You hail from one of Khazdul's more desolate regions – the Weeping Delta, Scorched Wastes, or even the fringes of the Borean Reach. You've learned to survive by foraging through the ruins of the old world or picking clean the remains of modern conflicts. Every piece of salvaged tech, every edible fungus, every intact component is a treasure. You know how to find what others miss, and how to stay alive when everything conspires against you.
- Skill Proficiencies: Investigation, Stealth
- Tool Proficiencies: Tinker's Tools
- Languages: One of your choice (perhaps an ancient, partial language found in ruins, or a pidgin common among Wastes traders)
- Equipment: A set of sturdy, patched clothes, a tattered satchel with various salvaged components (a broken circuit board, a twisted piece of pre-Sundering metal, a handful of rare but non-magical berries), a grappling hook, 50 feet of sturdy rope, a pouch containing 15 gp.
You have a knack for spotting useful materials in unlikely places. When you spend at least one hour in an area containing ruins, wreckage, or recent battlefields (even urban ones), you can make a DC 13 Wisdom (Perception) check. On a success, you find 1d4 mundane items of value (e.g., functional tools, rare chemicals, intact pre-Sundering components worth 1d6 gp each) or a single common magical item that requires repair (DM's discretion). You also have advantage on Dexterity (Sleight of Hand) checks to disarm simple traps you identify in ruins.
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