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Haunted One

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From Van Richten's Guide to Ravenloft, page 34; and Curse of Strahd, page 209.

  • 1.1 Harrowing Event
  • 1.2 Feature: Heart of Darkness
  • 2.1 Personality Traits

Overview [ ]

You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, 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 from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

  • Skills: Choose two from among Arcana, Investigation, Religion, or Survival
  • Languages: Choose two languages, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
  • Equipment: A monster hunter's pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), one trinket of special significance (choose one or roll on the Horror Trinkets table), a set of common clothes, and 1 sp.

Harrowing Event [ ]

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.

Feature: Heart of Darkness [ ]

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and 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 [ ]

You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.

Personality Traits [ ]

  • I don't run from evil. Evil runs from me.
  • I like to read, write, and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
  • I spend money freely and live life to the fullest, knowing that tomorrow I might die.
  • I live for the thrill of the hunt.
  • I don't talk about the thing that torments me. I'd rather not burden others with my curse.
  • I expect danger around every corner.
  • I refuse to become a victim, and I will not allow others to be victimized.
  • I put no trust in divine beings.
  • I try to help those in need, no matter what the personal cost. (Good)
  • I'll stop the spirits that haunt me or die trying. (Any)
  • I kill monsters to make the world a safer place and to exorcise my own demons. (Good)
  • I have a dark calling that puts me above the law. (Chaotic)
  • I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
  • I'm a monster that destroys other monsters and anything else that gets in my way. (Evil)
  • I keep my thoughts and discoveries in a journal. My journal is my legacy.
  • I would sacrifice my life and my soul to protect the innocent.
  • My torment drove away the person I love. I strive to win back the love I've lost.
  • A terrible guilt consumes me. I hope that I can find redemption through my actions.
  • There's evil in me, I can feel it. It must never be set free.
  • I have a child to protect. I must make the world a safer place for them.
  • I have certain rituals that I must follow every day. I can never break them.
  • I assume the worst in people.
  • I feel no compassion for the dead. They're the lucky ones.
  • I have an addiction.
  • I am a purveyor of doom and gloom who lives in a world without hope.
  • I talk to spirits that no one else can see.
  • 2 Backgrounds

Shadowheart, Dark Justiciar // Haunted One (Commander) - Clerics

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haunted one cleric

Haunted One (3pp)

Haunted one.

Haunted ones trap spirits within their flesh in order to make use of their supernatural abilities. Haunted one attacks are known as Hauntings. The haunted one’s a resource-management style class, meaning you’ll need to keep track of points of Trauma and decide when and how to spend them.

Haunted ones are a very reliable class – when your haunted one hits he does damage and when he misses he gains Trauma which can be used to enhance later attacks, but the class has a downside: special Haunting attacks often have no miss damage. Thus, you want your haunted one to miss to gain Trauma, but gaining Trauma often means no damage.

The more unspent Trauma your haunted one has, the better most attacks become, but spending Trauma has different benefits for most attacks too. It’s a balancing act between spend and save.

The damage output of a haunted one’s higher than many other classes, but take care – your adventurer’s a glass cannon with low defense, needing to get in and out before getting too badly hurt.

Haunted ones are primarily melee focused characters, so your best bet is to let rip with everything your adventurer has in the hopes of ending a fight early and decisively, or working to free up his allies so they can heal or aid your haunted one in longer fights.

Haunted ones are spooky and disturbing, and a lot of their attacks have feats that are applicable to non- combat situations, as long as you like the idea of your character being a bit of a one-person freak show.

Ability Scores

As a haunted one, your adventurer gains a +2 class bonus to Wisdom or Constitution, as long as it isn’t the same ability increased with his +2 racial bonus. Wisdom is important because Haunting attacks rely upon it, and a high Constitution helps make up for not wearing much armor.

Backgrounds

Possible backgrounds include: haunted runaway, graveyard diplomat, rare medium, wandering outcast, ghost hunter, demon slayer, one foot in the grave, fought through hell and lived, dad was a ghost and mom liked pottery, dream-walker, last of my tribe, herald of the dominion of death.

At 1st level, haunted ones start with the clothes on their back and maybe a change of clothes, perhaps some light armor, and one or two simple or small weapons. They have various knick-knacks suggested by their background, probably related to those who’ve passed on.

Gold Pieces

Haunted ones may start with either 25 gp or 1d6 x 10 gp. Some of the coins may be quite old, or taken from the eyes of the dead.

Haunted ones need to be relatively lightly armored so they can use their flesh-warping Haunting attacks.

Initiative, AC , PD , MD , Hit Points , Recovery Dice, Feats, and some Talents are level dependent.

Basic Attacks

Melee attack.

Target : One enemy

Attack : Strength + Level vs. AC

Hit : WEAPON + Strength damage

Miss : Damage equal to your level

Ranged Attack

Attack : Dexterity + Level vs. AC

Hit : WEAPON + Dexterity damage

Class Features

All haunted ones gain Trauma when they miss. Trauma is the psychic feedback from the ghosts trapped inside their skin. The more Trauma a haunted one gathers, the better he’s able to use his Hauntings, but the more dangerous using those hauntings becomes. Many of the haunted one’s powers just function better when your haunted one has more Trauma; some improve with spending Trauma, and some can only be used by spending Trauma.

Every time your haunted one misses an enemy with a Haunting attack he gains a point of Trauma. You reduce the amount of Trauma your haunted one has by spending it.

All gathered, unspent Trauma goes away at the end of a battle.

Some powers have a variable trauma cost (1d3, 2d3, etc). If you like the idea that you never quite know how the ghosts trapped in your character’s flesh are going to behave from one day to the next then use the variable cost by rolling for each power’s cost at the start of each day, using the rolled value until the start of the next day. If you prefer to have more certainty, take the average. To help you out we’ve put the average in brackets after the variable cost so they read 1d3(2) or 2d3(4).

Class Talents

Choose three of the following class Talents.

Death Watcher

Your haunted one’s link to the world of the dead gives him the ability to see the unseen: he gains a +5 bonus to sense the invisible, spot traps, or detect hidden creatures.

Adventurer Feat Your haunted one can imbue a mundane item with a short message which can only be received by the intended recipient. The message is delivered by a spirit he binds to the item.

Empathic Healing

Once per encounter when a nearby ally spends a recovery, you may spend one of your haunted one’s recoveries and add the total to the amount the ally heals.

Adventurer Feat Once per day a nearby ally can Rally as a quick action.

Champion Feat Once per day when you spend one of your haunted one’s recoveries, roll d20’s for his Recovery dice.

Execute Living, Judge Dead

Your haunted one no longer takes the penalty for wearing heavy armor. Once per day you can ask a yes/no question of your GM when assessing the guilt of a living being.

Adventurer Feat Once per day turn a critical hit against your haunted one into a normal hit.

Champion Feat When using a shield, your haunted one also applies its defense bonus to his PD.

Epic Feat Once per day your haunted one can summon 1d4+1 spectral mounts for up to an hour. The spectral mounts can fly, can travel five times faster than a horse, and obey his commands. The mounts won’t enter combat with him.

Your haunted one can assume a monstrous form of twisted flesh and bulging muscles; while in this form he no longer takes a penalty for wielding heavy weapons.

Adventurer Feat When your haunted one misses with an odd attack roll and the escalation die is odd, deal half damage.

Champion Feat Once per day your haunted one can grab something he normally couldn’t lift (a barrel, a bolder, a horse) and use it to make the following attack… R: Improvised hurl (Str+Level vs AC) – 1d12 x level damage.

Epic Feat The ability granted by the Champion Feat is now recharge 16+.

Add the escalation die to your haunted one’s disengage checks.

Adventurer Feat Gain a +1 to all disengage checks.

Ghostly Familiar

Your haunted one has a ghost as a familiar, such as a ghostly cat or rabbit or the spirit of a crow. Use the rules for the wizard’s familiar but one of the two familiar abilities must be Ghostly.

Ghostly: Your adventurer’s familiar can pass through solid objects.

Adventurer Feat Your haunted one’s familiar gains a third ability. You may choose Ghost Light as the third ability, or may choose an ability from the standard list provided for the wizard’s familiar.

Ghost Light: Your haunted one’s familiar can be commanded to glimmer with a pale light, providing illumination via a spooky glow. The ghost light can be as dim as an ember or as bright as several lanterns.

Champion Feat Your haunted one’s familiar gains a fourth ability. You may choose Pathos as the fourth ability, or may choose an ability from the standard list provided for the wizard’s familiar.

Pathos: Once per battle as a quick action your haunted one can banish his familiar and gain 1d4+1 points of Trauma. The familiar returns at the end of the battle.

Epic Feat Your haunted one’s familiar gains a fifth ability. You may choose Keening as the fifth ability, or may choose an ability from the standard list provided for the wizard’s familiar.

Keening: Once per battle when your adventurer’s familiar is with him, an enemy who moves to engage him or attacks him takes thunder damage equal to his level plus his current unspent Trauma.

Pain Is Gain

The pain of the ghosts your haunted one has bound into his flesh is almost pleasurable to him. Once per battle as a quick action your haunted one may spend Trauma to heal, recovering 1d4 hit points per point spent.

Adventurer Feat Your haunted one may use Pain Is Gain twice per battle.

Champion Feat Your haunted one now heals 1d6 hit points per point of Trauma spent.

Epic Feat Your haunted one now heals 1d8 hit points per point of Trauma spent.

Phantom Servant

Your haunted one’s accompanied by a ghostly servant who can perform small tasks for him. The tasks must be fairly mundane (blowing out a candle, opening a door, making spooky noises, bringing a small hand-held object that he can see over to his master), and he only gets to request one task every five minutes. Most of the time your adventurer’s phantom servant’s invisible to everybody except him, but when performing tasks of an obvious nature (such as carrying a jailor’s keys from a hook on the wall and dropping them into his master’s hand) the outlines of the ghost becomes faintly visible. The ghostly retainer is useless in battle (it can’t attack, can’t be targeted, and can’t aid your haunted one or his allies in any way), but can be invaluable where subtlety outside of battle is required. It’s up to you whether the ghosts are willing servants or enslaved spirits.

Adventurer Feat Your haunted one has several ghostly servants, and though he only gets to request one task every five minutes, the tasks can be as complex as setting up a campsite, cleaning a room, or cooking a meal. Together the ghosts can move larger objects (pushing chairs, setting a table, making a bed) though their grasp on physical objects is still too weak to stop a solid person from resisting whatever they’re doing.

