Making an Adventurer
A 2014 character is the sum of three big choices plus six numbers. The sheet does every derived calculation; you make the decisions.
Choose a race
Your race grants ability score increases, size, speed, and inborn traits — darkvision, resilience, a talent for hiding. Nine races from the SRD live in the Races folder, several with their classic subrace built in: the Dwarf here is the Hill Dwarf, the Elf is the High Elf. @Missing file keeps it simple: +1 to everything. @Missing file gets +2 Charisma and chooses two other +1s. In this edition, ability scores come from race — never from background.
Choose a class
Your class is your profession and your engine: hit die, saving throw proficiencies, armor and weapon training, and a feature list that unfolds level by level, all read straight off the class file. All twelve classes are here, each with its SRD subclass — and note the 2014 timing: a Cleric like @Missing file picks a Divine Domain at level 1, a Wizard chooses a school at 2, most others declare at 3.
Choose a background
Where you came from: two skills, sometimes tools or languages, a pack of starting gear, and a feature — a standing social fact like the Acolyte's welcome in temples of their faith. Four SRD backgrounds live in the Backgrounds folder; @Missing file is the worked example.
Roll the six abilities
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma — roll 4d6 drop the lowest, six times, and assign; or take the standard array (15, 14, 13, 12, 10, 8). Enter them as base scores and the sheet applies your racial increases, computes every modifier, and caps totals at 20. @Missing file explains what each ability governs.
Then let the sheet work
Hit points, Armor Class, saves, skills, spell slots, attack bonuses — all computed from your choices. At levels 4, 8, 12, 16, and 19 your class grants an Ability Score Improvement, tradeable for a feat like @Missing file.
Or study a finished one
@Missing file is a complete level 12 Human Life Domain Cleric. The Characters folder holds a level 12 example for every other class too, each fully equipped with spells, feats, and magic items. Open one next to this chapter and every rule in it points at something you can see.