Damien Lightcaster

Damien Lightcaster (a.k.a. The Spear)

  Damien had a rough start at life as he was dropped off not long after his birth at an orphanage late in the night, in the land of Daborak. The only thing they left with him was a note, which read "His name is Damien..."   After spending a few years there he was lucky enough to catch the eye of a somewhat...peculiar man known around town as Mr. Lightcaster, who decided to take him in. Mr. Lightcaster knelt down, looked Damien in the eyes and said:   "Your eyes.....those are the eyes of someone destined for greater things than this, boy."   For the next decade or so Mr. Lightcaster would mentor and train Damien in the ways of the world, as well as how to be a competent fighter. Damien didn't mind this way of life, it beat staying at the orphanage that's for sure. And although their relationship on the outside would be perceived more as a student and their teacher, Damien very much looked at Mr. Lightcaster as a father, and he his son.   One day while training, Damien noticed the necklace of a seven pointed star dangling from Mr Lightcaster's neck and asked what it was.   "Ah, interested in this old thing are you?" Mr. Lightcaster asked.   "This here boy, is the symbol of The Seven. They were a group of seven brave heroes whom saved our world from a great enemy in time's past, but at a terrible cost. In return for their courage and sacrifice, they became deified. When I feel lost or at unease I take hold of this necklace and pray to them in hopes of gaining some form of guidance. In fact, the day I found you at that orphanage I had made a prayer to them before leaving my home. This time was different however, as a flash of these bright, pure yellow eyes had raced past my mind. That is how I knew immediately when I saw you that there was something greater in store for you and that I had to get you out of there."   The rest of that day was spent with Mr. Lightcaster telling more stories to Damien about The Seven such as their feats and acts of good deeds. That was one of the turning points in Damien's life as he had decided after that day that he too would follow his own path of The Seven in hopes to emulate their courage and heroism.

Physical Description

General Physical Condition

Lean-Muscular Athletic Build

Body Features

Various scarring around his chest, back, stomach and arms. Perhaps caused by the numerous battles he's been in.

Facial Features

Small scarring on his upper lip (left side), Medium sized scar starting from his left eyebrow and ending slightly below his left eye.

Physical quirks

When he sits still for too long his left leg will begin to shake, anxiousness perhaps?

Apparel & Accessories

Other than his armor, Damien dons a necklace given to him by Mr. Lightcaster of the symbol of The Seven at all times.

Mental characteristics

Sexuality

Heterosexual

Education

A majority of his knowledge was obtained at home through the teachings of Mr. Lightcaster, who didn't know everything but knew well enough from what he learned growing up and his years of adventuring.

Accomplishments & Achievements

  • After...certain events occurred, Damien sought to join the Daborakian military for a few years. His feats in battle and the way he looked out for his fellow brothers and sisters in arms garnered him respect among his peers as well as the nickname "The Spear."

Mental Trauma

Witnessing the death of his foster dad.

Personality Characteristics

Motivation

Damien wants to do good in the world and provide as much help as he can to those who require aid, he has a soft spot for orphans the most. The stories he was told growing up about The Seven constantly push him past his limits as he strives to better himself and grow stronger.

Likes & Dislikes

  • Likes: Training, Meditating, Cooking, Playing the Lute, Stargazing
  • Dislikes: Heights

Hygiene

Moderately Hygienic

Social

Family Ties

Only with his adoptive father.

Religious Views

The Seven

Social Aptitude

Given his days as a soldier and courier, Damien can converse well when needed. He tends to stay to himself, but reaches out when he notices someone might need a hand.

Wealth & Financial state

Depends on the type of work he's able to find during his travels.
Alignment
Neutral Good
Age
28
Birthplace
Daborak
Children
Current Residence
The Open Road
Gender
Male
Eyes
Bright Yellow
Hair
Dark Brown, Medium-Short
Skin Tone/Pigmentation
Caucasian
Height
6ft 5in
Weight
195lbs
Quotes & Catchphrases
"If they bleed, I will call them brother or sister..."
"I will remember your name, and shout it to the heavens!"
Known Languages
Common, Elven(Nomad), Orclin(Peak), Giant(Simple), Dwarven(Valley)

Damien Lightcaster

Variant Human Race
Daborak/Courier Origin
Eldritch Knight 7 Class & Level
Neutral Good Alignment
The Seven Deity
The Last Grove Faction
Rank/Position
3 Loyalty
Company

