Abandoned as a babe in the slums, they were taken to a gang of street beggars and thieves led by a ramshackle priest of Selune who could sense darkness within the child. The priest had a calming effect on the child and was hid this taint. Years passed and the child truly felt at home in the ramshackle church among the other outcasts.
The priest thought it best the child grew to understand his “gift” and control it to avoid undue harm to others. Whilst having an unsavoury education in some less reputable fields from his ragtag family. They pulled many a successful heist and con thanks to the child’s quick wit and unnatural charisma. On the midnight hour of their 16 birthday time froze around the child, and an image of a fearsome creature struck at his mind, when time restarted, portals suddenly opened all around the church, hooded cultists stepped thorough bringing with them foul creatures. In an instant there was chaos, innocent children and battle-scarred rogues alike were torn to shreds. The priest and the tainted were the last left standing. In his final act the priest managed to take down a few cultists by channel Selune’s Light but was eviscerated by a monstrosity shortly afterwards. The tainted broke down in tears, their mind on the brink of snapping with rage and sorrow as the priest breathed his last, with no survivors left to impede them the cultists went to claim their prize, unspeakable rage claiming them, the child let out everything they had bottled away for all these years, unfathomable darkness surrounded them and then burst out claiming the dead and the living alike.
When they woke up in their former home had crumbled around them, they searched through the rubble for anything they could reclaim and stumbled upon the priest’s talisman. It was still faintly warm and appeared to be unscathed. A child no more, the avenger made a vow to Selune that they would find the creature in their vision and scour it from the darkness no matter what it takes.
- 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)
- A priest’s pack
- A diplomat or a burglar’s pack
For reasons unknown to you, your emotional state directly influences the emotions of those in your surroundings and you are in turn influenced by other’s 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 intimidationchecks 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 creature’s 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 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 with all of the added effects it would provide for that creature.
- All areas increase to 30ft at LVL 10
Spell List
Untapped Darkness
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 power’s 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 without using a spell slot.
- 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
- Fear
- Water Breathing
- Tongues
- Compulsion
- Confusion
- Dominate Beast
- Control Water
- Evard’s Black Tentacles
- Modify Memory
- Geas
- Dominate Person
- Mislead
- Eyebite
- Mass Suggestion
- True Seeing
- Plane Shift
- Project Image
- Antipathy/Sympathy
- Dominate Monster
- Feeblemind
- Glibness
- Mind Blank
- Foresight
- Time Stop
- Weird
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 cannot 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) |
| d4 | Bond |
|---|---|
| 1 | It will take time but one day I will be ready to confront whatever hunts me. |
| 2 | Maybe I will find others like myself one day and hopefully I'll be ready to protect them. |
| 3 | I long for a family again and hopefully Selune will grant me one when my work is done |
| 4 | I have experienced the power of the darkness and I shall learn to harness it to reap vengeance where it is due. |
| d4 | Flaw |
|---|---|
| 1 | I am overly paranoid, after all anyone could be tied to my enemy. |
| 2 | I have made some choices which have bettered my cause without thought of the consequences to others. |
| 3 | I keep going back to that day, if I had ended it all earlier knowing of my taint, my curse. My family would still be here. |
| 4 | I’m incredibly good at getting people to do as I want, I don’t think anyone could ever attempt to manipulate me without me picking up on the signs. |
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