After years of heroic deeds, risking life and limb for all that is good in the world... something has changed you. Be it a tragic event, great betrayal, corruption by the darker powers, or abandonment in a time of great need. You now have seen the light in the darkness and even if you still hold your old virtues they are now warped and perverted from their once pure intentions; that is if you haven't abandoned them altogether. You are zealous and unmoving in the path you now walk, be it for the sake of vengeance, duty, or appeasing a new master; so if you hesitated to strike down that which is good in the world before, you do so no longer. Maybe you pity those who cannot comprehend your change of heart; after all, the truth is always hard to accept. So what caused this change of heart? Who led you astray? Why are you so driven in your newfound conviction? Can you serve those who do not share your vision or are they just a means to an end?
- Skill Proficiencies: Skill Proficiencies: Choose three from: Intimidation, Deception, Religion, Arcana, Insight, Survival
- Tool Proficiencies: Tool Proficiencies: Disguise Kit
- Languages: Languages: Any one language related to your revelation.
- Equipment: Equipment: A set of traveler's clothes (hooded), a trinket from your Tragic Fate, and a pouch containing 25 gold
Feature: A Tragic Fate[edit]
Your story is known by many, commoners and nobles alike; whether spread by a bards solemn song, a storytellers grim tale, or as a result of your actions. Upon discovering these tales are true many may fear you, but also sympathize with your plight. Even if you are heartless, they might not be. They may even feel inclined to look past even the worst crimes and depravities, knowing they may not be of your own choosing. In the very least they may be willing to hear you out when questionable situations do arise.
Suggested Characteristics
What happened to you? What tragedies or choices have paved this path for you? Was it inevitable?
(Optional: Talk with your DM to determine the story behind your tragedy, or you can choose to roll on the table below to determine how you had become a Fallen Hero.)
Alternate Feature: Reborn in Darkness[edit]
When darkness fell upon you, rather than finding death or torment you found salvation. Despite any hesitation to accept this Dark Gift you eventually came to devote yourself to the darkness that spawned it. You are not it's master, merely a vassal, a whisper in the dark. Work with your Dungeon Master to come up with how this takes form: How did it change you? Why is it important to you or anyone else? What's it's story? It is advised that you work with the DM to determine if this takes form of a forbidden item, knowledge, marking, mutation or mutilation. Though you may want the DM to invent these details as part of the campaign, learning about it naturally and allowing for character development and growth.
The Dungeon Master is free to use your Dark Gift in a variety of ways. Whether sending the player on quests to learn more of its history or completing various tasks in order to sustain, evolve, or empower the Dark Gift. In addition the DM determines the extent of your Dark Gift, it's history, importance, and rivals who may seek it for themselves. For instance, if it's an object it might be a cursed magic item, a deformity that evolves over time, or a ability that is only revealed once the proper conditions or tasks have been completed.
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