You are a member of a teeming horde which serves the God of Corruption. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the vilest places where the messy parts of existence are on display. There is little squeamishness among the Moshkath Agents, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Poisoner's kit
Language Proficiencies: Choose one of Elvish, Giant, or Undercommon
Equipment: A Moshkath insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through a known city. When you aren't in combat, you can companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths in sewers and catacombs are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Moshkath Guild Spells table are added to the spell list of your spellcasting class (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Moshkath magic is often accompanied by a sickly green glow and a rotting stench.
Members of the Moshkath Service are unmistakably products of the dwelling on corruption, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.
Spell Level SpellsCantrip dancing lights, spare the dying1st entangle, ray of sickness2nd protection from poison, ray of enfeeblement, spider climb3rd animate dead, plant growth4th giant insect, grasping vine5th cloudkill , insect plague
Remember, I could kill you in your sleep. Or put centipedes in your bedroll.
I like to remind people of their inevitable demise.
Sometimes I give voice to the whispers of the rot, which I hear but no one else does.
I do my best to discourage anyone from approaching or talking to me.
I have accepted my death. Hence, I don't fear it.
Like roots growing through stone, I am relentless and determined in my action.
I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail.
Like a wild animal, I lash out viciously when I'm provoked-and I'm easily provoked.
Guild. My guild is all that really matters. (Any)
Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral)
Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)
Interdependence. We are all part of nature's web. (Lawful)
Ambition. The time of Moshlath's ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil)
Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral)
I cherish the finger of a family member who was petrified by a medusa.
I have an identical twin who is as different from me as any person could be.
I want to lead one faction of the guild to a new position of dominance.
I love spending time in the moss-covered building where I took part in my first reclamation mission.
I found something in the sewer that must never come to light.
I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death.
Death comes for us all, so you can't expect me to take care of someone who can't fight it off.
I assume that anyone outside the Moshkath Service looks down on me.
I feel a need for revenge against those who enjoy the privilege of living above ground.
I don't bother to couch my opinions in flattering words.
I can't help but pocket any trinket or coin I come across, no matter how worthless.
I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death.
One of my parents is an elite assassin.
I learned combat from a drow.
I know a medusa who is stationed in the hall to Moshkath .
I had a torrid romance with a spore druid responsible for a large rot farm.
There's a troll in a remote area of the underdark who seems to find me interesting - and who knows more than you'd think.
An elf lich is determined to see me become a lich someday, too.
A medusa decided it would be more fun to recruit me into the guild than to kill me.
I know a findbroker who can locate just about anything, for the right price.
A bounty hunter I literally pulled out of the gutter will do anything for me.
Someone joined the assault on Nagid once, and the paladins of Nagid would love to prove that it was me.
I had a romance with a city inspector whom I still feed secrets to .
Roll an additional Moshkath contact; you can decide if the contact is an ally or rival.
I joined the Drow in a battle against the Dwarfs once, and the chief of that small party thanks me for turning the tide.
An Gnome tinker resents that I sold a scrapped invention I found in the sewer.
My underdark explorations led me into a vault, and a spirit thinks I stole something valuable.
I found a baby beast and sold it to a wrangler who remains grateful to me.
A spore druid and I share an interest in the same garden, and we have enjoyable arguments there.
I regularly pick up refuse from beneath a laboratory, and sometimes I talk to the researcher who dumps it there.