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INSPIRATION
STRENGTH
18 +5 25
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
14 PERSONALITY TRAITS
+5 +4 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
20 0 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+5 Acrobatics (Dex) Total 5d10 SUCCESSES
13 0 Animal Handling (Wis) FAILURES
0 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Thieves' Tools
EP
Weapon Proficiencies:
GP
Martial; Simple
PP
Language Proficiencies:
Common; Halfling; Orc
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Reggie Quickfingers
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Skald
Constitution 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bane
Longstrider
4
Thunderwave
SPELLS KNOWN
2 2
Zone of Truth
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Page 1
Level-2 enchantment
Zone of Truth
1 act. 60 ft V,S 10 mins
You create a magical zone that guards against
deception in a 15-foot-radius sphere centered
on a point of your choice within range. Until
the spell ends, a creature that enters the spell's
area for the first time on a turn or starts its
turn there must make a Charisma saving
throw. On a failed save, a creature can't speak
a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Skald DC 12 Mod +4
Page 1 (reverse)