Some people learn to survive by following the rules. Others survive because they know the hidden trails, the backwoods roads, and the places decent folk pretend not to see. You spent years drifting between isolated communities, carrying homemade spirits, herbal remedies, and hard-earned wisdom through forgotten stretches of wilderness and dying villages. Whether you were a distiller, herbalist, potion brewer, or simple drifter depends on who’s asking. To the desperate, your kind brought comfort, medicine, and a reason to gather when times grew lean. To tax collectors and guild enforcers, however, Hollercrafters are lawbreakers who deal in untaxed spirits, hedge-witch remedies, and dangerous old traditions best kept a few steps off the King’s road.
- Skill Proficiencies: Nature, Survival
- Tool Proficiencies: Choose one from Alchemist Supplies, Brewers Supplies, Herbalism Kit
- Languages: Choose one from Dwarvish, Halfling, Thieves' Cant
- Equipment: You carry a weathered satchel filled with stained notebooks, bundles of drying herbs, jars of tinctures and strong liquor, and the tools needed to assemble a crude still over a campfire. Your clothes smell faintly of smoke, cedar, and mash grain, and your walking stick or pack is decorated with carvings, charms, and trinkets collected from long roads and stranger places. Most of your belongings appear worthless to outsiders, though every item carries a purpose, a memory, or a story.
You know how to earn trust among people living beyond the reach of polite society. In rural settlements, forgotten communities, or rough frontier towns, you can usually locate hidden stills, illicit traders, sympathetic locals, or discreet safehouses willing to offer shelter, supplies, or information in exchange for labor, trade, or good company. Given access to basic ingredients and simple equipment, you can also produce ales, wines, strong spirits, herbal remedies, and other intoxicating concoctions during downtime.
Spell List
Your magic comes not from formal study or sacred worship, but from old folk practices, whispered superstitions, and hard lessons learned in lonely places. Your spells manifest through smoke and fire, bitter frost, creeping roots and wild growth, healing herbs, or sudden bursts of unstable natural forces. To common folk, this kind of magic often feels unsettling, carrying the sense that nature is reclaiming what civilization failed to hold together. To you, all things eventually return to ash, soil, smoke, or memory.
| Spell Level | Spells |
|---|---|
| Cantrip | fire bolt, sacred flame |
| 1st | guiding bolt, heroism |
| 2nd | aid, scorching ray |
| 3rd | beacon of hope, blinding smite |
| 4th | death ward |
| 5th | flame strike |
Suggested Characteristics
Life on lonely roads and in forgotten places leaves its mark on people. You may be quiet and reflective, hardened and cynical, or surprisingly warm once the drinks are poured and the pipes are lit around the fire. Many who choose this life distrust authority and grand institutions, preferring personal loyalty and practical wisdom over lofty ideals. Years spent among abandoned settlements, overgrown trails, and remote communities often foster an appreciation for the strange beauty found in decay, resilience, and survival. Whether you see yourself as a smuggler, healer, philosopher, outlaw, or simply a wanderer trying to endure, you have learned that nothing in this world stays whole forever.
Contacts
Over the years, you built relationships with a scattered network of distillers, hunters, trappers, herbalists, drifters, and others living beyond the attention of respectable society. While these contacts are rarely wealthy or influential, they are resourceful, discreet, and familiar with hidden routes, local gossip, and the quiet places where a traveler can disappear for a while. In most regions, you can usually find someone willing to share a drink, a meal, or a warning about trouble ahead.
Comments