Wayne was born at a very early age and has not died yet, which is something he considers to be a bit of an achievement.

He joined Freemasonry in 2006, went into the chair for the first time in 2011, and started giving talks across several Provinces in early 2017, before joining NWAMS as a speaker in 2021.

He Is an accidentally established Masonic author and has had articles published in several Masonic and non-Masonic periodicals.

by Wayne Pendragon Owens

I am an Author, Freemason, Rosicrucian, Blood Biker, Widows Son, CodeNinja, Spod, Hacker, Son, Uncle, Brother, Man, AN INDIVIDUAL!

27th November 2025

Charity Character Sheet – Kaelen Duskbane

Name: Kaelen Duskbane
Race/Class: Human Warlock
Height: 6’2”

Appearance:
Long, flowing black hair frames a pale, angular face. His eyes gleam with an unsettling intensity, like embers smoldering in shadow. A heavy, tattered cloak conceals most of his form, its edges frayed as if worn through countless battles. He carries a staff carved from blackened ash wood, capped with a shard of obsidian that pulses faintly with otherworldly energy.

Backstory:
To be revealed.

Ability Scores

  Base Amount Race Total Modifier
Strength 10 +1 11 +0
Dexterity 14 +1 15 +2
Constitution 15 +1 16 +3
Intelligence 14 +1 15 +2
Wisdom 14 +1 15 +2
Charisma 16 +1 17 +3

 

Saving Throws

  Modifier
Strength +0
Dexterity +2
Constitution +3
Intelligence +2
Wisdom +4
Charisma +5

 

Speed 30
Proficiency Bonus +2
Hit Dice 1d8
Hit Points 11
AC 13
Spell save DC 13
Spell Attack Modifier 5
Alignment Chaotic good

 

Skills

  Proficiency Modifier
Acrobatics (Dex)   +2
Animal Handling (Wis)   +4
Arcana (Int) +4
Athletics (Str)   +0
Deception (Cha)   +5
History (Int) +4
Insight (Wis)   +4
Intimidation (Cha) +7
Investigation (Int) +4
Medicine (Wis)   +4
Nature (Int)   +2
Perception (Wis)   +4
Performance (Cha)   +5
Persuasion (Cha)   +5
Religion (Int)   +2
Slight of Hands (Dex)   +2
Stealth (Dex)   +2
Survival (Wis)   +4

 

Skills.

Language Common, Elvish, Sylvan, Dwarfish
Proficiencies Light Armour, Simple weapons,
Saving Throws Wisdom, Charisma
Skills Investigation, Intimidation, Arcana, History

 

Spells.

Spell Slots: 1st Level 1
Cantrip Eldritch Blast (1d10 force damage)
Cantrip True Strike (advantage on attack)
Spell Hex (1d6 extra necrotic damage each attack, plus disadvantage on selected ability checks)
Spell Witch Bolt (1d12 lightning damage)

 

Equipment.

Belt Pouch 120 gp
Leather Armour AC 13
Quarterstaff 1d7 Bludgeoning (versatile)
Dagger (x2) 1d4 (Finesse, light, thrown) range 20/60
Light crossbow ld8 piercing (loading, two-handed) range 80/320
20 bolts  
component pouch  
Backpack crowbar, hammer, 10 pilons, 10 torches, a tinderbox, 10 days rations, waterskin, 50 feel of Rope, bottle of black ink, a quill, a small knife, set of common clothes
  a letter from a dead colleague posing a question you have not yet been able to answer

 

Spell Notes

Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V,5
Duration: instantaneous
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.

Fey Presence
Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an  action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn, Once you use this feature, you can’t use it again until you finish a short or long rest.

Hex
1st-leveI enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V.S. M(the petrified eye of a newt)
Duration: Concentration. up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends. you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also. choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends. you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher. you can maintain your concentration on the spell for up to 24 hours.


True Strike
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Witch Bolt
1st-levei evocation
Casting Time: I action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to I minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained are 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 tums 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.