Tales of the Valiant

Player Quick Reference

Cheat Sheet

Core d20 Mechanic

d20 + Ability Modifier + Proficiency Bonus (if proficient) DC

Roll a d20, add your ability modifier, and add your proficiency bonus if you're trained. Meet or beat the Difficulty Class (DC) to succeed. This same formula covers ability checks, attack rolls, and saving throws (saves).

Proficiency Bonus by Level
LevelsBonusLevelsBonusLevelsBonus
1–4+2 9–12+4 17–20+6
5–8+3 13–16+5
Common DCs
DCDifficultyDCDifficulty
5Very Easy20Very Hard
10Easy25Extremely Hard
15Medium30Near Impossible
Ability Modifier Formula

Modifier = (Score − 10) ÷ 2, rounded down. Score 10–11 = +0. Every 2 points above 10 adds +1: score 12–13 → +1, 14–15 → +2, 16–17 → +3, 18–19 → +4, 20 → +5.

Advantage & Disadvantage
  • Advantage: Roll the d20 twice — take the higher result.
  • Disadvantage: Roll the d20 twice — take the lower result.
  • Multiple sources of Advantage/Disadvantage never stack — one of each cancels out (roll normally).
  • Passive Score: When no roll is made (e.g. passive Perception), score = 10 + modifier + PB (if proficient).

Ability Scores

STR
Strength
Melee attacks, Athletics, carrying, breaking things.
DEX
Dexterity
Finesse/ranged attacks, AC, Acrobatics, Stealth, Sleight of Hand.
CON
Constitution
Hit points, concentration saves, endurance.
INT
Intelligence
Arcana, History, Investigation, Nature, Religion. Wizard casting.
WIS
Wisdom
Perception, Insight, Medicine, Animal Handling, Survival. Cleric/Druid/Ranger casting.
CHA
Charisma
Deception, Intimidation, Performance, Persuasion. Bard/Paladin/Sorcerer/Warlock casting.
Skills by Ability
STR
Athletics
DEX
Acrobatics, Sleight of Hand, Stealth
INT
Arcana, History, Investigation, Nature, Religion
WIS
Animal Handling, Insight, Medicine, Perception, Survival
CHA
Deception, Intimidation, Performance, Persuasion

Your Turn in Combat

Move Up to your Speed (30 ft. default). Can be split before and after your Action.
Action Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object…
Bonus Action Only when a class feature, spell, or ability specifically grants one.
Reaction Once per round, on your turn or another's. Recharges at the start of your next turn.
Initiative
  • Roll a d20 + DEX modifier — highest goes first.
  • Surprise: Surprised creatures skip their first turn (no Actions, Bonus Actions, Reactions, or movement).
  • Opportunity Attack: Reaction. Triggered when a hostile creature you can see leaves your melee reach without using Disengage.
Movement Rules
  • Difficult terrain costs 2 ft. of movement per 1 ft. traveled.
  • Standing from prone costs half your Speed.
  • Climbing and swimming each cost 2 ft. per 1 ft. (unless you have that specific speed).

Common Actions in Combat

Action
Attack
Make one melee or ranged weapon attack (or more with Multiattack). Includes unarmed strikes (1 + STR mod bludgeoning damage).
Action
Cast a Spell
Cast a spell with a casting time of 1 Action. Spells with Bonus Action or Reaction casting times use those instead.
Action
Dash
Gain extra movement equal to your Speed this turn (total = double Speed).
Action
Disengage
Your movement doesn't provoke Opportunity Attacks for the rest of the turn.
Action
Dodge
Until your next turn: attack rolls against you (from creatures you can see) have Disadvantage, and you have Advantage on DEX saves.
Action
Help
Grant an ally Advantage on their next ability check — or their next attack roll against a creature within 5 ft. of you.
Action
Hide
Make a DEX (Stealth) check. On success you're hidden while you remain out of sight and hearing.
Action
Ready
Declare a trigger and an action. Use your Reaction to act when the trigger occurs (before your next turn).
Action
Search
Make a WIS (Perception) or INT (Investigation) check to find something hidden or deduce information.
Action
Grapple / Shove
Special melee attacks using STR (Athletics). Grapple: contest vs. STR (Athletics) or DEX (Acrobatics) — success = target is Grappled. Shove: same contest — success = push 5 ft. or knock Prone.
Reaction
Opportunity Attack
When a hostile creature you can see leaves your melee reach without Disengaging, make one melee weapon attack.

