d&dr

d&dr

Witcher
16
+3
15
+2
15
+2
14
+2
4
+2
13
+1
HP
18 / 18
XP: 1000
Armor Class
13

Player: Clint

Human Ranger (level 4)
  • Proficiency Bonus: +2
  • Inspiration: 0
  • Initiative: 2
  • Speed: 30

Saving Throws

  • Strength: +5
  • Dexterity: +3
  • Constitution: +2
  • Intelligence: +2
  • Wisdom: +2
  • Charisma: +1

Skills

  • Acrobatics: +2
  • Animal Handling: -4
  • Arcana: +2
  • Athletics: +5
  • Deception: +1
  • History: +2
  • Insight: +2
  • Intimidation: +1
  • Investigation: +2
  • Medicine: +2
  • Nature: +4
  • Perception: +2
  • Performance: +1
  • Persuasion: +2
  • Religion: -1
  • Sleight of Hand: +4
  • Stealth: +4
  • Survival: +2
  • Passive Wisdom: 12

Available Features

  • Favored Enemy
  • Natural Explorer
  • Fighting Style
  • Spellcasting
  • Ranger Archetype v1
  • Primeval Awareness
  • Ability Score Improvement v1
  • Background: Urchin
  • Alignment: Neutral Good
  • Archetype (lvl 3+): None
  • Languages:

    Human/English

  • Equipment:

    Leather Armor
    Spear 1/D6
    Dagger 1/D4
    Long bow 1/D8

  • Personality:

    Douchebag

  • Ideals:

    Does shit for money

  • Bonds:

    Pretty much anything involving ropes

  • Flaws:

    Like Ale too much!

Spells (+)

Ensnaring Strike

Level: 01, Casting Time: bonus action

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hail of Thorns

Level: 01, Casting Time: bonus action

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Hunter's Mark

Level: 01, Casting Time: bonus action

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. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. 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.

Hunter's Mark

Level: 01, Casting Time: bonus action

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. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. 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.