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Lost Envoy

Overview:

(Limit up to 1 per campaign.)

You were chosen for an important mission.

The details are gone. You remember training. You remember preparation. You remember being trusted with something that mattered. Beyond that, your memory is fractured.

At some point, something went wrong.

You found yourself far from where you should be, with no clear path back and no record of your purpose. You carry a strange artifact that you do not understand, but you know it is tied to your mission. Some things still come easily. Language, tools, and structured thinking feel familiar. Other things are missing, including parts of your own identity.

You do not know who sent you. You do not know what you were meant to accomplish. You only know that it was important.

Skill Proficiencies: Choose two from: Arcana, Investigation, Insight, Perception, Persuasion, Survival
Tool Proficiencies: Choose one: Calligrapher’s Supplies, Alchemist’s Supplies, Navigator’s Tools, Herbalism Kit
Lifestyle: Poor or Modest
Languages: Common, one additional language of your choice
Equipment:

You start with:

  • A set of worn travel or research garments
  • A strange artifact tied to your mission (DM determines nature)
  • A damaged journal or incomplete notes
  • One tool set you are proficient with
  • A belt pouch containing 15 gc

Features:

Feature: Encoded Knowledge

You are trained to read structure, even when you do not understand the content. You can recognize when writing, symbols, or records are encoded, altered, or deliberately structured. You may not be able to decipher them, but you can identify patterns, inconsistencies, or hidden intent.

Feature: Unknown Purpose

You were sent to complete a task, and you carry something tied to it. At the DM’s discretion, your artifact, your missing memories, or your past actions may influence events, attract attention, or reveal information at key moments. You do not know your purpose, but the world may still respond to it.


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