Draven
Draven
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Eldritch Blast
When Action
Draven releases a mote of eldritch power that streaks toward a creature within 120 feet. On a hit, the target takes 1d10 force damage.
- Mage Hand
When Action
Draven creates a spectral hand at a point within 30 feet. The hand can manipulate objects, open unlocked doors, retrieve or stow items, and pour contents from containers.
- Pact MagicLevel 1
Draven's pact with an otherworldly entity allows him to cast warlock spells. His spellcasting ability is Charisma, and he regain his expended spell slots after a short or long rest. He knows two cantrips and two 1st-level warlock spells.
- Otherworldly PatronLevel 1
Draven has chosen the Great Old One as his otherworldly patron. At 1st level, this grants the Awakened Mind feature.
- Awakened MindLevel 1
Draven can communicate telepathically with any creature he can see within 30 feet. The creature does not need to share a language with him, but must be able to understand at least one language.
- Ability Score IncreaseHumanEach of Draven's ability scores increases by 1.
- SizeHumanMedium.
- SpeedHumanDraven's walking speed is 30 feet.
- LanguagesHumanDraven can speak, read, and write Common and two additional languages of his choice.
- WandererOutlander
Draven has an excellent memory for maps, terrain, and natural landmarks. He can always find food and fresh water for himself and up to five other people each day, provided the land offers those resources.
Spells
4 spellsSpellcasting. Draven casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
11 itemsWeapons
- Light crossbowA simple ranged weapon suitable for hunting and skirmishing.
- DaggerA hunting knife used as a backup weapon and practical wilderness tool.
Armor
- Leather armorLight protective armor made from treated leather.
Tools
- FluteA musical instrument used by Draven to preserve songs and stories from his homeland.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA small pouch containing the material components required for Draven's spells.
- Dungeoneer's packA pack containing supplies useful for extended travel, including bedroll, rations, rope, tinder, and other necessities.
- Hunting trapA hunting trap used to catch small game or restrict an enemy's movement.
- Staff from a fallen treeA trophy taken from a slain wilderness predator, carefully wrapped in leather.
- Traveler's clothesTraveler's clothing suited for harsh weather and long journeys.
Purse
- 10×Gold piecesA small purse containing starting coin.
Appearance
Draven is a lean, weather-hardened human with olive skin, shoulder-length black hair, and pale gray eyes that seem almost silver in dim light. A narrow scar crosses his left eyebrow, and faint violet veins appear around his eyes when he draws upon his patron's power. He wears practical leather armor beneath a dark traveler's cloak, with a carved obsidian talisman hanging at his throat.
Mannerisms
Draven studies the horizon whenever someone speaks, as though expecting something to emerge from the distance. He pauses before answering difficult questions and occasionally repeats the final word someone has said in a quieter, unfamiliar voice.
Personality
Quiet and observant, Draven speaks with the measured patience of someone accustomed to listening to the land before making a decision. He is protective of travelers and strays, but uncomfortable in crowded settlements. He prefers honest danger to polite deceit, although he has become skilled at deception when survival demands it.
Ideals
Freedom. No one should be owned by a kingdom, a god, or an otherworldly power. Every person deserves the right to choose their own path, even if that choice leads into danger.
Bonds
The people of his vanished settlement are still alive somewhere, and Draven will cross any wilderness or bargain with any power to find them.
Flaws
Draven assumes every act of kindness hides a price, and his suspicion can make him cruel or ungrateful. He also fears that his patron is slowly replacing his own thoughts with alien impulses.
Quirks
Background
Draven was born in a remote human settlement beyond the last marked road, where the forest swallowed old trails and the mountains changed shape beneath the snow. His people lived by hunting, gathering, and trading with travelers who occasionally passed through. From childhood, Draven learned to read weather, spoor, and silence. He became the settlement's pathfinder, guiding hunters through dangerous country and escorting strangers toward safer roads, though he always suspected that something watched from beyond the trees. During a winter expedition, Draven found an ancient stone circle buried beneath the ice. At its center lay an obsidian shard that whispered in a language he did not know. When he touched it, a vast and alien consciousness opened within his mind. The entity offered knowledge and power in exchange for a promise that Draven would carry its voice into the civilized world. He accepted, believing the bargain would help protect his people. Instead, he returned to find the settlement abandoned, its inhabitants vanished without a trace. Now Draven travels as an outlander and warlock, searching for the missing villagers while trying to determine whether his patron saved them, claimed them, or expects him to find them for a darker purpose.
“His people lived by hunting, gathering, and trading with travelers who occasionally passed through.”
- Background
- Outlander
Connections
Species
Human
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