You hail from lands untrod by denizens of the Sword Coast, and prefer dwell on the periphery of civilized realms and roam some of Faerun's most remote and unforgiving landscapes. Whether they are impenetrable jungles or arboreal forests, skyscraping mountains or subterranean labyrinths, interminable steppes or perilous deserts, you are most at home in the least welcoming environs. Yet, even when polite society utters your name with a discordance of awe and contempt at your aloof and mysterious lifestyle, the ineluctable hand of Divine Providence compels your reacquaintance, and the grace of your magnanimity impels you to protect and assist them in their times of need.
DM Note: This is designed to be a variant of the "Outlander" background that is broad enough to combine flavors of other backgrounds such as the regular "Outlander" and "Outlander--Baldur's Gate," as well as elements of Folk Hero, Far Traveler, Hermit, Outcast, and Sage in explaining their relocation and adventuring status. This was originally designed for Rangers--especially the Gloom Stalker, Horizon Walker, Hunter, and Monster Hunter subclasses--but easily serves Druids and other classes or races and subraces, especially those that might not commonly be found in the Sword Coast's populated areas.
- Skill Proficiencies: Choose Two of the Following: Athletics, or Investigation, or Medicine, or Nature, or Survival, or Stealth
- Tool Proficiencies: Choose One of the Following: or Alchemist's Supplies, or Carpenter's Tools, or Cartographer's Tools, or Cobbler's Tools, or Herbalism Kit, or Leatherworker's Tools, or Navigator's Tools, or Poisoner's Kit, or Smith's Tools, or Tinker's Tools, or Weaver's Tools, or Woodcarver's Tools
- Languages: Choose Any One Language of Your Choice:
- Equipment: a hunting trap, a set of Clothes, Traveler's, and a pouch containing 25 GP
Outlander Origins
| d20 |
Outlander Origins |
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1
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Hermit: Holy Man (e.g., Mystic, Pious Ascetic, or Ritual Penitent)
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2
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Hermit: Benign Eccentric (e.g., Conspiracy Theorist/Prepper, Noble who freely abdicated domain, Reclusive Sage, Shut-in Widow, or Wandering Vagrant)
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3
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Social Outcast: Theological Dissident, Moral Degenerate, or Radical Nonconformist (e.g., Apostate, Excommunicant, or Infidel; Obstinate Sinner; Mad Scientist or Occultist)
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4
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Social Outcast: Mental Illness (e.g., Substance Addict, Depressive)
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5
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Social Outcast: Physically Deformity (e.g., Communicable Disease, Curse Victim, or Monstrosity)
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6
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Social Outcast: Problematic Origin (e.g., Dragonborn, Half-Breed, Illegitimate Child, Raiding Victim, Untouchable)
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7
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Exile: Fugitive Outlaw (e.g., Falsely Accused, Crime of Passion, or Youthful Indiscretion)
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8
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Exile: Escapee (e.g., Debtor’s Prisoner, Prisoner of War, Serf, or Slave)
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9
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Survivor: Migrant/Refugee (e.g., Famine, Pestilence, Tyranny, or War)
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10
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Survivor: Personal Tragedy (e.g., Abandoned Child, Hunted Witness, Murder of Family, Naive Adventurer, Orphan, or Runaway)
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11
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Explorer/Surveyor
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12
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Scientist or Scholar (e.g., Arcanist, Alchemist, Archaeologist, Botanist, Folk Historian, Herbalist, Taxonomist)
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13
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Homesteader/Pioneer
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14
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Prospector/Land Speculator
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15
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Trapper/Furrier
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16
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Exotic Game Sportsman (e.g., Thrill Seeker or Trophy Hunter)
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17
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Wilderness Guide/Tracker (e.g., Forest Ranger or Sherpa)
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18
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Soldier or Military Hero (e.g., Frontier Scout or Garrison Soldier; ex-Gladiator; Retired Aventurer, Crusader, or Knight; Deep Cover Spy)
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19
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Appointed or Contracted Servant (e.g., Bodyguard; Bounty Hunter; Marshall, Sheriff, or Deputee; Landgrave or Margrave)
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20
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Monster Slayer: Rroll another 1d12: 1. Aberrations 2. Beasts and Evil Fey. 3. Constructs. 4. Dragons. 5. Elementals. 6. Fiends 7. Giants. 8. Humanoids. 9. Monstrosities. 10. Plants. 11. Oozes. 12. Undead
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Feature: Survivalist:
You have an excellent memory for maps and geography, and you can always recall the general layout of 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.
