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Dorn - AI-generated fantasy Character

Dorn

Dragonborn · Warlock (The Great Old One) · Level 1 · Outlander

Dorn

Dorn is quiet, observant, and practical, but not unfriendly.
AC13
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 10 · 30 ft.
AlignmentTrue NeutralGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

One musical instrument

Languages

Common,
Draconic,
Giant

Features

12 features

Always on

  • Eldritch Blast

    When Dorn targets a creature within 120 feet

    Dorn releases a beam of crackling eldritch energy at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.

  • Minor Illusion

    When Dorn creates a sound or image within 30 feet

    Dorn creates a sound or image within range that lasts for up to 1 minute. The illusion ends if Dorn dismisses it or casts it again.

  • Hex

    When Dorn targets a creature within 90 feet

    Dorn places a magical curse on a creature he can see within 90 feet. The target takes an extra 1d6 necrotic damage whenever Dorn hits it with an attack, and Dorn has advantage on ability checks made to find it. The spell lasts up to 1 hour with concentration.

  • Armor of Agathys

    When Dorn casts the spell using his 1st-level warlock spell slot

    Dorn surrounds himself with a protective magical force. He gains 5 temporary hit points, and a creature that hits him with a melee attack while those temporary hit points remain takes 5 cold damage.

  • Otherworldly Patron: The Great Old OneLevel 1

    Dorn's patron is a Great Old One, an incomprehensible entity whose knowledge reaches beyond mortal understanding. His connection grants him the Awakened Mind feature.

  • Awakened MindLevel 1

    Dorn can communicate telepathically with any creature he can see within 30 feet. The creature understands him if they share a language, though Dorn cannot use this feature to receive a telepathic reply.

  • Pact MagicLevel 1

    Dorn uses Charisma as his spellcasting ability. He knows two warlock cantrips and two 1st-level warlock spells. He has one 1st-level spell slot, which is regained after a short or long rest.

  • TraitDragonbornDraconic Ancestry, bronze dragon ancestry
  • TraitDragonbornBreath Weapon, 5 by 30 foot line, Dexterity saving throw, 2d6 lightning damage on a failed save and half damage on a successful save, usable once per short or long rest
  • TraitDragonbornDamage Resistance, lightning
  • TraitDragonbornLanguages, Common and Draconic
  • WandererOutlander

    Dorn has an excellent memory for maps, terrain, and landmarks. He can always find food and fresh water for himself and up to five other people each day, provided the land offers natural sources.

Spells

4 spells

Spellcasting. Dorn casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (1 slot): ,

Gear

12 items

Weapons

  • Light crossbow
    A simple ranged weapon used for hunting and defense. Dorn carries it in a worn leather sling.
  • 2×
    Dagger
    Balanced knives useful for close combat, throwing, and utility work.

Armor

  • Leather armor
    Flexible leather armor reinforced with hardened hide and bronze plates.

Tools

  • Musical instrument
    A bone whistle and small hide drum used in clan ceremonies and to signal companions across open ground.

Gear

  • 20×
    Crossbow bolt
    Ammunition for the light crossbow.
  • Arcane focus, carved staff
    A focus for Dorn's pact magic, carved from black storm-struck wood and wrapped with copper wire.
  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, waterskin, ten torches, ten days of rations, and a small pouch of basic travel supplies.
  • Staff
    A sturdy walking staff used during travel and as a symbol of Dorn's life on the road.
  • Hunting trap
    A metal trap designed to catch small or medium beasts.
  • Animal trophy
    A preserved claw from a great mountain cat, kept as proof of a dangerous hunt.
  • Traveler's clothes
    Rugged clothing suitable for long journeys through wild terrain.

Purse

  • Pouch of gold
    A small reserve of coin gathered through hunting, guiding, and odd jobs.

Appearance

Dorn is a broad-shouldered bronze dragonborn with dark, weathered scales and swept-back horns worn smooth by years beneath open skies. His left eye is a deep amber, while the right is clouded with a faint violet sheen caused by his eldritch pact. He wears patched leather armor beneath a gray-green travel cloak, carries a blackened iron staff, and keeps a small carved dragon tooth tied around his neck. Faint blue sparks sometimes crawl between his teeth when he speaks.

Mannerisms

Dorn pauses before answering ordinary questions, as if listening to a second conversation no one else can hear. He studies exits, wind direction, and nearby cover whenever he enters a new place. When uneasy, he taps the butt of his staff three times against the ground.

Personality

Dorn is quiet, observant, and practical, but not unfriendly. He prefers listening to boasting and trusts demonstrated actions more than promises. He has a dry sense of humor, especially when discussing the habits of city dwellers, and shows unexpected patience toward frightened animals and inexperienced travelers.

Ideals

Balance. Civilization and wilderness are both parts of the world. Neither should be allowed to consume the other.

Bonds

He will protect his clan's ancestral migration routes and anyone who respects the wild places that sustain them.

Flaws

Dorn is suspicious of comfort and assumes that every gift carries a hidden price. He also fears that the voice behind his pact is changing him, so he sometimes hides important information from allies rather than risk explaining what he has heard.

Quirks

Collects unusual stones from every region he visits.
Names important storms and records their behavior in a weather journal.
Leaves small piles of grain or dried meat near campsites for wild animals.
Occasionally answers questions aloud that were only spoken telepathically.

Background

Dorn was born among a scattered dragonborn hunting clan that moved with the seasons across high grasslands and storm-cut valleys. He learned early to read weather in the clouds, tracks in the mud, and danger in the silence of animals. His clan valued survival over wealth and treated the wilderness as an elder that could be respected, never conquered. Dorn became a skilled scout and hunter, often traveling days ahead of the others to locate safe trails and water. During a solitary expedition into a canyon struck by unnatural lightning, Dorn discovered a black stone buried beneath the roots of an ancient tree. When he touched it, something vast and distant opened its attention to him. The presence offered knowledge in exchange for a voice in the waking world, and Dorn accepted before he understood the cost. Since then, he has wielded strange psychic power and heard fragments of thoughts that do not belong to him. He now travels beyond the wilderness, seeking signs of the entity's purpose while trying to decide whether his pact is a useful tool, a slowly tightening chain, or simply another force of nature that must be endured.

“He learned early to read weather in the clouds, tracks in the mud, and danger in the silence of animals.”
From their backstory
Background
Outlander

Connections

Species

Dragonborn

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