Clint
Clint
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Breath Weapon
When When taking the Attack action
Clint replaces one attack with a 15-foot cone or 30-foot line that is 5 feet wide. Creatures in the area make a DC 12 Dexterity saving throw, taking 1d10 fire damage on a failure or half damage on a success. He can use this a number of times equal to his Proficiency Bonus per Long Rest.
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it without expending a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Hunter's Mark still requires Concentration when cast this way.
- SpellcastingLevel 1
You gain the ability to cast Ranger spells. Wisdom is your spellcasting ability. You can prepare two Ranger spells at this level, and you have two 1st-level spell slots.
- Weapon MasteryLevel 1
You gain Weapon Mastery with two kinds of Simple or Martial weapons of your choice. Clint has mastery with the Longbow and Scimitar.
- Creature TypeDragonbornHumanoid
- TraitDragonbornMedium size
- SpeedDragonborn30 feet
- Draconic AncestryDragonbornBrass dragon, granting fire damage for Breath Weapon and Damage Resistance
- Breath WeaponDragonborn15-foot cone or 30-foot line, 1d10 fire damage, Dexterity save DC 12, usable twice per Long Rest
- Damage ResistanceDragonbornFire
- DarkvisionDragonborn60 feet
- TraitDragonbornDraconic Flight becomes available at character level 5
- AlertCriminal
You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat.
Spells
2 spellsSpellcasting. Clint casts with Wisdom (spell save DC 9, to hit with spell attacks).
1st level (2 slots): ,
Gear
10 itemsWeapons
- 2×ScimitarMartial melee weapon, 1d6 slashing damage, Light, Finesse, Nick
- LongbowMartial ranged weapon, 1d8 piercing damage, Ammunition, Heavy, Two-Handed, Slow
Armor
- Scale MailMedium armor, AC 14 plus Dexterity modifier up to +2
Tools
- Thieves' ToolsA set of thieves' tools used for picking locks and disabling traps
Gear
- 20×ArrowsAmmunition for the longbow
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
- CrowbarA metal bar useful for forcing doors, crates, and shutters
- 2×PouchSmall containers for holding coins, tools, or stolen goods
- Traveler's ClothesPlain durable clothing suitable for travel and concealment
Purse
- 16×Gold PiecesStarting currency retained from the criminal background package
Appearance
Clint is a tall, broad-shouldered dragonborn with dark bronze scales, swept-back horns, and narrow amber eyes. His scales are carefully maintained, but the fingertips of both hands are worn smooth from years of lockpicking, bowstring work, and handling rough tools. He wears practical scale mail beneath a weather-stained green cloak, with a longbow kept within easy reach. A black iron key hangs from a cord around his neck, its teeth visibly worn from constant handling. His expression is restrained and watchful, as though every room is a crime scene waiting to be understood.
Mannerisms
Clint silently studies doors, windows, and people's hands whenever he enters a room. He speaks in short, carefully chosen sentences and pauses before answering accusations, as if deciding whether the truth is useful. When irritated, he rubs the worn iron key at his throat with one thumb.
Personality
Clint is quiet, observant, and unsettlingly patient. He dislikes needless chaos, but he has no moral discomfort with coercion or violence when he believes someone has earned it. He is protective toward victims and children, though he expresses concern through practical actions rather than warmth. He remembers names, escape routes, debts, and injuries with equal precision.
Ideals
Order through consequence. A world without fear of punishment belongs to the cruel, so Clint will impose that fear himself, regardless of whether the law approves.
Bonds
He keeps the worn black iron key that belonged to a murdered street orphan. Clint promised that no predator who targets the powerless will ever be allowed to disappear.
Flaws
Clint believes that people who show mercy to predators are enabling them. He is suspicious of forgiveness, contemptuous of naive heroism, and willing to use intimidation, blackmail, or unlawful violence whenever he believes the result is justified.
Quirks
Background
Clint grew up in the warehouse districts, where honest work was scarce and cruelty was profitable. His first crimes were small, practical things, lifted purses, copied keys, and messages delivered through alleys no respectable courier would enter. He learned quickly that the law often protected people with money, while those without it were left to settle their own injuries. Clint became very good at finding the people who hurt others, and even better at making sure they regretted it. Over time, his criminal work turned into a private form of justice. He tracked extortionists through crowded streets, exposed smugglers who preyed on desperate families, and hunted gang enforcers beyond the city walls. He does not consider himself merciful, and he rarely offers second chances. His methods are controlled, methodical, and often cruel, but his targets are chosen according to a strict rule: anyone who deliberately harms the helpless has made himself prey. Clint now travels as a ranger because the wilderness offers fewer witnesses, clearer trails, and plenty of monsters, human or otherwise, who believe they can escape consequence.
“His first crimes were small, practical things, lifted purses, copied keys, and messages delivered through alleys no respectable courier would enter.”
- Background
- Criminal
Connections
Species
Dragonborn
Media
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