Background: Darius was born to a noble family in the far west to a Noble family. Throughout childhood he was bored by the things that most children loved. Thus he spent most his time in his family’s library. One day when browsing the library he found a strange book in a library. As he grabbed the book suddenly a voice offered him great power. Almost immediately the boy said yes, thus gained his power. Now he pretty much hunts Midara for sport seeing little else that is fun.
Physical Apperance: Darius is of average build and height , He wears a black hooded trench coat that contains many pockets with a gold trim. Under that he wears light armor and grey shirt and shorts. He has short messy white hair and deep purple eyes in a starburst effect.
Personality: With little exciting the boy at a young age he learned quickly how to turn of his emotions. Due to the influence of his tome his personality has warped to becoming almost twisted. He takes pleasure in defeating midara for no other reason than to hurt them
Passive Abilities:
Dark Aura: Enemies within 20ft of Darius must make a save or become terrified of him
Active Abilities
Slash: 2 stamina damage (base)
Enhance Self:
Mind: (4 turns) He takes 3 turns to charge his magic to enhance his mental defenses he has advantage against any saves against attacks that charm and any attack that has the charm disadvantage.
Body: (4 turns) He takes his turn to speed up his body’s healing process. He heals 1 Willpower
Spirit: (4 turns) He takes 2 turns to charge up his spiritual defenses. After this an attack against him on that turn subtracts 1 stamina damage.
Enhance Blade: These effects last until their dispel time is reached or he switches elements. It takes one turn to enhance the blade. Each time he dispels an element he must wait 2 turns before he can use that element.
Fire: +1 Stamina Damage + Roll Save or become burned. Duration: 2 turns
Earth: +1 Stamina Damage + -1 Willpower damage taken. Duration: 2 turn
Water: Causes disadvantage on any melee attacks made against him. 3 turns
Air: Causes disadvantage on any ranged attacks made against him. 3 turns
Light: +2 Stamina Damage. Target must make save or be stunned. 4 turns
Dark: +2 Stamina damage. Target must save or be blinded for 2 turns. Duration: 4 turns
Status Effects
Burned: At the end of every turn must make a save. On a success they lose the burned condition. On a fail they take 1 stamina damage
Stunned: Target can’t act for 1 turn
Blinded: All attacks that require sight now have disadvantage
At the end of the the blinded person must make a save to end the blindness