Kvothe

The Bloodless / Kingkiller
Bard (Swords) Class
Level
EntertainerBackground
Human (Variant)Race
Chaotic NeutralAlignment

Character Description

Feats & Traits

  • 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-18 Physical power for melee attacks, carrying capacity, and breaking things. Kvothe relies on speed and finesse, not strength.
Dexterity+316 Agility and reflexes. Trained by the Adem. Used for AC, Initiative, ranged attacks, and finesse weapons!
Constitution+113 Health and stamina. Survived the Tarbean streets. Used for concentration saves and HP.
Intelligence+215 Knowledge and reasoning. Youngest admitted to the University, master of Sympathy. Used for Arcana, History, Investigation.
Wisdom-18 Common sense and awareness. Kvothe's weakness - makes impulsive, terrible decisions despite his intelligence!
Charisma+317 Force of personality. YOUR SPELLCASTING STAT! Legendary performer and silver-tongued talker. Used for Performance, Persuasion!

Proficiency Your training bonus. Add this to any skill you're proficient in (marked with ●). Increases every 4 levels.

+3

Saving Throws Roll 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.
  • CON +1Resist poison, disease, exhaustion, maintain concentration
  • INT +2Resist illusions and mind-affecting spells that target logic
  • WIS -1Resist charms, fear, and mind-control. Your weak spot!
  • CHA +6PROFICIENT! Resist banishment and effects that target your soul/personality

Skills Roll d20 + bonus when DM asks for a skill check. ● = proficient, ●● = expertise (double proficiency)

  • Acrobatics (Dex) +6Balance, tumbling. From Entertainer background. Used for: dodging, rooftop running, agility
  • Animal Handling (Wis) +0Calming animals, riding horses. Used for: taming wild animals, keeping your horse calm in battle
  • Arcana (Int) +5Knowledge of magic. Student at the University, master of Sympathy. Used for: identifying spells, magical creatures
  • Athletics (Str) +0Climbing, jumping, swimming. Used for: climbing walls, jumping gaps, physical feats
  • Deception (Cha) +6Lying convincingly, disguises. Survived Tarbean streets. Used for: conning, bluffing, assuming false identities
  • 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 Class 15 (Studded Leather) Your defense rating. Enemies must roll this number or higher to hit you. Formula: 12 (armor) + 3 (DEX) = 15
Initiative +3 Add this to d20 roll at start of combat to determine turn order. Higher = go first. This is your DEX modifier (+3).
Speed 30 ft How 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.
/ 6 remaining
Spend during short rest to heal. Roll 1d8 + CON modifier (+1) per die spent. Regain half on long rest.

Attacks & Weapons

NameAtk BonusDamage
Blade Flourish: On hit, expend Bardic Inspiration for extra dmg + effect.
Dueling: +2 damage with one-handed melee weapon.

Conditions Status effects affecting you. Check active conditions. Click condition name for details.

Resources

Bardic Inspiration 4 / 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.
Concentration Track 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

Spellcasting Use CHA for all spell rolls. Spell DC = what enemies must beat. Spell Attack = what you add to d20 when spell requires attack roll.

Spell DC 14 Enemies roll d20 + modifier. If they roll less than your DC, your spell works! Formula: 8 + proficiency (+3) + CHA (+3) = 14
Atk Bonus +6 When spell says "make ranged spell attack", roll d20 + this number. If you beat their AC, you hit! Formula: proficiency (+3) + CHA (+3) = +6
Ability CHA Your spellcasting ability. Determines spell DC and attack bonus. Bards use CHA!

Spell Slots Each spell uses a slot of its level. Click checkboxes to mark used slots. Cantrips (level 0) are unlimited! All slots restore on long rest.

Spells Known