The Dark Brotherhood is a guild of assassins with a cult-like fanaticism for their dread lord Sithis, a primordial god of the void. Commanded by the Night Mother, the living corpse that is the lover of Sithis, members of the brotherhood carry out assassinations for those that perform a ritual called "The Black Sacrament".
You are a member of this family, and with it comes the freedom to slaughter for your void father, but also with 5 tenets that must be adhered to.
Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of Sithis.
Tenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of Sithis.
Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the Wrath of Sithis.
Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.
Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.
At your DM's discretion you will be given contracts by the brotherhood that must be carried out, failure could result in banishment from the brotherhood and a contract put out on yourself. These contracts could come in a variety of forms: a note left on your person as you slept, a dead drop frequently used by the guild, telepathic messages from your superiors, etc.
- Skill Proficiencies: Your time among the brotherhood has taught you to move in the shadows alongside the void father, though not all may make use of this skill.
You've also been taught the various rituals of the night mother and dread father, along with general knowledge of other gods and religions, that you may use it against them.
You gain proficiency with stealth and religion.
- Languages: Deep Speech is used in various rituals and incantations to pray to the Dread Lord Sithis, and thus many family members become fluent in it to get closer to him.
- Equipment: Upon joining the family, each new member is gifted a special set of void-black leather armor or robes and a unique dagger, one that has yet to taste the blood of the condemned.
Though not every member of the family relies on stealth to carry out their contracts, the element of surprise is something all are taught to take advantage of.
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
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