Faeryl Dyrr

A level 3 Drow Ranger Gloom Stalker by Azra.
Created on Dec. 8, 2021

HP: 25 / 25, Temp HP: 0

  Hit Dice 3 / 3 (D10)

100.0%
0.0%

Stats
Proficiency 2 Armor Class 15
Initiative 4 Speed N/A

Coins
Platinum (PP) 0 Gold (GP) 0
Electrum (EP) 0 Silver (SP) 0
Copper (CP) 0

Profile
Alignment Chaotic good Deity N/A
Gender Female Age 53
Experience N/A Height 5`7
Weight 111 Hair Color Silver
Eye Color Blue Skin Color Ash
  • Strength

    11 + 0

    Saving Throw
    +0

    Athletics +0
  • Dexterity

    18 + 4

    Saving Throw
    +4

    Acrobatics +4
    Sleight of Hand +4
    Stealth +4
  • Constitution

    13 + 1

    Saving Throw
    +1

    No Skills

  • Intelligence

    11 + 0

    Saving Throw
    +0

    Arcana +0
    History +0
    Investigation +0
    Nature +0
    Religion +0
  • Wisdom

    15 + 2

    Saving Throw
    +2

    Animal Handling +2
    Insight +2
    Medicine +2
    Perception +2
    Survival +2
  • Charisma

    14 + 2

    Saving Throw
    +2

    Deception +2
    Intimidation +2
    Performance +2
    Persuasion +2

Stats
Proficiency 2 Armor Class 15
Initiative 4 Speed N/A

Coins
Platinum (PP) 0 Gold (GP) 0
Electrum (EP) 0 Silver (SP) 0
Copper (CP) 0

Profile
Alignment Chaotic good Deity N/A
Gender Female Age 53
Experience N/A Height 5`7
Weight 111 Hair Color Silver
Eye Color Blue Skin Color Ash

Urban bounty hunter

Personality Trait

Loyal, vengeful, quiet, a bit of a party goer, friendlier to animals over most people. She's a bit of a romantic about the idea of having a pack and celebrating their victories. But otherwise at times struggles to open up or relate to civilians.

Ideal

Faeryl doesn't so much wish to be rich but to be a legendary hunter. Stories her grandmother told of stalking the underarm inspired the young drow. Her goal being to find a pack, not just a partner here or there but a group to unite with. A group to become legends across planes, with her the unseen bringer of death.

Bond

The guild that issues her bounties. The Dyrr family Gabby "the Tabby" a tabaxi lover she had when she started bounty hunting. Gabby has recently taken to guard work instead.

Flaw

There are many ways to fight, but those who are not are an embarrassment. Struggles with laws, the wilds have no such things why should they? Nobles and some priests, who feel to her the epitome of growing fat on lorals.

Spell Stats
Casting Ability N/A Spell Attack Bonus N/A
Spell Save DC N/A Spells known N/A
Cantrips Known N/A Invocations Known N/A
Max Prepared N/A
Proficiency Type Description
Crossbows, hand Weapon Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Light Armor Armor Rangers have proficiency in light armor
Martial Melee Weapons Weapon Rangers get proficiency in martial weapons
Martial Ranged Weapons Weapon Rangers get proficiency in martial weapons
Medium Armor Armor Ranger have proficiency in medium armor
Rapiers Weapon Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Shortswords Weapon Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Simple Melee Weapons Weapon Rangers get proficiency in simple weapons
Simple Ranged Weapons Weapon Rangers get proficiency in simple weapons

Features

Archery (Fighter)
Ranger, Level 2
Tracked? Yes
Uses 0/0
Resets On Long Rest

You gain a +2 bonus to attack rolls you make with ranged weapons.

