Lantern Knight

You served with the Lantern Order, a militant organization dedicated to hunting aberrations and sealing Veil breaches. You've been trained in combat, taught the signs of Veil corruption, and given the sacred duty to protect the innocent from horrors beyond reality. Whether you're still active, retired, or disgraced, the training stays with you.

Skill Proficiencies: Athletics, Religion

Tool Proficiencies: One type of artisan's tools (armorsmith's tools, smith's tools, or tinker's tools)

Languages: One of your choice

Equipment: A Lantern Order badge (or a broken one if you left in disgrace), a well-maintained weapon of your choice, a holy symbol, a set of common clothes bearing the Order's insignia, and a belt pouch containing 15 gp

Feature: Order Recognition

You're recognized as a member (or former member) of the Lantern Order across multiple Domains. This grants you certain privileges: you can secure free lodging at Lantern Order safe houses, you have advantage on Persuasion checks when dealing with Order members or sympathizers, and locals may seek you out to report aberration sightings. However, enemies of the Order—certain cults, aberration-aligned factions, or corrupt officials—view you with hostility.

Suggested Characteristics

Lantern Knights are disciplined warriors with a strong sense of duty. They've seen horrors that would break civilians, and they carry that weight with varying degrees of grace. Some become zealots, others pragmatists, but all understand sacrifice.

Personality Traits (d8):
1. I sleep lightly and wake at the slightest sound.
2. I'm overly formal and address people by rank or title.
3. I compulsively check for aberration signs everywhere I go.
4. I speak bluntly and have little patience for politics.
5. I maintain my equipment obsessively—it kept me alive.
6. I have recurring nightmares about past hunts.
7. I quote the Lantern Oaths in conversation.
8. I'm fiercely protective of civilians, even at my own expense.

Ideals (d6):
1. Duty: The Order's mission is sacred. (Lawful)
2. Protection: The innocent must be shielded from the void. (Good)
3. Vigilance: Eternal watchfulness against the darkness. (Lawful)
4. Sacrifice: I would give my life to save others. (Good)
5. Justice: Aberrations and cultists must be destroyed. (Lawful)
6. Pragmatism: I do what must be done, no more, no less. (Neutral)

Bonds (d6):
1. My squad died on a mission, and I carry their memory.
2. I'm hunting a specific aberration that escaped me once.
3. My mentor in the Order sacrificed themselves for me.
4. I'm loyal to a specific commander or chapter.
5. I owe my life to a civilian I once saved.
6. I'm gathering evidence of corruption within the Order.

Flaws (d6):
1. I hate aberrations so much I sometimes attack recklessly.
2. I follow orders without question, even questionable ones.
3. I look down on those who haven't faced the horrors I have.
4. I drink to forget what I've seen.
5. I froze during a critical moment, and people died.
6. I'm so focused on aberrations that I ignore human threats.