A lost one has a history, along line of lineage and events. It starts with either the king, emperor, or other leader states that a pilgrimage will take pilgrimage to another land. That’s where you come in. You’ve been a citizen all your life. Attacked by fallen Aasimar soldiers and Gnolls. The armor you and your father and mother wear now passes to you. You wander, preparing for war.
- Skill Proficiencies: History, insight, strength, investigation, athletics, and animal handling. Choose four
- Tool Proficiencies: Smith’s tools, playing card set.
- Languages: Common, Celestial
- Equipment: Red King plate armor, (a) a greatsword or(b) a longbow and 25 arrows, and a playing card set.
A player can add their proficiency bonus plus their level to their overall attack after 2 turns. Goes for to hit or damage.
Spell List
Archaics are the only spellcasters of the Lost Ones. They start with 3 cantrips and 1st-level spells.
| Spell Level | Spells |
|---|---|
| Cantrip | blade ward |
Suggested Characteristics
You have a heavily ambiguous personality and have trouble in believing reality.
You have, over a long pilgrimage, you have learned the ways of arcane lore and power, mastering the arts.
You get a modification of +3 to all ability checks and saving throws of your spellcasting ability.