
You have grown up, been raised around and educated by an Undertaker and his family. Perhaps you are a member of this odd family, a ward, or even the child of an indentured servant. Whatever the case, your background in this work, though largely a seclusive lifestyle, has gifted you with several skills and talents. Among those, in addition to burial preparations, grave digging, and a need for social report with the grieving, is the study of Thanatology or deathlore, which is the scientific study of death and the losses brought about as a result. It investigates the mechanisms and medicinal forensic aspects of death, such as bodily changes that accompany death and the postmortem period, as well as wider psychological and social aspects related to death.
Usually due to this macabre upbringing, those in your profession tend to be haunted by something so terrible that they dare not speak of it. You’ve tried to bury it and run away from your own, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you further from most people and making you question your sanity at times. You must find a way to overcome it before it destroys you.
Lastly, you are a member of the guild of gravediggers and undertakers, skilled in your particular field and closely associated with other members of your profession. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master Undertaker/Thanatologist, under the sponsorship of your guild, until you became a master in your own right.
- Skill Proficiencies: Choose four from among Arcana, Investigation, Religion, Medicine, Insight, Nature or Persuasion
- Tool Proficiencies: Alchemist's Supplies, Painter's Supplies, Carpenter's Tools, Herbalism kit
- Languages: Two of your choice
- Equipment: An herbalism kit, a pack of alchemist's supplies, a set of painter's supplies, a set of carpenter's tools, a letter of introduction from your guild, a set of traveler’s clothes, a suit of fine clothes, a shovel, a scroll case stuffed full of notes from your studies, a winter blanket, and a pouch containing 35 gp
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.
d10 | Harrowing Event |
---|---|
1 | In your early youth, a monsterous undead slaughtered dozens of innocent people yet spared your life, you still don’t know why. |
2 | You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. |
3 | An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone. |
4 | Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror, and yet you remain inexorbably drawn back to it.. |
5 | An oni took your sibling one cold, dark night, and you were unable to stop it. Soon after you swear that you heard the wailing of a banshee upon the wind. |
6 | You were cursed as a youth with lycanthropy and soon there-after cured. You are now haunted by the innocents you slaughtered. |
7 | A hag under guise of an undertaker kidnapped and raised you. You have escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. |
8 | You opened a copy of the eldritch tome "The Libris Mortus" and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. |
9 | A fiend loyal to Orcus possessed you as a child. You were locked away in a sanatarium but escaped. The fiend is still inside you, but now you try to keep it locked away. |
10 | You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams. |
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
In addition, those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness and death, especially your guild mates. Though most folk might feel uneasy in your presence or even truly fear you, commoners and even wealthier clientele will extend you every courtesy and tend to do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Suggested Characteristics
Undertakers are perhaps among the most creepy and odd people in the world of a civilized community, they learn to live with the terror, and constant death that haunts them and their semi-social profession. Whether they embrace solitude or long to escape it, the semi-social loneliness of a life that comes with the socially estranged profession shapes their attitudes and ideals. They do their best to survive, though a few slip and are driven slightly mad by their years with, and yet apart from society, that is — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community and can be very protective of those who bring light into their darkened life, but they’re also vulnerable to slight madness and sins of greed and covetousness.
d8 | Personality Trait |
---|---|
1 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. |
2 | I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist. |
3 | I am utterly serene, even in the face of disaster. |
4 | I spend money freely and live life to the fullest, knowing that tomorrow I might die. |
5 | I like to talk at length about my profession. |
6 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. |
7 | Others might run from a terrible monster or demon, I take notes on it's anatomy. |
8 | I have no sympathy for the dead, they're the lucky ones. |
d6 | Ideal |
---|---|
1 | Grandure. I have a dark calling that puts me above the law. (Chaotic) |
2 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
4 | Greed. I’m only in it for the money, and everybody is dying to get in. (Evil) |
5 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
---|---|
1 | I keep my thoughts and discoveries in a journal. My journal is my legacy. |
2 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
3 | My isolation gave me great insight into a great evil that only I can destroy. |
4 | There’s evil in me, I can feel it. It must never be set free. |
5 | Should my discovery come to light, it could forever change medicine and the world, though there are some to whom it would incriminate me. |
6 | I would sacrifice my life and my soul to protect the innocent. |
d6 | Flaw |
---|---|
1 | I talk to spirits that no one else can see. |
2 | I’m never satisfied with what I have — I always want more. |
3 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell, only fed. |
4 | I feel no compassion nor ever show any true emotion in any situation, society has forged me into a sociopath. |
5 | I love the dead a bit to much, if the truth about my fetish ever came to light it would ruin me. |
6 | I have a weakness for carnel pleasures and an addiction to one of the cities many vices. |
Instead of an Undertaker and belonging to a macabre guild, you might instead belong to a very seclusive, if not horribly misunderstood field of science. You don’t embalm bodies, craft coffins, or bury cadavers yourself but earn a living by being a prominent scientist and biological medical expert. Thanatology or deathlore, which is the scientific study of death and the losses brought about as a result, investigates the mechanisms and medicinal forensic aspects of death, such as bodily changes that accompany death and the postmortem period, as well as wider psychological and social aspects related to death. This alone could prime you to travel about as a surgeon for hire, as you conduct your research and experiments within your field. After all, what better place to observe and study the dying, the dead, and postmortem decay than on the battle field or in a war zone.

This was a special request background and after much research this is what I came up with. To explain the tools, I figured in a Mid-evil/Renaissance fantasy setting such an occupation as undertaker would craft alchemical preservative unguents and liquids, such as embalming fluids (alchemist's supplies). They would craft coffins and perhaps even temporary grave markers (carpenter's tools). They would be knowledgeable about which herbs would best be used to reduce or eliminate odoriferous emanations, as well as which herbs to use as natural preservatives (herbalisim kit). And lastly they would need to be skilled makeup artists so as to best present a past loved one to it's surviving family members yet in mourning (painter's supplies). Yes the skill options is bigger than most, but the undertaker profession is a highly educated and skilled one, so I felt it fitting. I added in the option of two common race languages due to the professions integral need for communication with the average towns varied citizenry. All-in-all I tried my best to take this iconic social and horror genre figure and bring it fully into a playable, and engaging D&D context. Please let me know your thoughts and insights. Thank you. ~Zika Kai~