How the game works
D&D is a conversation. The Dungeon Master (DM) describes the world and what happens in it. You say what Vato does. When the outcome is uncertain, the DM asks for a die roll. The die and the numbers on the sheet decide whether you succeed.
- The DM describes the situation. “The alley is dark. Two guards stand by the tavern door.”
- You say what you do. “Vato slips along the wall. He wants to get in through the back.”
- The DM decides whether a roll is needed. If so, they say which one (“Roll Stealth”).
- You roll, and the DM describes the result.
You don't need to know the rules by heart. It's enough to know what you want to do. The DM will help you find the right number on the sheet.
Dice and notation
D&D uses seven dice. A die is written as the letter d followed by the number of sides, for example d20.
There is also the d100 (two d10s: tens and ones), used rarely, mostly by the DM.
Reading the notation
1d4+4 is the damage of Vato's dagger: roll one d4 and add 4. 2d6 means roll two d6 and add them together. A number before the notation, as in 6 (1d4+4), is the average result for those who prefer not to roll.
The d20 roll: one rule
Almost everything in D&D is resolved the same way: roll a d20, add a modifier, compare to a target number. If your total equals or beats it, you succeed.
The target number has different names depending on the situation:
| Type of roll | When | Target number |
|---|---|---|
| Attack roll | you attack someone | the target's AC (Armor Class) |
| Ability check | you try something difficult: climbing, lying, hiding | a DC (Difficulty Class) set by the DM |
| Saving throw | something tries to harm you: poison, a trap, a spell | the DC of the trap, poison or spell |
| Task | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
Natural 20 and natural 1
If the die itself shows a 20 on an attack, it's a critical hit: the attack always hits and you roll the damage dice twice. A 1 on an attack always misses. On ability checks and saving throws, a 20 or a 1 is not an automatic success or failure (though many DMs reward a 20 with a great description).
Abilities and modifiers
Every character has six ability scores. The score (for example 18) describes how good the character is, but you add the modifier in parentheses to your rolls. The modifier is (score − 10) ÷ 2, rounded down.
| Ability | What it measures | Vato | Modifier |
|---|---|---|---|
| Strength STR | physical power, jumping, carrying | 13 | +1 |
| Dexterity DEX | agility, aim, reflexes. Vato's most important ability: knife attacks, AC, initiative | 18 | +4 |
| Constitution CON | health and stamina, more HP | 16 | +3 |
| Intelligence INT | knowledge, logic. For Vato, the strength of his psionic power | 12 | +1 |
| Wisdom WIS | awareness, intuition, willpower | 10 | +0 |
| Charisma CHA | charm, persuasion, intimidation | 8 | −1 |
On the sheet: the STR, DEX, CON… row under his name. The big number is the score, the number in parentheses is the modifier.
Proficiency bonus
Proficiency means the character is trained in something. On every roll where they are proficient, they add their proficiency bonus. At 5th level it is +3 (it rises to +4 at 9th level).
Vato is proficient with:
- weapons (all simple and martial), so the bonus goes into every dagger attack,
- Strength and Constitution saving throws (from the fighter class),
- skills: Stealth, Perception, Deception, Intimidation,
- tools: thieves' tools, a playing card set and a disguise kit,
- armor: all armor and shields. Armor without proficiency hinders you in combat, but Vato doesn't have that problem.
Checks and skills
You make an ability check when Vato tries something that might fail: sneaking, lying to someone, climbing a wall. The DM says which skill to use, and you roll a d20 and add the number from the skill list on the sheet.
| Skill | Bonus | When you use it |
|---|---|---|
| Stealth | +7 | sneaking, hiding in shadows, tailing someone. Vato's best skill |
| Acrobatics, Sleight of Hand | +4 | keeping your balance, slipping out of a grab, lifting a purse (not proficient, but high Dexterity) |
| Perception | +3 | spotting an ambush, overhearing a conversation, noticing tracks |
| Deception | +2 | lying, bluffing at cards, pretending to be someone else |
| Intimidation | +2 | threats, extortion, making someone talk |
| Persuasion, Performance | −1 | polite convincing and performing. Vato's weak spot: better left to someone else in the party |
Passive scores
Sometimes the DM doesn't ask for a roll but checks whether Vato notices something without looking for it. They use a passive score: 10 + bonus. Vato's passive Perception is 13: if someone sneaks with a Stealth result of 12, Vato hears them; with 14, he doesn't.
Tools
Tools work like skills. Picking a lock is a Dexterity check with thieves' tools: d20 + 4 + 3 = d20+7. Putting on a disguise is usually a Charisma check with the disguise kit: d20 − 1 + 3 = d20+2.
