Marrek Cresnik
Marrek Cresnik
Sheet
AC 10 · HP 60 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresAction
- Primeval AwarenessLevel 3
Marrek can use an action and expend a spell slot to focus his awareness on the region around him, learning about the presence of favored enemies and powerful supernatural forces within one mile, or six miles in favored terrain.
- Unavailable Hunter OptionLevel 0
Marrek can use an action and expend a spell slot to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons for one minute. This ability is not a standard Hunter feature and is therefore not available.
Bonus action
- Vanish
When Bonus action
Marrek disappears into cover and repositions without drawing attention, using his bonus action to Hide.
- Hide in Plain Sight and VanishLevel 10
Marrek can use a bonus action to become invisible until the start of his next turn. He can also attempt to hide as a bonus action.
Always on
- Favored Enemy Mark
When Once per turn after hitting a favored enemy with a weapon attack
When Marrek hits a creature with a weapon attack, he can mark it as his favored enemy for the duration of the encounter, gaining a tactical advantage against that enemy.
- Disciplined Volley
When When taking the Attack action
Marrek fires two arrows or bolts as part of one Attack action, benefiting from his Extra Attack and Archery fighting style.
- Hunter's Volley
When When using the Attack action with a ranged weapon
Marrek unleashes ranged attacks against multiple enemies within a 10-foot-radius area, making a separate attack roll against each target and expending ammunition for each attack.
- Favored EnemyLevel 1
Marrek has advantage on Wisdom (Survival) checks to track his favored enemies and on Intelligence checks to recall information about them. He knows two types of favored enemy: humanoids, specifically orcs and goblinoids, and monstrosities.
- Natural ExplorerLevel 1
Marrek is especially familiar with one type of natural environment, forests, and gains benefits when traveling and making checks related to that terrain. He also knows two additional environments, mountains and grasslands, through long military campaigns.
- Fighting Style: ArcheryLevel 2
Marrek adopts the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- SpellcastingLevel 2
Marrek is a half-caster. His spellcasting ability is Wisdom. He knows seven ranger spells and uses a druidic focus or material components as required.
- Hunter's Prey: Colossus SlayerLevel 3
Marrek chooses one creature he can see within 60 feet as his Hunter's Prey. Once per turn, when he hits it with a weapon attack, he deals an extra 1d8 damage if it is below its hit point maximum.
- Defensive Tactics: Multiattack DefenseLevel 7
Marrek gains a +4 bonus to AC against each subsequent attack made by the same creature after it hits him with an attack. This applies only to the attacks of that creature, not to attacks made by other creatures.
- Extra AttackLevel 5
Marrek can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Land's StrideLevel 8
Moving through nonmagical difficult terrain costs Marrek no extra movement. He can pass through nonmagical plants without being slowed or damaged by them, and has advantage on saving throws against magically created or manipulated plants.
- Ranger AdaptabilityLevel 6
Marrek gains a climbing speed and swimming speed equal to his walking speed.
- Excluded Nonstandard FeatureLevel 0
Marrek has advantage on saving throws against being frightened and being charmed by beasts and plants. This is not a standard 2014 ranger feature and is not included.
- Multiattack: VolleyLevel 11
Marrek can make one additional weapon attack against a different creature within range when he uses his action to make a ranged weapon attack against a creature. He can make a separate attack for each creature in a 10-foot-radius area, provided he has ammunition for each target.
- Excluded Higher-Level FeatureLevel 18
Marrek has blindsight out to 10 feet and is aware of the location of any invisible creature within that range, provided he is not blinded or deafened. He is also aware when a creature has advantage against him, and can choose to remove that advantage once per turn.
- Excluded Higher-Level FeatureLevel 20
Marrek can add his Wisdom modifier to the attack or damage roll of an attack against his favored enemies. This feature is not gained until ranger level 20 and is not included.
- Ability Score IncreaseHuman+1 to all six ability scores
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century
- AlignmentHumanHumans tend toward no particular alignment
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language
- Military RankSoldier
Marrek retains the respect of soldiers, mercenaries, and veterans who recognize his service. He can find basic shelter, information, and limited assistance among military organizations and former comrades, though his reputation may precede him.
