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Dino - AI-generated fantasy Character

Dino

Human · Warlock · Level 1 · Sage

Dino

Dino is curious, irreverent, and impossible to intimidate for long.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Calligrapher's Supplies

Languages

Common,
Elvish,
Draconic

Features

13 features

Always on

  • Eldritch Blast

    When An enemy is within 120 feet and Dino chooses to attack.

    Dino speaks a brief phrase of eldritch power and releases a beam of crackling force at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.

  • Mage Hand

    When A small object is within 30 feet and can be manipulated at range.

    Dino reaches toward a point within 30 feet and manipulates, opens, retrieves, or moves a small unattended object. The hand cannot attack or activate magical items.

  • Hex

    When Dino hits a creature or chooses a visible target to curse.

    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 it has disadvantage on ability checks made using one ability chosen when the spell is cast.

  • Armor of Agathys

    When Dino expects to endure melee attacks or needs temporary hit points.

    A protective shell of spectral frost surrounds Dino. If a creature within 5 feet hits him with a melee attack, it takes 5 cold damage. The spell lasts for 1 hour and does not require Concentration.

  • Otherworldly PatronLevel 1

    Dino has made a pact with an otherworldly patron. His patron grants him access to warlock spellcasting and serves as the mysterious source of his eldritch power. His specific patron subclass is not chosen until a later level.

  • Eldritch InvocationsLevel 1

    Dino knows one Eldritch Invocation. He has chosen Pact of the Tome, creating a Book of Shadows that contains three additional cantrips of his choice. He can use the book as a spellcasting focus for his warlock spells.

  • Pact MagicLevel 1

    Dino can cast warlock spells using Charisma as his spellcasting ability. He knows two warlock cantrips and two prepared 1st-level warlock spells. He has one 1st-level Pact Magic spell slot, regained after a Short or Long Rest.

  • ResourcefulHumanDino gains Heroic Inspiration whenever he finishes a Long Rest.
  • SkillfulHumanDino gains proficiency in one skill of his choice, Investigation.
  • VersatileHumanDino gains one Origin feat of his choice, Lucky.
  • LuckyHumanDino has Luck Points equal to his Proficiency Bonus and can spend them to give himself advantage on a d20 Test or impose disadvantage on an attack roll against him, regaining spent points after a Long Rest.
  • TraitHumanHuman versatility allows Dino to learn one additional language beyond Common.
  • ResearcherSage

    If Dino does not know a piece of information, he usually knows where and from whom that information can be obtained. He can locate a library, archive, scholar, or other suitable source of lore, though access may require negotiation or payment.

Spells

6 spells

Spellcasting. Dino casts with Charisma (spell save DC 9, to hit with spell attacks).

Cantrips (at will): , ,

1st level (1 slot): , ,

Gear

12 items

Weapons

  • 2×
    Dagger
    A simple finesse melee weapon that deals 1d4 piercing damage.

Armor

  • Leather armor
    Light armor providing AC 11 plus Dexterity modifier.

Tools

  • Small knife
    A small utility knife used for sharpening quills and cutting parchment.

Gear

  • Arcane focus, orb
    A black iron orb etched with occult symbols, used as an arcane focus.
  • Scholar's pack
    A collection of scholarly supplies including a backpack, book of lore, ink, pens, parchment, and a small pouch of sand.
  • Book of Shadows
    A bound book containing eldritch notes and three additional cantrips granted by Pact of the Tome.
  • Blank book
    A blank book for recording observations and theories.
  • Ink
    A bottle of black ink for writing and copying texts.
  • Quill
    A quill suitable for scholarly work.
  • 10×
    Parchment
    Sheets used for notes, diagrams, and copied passages.
  • Common clothes
    A plain set of traveler's clothing.

Purse

  • 8×
    Gold pieces
    Coin remaining after purchasing background and class equipment.

Appearance

Dino is a lean, broad-shouldered human man with weathered olive skin, unruly dark brown hair, and gray-green eyes that seem permanently distracted by some distant question. His fingers are stained with ink, his coat is patched at the elbows, and a small brass magnifying lens hangs from his neck. He carries a black iron orb etched with faintly glowing symbols, which he treats like both a holy relic and a laboratory instrument.

Mannerisms

Dino mutters possible explanations under his breath, taps his dagger against his palm while thinking, and instinctively corrects dates, pronunciations, and citations even during tense negotiations. When frightened, he becomes intensely polite.

Personality

Dino is curious, irreverent, and impossible to intimidate for long. He approaches ancient curses, hostile monsters, and forbidden tomes with the same distracted enthusiasm. Though socially awkward and poor at reading a room, he is genuinely fascinated by other people's stories and will remember obscure details about anyone who teaches him something new.

Ideals

Knowledge should be free, even when the consequences of sharing it are inconvenient, dangerous, or deeply embarrassing.

Bonds

He is determined to recover the missing final volume of his mentor's research, which vanished on the same night Dino first heard the black orb speak.

Flaws

He is unable to leave a mystery alone, even when investigating it is clearly dangerous, illegal, or catastrophically impolite. Dino also tends to treat warnings as intriguing hypotheses rather than reasons to stop.

Quirks

Keeps a catalog of unusual smells encountered during adventures.
Names every book he owns, including his spellbook and Book of Shadows.
Insists that ravens are judging his academic credentials.
Collects broken pieces of magical instruments.
Writes important discoveries on his sleeves when no parchment is available.

Background

Dino was raised in the upper rooms of a ruined observatory, where his aging mentor taught him to read dead languages, chart strange stars, and distinguish genuine scholarship from confident nonsense. He became a capable researcher, though never a particularly disciplined one. His notebooks contain brilliant deductions beside grocery lists, half-finished diagrams, and several pages devoted to proving that a famous historical king was probably three kobolds in a cloak. While investigating a vanished civilization beneath an abandoned university, Dino discovered a sealed black orb that whispered answers in a voice no living scholar could identify. The orb offered knowledge in exchange for service, and Dino accepted before asking what kind of service was required. He now travels as a warlock and wandering sage, pursuing obscure mysteries, testing improbable theories, and trying to determine whether his patron is guiding him toward enlightenment or merely enjoying the spectacle of his mistakes.

“He became a capable researcher, though never a particularly disciplined one.”
From their backstory
Background
Sage

Connections

Species

Human

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