Unbeknownst to you, an Eldritch entity has attached itself to you. Either through the deity's own actions or through a Dark Ritual carried out upon you through the deity's cult. For one reason or another the Dark Ritual did not succeed. Now the entity is trapped within an item you hold and you can hear the whispers of this Ancient Deity's voice in your mind, slowly directing your choices and actions.
- Skill Proficiencies: Skill Proficiencies: You are proficient in the following: Arcana, Deception, Intimidation, Survival.
- Languages: Languages: You learn Common (IF not acquired), alongside Abyssal, Deep Speech, or Primordial.
- Equipment: Equipment: A monster hunter’s pack, a set of common clothes, a darkened robe, 5 gp, and an item of significance to the Deity housing itself in you that appeared in your inventory.
This table will determine a specific event that eventually led to the Eldritch entity becoming trapped within your mind.
This table will also contain the options for whatever item the Eldritch deity's soul is bound to. It will begin with, "(Soul-Bound)".
You can either roll for it, or you can choose an origin.
| d10 | Origins/Soul-bound Items |
|---|---|
| 1 | You were born under a dark star. You can still feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. |
| 2 | You opened an eldritch grimoire and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. |
| 3 | An undiscovered monster slaughtered an entire town of innocent people, yet it spared your life, and you don’t know why. |
| 4 | You were a prisoner to a cult of insane tieflings. They attempted to sacrifice you to their god, but you managed to escape. Even so, a part of your soul felt dark and evil ever since. |
| 5 | Once a pirate, you were lost at sea, and you drowned. You should've died, but instead you woke up on a beach bordering a town. Next to you was a small mechanical crab bearing your name. You don't know how or why you're not dead. |
| 6 | (Soul-Bound) A small black box that, when placed upon the holders ear, emanates the whispers of various people |
| 7 | (Soul-Bound) A tiny clockwork figurine of a tiefling that's always in a different position whenever you look at it. |
| 8 | (Soul-Bound) A mason jar containing a harmless, animate oblex. |
| 9 | (Soul-Bound) A strangely built clockwork device which looks like a brain, yet beats like a heart. |
| 10 | (Soul-Bound) A small mechanical crab, with your first name engraved on its shell. |
Due to the entity using your body as a vessel, its voice will alert you of any incoming danger or threats before you can sense something is wrong, plus it will tell you when you're being watched, and where the stalker is.
Suggested Characteristics
You are now a vessel for an Eldritch being. How has it affected you?
| d8 | Personality Trait |
|---|---|
| 1 | I don’t run from evil. Evil runs from me. |
| 2 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. |
| 3 | I don’t talk about the thing that torments me. I’d rather not burden others with my curse. |
| 4 | I put no trust in divine beings. |
| 5 | I stick to the shadows in social situations. The less people know... |
| 6 | I double and triple check security measures before resting. You can never be too careful. |
| 7 | I’m willing to listen to every side of an argument before I make my own judgment. |
| 8 | I always have a plan for what to do when things go wrong. |
| d6 | Ideal |
|---|---|
| 1 | Allies. I try to help those in need, no matter what the personal cost. (Good) |
| 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
| 3 | Power. I have accepted the Eldritch God as a part of me, and will do whatever it takes to give them a physical form. (Evil) |
| 4 | Tactics. I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) |
| 5 | People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
| 6 | Nation. My city, nation, or people are all that matters. (Any) |
| d6 | Bond |
|---|---|
| 1 | I have a child to protect. I must make the world a safer place for them. |
| 2 | Someone I loved died because of a mistake I made. That will never happen again. |
| 3 | I have an ancient text which holds the darkest of secrets. I make sure it does not fall into the wrong hands. |
| 4 | Ever since the 'incident', I’ve been searching for the answer to a certain question. |
| 5 | Those who fight beside me are those worth dying for. |
| 6 | Someone saved my life from a monstrous beast. To this day, I never leave a friend behind. |
| d6 | Flaw |
|---|---|
| 1 | I am suspicious of strangers and expect the worst of them. |
| 2 | I see meaning where there is none, and I know it. But if you look closely... |
| 3 | Unlocking ancient knowledge is worth the price of a civilization. |
| 4 | I feel no compassion for the dead. They’re the lucky ones. |
| 5 | I made a terrible mistake in a battle that cost many lives—and I will do anything to keep it a secret. |
| 6 | Sometimes I'm in control of my body. Sometimes it's the Eldritch God in control. |
Due to the fact that you are a vessel for an Eldritch God, its soul competes with your own over absolute control of your body. The tides of war between these two souls are ever-changing, but neither side really wins. Your soul will be in control for one moment, the next, it will be the Eldritch deity in control, whilst you can do nothing but watch. Even the timing between the soul swaps are never static, and you can never tell when your soul will switch with the deity's own.
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