Champion Feat Once per day your haunted one’s servants can mend an object as per the wizard’s Mend spell. His ghostly servants keep watch while he sleeps or is otherwise occupied, waking and warning him if there’s trouble (using his Wisdom modifier when rolling to spot approaching danger).

Epic Feat When your haunted one dies, his ghostly servants revive him and at the start of his next turn he returns to life with half his regular maximum hit points and recoveries, and a -1 to all rolls (attacks, saves, skill checks, etc). At his next full heal-up the -1 penalty and the reduction in hit points and recoveries disappear and he’s back to what passes for normal for him. This ability can only ever be used once.

Poltergeist Magnet

Spend 1 Trauma As A Quick Action: 1 engaged enemy takes your haunted one’s level in ongoing damage (save ends) and a nearby ally can Rally as a free action if he hasn’t Rallied yet this battle.

Adventurer Feat When your haunted one hits a creature taking ongoing damage with a natural even attack, he gains temporary HP equal to half his recovery value.

Champion Feat Your haunted one can now Rally as a free action instead of a nearby ally when he uses this Talent, provided he hasn’t already Rallied this battle.

Epic Feat When your haunted one hits a target taking ongoing damage with a natural 16+ melee attack, the save against the ongoing damage becomes a hard save (16+).

Ritual Haunter

Your haunted one can use his Hauntings as though they were spells being ritually cast, gaining a greater benefit than simple use of his Hauntings in combat, just like a ritually cast spell gains a greater benefit than those cast in the heat of battle. He may only use one Haunting as a ritual each day.

Once per day when an ally rolls a 1 on an Icon relationship die your haunted one can turn that 1 into a 6, but he gains the benefit of the 6.

Adventurer Feat Your haunted one can now use this ability when an ally rolls a 1 or 2.

Champion Feat Your haunted one can now use this ability when an ally rolls a 1, 2 or 3.

Epic Feat Your haunted one can now use this ability on two Icon dice each day, provided they’re not his own.

Shepherd Of The Unsleeping

In some communities and cultures haunted ones are treated with the same reverence as clerics because of their ability to speak to the recently departed, relaying their final wishes and helping lay them to rest.

Once per day when your haunted one encounters a corpse that has been dead less than three days he may speak to it as if it were still alive (though what it wants to say, if it has any useful information, and if it chooses to lie, is down to your GM). He also gains access to the cleric’s spell Turn Undead and may use it as if he were one level lower than his level.

Adventurer Feat Your haunted one’s connection to the spirits allows him to stave off the grasp of death. He may cast the cleric spell Heal once per day.

Champion Feat Your haunted one may add his Constitution or Charisma modifier to his Turn Undead attack roll in place of Wisdom.

Epic Feat Your haunted one may cast Heal a number of times per day equal to his Constitution modifier.

Traumatic Attack

Once per round when your haunted one makes a Haunting attack, he can deal extra psychic damage if his attack hits. He must spend a point of Trauma to use Traumatic Attack, but only needs to spend one point no matter how many targets the Haunting attack is against.

If the Haunting attack misses he gains Trauma as usual (one point per missed target), but HE takes the extra damage instead of the missed target or targets. For example: if he spends a point of Trauma to add +1d6 psychic damage to an attack that targets three enemies and he misses two enemies, he gains 2 Trauma (one per missed enemy) but takes 2d6 psychic damage (1d6 per missed enemy).

Trickster Poltergeist

Your haunted one is haunted by a ghost that likes playing mean tricks on others. Use Dexterity in place of Wisdom for his Haunting attacks and damage, though you can describe that as being the ghost pulling and pushing his enemies into the path of his attacks.

Adventurer Feat Your haunted one learns one rogue at-will power. It is recharge 12+ for him.

Champion Feat You can add one rogue daily or recharge power to your haunted one’s list of abilities.

Wraith-Form

As a quick action before he has used his standard or move actions in a turn, your haunted one can enter his Wraith-Form. While in Wraith-Form (sometimes called Ghost-Walking) he becomes intangible and can pass through solid objects, though magical barriers still bar his way and prevent his passage. At the end of your haunted one’s Wraith-Form movement he must be in a space that he could normally occupy while tangible (he can’t end his movement inside a wall, standing in another character, etc).

Your adventurer’s still partially visible while in Wraith-Form, but appears ghost-like. He can still be targeted by attacks while in Wraith-Form. While in Wraith-Form he doesn’t provoke attacks by moving.

While in Wraith-Form, he can’t make attacks or affect other characters beyond speaking and gesturing at them (no dealing damage, no aiding others, etc), and he doesn’t take damage from environmental effects. While in Wraith-Form, he can still take actions that affect only himself (such as Rallying, drinking a potion, etc).

At the start of your haunted one’s next turn, he becomes tangible again – and the first attack he makes that turn deals double damage, hit or miss (and a crit does triple damage).

Adventurer Feat Your haunted one gains a bonus to his defenses while in Wraith-Form equal to his current Trauma.

Champion Feat When your haunted one is in Wraith-Form you may roll to end each save-ends effect on him. If he fails to save against an ongoing save-ends effect while he’s in Wraith-Form he gains a point of Trauma for each effect he failed to save against.

Epic Feat While in Wraith-Form your haunted one can fly, but must land at the end of his movement.

Haunted ones’ attack powers are known as Hauntings. Your haunted one gains a number of Hauntings determined by his level (see the level progression chart), and the level that he uses them at is also determined by his level (for example, at 7th level his Hauntings will all be 7th level versions of those powers).

Hauntings that can be enhanced by spending Trauma tell you how and when he spends Trauma, and if it requires an action to do so. Hauntings that are enhanced if your haunted one has a certain amount of unspent Trauma have the line ‘X+ unspent Trauma’ where X is minimum amount of Trauma left after you have spent any Trauma on the attack and have resolved if the attack hit or missed.

Hauntings that are melee attacks are usually a bound ghost possessing your haunted one’s body and grossly distorting it to make attacks of a highly disturbing nature. Ranged Haunting attacks are usually bound ghosts (temporarily) escaping from his skin and attacking his enemies. At the end of the battle any deformities, extra limbs, or terrifying warping of your haunted one’s flesh return to normal, and escaped ghosts are automatically re-bound into his flesh.

Standard Acton Hauntings

Claws of terror.

Melee attack; At-Will

Target: One enemy

Attack: Wisdom + Level vs. AC

Natural Even Hit: 2d10 damage, and your haunted one can move as a quick action on his current turn provided there’s something for him to swing from or pull himself towards with his elongated arms.

Natural Odd Hit: 2d6 damage, and the target pops free and is pulled into engagement with your haunted one

Miss: Gain a point of Trauma per target missed. 3rd level: Even Hit: 4d10 damage & quick move / Odd hit: 4d6 damage and target pulled into engagement.

5th level: Even Hit: 6d10 damage & quick move / Odd hit: 6d6 damage and target pulled into engagement.

7th level: Even Hit: 9d10 damage & quick move / Odd hit: 9d6 damage and target pulled into engagement.

9th level: Even Hit: 15d10 damage & quick move / Odd hit: 15d6 damage and target pulled into engagement.

Spend 1 Trauma Before Rolling To Attack: hit or miss add 1d4 damage for each point of remaining unspent Trauma, with a maximum number of added d4s equal to your haunted one’s level. Adventurer Feat While moving as a quick action with his elongated arms, your haunted one gains a bonus to his defenses equal to his unspent Trauma.

Champion Feat Once per battle at any point after using this attack, when making a haunted one melee attack your haunted one can use his elongated arms to perform a reach trick.

Epic Feat Instead of using a quick action the movement is now a free action that doesn’t provoke attacks.

Gnashing Maw

Natural Even Hit: 2d12 damage and the target takes your haunted one’s level in damage at the end of each of their turns until they move away from him.

Natural Odd Hit: 5 ongoing damage

Miss: Gain a point of Trauma per target missed.

3rd level: Even Hit: 3d12 damage, etc / Odd hit: 9 ongoing damage

5th level: Even Hit: 4d12 damage, etc / Odd hit: 14 ongoing damage

7th level: Even Hit: 6d12 damage, etc / Odd hit: 20 ongoing damage

9th level: Even Hit: 10d12 damage, etc / Odd hit: 35 ongoing damage

Spend 1d3(2) Trauma After Hitting: The ongoing damage is hard save (16+) ends. 1d3(2) + Unspent Trauma: On an even hit the damage dice are d10s instead of d12s but the target takes your haunted one’s level in damage at the start of their turns until they move away (instead of at the end of their turns).

Adventurer Feat Your haunted one gains resist poison 16+ when drinking or eating poisoned substances, and he never gets sick from eating gross stuff (such as maggoty meat, moldy bread, rotten wood, etc). He can stretch his jaw and throat in order to swallow non-living things whole (if it fits into his stomach and isn’t putting up a fight he can swallow it without chewing), and can choose not to digest swallowed items in order to vomit them later. Once per battle when your haunted one misses with a Gnashing Maw attack, deal poison damage equal to his level to the target.

Champion Feat Add your haunted one’s Constitution modifier to the damage enemies take when they fail to move away from him.

Epic Feat Your haunted one can stretch his jaws so wide that he can perform impossible stunts like swallowing his own body, turning himself inside out, or stretching his lips over another person. The stunts offer no practical benefit, beyond making onlookers extremely grossed out.

Close attack; Recharge 16+ after battle

Target: One enemy your haunted one is engaged with when he first makes the attack, one enemy nearby the last target he hits if you roll the attack again. The attack forms a chain of targets that can stretch across the battlefield; your haunted one just needs to be engaged with an enemy to start the chain. He may only target each creature once per battle with Grave Fire.

Natural Even hit: 1d8 fire damage and your haunted one may make another Grave Fire attack as a free action against a different target nearby the target he just hit. He may keep making attacks until you roll a natural odd hit or miss.

Natural Odd Hit: 1d8 damage plus damage equal to your haunted one’s current unspent Trauma.

Natural Even Miss: Your haunted one’s level in damage and he may make another Grave Fire attack as a free action against a different target nearby the target he just hit. He may keep making attacks until you roll a natural odd.

Natural Odd Miss: Gain a point of Trauma.

3rd level: Even Hit: 2d8 fire damage / Odd Hit: 2d8 plus unspent Trauma damage.

5th level: Even Hit: 3d8 fire damage / Odd Hit: 3d8 pus unspent Trauma damage.

