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hunter - AI-generated fantasy Character

hunter

Dragonborn · Rogue · Level 1 · Criminal

hunter

Hunter is patient, observant, and dryly pragmatic.
AC9
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 9 · HP 7 · 30 ft.
AlignmentTrue NeutralGenderMaleAge23
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse property,
Martial weapons with the Light property,
Thieves' tools are not weapons but included as class training,
Daggers,
Shortsword,
Shortbow

Tools

Thieves' Tools

Languages

Common,
Draconic,
Thieves' Cant,
Elvish

Features

13 features

Always on

  • Breath Weapon

    When When you take the Attack action

    You exhale destructive magical energy in a 15-foot cone or 30-foot line, forcing creatures in the area to make a Dexterity saving throw. On a failed save they take 1d10 fire damage, or half as much on a success. You can use this a number of times equal to your proficiency bonus per long rest.

  • ExpertiseLevel 1

    You gain expertise in two skills of your choice. Your proficiency bonus is doubled for checks using those skills.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have advantage on the roll, or if one of your allies is within 5 feet of the target and you do not have disadvantage. The attack must use a finesse or ranged weapon.

  • Thieves' CantLevel 1

    You know Thieves' Cant and one other language of your choice.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of weapons of your choice with which you are proficient. You can change those choices whenever you finish a long rest.

  • Creature TypeDragonbornHumanoid
  • SizeDragonbornMedium
  • SpeedDragonborn30 feet
  • Draconic AncestryDragonbornRed, your breath weapon and resistance deal fire damage
  • Breath WeaponDragonbornExhale magical energy in a 15-foot cone or 30-foot line, dealing 1d10 fire damage on a failed Dexterity save, half on a success
  • Damage ResistanceDragonbornFire
  • DarkvisionDragonborn60 feet
  • Underworld ContactsCriminal

    Hunter knows the habits of fences, smugglers, and alley informants, and can usually find a rumor, a safehouse, or a discreet introduction in the criminal underworld if he has time to ask the right questions.

Gear

15 items

Weapons

  • 2×
    Dagger
    Light blades for close work and emergencies.
  • Shortsword
    A versatile finesse blade.
  • Shortbow
    A compact ranged weapon for ambushes and rooftop work.
  • 2×
    Dagger
    Additional side blades from Hunter's criminal background.

Armor

  • Leather Armor
    Standard protection for a stealthy rogue, worn beneath Hunter's cloak.

Tools

  • Thieves' Tools
    Tools for opening locks and bypassing traps.
  • Thieves' Tools
    Background-issued tools for illicit work.

Gear

  • 20×
    Arrow
    Ammunition for the shortbow.
  • Quiver
    Container for the arrows.
  • Burglar's Pack
    A pack with stealth and burglary essentials.
  • Crowbar
    A blunt tool useful for forced entry or climbing.
  • 2×
    Pouch
    Small coin pouch for concealing loot or tools.
  • Traveler's Clothes
    Worn street clothes suited to travel and anonymity.

Purse

  • 8×
    Gold Pieces
    Payment from rogue starting equipment.
  • 16×
    Gold Pieces
    Payment from background equipment.

Appearance

Hunter is a lean red dragonborn with dark crimson scales, a blunt horned brow, amber eyes, and a narrow scar crossing his left cheek. He wears battered leather armor beneath a weathered hooded cloak, keeps his claws neatly filed, and moves with the careful, quiet economy of someone who expects trouble in every room.

Mannerisms

He speaks softly and rarely wastes words, often pausing to listen before answering. When thinking, he taps one claw against a tooth or a lockpick against his thumb. In unfamiliar rooms, he unconsciously keeps his back to a wall and his exits counted.

Personality

Hunter is patient, observant, and dryly pragmatic. He prefers clean exits to heroic speeches, but he is not heartless, and he will protect people who are trapped the way he once was. He values competence over reputation and keeps his emotions tucked behind a careful, almost polite reserve.

Ideals

Freedom. No ruler, gang, or oath should own a person’s whole life. Hunter believes everyone deserves at least one way out, even if he has to carve it himself.

Bonds

He still carries a tarnished bronze key that once belonged to the first safehouse his crew ever used, and he refuses to throw it away even though it opens nothing he knows of anymore.

Flaws

He distrusts overt generosity and assumes every kindness has a price. When cornered, he becomes stubbornly self-reliant and may take needless risks rather than ask for help. He also has a habit of stealing small things, not because he needs them, but because his hands feel empty without a task.

Quirks

He always counts windows, doors, and guards when entering a new place.
He polishes his thieves' tools when he is nervous.
He never sits with his back to a crowded room unless there is no other choice.
He reflexively sniffs the air before trusting a stranger.

Background

Hunter was born in a backstreet tenement where a dragonborn family tried to survive by doing the work honest folk would not touch. His parents taught him that a life could be lawful without ever being respectable, and that a quiet step was worth more than a loud threat. He learned to slip through markets, lift keys from belts, and vanish into smoke-black doorways long before he ever thought of himself as a rogue. The first time he breathed fire in fear, he scorched a pursuer’s boots and earned both a beating and a reputation, the kind that follows a young criminal like a shadow. He drifted from petty theft to burglary, not out of greed but because every locked door looked like a question he wanted to answer. He became useful to a small ring of thieves as a scout, climber, and lock-breaker, though he never truly belonged to any gang. He favors jobs that keep him moving, keeps his word when he gives it, and quietly resents anyone who mistakes his calm for weakness. Now he travels because it is safer to be unknown than to stay where old debts, old allies, and old enemies all remember his name.

“His parents taught him that a life could be lawful without ever being respectable, and that a quiet step was worth more than a loud threat.”
From their backstory
Background
Criminal

Connections

Species

Dragonborn

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