In the world where weird monsters and horrors are reality lurking behind the veils of everyday life, some brave and determined men and women have dedicated their lives to seek out and destroy these things. They are marked with a sacred brand on their forehead to grand special powers against the infernal and cosmic forces of evil.
Any new character from any class from the beginning of the campaign can be branded to gain a special power, which you determine rolling 1d6 from the table. Also roll for a disadvantage of the devotion. A character might later on a campaign become one going through a sacred ritual of branding. They must devote their adventuring life for the cause they have chosen.
They are professionals that seek out those who have powers beyond the man for selling their soul to the forces of evil. They know how to deal with witches and protect themselves against their malicious spells.
1. Immune to any charm or mind affecting powers of witches.
2. Can make a special balsam against witches powers. The balsam costs 100 GP of protection per level of witch's HD. The balsam, when applied to the skin, protects against one direct spell of the witch except charm and mind affecting spells.
3. Can sense a presence of a witch within 100 feet per their level.
4. When making a finishing blow against a witch, they can absorb one random power of her if they will. They must success a save versus Magic or be corrupted of the witchtanic power and lose their special ability for 1d6 levels.
5. Specialist in long-distance murder and take advantage on technology. +2 using gunpowder weapons. Also all maintenance work for gunpowder weapons are halved.
6. Resistant to poisons, but must drink a dose of poison daily or die, if doesn't save versus poison.
1. Every witch she kills reminds her of her own mother for a reason or another. She must save against paralyze or be depressed the next adventure suffering a -1 penalty to any roll.
2. She is hypersensitive for witch's body. Any time witch inflicts unarmed damage, she suffer extra 1d4 damage per witch's HD.
3. Her ancestor was a witch, and in her blood thin witchtanic trace. If she comes in touch with witch's blood, there is 1-in-6 chance that the witch within is invoked. Her alignment changes to chaotic and as she loses her advantage, she gains witchtanic powers.
4. All potions and alchemical fluids have double effect on her. Both helpful and harmful.
5. Has saved someone from witch's claws and now her responsibility is to protect him.
6. Is permanently ill, thanks to witch's curse. Needs medicine once every 2d4 days. Ingredients for one dose costs 10 GP per level and needs one special incredient to produce. With a successful Intelligence roll (under), can produce the medicine herself. Even though she doesn't success, the GP used for the ingredients is lost. If she buys the medicine prepared, one dose costs 25 GP per her level.
Infernal, demonic, monstrous and otherworldly beings are their enemies. Their mind is strong against the temptations and body resistant of their corruption. Their blade cuts precise and deep.
1. Against demonic creatures they deal extra 1d6 damage.
2. Can roll two dices to save against demonic powers and corruption.
3. Can learn from the demons they destroy, giving them +1 to attack rolls, damage rolls and saves against same types.
4. Has 5% chance per their level to learn a spell cast against them. They can use it once, until learned again.
5. Has one special weapon you have used to kill your first monster. With this weapon you get +2 to damage, to-hit and armor class. Without that weapon you suffer severe effects of fright and self-esteem problems causing you to be extremely insecure and undetermined also suffering -1 to all actions you take.
6. Can brand others. In exchange of permanent bonus of 1 to saves versus demonic and monstrous powers they suffer 1d4 permanent damage to HP.
1. The lure of demonic powers is strong against her. Every time she encounters a demon she must success in save against magic. If she fails six times in her life, her soul is lost and possessed by a demon (roll summon spell chart to see what abomination she will become).
2. There is a 1-in-6 chance a day that she will mistake something ordinary (a peon, a goat, a windmill) for a demon and she will try to destroy. It is possible to stop her and talk sense to her, but it is not an easy task.
3. She is like a magnet for the demons. Demons can sense her from a distance and from beyond the curtains of dimensions. Every week there is a 1-in-6 chance that a demon finds her and tries to destroy her.
4. All the evil she has seen and conquered has tainted her soul, and no clerical magic works on her.
5. Has had a taste of blood of her enemies and must drink demonic or monstrous blood at least once per week or die if doesn't save against poison.
6. Has hunted creatures of darkness so long, that suffers from sunlight. It burns her skin and she cannot see well. -2 to all eyesight related tasks and 1 HP damage per hour when exposed to direct sunlight.
Not necessarily the forces of evil are always witches or demons. Also ordinary people are capable of horrible things and crimes against humanity. You are the one who weeds the evil from the hoi polloi. Your actions might be horrible or brutal, but it is for the good of the humanity.
1. Knows how to torture and get information or confessions out of anyone. It takes one hour and 1d4 damage per HD of the victim to squeeze out whatever the inquisitor wants to know. Unfortunately, there is a 50% chance that the victim just says what inquisitor wants to hear, so he can get a release from the pains and horrors of torture.
2. Knows how to hurt people. When your attack roll is 19 or 20, you can aim your opponent and cause him severe pain with extra 1d4 +1 per level damage.
3. Gets +2 bonus to your Charisma every time you intimidate someone.
4. No pain, no gain. They have caused so much suffering, they almost live out of it. As a bonus action inquisitor can wound himself to gain half of that damage to next attack as a to-hit bonus.
5. Harsh training has made her tougher. She needs half the amount of rations and can resist harsh weather effects with doubled efficiency.
6. Can prevent evil spells from harming her and her group if will sacrifice as many people as the spell level in 12 hours. If doesn't, all the spell effects will fire on her with double effect.
1. Has seen so much blood and suffering you have inflicted, that you cannot feel empathy anymore. Every action you take is aggressive against normal people and you can only see the worst in them.
2. Is scarred from the burning firebrands and self-inflicted wounds and need to hide your monstrous skin under a hood not to scare people. You look like a monster yourself.
3. Is haunted by ghosts of innocent people she has killed in torture. In the beginning of game there are 1d4 souls to haunt her, and every time an innocent person is dead by her hands she must save against magic or suffer of another haunt. Naturally, there are psychological effects to this every day there is 2% chance per haunting soul that her conscience is making her question her cause and her advantage doesn't work that day.
4. Is twisted and bloodlusty and will always kill if there is a chance. No enemy or victim of her should remain alive.
5. Must daily repent her own sins or lose her advantage for a day. Repenting sins demands two hours of prayer and self whipping.
6. There is something holy in her, god knows what twisted god thinks so. She has stigmata that bleeds constantly. Lose 1d2 HP daily from bleeding palms. Also handling weapons is harder without gloves or straps as blood soaked hands are slick.
You can download the pdf, with slightly revised text, from my Patreon page!
You can download the pdf, with slightly revised text, from my Patreon page!