7th level: Even Hit: 4d8 fire damage / Odd Hit: 4d8 plus unspent Trauma damage.

9th level: Even Hit: 7d8 fire damage / Odd Hit: 7d8 plus unspent Trauma damage.

Spend 2d3(4) Trauma Before Rolling The Initial Attack: If the first attack roll is a natural odd hit or miss your haunted one automatically and instantly recharges this power and can use it again this battle, but if he does use it again this battle it’s expended for the rest of the day.

Adventurer Feat The recharge roll is now 11+.

Outside of battle as an at-will quick action (even if Grave-Fire is expended) your haunted one can summon a brief-lived pale ‘flame’ into his hand (or from another part of his body). The cold ‘fire’ goes out quickly, so he loses it if he stops concentrating (he needs to keep spending a quick action each round to maintain it). He can use the pale ‘fire’ to freeze small amounts of unattended liquids or as a form of illumination. He can freeze a tankard of ale in seconds, a bucket worth of water in less than a minute, and in an hour he can cool an approximately 10’x10’x10’ pit full of non-magical lava.

Champion Feat The recharge roll is now 6+. The damage of the attack is now either fire or cold, whichever is worse for the target.

Epic Feat If your haunted one fails to recharge, in his next battle he gains Trauma at the start of each of his turns equal to the escalation die value.

Keening Wail

Ranged attack; At-Will

Target: 1d3 nearby enemies in a group.

Attack: Wisdom + Level vs. PD

Natural Even Hit: 2d8 damage and the target pops free.

Natural Odd Hit: 2d4 ongoing damage and the target is stuck (save ends both).

3rd level: Even Hit: 3d8 damage / Odd Hit: 3d4 ongoing damage and stuck (save ends both).

5th level: Even Hit: 5d8 damage / Odd Hit: 5d4 ongoing damage and stuck (save ends both).

7th level: Even Hit: 8d8 damage / Odd Hit: 8d4 ongoing damage and stuck (save ends both).

9th level: Even Hit: 13d8 damage / Odd Hit: 13d4 ongoing damage and stuck (save ends both).

Your Haunted One’s Level + Unspent Trauma: Targets that your haunted one misses take his level in thunder or psychic damage, whichever is worse for the target.

Adventurer Feat The damage type of the attack is now psychic or thunder, whichever is worse for the target.

Champion Feat Your haunted one can use his Keening Wail while singing, giving him a +4 bonus to skill checks when performing songs that are scary or mournful.

Epic Feat Your haunted one’s Keening Wail ignores all damage resistances.

Close attack; Daily

Target: One nearby living enemy (cannot target undead or constructs).

Attack: Wisdom + Level vs. MD

Natural Even Hit: Gain Trauma equal to the target’s level, and if the target has fewer than 10 hit points it dies.

Natural Odd Hit: 2d20 psychic damage and the Haunting is not expended.

Miss: Gain a point of Trauma.

Spend 1 Or More Trauma Before Rolling To Attack: If your haunted one kills the target with this attack he gains back two Trauma for every one he spent.

3rd level: Even Hit: 15 or fewer HP / Odd Hit: 3d20 psychic damage & Haunting not expended.

5th level: Even Hit: 26 or fewer HP / Odd Hit: 5d20 psychic damage & Haunting not expended.

7th level: Even Hit: 40 or fewer HP / Odd Hit: 8d20 psychic damage & Haunting not expended.

9th level: Even Hit: 67 or fewer HP / Odd Hit: 13d20 psychic damage & Haunting not expended.

1 + Unspent Trauma: On a natural even hit, if the target doesn’t die your haunted one heals 10 hit points for every point of unspent Trauma (calculate his unspent Trauma after resolving the attack and gaining Trauma from it).

Adventurer Feat Your haunted one can target undead and constructs with this attack, but you roll d10s for damage instead of d20s for damage on a natural odd hit.

Champion Feat When your haunted one kills a creature with this attack, for the rest of the day he gains the benefit of the phantom servant familiar, as your haunted one forces his slain enemy to serve him while its spirit fades away. This prevents your enemy from returning from beyond the grave until the following day.

Epic Feat Once per level your haunted one can use this Haunting as Mend Soul instead of Rend Soul. You must roll a save depending on how long the creature has been dead in order for Mend Soul to work:

Freshly Dead: Died within the last five minutes or so, there’s likely blood still leaking out of wounds (easy save, 6+)

Mostly Dead: Died within the last hour or so, the body’s probably slightly warm and the blood not yet fully congealed in the corpse (normal save, 11+)

Recently Dead: Died within the last day or so, the body’s mostly intact and not rotted yet (difficult save, 16+)

Very Dead: Dead and buried, the body’s rotten and maggoty or has been embalmed but the corpse is not yet just bones and mush (very difficult save, 19+)

If the save succeeds the target returns to life much as they were just before they died. The revived creature returns at only 1 hit point with 1 recovery and -1 to all their d20 rolls (skill checks, attack rolls, saves, etc). The revived creature returns to normal (full HP, full recoveries, no d20 roll penalty) after their next full heal-up.

A living creature can only be revived by Mend Soul once ever. The gateway to the beyond is not a revolving door.

Slitting Tentacles

Target: 1d3 enemies.

Attack: Wisdom + Level vs. AC Natural Even Hit: 2d6 damage. Natural Odd Hit: 1d10 poison damage.

Miss: Gain a point of Trauma per target

3rd level: Even Hit: 3d6 damage / Odd Hit: 2d10 poison damage.

5th level: Even Hit: 5d6 damage / Odd Hit: 3d10 poison damage.

7th level: Even Hit: 8d6 damage / Odd Hit: 5d10 poison damage.

9th level: Even Hit: 13d6 damage / Odd Hit: 8d10 poison damage. missed.

1d3(2) + Unspent Trauma: Targets hit by this attack take a -5 penalty to disengage checks until they pop free or disengage.

Adventurer Feat Your haunted one can use his tentacles outside of combat as extra limbs to hold and manipulate objects. For obvious reasons, seeing his flesh wreathed in shadows and stretched out into unearthly shapes has a tendency to make others uneasy. His tentacles mostly obey his mental commands, but sometimes take on a life of their own if your haunted one isn’t paying them full attention. When your haunted one would take falling damage, roll a save (11+); on a success his tentacles catch him and arrest his fall so he takes no damage.

Champion Feat Once per battle your haunted one can target 1d4+1 nearby enemies in a group.

Epic Feat Add one extra enemy to the number of enemies your haunted one can target (1d3+1 engaged enemies; once per battle 1d4+2 nearby enemies in a group).

Tear The Veil

Target: One nearby or far away enemy

Natural Even Hit: 1d8 ongoing psychic damage, and when the target saves it becomes stunned until the start of your next turn.</p

Natural Odd Hit: 2d8 psychic damage and the target is stunned until the start of your next turn.

3rd level: Even Hit: 2d8 ongoing damage / Odd Hit: 4d8 damage

5th level: Even Hit: 3d8 ongoing damage / Odd Hit: 6d8 damage

7th level: Even Hit: 4d8 ongoing damage, etc / Odd Hit: 9d8 damage

9th level: Even Hit: 7d8 ongoing damage, etc / Odd Hit: 15d8 damage

Spend 1d3 (2) Trauma Before Rolling To Hit: You can target 1d4+1 enemies in a group.

Adventurer Feat Your haunted one’s crit range with this Haunting expands by 2 (normally to 18+) against stunned enemies.

Champion Feat Your haunted one’s crit range with this Haunting expands by 1 against enemies who are taking ongoing psychic damage. This crit range expansion stacks with the expansion granted by the adventurer feat.

Epic Feat Twice per day when you use this power and it kills the target, as an immediate free action you teleport to the spot that they occupied (you tear open the barrier between worlds and step through it, briefly walking through the otherworldly land of the dead, and step out standing above the body of your victim). This is always accompanied by ghostly phenomena; you can’t do this stealthily.

Note: This power is recommended to be errata’d to the following, as an at-will stun ability is game-breaking.

Natural Even Hit: 1d8 ongoing psychic damage. If the target fails it first save against then ongoing damage, it is weakened until the end of its next turn.

Natural Odd Hit: 2d8 psychic damage

Adventurer Feat Weakened enemies are also vulnerable (attacks against them gain a +2 bonus to critical range).

Champion Feat Enemies taking ongoing psychic damage are also vulnerable.

Interrupt Hauntings

Some Hauntings let your haunted one interrupt other’s actions provided he has a certain amount of unspent Trauma or if he’s willing to spend Trauma to do so. He can only use one interrupt action per round. He can never have more interrupt Hauntings than he has at-will standard action Hauntings.

Bloody Vengeance

Interrupt: 1d3(2) + unspent Trauma.

Target: One enemy that has just hit your haunted one.

Natural Even Hit: Make a basic melee attack against the target, dealing half damage if it hits.

Natural Odd Hit: Your haunted one takes half damage and pops free.

Spend 1d3+1(3) Trauma Before Rolling the Attack: Hit or miss, odd or even, the target pops free and your haunted one can move as a free action provided you’re now unengaged.

Adventurer Feat Occasionally walls bleed in your haunted one’s presence. Your haunted one doesn’t control this, and often he’s the only person who can see the blood. Sometimes the blood spells out cryptic warnings from the departed. This doesn’t guarantee that the dead ever have anything comforting to say to your haunted one; the sort of spirits who write messages in dripping blood are usually very angry about something. When you roll no 5s or 6s with your icon dice, change one result to a 5 as a message in blood aids your adventurer.

Champion Feat If your haunted one crits with this attack, the target starts to bleed from their eyes and is stunned (save ends).

Epic Feat Once per day your haunted one can teleport from one pool of blood to another nearby or far away pool of blood. A bleeding wound large enough for him to dive into counts as a pool of blood for the purposes of his teleportation.

Crawling Horror

Close attack; At-Will

Interrupt: Spend 1d3(2) Trauma.

Target: One nearby enemy that’s moving.

Natural Even Hit: 3 damage and your haunted one may immediately move as a free action, crawling up walls and along ceilings or just moving distressingly along the floor. This free Crawling Horror movement does not provoke attacks.

Natural Odd Hit: 4 ongoing damage.

3rd level: Even Hit: 4 damage and free move / Odd Hit: 5 ongoing damage.

5th level: Even Hit: 7 damage and free move / Odd Hit: 8 ongoing damage.

7th level: Even Hit: 9 damage and free move / Odd Hit: 10 ongoing damage.

