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Dino - AI-generated fantasy Character

Dino

Human · Warlock (The Great Old One) · Level 1 · Hermit

Dino

Dino is observant, intellectually restless, and unsettlingly calm during danger.
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 9 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Light crossbows

Tools

Herbalism kit

Languages

Common,
Elvish,
Deep Speech

Features

14 features

Always on

  • Eldritch Blast

    When When Dino attacks a creature within 120 feet

    Dino fires 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.

  • Mage Hand

    When When Dino needs to manipulate an unattended object within 30 feet

    Dino creates a spectral hand at a point within 30 feet. The hand can manipulate objects, open unlocked doors, retrieve or stow items, and perform other simple tasks. It cannot attack or activate magic items.

  • Hex

    When As a bonus action when Dino targets a creature within 90 feet

    Dino curses one creature he can see within 90 feet. Until the spell ends, the target takes an extra 1d6 necrotic damage whenever Dino hits it with an attack, and Dino gains advantage on ability checks made to find it. The spell lasts up to 1 hour with concentration.

  • Dissonant Whispers

    When When Dino targets a creature within 60 feet

    Dino whispers a discordant secret into the mind of one creature within 60 feet. The target must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from Dino. On a successful save, it takes half damage and does not move.

  • Pact MagicLevel 1

    Dino's pact with an otherworldly patron grants him access to arcane magic. He knows two warlock cantrips and two 1st-level warlock spells. He has one 1st-level Pact Magic spell slot, which is regained after a short or long rest. Charisma is his spellcasting ability for warlock spells.

  • Otherworldly Patron, The Great Old OneLevel 1

    Dino has formed a pact with the Great Old One, an incomprehensible entity beyond mortal reality. He can communicate telepathically with any creature he can see within 30 feet, and the creature understands him if they share a language.

  • CantripsLevel 1

    Dino can choose two cantrips from the warlock spell list. His selected cantrips are Eldritch Blast and Mage Hand.

  • Spells KnownLevel 1

    Dino can choose two 1st-level warlock spells known. His selected spells are Hex and Dissonant Whispers.

  • Ability Score IncreaseHuman+1 to all ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • Extra LanguageHumanOne language of choice, Elvish
  • TraitHumanOne additional language from the Hermit background, Deep Speech
  • DiscoveryHermit

    Dino has uncovered a unique and powerful discovery during his isolation. He understands that the truth is dangerous, incomplete, and likely connected to the strange entity that grants him power.

Spells

4 spells

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

Cantrips (at will): ,

1st level (1 slot): ,

Gear

9 items

Weapons

  • Light crossbow
    A finely balanced ranged weapon suitable for hunting and self-defense.
  • Dagger
    A dagger used for cutting herbs, preparing components, and close defense.

Armor

  • Leather armor
    Light protective armor made from layered leather.

Tools

  • Herbalism kit
    A kit containing tools and ingredients for identifying and preparing medicinal herbs.

Gear

  • 20×
    Crossbow bolt
    Ammunition for the light crossbow.
  • Arcane focus
    A polished obsidian shard wrapped in copper wire, used as Dino's spellcasting focus.
  • Scholar's pack
    A backpack containing parchment, ink, quills, small candles, sealing wax, and other scholarly necessities.
  • Common clothes
    Small personal effects and modest travel funds.

Purse

  • 5×
    Gold pieces
    A small pouch of coins for ordinary expenses.

Appearance

Dino is a lean human man with weathered olive skin, deep-set gray eyes, and shoulder-length black hair streaked with premature silver. His hands are stained with ink, ash, and herbal dyes, while a collection of small bone charms hangs from his belt. He wears patched leather armor beneath a faded scholar's coat and carries a polished obsidian focus wrapped in copper wire.

Mannerisms

Dino pauses before answering simple questions, as if listening to someone else speak first. He frequently traces invisible geometric shapes on nearby surfaces and lowers his voice when discussing subjects he believes might be listening.

Personality

Dino is observant, intellectually restless, and unsettlingly calm during danger. He treats conversations like experiments, asking precise questions and watching for inconsistencies. Though he appears aloof, he is quietly protective of isolated people, outcasts, and anyone dismissed as strange.

Ideals

Truth matters more than comfort. Every mystery deserves to be opened, even if what lies inside should have remained buried.

Bonds

The black mirror from the buried observatory is hidden beneath Dino's robes. He will risk almost anything to keep it from falling into the hands of priests, nobles, or other warlocks.

Flaws

Dino cannot resist investigating forbidden knowledge, even when prudence and self-preservation demand that he walk away. He also assumes that anyone who claims to understand the supernatural is either lying or dangerously deluded.

Quirks

Names every herb he gathers, including the ones he cannot identify.
Keeps a personal journal written in three different inks to distinguish his thoughts from messages received telepathically.
Refuses to sleep beneath an open sky.
Collects fragments of broken mirrors and never looks directly into them.

Background

Dino was once a quiet scholar who traveled from village to village, collecting accounts of impossible dreams, whispered names, and places where the stars seemed to move incorrectly. His curiosity led him into the ruins of an abandoned observatory, where he found a sealed chamber beneath the earth. Inside was no treasure, only a black mirror that reflected a sky no human had ever seen. When Dino touched its surface, something on the other side noticed him. The encounter left him feverish for thirteen days and gifted him a voice inside his thoughts that was not his own. He withdrew from society and became a hermit in a remote woodland shelter, where he studied forbidden symbols, cultivated medicinal plants, and tried to determine whether his unseen benefactor was guiding him or slowly replacing him. The isolation sharpened his mind but weakened his trust in ordinary morality. Now Dino has left his refuge after discovering that the same symbols from the observatory have begun appearing in villages across the region. He seeks answers, rare texts, and companions useful enough to survive the truth, though he privately suspects that his patron arranged the entire journey.

“His curiosity led him into the ruins of an abandoned observatory, where he found a sealed chamber beneath the earth.”
From their backstory
Background
Hermit

Connections

Species

Human

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