You were raised in the trade of killing Abnormalis — a family line, a sworn order, or a frontier town that buries more than it births. You know the signs of a breach, the customs that keep a household safe through the night, and the weight of a weapon meant for things that shouldn't exi
- Ability Scores: Choose from Strength, Dexterity, Wisdom
- Feat: Alert
- Skill Proficiencies: Survival, Perception
- Tool Proficiencies: Your choice of Herbalism Kit or Cartographer's Tools
- Equipment: a trophy taken from a slain Abnormalis (harmless, unsettling), a hunting trap, traveler's clothes, and a belt-pouch with a little coin
Feature: Warded Welcome
In any region that knows the Abnormalis (most of them), people recognize what you are. You can find shelter, a meal, and honest local rumor about recent breaches or disappearances from frightened folk who'd turn away a stranger. You also know the common warding customs — the salt-lines, the door-marks, the things one does not do after dark — and can tell at a glance whether a place observes them.
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