9th level: Even Hit: 12 damage and free move / Odd Hit: 14 ongoing damage.

Spend 1 Trauma After Hitting: Turn an odd hit into an even hit.

Adventurer Feat Your haunted one gains a +2 bonus to climbing skill checks, skill checks involving escaping from bonds through contortion, and to slipping bonelessly through bars.

Champion Feat On a natural odd hit your haunted one may move as a free action into engagement with the target. His free movement on an odd hit provokes attacks.

Epic Feat On an odd hit, your haunted one’s free movement into engagement with the target no longer provokes attacks.

Entangling Hair

Target: One nearby engaged enemy who tries to move away from an ally by moving or disengaging. Attack: Wisdom + Level vs. AC

Natural Even Hit: 1d6 damage and the target’s pulled into engagement with your haunted one and is stuck (save ends).

Natural Odd Hit: 3 damage.

3rd level: Even Hit: 1d8 damage, pulled & stuck etc / Odd Hit: 4 damage.

5th level: Even Hit: 2d6 damage, pulled & stuck etc / Odd Hit: 7 damage.

7th level: Even Hit: 2d10 damage, pulled & stuck etc / Odd Hit: 9 damage.

9th level: Even Hit: 2d12 damage, pulled & stuck etc / Odd Hit: 12 damage.

1d3(2) + Unspent Trauma: When the target’s pulled into engagement with your haunted one, its forced movement provokes an attack from one ally it was engaged with.

Adventurer Feat Your haunted one’s hair grows at a supernaturally fast rate, maybe as much as a foot a day. His hair has an unusual property that you and your GM should decide upon.

Champion Feat Your haunted one can mentally command his hair to style itself, though it makes odd little screaming noises as it does so. His hair has a mind of its own sometimes and a supernatural danger sense – when he falls from a height, his hair has a 50% chance of lassoing a hand-hold and stopping his fall.

Epic Feat When your haunted one falls unconscious or helpless in a battle his hair attempts to drag him away from enemies and towards allies. While he’s unconscious or helpless your GM controls his hair and decides where it drags him, though it never drags him into danger.

Poltergeist Storm

Interrupt: Spend 1 Trauma.

Target: 1d3 enemies in a group when one of the targets makes a melee attack against an ally.

Natural Even Hit: Your haunted one’s level in damage and the target pops free.

Natural Odd Hit: Your haunted one’s level in damage and, if the target was the one that triggered the attack, it takes a penalty to the melee attack equal to your haunted one’s current unspent Trauma, and then resolve whether the attack hits or misses your ally.

Spend 1 Trauma Before Rolling To Hit: Change an even hit into an odd hit, or vise versa.

Adventurer Feat Your haunted one can count himself as an ally for the purposes of triggering this Haunting, using it when enemies make a melee attack against him.

Champion Feat Once per day your haunted one may use this Haunting when the triggering attack isn’t a melee attack but is instead a close or ranged attack.

Epic Feat Once per battle (or once every five minutes) your haunted one may fly as a move action, landing at the end of the movement.

Target: One enemy who’s engaged with your haunted one and is trying to move away from him by rolling a disengage check or moving with a move action.

Natural Even Hit: Your haunted one’s level in damage and the target stops moving.

Natural Odd Hit: The target stops moving.

Your Level + Unspent Trauma: The target takes ongoing damage equal to your haunted one’s level.

Adventurer Feat Your haunted one can mold and reshape his own flesh, gaining a +2 bonus to skill checks to quickly disguise himself or a +4 bonus if he has access to a mirror and an hour or so of free time. Given enough time he can completely and permanently change his outward appearance.

Champion Feat Targets hit by this Haunting become stuck (save ends, 11+) as your haunted one uses the power of this Haunting to temporarily (and painfully) cause their flesh to meld with itself. He can now reshape the flesh of willing allies, though the completed change lasts only a few hours.

Epic Feat Normally your haunted one can only use this Haunting when an enemy tries to move away from him by moving or rolling to disengage. This feat lets him make the attack if the enemy popped free or teleported or otherwise moved as part of a non-move action.

Indwelling Hauntings

Some Hauntings are companion spirits that stay with your haunted one, ghostly presences that haunt him. These may be willing companions, ghosts trapped within his flesh or that he’s bound to his service, or perhaps they just won’t go away and their presence is equal parts curse and blessing.

Your haunted one can never have more Indwelling Hauntings than he has at-will standard action Hauntings. He can only benefit from one Indwelling Haunting at a time, (you pick the one active when you roll initiative, and switching between them is a free action on your turn). When your haunted one has an indwelling Haunting active he resembles the ghost that is partially possessing him.

The Avaricious Merchant

The Merchant adds extra value to something your haunted one owns while possessing him. Roll 1d4 when you choose to make this haunting active to discover how it benefits your haunted one.

  • Armor. When hit with an attack, roll a hard save (16+). On a success, reduce the damage by your haunted one’s current Trauma.
  • Belt. Add your haunted one’s current Trauma to his saving throws, including death saves and last gasp saves.
  • Gloves. If your haunted one hits with a natural even melee attack, he may make a basic melee attack as a quick action, if the basic attack hits he deals his current Trauma in psychic damage to the target.
  • Weapon. Your haunted one’s weapon attacks deal additional psychic damage equal to his current Trauma.

Champion Feat As a quick action while in battle, once per day, roll to recharge an item power (even if your haunted one failed to recharge it earlier in the day). You gain a bonus to the recharge roll equal to your haunted one’s current unspent Trauma.

The Betrayed Plotter

Your haunted one can make his thoughts heard by his allies, hear thoughts specifically directed at him and intended to be heard by him, and can easily facilitate psychic communication between up to 6 other people.

Add +1d3 psychic damage to your haunted one’s miss damage, even if he would not normally deal miss damage (champion: +1d6 psychic damage on a miss; epic: +2d4 psychic damage on a miss).

Adventurer Feat Once per day, for one battle, odd melee attack rolls target MD instead of the defense that the attack normally targets.

Champion Feat Once per day, a target your haunted one hits can no longer attack anyone except your haunted one (save ends).

Epic Feat The save from the Champion feat increases to a hard save (16+).

The Boastful Chieftain

Your haunted one gains a +1 to attack against enemies that aren’t engaged with any of his allies (Epic: +2).

As A Quick Action Spend All Trauma: Must be at least 3d3(6) Trauma, once per day, gain an extra standard action.

Adventurer Feat Gain a +5 bonus to opportunity attacks.

The Cunning Courtesan

Spend 1 Trauma While An Enemy’s Trying To Disengage: The enemy rolling to disengage has a -5 penalty to its disengage check.

As A Quick Action Spend All Trauma: Once per battle, your haunted one’s next attack this turn deals double damage hit or miss and, if he hits, the target becomes stuck (save ends).

Adventurer Feat Your haunted one can call on the courtesan ghost during social situations. Once per day he may swap his highest attribute and his Charisma for all social skill checks (but not attacks) for one hour.

Champion Feat Your haunted one can make a Charisma-based attack versus the MD of any nearby non-allied intelligent creature that he’s in conversation with. On a hit, the creature answers a single yes/no question honestly. If the creature is of a higher level than your haunted one it realizes that he has forced it to answer honestly.

Epic Feat Your haunted one’s critical hits add his current Trauma to their damage before the damage is doubled.

The Great Beauty

Your haunted one gains a bonus to all his defenses equal to his Charisma modifier, until he’s hit. Once he’s been hit by an attack in a battle, this Indwelling Haunting deactivates and he can’t use it again until after his next rest.

Adventurer Feat Your haunted one can spend a recovery to add +5 to all Charisma skill checks for a couple of hours or until the start of his next fight (whichever is first).

Champion Feat When your haunted one calls upon this spirit his appearance is altered, leading others to believe him to be a beautiful noble. While not a true disguise (he still kind of looks like himself), he might be able to convince city guards that he’s a noble and not a heavily armed riff-raff adventurer and so should be let in to the party the guards are trying to keep him away from (similar to the wizard trick of “You wouldn’t take a walking staff from an old man”). Of course, if your haunted one is already a beautiful noble then perhaps the ‘great beauty’ was a licentious poet instead.

Epic Feat Once per day it takes two hits to deactivate this Indwelling Haunting.

The Mother And Child

Gain a +1 to AC while engaged with the same target as an ally (Epic: +2 AC).

Spend 1 Trauma: As a free action on your turn, your haunted one summons a ghostly ally who grants the same defense bonus to him as though an ally was engaged with the same enemy as he is. The ghostly ally can’t be targeted and disappears at the start of his next turn.

Adventurer Feat Your haunted one’s defense bonus from this Haunting now applies to PD as well.

Champion Feat Your haunted one’s defense bonus from this Haunting now applies to MD as well.

The Weeping Dancer

When you roll for your haunted one to disengage and roll a natural 20, you can choose one nearby enemy or ally to immediately move into engagement with your haunted one as a free action or takes 1d6 times your haunted one’s level in psychic damage (GM’s or ally player’s choice).

Spend 1 Trauma: Once per battle, all enemies engaged with your haunted one are now stuck (save ends).

Adventurer Feat Once per day for one battle, your haunted one gains resistance to normal weapons equal to his current Trauma.

Champion Feat If your haunted one sings while fighting his attacks deal holy damage on an even hit.

Epic Feat Enemies engaged with your haunted one can’t attack and roll to disengage in the same turn.

Multi-Classing

Multi-class haunted ones use the same column as multi-class fighters for their key ability modifier, but unlike fighters take weapon die penalties when they multi-class with other classes. Some haunted ones prefer fighting with weapons in addition to their supernatural abilities, so we’ve provided feats for those characters.

Level progression: 1st level multi-class haunted ones start with only one Haunting. Multi-class haunted ones lag one level behind on gaining new Hauntings, gaining them at 3rd (the 2nd Haunting), 5th (a 3rd Haunting) 7th (a 4th Haunting), and 9th level (for a total of 5 Hauntings). The level of each Haunting is one level behind too, so until 4th level all Hauntings are 1st level, then 3rd level from character levels 4-5, then 5th level from character levels 6-7, 7th level at character levels 8-9, and 9th level Hauntings once the multi-class haunted one’s at 10th level.

Multi-Class Traumatic Attack: Multi- class haunted ones have a less powerful Traumatic Attack Talent than single-class haunted ones, and can only use their Traumatic Attack to boost their Haunting attacks and not attacks from their other class.

