Skip to content
CreatePricing
Luke Castellan - AI-generated fantasy Character

Luke Castellan

Human · Shade · Level 1 · Storm-gray eyes, scarred face, dark hair, blackened scale armor beneath a torn traveler's coat, and a weapon wreathed in pale spectral mist.

Luke Castellan

Controlled, watchful, and relentlessly purposeful.
ACNone
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 23 · normal
AlignmentLawful EvilGenderMaleAge27
STR
DEX
CON
INT
WIS
CHA

Armor

All armor and shields. Starting armor: blackened scale armor, 2 armor, 3 weight.

Weapons

Simple weapons,
Martial weapons,
Shields

Languages

Common,
Ancient Greek

Features

15 features

Bonus action

  • Bound Shade

    When When you manifest your spectral nature or summon or dismiss your bonded weapon

    You return from death as a bound spirit. You gain a spectral manifestation that lets you pass through a willing creature's space. As a Bonus Action, you can summon or dismiss your bonded weapon. The weapon appears in your hand or vanishes into the spirit world.

  • Living Oath

    When When you choose an oath-taker or when your oath-taker within 30 feet is hit by an attack

    As a Bonus Action, choose one creature you can see within 60 feet as your oath-taker. The bond lasts until you finish a Long Rest, the creature dies, or you choose another oath-taker. While within 30 feet of your oath-taker, you can use your reaction to reduce damage dealt to them by an amount equal to your CHA modifier plus one roll of your Oath Die. You must expend the die after seeing the damage but before applying it.

Always on

  • Hack and Slash

    When When you attack an enemy in melee

    When you attack an enemy in melee, roll+STR. On a 10+, you deal your damage to the enemy and avoid their attack. On a 7-9, you deal your damage and the enemy makes an attack against you.

  • Volley

    When When you take aim and volley at an enemy at range

    When you take aim and volley at an enemy at range, roll+DEX. On a 10+, you have a clear shot and deal your damage. On a 7-9, choose one: you must move to get the shot, you must take what you can get with -1d6 damage, or you must spend 1 ammo. On a 6-, mark XP as normal and the GM makes a move.

  • Defy Danger

    When When you act despite an imminent threat

    When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the relevant ability. On a 10+, you do what you set out to do. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.

  • Defend

    When When you stand in defense of a person, item, or location

    When you stand in defense of a person, item, or location, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. While you defend, whenever you or the thing you defend is attacked, you may spend hold to choose one: redirect the attack to yourself, halve the attack's effect or damage, open the attacker to an ally, or deal damage to the attacker.

  • Spout Lore

    When When you consult your accumulated knowledge about something

    When you consult your accumulated knowledge about something, roll+INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting. The GM may ask you how you know the information.

  • Discern Realities

    When When you closely study a person, situation, or location

    When you closely study a person, situation, or location, roll+WIS. On a 10+, ask the GM three questions from the list. On a 7-9, ask one. Take +1 forward when acting on the answers. Questions include: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be?

  • Parley

    When When you have leverage on a GM character and manipulate them

    When you have leverage on a GM character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first assure them that you will do what they ask. On a 7-9, they will do what you ask, but need some concrete assurance of your promise now.

  • Martial Training

    When Whenever you use armor, a shield, or a simple or martial weapon

    You are proficient with all armor, shields, simple weapons, and martial weapons. You may use a weapon as a focus for your Shade powers, though Shades do not cast spells.

  • Oath Dice

    When When a Shade feature instructs you to expend an Oath Die

    You gain four Oath Dice, which are d6s. You regain all expended dice when you finish a Short or Long Rest. Oath Dice fuel your Living Oath and other Shade features.

  • Oath of the Returned

    When When you swear a dangerous and meaningful oath

    Once per day, when you knowingly accept a dangerous duty or bind yourself to protect someone abandoned by those in power, name the terms of the oath aloud. Until the oath is fulfilled or broken, take +1 forward when acting directly to uphold it. The GM may treat deliberate violation of the oath as a hard move.

  • Demigod's Remembrance

    When When you invoke your human heritage and fragmented divine memory

    Your mortal blood carries the memory of divine roads and old wars. Once per session, when you call upon your heritage to recognize a supernatural being, ancient symbol, divine route, or hidden passage, ask the GM one useful question about it. The answer must be truthful.

