hunter
hunter
Sheet
AC 9 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
13 featuresAlways 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 itemsWeapons
- 2×DaggerLight blades for close work and emergencies.
- ShortswordA versatile finesse blade.
- ShortbowA compact ranged weapon for ambushes and rooftop work.
- 2×DaggerAdditional side blades from Hunter's criminal background.
Armor
- Leather ArmorStandard protection for a stealthy rogue, worn beneath Hunter's cloak.
Tools
- Thieves' ToolsTools for opening locks and bypassing traps.
- Thieves' ToolsBackground-issued tools for illicit work.
Gear
- 20×ArrowAmmunition for the shortbow.
- QuiverContainer for the arrows.
- Burglar's PackA pack with stealth and burglary essentials.
- CrowbarA blunt tool useful for forced entry or climbing.
- 2×PouchSmall coin pouch for concealing loot or tools.
- Traveler's ClothesWorn street clothes suited to travel and anonymity.
Purse
- 8×Gold PiecesPayment from rogue starting equipment.
- 16×Gold PiecesPayment 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
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.”
- Background
- Criminal
Connections
Species
Dragonborn
Media
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