Skilled (Human Variant Feat): Gain proficiency in History, Sleight of Hand, and Stealth
Darkvision: None (Human)
Languages: Common, Elvish, Dwarvish (recommended for Kvothe as a scholar)
Equipment
Notes
Quick Reference: Combat Actions
On Your Turn:
• Move: Up to your speed (30ft)
• Action: Attack, Cast Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Use Object
• Bonus Action: If you have one (Bardic Inspiration, Healing Word, etc)
• Reaction: Once per round (Shield, Counterspell, Opportunity Attack)
• Free: Talk, drop item, etc
Common Actions:
• Attack: Roll d20+bonus, beat AC, roll damage
• Dash: Double your movement this turn
• Disengage: Move without provoking opportunity attacks
• Dodge: Attacks against you have disadvantage until your next turn
• Help: Give ally advantage on next check/attack
• Hide: Make Stealth check, become hidden if successful
Strength-18Physical power for melee attacks, carrying capacity, and breaking things. Kvothe relies on speed and finesse, not strength.
Dexterity+316Agility and reflexes. Trained by the Adem. Used for AC, Initiative, ranged attacks, and finesse weapons!
Constitution+113Health and stamina. Survived the Tarbean streets. Used for concentration saves and HP.
Intelligence+215Knowledge and reasoning. Youngest admitted to the University, master of Sympathy. Used for Arcana, History, Investigation.
Wisdom-18Common sense and awareness. Kvothe's weakness - makes impulsive, terrible decisions despite his intelligence!
Charisma+317Force of personality. YOUR SPELLCASTING STAT! Legendary performer and silver-tongued talker. Used for Performance, Persuasion!
ProficiencyYour training bonus. Add this to any skill you're proficient in (marked with ●). Increases every 4 levels.
+3
Saving ThrowsRoll when resisting harmful effects (poison, spells, traps). Roll d20 + modifier, try to beat the DC. ● = proficient (add proficiency bonus)
STR-1Resist being pushed, grappled, or physically overpowered
● DEX+6PROFICIENT! Dodge traps, explosions, area effects. Roll to take half damage.
● History (Int)+5Knowledge of past events, legends. From Skilled feat. Used for: recalling lore, ancient knowledge
Insight (Wis)+0Reading people, detecting lies. Not Kvothe's strength - he often misreads social situations!
Intimidation (Cha)+4Threatening others. Used for: the terrifying Bloodless reputation, extracting information
● Investigation (Int)+5Finding clues, solving mysteries. From Human Variant. Used for: research, finding hidden knowledge
Medicine (Wis)+0Healing wounds, diagnosing illness. Used for: stabilizing dying allies, treating disease
Nature (Int)+3Knowledge of plants, animals, weather. Used for: identifying plants/animals, predicting weather
Perception (Wis)+0Noticing things around you. Used for: spotting hidden enemies, hearing quiet sounds, seeing traps
●● Performance (Cha)+9EXPERTISE! Legendary musician and storyteller. Playing lute, singing, acting. Kvothe's greatest talent!
●● Persuasion (Cha)+9EXPERTISE! Silver-tongued talker. Convincing, negotiating, charming. Talked his way into/out of everything!
Religion (Int)+3Knowledge of gods, religious rituals. Used for: identifying holy symbols, knowing about undead
● Sleight of Hand (Dex)+6Pickpocketing, card tricks. From Skilled feat. Used for: stealing, tricks, lockpicking
● Stealth (Dex)+6Moving quietly, hiding. From Skilled feat. Used for: sneaking past guards, hiding in shadows
Survival (Wis)+0Tracking, foraging, navigating wilderness. Used for: following tracks, finding food/water
*Jack of All Trades applied to non-proficient (Lvl 2+)
Armor Class15(Studded Leather)Your defense rating. Enemies must roll this number or higher to hit you. Formula: 12 (armor) + 3 (DEX) = 15
Initiative+3Add this to d20 roll at start of combat to determine turn order. Higher = go first. This is your DEX modifier (+3).
Speed30 ftHow far you can move on your turn (in feet). You can split this before/after actions. Dash action doubles it.
Hit Points
Your current health. When this reaches 0, you fall unconscious and start making death saves!
39
Maximum health. Calculated from: 8 (1st level) + 5 per level + CON modifier (+1) per level = 8 + 25 + 6 = 39
Bonus HP that absorbs damage first. Doesn't stack - always take the higher amount. Goes away after combat.
/6remaining
Spend during short rest to heal. Roll 1d8 + CON modifier (+1) per die spent. Regain half on long rest.
Death Saves
When at 0 HP, roll d20 each turn: 10+ = success, <10 = failure. 3 successes = stable. 3 failures = dead.
Successes:
Failures:
Attacks & Weapons
Name
Atk Bonus
Damage
Blade Flourish: On hit, expend Bardic Inspiration for extra dmg + effect. Dueling: +2 damage with one-handed melee weapon.
ConditionsStatus effects affecting you. Check active conditions. Click condition name for details.
Resources
Bardic Inspiration4 / 4
Give allies a bonus die (d8). Recharges on short or long rest. You have CHA modifier uses.
Given by DM for good roleplay. Spend to gain advantage on any roll (roll twice, use higher). Only have 1 at a time.
ConcentrationTrack which spell you're concentrating on. Only one at a time! Breaks if you take damage and fail CON save (DC = 10 or half damage).
Class Features
SpellcastingUse CHA for all spell rolls. Spell DC = what enemies must beat. Spell Attack = what you add to d20 when spell requires attack roll.
Spell DC14Enemies roll d20 + modifier. If they roll less than your DC, your spell works! Formula: 8 + proficiency (+3) + CHA (+3) = 14
Atk Bonus+6When spell says "make ranged spell attack", roll d20 + this number. If you beat their AC, you hit! Formula: proficiency (+3) + CHA (+3) = +6
AbilityCHAYour spellcasting ability. Determines spell DC and attack bonus. Bards use CHA!
Spell SlotsEach spell uses a slot of its level. Click checkboxes to mark used slots. Cantrips (level 0) are unlimited! All slots restore on long rest.