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Skills & Inventory


Skills & Abilities[]

A list of skills and abilities that Antiope acquires during her adventures: 

Ability Source Details First Appearance
Hunter's Sense Monster Slayer Conclave Ranger Level 3 Antiope gains the ability to peer at a creature and magically discerns how best to hurt it. As an action, she chooses one creature she can see within 60 feet. She immediately learns whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, she senses that it has no damage immunities, resistances, or vulnerabilities. Antiope can use this feature a number of times equal to her Wisdom modifier. She regains all expended uses of it when she finishes a long rest. Episode 1: Party of Seven
Primeval Awarness Ranger Level 3 Antiope can use her action and expend one ranger spell slot to focus her awareness on the region around her. For 1 minute per level of the spell slot she expends, she can sense whether the following types of creatures are present within 1 mile (or within up to 6 miles if she is in her favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Episode 3: Big City Connections
Archery Fighting Style Fighter Level 1 Gives Antiope a +2 to attack rolls made with ranged weapons Episode 3: Big City Connections
Sharpshooter Feat Antiope has mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn't impose disadvantage on her ranged weapon attack rolls. Her ranged weapon attacks ignore half and three-quarters cover. Before she makes an attack with a ranged weapon that she is proficient with, she can choose to take a -5 penalty to the attack roll. If that attack hits, she adds +10 to the attack's damage. Episode 3: Big City Connections
Extra Attack Fighter Level 6 Antiope can attack twice, instead of once, whenever she takes the Attack action on her turn. Episode 3: Big City Connections
Arcane Shot Arcane Archer Fighter Level 3 Antiope can unleash special magical effects with some of her shots. She knows two Arcane Shot options of her choice. Once per turn when she fires an arrow from a shortbow or longbow as part of the Attack action, she can apply one of her Arcane Shot options to that arrow. Antiope decides to use the option when the arrow hits, unless the option doesn’t involve an attack roll. She has two uses of this ability, and regains all expended uses of it when she finishes a short or long rest. Episode 3: Big City Connections
Grasping Arrow Arcane Shot When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against Antiope's Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until Antiope uses this option again. Episode 3: Big City Connections
Action Surge Fighter Level 2 Antiope can push herself beyond her normal limits for a moment. On her turn, she can take one additional action. Once she uses this feature, she must finish a short or long rest before she can use it again. Episode 3: Big City Connections
Bursting Arrow Arcane Shot Antiope imbues her arrow with force energy drawn from the school of evocation. The arrow detonates after her attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. Episode 4: Stone Temple Pile-up
Slayer's Prey Monster Slayer Conclave Ranger Level 3 Antiope can focus her ire on one foe, increasing the harm she inflicts on it. As a bonus action, she designates one creature she can see within 60 feet as the target of this feature. The first time each turn that she hits that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until she finishes a short or long rest. It ends early if she designates a different creature. Episode 4: Stone Temple Pile-up
Second Wind Fighter Level 1 Antiope has a limited well of stamina that she can draw on to protect herself from harm. On her turn, she can use a bonus action to regain hit points equal to 1d10 + her fighter level. Once she uses this feature, she must finish a short or long rest before she can use it again. Episode 8: And Another Thing
Alert Feat Antiope is always on the lookout for danger. She can’t be surprised while she is conscious. She gains a +5 bonus to initiative. Other creatures don’t gain advantage on attack rolls against her as a result of being hidden from her. Episode 8: And Another Thing
Favored Enemy Ranger Level 1 Antiope chose dragons as her favored enemy which means she has advantage on on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. Then after Episode 9: Time & Space Antiope got an additional favored enemy of "people she doesn't want to become". Episode 8: And Another Thing
Inspiring Leader Feat Antiope can spend 10 minutes inspiring her companions, shoring up their resolve to fight. When she does so, she chooses up to six friendly creatures (which can include herself) within 30 feet who can see or hear her and who can understand her. Each creature can gains temporary hit points equal to Antiope's level + her Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. Episode 9: Time & Space


Spells[]

Spell Spell's Level Source Details First Appearance
Hunter's Mark 1st Ranger As a bonus action, Antiope chooses a creature she can see within 90 feet and mystically marks it as her quarry. For 1 hour (or until concentration is dropped), she deals an extra 1d6 damage to the target whenever she hits it with a weapon attack, and she has advantage on any Wisdom (Perception) or Wisdom (Survival) check she makes to find it. If the target drops to 0 hit points before this spell ends, Antiope can use a bonus action on a subsequent turn to mark a new creature. Episode 1: Party of Seven
Pass Without Trace 2nd Ranger A veil of shadows and silence radiates from Antiope, masking her and her companions from detection. For 1 hour (or until concentration is dropped) each creature she chooses within 30 feet (including herself) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. Episode 2: In or Out
Druidcraft Cantrip Arcane Archer Fighter Whispering to the spirits of nature, Antiope creates one of the following effects within 30 feet: she create a tiny, harmless sensory effect that predicts what the weather will be at her location for the next 24 hours- this effect persists for 1 round; she instantly makes a flower blossom, a seed pod open, or a leaf bud bloom; she creates an instantaneous, harmless sensory effect, (the effect must fit in a 5-foot cube); she instantly lights or snuffs out a candle, a torch, or a small campfire. Episode 3: Big City Connections
Protection From Evil and Good 1st Monster Slayer Conclave Ranger For 10 minutes (or until concentration is dropped), one willing creature Antiope touches is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Episode 5: Reflections
Cure Wounds 1st Ranger A creature Antiope touches regains a number of hit points equal to 1d8 + her spellcasting ability modifier. This spell has no effect on undead or constructs. Episode 6: Belles of the Baronies


Inventory[]

A list of items belonging to, given to, or found by Antiope:

Item Acquired from Details First Appearance
Dragon Slayer Bow unknown An Enchanted bow that allows Antiope to use special bow shots by taking a -5 to the attack roll. When chosing to use Wing Shot on a creature that has a flying speed it must make a DC 17 Constitution saving throw and their fly speed is halved. if they fail by 5 or more their fly speed is reduced to 0. Antiope can also choice to use Blinding Shot where the target must make a DC 17 Constitution saving throw or become blinded (preumably the only time it is used the target suceeded on the save). Another option is restraining shot (however this was only used on the jester's mirror image so no effects are ever seen) Episode 3: Big City Connections
Mirror Arrows Temple of the Earth Defiant These arrows apear to have heads made of pure reflection. They allow Antiope to bypass some of the innate resistances and immunities of creature by the arrow reflecting the properties of the creature itself. Also, after her first strike with one of these arrows, the remaining arrows consider whatever target just hit to be a favored enemy. Episode 5: Reflections
Kicks of Striding and Springing unknown While Aniope wears these shoes, her walking speed is 30 feet, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, she can jump three times the normal distance, though she can't jump farther than her remaining movement would allow. Episode 7: Bloppelganger Blitz
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