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INSPIRATION
STRENGTH
16/17
ARMOR
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED
PERSONALITY TRAITS
5
● 8 Acrobatics (Dex) Total SUCCESSES
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)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Amplify. The next attack roll you make against the target
before the end of your turn has advantage.
SYMBOL
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.
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.