Skills & Inventory |
Abilities[]
Ability | Source | Details | First Appearance |
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Ranger's companion | Beast Master Conclave level 3 | Sokhbarr's companion J'er'em'ih fights alongside Sokhbarr and adds Sokhbarr's proficency bonus to his attacks, AC and damage. J'er'em'ih takes his own turn on his own initative but follows Sokhbarr's commands. | Episode 1: Welcome to the Dark Side |
Coordinated Attack | Beast Master Conclave level 5 | Sokhbarr and J'er'em'ih form a more potent fighting team. When Sokhbarr uses the Attack action on his turn, if J'er'em'ih can see him, J'er'em'ih can use his reaction to make a melee attack. | Episode 2: Volcano of Violence |
Beast's Defence | Beast Master Conclave level 7 | While J'er'em'ih can see Sokhbarr, J'er'em'ih has advantage on all saving throws. | Episode 2: Volcano of Violence |
Storm of Claws and Fang | Beast Master Conclave level 11 | J'er'em'ih can use his action to make a melee attack against each creature of his choice within 5 feet, with a separate attack roll for each target. | Episode 2: Volcano of Violence |
Fleet of Foot | Ranger Level 8 | Sokhbarr can use the dash action as a bonus action. | Episode 2: Volcano of Violence |
Favored Enemy / Greater Favored Enemy | Ranger Level 1/6 | Sokhbarr has significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. He chose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. He also chose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. He gains a +4 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, he has advantage on Wisdom (Survival) checks to track his favored enemies, as well as on Intelligence checks to recall information about them. Also, against his greater Favored Enemy he gains advantage on saving throws caused by this enemy. | Episode 2: Volcano of Violence |
Two Weapon Fighting Style | Ranger Level 2 | When Sokhbarr engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack. | Episode 2: Volcano of Violence |
Primevil awarness | Ranger Level 3 | Sokbarr can use his action and expends one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot expended, 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. | never used |
Hide in Plain Sight | Ranger Level 10 | Sokhbarr can spend 1 minute creating camouflage for himself. He must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create this camouflage. Once he is camouflaged in this way, he can try to hide by pressing himself up against a solid surface, such as a tree or wall, that is at least as tall and wide as he is. He gains a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once he moves or take an action or a reaction, he must camouflage himseld again to gain this benefit. | never used |
Vanish | Ranger Level 14 | Sokhbarr can use the Hide action as a bonus action on his turn. Also, he can’t be tracked by nonmagical means, unless he chooses to leave a trail. | never used |
Spells[]
Spell | Spell Level | Source | Details | First Appearance |
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Animal Friendship | 1st | Ranger | This spell lets Sokhbarr convince a beast that he means it no harm. He chooses a beast that he can see within 30 feet. It must see and hear him. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by Sokhbarr for the spell's duration. If he or one of his companions harms the target, the spell ends. | Episode 2: Volcano of Violence |
Conjure Animals | 3rd | Ranger | Sokhbarr summons beasts and they appear in unoccupied spaces that he can see within 60 feet. He chooses one of the following options for what appears: one beast of challenge rating 2 or lower; two beasts of challenge rating 1 or lower; four beasts of challenge rating 1/2 or lower; eight beasts of challenge rating 1/4 or lower. | Episode 2: Volcano of Violence |
Healing Spirit | 2nd | Ranger | As a bonus action, Sokhbarr calls forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube he can see within 60 feet. The spirit looks like a transparent beast. For 1 minute (or until concentration is broken), whenever Sokhbarr or a creature he can see moves into the spirits space for the first time on a turn or starts its turn there, he can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on his turn, he can move the Spirit up to 30 feet to a space he can see. The spirit can heal a number of times equal to 1 + his spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. | Episode 2: Volcano of Violence |
Beast Sense | 2nd | Ranger | Sokhbarr touches a willing beast. For 1 hour (or until concentration is broken) Sokhbarr can use his action to see through the beast’s eyes and hear what it hears, and continue to do so until he uses his action to return to his normal senses. | Episode 3: The Caged Elf and the Crown |
Ensnaring Strike | 1st | Ranger | After casting as a bonus action, the next time Sokhbarr hits 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 Sokhbarr's spell save DC. On a success, the target is freed. | Episode 4: Airship Ambush |
Gaseous Form | 3rd | Bandolier of potions | Sokhbarr transforms the drinker of the potion, along with everything their wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. While in this form, the drinker's only method of movement is a flying speed of 10 feet. The drinker can enter and occupy the space of another creature. The drinker has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The drinker can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The drinker can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the drinker can't talk or manipulate objects, and any objects they were carrying or holding can't be dropped, used, or otherwise interacted with. The drinker can't attack or cast spells. |
Episode 4: Airship Ambush |
Clairvoyance | 3rd | Bandolier of potions | Sokhbarr create an invisible sensor within 1 mile in a location familiar to the drinker or in an obvious location that is unfamiliar to them. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. The drinker chooses seeing or hearing. They can use the chosen sense through the sensor as if they were in its space. As their action, they can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of a fist. | Episode 5: Bloodlines and Lifelines |
Inventory[]
Item | Aquired From | Details | First Appearance |
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Pair of Axes | unknown | A regular pair of axes that deal 1d6 on a hit | Episode 1: Welcome to the dark side |
Bandolier of potions | unknown | Sokhbarr has an unknown number of potions with the known ones listed below. | Episode 4: Airship Ambush |
Potion of heroism | Bandolier of potions | For 1 hour after drinking it, Sokhbarr (or whoever he gives it to) gains 10 temporary hit points that last for 1 hour. For the same duration, the drinker is under the effect of the bless spell (no concentration required). | Episode 4: Airship Ambush |
Potion of Gaseous form | Bandolier of potions | The drinker gains the effect of the gaseous form spell (see spells listed above) for 1 hour or until dismissed as a bonus action. | Episode 4: Airship Ambush |
Potion of Greater Healing | Bandolier of potions | The drinker regains 4d4 + 4 hp | Episode 5: Bloodlines and Lifelines |
Potion of Clairvoyance | Bandolier of potions | The drinker gains the effects of the clairvoyance spell (see spells listed above) | Episode 5: Bloodlines and Lifelines |
Mystery Potion | Bandolier of potions | Gives the drinker 3 rolls of the wild magic table. When Sokhbarr drunk this he rolled 92 (If he died within the next minute, he would immediately come back to life as if by the Reincarnate spell), 5 (a modron appears with 5 feet of him, this was Hork) and 12 (a d10 is rolled, his height changes by a number of inches equal to the roll, if the roll is odd- he shrinks, if the roll is even- he grows, Sokhbarr grew to about 8 feet tall). | Episode 6: The Tomb of Ultimate Evil |