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CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16/17
ARMOR
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum 48


Strength
DEXTERITY ● 8 Dexterity
Constitution
CURRENT HIT POINTS IDEALS
● 3 Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

5
● 8 Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES


● 3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
● 3 History (Int) Darkvision - 60ft
Insight (Wis)
8
Fey Ancestry - You have advantage on saves
Intimidation (Cha) 8 against being charmed, and magic can’t put
Investigation (Int)
you to sleep.
WISDOM ● 3

Medicine (Wis)
6 Trance - You don't need to sleep, but meditate
semiconsciously for 4 hours a day.
Nature (Int) Unarmed 6 4
● 2 Perception (Wis) Hunter's Bane - You have advantage on
Performance (Cha)
Fire Bolt +2 2d10 Wisdom (Survival) checks to track fey, fiends,
or undead, as well as on Intelligence ability
Persuasion (Cha) checks to recall information about them.
CHARISMA
● 3 Religion (Int)
Sleight of Hand (Dex) Blood Maledict - Curse Specialist (Special)
Stealth (Dex)
You gain an additional use of your Blood
Survival (Wis) Extra Attack Maledict feature. In addition, your blood curses
can target any creature, whether it has blood
SKILLS ATTACKS & SPELLCASTING or not.

Crimson Rite
PASSIVE WISDOM (PERCEPTION) Bedroll
CP As a bonus action, imbue a weapon to strike
Chest
Crossbow, Light for 1d6 extra damage of your chosen type. On
Crowbar activating the rite, you take 1d6 damage. Rite
SP
Armor Hammer damage is magical and lasts while you hold
Holy Symbol the weapon or until you complete a short/long
Light Armor, Medium Armor, rest.
EP
Holy Water
Shields Manacles Crimson Rite - Rite of the Dawn
Weapons Stake
Mess Kit & Rations (10) As a bonus action, imbue a weapon to strike
Martial Weapons, Simple Weapons GP
for 1d6 extra radiant damage, with an
Mirror
Tools Oil (flask) additional 1d6 damage vs undead.
Alchemist's Supplies PP Rope, Hempen (50 feet)
Scale Mail You also have resistance to necrotic damage
Languages and your weapon sheds bright light out to a
2 x Shortsword
Abyssal, Common, Elvish, 2 x Sickle radius of 20 feet.
Undercommon Tinderbox & Torches (10)

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

CHARACTER NAME EYES SKIN HAIR

Blood Curse of the Marked


NAME
You can mark a creature that you can see within 30 feet of
you. Until the end of your turn, whenever you deal rite
damage to the target, you roll an additional hemocraft die
of rite damage.

Amplify. The next attack roll you make against the target
before the end of your turn has advantage.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Crimson Rites
As a bonus action, imbue a weapon to strike for 1d6 extra
damage of your chosen type. On activating the rite, you take 1d6
damage. Rite damage is magical and lasts while you hold the
weapon or until you complete a short/long rest.

Crimson Rite - Rite of the Dawn


Imbue a weapon to strike for 1d6 extra radiant damage, with an
additional 1d6 damage vs undead.

You also have resistance to necrotic damage and your weapon


sheds bright light out to a radius of 20 feet.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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