Wild characters spent a large amount of their lives living in the wilderness. Some live on their own, honing their skills, while some live in family groups or small communities. Sometimes this is because of family and cultural influence, and sometimes it’s a personal choice made by people trying to escape civilization. Regardless, wild characters tend to experience regular danger in the wilderness.
Languages: Common and two others
Skills: two of your choice: (Recommended: Nature and Survival)
- Two tools or vehicle types of your choice
- Navigation Tools
Items: traveler’s clothes, and the tools (but not vehicles) you gained proficiency with above
Starting Gold: 5 gold, which can be spent at character creation to buy nonmagical equipment at base cost.
One of:
- Quiet Focus
You focus on your task, working efficiently as you tune out those around you.
No Action Cost – Self – 1/Short Rest
Trigger: You roll a skill check that isn’t a charisma skill.
- You can reroll the skill check.
- Sudden Warning
You warn allies about incoming danger right before it strikes.
Reaction – All Allies (60 ft.) – 1/Short Rest
Trigger: One or more allies within range fail a dexterity saving throw against a single effect. Your allies must be able to hear you.
- All allied creatures within 60 ft. of you can reroll their saving throw.
In the world of Elkan, the Howler orcs spend most of their time in the wilderness, living among the animals. In the Morventry frontier, small halfling families live off their own skills, with little contact with civilization.