Flint

Description:

Half-Orc Ranger (UA variant) 4
Chaotic Good
Background: Acolyte
HP 55
Proficiency Bonus: +2

Ability Scores:
STR 17
DEX 16
CON 16
Int 8
WIS 14
CHA 10

Trained Skills: Athletics, Insight, Intimidation, Nature, Religion, Survival
Trained Saves: DEX, WIS

Class Features:
1) Ambuscade
Rangers strike first and strike hard. When you
roll initiative, you gain a special turn that takes
place before other creatures can act. On this turn,
you can use your action to take either the Attack
or Hide action.
©2015 Wizards of the Coast LLC 3
If more than one creature in an encounter has
this feature, they all act first in order of initiative,
then the regular initiative order begins.
If you would normally be surprised at the start
of an encounter, you are not surprised but you
do not gain this extra turn.

1) Natural Explorer (Mountains)
W hile traveling for an hour or m ore in your favored
terrain, you gain the follow ing benefits:
• Difficult terrain d o e sn ’t slo w your group’s travel.
• Your group can’t b e co m e lost except by magical
means.
• Even w hen you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• W hen you forage, you find tw ice as much food as you
normally would.
• W hile tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.

2) Fighting Style (Archery)
You gain a +2 bonus to attack rolls you make with
ranged w eapons.

2) Skirmisher’s Stealth
At the start of your turn, pick a creature you
are hidden from. You remain hidden from that
creature during your turn, regardless of your
actions or the actions of other creatures. As a
bonus action at the end of your turn, you can
make a Dexterity (Stealth) check to hide again if
you fulfill the conditions needed to hide.
Otherwise, creatures are aware of you at the end
of your turn.

3) Primeval Awareness
For 1 minute per level o f the spell
slot you expend, you can sense whether the following
types o f creatures are present within 1 mile o f you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature d o e sn ’t reveal the creatures’
location or number.
UA VARIANT: Use 1/Rest instead

3) Spirit Companion (Giant Eagle)
Once per day as a bonus action, you can
command your spirit companion to materialize
as a living creature, determined by the ranger
path you choose. Your spirit companion
manifests as an animal for 1 minute or until your
concentration is broken (as if you are
concentrating on a spell). You can also dismiss it
as a bonus action.
The manifested creature gains a bonus to
attack rolls and saving throws equal to your
Wisdom modifier. It uses the hit points in the
animal’s stat block or half your hit point
maximum, whichever is higher.
The manifested creature takes its turn on your
initiative and acts immediately after you. You
control its actions, even if you are unconscious
or otherwise unable to act.

3) Ranger Path (Seeker)
Seeker’s Eye:
Your companion spirit lends its sharp combat
senses to you and your companions. As a bonus
action, you invoke your spirit companion and
choose a creature you can see. Until the end of
your next turn, all attacks made against the
chosen creature have advantage.

FEATS:
4) Sharpshooter
Attacking at long range doesn’t im pose disadvantage
on your ranged w eapon attack rolls.
• Your ranged w eapon attacks ignore half cover and
three-quarters cover.
• Before you make an attack with a ranged w eapon that
you are proficient with, you can ch o o se to take a – 5
penalty to the attack roll. If the attack hits, you add +10
to the attack’s damage.

Bio:

On an uneventful night, at an uneventful hour, under an uneventful moon, an orcish child was discovered by the Brotherswood. They brought her back to their home in the Dead Peaks, so named for the bodies of unfortunate adventurers who wash up along the Dead Peaks Falls, and raised her as their own.

Flint was raised in their simple and soft-hearted ways, and she grew to be a productive member of the commune, helping to hunt game and gather firewood, and became a keen student of the deity of the natural world. It took Flint a comparatively long time to discover she was not like the other dwarves; at age ten her armspan exceeded the longest bows, and she could carry twice the firewood home as any other beardling.

The Brotherswood honoured Flint’s wishes and taught her all they knew of the traditions of her people, as she had dutifully learned theirs. She tried to remain and continue her life to drive out any curiosity of her people, volunteering for so many supply trips she soon found herself single-handedly carrying the weighty carriages of luxuries back up the mountainside.

One year the wanderlust could not be slaked any longer. Flint stayed on until the last harvest, just long enough to see the elders through the oncoming hardships. With a bag packed full of supplies and an assortment of scavenged knicknacks, she set off to learn more about the world, and about her people.

Flint

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