
You are from one of the nomadic bands that roam across the vast grassy plains and open roads. The Wanderer families or clans travel from the frozen North to the warm set, from where the sun rises, to where it sets. They travel in small clans, usually in brightly painted wagons. They beg, borrow, entertain, trade, sing, steal, and scrounge for everything. They are not generally trusted in most towns, but the people love to see a Wanderer caravan rolling in to town for the sheer excitement and news that the Wanderers bring!
Wanderers Way - Wanderers follow a strict code (DM fiat). They typically marry only other Wanderer's and usually only deal fairly with other Wanderers. They are family first, clan second. They generally consider everyone else that is not a Wanderer a rube, frivolous, and/or petty. Others don't understand the hardships and honor of being a Wanderer and, as such, are looked down on. Non-Wanderer's have not "earned" respect. Wanderers don't honor or respect other's rules, and have no qualms breaking and/or bending rules, or flat out ignoring them if they can get away with it. They don't do this in a mean or rude way (in fact, it is often in a jovial manner), and are typically very friendly (if a bit rakish).
- Skill Proficiencies: Deception,
- Tool Proficiencies: One type of gaming set, thieves’ tools
- Equipment: A crowbar, a Clothes, Common (a set of bright colorful common clothes including a hood), and a pouch containing 5 gp
You are particularly familiar with grassland environments and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to steppes/plains/grasslands, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in steppes/plains/grasslands, you gain multiple benefits. Obviously you must be conscious, able to see, hear, smell and feel, and in your right mind. You must with your group for them to get the benefits, where applicable. These only count in natural situations, magical effects can obfuscate these abilities :
- Plains Pathfinding. You are adept at finding the best path through grasslands. Difficult terrain doesn’t slow you or your group’s travel.
- Plains Navigator. You gain advantage at direction checks. You can retrace your steps back the route you came unerringly. Magical effects can negate this ability.
- Plains Senses. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert.
- Plains Stealth. If you are traveling alone, you can move stealthily at a normal pace.
- Plains Forager. You gain advantage on hunting and foraging checks, and you find twice as much food as you normally would.
- Plains Tracker. You gain advantage on tracking checks, and after 10 rounds of tracking you discern exact number, their sizes, and how long ago they passed through the area.
Suggested Characteristics
Wanderers are viewed with skepticism and mistrust by most folk, however, their exotic looks (bright clothes, make-up, etc.), charm, smooth words, and freedom is intriguing to the common people. In a drab muddy village where nothing ever changes, the Wanderer lifestyle can be very alluring. The reputation is deserved, as Wanderers typically will take everything that is not nailed down. Contrary to popular belief, they don't steal children though, as they don't need extra mouths to feed. However young people do run away to join them to escape the harsh, drab village life, which is why people think they steal children, and also it is used by mothers to keep children away from them. Although on the one hand they are mistrusted, Wanderers do bring trade, entertainment, and news (real or fake) to the remote secular towns,
d8 | Personality Trait |
---|---|
1 | I am ruled by my emotions, I have higher highs, and lower lows than most people. |
2 | I'm always trying to figure out an angle, a way I can get the most by working the least. |
3 | I am quick to make a friend but find it hard to forgive those that cross me or my kind. |
4 | Plans are for those that like structure, I make everything up as I go! |
5 | Anything goes, with me, but make fun of my family or lifestyle and I blow up. |
6 | I love stirring the pot. If there is conflict somewhere, I can't resist egging it on! |
7 | I have trouble committing to anything. |
8 | I take nothing seriously, the more inappropriate the time, the less serious I get. |
d6 | Ideal |
---|---|
1 | Honor. You never cross your Wanders Way. (Lawful) |
2 | Freedom. People weren’t meant to stay in one place under the same rules for long periods of time. (Chaotic) |
3 | Charity. We each must help and look out for one another, even though we may just be passing. (Good) |
4 | Greed. If you are not using it right now, and I can, then I should have it, and that includes coins! (Evil) |
5 | People. The Wanderers Way and my family name must be defended at all costs (Neutral) |
6 | Redemption. Wanderers look out for their own, you can always come back to the caravan. (Good) |
d6 | Bond |
---|---|
1 | I've stolen/swindled everything someone had, I hope I can repent for it. |
2 | I carry a chip on my shoulder against non-Wanders, I find it hard to trust them. |
3 | I plan on being filthy rich and famous, while doing the least work possible! |
4 | Everyone should be free, anyone limiting anyone else's freedom is my enemy. |
5 | Life is too hard on Wanderers, so cutting corners by cheating, swindling, and stealing is fair. |
6 | I broke a Wanderer Way, and I'm trying to figure out how to redeem myself. |
d6 | Flaw |
---|---|
1 | When I see something unattended, I consider it mine. |
2 | I can't stay still, I must move all the time. |
3 | I am very uneasy when not in open spaces. |
4 | When faced with responsibility or fun, I usually choose fun. |
5 | He who fight and runs away, lives to fight another day. |
6 | Insulting the Wanders Way, or my family name infuriates me. |

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