Deceived Acolyte Image

You have been sent a message from the heavens, and now must go out on an adventure in the name of your new deity. But unbeknownst to you, the message calling you to action did not in fact come from the heavens. A powerful demon has tricked you into serving their will. Throughout your future adventures, this demon will slowly corrupt your actions without your awareness. The things asked of you will grow gradually more sinister as you go from painting symbols of your 'god' onto various buildings, to ritual killings in his name.

Alignment with this background is not so clear cut, acting as a scale from chaotic good to chaotic evil. You and your DM/GM should discuss in secret how best to implement this background into the campaign you're running. Your fellow party members might notice your gradual descent into evil, but the less they know the better.

Those who worship this deceitful demon are given bouses in charisma and proficiencies in deception, persuasion, and intimidation. They are gifted a 'holy' weapon, which gradually transitions alongside the wielder from angelic to demonic. When communicating to their 'god', the worshipper speaks in a language that is unidentifiable. They also keep a journal written in the same language. (Comprehend Languages can not allow the caster to understand this writing)

 
Skill Proficiencies: The demon tricking you grants you a permanent +1 to your charisma. They grant their acolyte proficiencies in deception, persuasion, and intimidation, which will come in handy more and more as their adventure goes on.
Languages: You have an unexplained knowledge of an unidentifiable language. Those who hear you speak it, while unable to make sense of it, get an unnerving sense of dread from the mere sound of it. Your secret journal is filled with strange markings that nobody can make sense of.
Equipment: You are granted a weapon of your choice. This weapon changes over the course of time that you wield it. It starts off looking like a ceremonial weapon, made from gold or intricately forged and decorated steel. But in time, this weapon turns into a dark and sinister weapon. Should the deceived acolyte try and wield another weapon, or attune to a magical weapon, that weapon will slowly be corrupted also, returning to its usual self when released from your grip. It's almost as though this evil originates inside the wielder, not the weapon. And this evil is growing.

You also receive a symbol of your new deity, a set of common clothes, a painter's kit, and a pouch containing 15 gp.

 
How did you two meet?

People are sure to ask you how you came to be an acolyte of a god/goddess they've never heard of. It's good to tell those people how you first met your deity...

d6 How did you two meet?
1 I was on my way to the noose when my god gave me the chance at redemption.
2 Orphaned and alone, my god came to me and guided me towards a better life.
3 Through my studies, I thought I knew everything. But then I found my god.
4 I was no more than a common thug, drinking and fighting almost every night, before I found a better life.
5 I was just a humble merchant/common folk, but my god showed me I could be a hero.
6 I was a nobody, always overlooked and pushed into the dirt, until I became the chosen one!
 
Feature: The chosen one

Though many are sceptical of your stories, you can convince people that you are the chosen one of a powerful deity. Those convinced by your tales are fearful of angering this new god and will do their best to gain favour by helping you as best they can. People may offer shelter, food, healing items. Or maybe you have a very specific request for them. With your boosted charisma and proficiencies, it's a relatively comfortable life for you.

But who could blame someone for thinking you're a heretic. This feature is a double-sided coin, much like yourself and your supposed god. Those with a strong enough faith in more traditional deities see through your god, even if you yourself can't. Some may attack you or call for the guards, while others may start preaching against your god. You'll just have to get used to it... and maybe put them on your list of people to murder in your god's name.

 
Suggested Characteristics

Like all good villains, you don't know that you're a villain. You have been tricked by a demon, posing as a god. Clearly, you're not the best at insight. But the choice is yours as to whether you are completely oblivious to the evils asked of you, or whether you find yourself conflicted and questioning the deity that calls you it's champion.

Sure things started out harmless. You painted symbols on a tavern, or pocketed a few coins from the offerings to other gods for your very own offerings (located in your pouch of coins). But you don't just suddenly jump to ritual killings. There are many steps between these two stages and it is up to you and your DM/GM how you get from 'point a' to 'point b'.

Over time your characteristics will change, but you should start out with the best of intentions. That way, your fall to evil is that much more compelling from a narrative perspective.

 
 
Contacts

You commune with your 'god' in a variety of ways. They might reply to your journal entries, or send you signs, or even just speak directly into your head. If ever in a difficult spot, you can rely on this entity to give you some guidance. Though don't bother them too much, they are a 'god' after all.

Through the course of your adventures, you might develop a group of followers who will help however they can. Though it'll be hard to convince them to do much more than offer shelter, transport, or small items.

 
Deceived Acolyte Image

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