Dino
Dino
Sheet
AC 11 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Eldritch Blast
When When Dino targets a creature within 120 feet
Dino casts a beam of crackling red-black energy at a creature within 120 feet. He makes a ranged spell attack using his spell attack bonus. 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, floating hand within 30 feet. The hand can manipulate objects, open unlocked doors or containers, retrieve or stow items, and pour contents from vessels.
- Hex
When When Dino targets a creature within 90 feet
Dino places a curse on a creature within 90 feet for up to 1 hour with concentration. Until the spell ends, Dino deals an extra 1d6 necrotic damage whenever he hits the target with an attack, and he has advantage on ability checks made to find it. If the target dies, Dino can curse another creature on a later turn.
- Armor of Agathys
When When Dino needs protection before entering dangerous combat
Dino creates a protective magical force around himself. He gains 5 temporary hit points. If a creature hits him with a melee attack while he has these temporary hit points, that creature takes 5 cold damage.
- Pact MagicLevel 1
Dino's pact with a fiend grants him access to arcane magic. He knows two cantrips and two 1st-level warlock spells. He uses Charisma as his spellcasting ability. He regains his expended warlock spell slot after a short or long rest.
- Otherworldly Patron, The FiendLevel 1
Dino has entered into a pact with a fiend, gaining infernal power while becoming entangled in the fiend's designs.
- Dark One's BlessingLevel 1
When Dino reduces a hostile creature to 0 hit points, he gains 3 temporary hit points, equal to his Charisma modifier plus his warlock level, minimum 1.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- TraitHumanOne extra language of your choice, Infernal.
- TraitHumanHumans reach adulthood in their late teens and usually live less than a century.
- DiscoveryHermit
Dino's long isolation gave him a unique and powerful discovery. After years of studying an ancient ember sealed beneath a ruined shrine, he learned that the flame was not merely magical fire, but a fragment of an imprisoned fiend's consciousness. This discovery grants him insight into fiends, forbidden rites, and the dangerous boundary between mortal will and infernal influence.
Spells
4 spellsSpellcasting. Dino casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
10 itemsWeapons
- Light crossbowA light crossbow suitable for hunting and combat at a distance.
Armor
- Leather armorA fitted set of supple leather armor reinforced with dark stitching.
Tools
- Herbalism kitA kit containing dried herbs, mortar and pestle, small knives, and containers for preparing herbal remedies.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Arcane focusA black iron focus etched with a broken circular seal, used to channel Dino's pact magic.
- Scholar's packA pack containing parchment, ink, pens, lamps, food, and other scholarly necessities.
- Scroll case of notesA small case containing notes about the ember, the fiend's voice, and several dangerous magical observations.
- Winter blanketA thick blanket for sleeping outdoors or in abandoned ruins.
- Common clothesPlain, well-worn clothing suitable for a secluded scholar and traveler.
Purse
- 5×Gold piecesCoins saved from years of frugal hermitage life.
Appearance
Dino is a lean human man with weathered olive skin, tangled dark brown hair, and a short beard threaded with gray. His pale green eyes are ringed by sleepless shadows, and faint ember-red reflections sometimes flicker in them when his patron's power stirs. He wears patched leather armor beneath a dark traveling cloak, carries a black iron arcane focus shaped like a broken disk, and keeps bundles of dried herbs tied to his belt.
Mannerisms
Dino pauses before answering even simple questions, as though listening to a second speaker. He rubs his thumb across the broken seal on his arcane focus when nervous and arranges his herbs by color whenever he needs to think.
Personality
Dino is observant, dryly humorous, and uncomfortable with crowds. He speaks to plants, abandoned buildings, and occasionally his own shadow as if they are fellow researchers. Although he appears detached, he notices suffering quickly and tends to help before he has decided whether he wants to.
Ideals
Knowledge must be earned, but it must never be allowed to rule the one who possesses it. The truth is dangerous, yet ignorance is more dangerous still.
Bonds
The ruined shrine and its imprisoned ember must never be found by anyone who would willingly free it. Dino also carries the names of the villagers he failed to save, and he believes he owes their memory a debt that can only be paid by protecting others.
Flaws
Dino is convinced that admitting fear gives the fiend leverage, so he hides uncertainty behind cold sarcasm and reckless decisions. He is also secretly fascinated by forbidden knowledge, and when confronted with an ancient magical mystery, his caution can vanish completely.
Quirks
Background
Dino was once a quiet scholar who traveled between remote monasteries, copying obscure accounts of curses, dying gods, and places where the world seemed thin. His work eventually led him to a ruined shrine deep in the mountains, where he found an ember burning without fuel inside a sealed stone vessel. The ember spoke to him in dreams, promising knowledge in exchange for freedom. Dino refused to break the seal, but he accepted a portion of its power so he could understand what he had found. That bargain changed him. He became a warlock of the Fiend, wielding infernal magic while desperately insisting that he remains the one in control. He withdrew from society and lived alone in a forest hermitage, tending medicinal plants and recording every symptom of the pact. During his solitude, he discovered that the fiend's influence was not limited to whispers. It could sense distant suffering, tempt the desperate, and sometimes act through Dino's spells. When bandits burned a nearby village, Dino abandoned his hermitage to hunt them, discovering that the outside world contained threats far worse than the voice in his dreams. He now wanders as a reluctant investigator, seeking ancient lore that might reveal how to sever his pact without unleashing the entity trapped within it.
“His work eventually led him to a ruined shrine deep in the mountains, where he found an ember burning without fuel inside a sealed stone vessel.”
- Background
- Hermit
Connections
Species
Human
Media
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