Luck

Every PC has a Luck resource (0–5). Use it to influence any check.

1
2
3
4
5
Gaining Luck
  • Once per turn, when you fail an attack roll or fail a save, gain 1 Luck.
  • The GM may award 1 Luck for clever ideas, excellent roleplaying, or interesting (rather than optimal) choices.
  • The GM may award any amount of Luck after surviving difficult encounters or achieving story goals.
Luck Cap

Maximum is 5 Luck. If you would gain Luck at 5, roll a d4 and reset your Luck to that number. Spend it before you lose it!

Spending Luck
  • Spend any amount of Luck to add +1 per Luck to any check you make.
  • Spend 3 Luck to reroll a d20 immediately after making any check (attack, ability check, or save).
  • Luck can't turn a natural 1 into a hit or push a result to 20 to trigger a critical hit.
  • Luck gained from a failed roll cannot be spent to affect that same roll.

Attack Rolls & Damage

Attack Roll
d20 + Ability Mod + PB Target AC
  • Melee: STR modifier (or DEX if Finesse property).
  • Ranged: DEX modifier. Disadvantage if within 5 ft. of a hostile creature.
  • Natural 1 (on the die): Critical miss — automatic miss.
  • Natural 20 (on the die): Critical hit — automatic hit!
Critical Hit
  • Roll all of the attack's damage dice twice, then add modifiers once.
  • Example: a longsword normally deals 1d8+3. A crit deals 2d8+3.
Armour Class (AC)
Armour TypeAC Formula
Unarmoured10 + DEX mod
Light ArmourBase AC + DEX mod
Medium ArmourBase AC + DEX mod (max +2)
Heavy ArmourFixed AC (no DEX mod)
Shield+2 AC (one free hand required)
Cover
  • Half Cover: +2 bonus to AC and DEX saves.
  • Three-quarters Cover: +5 bonus to AC and DEX saves.
  • Total Cover: Cannot be targeted directly.

Hit Points & Death Saves

  • HP at 1st level: Max hit die + CON modifier.
  • HP per level: Roll hit die + CON modifier.
  • At 0 HP: Fall Unconscious (Dying). Make Death Saves.
  • Instant death: Damage remaining after reaching 0 HP equals or exceeds your HP maximum.
Death Saving Throws

At the start of each turn at 0 HP, roll a d20 (no modifiers).

Success
3 = stable
Failure
3 = dead
  • Roll 10+ = success. Below 10 = failure.
  • Natural 20: Regain 1 HP.
  • Natural 1: Two failures.
  • Any damage at 0 HP = 1 failure (crit = 2).
  • Any healing stabilizes and restores HP.
  • A stable creature regains 1 HP after 1d4 hours.

Resting

Short Rest

1 hour of light activity. Spend Hit Dice to recover HP: roll each die + CON modifier.

  • Spend as many Hit Dice as you wish (up to your total).
  • Half your expended Hit Dice are recovered on a Long Rest.
Long Rest

8 hours (max 2 hrs light activity). Requires at least 1 HP. Once per 24 hours.

  • Regain all lost HP.
  • Regain half your total Hit Dice (min 1).
  • Regain all spell slots.
  • Most class features recharge.

Spellcasting Basics

Spell Save DC 8 + PB + Spell Mod
Spell Attack Bonus PB + Spell Mod
Spell Circles & Slots
  • Spells have a Circle (cantrip or 1st–9th). Use a slot of at least that circle to cast it.
  • Casting with a higher circle slot than required often enhances the spell (At Higher Circles).
  • Cantrips use no slots — cast them freely.
  • All spell slots recharge on a Long Rest.
Magic Sources
Arcane
Bard, Mechanist, Sorcerer, Warlock, Wizard. Powered by study or innate talent.
Divine
Cleric, Paladin. Granted by deities or sacred oaths.
Primordial
Druid, Ranger. Drawn from natural forces and the living world.
Wyrd
Warlock, Sorcerer (some). Power from fate, dark pacts, or the uncanny.
Components
  • V (Verbal): Must be able to speak. Silenced casters cannot cast V spells.
  • S (Somatic): Requires a free hand for gestures.
  • M (Material): Requires the component or a spellcasting focus to substitute.
Concentration
  • Only one concentration spell at a time. Starting another ends the first.
  • When you take damage: CON save DC = max(10, half damage taken). Fail → spell ends.
  • Rituals: Cast without a spell slot by adding 10 minutes to the casting time — requires the Ritual Caster feature or the spell being known as a ritual.

