Outlanders are people who live their lives away from civilization. Some have chosen a life of
isolation, while others have been exiled from
society. Outlanders are renowned for hardiness
and self-sufficiency, but distrusted by most
civilized people.
- Skill Proficiencies: Survival.
Choose one from Animal
Handling, Athletics, Medicine, Nature, Perception,
Stealth, Survival.Known Shelters
Upon spending an hour searching, and succeeding
on a medium-DC Wisdom (Survival) check, you
can determine the direction and approximate
location of the nearest humanoid settlement.This includes people who might not be
accommodating such as bandits, druids, and
hostile cultures. The inhabitants of the location
are initially friendly to you and your allies,
and they will let you seek shelter and trade
among them. - Tool Proficiencies: Herbalism Kit
- Languages: Choose one standard.
- Equipment: Common clothes, tinder box, several
torches, waterskin, a hatchet, a herbalism
kit, and 5 gp.Additional Equipment: compass, mapmaking
tools including a quill, ink, parchment, calipers,
and a ruler.
Explorers pursue an isolated lifestyle traversing
the wilds, driven by wonderlust or the orders
of a distant patron. For an Explorer, there is
no greater pursuit than to discover the lost,
forgotten, and unseen reaches of the world. They
may travel unaccompanied or with companions,
establishing large encampments in remote areas
that others would deem uninhabitable. Explorers
are often employed by rulers who wish to know
more about the world.
Rank 1 - Wanderer
As a child, you were gripped by an insatiable
wanderlust that caused you to range further from
home in pursuit of new adventures, exploring
the wilds of neighboring forests and setting
rudimentary traps to catch small game. Now
you know more about the region than perhaps
anyone else.
Holdings:
A hidden stash within the wilds of your choice,
containing rations, medical supplies, fresh water,
and weapons.
A letter from an old friend describing an anomaly
within the wilds of your choice.
Progression:
Discover an anomaly and document its location.
Rank 2 - Pathfinder
Merchants and travellers, learning of you by
reputation, hire you as a guide through dangerous
and remote terrain. You may also be recruited by
military entities to advise on which remote routes
will enable them to travel quickly and undetected
in enemy territory.
Holdings:
Detailed knowledge of your chosen wilderness,
including locations of interest and danger.
A contract with a local guild or faction to guide
members through the area.
Progression:
Establish a new road or trade route between
known settlements or landmarks that is safe
to travel.
Rank 3 - Royal Surveyor
You are commissioned by the office of a ruler or
provincial leader to chart regions unknown to
them. Your expertise in navigating the wilds and
uncovering their secrets has made you highly
sought-after.
Holdings:
Resources provided to you by your clients, to
assist in your exploration.
An assistant cartographer, scribe, or other related
profession.
Maps and charts that have been procured by your
assistant, detailing hidden routes.
Progression:
Complete an exploration mission of great
notoriety, commissioned by a Monarch or other
regional leader.
Rank 4 - Master of the Horizon
Whether under the banner of a nation or for your
own glory, you lead an exploration company into
the unknown. You understand the hidden secrets
of the natural world, and have discovered ways
to venture into parallel planes of existence. With
an entire company of explorers behind you, your
adventure will be awe-inspiring.
Holdings:
If your campaign permits it, you know of
gateways to other planes of existence.
An ancient map leading to a lost landmark of
great importance. It may contain wealth, power,
or knowledge.
An exploration company of skilled and
unskilled hirelings, including labourers,
soldiers, academics, carpenters, and many other
professions.
A port or encampment at a strategic location that
acts as a frontier post from which you launch
exploration missions.
Beast Whisperer
Whenever you make a Wisdom (Animal Handling)
check to train or direct orders to a beast, you can
add your Profession Die to the roll.
Biologist
Whenever you make an Intelligence (Nature)
check to determine the properties of animals, you
can add your Profession Die to the roll.
Born in the Saddle
Whenever you make a Wisdom (Animal Handling)
check while riding an animal or interacting with
your mount, you can add your Profession Die
to the roll.
Botanist
Whenever you make an Intelligence (Nature)
check to determine the properties of plants, you
can add your Profession Die to the roll.
Calloused Hands
Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.
Camper
When you make a Wisdom (Survival) check to
construct a temporary shelter, you may add your profession
die to the roll.
Disciplinarian
Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.
Drunkard
Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.
Forecaster
Whenever you make a Wisdom (Survival) check to
determine the weather for the next 48 hours, you
can add your Profession Die to the roll.
Gambler
Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.
Gut Feeling
Whenever you make a Wisdom (Insight) check to
detect if an Aristocrat or Criminal is lying, you
can add your Profession Die to the roll.
Hard-Working
Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.
Local Historian
Whenever you make an Intelligence (History)
check to determine the history of an item,
location, or cultural phenomenon from the same
region as you, you can add your Profession Die
to the roll.
Navigator
Whenever you make a vehicle check, you can add
your Profession Die to the roll.
Renowned
Whenever you make a Charisma (Persuasion)
check, and are interacting with Military,
Outlanders, or Criminals, you may add your
Profession Die.
Temperature Tolerance
When you make a
Constitution saving throw to avoid exhaustion due to
extreme temperatures, you may add your profession die
to the roll.
Translator
Whenever you make an Intelligence check to
communicate with a creature who doesn’t share
a language with you, you can add your Profession
Die to the result.
Tree Springer
When you make a Dexterity
(Acrobatics) check to ascend, descend, or travel between
trees, you may add your profession die to the roll.
Previous Versions
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