You were trained as a monster hunter of House Rusoe, the cursed monster hunting house.
House History
Once a renowned and venerated monster hunting house of Tristoania, House Rusoe was struck by a terrible curse. The details of the curse are vague, with some saying they merely fell victim to the evil that they fought. Some describe it as a hunger for the corpses of slain monster, while other protest they became lycanthropes or vampires. The truth isn't so different. Though once fighting monsters with consecrated weapons and dedicated skill, many hunters of Rusoe felt that they were not making enough impact, as more and more monsters appeared and the Dreadlord's numbers swelled to three. To combat them they began to experiment with other methods of enhancing themselves. The consequence was losing their humanity.
Eventually the Serrna Church noticed what was happening to House Rusoe and proclaimed all their number as heretics. A crusade was undertaken to eliminate with the other two great monster hunting Houses aiding, if in some cases begrudgingly. In the end the house's fortress manors were destroyed and abandoned, with very few left of House Rusoe.
House Training
House Rusoe's training was very much throwing their applicants to the wolves and seeing who survived, sometimes literally. It was the mindset of House Rusoe's leadership that only those who had faced the odds and survived would do well as monster hunters. For this reason many of their numbers were individuals who had lost someone or something to the monsters of the land. They often took in orphans, instilling in them a willingness to fight and slay the beasts that had forever changed their lives. As this was their way there was very little formal training, with their members learning how to survive on each battle. Knowledge and technique was freely exchanged among their numbers.
After Rusoe began to experiment on themselves new trainees proved to be the perfect test bed, especially with the easier to manipulate younger of their order. Many of House Rusoe developed strange habits from these experiments or took on a bestial appearance. If your character underwent these experiments it could have a minor change or something more pronounced. Changes in eye color and the hair turning white was more common. Often their skin would grow pale or charcoal tinted, or become rough to the touch.
Life as a Monster hunter
The monster hunters of House Rusoe still wander the land, usually claiming to be from other houses. To be found by the Serrna Church would be instant imprisonment and probably death and even the other monster hunters look down on them with disdain now. Their skills and unique abilities are still valued however by the old nobles and those with need to have a monster slain.
Accord of the Blue Moon
Long ago monster hunters of House Travellian came to the aid of Queen Maeve and a number of the coven witches. In exchange for their aid Queen Maeve and the witches signed a pact with the House, to provide aid in the hunting of monsters. This aid does not usually come for free however, as the witches will expect something in exchange. Usually this something comes in the form of part of the slain monster. The nature of this pact, through some clever wording by House Travellian, insures anyone claiming themselves to be a monster hunter and on a hunt can make use of this service, though to lie is the bring the ire of Maeve and the Witch Covens.
- Skill Proficiencies: Choose two of the following: Athletics, Arcana, History, Investigation, Nature or Perception.
- Tool Proficiencies: Choose one tool from the following: Alchemist's Supplies, Tinker's Tools, Herbalism Kit, Poisoner's Kit or Vehicles (Land).
- Languages: Choose one of the following: Abyssal, Celestial, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial or Sylvan.
- Equipment: You gain a house sigil, trophy from your first hunt, traveler's clothes, monster hunter's pack, and a belt pouch containing 15 gp worth of currencies.
Due to the curse of House Rusoe you have altered abilities. You can choose one of the following options:
- Resistance to poison and advantage on saving throws against poison.
- 60 ft. of darkvision, seeing in shades of grey.
- Gain the Primal Savagery cantrip and once per long rest can heal hp equal to the damage dealt by this cantrip. You may choose which ability score to cast this spell with.
In addition due to your learnings of monsters you gain advantage on any check to identify a monster and if you successfully identify a monster you immediately know what is required to bypass its resistances. In addition if you consumes a monster's flesh you learn any damage resistances it has.
Suggested Characteristics
For examples check the Noble, Folk Hero, Soldier and Outlander backgrounds.
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