Saving throws
A saving throw is a reaction to a danger you didn't choose: a fireball, poison, a charm spell. The DM tells you which ability to roll and gives the DC. A successful save usually means less damage or avoiding the effect.
| Saving throw | Vato | Typical threats |
|---|---|---|
| Constitution | +6 | poison, disease, exhaustion, staying conscious |
| Strength | +4 | being pushed, pinned or grabbed |
| Dexterity | +4 | explosions, traps, falling rocks |
| Intelligence | +1 | rare attacks on the mind |
| Wisdom | +0 | charm, fear, illusions. Vato's weak point |
| Charisma | −1 | possession, banishment |
On the sheet: the small “Save” line under each ability. A dot ● marks proficiency.
Advantage and disadvantage
Instead of adding up lots of small bonuses, D&D uses one simple rule. When the situation favors you, you have advantage: roll two d20s and take the higher result. When it works against you, you have disadvantage: roll two and take the lower.
Advantage
Examples: you attack an enemy who can't see you; an enemy lies prone next to you; the DM rewards a great plan.
Disadvantage
Examples: you throw a knife farther than 20 feet; you make a ranged attack with an enemy right next to you; you attack someone you can't see.
Advantage and disadvantage don't stack. Two sources of advantage are still just advantage. If you have both advantage and disadvantage, they cancel out and you roll a single die.
How combat works
Combat is divided into rounds. One round is about 6 seconds in the game world. In each round, every character and every enemy gets one turn.
- Initiative. At the start of combat, everyone rolls a d20 + their Dexterity modifier. Vato adds +4. The results set the order.
- Turns. Everyone takes their turn in order.
- New round. After the last turn, a new round begins in the same order. The fight goes on until one side dies, flees or surrenders.
Surprise: if the enemies didn't notice Vato before the fight (for example, they lost to his Stealth), they are surprised and can't do anything in the first round.
Your turn
On your turn you have several “pockets” to spend. You can use each one once, in any order. You don't have to use them all.
Movement up to 30 ft.
- MovingUp to 30 feet (6 squares). You can split it, for example 10 feet before an attack and 20 after.
- Drawing a weaponOne small interaction for free: opening a door, picking up an item.
Action 1 per turn
- AttackTwo dagger attacks (Extra Attack).
- Telekinetic MovementMove an object or an ally up to 30 feet.
- Dash, Disengage, Dodge, Hide, HelpActions anyone can take. Described below.
Bonus action 1 per turn
- Second daggerOnly after taking the Attack action with a dagger.
- Second WindHeal 1d10+5.
- Adrenaline RushDash and 3 temporary HP.
- Regain a psionic dieOnce per rest.
Reaction 1 per round
- Protective FieldWhen someone within 30 feet takes damage.
- Opportunity attackWhen an enemy leaves your reach.
A reaction is the only thing you can use outside your own turn, in response to something happening. It resets at the start of your turn.
Action Surge is the exception: it gives you a second full action on the same turn. Once per rest you can, for example, attack twice with your action, twice more with the second action, and once again with your bonus action.
Actions anyone can take
| Action | What it does |
|---|---|
| Attack | You attack with a weapon. Vato attacks twice. |
| Dash | You gain extra movement equal to your speed (60 feet in total). |
| Disengage | This turn, your movement doesn't provoke opportunity attacks. |
| Dodge | Until your next turn, attacks against you have disadvantage. |
| Hide | A Stealth check (+7) to break the enemies' line of sight. You need somewhere to hide. |
| Help | An ally gets advantage on their next check or attack. |
| Ready | You set a trigger and an action, like “when they open the door, I throw a knife.” The action then uses your reaction. |
| Use an Object | For example, drinking a potion or using a crowbar. |
Attacks and damage
An attack has two steps: first you check whether you hit, then you work out the damage.
Step 1: the attack roll
AC (Armor Class) tells you how hard someone is to hit. A typical bandit has AC 12, a guard in chain mail 16, and Vato himself 16. The DM usually doesn't reveal an enemy's AC: you say your total, and they answer “hit” or “miss”.
Step 2: damage
You do not add your proficiency bonus to damage, only your ability modifier. Damage is subtracted from the target's HP.
Critical hit (a 20 on the die): roll the damage dice twice and add the modifier once. A dagger then deals 2d4+4.
Damage types
Every kind of damage has a type. Daggers deal piercing damage, and Psionic Strike deals force damage (pure magical energy). Some monsters are resistant to a type (they take half) or vulnerable to it (they take double). Almost nothing resists force damage.
Fighting with knives
Vato fights with two daggers and throws more of them. Three rules make this work.
