

Blank Class Ability Sheet

You can use this for a homebrew subclass or for non-PHB subclass.

Download your free copy of the form-fillable PDF HERE.


D&D 5E – Isle of Dread

Running Goodman Games “Original Adventures Reincarnated #2: The Isle of Dread”.
Available HERE

One of my all time favorite published adventures was “The Isle of Dread” which was originally published in 1981 for Advanced Dungeons & Dragons (AD&D). I ran it for my players back then, and I found a fan conversion of it that I ran a couple of times in D&D 3.5.
In 2019 Goodman Games published “Original Adventures Reincarnated #2: The Isle of Dread”, a 328-page hardback which contains reprints of the original 1981 “blue cover” edition and the 1983 “orange cover” printing, as well as an interview with “Zeb” Cook (one of the original authors), and a 5th edition conversion of the adventure.
I am just finishing up with running this adventure for my current group. I thought I would provide you with some of of my notes and comments. Perhaps it could help if you plan on running this for your group.
First of all, this is big. You could easily take a group from third level through seventh level. They could become level 8 when they finish if they explored the entire island. They will also end up with a lot of treasure, which was common in AD&D.
Second, there is a temple that contains the primary “dungeon” on the island. The original adventure contains several corridors that were left unfinished, for the DM to design additional adventures if they chose to. The folks at Goodman Games have flushed out these unfinished areas. I highly recommend that you use these. I always thought that the final room in the dungeon was a little anti-climatic. This has been fixed. The only problem is that they kept the original conversion together and put the parts that they added in additional chapters at the end. When playing, this requires a lot of flipping back and forth through the book. I found the easiest thing to do was to use the maps (which are all keyed correctly) and refer to a Map Key listing all of the numbered areas on the map with a page number for where that area can be found in the book. There is no such key in the book so I created my own. I put that key along with a few other tips you might find useful into a PDF you can download HERE.

I hope this helps. Let me know your opinion of this adventure.

Something I forgot to include in my PDF:
It has always bothered me that in the original maps (Temple Level 1: map T-1 and Temple Level 2: map T-2) there is no way to go from level 1 to level 2 or back short of going through one of two pit traps. Even with the expanded maps provided by Goodman Games it will require a long and convoluted path which takes you first down through a vast underground cavern and then back up to Level 2.
To correct this I recommend adding a secret door on the west wall of the corridor just west of pit trap 7 on Temple Level 1 that opens to a spiral staircase that does down to a secret door that opens on the west wall of area 1 on Temple level 2.