Proficient With Weapons

Adventurer Feat Pick a general class of weapons (one-handed small, two-handed martial, small crossbow, etc); once per day for one battle when your adventurer fights with a weapon of that class, he doesn’t take a weapon die size penalty when making attacks from his non-haunted one class. You can take this feat multiple times for more weapon categories.

Champion Feat Pick a specific type of weapon (dagger, longbow, rapier, etc) within the general class from the Adventurer feat; when the escalation die is even your adventurer doesn’t take a weapon die size penalty when making attacks from his non-haunted one class. You can take this feat multiple times for more weapons from your weapon categories granted from the Adventurer feat.

Nocturne . © 2016, Savage Mojo; Authors: Darren Pearce, Miles M Kantir, ASH LAW, Drew Wendell.

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Sage Gamers

D&D 5e: Light Domain Cleric Guide

A female human of the light cleric domain carries a shield in one hand and casts holy spells with her other hand.

Role in the Party

You like to heal the party, but you also like to hit things really hard, and most importantly you like to cast buffs and debuffs with the occasional dose of godly wrath? This is the Light Domain Cleric. The Cleric that can cast fireball at level 5, is fire and the golden light of the gods. Hell hath no fury to match yours, so rock into the lich’s lair and show ‘em who’s the boss, champ.

The Light Domain Cleric subclass is found in the Player’s Handbook.  Click here to pick up your own copy of the Player’s Handbook !

Light Domain Features

Bonus Cantrip : Straight out the gate at level 1, you get the  Light  cantrip as a bonus. Who needs darkvision?

Warding Flare :  Also at first level, when attacked by a creature you can see within 30ft of you, you can use your reaction to impose disadvantage on the attack roll, creating a quick flash of light to distract them. This doesn’t work on creatures that can’t be blinded. You can use it a number of times equal to your wisdom modifier, a minimum of once, and regain all expended uses after a long rest.

Channel Divinity: Radiance of the Dawn : Starting at second level, use channel divinity to banish darkness. Any magical darkness within 30ft of you is dispelled. Also, each hostile creature within 30ft of you must make a con save, and takes radiant damage equal to 2D10+ Cleric level on a failed save, or half that on a successful one. This doesn’t work on creatures with total cover. Honestly, even with just the ability to banish magical darkness, this can infuriate DMs. Being able to banish magical darkness AND become an AOE radiant damage dealer? Chef’s kiss. Gorgeous.

Improved Flare :  Starting at sixth level, you can use Warding Flare when a creature you can see within 30ft of you attacks a creature  other  than you. Worth noting, ‘A creature you can see’ is broader than you think when light domain clerics get Faerie Fire as a domain spell.

Potent Spellcasting :  At level 8, add your wisdom modifier o damage dealt with any Cleric  Cantrip . Remember, it’s for cantrips only. Still, you get some spicy ones.

Corona of Light :  Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60ft radius and dim light 30ft beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

While less immediately impressive than other late game effects, this A. makes all darkvision completely irrelevant for the rest of your campaign (Time to be smug, humans), and B. makes your Fireball even more terrifying. Also pretty much all of your other spells, but we all know that now and then, you just need to light the whole room on fire and let god sort ‘em out.

Have you ever gotten annoyed at half the party yelling “I HAVE DARKVISION” any time the DM mentions a dimly lit room? Feel free to blind them all with your godly radiance while you make the DM annoyed that their puzzle of ‘walking blindly through a magically dark maze’ is completely irrelevant. 

As with many cleric s, this cleric is meant for combat. This is a cleric that does not screw around with this ‘good vibes and heals only’ nonsense. They are here to praise the sun and get shit done. 

Never take this cleric on a stealth mission. Glowing beacons are usually a bad idea when trying to be sneaky, better to leave this cleric to the ‘distraction team’ or the ‘extraction team’. 

haunted one cleric

Best Race Options

– Gem Dragonborn (Crystal) : From Fizban’s Treasury of Dragons. Just to be thematic, Crystal is a good option (gaining Radiant resistance/breath weapon), but if you want to be oppositional you could use Topaz ( Necrotic), or go with a Red Chromatic dragonborn or Brass/Gold metallic dragonborn, depending on your preferences. Gem dragonborn is the one chosen here because the damage types are unique and interesting, being telepathic is a big deal for the party, and starting at 5th level you get Gem Flight that lets you fly once per long rest, and flying is ALWAYS the best option. This is the only race mentioned without darkvision, but with this build, who needs darkvision?

– Radiant Consumption Aasimar : Double-down on your “The light of the sun purges all” mentality by literally emitting searing light from your eyes and mouth and damaging each creature (Remember, it doesn’t say each  hostile  creature, so watch your buddies) within 10 ft of you with radiant damage once per long rest. This race  does  make for a redundant light cantrip, so maybe ask your DM if you can change one of your given cantrips to something else that’s thematic. Alternatively, you could take Radiant Soul for the light wings and extra radiant damage, which is probably the better option but less ‘biblical angel terrifying’ than radiant consumption.

– Fire Genasi : Darkvision, fire resistance, and a variety of fun fire-themed spells you can cast as you level up, in addition to your Cleric spells. A nice way to round things out with a relatively ‘normal’ character. 

Choosing the Right Skills

As a level 1 cleric, choose two from  History ,  Insight ,  Medicine ,  Persuasion , and  Religion .

If you’re a Cleric and you’re not taking religion, it feels a bit weird. If you’re a cleric, you should only need Medicine if you know your DM is going to make it impossible for you to heal at some point (Whether because something happened to your ties with your god, or because you’re going to go on an insanely long quest with no resting points), or you know you’re going to be blowing all your spell slots lighting enemies on fire, which is fair.

Fitting Feats

Elemental Adept :  Choose fire. Spells you cast ignore resistances to the damage of the chosen type, and when you roll damage for a spell you cast that deals with damage of that chosen type, you can treat any 1 on a damage die as a 2. 

Heavily Armored,  then  Heavy Armor Master : Listen, you’re not stealthing with this build, so get yourself some heavy armor and become a tank. Heavy Armor Master ups your Strength score by 1 for Heavily armored and gain proficiency with Heavy armor, then gain another 1 to strength for Heavy Armor Master. Then while you’re wearing heavy armor, all bludgeoning, piercing, and slashing damage done to you by nonmagical weapons is reduced by 3. 

War Caster : Advantage on Con saving throws made to maintain concentration when you take damage, perform somatic components of spells even with weapons or shield in one or both hands, and when a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell rather than making an opportunity attack (but that spell must have a 1-action cast time and only target that creature). 

Optimal Backgrounds

– Acolyte : It would be a sin to talk Clerics and not mention Acolyte. Skill proficiencies in Insight and Religion (freeing up your two cleric options), two languages of your choice, typical equipment, and 15 GP. Your feature is Shelter of the Faithful, which will mean you and your adventuring companions can get free healing or care at temples of your faith, though you’d still have to provide material components needed for spells. No free rezzes. You can also get support from others of your faith for you (and only you) at a modest lifestyle, assuming you and your party aren’t all just bunking at the same tavern all the time.

– Folk Hero : Another good one for a cleric with a more heroic bent. Skill proficiencies in Animal Handling and Survival, tool proficiencies in one type of artisan’s tools (might I suggest glassworking, for a Light cleric?) and land vehicles, Equipment includes one set of artisan’s tools of your choice, some common stuff, and a pouch with 10gp. Your feature is Rustic Hospitality, which means that you can find a place to rest and recuperate among other commoners, who may even shield you from the law or other searchers, though they won’t risk their life for you.

– Haunted One : If Van Richten’s Guide to Ravenloft is allowed, the Haunted One background makes for a beautifully thematic option. Choose between two skill proficiencies among Arcana, Investigation, Religion, and Survival. (Arcana and Religion are probably your best bets, freeing up one Cleric skill). Choose two languages, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon. Get a monster hunter’s pack containing a chest, crowbar, hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinder-box, and three torches, a horror trinket, a set of common clothes, and one silver piece. Your feature is ‘Heart of Darkness’, where everyone who sees you knows you’ve seen some things, and most commoners will do their best to help you, as long as you don’t show yourself to be a danger to them. They may even fight alongside you if you find yourself facing an enemy alone.

Multiclassing Options

– Circle of Wildfire Druid:  By tapping into Circle of Wildfire, you can do more fire damage, have a little fire spirit friend, and use your fire spirit to add a bonus to healing and damage. Multiclassing between Light Domain Cleric and Circle of Wildfire Druid, it would be a struggle to choose between the two. The hard part is going to be finding good armor that the druid can wear.

– Circle of Stars Druid : Less good than Circle of Wildfire, but unbelievably thematic. Instead of fire damage from Circle of Wildfire, you do more radiant damage more frequently. This is a very adaptable and changeable subclass to take on, and not a bad option for the Light Domain combo.

Would I recommend playing a Light Domain Cleric?

Absolutely. This isn’t the nice guy cleric you can get away with yelling at for heals. If you tell this cleric how to do your job, he may barbecue you in the name of his god, and honestly, you’d deserve it. This is the ‘Be Not Afraid’ cleric who you should absolutely be afraid of, and frankly if you’re not making them into an almost eldrich terror, what are you even doing in life? Give this a play, go teach the Paladin the true meaning of Smite. 

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Baldur's Gate 3 - Haunted One Inspirations Guide

Satisfy the whims of your Dark Urge in Baldur's Gate 3.

By Jason Rodriguez on August 4, 2023 at 11:03AM PDT

Baldur's Gate 3 lets you choose from various backgrounds, which provide proficiencies in skills. One example is the Haunted One, which is only available to those who choose the Dark Urge. With it, you'll either resist sadistic impulses, or give in to them freely. Our guide discusses you can gain Haunted One Inspirations in Baldur's Gate 3. Likewise, please note that this article contains spoilers.

Subdue Thine Appetites or Indulge Thine Appetites

Fresh kindle for the fire, unfamiliar familiarity, snipping the chords, creatures of bloodlust, morally acceptable massacre or camaraderie in bloodlust, head of the snake, lunar eclipse, forced retirement, lack of moderation is key, self-flagellation, killer poetry, bleeding the corpse dry, lesser of the three, how to get inspirations for the haunted one in baldur's gate 3.

The Baldur's Gate 3 Haunted One Inspirations are directly tied to one particular origin, which we discuss in detail in our Dark Urge guide . The background itself grants you bonuses to your Intimidation and Medicine skills.

Moreover, as you tread the path of evil and cruelty, certain actions net you Inspiration points, which also allow you to reroll failed skill checks. You can learn more about this mechanic in our Inspiration points guide .

