Level | 3 (902/2700 XP for level-up) |
Background | Sage |
Size | Medium |
Species | Human |
Subclass | Fey Wanderer |
Level | 3 |
Hit dice | 3/3 |
1d10+0 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
heavy cross | +6 | DEX | 1d10+2+2 | pierce | ||
range | ||||||
Shortsword | +6 | DEX | 1d6+2+2 | slash |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
leather armor | 11 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+2 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
-1 | Arcana | INT | |
-1 | Athletics | STR | |
+7 | Deception | CHA | |
-1 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
-1 | Investigation | INT | |
+3 | Medicine | WIS | |
-1 | Nature | INT | |
+5 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+5 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Greek, Coptic
Duration: Concentration, up to 1 minute |
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You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. |
Duration: Concentration, up to 1 minute | |
---|---|
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. | Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. |
Duration: Instantaneous |
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As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one. |
Duration: Concentration, up to 1 hour |
---|
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. |