Fey Outlander Image

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 enjoyed the solitude of being the 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 ways of the wild.

You stumbled through a Fey crossing by chance during a twilight stroll in the woods. You gradually fell under the Feywild's spell and learned a little about the nature of the mercurial tricksters that dwell there. When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact the Feywild-a mirror world hidden behind a mere twist of perception-is only a hair's breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie-your home away from home.

 
Skill Proficiencies: Perception, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A [Tooltip Not Found], a traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp
 
Feature: Fey Wanderer

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.

Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

 
Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have 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 are the most important bonds to most outlanders. These tables, while optional, are well suited to Feywild-themed adventurers.

d8 Personality Trait
1 I'm driven by a wanderlust that led me away from home.
2 Like a nomad, I can't settle down in one place for very long.
3 I watch over my friends as if they were a litter of newborn pups.
4 Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
5 I have never lost my childlike sense of wonder.
6 I live by my own set of weird and wonderful rules.
7 The best way to get me to do something is to tell me I can’t do it.
8 I feel far more comfortable around animals than people.
d6 Ideal
1 Friendship. I never leave a friend behind. (Good)
2 Empathy. No creature should be made to suffer. (Good)
3 Wanderlust. I prefer to take the less traveled path. (Chaotic)
4 Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
5 Honor. A deal is a deal, and I would never break one. (Lawful)
6 Obsession. I won't let go of a grudge. (Evil)
d6 Bond
1 I would never break my word.
2 A trusted friend is the most important thing in the world to me.
3 I do what I can to protect the natural world.
4 I released something from the Feywild accidentally, I need to put it back.
5 I'm drawn to the Feywild and long to return there, if only for a short while.
6 An injury to the unspoiled wilderness of my home is an injury to me.
d6 Flaw
1 I easily lose track of time. My poor sense of time means I'm always late.
2 There's no room for caution in a life lived to the fullest.
3 I'm forgetful. Sometimes I can't remember even the simplest things.
4 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
5 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
6 I'm always changing my mind-well, almost always.
 
 
Contacts

Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally.

1 Awakened creature (a Beast or an ordinary plant that has had the Awaken spell cast on it)
2 Centaur
3 Dryad
4 Faerie Dragon
5 Pixie
6 Satyr
7 Sprite
8 Unicorn

 
Fey Outlander Image

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