perrero
perrero
STEALTH DISADVANTAGE
ARMOR Lucky (3/Long Rest). Whenever you make an attack roll, an ability
STRENGTH Studded Leather 17 check, or a saving throw, you can spend one luck point to roll an
additional d20. You can choose to spend one of your luck points
PROFICIENCY BONUS +3 after you roll the die, but before the outcome is determined.You
8
SHIELD
AC can also spend one luck point when an attack roll is made against
you. Roll a d20, and then choose whether the attack uses the
attacker’s roll or yours.
N
CIE C
Defense (Fighting Style) (1)
+2 Strength
Y
PROFI
18
Favored Enemy. You have advantage on Survival checks to track
+2 Wisdom your favored enemies, as well as on Intelligence checks to recall
76 8d10 information about them.
+0 Charisma Beasts.
CONDITIONAL
16 SPEED FLY CLIMB SWIM danger.If you are traveling alone, you can move stealthily at a
N
CIE C
normal pace.When you forage, you find twice as much food as you
+7 Acrobatics (Dex) 25ft. 50ft. 0ft. 0ft. normally would.While tracking other creatures, you also learn their
Y
PROFI
✘
RT
EXPE
exact number, their sizes, and how long ago they passed through
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION the area.
+3 -1 Arcana (Int) Darkvision
Coast.
Fighting Style.
-1 Athletics (Str) Archery. You gain a +2 bonus to attack rolls you make with ranged
weapons.
INTELLIGENCE +0 Deception (Cha)
Primeval Awareness (Action). You can expend one ranger spell slot
9 ✘
-1 History (Int)
+5 Insight (Wis)
to focus your awareness on the region around you.For 1 minute per
level of the spell slot you expend, you can sense whether the
following types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain): aberrations,
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS celestials, dragons, elementals, fey, fiends, and undead. This feature
-1 -1 Investigation (Int)
doesn’t reveal the creatures’ location or number.
Flight. You have a flying speed of 50 feet. To use Extra Attack. You can attack twice, instead of once, whenever you
+2 Medicine (Wis) take the Attack action on your turn.
WISDOM
this speed, you can’t be wearing medium or heavy
✘ +2 Nature (Int) armor. Dread Ambusher. At the start of your first turn, your walking speed
increases by 10ft until the end of that turn. If you attack that turn,
14 ✘ +5 Perception (Wis)
+0 Performance (Cha)
Talons. You are proficient with your unarmed
strikes, which deal 1d4 slashing damage on a hit.
make one additional weapon attack. If it hits, the target takes an
extra 1d8 damage.
Umbral Sight. While in darkness, you are invisible to any creature
+0 Persuasion (Cha)
+2 -1 Religion (Int)
that relies on darkvision to see you in that darkness.
Darkvision. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light.
+4 Sleight of Hand (Dex)
CHARISMA ✘ +7 Stealth (Dex) Fighting Style.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
11 ✘ +5 Survival (Wis)
SKILLS
Second Wind (Bonus Action—1/Short Rest). You regain 1d10+3 hp.
Action Surge (1/Short Rest). On your turn, you can take one
additional action on top of your regular action.
+0 15 PASSIVE PERCEPTION
Fighting Spirit (Bonus Action—3/Long Rest). Give yourself
advantage on attack rolls until the end of the turn. You also gain 5
temporary HP.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Perrero is a parrot who has lived his life at sea. He is passionate about eating fish and similar aquatic species. He has
been honing his archery and survival skills so that he can serve a powerful pirate, once he finds one that can best him.
Unfortunately, he has not yet met any such pirate, so he has had quite a bit of time to improve his archery.
PERSONALITY TRAITS
IDEAL
BOND
Fortune's Favor
Your unexpected good fortune is reflected by a
minor boon. You gain the Lucky, Magic Initiate, or
Skilled feat (your choice).
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Studded Leather] 1 13
[Longbow] 1 2
0 0 0 0 0
15 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 N/A
CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self RANGE Touch
DURATION 1 round DURATION 1 hour DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (a sprig of mistletoe)
The spell captures some of the incoming energy, lessening its effect You make yourself—including your clothing, armor, weapons, and Up to ten berries appear in your hand and are infused with magic for
on you and storing it for your next melee attack. You have resistance other belongings on your person—look different until the spell ends the duration. A creature can use its action to eat one berry. Eating a
to the triggering damage type until the start of your next turn. Also, or until you use your action to dismiss it. You can seem 1 foot shorter berry restores 1 hit point, and the berry provides enough
the first time you hit with a melee attack on your next turn, the or taller and can appear thin, fat, or in between. You can’t change nourishment to sustain a creature for one day.
target takes an extra 1d6 damage of the triggering type, and the spell your body type, so you must adopt a form that has the same basic The berries lose their potency if they have not been consumed
ends. arrangement of limbs. Otherwise, the extent of the illusion is up to within 24 hours of the casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd you.
level or higher, the extra damage increases by 1d6 for each slot level The changes wrought by this spell fail to hold up to physical
above 1st. inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Ranger) Xanathar’s Guide to Everything Gloom Stalker Magic (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE 150 feet
DURATION Concentration, up to 1 hour DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S, M (powdered corn extract and a twisted loop of parchment) COMPONENTS V, S, M (seven sharp thorns or seven small twigs, each sharpened to
a point)
You choose a creature you can see within range and mystically mark You touch a length of rope that is up to 60 feet long. One end of the The ground in a 20-foot radius centered on a point within range
it as your quarry. Until the spell ends, you deal an extra 1d6 damage rope then rises into the air until the whole rope hangs perpendicular twists and sprouts hard spikes and thorns. The area becomes difficult
to the target whenever you hit it with a weapon attack, and you have to the ground. At the upper end of the rope, an invisible entrance terrain for the duration. When a creature moves into or within the
advantage on any Wisdom (Perception) or Wisdom (Survival) check opens to an extradimensional space that lasts until the spell ends. area, it takes 2d4 piercing damage for every 5 feet it travels.
you make to find it. If the target drops to 0 hit points before this spell The extradimensional space can be reached by climbing to the top The transformation of the ground is camouflaged to look natural.
ends, you can use a bonus action on a subsequent turn of yours to of the rope. The space can hold as many as eight Medium or smaller Any creature that can’t see the area at the time the spell is case must
mark a new creature. creatures. The rope can be pulled into the space, making the rope make a Wisdom (Perception) check against your spell save DC to
At Higher Levels. When you cast this spell using a spell slot of 3rd disappear from view outside the space. recognize the terrain as hazardous before entering it.
or 4th level, you can maintain your concentration on the spell for up Attacks and spells can’t cross through the entrance into or out of
to 8 hours. When you use a spell slot of 5th level or higher, you can the extradimensional space, but those inside can see out of it as if
maintain your concentration on the spell for up to 24 hours. through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the
spell ends.
Spellcasting (Ranger) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Studded Leather Longbow
Armor Weapons