Rangers get a style at level 2

Dread ambusher
Ranger, Level 3
Tracked? Yes
Uses 0/0
Resets On Long Rest

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Favored Enemy (Ranger, Lvl. 1)
Ranger, Level 1
Tracked? No

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

Chose humans and orcs

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer (Ranger, Lvl. 1)
Ranger, Level 1
Tracked? Yes
Uses 0/0
Resets On Long Rest

-From revised ranger- You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: You ignore difficult terrain.You have advantage on initiative rolls.On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn’t slow your group’s travel.Your group can’t become lost except by magical means.Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.If you are traveling alone, you can move stealthily at a normal pace.When you forage, you find twice as much food as you normally would.While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Primeval Awareness (Ranger, Lvl. 3)
Ranger, Level 3
Tracked? Yes
Uses 0/0
Resets On Long Rest

Beginning at 3rd level, you can use your action and expend one ranger spell slot 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, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Spellcasting (Ranger, Lvl. 2)
Ranger, Level 2
Tracked? Yes
Uses 0/0
Resets On Long Rest

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots 2

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Umbral Sight
Ranger, Level 3
Tracked? Yes
Uses 0/0
Resets On Long Rest

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. (Total 150)

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Feats

Faeryl Dyrr has no feats.

Traits

Drow Magic
Drow
Tracked? Yes
Uses 0/0
Resets On Long Rest

You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training
Drow
Tracked? Yes
Uses 0/0
Resets On Long Rest

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Sunlight Sensitivity
Drow
Tracked? Yes
Uses 0/0
Resets On Long Rest

You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Superior Dark Vision
Drow
Tracked? Yes
Uses 0/0
Resets On Long Rest

Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.


Weapons

Longbow
Type Ranged Proficiency Martial
Damage 1d8 Handedness Two-Handed
Damage Type Piercing To Hit Modifier 0
Property Ammunition and Heavy Weight 2.0 (lbs)
Range 150/600 Quantity 1
Price 50 (GP)

A bow that is long, and has 20 arrows

Short sword
Type Melee Proficiency Simple
Damage 1d6 Handedness One-Handed
Damage Type To Hit Modifier 0
Property Weight 1.0 (lbs)
Range Quantity 1
Price 0

A sword that is not long worn on the right side

Short sword
Type Melee Proficiency Simple
Damage 1d6 Handedness One-Handed
Damage Type To Hit Modifier 0
Property Weight 1.0 (lbs)
Range Quantity 1
Price 0

A sword that is short worn on the left

Armor

Leather
 
AC 11 Type Light
Stealth Normal Weight 10.0 (lbs)
Price 10 (GP)

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier.


Spells

Dancing Lights
Evocation, Cantrip
Type Automatic
Components V, S, M
Damage
Casting Time 1 action
Damage Type
Material Components a bit of phosphorus or wychwood, or a glowworm
Duration Concentration, up to 1 minute
Save Attr
Range 120 feet

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Entangle
Conjuration, Level 1
Type Savings Throw
Components V, S
Damage
Casting Time 1 action
Damage Type
Material Components
Duration Concentration, up to 1 minute
Save Attr Str
Range 90 feet

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Hunter's Mark
Divination, Level 1
Type Automatic
Components V
Damage 1d6
Casting Time 1 bonus action
Damage Type
Material Components
Duration Concentration, up to 1 hour
Save Attr
Range 90 feet

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Disguise Self
Illusion, Level 1
Type Automatic
Components V, S
Damage
Casting Time 1 action
Damage Type
Material Components
Duration 1 hour
Save Attr
Range Self

You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical 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.

Faerie Fire
Evocation, Level 1
Type Savings Throw
Components V
Damage
Casting Time 1 action
Damage Type
Material Components
Duration Concentration, up to 1 minute
Save Attr Dex
Range 60 feet

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Speak with Animals
Divination, Level 1
Type Automatic
Components V, S
Damage
Casting Time 1 action
Damage Type
Material Components
Duration 10 minutes
Save Attr
Range Self

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.


Inventory

Backpack
Weight 5.0
Quantity 1
Price (GP)
Bedroll
Weight 7.0
Quantity 1
Price (GP)
Mess kit
Weight 1.0
Quantity 1
Price (SP)

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Quiver
Weight 1.0
Quantity 1
Price (GP)

A quiver can hold up to 20 arrows. Which it has

Rations (1 day)
Weight 2.0
Quantity 10
Price (SP)

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope hempen (50 feet)
Weight 10.0
Quantity 1
Price (GP)

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Tinderbox
Weight 1.0
Quantity 1
Price (SP)

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.

Torch
Weight 1.0
Quantity 10
Price (CP)

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Waterskin
Weight 5.0
Quantity 1
Price (SP)

(full)

Magic Items

No Magic Items