
As a youth, you had the ill luck to run afoul of an evil wizard. You were captured and dragged back to the mage's lair. The wizard used you as a test subject in the development of new spells, potions, and poisons. Eventually, exposure to these inhumane experiments granted you some inherent knowledge of the toxins and remedies used against you.
Over the course of years of this torturous existence, you managed to pilfer some of the wizard's ingredients. One day, when the mage came to collect you for another round of experiments, you used one of the wizard's own poisons against him. You claimed several of the wizard's safer possessions (leaving behind any that you feared to touch), before leaving him to die, laying in a pool of his own bile and blood.
You decide to make your way back to your hometown, but the hardships you have suffered have changed you dramatically. While initially overjoyed at your return, your family and friends soon begin to find your gloomy presence overpowering, and you became more and more of a loner within your once loving and accepting community. Realizing that your life here will never be what it once was, you decide to go forth and seek out your own place in the world.
- Skill Proficiencies: Arcana, Stealth
- Tool Proficiencies: Herbalism Kit, Poisoner's Kit
- Equipment: Either a Poisoner's Kit or an Herbalism Kit, a small knife, a piece of parchment inscribed with some of the wizard's notes and ravings, a set of traveler's clothes, and a pouch containing 15 gp.
A sense of gloom surrounds you, due to the aftereffects of your long travail. People's eyes seem to slide away from you as soon as you come into view. Those whom you directly confront find your countenance so alien, that they long to end the encounter as soon as possible. Once per day, your Dark Aura gives you advantage on either a Dexterity (Stealth) check or a Charisma (Intimidation) check.

Let me know if you have any ideas to improve this background. I am always open to suggestions.