In any case, we list down the Baldur's Gate 3 Haunted One Inspirations that we've discovered so far during our playthrough. Please note that this list is not yet complete, as the game is quite massive, and there are numerous ways that a story can branch out.

You can see the Inspirations you've found by pressing the P key.

Act 1 Inspirations

Resist or give in to your Dark Urge for the first time - You'll likely encounter this when you first meet Gale. You can decide whether you pull him out of the portal, or chop of his hand (which prevents him from joining your team).

Leave the pinned Benryn to burn - We obtained this when we saw the wounded Mindflayer in the crash site. We just left him there to die.

Release Withers from his tomb - Enter the ruins north of the beach and free Withers from his sarcophagus. He'll then head to your camp to offer class respec and hireling recruitment services.

Kill Alfira in cold blood - During your first long rest, a Tiefling Bard named Alfira ask to spend the night. When you wake up, you'll see that her body has been mutilated. It seems that you've killed her, though you don't remember anything. This leads to a visit from Scleritas Fel, your "butler" as the Dark Urge.

Recruit the Ogre mercenaries using the corpses of your enemies as payment - Go to the Blighted Village west of the Druid Grove. Convince the Ogre mercenaries to offer their services by way of the flesh of victims. You'll end up receiving Lump's War Horn.

Spill the blood of the Goblins or spill the blood of the Tieflings - You can either save the Tiefling refugees or side with Minthara's army.

Take Nere's head - Upon reaching Grymforge, blow up the collapsed section of the wall to free Nere, then fight him. Make sure you don't kill him with an elemental spell (i.e. a flame projectile will burn his body). This will let you cut off his head after the fight.

Gallery image 1

Act 2 Inspirations

Kill the protector of Last Light - The Cleric, Isobel, protects Last Light Inn with her barrier. She can die during the initial demon invasion, as part of a Dark Urge task, or based on hostile decision when you meet the Nightsong. Her death also spells doom for everyone in Last Light, which means numerous quests will prematurely end.

End Jaheira's career permanently - Yes, you can recruit Jaheira , which is more preferable. However, if Isobel dies by your hand (i.e. Dark Urge) or as a consequence for a poor choice (i.e. Nightsong), then Jaheira will also perish.

Kill the brewer with his own brew - The Waning Moon Tavern is south of Last Light Inn. There, you'll meet Thisobald Thorm, the grotesque brewer. To avoid a battle, you need to keep drinking his concoction. This entails multiple Constitution and Charisma checks. At the end of the drinking challenge, he'll collapse and die because of his own doing.

Kill your mirror-self in Shar's Trial - You'll find the Self-Same Room in the Gauntlet of Shar . Dopplegangers of your entire party will spawn, and you need to take out your own copy.

Trick the Orthon with a false loophole - You'll also find the Orthon in the Gauntlet of Shar. Convince it that it needs to kill all other witnesses, including itself, in the dungeon chamber. This, however, requires you to pass an Arcana check just for the dialogue options to appear, and that's followed by additional tough skill checks to trick it.

Kill the necromancer - Defeat Balthazar once you meet the Nightsong .

Kill the envoy of Myrkul - Defeat Ketheric Thorm at the end of Act 2.

We needed a stupendously lucky roll due to a DC 21 and with a -1 Charisma penalty. Getting a 20 allowed us to continue drinking until the brewer fell dead.

These are the Haunted One Inspirations that we've discovered so far in Baldur's Gate 3. There are likely more that can be found later in the campaign. We'll update our guide soon, so stay tuned.

Baldur's Gate 3 is filled to the brim with activities and secrets. You'll no doubt be part of an adventure that can take countless hours to complete. For other tips, you can visit our BG3 guides hub .

Got a news tip or want to contact us directly? Email [email protected]

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haunted one cleric

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Understanding Your Players: Haunted One Background

haunted one cleric

So, one of your players has chosen to use the Haunted One background. What does this mean for you, The Dungeon Master, and what does it mean for your world?

Haunted Ones are those that are haunted by an event or entity they cannot forget, no matter how hard they try. Haunted Ones have some unique abilities because of this. Haunted Ones:

  • 2 proficiencies :  Arcana ,  Investigation ,  Religion , or  Survival
  • 1 exotic language : (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
  • A trinket specific to the haunting
  • Heart of Darkness: commoners will treat Haunted Ones very kindly because they see the darkness in their souls

This background is designed to be used by a role-play heavy campaign and requires some special attention from DMs. How exactly do you use the Haunted One background in your campaign?

What is a Haunted One Background?

haunted one cleric

A Haunted One is described as someone that is haunted by something in their past . It could be something that happened to them, like a disaster or a ccident, or it could be an extra-planar being showing itself to them at a young age, terrifying them into trying to block out the memories. The Haunted One might have been experimented on , or experimented on themselves, scarring themselves mentally and physically.

The player can be haunted by anything you can imagine. Your player might already have an idea in mind for their backstory but if not, here are some ideas!

Ideas for Haunted One Backstory

  • A deal with a devil that will come due soon (not sure how to do this? Check out my post on Making Deals with Devils! )
  • The memory of watching their home be burned by dragons, orcs, or a human raiding party
  • War , horrible things happen during war
  • Getting a glimpse of something they should not have seen , like the Shadowfell, 9 Hells, or Abyss.
  • Accessing forbidden knowledge
  • Taking part in a gang or the mafia when young . The player is trying to go straight, but they have unforgiven debts and are always afraid they will be pulled back in
  • Worship to a false god or being a member of a cult . The player has since learned it was false worship and is haunted by what they did in the name of this “god”

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Proficiencies for haunted one.

haunted one cleric

A player that chooses this background gains 2 proficiencies and 1 exotic language . The language and skills are usually connected to why they are haunted, and what is haunting them. 

Below you will see the skill proficiency options available to a Haunted One and how you might connect them to the player’s backstory!

Skill Proficiencies for Haunted One

  • Arcana – The Haunted One might have proficiency in Arcana because they are haunted by their memories of soldiers summoning devils and demons to fight for them. They were magically experimented on , and they can recall what was done to them. 
  • Investigation – The Haunted One might have proficiency in Investigation because they spent years searching for sacred text and found it, and now the images they saw are burned into their brains. An adventurer for hire might have been excellent at finding hidden treasures , one adventure took them to a lost temple where t hey found a room that contained an unknowable being who burned its image into their minds. 
  • Religion – The Haunted One might have proficiency in Religion because their family was involved in a demonic cult and worshiped the Demon Lord of Gluttony and gained his attention; now his eye is on you . The opposite is also true , the player could have helped save an old woman that was a goddess in disguise , and she told them to look away, they didn’t, and now when they sleep they see her true form, horrible and blinding. 
  • Survival – The Haunted One might have proficiency in Survival because they have been tracking a horrible beast that destroyed their town, and have vowed to kill it. Instead they learned how to keep an eye out for signs of being followed, keeping away from large animals and other creatures. 

Languages for Haunted One

haunted one cleric

Like the proficiencies gained by the Haunted One, the language they know should be tied to the reason they are haunted. This means the player could have studied the language as part of a ritual or binding or have the knowledge forced upon them.

Below you will see the languages available to the Haunted One and ideas for why

  • Abyssal – The Haunted One could know Abyssal because the creature that haunts them is of abyssal descent . Their parents were in a demonic cult and they were subjected to demonic energy as a young child . Such creatures include Demons and other Abyssal creatures
  • Celestial – The Haunted One might know Celestial because they were involved in a religious sect or some form of Celestial creature has attached itself to the character. The character was haunted by a devil and they sought out the church to help protect them. Such creatures include Angels and Unicorns . 
  • Deep Speech – The Haunted One might know Deep Speech because their parents were part of a cult worshiping a creature from the Far Realms. They traveled through the Underdark and came too close to an Elder Brain’s lair and it spoke to their minds . They heard whispers and murmurs of plans to destroy the overworld. Such creatures include Mind Flayers and Beholders. 
  • Draconic – The Haunted One might know Draconic because a dragon from their past haunts them. A dragon destroyed their home, and they have sworn to hunt it down and speak to it in its own language before slaying it. Such creatures include Dragons, Wyverns, and Dragonborn
  • Infernal – The Haunted One could know Infernal because they were in close contact with devils when they were haunted. They were in an army that was losing a battle and the general decided to summon devils to help win the war. Such creatures include Devils and other infernal creatures. 
  • Primordial – The Haunted One could know Primordial because they came in contact with a powerful creature of the elemental planes, such as a Djinn. Maybe they found a magic lamp with a genie inside . It granted a wish they made, but in doing so, cursed their mind with knowledge they did not understand. Such creatures include Elementals, Genie, and other creatures from the elemental planes. 
  • Sylvan – The Haunted One might know Sylvan because it came into contact with a Fey being. They were traveling and slept too close to a Faerie’s home. The Faerie used fey magic on their mind, warping it and confusing them as to who they were and where they are. Such creatures include Faeries, Pixies, Satyrs, and other such Fey beings.
  • Undercommon – The Haunted One might know Undercommon because they traveled in the Underdark and came into contact with Drow or Duergar. They were captured and tortured by Drow sorcerers. They escaped, but were never the same, and can’t stand the dark anymore. 

They also gain a trinket that is from the moment the haunting began. The trinket could be anything from a wooden hand of an enemy, to a mummified raven , to a bloodstained tea set. A soldier was part of a battalion that was desperate enough to summon a Demon to win a battle. They kept an inkwell that was used to summon that demon, and it makes them sick to look at. They can’t get rid of it, it keeps returning to their bag when they try. 

These are the proficiencies the Haunted One might have, and why they might have them. Let’s figure out what exactly is haunting the Haunted One. 

What haunts the Haunted One?

haunted one cleric

If your player hasn’t decided yet, you can help them come up with what might be troubling them . This can be an ancient creature, an event, or even a vision of the future! Here are some ideas to get you started!

  • Ancient Creature- Older than the world itself, ancient creatures possess knowledge that mortals cannot comprehend. Such creatures include dragons, Archfey, old/forgotten gods, Titans, or unknown entities . 
  • Past Events – Experiments, an act of war, or witnessing an unspeakable crime all leave their mark on the psyche. Past events haunt even the best of people. This can also include past actions , such as participation in a cult or gang .
  • Visions of the Future- The Haunted One might be haunted by visions of the future that were granted as a boon or curse for being too inquisitive. Such visions can come from Hags, sentient weapons, gods, devils, or tricksters all looking to gain from another’s suffering.
  • Ancestral Connection-  It is possible that the Haunted One’s family is the reason for the curse. They delved too deep into a demonic cult and the child is cursed because of it . They possibly angered the ancestors and this descendant has to take the fall for it.  

