outlander 5e

Outlander 5e

Outlander 5e have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, outlander 5e, and so forth.

Every character is unique and spent their time differently before setting out to find fame and fortune slaying monsters and saving lives. This can make choosing a background difficult at times. An outlander lives most of their life out in the wilds away from civilization and survives solely upon the land and animals around them. These people can be nomads, explorers, recluses, hunter-gatherers, or marauders. The Outlander background is perfect for any character that wants to be good at tracking or surviving in the wild. Maybe your character was born into a tribe of hunters and gatherers who taught them to live off the land and alongside the animals, or did they forsake their life among the busy urban streets and trade it for one of peace while figuring out how to live in the wild? Perhaps they were a nomad who become accustomed to traveling in almost any type of terrain or a marauder that learned from the predators around them to hunt and prey on others.

Outlander 5e

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Coming to Baldur's Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on the path to Baldur's Gate fully understanding the complex social morass that awaits. You enter the city an outsider, and it's likely that — no matter how long you spend in the city — you'll leave an outsider, if you leave at all. Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands.

You gain blindsight with outlander 5e range of 30 feet. You may spend a focus die in order to take an You have a certain skill set that lends itself to setting traps additional reaction.

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff Value:2sp Weight:4lbs , a hunting trap Value:5gp Weightlbs , a trophy from an animal you killed, a set of traveler's clothes Value:2gp Weight:4lbs , and a pouch Value:5sp Weight:1lb containing 10gp.

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. I'd do it again if I had to. Money and manners won't save you from a hungry owlbear.

Outlander 5e

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder.

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In the harsh and devastating terrain of far away self exiled or have you done something so heinous that lands, doing the work no one wishes, often without deserved draconian punishment? Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Many different kinds of people try to survive in the wild so this background can work well with any class. Additionally, when you reach 9th level and activate the Moreover, when you are targeted by the Locate Creature Walk In The Tracks outlander feature, or at 11th level the spell, the caster must be within feet, instead of feet Shadowy Sway shade walker feature, you may expand its in order to locate you. Coil As bonus action, you can stand your ground and mirror that of a cornered snake. If the attack kills the creature, regain a use this feature once per attack. Creating an Outlander Far away from the noise and chaos of towns and cities, past As you create your outlander character, consider why your the luxuries and comforts of average folks, there lies the adventures have given you your particular abilities. Good 3 - Honor. You gain resistance to Acid Damage. Specialty You've been to strange places and seen things that others cannot begin to fathom. You can make a melee weapon attack disadvantage.

It is a distinct choice that offers players special features and traits. We will also provide tips on creating an outlander backstory and using the background in campaigns. This background comes with a narrative explanation that explains why your character has become an outlander and how they would act or react in various situations.

If I dishonor myself, I dishonor my whole clan. The natural world is more important than all the constructs of civilization. A hereafter uses a enemy's Additionally, you gain the following abilities to heighten own life against them. Usually this sort of a bounty hunter has a various set of skills than a city bounty hunter would, but of course fits the similar archetype. If you were already proficient, you instead than itself of your choice. You can learn the knack at the same time 13 Outsider Empathy that you meet its prerequisites. I suffer awful visions of a coming disaster and will do anything to prevent it. Coil As bonus action, you can stand your ground and mirror that of a cornered snake. You do Your darkvision is also more advanced than most, allowing not require food, water, or sleep, although you still require you to discern color as normal. Fold Unfold. In combat, it takes Random Companion its turn after yours and you can verbally command it during Result Creature your turn. It is each person's responsibility to make the most happiness for the whole tribe. Additionally, you gain a bonus to History checks equal to your Wisdom modifier. Homesteader — These are the peoples those who would either live within a family or even in a small community which is completely self sustained one and also cut-off from any sort of trade-route.

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