Two-weapon fighting
When you take the Attack action with a light weapon in one hand, you can use your bonus action to attack with a different light weapon in your other hand. Normally you don't add your ability modifier to the second weapon's damage, but Vato has the Two-Weapon Fighting style, so he adds +4 as on every other attack.
Thrown weapons
A dagger has the thrown property: you can attack with it at range. Drawing a knife to throw is part of the attack, so Vato can throw three knives in a turn without losing time. A thrown knife lands near the target and has to be picked up later. That's why Vato carries eight.
Light and finesse
A light weapon lets you fight with two at once. Finesse lets you use Dexterity instead of Strength for attack and damage rolls. That's why it's +4 and not +1.
Movement and distance
On a grid map, one square is 5 feet. Vato's speed is 30 feet, or 6 squares per turn.
Opportunity attacks
When someone moves out of an enemy's melee reach (5 feet), that enemy can use its reaction to attack them once. It works both ways: Vato can stab a fleeing enemy the same way. To leave safely, take the Disengage action.
Difficult terrain
Rubble, mud, narrow stairs: every foot costs double. Through difficult terrain, Vato only covers 15 feet with his 30 feet of speed.
Adrenaline Rush (orc, 3 times per long rest) is a Dash as a bonus action. In one turn Vato can run 60 feet and still attack twice. He also gains 3 temporary HP. That turn, though, he can't throw the third knife, because his bonus action is already used.
Psionic power
This is the magic of Noelle's medallion. A Psi Warrior doesn't cast spells but draws on a pool of psionic dice that they spend on different effects. Vato has 6 d8s.
Psionic Strike
once per turn, after a weapon hitSpend a die: a target within 30 feet takes an extra 1d8+1 force damage. You decide after you hit, so you never waste a die on a miss.
Protective Field
reaction, when someone takes damageSpend a die: damage to Vato or an ally within 30 feet is reduced by 1d8+1. You use it after the DM tells you the damage.
Telekinetic Movement
action, free once per short restMove an object (up to Large, held by no one) or a willing ally up to 30 feet. Each further use before a rest costs a die.
How the dice come back
- Long rest: all of them return.
- Bonus action: you regain one die. You can do this once, then you need a rest (short or long).
Six dice is a lot, but it isn't endless. A simple rule to start with: Strike when you want to drop someone fast, and Protective Field when an ally is about to take a big hit. Keep one or two dice for emergencies.
The psionic DC 12 on the sheet matters from 7th level (Telekinetic Thrust): that's the number a target rolls its save against. At 5th level you don't use it yet.
On the sheet: the purple dots in Resources. Click a dot when you spend a die.
Hit points and death
Hit points (HP) measure how much Vato can take before he goes down. He has 49. They aren't just wounds: they're also stamina, luck and the will to keep fighting. Losing HP doesn't weaken a character until they hit zero.
When HP drops to 0
First, the orc trait Relentless Endurance kicks in: Vato stays at 1 HP and keeps fighting. Once per long rest.
If he has already used it, he falls unconscious. At the start of each of his turns he makes a death saving throw: a plain d20 with no bonuses.
- 10 or higher: a success. Below 10: a failure.
- 3 successes: Vato stabilizes (alive, but unconscious).
- 3 failures: Vato dies.
- Natural 20: he regains 1 HP and wakes up at once. Natural 1: two failures.
- Any damage taken at 0 HP is a failure (a critical hit counts as two).
- Any healing, even 1 HP, brings him back to consciousness immediately.
Instant death: if the damage left over after dropping to 0 equals or exceeds his maximum HP (49), the character dies outright. At this level that's rare.
Temporary hit points
A shield on top of your real HP, such as the 3 from Adrenaline Rush. Damage takes temporary HP away first. They don't stack: when you get new ones, keep the higher number. They disappear after a long rest, and healing doesn't restore them.
On the sheet: the Health section. Type a number and click Damage or Heal. Temporary HP are removed first automatically.
Resting
Most of Vato's features come back after a rest. That's why it matters when the party stops.
Short rest at least 1 hour
- Hit Dice: spend any number of your five. For each one, roll d10+3 and regain that many HP.
- Second Wind and Action Surge come back.
- The free Telekinetic Movement comes back.
- You can again regain a psionic die with a bonus action.
Long rest 8 hours, including sleep
- All HP come back.
- Half of your Hit Dice come back (2 of 5).
- All psionic dice come back.
- Adrenaline Rush (3) and Relentless Endurance come back.
- Plus everything a short rest gives you.
You can take one long rest per 24 hours. If more than an hour of fighting or strenuous activity interrupts it, you have to start over.
