The major kingdoms of Etharis are far from the only
bastions of culture to stand against the current darkness.
From the frozen north to the Gulf of Lions, numerous
tribes have chosen to keep to their traditional lifestyle,
living in harmony with the spirits of the wild. Where
hunting and gathering aren’t sufficient to support their
population, many have turned to raiding the more
“civilized” regions. This has garnered the tribes a
reputation as barbarians and savages, but this ignores a
rich history and a deep, abiding respect for nature.
Clan members are generally more at home traveling
through the wilds than their urban counterparts. Their
close ties with nature and the spirits of the wild also
gives them a unique perspective on many problems, and
they are less quick to condemn things they are unfamiliar
with. Those that leave the tribe often make good guides,
trackers, and mercenaries.
- Skill Proficiencies: Religion
Choose one from Athletics, History,
Nature, Perception, Religion, or Survival.Spiritual Guidance
Upon spending one hour petitioning the spirits and
succeeding on a DC 10 Intelligence (Religion) check,
you may commune with the patron spirits of your tribe.
These spirits may be departed ancestors or spirits of the
wild itself. Should the spirits deign to respond, you may
ask them for guidance on a single decision or course of
action. The spirits do not offer any concrete information
about the future, but do indicate their approval or
disapproval of the relevant action. - Tool Proficiencies: Choose one tool proficiency.
- Languages: Choose one standard language
- Equipment: Basic clothing, a basket, a hatchet, and 10gp.
Additional Equipment: A totem representing a spirit
important to your clan, a clay jug, and a tinderbox.
You are responsible for the spiritual well being of the
tribe and its members. Depending on the nature of your
tribe’s belief system you may serve to commune with the
spirits of the wild, with departed ancestors, or merely act
as a faith healer and dealer in superstition. All shamans
possess certain common characteristics, including insight
into something greater than themselves, knowledge of
the various rituals and ceremonies of their people, and
deep ties to the natural world.
Rank 1 – Dabbler
You have begun your training under the shaman of your
tribe. Your initial tasks involve gathering ingredients and
learning the various rituals passed down by your master.
Much of this lore is accompanied by myths and fables to
aid in their retention.
Holdings
• Lodging with your master on the outskirts of your clan.
• A complicated formula for a spirit amulet, requiring a
number of rare ingredients.
Progression
Promotion by your master.
Rank 2 – Hedge Witch
Clan members now come to you for advice on minor
matters. Your master remains in charge of the major
rituals and ceremonies, but you are granted the authority
to dole out minor blessings on an individual basis. Part
of your duties also includes the telling of cautionary tales
to the younger members of the tribe.
Holdings
• A small hut set on the outskirts of your clan, near your
master’s dwelling.
• A following within the tribe’s youth who are willing to
aid you in minor matters.
Progression
Be selected as shaman for a new camp or inherit your
master’s position after their death or retirement.
Rank 3 – Witch Doctor
You have taken over the majority of the rituals and
ceremonies of the tribe. People come to you for advice
with their problems, both physical and spiritual, and you
are treated with deference for your position.
Holdings
• Respect and deference from the majority of your tribe,
which occasionally manifests itself as gifts and offerings.
• A large hut, well stocked with the various tools of
your trade.
• The secret herbs and chants required to complete a
vision quest.
Progression
Successfully guide an important decision by consulting
the spirits for a chieftain.
Rank 4 – Sage
You are considered the voice of the spirits and repository
of your tribe’s oral history. Even those from outside
your tribe have heard of you and seek you out from far
and wide. You are invited to preside over all cultural
ceremonies and direct the tribe in matters of spirituality.
This includes advising the chieftain on nearly all
important decisions.
Holdings
• High ranking tribe members and chieftains put great
value on your advice and consult with you before
important decisions.
• Apprentices and pupils that carry out the majority of
the mundane tasks associated with your position.
• The ability to designate holy or forbidden sites and
limit tribal access to those areas.
Applied Leverage
When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll. (
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.
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.
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.
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.
Looter
When you make an Intelligence (Investigation)
roll to find hidden valuables, you may add your
profession die to the roll.
Menacing Presence
Whenever you make a Charisma (Intimidation)
check, and are interacting with Academics,
Common Folk, or Seafarers, you can add your
Profession Die to the roll.
Solidarity
When you make a Charisma (Persuasion)
check and you are interacting with members of your
background, you may add your profession die to the roll
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.
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.
Wayfarer
Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.
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