Strength 17
+3
Dexterity 11
+0
constitution 14
+2
intelligence 16
+3
wisdom 11
+0
charisma 10
+0
Total Hit Dice 1d10
Hit Die
1d10+2
+3 proficiency bonus
+6 Strength
+0 Dexterity
+5 Constitution
+3 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+6 Arcana
+6 Athletics
+0 Deception
+6 History
+0 Insight
+0 Intimidation
+3 Investigation
+2 Martial
+0 Medicine
+3 Nature
+2 Perception
+0 Performance
+2 Persuasion
+3 Religion
+2 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
24
MV
1
Prestige
1
Attunement Slots
20
Armor Class
60
Hit Points
+0
Initiative
35
Speed
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's Tool(Faction)
Saving Throws: Strength(Class), Constitution(Class)
Skills: Martial(Race), Perception(Class), History(Class), Athletics(Origin), Sleight of Hand(Sub-Origin), Persuasion(Religion), Arcana(Faction)
Ability Scores: Strength(x2)(Race&Origin), Intelligence(Race)
Proficiences
Booming Blade (Cantrip, 1 Action, 5ft, 1 Round): On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Chill Touch (Cantrip, 1 Action, 120ft, 1 Round): 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).

Shield (1st Lvl, 1 Reaction, Self, 1 Round): An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Absorb Elements (1st Lvl, 1 Reaction, Self, 1 Round): The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Magic Missile(1st Lvl, 1 Action, 120ft, Instant): You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Protection From Good & Evil(1st Lvl, 1 Action, Touch, Concentration, Up to 10min): Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Blur (2nd Lvl, Concentration 10min, 1 Action, Self):
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Spellcasting
Armor
---------------------
Plate Mail
---------------------
Weapons
---------------------
Longsword, Shield(+2AC), Light Crossbow, Daborakian Kite Shield, Vengeance of the Forest
---------------------
Items
---------------------
Explorer's Pack, Backpack, Bedroll, Mess Kit, Tinderbox, 9 Torches, 10 Days of Rations, Waterskin, and 100ft of Hempen Rope, Smith's Tools and Herbalism Kit
---------------------
Ammo:
---------------------
Quiver (17 Bolts)
---------------------
Potions:
---------------------
x7 Simple Potions of Healing
x3 Greater Healing Potions
x3 Antitoxins
---------------------
Misc.
---------------------
Masterwork Bandolier
x3 Regular Bandoliers
GP: 1066gp
-9 Crafting Tokens
---------------------
Magic Items
---------------------

Platinum Amulet of Parallel Blessing:
Holy Symbol (Amulet) - Rare (1,500gp) - Attunement

*This necklace dawns a circular platinum pendant with a simple lace running through it. Etched onto the pendant is the symbol of The Seven with elven wording surrounding it, which reads "Protect All You Deem Worthy"*

Transferring Touch. When you cast an Abjuration spell with a range of Self or Touch, you can instead target another creature within 60 feet of you that you can see. You can use this ability three times, regaining all uses after finishing a long rest.

Overshield. When you cast a spell with yourself or an ally as the target you can increase the target’s AC by 1 for 1 minute. You can use this ability three times, regaining all uses after finishing a long rest.

Static Extension. As an action, you can empower your melee weapon attacks with arcane magic. For 1 minute your melee weapon attacks deal an additional 1d4 lightning damage on a hit. Once you use this ability, you can’t use it again until you finish a long rest.
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Longsword - Vengeance of the Forest
Tier 2 Prestige 1 mission reward
Major Rare +1 Longsword, Attunement
Value: 3,000 gp

This Blade was made by a tribe of Elves, wielded in protection of their homes. The blade itself seems at home in the Forests and trees, seeming to vanish from the view of enemies like a swift forest predator.

While attuned to this weapon, your dexterity score is increased by 2, up to your score cap.

Swift Cuts This weapon deals 1d4 additional necrotic damage on hit. On a critical hit, the blade siphons the target's vitality like hungering roots, healing the wielder for the necrotic damage dealt.

Silent Predator While attuned to this weapon, you gain proficiency in stealth. If you are already proficient, you gain a +2 to dexterity (Stealth) checks.

This item is Glorybound

Equipment
The Last Grove
Faction
The Mad Man
Stat Array
Languages: Common, Elven(Nomad), Orclin(Peak), Giant(Simple), Dwarven(Valley), Druidic

Feat: Sentinel - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Feat: War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Feat: Polearm Master: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Nature's Blessing: +5 Movement Speed

War Magic: Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Action Surge- Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Second Wind- You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style: Defense (While you are wearing armor, you gain a +1 bonus to AC.)

Lip Service(The Seven): Proficiency in any Skill(Persuasion)

Exotic Weapon Training: Long Spear, Daborakian Kite Shield
Class/Racial Features & Traits