How do you include it in the game?

Whatever your player decides they want for their Haunted One character, you need to be flexible and find a way to include it in the campaign .

Let’s say your player wants to play a Human Fighter with the Haunted One background. They have decided they want to have nightmares about the war they were in when they were younger . How do you incorporate that into your game, and not just let it fall to the wayside?

One idea is to incorporate a special rule for the character. Have the player roll a D100 every night , and if they roll below a 25, they have a nightmare and don’t sleep . Decide what that means if they fail. Do they need to sleep longer to get a long rest? Do they have disadvantage on mental based checks until they complete a short rest? Talk to your players and figure out what works for you and your game.

Here’s another example : Your player is playing a Halfling Wizard with the Haunted One background. They have decided they don’t remember what happened, but they do have dreams focused on a flaming sword.

That sword was used by a Devil Lord, and when he was killed, his essence was bound to the blade to keep him from coming back. He talks to the player in their mind and sometimes is able to take over for a short time if the player is near death , or if they see something that reminds them of the dreams they have. Have the player roll a Wisdom save to resist being taken over by the monster inside when these situations occur.

When Incorporating a Haunted One in Your Campaign, Remember to:

  • Talk to your player about what they are wanting. When you are getting ready to start the campaign, figure out what they are wanting to focus on in their backstory. Do they want to focus on the “Haunted” part of the Haunted One, or do they want to be focused on what caused the haunting? Talk to them and figure it out.
  • Manage your expectations about your campaign.   Don’t be too connected to the idea you have, and let the player make their own decisions. You will have ideas concerning the Haunted One’s backstory, don’t hold too tightly to them. Leave room for improvisation and exploration. Some of the best moments in a campaign are improvised
  • Communicate your ideas about what you are wanting to do with the Haunted One’s backstory.   Once again, just talk to your Haunted One player about what your ideas are. It is their story just as much as yours, so work together with them, the campaign will flourish if you do. 
  • Take some notes about what type of creature or why the Haunted One is being haunted.  Do some research about the type of creature that is haunting them. Figure out why the haunting occurred, or how it was an accident. Learn about the creature or circumstance that caused the haunting so you can better involve it in your campaign. 
  • Try to involve the Haunted One’s backstory throughout the campaign.   Keep note of how long it has been since the Haunted One’s haunting was last referenced, if it has been some time in-game, bring it up again. Have the player dream about what happened, or bring someone that was involved in the haunting into the player’s view. Figure out how to keep it on their mind and not have it fall too far to the wayside. 

Whether your player is an elf rogue that got too close to a demonic summoning circle or a Half-orc wizard that is haunted by the knowledge that the gods are playing games with mortal lives, Haunted Ones can be a lot of fun!

Embrace the fear, dive into the creepy, and bring some new depth into your game by using the Haunted One background to its fullest.

Until next time,

May your game have advantage, my friends!

-Halfling Hannah

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Haunted One is a Background  in Baldur's Gate 3 unique to the Dark Urge . Backgrounds are special traits or expertise that affect the starting Proficiencies  the player has and also add two bonus background features.  Backgrounds may also decide how your character is treated by certain NPCs, and how can they handle certain situations.

Haunted One Information

  • A wicked moment, person, or thing that cannot be slain by sword or spell haunts your mind and flickers in your peripheral vision. You carry it wherever your adventure takes you - or perhaps it carries you.

Haunted One Skill Proficiencies

  • Intimidation Proficiency: Add your proficiency bonus to any roll made with Intimidation .
  • Medicine Proficiency: Add your proficiency bonus to any roll made with Medicine .

Haunted One Background Goals

  • When a character performs an action that's true to their Background , they will be Inspired. Earning +1 Inspiration Point and +25 Exp. Inspiration may be spent to reroll an Ability Check. Not only your character can become Inspired, but also your Companions .
  • You may hold up to 4 Inspiration points at once. Inspiration earned over the cap will become Experience Points.

 Click Details to learn how to complete the selected Background Goal

Panoply of Agony

Defeat an enemy using every type of damage

Killing Spree

Kill 5 enemies in a single round

To Sleep, Perchance To Dream Tentacled Dreams

Close the pinned Mindflayer's eyes forever

Unfamiliar Familiarity

Release Withers from his tomb

Snipping the Chords

Kill Alfira in cold blood

Reuniting Friends

Kill Brynna and Andrick, reuniting them with their fallen companion

Creatures of Bloodlust

Recruit the ogre mercenaries, using the corpses of your enemies as payment

Good Ol' Long Pig

Eat a chunk of the cooked dwarf

Grabbing the Poker with Both Hands

Torture Liam yourself

Now It's a Party!

Poison the stolen ale, slaughtering the goblins

Fresh Kindle for the Fire

Leave the pinned Benryn to burn

Subdue Thine Appetites

Resist your Dark Urge

Indulge Thine Appetites

Follow your Dark Urge

Morally Acceptable Massacre

Spill the blood of the goblins

Camaraderie in Bloodthirst

Spill the blood of the tieflings

New Management

Kill the Myconid Sovereign for Glut

Head of the Snake

Take Nere's head

Bleeding the Corpse Dry

Kill the necromancer

Lesser of the Three

Kill the envoy of Myrkul

Lunar Eclipse

Kill the protector of Last Light

Kill the daughter of the moon

Forced Retirement

End Jaheira's career permanently

Who Let the Gnolls Out

Release the gnolls from their leashes

Self-Flagellation

Kill your mirror-self in Shar's trial

Killer Poetry

Trick the orthon with a false loophole

Lack of Moderation is Key

Kill the brewer with his own brew

Under the Knife

Kill the surgeon using his own servile nurses

Execute the useless goblins

Fly-Swatter

Kill the trickster pixie

Forcing Responsibility

Demand that the goblin fetch his bone

Swimming with the Shadows

Force the Zhent smuggler to jump off the docks

Soulful Lobotomy

Torture Minthara, reducing her to a husk of her former self

Trail of Blood

Collect all the pieces of Dribbles

Exsanguinated Ecstacy

Accept Naoise's lewd proposition

First of Many

Request a statue of your mortal form

Culling the Imitator

Kill the wannabe assassin

Unexpected Parenting

Feed a brain to the newborn mind flayer

Kill 'Em While They're Young

Execute the newborn mind flayer

Cleaning up the Scum

Kill both of the opposing smuggling factions

Weak Gifts for Weak Beings

Take the measly offerings to the gods for yourself

Death of Innocence

Become the Unholy Assassin of Bhaal

A Step Too Far

Save Valeria, rejecting Bhaal's gifts

Personal Relations

Meet one of Orin's impersonations

Written in Blood

Accept Orin's proposition of alliance

How High They Fall

Kill the egotistic would-be immortal

Shattering the Black Hand

Kill the would-be tyrant

Securing Your Line

Become the primary descendant of Bhaal

A Massacre Beyond Imagining

Annihilate the Steel Watch Foundry with Wulbren's secret weapon

An Overdue Slaughter

Pull off a long-overdue climax to the life of Mystic Carrion

Re-tasting the Kill

Kill Ethel a second time - that stubborn, swampy scandal of a hag

Discover the Temple of Bhaal beneath Baldur's Gate

Return of the Bhaalspawn

Embrace your legacy

Bhaalspawn No More

Reject your legacy

Spawn Cleanup Crew

Defeat Bhaal's wretched legacy

Haunted One Tips & Notes

  • Tips and notes go here.

haunted one cleric

I keeps seeing people with a custom character that has this background on while it should be available ONLY to Dark Urge. Am i missing something, is it actually possible to get this background for CC ?

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Why were so many metro stations in Moscow renamed?

Okhotny Ryad station in Soviet times and today.

Okhotny Ryad station in Soviet times and today.

The Moscow metro system has 275 stations, and 28 of them have been renamed at some point or other—and several times in some cases. Most of these are the oldest stations, which opened in 1935.

The politics of place names

The first station to change its name was Ulitsa Kominterna (Comintern Street). The Comintern was an international communist organization that ceased to exist in 1943, and after the war Moscow authorities decided to call the street named after it something else. In 1946, the station was renamed Kalininskaya. Then for several days in 1990, the station was called Vozdvizhenka, before eventually settling on Aleksandrovsky Sad, which is what it is called today.

The banner on the entraince reads:

The banner on the entraince reads: "Kalininskaya station." Now it's Alexandrovsky Sad.

Until 1957, Kropotkinskaya station was called Dvorets Sovetov ( Palace of Soviets ). There were plans to build a monumental Stalinist high-rise on the site of the nearby Cathedral of Christ the Saviour , which had been demolished. However, the project never got off the ground, and after Stalin's death the station was named after Kropotkinskaya Street, which passes above it.

Dvorets Sovetov station, 1935. Letters on the entrance:

Dvorets Sovetov station, 1935. Letters on the entrance: "Metro after Kaganovich."

Of course, politics was the main reason for changing station names. Initially, the Moscow Metro itself was named after Lazar Kaganovich, Joseph Stalin’s right-hand man. Kaganovich supervised the construction of the first metro line and was in charge of drawing up a master plan for reconstructing Moscow as the "capital of the proletariat."

In 1955, under Nikita Khrushchev's rule and during the denunciation of Stalin's personality cult, the Moscow Metro was named in honor of Vladimir Lenin.

Kropotkinskaya station, our days. Letters on the entrance:

Kropotkinskaya station, our days. Letters on the entrance: "Metropolitan after Lenin."

New Metro stations that have been opened since the collapse of the Soviet Union simply say "Moscow Metro," although the metro's affiliation with Vladimir Lenin has never officially been dropped.

Zyablikovo station. On the entrance, there are no more signs that the metro is named after Lenin.

Zyablikovo station. On the entrance, there are no more signs that the metro is named after Lenin.

Stations that bore the names of Stalin's associates were also renamed under Khrushchev. Additionally, some stations were named after a neighborhood or street and if these underwent name changes, the stations themselves had to be renamed as well.

Until 1961 the Moscow Metro had a Stalinskaya station that was adorned by a five-meter statue of the supreme leader. It is now called Semyonovskaya station.

Left: Stalinskaya station. Right: Now it's Semyonovskaya.

Left: Stalinskaya station. Right: Now it's Semyonovskaya.

