You grew up as part of a roaming caravan, with your father a trapper and your mother a tanner, you learnt how to trap a game trail and cure the hides after. You were taught to use all of the animal and not just hides and flesh, from this you were taught to make weapons and shields through to small charms and jewelry. While the wilds are in your blood, the guilds have found your services useful, be it as an an explorer, a hunter, or even a nomad.
- Skill Proficiencies: Persuasion and Survival
- Tool Proficiencies: Leatherworker’s tools and Jewlers tools
- Languages: One of your choice
- Equipment:
- a hunting trap,
- a trophy from an animal you killed,
- a set of traveler’s clothes,
- and a belt pouch containing 12 gp
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles and even trinkets or jewelry To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
Suggested Characteristics
These outlanders are normally picked up by the guilds for their knowleage of the local area and their expert ability for their craft.







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