Astral Eremit Image

As an Astral Eremit, you have lived a life of seclusion, entirely alone for a significant part of your formative years. Your time in isolation was spent traversing the vast and mystical expanse of the Astral Plane, seeking answers to questions that eluded you in the noisy clamor of society.

Just as those who grew up in the wilds of the natural world, you have survived in a place where few dare to venture. Your experience with solitude and the peace that it brings has given you a deep appreciation for the stillness and quietness that permeates the Astral Plane. You have learned to navigate the vastness of the Silver Void, camped on the petrified hulks of dead gods and avoided the dangers of the psychic winds that sweep across the plane.

Your time spent in isolation has given you a unique perspective on life, much like those who grew up in the wilds. You are resourceful and self-reliant, able to survive in even the most challenging of circumstances. Your deep connection to the cosmic forces that surround you has given you a keen understanding of the mysteries of the universe.

 
Skill Proficiencies: Insight, Survival
Tool Proficiencies: Navigator’s tools
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies, a set of protective common clothes, an herbalism kit, and 5 rations.
 
Lonely Encounters

As an Astra Eremit, you have spent much of your life alone in the vast emptiness of Wildspace. Occasionally, you encounter others, whether they are friendly explorers or dangerous marauders. Roll on the Lonely Encounters table to determine the nature of a significant encounter you had with another creature or group in your travels.

Each encounter on this table can have lasting consequences for your character, whether they be positive or negative. Work with your DM to determine the details of the encounter and its impact on your character's backstory and motivations.

 

d10 Lonely Encounters
1 Friendly explorer or adventurer
2 Hostile marauder or pirate
3 Reclusive hermit or wanderer
4 Enigmatic alien or extraplanar entity
5 Vengeful ghost or specter
6 Wandering beast or creature
7 Mysterious artifact or technology
8 Powerful spellcaster or psionicist
9 Beneficent deity or celestial entity
10 Corrupting fiend or dark power
 
Feature: Astral Survivalist Discovery

Living in seclusion has honed your survival instincts and mental resilience. You gain proficiency in the Survival skill and the Resilient feat, which grants proficiency in Constitution saving throws. You have adapted to the zero gravity of the Astral Plane, allowing you to remain unaffected by weightlessness in combat.

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

 
Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals.

d7 Personality Trait
1 I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face of disaster.
3 I feel tremendous empathy for all who suffer.
4 I’m oblivious to etiquette and social expectations.
5 I connect everything that happens to me to a grand, cosmic plan.
6 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
7 I am working on a grand philosophical theory and love sharing my ideas.
d6 Ideal
1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)
d5 Bond
1 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
2 I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
3 I entered seclusion because I loved someone I could not have.
4 Should my discovery come to light, it could bring ruin to the world.
5 My isolation gave me great insight into a great evil that only I can destroy.
d6 Flaw
1 Now that I’ve returned to the world, I enjoy its delights a little too much.
2 I harbor bloodthirsty thoughts that my isolation and meditation failed to quell.
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow friendships and harmony.
5 I’d risk too much to uncover a lost bit of knowledge.
6 I like keeping secrets and won’t share them with anyone.
 
Astral Eremit Image

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