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Abilities[]

Ability Source Details First Appearance
Surprise Attack Race: Bugbear If Marcid surprises a creature and hits it with an attack on his first turn in combat, the attack deals an extra 2d6 damage to it. He can use this trait only once per combat. Episode 1: A Heaping Helping of Trouble
Dread Ambusher Gloom Stalker Conclave Ranger Level 3 Marcid has mastered the art of the ambush. He can give himself a bonus to his initiative rolls equal to his Wisdom modifier. At the start of his first turn of each combat, his walking speed increases by 10 feet, which lasts until the end of that turn. If he takes the Attack action on that turn, he can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. Episode 1: A Heaping Helping of Trouble
Long-Limbed Race: Bugbear When Marcid makes a melee attack on his turn, his reach for it is 5 feet greater than normal. Episode 2: The Daughter of Storms
Extra Attack Ranger level 5 Marcid can attack twice, instead of once, whenever he takes the Attack action on his turn. Episode 2: The Daughter of Storms
Favored Enemy Ranger Level 1 Marcid has significant experience studying, tracking, hunting, and even talking to a certain type of enemy. He chose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, he could select two races of humanoid (such as gnolls and orcs) as favored enemies. He has advantage on Wisdom (Survival) checks to track his favored enemies, as well as on Intelligence checks to recall information about them. Episode 3: Into the Sternwood
Two Weapon fighting style Ranger level 2 When Marcid engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack. not explicit but possibly used in Episode 3: Into the Sternwood
Primeval Awarness Ranger level 3 Marcid can use his action and expend one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot he expends, he can sense whether the following types of creatures are present within 1 mile (or within up to 6 miles if he is in his favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Episode 4: I'm Worth This
Natural Explorer Ranger Level 1 Marcid is particularly familiar with one type of natural environment and is adept at traveling and surviving in such regions. He chose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When he makes an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus is doubled if he is using a skill that he's proficient in. While traveling for an hour or more in his favored terrain, Marcid gains the following benefits: difficult terrain doesn’t slow his group’s travel; his group can’t become lost except by magical means; even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking) he remains alert to danger; if he is traveling alone he can move stealthily at a normal pace; when he forages he finds twice as much food as he normally would; while tracking other creatures he also learns their exact number, their sizes, and how long ago they passed through the area. Episode 4: I'm Worth This
Umbral Sight Gloom Stalker Conclave Ranger Level 3 Marcid's darkvision extends an extra 30 feet out to 90 feet. Marcid is also adept at evading creatures that rely on darkvision. While in darkness, he is invisible to any creature that relies on darkvision to see him in that darkness. Episode 5: Scramble to the Ramble
Powerfully Built Race: Bugbear Marcid counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift (so he counts as Large for these abilities) Episode 6: The Horizon Beyond the Squall


Spells[]

Spell Spell Level Source Details First Appearance
Hunter's Mark 1st Ranger As a bonus action, Marcid chooses a creature her can see within range and mystically marks it as his quarry. Until the spell ends, he deals an extra 1d6 damage to the target whenever he hits it with a weapon attack, and he has advantage on any Wisdom (Perception) or Wisdom (Survival) check he makes to find it. If the target drops to 0 hit points before this spell ends, he can use a bonus action on a subsequent turn to mark a new creature. Episode 1: A Heaping Helping of Trouble
Pass Without Trace 2nd Ranger A veil of shadows and silence radiates from Marcid, masking him and his companions from detection. For 1 hour (or until concentration is dropped), each creature he chooses within 30 feet (including Marcid himself) 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: The Daughter of Storms
Rope Trick 2nd Gloom Stalker Conclave Ranger Marcid touches a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends after 1 hour. Episode 5: Scramble to the Ramble

Inventory[]

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

Item Acquired from Details First Appearance
Alycon Myrtle A very anxious sentient trident that warns Marcid of danger, even if the danger is extremely obvious Episode 1: A Heaping Helping of Trouble
Yklwa unknown Another weapon Marcid wields; sometimes used to intimidate and threaten clients Episode 1: A Heaping Helping of Trouble
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