Abandoned as a babe in the slums, believed cursed by those around them due to the fact whenever he cried the people around him could feel themselves overcome with, the child was taken in by a gang of street beggars and thieves led by a ramshackle priest of Selune who could sense the darkness within the child. The priest had a calming effect on the child and was unaffected by his "gifts". Years passed and the child truly felt at home, the people who raised them were all marked in someway that made society shun them. They all took comfort in the secrecy of the night and so they made a ramshackle church of Selune in an abandoned warehouse by the docks.
The child was taught to embrace their darkness but not to let it control them. They became a masterful con artist with their unnatural charisma. On the day of their 16th birthday, a celebration was to be held at the church and on the midnight hour time froze around the child, and an image of a fearsome crature struck at his mind, then time started moving, portals opened all around the church, hooded cultists stepped thorough bringing with them foul creatures. In an instant there was chaos, harmless children and battle-scarred rogues alike were torn to shreds before the boy. The priest in his final act sheltered the boy and told him "Be the light in the dark" and tapped the boy on his head with his talisman. The child shrieked in agony, their mind on the brink of snapping with rage and sorrow, a dark shadow formed behind them and engulfed everything in the church.
A child no more, faintly warm talisman in hand, an avenger woke up in the ashes of their former home and made a vow to Selune that they would find the creature in their vision and bring down the night's terror upon it.
- Skill Proficiencies: Deception and Persuasion
- Tool Proficiencies: Proficiency with disguise kits and forgery kits and two types of gaming set
- Languages: A standard language of your choice and the ability to understand the intent of either Abyssal or Infernal or Deep Speech spoken sentences and written script (i.e. if a demon orders a minion to bring them an item, you understand you they want something but not what they want). When taught what a sentence or piece of script means, memorise it as if you understood it all along...
- Equipment:
- A disguise kit
- A forgery kit
- Two gaming kits of your choice
- A holy symbol of Selune (form of your choice)
Feel too swap out Selune for a god you feel better suits your character
- A priests pack
- A diplomat or a burglars pack
For reasons unknown to you, your emotional state directly influences the emotions of those in a 15 ft area around you and you are in turn influenced by others emotions. Through many years of experimentation and suffering you have gained some control over this effect and can use it in some interesting ways.
- Choose to whether to gain advantage during persuasion and intimidation checks by impressing your emotion on others, all creatures in a 15 ft area around you must make a Wisdom check against 10+ Proficiency Bonus or Spell Attack bonus if applicable. If the creature you are trying to persuade or any of its allies within the area succeed the check any further attempts at persuasion will either be rolled at a disadvantage or the DM may choose an appropriate reaction.
- You may be able to tell from a creatures emotional state if it is deceiving or hiding something from you. Gain +1 to any Insight roll increasing to +2 at level 10.
- When influenced by a spell or effect that affects your emotional state i.e. (Rage, Antipathy/Sympathy etc) all non-hostile creatures in a 15 ft area around you (unless they are responsible for the effect) make a Wisdom check against 10 + your Proficiency Bonus or your Spell Attack bonus if applicable. if they fail they fall gain the full effects of the emotional state you are in.
- If a creature in a 15 ft area is in an extreme emotional state(i.e. fear, rage), you must make a Wisdom check against 10 + the creatures proficiency bonus or their spell attack bonus if applicable. If you fail enter the same emotional state.
Spell List
For reasons unknown, you can channel your darker side and unleash some unnatural abilities albeit with some difficulty.
- You gain access to some spells dependent on your powers origin (Infernal, Abyssal or Aberration).
- You gain one spell each time you would unlock a new spell slot level for that specific level.
- Each spell can only cast once per long rest.
- Any attack rolls are made with disadvantage and creatures affected by them resist with advantage against 8 + your proficiency bonus or your spell save DC if applicable.
- Spells can only be cast at the spell slot level they were unlocked at.
- Spells with a gold component must be cast with the required materials, other spells may be channelled through a focus or using the required materials.
Abyssal and Infernal Spells
- Arms of Hadar
- Hellish Rebuke
- Witch Bolt
- Scorching Ray
- Darkness
- Flaming Sphere
- Hunger of Hadar
- Bestow Curse
- Fireball
- Banishment
- Wall of Fire
- Blight
- Planar Binding
- Contact Other Plane
- Eyebite
- Circle of Death
- Delayed Blast Fireball
- Plane Shift
- Power Word Stun
- Glibness
- Power Word Kill
- Time Stop
- Meteor Swarm
Aberration Spells
- Tasha's Hideous Laughter
- Dissonant Whispers
- Charm Person
- Comprehend Languages
- Crown of Madness
- Enthrall
- Calm Emotions
- Suggestion
| Spell Level | Spells |
|---|---|
| 1st | arms of hadar, charm person, comprehend languages, dissonant whispers, hellish rebuke, tasha's hideous laughter, witch bolt |
| 2nd | calm emotions, crown of madness, darkness, enthrall, flaming sphere, scorching ray, suggestion |
| 3rd | bestow curse, fireball, hunger of hadar |
| 4th | banishment, blight, wall of fire |
| 5th | contact other plane, planar binding |
| 6th | circle of death, eyebite |
| 7th | delayed blast fireball, plane shift |
| 8th | glibness, power word stun |
| 9th | meteor swarm, power word kill, time stop |
Suggested Characteristics
How will your tragic life define you, will you be consumed by your need for revenge, will you seek to learn more about your origins and master your "gifts" or will you become the light in the dark for others like you and once again find a place to call home.
| d4 | Personality Trait |
|---|---|
| 1 | I cannot abide unprovoked discrimination against others, in true darkness only our actions define us. |
| 2 | Never again will I open my heart to others, the pain of loss has broken me. |
| 3 | No amount of pain can snuff my flame, instead it can only fuel me and drive me on to my goals. |
| 4 | I have no pity for those who are broken by suffering, let the weak fall by the wayside, time has shown me only the strong survive. |
| d6 | Ideal |
|---|---|
| 1 | Vigilant. I can not allow others to go through my suffering I will fight against the darkness with darkness to my last (Good) |
| 2 | Truth Seeker. I must know what I am, but hopefully if I ever come to the truth it will not further change me (Chaotic) |
| 3 | Relentless. What was taken from me had a price and the bill will be settled (Lawful) |
| 4 | Power Addict. I have seen a glimpse of what I can do and I will cast away all that's left of me for another taste.(Evil) |
| 5 | Figure in the background. I will leave no trace of my passing nor emotional ties behind, I cannot put others at risk (Neutral) |
| 6 | Beaten but not broken. I've been through quite the ringer, time to figure out who I want to be (Any) |
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