"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city dweller could comprehend, and enjoy the solitude of being only 'thinking' creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the way of the wild" -the Wizards of the Coasts' "Players Handbook" Page 136
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies: One type of musical instrument
- Languages: One of your choice
- Equipment: A staff, a hunting trap, a trophy from an animal you've killed, a set of traveling clothes, and a pouch containing 1 pp worth of gold pieces (10gp)
1d10
1Forester
2Trapper
3Homesteader
4Guide
5Exile or Outcast
6Bounty Hunter
7Pilgrim
8Tribal Nomad
9Hunter-gatherer
10Tribal marauder
You have an excellent memory for maps and geography, and you can always recall the general layout of your terrain, settlements and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth
Spell List
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Suggested Characteristics
Often considered rude and uncouth among civilized folk, outlanders have very little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part of important bonds to most outlanders
Contacts
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/7/2023 5:08:30 PM
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0
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1
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Players Handbook
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Coming Soon
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