How to Fill Out the Valen Character Sheet

1. Write your basics. Fill in:

  • Name

  • Class

  • Level (start at 1)

  • Player

  • Main Stat (Rites) (your class tells you which one)

2. Roll your 6 main stats

You’ll roll six numbers, then choose where to place them.

  • Roll 4d6. drop the lowest roll out of the 4. Write down the number. Repeat 5 times

  • Assign results as you wish in the Ability Scores boxes

3. Fill in your modifiers

Use:
Modifier = (Score − 10) ÷ 2 rounded down.

Write that number in the modifier boxes next to each stat.

4. Add your Saving Throws

Each class should have 2 trained saves. You get +2 on rolls with those saves.

Example:

  • Barbarian: STR + CON

  • Rogue: DEX + INT

  • Chosen: CHA + WIS
    Write +2 in the corresponding box. (Use your class page for the official list.)


5. Speed

The default movement speed 30ft for all classes. Armor decreases movement speed:

  • Light/No Armor: 30ft

  • Medium: 25ft

  • Heavy: 20ft

Write your final number in Speed.

6. Armor Class (AC)

Write:

  • the armor type you bought at the store (light/medium/heavy)

  • whether you have a shield

  • your final AC

If you want a simple formula:

  • No armor: 10 + DEX

  • Light: 11–12 + DEX

  • Medium: 13–15 + up to +2 DEX

  • Heavy: 16+ (no DEX bonus)

  • Shield: +2 AC

Quick rule for checks

When you try something risky:

Main Stat Check

Roll:
d20 + the relevant stat modifier (+ training)

Examples:

  • Forcing a door → STR

  • Sneaking past guards → DEX

  • Enduring cold/poison → CON

  • Puzzle/arcane theory → INT

  • Spotting danger → WIS

  • Inspiring or persuading → CHA

What saves to roll (simple list)

Use these when something specifically threatens you:

  • STR Save: shove, crush, forced movement

  • DEX Save: traps, explosions, sudden hazards

  • CON Save: poison, disease, exhaustion

  • INT Save: illusions, mind puzzles, arcane overload

  • WIS Save: fear, charm resistance, awareness checks

  • CHA Save: spiritual pressure, will vs domination

7. Hit Points (HP)

At level 1:

  • Start with your class base HP, plus level 1 hit die roll

Then fill:

  • Max HP

  • Current HP

  • Temp HP (if any)

8. Weapons

List your weapons you bought:

  • Name

  • Type (simple/martial)

  • Damage

  • Range

  • Notes

9. Rites

Write:

  • Level 1 Uses: 5

  • Level 3 Uses: 3

Fill in the Rites you choose

Level 1

  • Start with 2 Level 1 Rites. Your Starting Feature / Rite. Then pick one from the Rite list.

  • You learn 1 new Rite each level

  • At level 3 you unlock Level 3 Rites

10. Passive Perception

What is it?

It’s your character’s default “noticing things” score when you aren’t actively searching.

Use:
Passive Perception = 10 + WIS modifier (+ training)

This helps discover:

  • hidden traps

  • stealthy enemies

  • subtle details

11. Common Activities (your skill area)

This is your “what I’m good at” space. These will be provided

See below the Character Sheet and pick 5 activities you are good at.


12. Equipment & Notes

Add any items you are carrying or have bought at the shop or any notes you may want to remember.

Common Activities

Common Activities are your character’s personal skill tags. Choose 5.

When an Activity applies, roll d20 + the linked stat modifier and add +2. If no Activity fits, roll a normal stat check. Saving throws are used to resist threats; Common Activities are used when you take deliberate actions.

DEX Activities

  • Tinkering (DEX)

  • Lockwork (DEX)

  • Sleight (DEX)

  • Stealth (DEX)

INT Activities

  • Arcane Lore (INT)

  • Engineering (INT)

  • Alchemy (INT)

  • History (INT)

WIS Activities

  • Tracking (WIS)

  • Medicine (WIS)

  • Navigation (WIS)

  • Insight (WIS)

STR Activities

  • Athletics (STR)

  • Labor / Hauling (STR)

  • Breaking (STR)

CHA Activities

  • Performance (CHA)

  • Negotiation (CHA)

  • Leadership (CHA)

CON Activities

  • Endurance (CON)

  • Resilience (CON)

If there is another activity your character is good at and want to add, let the DM know.