As much as SheK really had intention to kill both the patrol, she can't find it in her to just kill the defenseless down patrol man. Appears she has a nasty streak of morality in her. She steps around him to attack the other patrol man. She rightly pounds on him hard. Obviously, she likes her warhammer much more than that useless longbow.
OOC:
SheK moves 10' to G19. Attack Patrol Man #4 with a 22. Pounds him for 13 bludgeoning damage, 4 psychic damage, and 3 extra damage. He is marked as a favored foe but she looses concentration on it due to casting of Hunter's Mark. Shek casts Hunter's Mark (Finder's Magic) with just a word as
bonus action and is concentrating on it. He is marked as Hunter's Mark.
OOC:
SheK has Warhammer & Shield in hands AC(17) and
Concentration on Hunter's Mark to Patrol Man #4.
[ +- ] Favored Foe
Favored Foe: This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
[ +- ] Dreadful Strikes
Dreadful Strikes: At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
[ +- ] Hunter's Mark Spell
Hunter's Mark 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 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.
Last edited January 29, 2024 10:16 pm