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: Nature.
Choose one from Animal
Handling, Athletics, Medicine, Nature, Perception,
Stealth, Survival.Handyman by Necessity
Upon spending an hour in the outdoors, and
succeeding on a medium-DC Intelligence (Nature)
check, find the necessary materials (provided
there are any nearby) to mend any mundane item. - 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: A shovel, a hammer and
nails, a saw, spare leather, a needle and thread.
There is still land in Etharis where no humanoid
has lived before, and Pioneers are the hardy folk
who set out to tame that land for the first time.
You’ve learned to hunt the forest game, cultivate
crops of wild flora and collect water from natural
streams where fish swim abundant. You have
weathered punishing storms, migrations, and
harsh winters. You and yours have adapted to
the environment. Everything you own is built
with your own two hands, and your aptitude in
working with natural materials has provided you
with shelter, tools, and clothing.
Rank 1 - Hermit
You have had to rely on your aptitude for working
with natural resources to fend for yourself in the
wilds of Etharis. You have a crude shelter and a
basic knowledge of foraging wild flora, but you
have yet to truly make your way on the frontier.
Holdings:
Knowledge of a rare animal or plant that, if
domesticated, could be farmed for great gain.
Progression:
Build a house, or similar building, and the
beginnings of a farm .
Rank 2 - Secluded Cultivator
You have constructed a sturdy dwelling and
started to make the land support you. While your
fences are rudimentary and your tools crude,
you have begun to produce more than you need
to survive. Others may follow you, seeing the
opportunity this land offers.
Holdings:
A small herd or a field of crops.
A small family or group of farmhands who help
tend your homestead.
Progression:
Gather a small community around your
homestead.
Rank 3 - Homestead Proprietor
You have established your own homestead, and
maintain a year-round reserve of crops, salted
meat and animal pelts to sustain you and your
people through the winter months. People have
gathered around you with specialized skills, such
as carpenters, blacksmiths, and doctors. The
beginning of a village has grown up around you.
Holdings:
Small self-sufficient, village-sized community
that takes care of the daily requirements of your
ranch or plantation.
A track/road that leads to the nearest town for
traveling merchants to buy and sell wares.
A sizable plantation or ranch of your chosen
commodity, bringing in a significant profit
each harvest.
Progression:
Acquire a rare or magical animal or plant to
be farmed.
Rank 4 - Governor
Your steading is renowned for production of
its unique commodity. You are held in higregard in the surrounding provinces, and known
throughout the lands as a foremost producer of
your chosen commodity. As the first and most
influential settler in the area, it was natural to
make your authority official. In your frontier
town, you are the head of the local government,
with all the powers and responsibilities
that entails.
Holdings:
Your position as a local authority is your entry
into the society of notable merchants, nobles,
and royalty. Powerful people approach you to buy
what you offer and deal with your town.
A caravansary that houses incoming and outgoing
merchant caravans from across the land.
A large house for you and your family, suitable for
receiving important visitors.
A small but disciplined militia to protect your
homestead and its surroundings.
A political alliance with a neighbouring state that
supports your independence.
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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