  • Adaptable survivorHumanonce per session, when your mortal resilience or broad experience would help, you may ask the GM for a useful detail about a danger, culture, or place.
  • Human tenacityHumanwhen you Defy Danger by enduring physical hardship, you may describe the effort as the stubborn strength of someone who has already survived death.

Gear

7 items

Weapons

  • Bonded sword
    A bonded celestial bronze sword, damage d10, close, 1 weight. It can be summoned or dismissed as a supernatural manifestation.

Armor

  • Blackened scale armor
    Blackened scale armor, 2 armor, 3 weight. Its metal plates are cold even beside a fire.
  • Oath-marked shield
    Shield, 1 armor, 2 weight. Its face is marked with a broken divine laurel.

Gear

  • Adventurer's pack
    A heavy adventurer's pack containing rations, flint and steel, rope, torches, and basic travel gear, 5 weight.
  • Cracked bronze pendant
    A cracked bronze pendant of Hermes, 0 weight. It is the last physical token of Luke's former life.
  • Load
    Starting load is equal to Luke's STR score: 15. Current listed load is 10, leaving 5 available load.
  • 4×
    Oath Dice
    Four Oath Dice, each a d6. They regain their full strength when Luke completes a Short or Long Rest.

Appearance

Tall and powerfully built, with storm-gray eyes, shoulder-length dark brown hair, and a weathered face that looks older than it should. He wears blackened leather beneath a long, torn traveling coat, iron bracers etched with oath-marks, and a cracked bronze pendant bearing the symbol of Hermes. A pale mist curls around him when his temper rises.

Mannerisms

He stands unnaturally still, like a statue waiting for a command. When someone makes a promise, he tilts his head and repeats the crucial words under his breath. His shadow sometimes moves a heartbeat after he does.

Personality

Controlled, watchful, and relentlessly purposeful. Luke speaks with the calm confidence of someone who has already died once, but beneath that composure burns a furious need to prove that promises matter. He is protective of the powerless, suspicious of authority, and frighteningly patient when deciding how betrayal should be answered.

Ideals

Oath Enforcement. The dead keep watch until the living keep their word, and no god, hero, or king is above the consequences of betrayal.

Bonds

I have sworn to protect ____ from the divine powers that once used people like tools. I do not trust ____, but I will honor any oath we make to one another. If ____ breaks faith with the helpless, I will be the one who confronts them.

Flaws

Luke's hatred of divine hypocrisy can become cruelty toward anyone who reminds him of the gods. He assumes every promise hides a loophole, and he would rather enforce an oath harshly than risk trusting someone who might break it.

Quirks

Keeps a private list of every promise made in his presence.
His reflection sometimes shows him wearing an ancient Titan's crown.
Never sleeps with his bonded sword more than an arm's length away.

Background

In life, Luke Castellan was the demigod son of Hermes, patron of thieves, travelers, and every road that led away from home. The gods gave their mortal children dangerous gifts, impossible burdens, and little protection. Luke watched friends suffer while the immortals remained distant, proud, and untouched. His bitterness hardened into conviction, and he joined the Titans in the last divine war, betraying his heritage and many of the people he once loved. Luke became the mortal host of Kronos, the Titan lord, and his body nearly vanished beneath the weight of that ancient power. At the end of the war, he helped Perseus destroy Kronos so the gods would prevail, though the victory left him dying, condemned, and uncertain whether anything had truly changed. As Luke's life faded, Perseus swore an oath that the gods would learn from the war and give their mortal children better lives, even if he had to fight the gods to make it happen. Death did not release Luke. His spirit returned bound to that oath, a shade held together by unfinished justice and the cold certainty that promises must have consequences. Now he walks again, enforcing the vow he died believing in. He protects the abandoned, punishes betrayal, and intends to make the gods answer for every child they cast aside.

“The gods gave their mortal children dangerous gifts, impossible burdens, and little protection.”
From their backstory
Background
Storm-gray eyes, scarred face, dark hair, blackened scale armor beneath a torn traveler's coat, and a weapon wreathed in pale spectral mist.

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Luke Castellan into a sheet

A high-res, share-ready sheet you can post or print.