You awake to the sounds of a rasp; your shriveled heart working double-time just to keep you alive. A feeling for your surroundings reveals that you are trapped in a stone coffin with nothing but a coarse cloak aggravating the dry patches of skin on your chest. A clang; one turns to many, and you feel the rumbling of your tomb as it is lifted to topsoil. It crumbles, whatever weak arcana holding it together having served its purpose at last, and you take in a sharp breath of seething cold air. You feel compelled to trudge toward a truth; any truth. This... Isn't your first life.
- Skill Proficiencies: Having lived a past life, you gain proficiency with two chosen skills from: Intimidation, stealth, Insight, History, and Survival. You have natural Arcana Proficiency from being revived.
You have proficiency with sickles, maces, spears, and lances. An agile attack suits your skillset better than lumbering steel, whether it be a slash to the ankles or a charge forward.
- Tool Proficiencies: Whether you be an infantry soldier or of paltry royalty in a past life, you never grew familiar with tools; those proficiencies are unknown to you. Having your corpse be pilfered shortly before being lowered into a magic-lined coffin might not help with this situation.
- Languages: As your untimely resurrection was not made in good faith, the darker elements of the aforementioned ritual granted an understanding of Abyssal and Deep Speech. While this knowledge of exotic languages may prove handy in the future, it seems to have come at the cost of your past appearance; ghoulish and frightening compared to who you once were.
- Equipment: The crumbling stone-grave reveals a hidden stash unbeknownst even to your grave robbers. You start your journey with a cloak whose innate potential is unknown to your character.
Your starting choice is one of the following: A) Sickle B) Spear C) Mace D) Lance E) [3d12] gold pieces
There was a reason you have been chosen to live on, rather than to accept the embrace of death. Since you've awoken, you often reflect on any memories of who you may have been. This desire for knowledge leads you into risky scenarios or even hallucinations of the past. Your form has become a blank canvas; you've no particularly interesting proficiencies, yet have a knowledge of magic in part thanks to whoever has need of you. Because you are a vessel without a soul, you seem to be resistant to the meddling of gods and their powers of influence.
You may randomly encounter interference from an entity of unknown nature/origin (as decided by 1d8 on short rest and by 1d4 on long rest; DM's choice on number), and must flip 1d2 to decide your next action. The flip resulting in the chosen side will probe the gateway between you and the being for vague information. The flip opposite to the chosen side results in your character choosing to ignore the being.
Refusing the interference grants a 1d6 bonus to WIS saves and throws until long rest, at the cost of flipping 1d2 to dictate how the being will react. Your chosen side means the entity gives up their attempt and rewards you a random healing item for your mental fortitude, but the opposite of your choice means the being can reduce your relations with worshippers of that entity or merchants.
Granting the being audience gains you a 1d6 bonus to CHA saves and throws until long rest, at the cost of flipping 1d2 to dictate how the being will react. Your chosen side means the being either improves your relations with worshippers or with merchants, but the opposite of your choice means the entity has a 1d6 chance (DM's choice on number) to take limited control over your character to do as they please until thwarted.
Spell List
You have been granted powers not originally yours, causing you to gain a cantrip of your choice: Chill Touch, Fire Bolt, Frostbite.
You additionally gain a 1st level spell of your choice: Burning Hands, Chaos Bolt, Detect Magic.
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Suggested Characteristics
Tall or short; stringy physique that is remedied as the campaign progresses. (i.e. healing magic, healing items/foodstuffs)
Long/short hair or bald; coloured (e.g. washed-out red/grey) & similar in appearance to a stray mutt. (if furry in appearance, such as beasts, patches of skin may be visible from the fur.)
One or two eyes; bandaged or socket(s) left visible/vulnerable to the elements. (dull blue sclera)
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