Damien
Damien
Sheet
AC 16 · HP 108 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresBonus action
- Cunning ActionLevel 2
When On Damien's turn.
As a bonus action, Dash, Disengage, or Hide.
- Fast HandsLevel 3
When On Damien's turn.
As a bonus action, pick a lock, disarm a trap, or use an object.
Reaction
- LuckyLevel 12
When Attack roll, ability check, saving throw, or attack made against Damien.
Spend one of three luck points to roll an extra d20 or impose disadvantage on an attack against Damien.
Always on
- Sneak AttackLevel 1
When Hit with a finesse or ranged weapon attack while meeting the advantage or adjacent-ally condition.
Once per turn, deal an extra 8d6 damage when an eligible finesse or ranged weapon attack hits.
- Stroke of LuckLevel 20
When After missing with an attack or failing an ability check.
Turn a missed attack into a hit or treat a failed ability check as a roll of 20, once per short or long rest.
- ExpertiseLevel 1
Damien has expertise in Stealth, Investigation, Perception, and thieves' tools. His proficiency bonus is doubled for these proficiencies.
- Thieves' CantLevel 1
Damien knows the secret language of thieves and can recognize and convey hidden messages in criminal communication.
- Second-Story WorkLevel 3
Damien can climb faster than normal, and climbing no longer costs him extra movement. He can make running jumps after moving only 5 feet on foot.
- Ability Score ImprovementLevel 4
Damien gains an Ability Score Improvement. He increased Dexterity by 2.
- Ability Score ImprovementLevel 8
Damien gains an Ability Score Improvement. He increased Dexterity by 2.
- Reliable TalentLevel 11
When Damien makes an ability check that lets him add his proficiency bonus, a d20 roll of 9 or lower counts as a 10.
- Ability Score ImprovementLevel 10
Damien gains an Ability Score Improvement and selected the Alert feat.
- Ability Score ImprovementLevel 12
Damien gains an Ability Score Improvement and selected the Lucky feat.
- EvasionLevel 7
Damien has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He takes no damage on a successful save and half damage on a failed save when the effect normally deals half damage on a successful save.
- Slippery MindLevel 15
Damien gains proficiency in Wisdom saving throws.
- ElusiveLevel 18
No attack roll has advantage against Damien unless he is incapacitated.
- AlertLevel 10
Damien has advantage on initiative rolls.
- Supreme SneakLevel 9
Damien has advantage on Dexterity (Stealth) checks if he moves no more than half his speed on the same turn.
- Use Magic DeviceLevel 13
Damien ignores class, race, and level requirements on the use of magic items and can attune to up to four magic items.
- Thief's ReflexesLevel 17
During the first round of combat, Damien can take two turns, one on his normal initiative and one immediately after the next creature's turn. He cannot use this feature when surprised.
- Ability Score IncreaseHumanEach ability score increases by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- LanguagesHumanCommon and one extra language, Elvish chosen.
- Criminal ContactCriminal
Damien has a reliable contact who acts as his connection to a network of informants, smugglers, fences, and other criminals. He knows how to communicate through coded messages and can obtain information through this network, though doing so may carry risks.
Gear
10 itemsWeapons
- RapierA finely balanced one-handed finesse weapon suitable for precise strikes.
- Shortbow and arrowsA ranged weapon with a quiver containing 20 arrows.
- 2×DaggersConcealable backup weapons.
Armor
- Leather armorLight protective armor worn beneath Damien's coat.
Tools
- Thieves' toolsTools for opening locks and disarming mechanical traps.
Gear
- Burglar's packIncludes a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
- CrowbarA sturdy iron bar useful for forcing doors and manipulating objects.
- Dark common clothes with hoodA set of dark, nondescript clothing with a hood, suitable for covert work.
- Gaming setA compact set of dice and marked tiles used for gambling and coded meetings.
Purse
- 15×Gold piecesDamien's accumulated starting funds and emergency cash.
Appearance
Damien is a lean human man of average height who seems to occupy more attention than physical space. He moves with a quiet, deliberate economy, favoring his left side slightly as though always leaving his right hand free. His dark brown hair is cropped short at the sides and kept untidily longer on top. His gray-green eyes are alert without being frantic, and his narrow face carries an expression of patient assessment. He dresses in weathered charcoal leather, soft boots, and a high-collared coat with hidden pockets. Within a minute of meeting him, most people notice that he can stand perfectly still for an unsettlingly long time, then move with startling speed.
Mannerisms
Damien pauses before entering any room, even familiar ones, and quietly counts exits under his breath. He rarely gestures with his hands while speaking, but his gaze flicks toward windows, doors, pockets, and unattended objects. When someone lies to him, he becomes noticeably more polite.
Personality
Damien is quiet, observant, and unexpectedly gentle with people who are frightened or overlooked. He speaks in precise sentences, dislikes wasting motion, and has a dry sense of humor that appears at the worst possible moment. He is comfortable among criminals because he understands their rules, but he is most at ease around ordinary people who have no idea how capable he is.
Ideals
Justice belongs to the people who are denied it. Laws that protect the powerful from consequences deserve to be broken, and those who cannot protect themselves deserve someone willing to act in the dark.
Bonds
The stolen ledger that exposed the nobleman's criminal network is still hidden, and Damien will risk almost anything to ensure its evidence reaches the right hands. He also feels responsible for the young street informants who now depend on his protection.
Flaws
Damien assumes every favor creates a debt and every kindness hides a price. He is slow to trust institutions, suspicious of uncomplicated generosity, and prone to taking responsibility for problems that are not his to solve. When forced to choose between a clean plan and helping someone in immediate danger, he will abandon the plan, then pretend afterward that he had intended to do so.
Quirks
Background
Damien was born in a crowded human district where honest work was scarce and information was worth more than coin. His mother copied legal documents for a magistrate, while his father worked as a night porter and quietly carried messages for people who could not safely deliver them themselves. Damien learned early that the difference between a criminal and a respectable citizen often came down to who wrote the law and who had the money to enforce it. He became a courier, lookout, and eventually a burglar, not for the thrill of wealth, but because a locked door was often the only barrier between a desperate family and the help they needed. His criminal career ended when he discovered that the gang he served was selling names of vulnerable residents to a corrupt nobleman. Damien stole the gang's records, exposed the arrangement, and vanished before the retaliation began. The surviving members still want him dead, while the people whose names he saved quietly pass him work when they can. Years spent moving through guarded estates, prison archives, and criminal safehouses made him a master of stealth and improvisation. He now uses the same talents to dismantle predatory schemes, recover stolen resources, and protect people who cannot fight powerful enemies directly. He claims he is merely balancing accounts, but those who know him understand that he has chosen a side, even if he refuses to call it heroism.
“His criminal career ended when he discovered that the gang he served was selling names of vulnerable residents to a corrupt nobleman.”
- Background
- Criminal
Connections
Species
Human
Media
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