You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
- Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, or Survival
Arcana
Survival
- Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Abyssal
common
- Equipment: A monster hunter’s pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), one trinket of special significance (choose one or roll on the Horror Trinkets table after this background), a set of common clothes, and 1 sp.
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.
Ability scores: [roll]4d6dl1[/roll] [roll]4d6dl1[/roll] [roll]4d6dl1[/roll] [roll]4d6dl1[/roll] [roll]4d6dl1[/roll] [roll]4d6dl1[/roll]
| d1 | Harrowing Event |
|---|---|
| 1 | A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away. |
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Spell List
| Spell Level | Spells |
|---|---|
| 1st | alarm, animal friendship, create or destroy water |
| 2nd | animal messenger, crown of madness |
Suggested Characteristics
You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.
| d3 | Personality Trait |
|---|---|
| 1 | I don’t talk about the thing that torments me. I’d rather not burden others with my curse. |
| 2 | I expect danger around every corner. |
| 3 | I put no trust in divine beings. |
| d1 | Ideal |
|---|---|
| 1 | I’ll stop the spirits that haunt me or die trying. (Any) |
| d1 | Bond |
|---|---|
| 1 | There’s evil in me, I can feel it. It must never be set free. |
| d4 | Flaw |
|---|---|
| 1 | I have certain rituals that I must follow every day. I can never break them. |
| 2 | I assume the worst in people. |
| 3 | I talk to spirits that no one else can see. |
| 4 | untrusting |
Contacts
is a slave.
| d1 | Contact |
|---|---|
| 1 | Owner |
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