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Kieran Thornberry

Medium Human, neutral good

Beast Master Ranger

Armor Class 17 (Scalemail)
Hit Points 36 (4d10)
Speed 30 ft.
STR
16
(+3)
DEX
16
(+3)
CON
14
(+2)
INT
8
(-1)
WIS
12
(+1)
CHA
10
(+0)
Saving Throws Str +5, Dex +5
Skills Animal Handling +3, Athletics +5, Intimidation +2, Nature +1, Stealth +5, Survival +3
Senses Passive Perception 11
Languages Common & Orcish
Challenge 4 (1,100 XP)

Currency. CP: 0 | SP: 0 | GP: 10 | PP: 0

Inventory. 50 Feet of Hemp Rope, Backpack, Bedroll, Mess Kit, Tinderbox, Torch (x10), Ration (x10 Days), Waterskin

Spellcasting. The Kieran Thornberry is a 1-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).

1st level: Cure Wounds, Hunter’s Mark, Speak with Animals

Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Medium Armor Master. Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. Also when you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Favored Enemy. You have advantage on Wisdom (Survival) checks to track humanoids, as well as on Intelligence checks to recall information about them. You choose one additional favored enemy at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer. While traveling for an hour or more in an urban area, you gain the following benefits. Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when 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. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

Dualist. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Primeval Awareness. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ability Score Improvement. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Actions

Dagger. 1d4+5, +5 to hit. Finesse, Thrown (20/60), Light

Longsword. 1d8+5, +5 to hit. Versatile (1d10)