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Outlander

You lived far from the farms and fields of civilization. You know the beauties and the dangers of the wilderness.

Were you part of a nomadic tribe? A hunter or guide? A lone wanderer or explorer? A guardian of civilization against monsters, or of the old ways against civilization?

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Survival, and either Athletics or Intimidation.
Tool Proficiencies
Herbalism kit.
Languages
One of your choice.
Suggested Equipment (Cost
11 gold
)

Traveler’s clothes, waterskin, healer’s kit, 7 days rations.

Feature:
Trader

If you’re in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.

Adventures and Advancement

During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8 warriors .

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Outlander CONNECTIONS
1
A tribal chief who owes a favor.
2
The chief of a band of marauders who has a grudge against you.
3
A hag to whom you owe a favor.
4
An alchemist or wizard who frequently gives you requests for rare herbs or trophies.
5
A unicorn you’ve glimpsed but never been able to approach.
6
Another outlander: your former best friend who is now a bitter rival.
7
A wise oracle who knows most of what happens in the wilderness and will reveal it for a price.
8
A zany prospector who knows the wild lands almost as well as you.
9
A circus or arena owner who will pay for live animals not yet in their menagerie.
10
A highly civilized poet or painter who has paid you to guide them to wild and inspiring locales.
D10Outlander MEMENTOS
1
A trophy from the hunt of a mighty beast, such as a phase monster-horn helmet.
2
A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.
3
A stone from a holy druidic shrine.
4
Tools appropriate to your home terrain, such as pitons or snowshoes.
5
Hand-crafted leather armor, hide armor, or clothing.
6
The handaxe you made yourself.
7
A gift from a dryad or faun.
8
Trading goods worth 30 gold, such as furs or rare herbs.
9
A tiny whistle given to you by a sprite.
10
An incomplete map.