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Blood Hunter, 5 Charlatan Taliesin Jaffe

CLASS & LEVEL BACKGROUND PLAYER NAME


Mollymauk Tealeaf
Tiefling ???
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 3 30
10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 59


● 3 Strength
DEXTERITY 3 Dexterity

17 2

0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

3 ● 6 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 5d10
● 6 Acrobatics (Dex) Total SUCCESSES
2 3 Animal Handling (Wis) FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

11 ● 3

0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision
Scimitar +6 1d6+3 slash
0 ● 6 Insight (Wis)
Hellish Resistance (resistance to fire damage)
0 Intimidation (Cha) Summer's Dance +7 1d6+4 slash
Variant Tiefling (Devil's Tongue Trait)
WISDOM 0 Investigation (Int) - Vicious Mockery Cantrip (DC 11)
3 Medicine (Wis) - Charm Person (1/long rest, DC 11)
16 0 Nature (Int) *Summer's Dance - grants casting of Misty Step
- Enthrall (1/long rest, DC 11)

3 Perception (Wis) Feat: Tough (HP max increases by an amount


3 equal to twice your level when you gain this feat,
0 Performance (Cha) add 2 additional HP every other time you level)
0 Persuasion (Cha)
CHARISMA
0 Religion (Int)
11 ● 6 Sleight of Hand (Dex)
3 Stealth (Dex)
0 3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


Scimitar
CP
Disguise Kit
SP
Periapt of Wound Closure
Light Armor, Medium Armor, Summer's Dance
Shields, Simple Weapons, EP
Martial Weapons, Alchemist's
supplies, Disguise Kit GP

PP

Common, Infernal

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
barely 5' to well over 6'
AGE HEIGHT WEIGHT
Mollymauk Tealeaf
Red Lavender Lavender
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Hunter's Bane (adv. on Survival checks to track and Int checks to recall info about fey, fiends, and
undead; if actively tracking (one at a time), cannot be surprised by the same)

Crimson Rite (as bonus action, imbue weapon with elemental energy until next rest (or if weapon
leaves grip or by choice); attacks deal 1d4 extra magical damage; costs HP = character level per
weapon; HP restored if rite fades)
- Primal Rite: Rite of the Frozen (cold damage)

Fighting Style: Two-Weapon Fighting (when you engage in two weapon fighting, you can add your
ability modifier to the damage of the second attack)

Blood Maledict (can amplify by suffering 1d4 damage)


- Blood Curse of the Eyeless (if enemy with eyes within 30 feet makes an attack, use reaction to
impose disadvantage; amplify: affected enemy also has disadvantage on their next attack roll)
- Blood Curse of Purgation (bonus action, give poisoned creature within 60 ft immediate saving
throw against the condition to remove it; amplify: condition can be blinded, deafened, or paralyzed)

Order: Ghostslayer
- Rite of the Dawn (the damage you suffer from activating this rite is halved, extra 1d4 radiant
damage, hit undead target suffers additional radiant damage equal to Wis mod (3))

Extra Attack
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

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