Spells
11 spellsSpellcasting. Marrek Cresnik casts with Wisdom (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , ,
Gear
13 itemsWeapons
- 2×ShortswordMarrek carries two simple military blades as backup weapons.
- LongbowA longbow with a quiver of arrows, included in standard ranger starting equipment.
- Heavy crossbowA heavy crossbow with a reinforced stock, Marrek's preferred weapon despite it not being part of the default ranger starting package.
Armor
- Leather armorWorn and repaired many times, providing AC 11 plus Dexterity modifier, subject to the normal armor rules.
Gear
- 20×ArrowsStandard ammunition for the longbow.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Insignia of rankA metal insignia of rank from Marrek's former mercenary company.
- Trophy from a fallen enemyA broken enemy banner clasp kept as a campaign trophy.
- Gaming setA worn set of carved knucklebones used for gambling and remembering old comrades.
- Common clothesPlain, serviceable clothing suitable for travel and camp life.
- Wooden prosthetic legA fitted wooden prosthetic leg. It grants no special mechanical benefit and requires ordinary maintenance.
- EyepatchA plain black eyepatch covering Marrek's lost eye.
Purse
- Belt pouch with goldCoins saved from military pay and long years of adventuring.
Appearance
Marrek is a tall, long-limbed human man with a pronounced beer gut, weather-browned skin, and a rugged grey beard trimmed close around a perpetually clenched jaw. His remaining eye is sharp and dark beneath bushy brows, while a plain black eyepatch covers the eye he lost during a border campaign. His thin grey hair has receded nearly to the crown. One leg ends below the knee and is replaced by a carefully fitted wooden prosthesis, worn smooth and dark from decades of use. His hands are broad, knotted, and permanently callused from reins, bowstrings, sword hilts, and field tools. He favors worn leather armor, a heavy crossbow, and a scholar's ink-stained satchel inherited from his family.
Mannerisms
Marrek taps the wooden toe of his prosthetic against the floor while thinking, checks every doorway before sitting, and squints at written work as though judging whether the author deserves to live. When giving orders, he uses the clipped cadence of a battlefield officer. When embarrassed, he quotes obscure historical dates instead of answering directly.
Personality
Marrek is severe, observant, and more patient than he first appears. He speaks like a quartermaster issuing orders, measures people by whether they keep their word, and has an unexpectedly dry sense of humor. Beneath his old mercenary habits is a disappointed scholar who still notices ancient masonry, unusual dialects, and errors in copied maps.
Ideals
Order. A hard rule honestly followed is kinder than a soft promise made by someone who wants to be liked.
Bonds
He carries his family's annotated atlas and intends to return it to the Cresnik archives, whether they welcome him or not. He is fiercely loyal to the veterans of his old company and will risk much to protect one of their descendants.
Flaws
He is stubborn past the point of reason and treats apologies as a form of surrender. Marrek distrusts idealists, scholars, and officers who have never slept in rain, yet he secretly fears that his contempt for his family is mostly wounded pride. He drinks too much when old campaign memories surface and will keep fighting long after retreat becomes the wiser order.
Quirks
Background
Marrek Cresnik was born into a respected human family of historians, mathematicians, and legal scholars. His parents expected him to inherit a desk, a library, and a lifetime of careful argument. At eighteen, he abandoned the family estate after a bitter dispute over whether knowledge mattered if it never left the page. He joined a mercenary company, first as a camp runner and later as a scout, crossbowman, and field officer. He learned to read maps as readily as books, to identify armies by the mud on their boots, and to survive long enough for clever plans to become useful ones. Nearly half a century of campaigning left him with a wooden leg, an eyepatch, a gut built by too many victory feasts, and a long list of names he refuses to forget. He eventually served as a ranger because the wilderness offered a cleaner kind of honesty than courts and commanders. Every trail had a reason, every animal left evidence, and every mistake had consequences without a nobleman pretending otherwise. Though he still claims that abandoning his family's scholarship was the right choice, he now carries copied pages from their books and quietly corrects his own maps in the margins. Marrek adventures because he wants to prove that his life was not wasted, and because somewhere beneath the soldier's discipline he still hopes his family would understand why he left.
“His parents expected him to inherit a desk, a library, and a lifetime of careful argument.”
- Background
- Soldier
Connections
Species
Human
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