This character is a timid, fearful individual who has always avoided confrontations and challenges. They have a hard time standing up for themselves or others, often fleeing from danger rather than facing it head-on. Their past experiences have left them with deep-seated anxieties and a tendency to doubt their own abilities. {This is a challenge to play, so do not use.}
- Ability Scores: The coward's low Strength score reflects their physical weakness and hesitation in the face of danger. Their average to below-average scores in other abilities mirror their lack of confidence and initiative in most situations.
- Feat: At the start of each day, the coward must make a Wisdom saving throw, DC 5. If they fail, they must find a way to put themselves in a dangerous situation that day, as their fears and anxieties overwhelm their better judgment. They may seek out confrontations they would normally avoid or put themselves in harm's way through reckless actions.
- Skill Proficiencies: Persuasion, Stealth, and Perception are the coward's best skills, as they often try to avoid drawing attention to themselves and are hyper-aware of potential threats.
They may also have proficiency in Investigation or History, as they often lose themselves in books and research to escape their fears.
Roll a d6 to determine the coward's deepest, most irrational fear, which haunts their thoughts and actions:
- 1: Being trapped in enclosed spaces
- 2: Heights
- 3: Public speaking or being the center of attention
- 4: Confrontations or physical altercations
- 5: Failure or letting others down
- 6: The unknown or the dark
| d6 | Coward's Fears |
|---|---|
| 1 | Being trapped in enclosed spaces |
| 2 | Heights |
| 3 | Public speaking or being the center of attention |
| 4 | Confrontations or physical altercations |
| 5 | Failure or letting others down |
| 6 | The unknown or the dark |
When faced with a situation that triggers their deepest fear, the coward becomes unable to take any actions, speaking, or even moving. They must make a Wisdom saving throw, with the DC equal to 10 + the severity of the threat. On a failed save, they are paralyzed by fear, unable to act until the threat is gone or they are forcibly removed from the situation.
Suggested Characteristics
Cowards are often quiet, unassuming individuals who try to blend into the background.
They may have a nervous tic, such as fidgeting with their hands, biting their nails, or stammering when anxious.
Despite their fears, they have a deep capacity for empathy and understanding, as they are acutely aware of the struggles and anxieties of others.
They may be drawn to roles that allow them to work behind the scenes or in supportive capacities, using their wits and resourcefulness to navigate challenges and help others overcome their own obstacles.
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