Elvia Senyra drew her bow, aiming it directly at a wild boar she knew from the forests she grew up and guided people in. She let the arrow fly. Zip! A direct hit.
Rather on land, In water, in the feywild to the tallest mountains, a guide is always handy. Being a guide is no simple task. You May have had to Protect people, fight monsters, converse with people you do not have a language in common with, prepare supplies and more! A guide is Resourceful and Wise, and often is a difficult challenge for monsters and other players alike. The idea for this background sprang from the outlander background and ranger class. This person has worked with people and has been forced to work in a team at times.
- Skill Proficiencies: You gain Proficiency in Perception, due to your keen senses.
You can Choose two from Athletics, Survival, Medicine, Acrobatics, Nature, and Animal Handling.
- Tool Proficiencies: None
- Languages: You gain One language according to the place you guided in EX: Elvish/Silven for the feywild. Discuss with your DM what would be appropriate.
- Equipment: A Hunting Trap, A small book of botania, with 60 pages that you can record things on and refer back to, A Simple Weapon of your choice, and a case for maps/scrolls.
Keen Senses: You know in a 70 ft radious which creatures are in the area.
Love for Animals: If you selected animal handling, You can have a telepathic connection with an animal from your home enviroment that lasts up to 3 hours. You need to roll for exhaustion afterwards tho.
You can write down certain plants in your book whilst questing You can write down a name, have your character draw a picture, explain if it is edible or not, poisonous or not etc. The book has 60 pages and you can get a new one for 15 gp at a marketplace. You cannot rip the pages out and can only write about plants.
Suggested Characteristics
Self-Sufficent, Hardy, Outdoorsy, IDK
Contacts
You may know other guides/rangers