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Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 5 gp. Aesthetically you can optionally have tribal markings / tattoos.
Features: Although there will always be conflicts between tribes your reputation as a savior of your own has traveled far and wide. You can find a place to hide, rest or recuperate among other tribes. You may be asked to perform feats or recall events for entertainment in return. They will act favorably towards you and may volunteer their help exchange for your protection.
The Great Hunt. You previously pursued a dangerous foe or foes in either a hunt or defending your tribe from attack. Although you considered yourself akin to every other member of your tribe, your actions defined you as destined for a different path.
Equipment: A bedroll, a wooden staff, an iron pot, common clothes, a symbol of the place or group you were exiled from and a hunting trap,
Features: You have either betrayed a mighty power or rose up against one and failed. Regardless you now have no home to call your own but you are not alone. You gain a branded mark allowing others, who understand the mark, to know exactly your crime and where you were exiled from. Depending on your reason for exile you can find others who have fallen victim to the same fate that also share your ideals. When you find a like minded individual or group who share the same marking as you they will attempt to help you in any way that they can unless it would either risk their new life or their past depending on what they value most.
Equipment: One set of traveler’s clothes, a cape representing your organisation, a signet ring representing your organisation, sealing wax, and a pouch containing 10 gp
Features: You have a deep loyalty to those that lead you. You have taken a binding oath to follow and protect them and as such you have been taken in by a small circle of those that also believe the same as you. You leader may still be in a position of power, dead or overthrown but regardless your fealty is paramount. You can invoke your allegiance to gain access to simple equipment, information and possible transport with those that support the authority of your leader. You can also usually gain access to friendly outposts, fortifications and safehouses where your leader is recognised.
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Navigators Tools
Equipment: A sextant, a two-person tent, a regional map, a set of traveler’s clothes, and a belt pouch containing 10 gp
Features: As part of a nomadic tribe you each member of your caravan was a trusted and valued member for their respective skills. You have advantage on interacting with other nomadic tribes and travelling merchants and can easily find shelter with or information from them. You also have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.
Equipment: A holy effigy, non-magical trinkets associated with your patron, a prayer book, a map of local holy sites a set of common clothes, and a belt pouch containing 5 gp
Features: As a pilgrim, you are on a continuous journey or belief and faith and can perform the religious ceremonies of your deity. While traveling to a wayfarer temple or shrine you and your allies do not suffer from any levels of exhaustion.
As you do not have a specific home, each temple or shrine is considered your temporary place of residence and worship. While near this specific temple, you can attempt to call upon the priests assistance, provided the assistance you ask for is not hazardous and your remain in good standing with this temple or shrine.
Skill Proficiencies: Deception, Survival
Tool Proficiencies: Vehicles (Land or Water)
Equipment: A set of common clothes, a disguise kit, tools of the con of your choice (5 stoppered bottles filled stagnant water, 3 trinkets from made up pantheons, 2 non-magical mirrors, 2 sticks carved to look like wands, a set of costume jewellery.
Features: Your talent for selling false goods has lead to a better grasp on how to manipulate someone’s sensibilities. You can create false authenticity of items that includes documentation, established provinces, and markings that allow an to pass as another. Creatures have disadvantage on Investigation checks to determine if an object is a forgery or fake.
Favorite False Wares
Language Proficiencies: Druidic
Features: As Warden it has been your duty to protect the local plant life and its wildlife from any threat. You can find a place to hide, rest, or recuperate when out in the wild. You can also spend at least one hour creating a hut or platform to shelter. This structure is made out of local and renewable materials and is a temporary structure that requires half the time constructed to take down. You can fit yourself and up to four other medium or smaller creatures.