Jerry Crescent
Jerry Crescent
Sheet
AC 16 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Primeval AwarenessLevel 3
Jerry can use an action and expend a ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot expended, he can sense whether the following creature types are present within 1 mile, or within 6 miles in his favored terrain: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature does not reveal their exact locations or numbers.
Always on
- Colossus Slayer
When Jerry hits a wounded creature with a weapon attack.
Once on each of Jerry's turns, when he hits a creature that is below its hit point maximum with a weapon attack, he deals an extra 1d8 damage.
- Hellish Rebuke
When A creature within 60 feet damages Jerry.
Jerry can cast Hellish Rebuke once per long rest as a 2nd-level spell, dealing 3d10 fire damage on a failed Dexterity saving throw, or half damage on a successful one.
- Favored EnemyLevel 1
Jerry has advantage on Wisdom (Survival) checks to track his favored enemies and on Intelligence checks to recall information about them. His favored enemies are fiends and humanoids, choosing humans and tieflings as his humanoid types.
- Natural ExplorerLevel 1
Jerry is particularly familiar with one natural environment, the forest. When making an Intelligence or Wisdom check related to the forest, his proficiency bonus is doubled if he is proficient in the relevant skill. While traveling for an hour or more in the forest, his group gains benefits including difficult terrain not slowing travel, reduced risk of becoming lost, and improved foraging.
- Fighting StyleLevel 2
Jerry can adopt the Two-Weapon Fighting style. When he engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack.
- SpellcastingLevel 2
Jerry has learned to use the magical essence of nature to cast ranger spells. Wisdom is his spellcasting ability. He knows three 1st-level ranger spells and has three 1st-level spell slots.
- Ranger Archetype, HunterLevel 3
Jerry has chosen the Hunter archetype, gaining the Colossus Slayer option. Once on each of his turns, when he hits a creature with a weapon attack, he deals an extra 1d8 damage if the target is below its hit point maximum.
- Infernal LegacyLevel 1
Jerry knows the Thaumaturgy cantrip. He can cast Hellish Rebuke once per long rest as a 2nd-level spell. Charisma is the spellcasting ability for these tiefling spells.
- DarkvisionLevel 1
Jerry has darkvision out to 60 feet. In darkness, he sees in dim light as if it were bright light and in darkness as if it were dim light, though he cannot distinguish color, only shades of gray.
- Hellish ResistanceLevel 1
Jerry has resistance to fire damage.
- Ability Score IncreaseInfernal TieflingIntelligence +1 and Charisma +2.
- DarkvisionInfernal TieflingSee in darkness within 60 feet as if it were dim light, and in dim light as if it were bright light.
- Hellish ResistanceInfernal TieflingResistance to fire damage.
- Infernal LegacyInfernal TieflingThaumaturgy cantrip.
- Infernal LegacyInfernal TieflingHellish Rebuke once per long rest at 3rd level, cast as a 2nd-level spell.
- LanguagesInfernal TieflingCommon and Infernal.
- Position of PrivilegeNoble
Jerry can secure an audience with local nobles, influential officials, guild leaders, and other members of high society. These people are inclined to treat him as a social equal, though his reputation and behavior may affect how much assistance they provide.
Spells
5 spellsSpellcasting. Jerry Crescent casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will):
1st level (3 slots): , ,
2nd level:
Gear
9 itemsWeapons
- 2×ShortswordA martial melee weapon with the light property, dealing 1d6 piercing damage.
- LongbowA martial ranged weapon dealing 1d8 piercing damage, with a normal range of 150 feet and long range of 600 feet.
Armor
- Scale mailA finely maintained but somewhat overdecorated set of medium armor made from overlapping metal scales. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other travel equipment.
- Fine clothesFine clothes selected for their dramatic silhouette rather than their practicality.
- Signet ringA family signet ring bearing a crescent over a split shield.
- PurseA purse containing the remainder of Jerry's allowance.
Purse
- 25×Gold piecesCoins inherited from his starting equipment and background.
Appearance
Jerry is a lean, sharp-featured infernal tiefling with dull crimson skin, long black horns polished at the tips, and dark hair cut unevenly around his jaw. His eyes are a smoky amber, usually half-lidded beneath heavy black eyeliner. He wears a perpetually raised hunting hood, though he keeps it pulled back just far enough to display his horns. His scale mail has been darkened with oil and decorated with small silver studs, while a black scarf hides the lower half of his face when he wants to appear especially intimidating. His longbow is well-made but visibly neglected, with chipped black lacquer and a grip wrapped in expensive velvet.
Mannerisms
Jerry speaks in a low, carefully controlled voice unless surprised, at which point he produces an unexpectedly loud, low scream. He frequently adjusts his hood to frame his horns, pauses before answering simple questions as though delivering a prophecy, and stares at people from beneath his eyebrows when he feels ignored.
Personality
Jerry is committed to appearing mysterious, severe, and emotionally unavailable, but he is easily startled and embarrassingly eager to be taken seriously. He is observant in quiet moments, notices small changes in people's expressions, and becomes unexpectedly protective when someone is being mocked for seeming strange. He has expensive tastes, beginner-level wilderness skills, and an intense belief that the right coat can compensate for both.
Ideals
Self-creation. Bloodline is an accident, wealth is an obligation, and reputation is something a person has to build deliberately. Jerry wants to become the frightening, self-sufficient figure he keeps pretending to be.
Bonds
Jerry's family expects him to return from university with honors, a distinguished reputation, and no embarrassing stories. He is determined to prove that his chosen path is real, even if he has to become competent one awkward incident at a time. He is also quietly grateful to Histrionica Jones for trusting him enough to collapse into his arms, though he denies that the moment mattered to him.
Flaws
Jerry confuses inconvenience with oppression and reacts to minor embarrassment as though it were a personal tragedy. He is spoiled, melodramatic, and secretly terrified that everyone can tell he is not yet a capable ranger. Rather than admit uncertainty, he makes a darker facial expression and says something vaguely ominous.
Quirks
Background
Jerry Crescent was raised in a comfortable townhouse where every practical problem was solved by someone else. His family had money, minor political connections, and a long-standing expectation that Jerry would eventually become something respectable. Unfortunately for them, Jerry discovered that respectability was not nearly as interesting as looking haunted in expensive clothes. During his final year before university, he reinvented himself as a goth, adopted the hunting hood, began carrying a bow he barely knew how to use, and announced that he was pursuing a life of dangerous wilderness study.
“His family had money, minor political connections, and a long-standing expectation that Jerry would eventually become something respectable.”
- Background
- Noble
Connections
Species
Infernal Tiefling
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