Dusk
Dusk
Sheet
AC 17 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Second WindLevel 1
When On his turn when he needs to recover hit points
Dusk can use a bonus action to regain 1d10 + 1 hit points. He can use this feature once per short or long rest.
Always on
- Fighting Style: DefenseLevel 1
Choose one Fighting Style. Dusk has chosen Defense. While wearing armor, he gains a +1 bonus to Armor Class.
- DarkvisionHalf-ElfDusk can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, but cannot discern color in darkness.
- Fey AncestryHalf-ElfDusk has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- Skill VersatilityHalf-ElfDusk is proficient in two skills, Acrobatics and Insight.
- Half-Elf Ability Score IncreaseHalf-ElfHis Charisma increases by 2, and his Strength and Constitution each increase by 1.
- LanguagesHalf-ElfDusk can speak, read, and write Common and Elvish, and can speak, read, and write Aquan.
- Ship's PassageSailor
Dusk can secure free passage for himself and his companions on sailing ships. He usually knows the ship and its crew, or can find a vessel willing to take him in exchange for work or a favor.
Gear
11 itemsWeapons
- LongswordA one-handed martial weapon selected for use alongside a shield.
- Light crossbowA ranged weapon with a quiver of bolts for situations where closing distance is unwise.
- Belaying pinA belaying pin that functions as a club and serves as a practical reminder of his life at sea.
Armor
- Chain mailA suit of interlocking metal rings that provides strong protection while allowing reasonable mobility.
- ShieldA sturdy shield bearing a faded blue stripe from the Quiet Mercy.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- 50×Silk ropeUseful rope taken from a ship's stores.
- Lucky charmA small brass compass belonging to Dusk's mother, treated as a lucky charm.
- Common clothesPlain but serviceable clothing suitable for travel ashore.
Purse
- 10×Gold piecesLoose coin kept in a simple leather pouch.
Appearance
Dusk is a broad-shouldered half-elf with weather-browned skin, dark brown hair kept short at the sides, and a narrow braid tied behind one ear with a strip of faded blue sailcloth. His pointed ears are subtle, and his face has a calm, unreadable cast that makes his faintly elven features easy to overlook. Within a minute of meeting him, most people notice his hands, thick-knuckled and permanently roughened by rope, salt, and splintered decks. Before he speaks, he takes a quiet breath through his nose and clears his throat once, as if testing whether the air is worth answering. He wears well-maintained chain mail beneath a dark naval coat and carries himself with the balanced stance of someone accustomed to moving on a deck in rough water.
Mannerisms
Dusk pauses before answering difficult questions, inhales quietly through his nose, and clears his throat once. He keeps his feet angled as though the ground might tilt, and he instinctively checks knots, buckles, and door hinges whenever he enters a new place.
Personality
Dusk is observant, restrained, and difficult to impress. He speaks in a low, level voice and prefers useful questions to friendly chatter. He is patient with frightened people, suspicious of charming people, and unexpectedly gentle with animals and inexperienced sailors. Though he often appears detached, he notices small discomforts quickly and will quietly solve them without asking for recognition.
Ideals
Freedom. No captain, crown, god, or bloodline owns a person's choices. A life is worthwhile only when it remains one's own.
Bonds
The brass compass that belonged to his mother is the last surviving piece of the Quiet Mercy. He will risk almost anything to protect the surviving members of that crew and to learn the truth about the raiders who destroyed his first home.
Flaws
He assumes every offer has a hidden cost and every authority figure is waiting for an excuse to use him. When forced to choose between loyalty and efficiency, he can become coldly practical, even when the people involved deserve compassion.
Quirks
Background
Dusk was born aboard the merchant vessel Quiet Mercy, the son of a human deckmaster and an elven navigator who had spent more than a century learning how to read currents, stars, and the moods of captains. He grew up between languages and loyalties, never quite belonging to the shore or the sea. The crew called him Dusk because he was born during the brief gray hour between sunset and nightfall, when the horizon vanished and the ship seemed to float through empty sky. He learned early that a sailor's life depended less on grand speeches than on noticing what others missed, a fraying line, a change in wind, a hand lingering too long near a knife. When the Quiet Mercy was attacked by raiders, Dusk fought with a belaying pin and held the aft ladder long enough for the surviving crew to escape below deck. The ship was lost, and so was his mother, who stayed behind to keep the vessel from being captured. Dusk spent the following years working passage on smaller ships, serving as deckhand, lookout, and eventually armed escort. He has now left the sea temporarily, carrying his mother's brass compass and a debt owed to the remaining crew of the Quiet Mercy. He does not seek revenge, exactly. He wants to understand why some people choose cruelty when survival would have been enough, and whether a person can remain free without becoming merely another kind of predator.
“He grew up between languages and loyalties, never quite belonging to the shore or the sea.”
- Background
- Sailor
Connections
Species
Half-Elf
Media
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