The biggest wholesale renaming of stations took place in 1990, when Moscow’s government decided to get rid of Soviet names. Overnight, 11 metro stations named after revolutionaries were given new names. Shcherbakovskaya became Alekseyevskaya, Gorkovskaya became Tverskaya, Ploshchad Nogina became Kitay-Gorod and Kirovskaya turned into Chistye Prudy. This seriously confused passengers, to put it mildly, and some older Muscovites still call Lubyanka station Dzerzhinskaya for old times' sake.

At the same time, certain stations have held onto their Soviet names. Marksistskaya and Kropotkinskaya, for instance, although there were plans to rename them too at one point.

"I still sometimes mix up Teatralnaya and Tverskaya stations,” one Moscow resident recalls .

 “Both have been renamed and both start with a ‘T.’ Vykhino still grates on the ear and, when in 1991 on the last day of my final year at school, we went to Kitay-Gorod to go on the river cruise boats, my classmates couldn’t believe that a station with that name existed."

The city government submitted a station name change for public discussion for the first time in 2015. The station in question was Voykovskaya, whose name derives from the revolutionary figure Pyotr Voykov. In the end, city residents voted against the name change, evidently not out of any affection for Voykov personally, but mainly because that was the name they were used to.

What stations changed their name most frequently?

Some stations have changed names three times. Apart from the above-mentioned Aleksandrovsky Sad (Ulitsa Kominterna->Kalininskaya->Vozdvizhenka->Aleksandrovsky Sad), a similar fate befell Partizanskaya station in the east of Moscow. Opened in 1944, it initially bore the ridiculously long name Izmaylovsky PKiO im. Stalina (Izmaylovsky Park of Culture and Rest Named After Stalin). In 1947, the station was renamed and simplified for convenience to Izmaylovskaya. Then in 1963 it was renamed yet again—this time to Izmaylovsky Park, having "donated" its previous name to the next station on the line. And in 2005 it was rechristened Partizanskaya to mark the 60th anniversary of victory in World War II. 

Partizanskaya metro station, nowadays.

Partizanskaya metro station, nowadays.

Another interesting story involves Alekseyevskaya metro station. This name was originally proposed for the station, which opened in 1958, since a village with this name had been located here. It was then decided to call the station Shcherbakovskaya in honor of Aleksandr Shcherbakov, a politician who had been an associate of Stalin. Nikita Khrushchev had strained relations with Shcherbakov, however, and when he got word of it literally a few days before the station opening the builders had to hastily change all the signs. It ended up with the concise and politically correct name of Mir (Peace).

The name Shcherbakovskaya was restored in 1966 after Khrushchev's fall from power. It then became Alekseyevskaya in 1990.

Alekseyevskaya metro station.

Alekseyevskaya metro station.

But the station that holds the record for the most name changes is Okhotny Ryad, which opened in 1935 on the site of a cluster of market shops. When the metro system was renamed in honor of Lenin in 1955, this station was renamed after Kaganovich by way of compensation. The name lasted just two years though because in 1957 Kaganovich fell out of favor with Khrushchev, and the previous name was returned. But in 1961 it was rechristened yet again, this time in honor of Prospekt Marksa, which had just been built nearby.

Okhotny Ryad station in 1954 and Prospekt Marksa in 1986.

Okhotny Ryad station in 1954 and Prospekt Marksa in 1986.

In 1990, two historical street names—Teatralny Proyezd and Mokhovaya Street—were revived to replace Prospekt Marksa, and the station once again became Okhotny Ryad.

Okhotny Ryad in 2020.

Okhotny Ryad in 2020.

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COMMENTS

  1. Haunted One

    Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you.

  2. Background: Haunted One

    Background: Haunted One Table of Contents Features Harrowing Event Heart of Darkness Suggested Characteristics Personality Traits Ideals Bonds Flaws You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail.

  3. Haunted One Background Guide 5e: Here's Why It's SO Useful!

    by Rich Kibble Last Updated on January 22, 2023 In Van Richten's Guide to Ravenloft, dark and strange creatures lurk on every page. To better equip players for the dark corners of the Mists, the Haunted One background gives tools and features to aid in fighting the creatures of the night.

  4. Haunted One

    Overview You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell.

  5. Average Deck for Shadowheart, Dark Justiciar // Haunted One

    1 Shadowheart, Dark Justiciar 1 Haunted One 1 Agent of the Iron Throne 1 Arcane Signet 1 Archfiend's Vessel 1 Ayara, First of Locthwain 1 Back for Seconds 1 Bastion of Remembrance 1 Black Market 1 Bojuka Bog 1 Bonecaller Cleric 1 Bontu's Monument 1 Cabal Coffers 1 Cabal Stronghold 1 Cauldron of Souls 1 Custodi Lich 1 Damnation 1 Dark Ritual 1 Darkness 1 Deadly Dispute 1 Defile 1 Demon's ...

  6. Shadowheart, Dark Justiciar // Haunted One (Commander)

    usage in . Shadowheart, Dark Justiciar (100%). - usage in (4. %). High Synergy Cards (10)

  7. Haunted one background : r/DnD

    r/DnD • 4 yr. ago Muffinmiffin554355 Haunted one background 5th Edition I'm making a cleric with the haunted one background and wanted to know what the harrowing event that says you are born under a dark star means because it sounds interesting so can anyone explain it to me? Archived post. New comments cannot be posted and votes cannot be cast.

  8. PDF Haunted One Background

    Haunted One: You are haunted by something so terrible that you dare : not speak of it. You've tried to bury it and run away from it, 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 blood-

  9. Haunted One

    Suggested Characteristics You take learned to stay by the terrorists that spots you. You are a endurer, what can be very protective of those who bring light on your dimmed lives. Horror Trinkets Tags: Utility Combat Azmont Posted May 24, 2019 This lives perfect for Cleric of the Grave. #17 PeterBeketer Posted Jun 14, 2019

  10. Background and class combos for the Haunted One : r/dndnext

    Cleric, Haunted One- Family Curse: "This thing again", you think to yourself. You tried banishing it with divine magic, but that didn't work for some reason. Parents say that the ghoul has haunted them for generations and is now passed on to you.

  11. A Haunted One Cleric, how would you roleplay/build one? : r/DnD

    a haunted one cleric likely would've turned to their faith as almost like a coping mechanism for whatever their tragedy was, so you could incorporate that into your rp. like during stressful situations start like repeating a religious mantra or something. so instead of normal ways of dealing with stress (breathing heavily and stuff) he just gets...

  12. Help with a cleric backstory : r/3d6

    Haunted One let's you created that "doubting priest" trope, who ran to the Church to escape their dark past, but is constantly gnawed at by the feeling that God might not be real, but The Devil certainly is. Far Traveler for the "wandering holy man" Faction Agent for the "Vatican Spook" angle. 22 Canted_Angle • 2 yr. ago Hmm. What about a "Why me?"

  13. Haunted One Cleric haunted by old patron : r/DMAcademy

    • 5 min. ago Caboose_300 Haunted One Cleric haunted by old patron Need Advice: Other I have been DMing the CoTN with my party and it has been a blast so far. The cleric in my party follows the Luxon and has been consecuted in a past life and has been reincarnated into a new life.

  14. Haunted One (3pp)

    Haunted ones are a very reliable class - when your haunted one hits he does damage and when he misses he gains Trauma which can be used to enhance later attacks, but the class has a downside: special Haunting attacks often have no miss damage. Thus, you want your haunted one to miss to gain Trauma, but gaining Trauma often means no damage.

  15. Dragonborn Cleric w/ Haunted One backstory looking for a campaign to

    Dragonborn Cleric w/ Haunted One backstory looking for a campaign to learn the rest of his story #1 Mar 14, 2023. KettenLyons. KettenLyons. View User Profile View Posts Send Message Adventurer; Join Date: 12/31/2018 Posts: 4 Member Details; Heya! I've never played cleric, and to test out the class before I went to teach beginners DnD tomorrow ...

  16. D&D 5e: Light Domain Cleric Guide

    - Haunted One: If Van Richten's Guide to Ravenloft is allowed, the Haunted One background makes for a beautifully thematic option. Choose between two skill proficiencies among Arcana, Investigation, Religion, and Survival. (Arcana and Religion are probably your best bets, freeing up one Cleric skill).

  17. Baldur's Gate 3

    Self-Flagellation Killer Poetry Bleeding the Corpse Dry Lesser of the Three How to Get Inspirations for the Haunted One in Baldur's Gate 3 The Baldur's Gate 3 Haunted One Inspirations are...

  18. Understanding Your Players: Haunted One Background

    Proficiencies for Haunted One. A player that chooses this background gains 2 proficiencies and 1 exotic language.The language and skills are usually connected to why they are haunted, and what is haunting them.. Below you will see the skill proficiency options available to a Haunted One and how you might connect them to the player's backstory!. Skill Proficiencies for Haunted One

  19. Haunted One

    A wicked moment, person, or thing that cannot be slain by sword or spell haunts your mind and flickers in your peripheral vision. You carry it wherever your adventure takes you - or perhaps it carries you. Haunted One Skill Proficiencies Intimidation Proficiency: Add your proficiency bonus to any roll made with Intimidation.

  20. Alexey Makeev Alextime Lord Nazi Ruso

    Murder of 20-year-old Mexican and attempted lynching of Alextime. Although Aleksey Makeev published his videos in Russian, he soon became famous in Mexico. Mexicans began to actively discuss his videos on social networks with the hash tag #LordNaziRuso - Russian Nazi Lord. Since May 18, they began to call and threaten him on the phone.

  21. Why were so many metro stations in Moscow renamed?

    The Moscow metro system has 275 stations, and 28 of them have been renamed at some point or other—and several times in some cases. Most of these are the oldest stations, which opened in 1935.

  22. Migrants scalped a young guy

    Migrants scalped a young guy. The incident occurred because a guy with green hair asked migrants for a cigarette, who did not like his appearance. 19-year-old Yury Markov was thrown to the ground, beaten and cut off part of the skin from his head along with his hair. Currently, one of the participants in the execution has been detained; he ...

  23. Machine-Building Plant (Elemash)

    In 1954, Elemash began to produce fuel assemblies, including for the first nuclear power plant in the world, located in Obninsk. In 1959, the facility produced the fuel for the Soviet Union's first icebreaker. Its fuel assembly production became serial in 1965 and automated in 1982. 1. Today, Elemash is one of the largest TVEL nuclear fuel ...