The Top Bar of the of the character sheet holds all the basic information of your character like their Species, Class, Background, Character Level, and Subclass. The top bar also holds information on the armour class, Saving throws and hit points which is described in more detail below;
Armour class or Ac for short is used to determine how hard it is for enemies to hit you, when your enemies role to hit you, their role has to roll equal to or more than your armour class and you have to do the same when attacking enemies.
your Ac equals 10 plus you dexterity modifier plus the bonus giving by any armour and shield you are wearing.
Hit points refers your health and comes in three different forms
Maximum: The total amount hit points you can have at any giving time.
Current: You current amount of hit points.
Temporary: These hit points act more a force field more than health; they can exceed the hit point total, they are removed first when damaged and are not restored by healing, and they can only acquired through spell, abilities, and features.
For getting maximum number of hit points you use you hit dice. each class has it own hit dice size, Starting at level 1 you us ethe highest possible roll and then for every level 1 you can either roll or take the average roll, you then add your modifier Constitution to the total.
for example: A Wizard has a hit die of D6, at level 1 the calculation to find out that Wizards Maximum number hit points is; 6 + Con modifier= Hit point maximum.
The Wizard then reaches level 2 and then calculation the turn into; 6 + the number rolled + Con modifier = Hit point maximum or 6 + the average roll (4) + Con modifier = Hit point maximum.
every level you gain hit one hit die which you can then use up to your total hit dice and your Constitution Modifier during a short rest to restore any missing health.
for example: when level 2 Wizard takes a short rest he can use up to 2 D6 + his Constitution modifier to heal any missing health.
When you run out of hit points you fall unconscious and at the start of each of you turns after your turns afterwards you roll one D20 for your death saving throw. the results of this roll go something like this;
10 or higher = 1 success.
9 or lower = 1 failure
1 = 2 failure
3 failures = you died
3 success or a 20 on the dice = you gain one hit point.
if an attack success fully lands on you when your out of hit points you automatically gain 1 failure. you gain 2 failures instead if the attack was a critical hit.
