Sea Scourge

You sailed on a seagoing vessel for years. In your time you had seen many things, experienced more than most see in a life on land. Nothing you had witnessed could prepare you for what would come to pass. Caught in the midst of an unholy tempest, your ship was attacked by a creature so fearsome many recoil at its name alone. Viathain. An ancient creature with unknowable power, your being in their presence became tainted. Granted with extraordinary power, but burdened with an equally singular curse

Skill Proficiencies: Athletics, Insight

Athletics, Insight Tool Proficiencies: Navigator's tools, vehicles (water)

Navigator's tools, vehicles (water) Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (the tricket has some heavy wear from the attack), set of common clothes, and a pouch containing 10gp

Feature: Viathain's Insight

The shred of Viathain within you has altered your mind, allowing you to scry into the minds of those around you. Once per day, you can ask the DM 1d4 questions about an NPC and they will answer truthfully. These questions would ordinarily require a Wisdom (Insight) check from others, but your questions with this ability do not.

Your questions may include any of the following: the NPC's motivations, their fears, their desires, their disposition towards any other creature, or the allegiances they have to any guilds, factions, nations, or gods.

Your questions must be specific for any of those given subjects. You can ask if the guard captain is in league with the local smuggling ring, but you cannot ask for any and all allegiances they possess. You also cannot ascertain things the NPC doesn't know themselves. For example, you cannot learn what the NPC's mother thought of them, nor can you learn about events outside of the NPC's own lifetime. If the NPC is affected by magic, it may affect the information you get as well.

Feature: Viathain's Sight

The elder god's eyes see far, even into the depths of time itself. You can tap into this ability. As a ritual, you kneel down within the ocean, submerging yourself up to your waist. During this time, you get a glimpse of the future. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply in the form of a vision.

This ability doesn’t take into account any possible circumstances that might change the outcome, and you can only see visions of events that take place within the Mortal Plane. There is also an element of unknown, as you are not receiving words from a god; this is a vision, and may sometimes seem vague or dreamlike.

This ability is not your own, and Viathain is always watching. Each time you use this ability, there is a 25 percent chance that Viathain will appear at your location. The DM makes this roll.

Suggested Characteristics

You were brought face to face with a creature rarely seen, and only spoken about as a sailor's myth. The encounter has shaped you, for better or worse.

d8 Personality Trait 1 Viathain didn't spare me, they fear me. 2 I mostly keep to myself, and speak softly if at all. 3 My encounter with Viathain has made me curious about what else lies in the deep. 4 Every time I'm back on a ship, I'm haunted by the attack I survived. 5 I refuse to let Viathain shatter my will. 6 I no longer fear death, having looked into its eyes. 7 I put no trust in divine beings. 8 I expect danger around every corner.

d6 Ideal 1 I will have my revenge on the kraken god. (Any) 2 I know what horrors exist in this world. I must protect those who cannot protect themselves. (Good) 3 I survived the wrath of a god, this new power is mine to use as I see fit. (Chaotic) 4 I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful) 5 I looked into the eye of a monster and became one. (Evil) 6 We must respect the ocean, and the creatures that call it home. (Good)

d6 Bond 1 I keep my thoughts and discoveries in a journal. My journal is my legacy. 2 A terrible guilt consumes me. I hope that I can find redemption through my actions. 3 I always keep the memory of my crewmates and my captain close. 4 There's evil in me, I can feel it. It must never be set free. 5 Despite all they've done, I am drawn to Viathain 6 The sea is most important—all other things come and go.