Suggested Characteristics
| d8 |
Personality Trait |
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1
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I am driven by a wanderlust that led me away from home. I want to scale the Earthspur Mountains, map the Whispering Caverns, and traverse the Astral Plane to gaze upon the ruins of Tu'narath! Maybe even fell a Cloud Giant or slay a Blue Dragon too!
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2
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I watch over my friends as if they were a litter of newborn pups. And I do that best out here in the frontier, because that is where all the threats to the society you enjoy originate. If I don't protect our borders, you lose your society.
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3
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Do you know how to detect when you're walking on top of Ankheg burrows? Or why you can't look into an Umber Hulk's eyes? Can you even tell the difference between the two? Because you'll need to hire a professional if you're heading that way.
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4
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Nature imparts so much wisdom about both God and man that cannot be gleaned from scholarly tomes and learned treatises alone. Nor can one profitably contemplate either without years in retreat from the comforts and distractions of society.
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5
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I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. Out here you learn what men are really made of. Nature tempers and hones you in ways the civilized world cannot.
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6
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I am not sure I can ever go back to the world outside of this. The longer I stay out here, the more foreign my old life feels. This is where I belong for now on. I don't see it any other way.
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7
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I feel far more comfortable around nature and animals than people. At least I always know where I stand with them and what to expect from them. Nature may be cruel and unforgiving, but it has no pretensions of being anything else.
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8
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No, I was not raised by wolves. Not exactly, anyway. You can take this man out of the mountains, but you cannot take the mountains out of this man. By the way did you hear the one about the dirty centaur and the physician?
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| d6 |
Ideal |
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1
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Change. Life is like the seasons, in constant change, and we must change with it. I didn't want to be out here, but I've made peace with it. Once you get used to it, there is a wondrous beauty in being here. (Chaotic)
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2
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Greater Good. The one true God only permits evil to conquer that evil by using it to bring about a greater good. It is my duty to suffer what I must in this plan so that His will may be done. (Good)
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3
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Honor. If I dishonor myself, I dishonor my whole clan. I must improve myself and right any wrongs I have done or allowed to befall my people. (Lawful)
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4
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Might. The strongest are meant to rule. That is the way of nature. Kill or be killed. Eat or be eaten. Survival is only granted to the fittest! (Evil)
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5
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Nature. I value the natural world even more than our highest achievements of civilization because nature was directly created by God, and the rest was only indirectly by His creatures and often corrupted by them.. (Neutral)
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6
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Glory. I must earn glory in battle... Glory for God, for my own honor, and the good of my people. (Any)
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| d6 |
Bond |
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1
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My family and my people's way of life are the most important things in my life. I wish I could return, but now is not the time. I pray that day will come soon, and that I am ready when it arrives.
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2
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I am the self-appointed custodian of these 'wastelands.' Any threat to its integrity is a threat to me.
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3
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I will not sleep until I have exacted vengeance on the people who forced me to live out here.
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4
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I am among the last of my people, and it is my duty to ensure our way of life is preserved, and our memory not be consignment to legend. I will scour the earth until I find any remaining among my kinsmen so we can rebuild a mighty clan.
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5
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I suffer awful visions of a coming disaster and will do anything to prevent it.
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6
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It is my duty to live where nobody else can in the hopes that I can make it safer so that they will too someday.
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| d6 |
Flaw |
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1
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I am a creature of habit, and am too set in my ways... especially in my beliefs about dirty Joosians. And, like I always say, 'you can't trust a man what's made of gas!'
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2
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I can do anything I like. I'm eccccceeeentric. Grrrowwrl!!!
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3
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If you knew why I really live out here by myself, I wouldn't be able to let you leave. And don't ask me about Janice, her bangs, cheese sandwiches, or anything about shallow graves.
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4
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In this frightful world of demons, warlocks, changelings, and mercenaries, I don't think I can ever can really trust anyone, not even friends. Only myself. And, even then, not always my own thoughts.
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5
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Does you ever feel like you're just an NPC in someone else's game of Advanced Dungeons & Dragons? (Also known to insiders as AD&D!)
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6
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I can be counted on for help, but only if I get something I want in exchange. Even out here--where money is useless--everything still has a price.
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