Dino
Dino
Sheet
AC 12 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAlways 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 spellsSpellcasting. Dino casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
9 itemsWeapons
- Light crossbowA finely balanced ranged weapon suitable for hunting and self-defense.
- DaggerA dagger used for cutting herbs, preparing components, and close defense.
Armor
- Leather armorLight protective armor made from layered leather.
Tools
- Herbalism kitA kit containing tools and ingredients for identifying and preparing medicinal herbs.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Arcane focusA polished obsidian shard wrapped in copper wire, used as Dino's spellcasting focus.
- Scholar's packA backpack containing parchment, ink, quills, small candles, sealing wax, and other scholarly necessities.
- Common clothesSmall personal effects and modest travel funds.
Purse
- 5×Gold piecesA 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
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.”
- Background
- Hermit
Connections
Species
Human
Media
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