
As a wanderer you have gone from town to town and place to place, with no true home. Whether you wandered through the wilds or through towns and villages, you have never had a permanent home. You may have been a wandering trader, or an impoverished soul wandering around the world, but you have seen different cultures, people and royalty across the lands you’ve traveled.
- Skill Proficiencies: Perception, Religion
- Tool Proficiencies: Traveler’s pack
- Languages: One of your choice
- Equipment: A satchel with three souvenirs from your travels, a pack of clothes from different cultures, a traveler’s pack, and a pouch containing 10 gp
As you travel through lands, you picked up artifacts, heirlooms, and other things that you kept to remember your travels. You took three such things to think back on your journeys and bonds that you made. It’s recommended that two of these items are from the races supported by your ability: Cultural Understanding. Work with your DM to find what artifacts fit you, or you can roll on this table for them.
d10 | Traveling Souvenirs |
---|---|
1 | An embroidered Elven arrow |
2 | A strong steel Dwarven Warhammer |
3 | A small tin of Halfling pastries |
4 | A Human necklace with a diamond welded into the center |
5 | A Draconic Golden arm bracer |
6 | A Gnomish tool belt |
7 | An Ogre dragon-tooth necklace |
8 | A bone dagger made by Tieflings |
9 | A Goblin small sword |
10 | A Tabaxi heirloom shield |
Through your travels you have come to understand other cultures by coming to their villages. You may choose two races, and you get +2 on Persuasion checks against those two races, but -2 to Intimidation checks against those same races.
Not all Wanderers are homeless, some travel across lands to sell their wares, and gain money by doing so. As a traveling merchant you have established connections to different races, as stated with your feature, Cultural Understanding.
As a merchant, you have made extra coin on your journeys, and your starting gp is 15.

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