On the sheet: the Short rest and Long rest buttons in Resources refresh the right dots automatically. Mark spent Hit Dice yourself: click a square and add the HP you rolled with the Heal button.
Fighter and orc features
| Feature | How to use it | How often | When it's worth it |
|---|---|---|---|
| Extra Attack | automatically with the Attack action | always | every turn you fight |
| Action Surge | a second action on your turn | short rest | when you need to end a fight fast or finish off a dangerous enemy |
| Second Wind | bonus action, 1d10+5 HP | short rest | when your HP falls below half |
| Two-Weapon Fighting | a third knife as a bonus action, with +4 | always | when your bonus action isn't needed for anything else |
| Adrenaline Rush | bonus action: Dash and 3 temporary HP | 3 per long rest | when the enemy is far away or you need to escape |
| Relentless Endurance | automatically at 0 HP | long rest | it works on its own |
| Powerful Build | carrying capacity of a larger creature | always | Vato can carry about 390 lb, and push, drag or lift twice that |
| Criminal Contact | tell the DM you're seeking information through your contact | in the story | rumors, smuggling, messages in Neverwinter |
What's next
At 6th level a fighter gets another Ability Score Improvement (or a feat). At 7th, the Psi Warrior learns Telekinetic Adept: they can telekinetically shove and knock down enemies, and lift themselves into the air. At 9th, the proficiency bonus rises to +4.
Darkness and hiding
Light
| Lighting | An ordinary character | Vato (darkvision, 60 ft.) |
|---|---|---|
| Bright light | sees normally | sees normally |
| Dim light a moonlit night, a distant lantern | disadvantage on Perception checks that rely on sight | sees as in bright light |
| Darkness | effectively blind | sees as in dim light, without color |
The night alleys of Neverwinter give Vato an edge: he can see, and people without torches can't.
Hiding
- You need cover or darkness. You can't hide in the middle of a well-lit square.
- Take the Hide action and roll d20+7 (Stealth).
- Your result is compared with the enemies' passive Perception (or with their roll, if they are actively searching).
- If you win, the enemy doesn't know where you are. Your next attack against them has advantage, and then your position is revealed.
Hiding takes Vato his whole action, because unlike a rogue he doesn't have Cunning Action. In combat it works best at the very start, before anyone notices him: then the enemies may be surprised.
An example turn
An alley at night. Two bandits (AC 12, 11 HP each). One stands 4 squares (20 feet) from Vato, the other is attacking his companion.
Movement. Vato moves 3 squares (15 feet) toward the first bandit and stands right next to him. He still has 3 squares of movement left.
Action: Attack, first dagger. The d20 shows 9, plus 7 makes 16. That beats AC 12, so it's a hit.
9d20+7to hit=16total≥12AC→HitDamage: the d4 shows 3, plus 4 makes 7. The bandit has 4 HP left.
Psionic Strike. Vato wants him down right now, so he spends a psionic die: the d8 shows 5, plus 1 makes 6 force damage. The bandit falls. (Click one purple dot on the sheet.)
Second attack from the Attack action. The second bandit is 5 squares away. Vato throws a knife at him: 25 feet is more than 20 feet, so he has disadvantage. He rolls two d20s: 14 and 6, and the 6 counts. 6 + 7 = 13, still a hit! Damage: 2 + 4 = 6.
Bonus action: second dagger. Vato moves his remaining 3 squares. The bandit is now 2 squares (10 feet) away, so the next knife flies without disadvantage: 15 + 7 = 22, a hit. Damage: 4 + 4 = 8. The bandit has 11 − 6 − 8, below 0 HP, and goes down.
His reaction is saved for the enemies' turns. If someone attacked his companion, Vato could use Protective Field.
Psionic Strike can be used only once per turn, so Vato doesn't add it in steps 4 and 5.
Roleplaying
The numbers are half the game. The other half is who Vato is. The Personality section on the sheet tells you how to play him:
- Personality traits: speaks little and quietly, shuffles cards, holds people's gaze too long.
- Ideal (choice): he can't erase his past, but he decides what he does now.
- Bond: Noelle's memories and the mystery of her bloodline. This is what drives his adventures.
- Flaw: when someone threatens the people he cares about, the old enforcer returns.
Inspiration
The DM can give you inspiration for playing your character well, especially when his traits or flaw get Vato into trouble. Spend inspiration to gain advantage on one roll.
Dreams of the bloodline
The visions from the medallion are a great story tool. Tell the DM what Vato does after he wakes, what he looks for and whom he asks. The best adventures start with a player's questions.
Glossary
English terms and their Polish equivalents from the Polish version of the sheet, useful if part of your table plays in Polish.