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Skald (5) Former Slave

CLASS & LEVEL BACKGROUND PLAYER NAME


Reggie Quickfingers
Orc-ling Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +5 25
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 37


+2 Strength
DEXTERITY
+5 Dexterity

+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 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +2 Athletics (Str)

0 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +8 1d4 + 5 piercing


10 0 Insight (Wis)
+3 Intimidation (Cha) Shortbow +8 1d6 + 5 piercing
WISDOM 0 Investigation (Int)
0 Medicine (Wis)
0 0 Nature (Int)
0 Perception (Wis)
10
+6 Performance (Cha)
0 Persuasion (Cha)
CHARISMA
0 Religion (Int)
0 +8 Sleight of Hand (Dex)
+8 Stealth (Dex)
10 +3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


Thieves' Tools (1);
CP
Backpack (1); Arrow
(40); Leather +2 (1)
Tool Proficiencies: Dice Set; SP

Thieves' Tools
EP

Weapon Proficiencies:
GP
Martial; Simple
PP
Language Proficiencies:
Common; Halfling; Orc

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Gem (10 GP) (5)

TREASURE CHARACTER BACKSTORY

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
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Level-1 enchantment Level-1 transmutation Level-1 evocation


Bane Longstrider Thunderwave
1 act. 30 ft V,S,M Conc, 1 min 1 act. Touch V,S,M 1 hr 1 act. Self V,S Inst
Up to three creatures of your choice that you You touch a creature. The target's speed A wave of thunderous force sweeps out from
can see within range must make Charisma increases by 10 feet until the spell ends. At you. Each creature in a 15-foot cube
saving throws. Whenever a target that fails Higher Levels. When you cast this spell using a originating from you must make a
this saving throw makes an attack roll or a spell slot of 2nd level or higher, you can target Constitution saving throw. On a failed save, a
saving throw before the spell ends, the target one additional creature for each slot level creature takes 2d8 thunder damage and is
must roll a d4 and subtract the number rolled above 1st. pushed 10 feet away from you. On a successful
from the attack roll or saving throw. At Higher save, the creature takes half as much damage
Levels. When you cast this spell using a spell and isn't pushed. In addition, unsecured
slot of 2nd level or higher, you can target one objects that are completely within the area of
additional creature for each slot level above effect are automatically pushed 10 feet away
1st. from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.

Skald DC 12 Mod +4 Skald DC 12 Mod +4 Skald DC 12 Mod +4

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
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