Skip to content
CreatePricing
Borin Mossfire - AI-generated fantasy Character

Borin Mossfire

Hill Dwarf · Ranger (Hunter) · Level 3 · Urchin

Borin Mossfire

Quietly protective, practical, and dryly funny, Borin prefers action to speeches and trusts competence over pedigree.
AC18
HP31/31
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 31 · 25 ft.
AlignmentNeutral GoodGenderFemaleAge42
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • NatureWIS
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Battleaxe,
Handaxe,
Light hammer,
Warhammer

Tools

Mason's tools,
Disguise kit,
Thieves' tools

Languages

Common,
Dwarvish

Features

13 features

Always on

  • Favored EnemyLevel 1

    You have mastered the techniques of wilderness survival and tracking. You are trained to move and remain effective in the wild, and you gain benefits while traveling and navigating natural terrain.

  • Natural ExplorerLevel 1

    You excel at traveling through a chosen natural environment, preventing your group from getting lost, remaining alert, foraging efficiently, and moving stealthily when traveling alone or with a small group.

  • Fighting StyleLevel 2

    You adopt a fighting style that defines your combat technique.

  • SpellcastingLevel 2

    You can cast ranger spells. Wisdom is your spellcasting ability, and you use a spell focus or component pouch for material components when needed.

  • Ranger ArchetypeLevel 3

    You choose a ranger archetype. As a Hunter, you gain Hunter's Prey, which grants you a tactical benefit in combat. You have chosen Colossus Slayer, allowing you to deal extra damage once per turn to a wounded creature.

  • Colossus SlayerLevel 3

    Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 damage if the creature is below its hit point maximum. This benefit applies once on each of your turns.

  • DarkvisionHill DwarfYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Dwarven ResilienceHill DwarfYou have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat TrainingHill DwarfYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool ProficiencyHill DwarfYou gain proficiency with the artisan's tools of your choice, here represented as mason's tools.
  • StonecunningHill DwarfWhenever you make an Intelligence check related to the origin of stonework, you are considered proficient and add double your proficiency bonus to the check.
  • Dwarven ToughnessHill DwarfYour hit point maximum increases by 1 whenever you gain a level.
  • City SecretsUrchin

    You know the secret patterns and flow of cities, and can find passages, allies, and hidden resources in urban environments more easily than most.

Spells

3 spells

Spellcasting. Borin Mossfire casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (3 slots): , ,

Gear

12 items

Weapons

  • 2×
    Shortsword
    Balanced blades for close work when arrows are not enough.
  • Longbow
    A ranged weapon suited to ambushes, scouting, and hunting.

Armor

  • Scale Mail
    Medium armor that provides solid protection while still allowing mobility.
  • Shield
    A protective shield bearing a scratched city ward sigil.

Tools

  • Small Knife
    A small blade kept for utility and emergency use.

Gear

  • 20×
    Arrow
    A quiver filled with ammunition for the longbow.
  • Dungeoneer's Pack
    A practical travel kit with bedroll, rations, rope, and survival gear.
  • City Map
    A worn map of the city with alleys, rooftops, and hidden drains carefully noted.
  • Pet Mouse
    A tame mouse that rides in a pocket when Borin is on the move.
  • Family Token
    A keepsake from Borin's parents, carried as a reminder of home.
  • Traveler's Clothes
    A set of common clothes suited to hard travel.

Purse

  • Pouch of 10 gp
    The urchin's starting coin purse.

Appearance

A compact hill dwarf with a weather-beaten face, braided auburn beard threaded with copper rings, and watchful gray eyes. She wears practical scale mail under a dark green cloak, with a longbow slung over one shoulder and a pair of shortswords riding low at her hips. Her hands are callused, her sleeves are patched, and every pocket seems to hold a useful scrap, a bit of chalk, or a folded map.

Mannerisms

She keeps count of exits without meaning to, taps her thumb against her beard ring when thinking, and unconsciously lowers her voice in unfamiliar streets. When pleased, she gives a brief nod instead of smiling, as if conserving the expression for emergencies.

Personality

Quietly protective, practical, and dryly funny, Borin prefers action to speeches and trusts competence over pedigree. She is generous with bread, bandages, and good advice, but slow to offer personal trust. Once she decides someone is hers to defend, she becomes relentless.

Ideals

Dignity. No child should have to learn hunger, theft, and fear just to survive. A city is measured by how it treats the smallest people in its shadows.

Bonds

He keeps his parents' old mason token wrapped in oilcloth and will risk a great deal to protect the neighborhood that raised him, especially the children who sleep rough as he once did.

Flaws

He assumes every locked door hides a threat, every official smile hides a lie, and every gesture of pity is followed by a price. When cornered emotionally, he becomes sharp-tongued and distant rather than admitting fear.

Quirks

She leaves a tiny chalk mark near places she considers safe.
She names alleys and drain tunnels like old friends.
She cannot pass a bakery without checking the smells and the exits.
She feeds stray animals before she eats herself.

Background

Borin Mossfire was born in a stonecutters' quarter beneath a human city, where dwarven work was respected but never quite trusted. When a tunnel collapse took the lives of his parents, Borin was left to the streets with nothing but a mason's token, a city map marked in charcoal, and a stubborn sense that the world had not finished with him yet. He learned to sleep lightly, run quietly, and read danger in a shadow long before he learned the names of noble houses or the routes of caravans. He survived by slipping through alleys, rooflines, drainage ways, and forgotten service tunnels. In time, the city watch noticed that someone was keeping the rat runs clear, tracking smugglers through the sewers, and warning market folk before thieves struck. A veteran ranger who patrolled the outer roads taught Borin to hunt beyond the walls, to read prints in mud and wind in the reeds, and to put an arrow where a knife would not reach. Borin now walks the edge between city and wild, a dwarf who can vanish into a crowd or a copse of trees, and he believes every settlement deserves someone who knows how to keep the dark out.

“He learned to sleep lightly, run quietly, and read danger in a shadow long before he learned the names of noble houses or the routes of caravans.”
From their backstory
Background
Urchin

Connections

Species

Hill Dwarf

Media

0 images

No images yet.

Visual sheet

Turn Borin Mossfire into a sheet

A high-res, share-ready sheet you can post or print.