Darken Rahl

Darken is a tiefling warlock PC played by Jonathan Pearson throughout the campaign.

## Personality

Personality Traits:

I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.

Ideal:

Might. The strongest are meant to rule.

Bond:

I will bring terrible wrath down on the evildoers who destroyed my homeland.

Flaw:

Violence is my answer to almost any challenge.

## Backstory

Whilst undergoing a survival trial alone as a young warlock, raiders came and slaughtered Darken's clan. On that day he made a pact with Demon Lord Zhao, promising to send him souls in return for protection whilst he hunt. Since then Darken has wandered the land, seeking vengeance where he can.

## Powers and Abilities

### Attacks and Spells

Spell Casting Ability = Charisma

Spell Save DC = 13

Spell Attack Bonus = +5

#### Attacks

- Spear, 20/60ft range, +1 to hit, 1d6-1 piercing damage

- Handaxe, 20/60ft range, +1 to hit, 1d6-1 slashing damage

- Dagger, 20/60ft range, +3 to hit, 1d4+1 piercing damage

#### Cantrips

- Chill Touch, 1 action, 120ft, 1 round, V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

- Eldritch Blast, 1 action, 120ft, Instantaneous, V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

- Thaumaturgy, 1 action, 30ft, up to 1 minute, V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

• Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute.

• You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

#### 1st Level Spells

- Burning Hands, 1 action, self (15ft cone), instantaneous, V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

- Charm Person, 1 action, 30ft, 1 hour, V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

- Command, 1 action, 60ft, 1 round, V

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

- Witch Bolt, 30ft, concentration up to 1 minute, V, S, M (a twig from a tree that has been struck by lightning)

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

### Class Abilities

- Dark One’s Blessing. When you reduce a hostile creature to 0 hit points, you gain 4 temporary hp.

### Racial feats

- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

- Hellish Resistance. You have resistance to fire damage.

### Armour, Weapon and Tool Proficiencies

- Armour Proficiency in Light Armour

- Weapon Proficiency in Simple Weapons

- Tool Proficiency in Pan Flute

## Equipment

- Spear

- Staff (Spellcasting Focus)

- Hunting Trap

- Backpack

- Book of Lore

- Ink (1 ounce bottle)

- Ink Pen

- Parchment Sheet x10

- Little bag of sand

- Leather Armour

- Handaxe

- Dagger x2

- Bear Claw

- Traveller's Clothes

- Pouch containing 10gp