Conditions

Blinded
Can't see. Auto-fails sight-based checks. Attacks against: Advantage. Own attacks: Disadvantage.
Charmed
Can't attack the charmer or target them with harmful effects. Charmer has Advantage on social checks vs. you.
Deafened
Can't hear. Auto-fails hearing-based checks.
Exhaustion
Six levels of mounting severity. Each level adds penalties. Level 6 = dead. One level removed per Long Rest.
Frightened
Disadvantage on ability checks and attacks while source is visible. Can't move closer to the source.
Grappled
Speed = 0. Ends if grappler becomes Incapacitated or you're moved out of reach.
Incapacitated
Can't take Actions or Reactions.
Invisible
Can't be seen without special sense. Attacks against: Disadvantage. Own attacks: Advantage.
Paralyzed
Incapacitated. Can't move or speak. Auto-fails STR/DEX saves. Attacks: Advantage. Hits within 5 ft. are crits.
Petrified
Turned to stone: Incapacitated, can't move, Resistance to all damage. Immune to poison and disease.
Poisoned
Disadvantage on attack rolls and ability checks.
Prone
Must crawl (costs half Speed to stand). Melee attacks against: Advantage. Ranged attacks against: Disadvantage.
Restrained
Speed = 0. Attacks against: Advantage. Own attacks and DEX saves: Disadvantage.
Stunned
Incapacitated. Can't move. Can speak only haltingly. Auto-fails STR/DEX saves. Attacks against: Advantage.
Surprised
On first turn: no Actions, Bonus Actions, Reactions, or movement. Determined before initiative is rolled.
Unconscious
Incapacitated. Can't move or speak, unaware of surroundings. Auto-fails STR/DEX saves. Hits within 5 ft. are crits.

How Tales of the Valiant Differs from D&D 5e

ToV is fully compatible with 5e content, but uses its own terminology and a few unique mechanics. Here are the key differences.

Lineage (not Race)
What 5e calls "Race" is called Lineage in ToV. Lineages include Beastkin, Dwarf, Elf, Human, Kobold, Orc, Syderean, and Smallfolk, plus others. Each Lineage has a suite of traits and features.
Heritage (not Subrace)
What 5e calls "Subrace" is called Heritage in ToV. Each Lineage has Heritage options that further define your character's traits. ToV's character sheet uses Heritage where 5e sheets show Alignment.
Talents (not Feats)
ToV uses Talents instead of Feats. They work the same way — granted at certain levels or through Ability Score Improvement choices — but are organised into Magic Talents, Martial Talents, and Technical Talents.
Spell Circles (not Spell Levels)
Spell power is measured in Circles (1st–9th) rather than Levels. The numbers are identical — a 3rd-circle spell costs the same as a 3rd-level slot. The phrase "At Higher Circles" replaces "At Higher Levels."
Four Magic Sources
Spells belong to one of four Sources: Arcane (Bard, Wizard, Sorcerer), Divine (Cleric, Paladin), Primordial (Druid, Ranger), and Wyrd (Warlock, some Sorcerers). Some spells appear on multiple Source lists.
Luck Resource
ToV adds a Luck resource (0–5) earned through failed rolls or GM rewards. Spend 1 Luck = +1 to any check; spend 3 Luck = reroll a d20. This is entirely absent from core 5e (it's not the Lucky feat).
The Mechanist Class
ToV's unique class is the Mechanist — a tinkerer who builds and deploys mechanical constructs. It occupies a similar design space to the 5e Artificer but is entirely original to ToV.
Classes & Compatibility
ToV includes: Barbarian, Bard, Cleric, Druid, Fighter, Mechanist, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard. Most 5e subclasses, monsters, and adventures work without modification.