Marbrix Longbeard - Dwarf Ranger
Marbrix Longbeard
Neutral Good, Male, 6th Level Mountain Dwarf, Ranger - Faction Agent
Marbrix Longbeard
Dwarf (Mountain) Ranger Level 6 N. Good
AC 13
HP 58
Current HP's: 58
Speed 25ft
Str 12 (1)
Dex 17 (3)
Con 16 (3)
Wis 12 (1)
Int 13 (1)
Cha 8 (-1)
Attacks - 2 Per Turn
L. Bow +7 1D8+3
Hand Axe +3 1D6+1
Hand Axe +3 1D6+1
Total Arrows: 100
Used:
Racial Traits:
Accustomed to life underground, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.
Darkvision
You have advantage on saving throws against poison, and you have resistance against poison damage
Dwarven Resilience
You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Dwarven Combat Training
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus
Stonecunning
Class:
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Favored Enemy - Undead; Aberrations
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difticult 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.
Natural Explorer - Swamp; Grasslands
Fighting Style:
You gain a +2 bonus to attack rolls you make with ranged weapons.
Archery
Spells
4 1st Level Spell Slots Spell Slots Used: 1st - 3 of 4
2 2nd Level Spell Slots Spell Slots Used: 2nd - 0 of 2
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 +your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by Id8 for each slot level above 1st.
Cure Wounds
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute The next time you hit a creature with a ranged weapon atlack 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 levei or higher, the damage increases by 1D10 for each slot level above 1st (to a maximum of 6d 10).
Hail of Thorns
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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 O 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
2nd Level Spells
Transmutation • V, S, M
1 Action
Duration: Concentration 10 Minutes
casting Time: 1 Action
Range/Area: 150 ft (20 ft )
Components: V, S, M *
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spike Growth
Background:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Safe Haven
Hunter's Prey: At 3rd level, you gain one of the following features of your choice
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Horde Breaker
Adventurers League Log Sheet
- Adventure Notes/Downtime Activity:
*While in Port Nyanzaru bought 2 vials of Insect Repellent , 2 water skins, and 1 rain catcher - 3gp's and 4 sp's
*At the session break purchased 2 more quivers with 40 arrows. Adding the 40 to my current inventory gives me a total of 71
Looking at the note again, Marbrix just shakes his head in disbelief. Chult? Why Chult? Why now? Putting it down he stares out the window of his small room as memories come flooding back. What, 70, 80 years have passed since he was last there. Barely recalling the day his dad hastily picked him up and fled the lava that was making it's way through the tunnels of their home. Escaping the mountain only to find taht there are things just as dangerous as lava in the outside world. He remembers the days spent in the swamp with his dad, searching in vain for any signs of his mother. Having to survive in an enviroment that neither one them had ever encountered Marbrix developed skills. Skills that most dwarfs, according to the stories his dad used to tel him, would never have. Tracking prey through the swamp. Using a bow instead of a warhammer. Living above ground instead of inside the cool confines of a mountain. But the worst part were the dead that roamed the swamp. Their numbers seemed endless. Never resting, never sleeping, just constantly roaming, looking to eat the living. But, with his dad watching over him, all was good.
Shaking his head, he slowly packs what little he has and stuffs the letter into his pocket. Opening the door he steps out into the hall and takes another look in the room. How long had it been since he came here and started learning the ways of the ranger under the tutelage of Fruion Silverhide? Some 40 years or so right? But why did he even come here in the first place? Giving a shudder as if someone walked across his grave he remembers his father. Killed by a pack of undead that they had accidentally stumbled across one day hunting in new territory. Shaking the thought from his head he remembers how he made it to Port Nyanzaru and started working as a guide. Once he had enough money he booked a one way passage on a ship and stepped off in Water Deep. Being unfamiliar with a large town he hightailed it out and fell on hard times. Still reeling from the loss of his father, now in a strange environment, he had sunk so low that he tried his hand at robbery. But fate was with him as he failed miserably on his first attempt. But instead of being throttled or brought before the local constable, the man took pity on him and took him under his wing. The next 30 years were spent with Fruion, learning the ways of the ranger, the teachings of Mielikki and the harpers. On his own for the last 20 years, he has led a productive life. Guiding tourists looking to hunt some of the game in the woods around Baldur's Gate and occasionally doing the odd job for the harpers. Closing the door he heads out, "This is not the odd job I've come to expect". he says to no one in particular.