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Breadcrumb

Exile

Your homeland is barred to you and you wander strange lands. You will never be mistaken for a local but you find ready acceptance among other adventurers, many of which are as rootless as you are.

Are you a banished noble? A refugee from war or from an undead uprising? A dissident or a criminal on the run? Or a stranded traveler from an unreachable distant land?

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Survival, and either History or Performance.
Languages
Two of your choice.
Suggested Equipment (Cost
7 gold
)

Traveler’s clothes, 10 days rations.

Feature:
Fellow Traveler

You gain an expertise die on Persuasion checks against others who are away from their land of birth.

Adventures and Advancement

You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as scouts .

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Exile CONNECTIONS
1
The companions who shared your exile.
2
The kindly local who taught you Common.
3
The shopkeeper or innkeeper who took you in and gave you work.
4
The hunters from your native land who pursue you.
5
The distant ruler who banished you until you redeem yourself.
6
The community of fellow exiles who have banded together in a city neighborhood.
7
The acting or carnival troupe which took you in.
8
The suspicious authorities who were convinced you were a spy.
9
Your first friend after your exile: a grizzled adventurer who traveled with you.
10
A well-connected and unscrupulous celebrity who hails from your homeland.
D10Exile MEMENTOS
1
A musical instrument which was common in your homeland.
2
A memorized collection of poems or sagas.
3
A locket containing a picture of your betrothed from whom you are separated.
4
Trade, state, or culinary secrets from your native land.
5
A piece of jewelry given to you by someone you will never see again.
6
An inaccurate, ancient map of the land you now live in.
7
Your incomplete travel journals.
8
A letter from a relative directing you to someone who might be able to help you.
9
A precious cultural artifact you must protect.
10
An arrow meant for the heart of your betrayer.