Trudvang for 5e
Wanderer (Character Creation)
'Neither rich nor poor,
freedom was her sister,
the forest her haven."
You see the wonders of living in Trudvang, every corner of the land holds a promise of untold secrets. This is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when morning comes, another horizon will show your new destination. Some Wanderers have purpose in their journeying: they might be traders, hunters, Rangers or on some errand that brings them far from the lands of their birth. Others were driven from their homes by robbers or trolls, and must now roam Trudvang, dreaming of reclaiming what was once theirs.
As a Wanderer, you gain the following class features.
Hit Dice: 1d10 per Wanderer level.
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Wanderer level after 1st.
Armour: Light armour, medium armour, shields.
Weapons: Simple weapons, martial weapons.
Saving Throws: Strength, Constitution.
Skills: Survival, plus choose three from Animal Handling,
Athletics, Insight, Investigation, Nature, Perception, Stealth
You start with the following extra equipment, in addition
to equipment granted by your culture.
- a) a chain shirt or b) hardened leather armour
- a) two skalms, b) two simple melee weapons or c) a martial melee weapon and a shield
- A longbow and 20 arrows
|1||+2||Known Lands, Ways of the
|2||+2||Fighting Style, Natural
Rumour of the Earth
|6||+3||Known Lands and Ways of
the Wild improvements
|8||+3||Character Improvement, Poison Resistance|
|10||+4||Hide in Plain Sight, Known
|14||+5||Ways of the Wild
|18||+6||Secrets on the Wind|
Long years spent roaming over the land have given you
vast amounts of knowledge about some of the regions
of Trudvang. You know the terrain of such lands like
the backs of your hands and your lore can seem almost
unnatural to any companions traveling with you. At 1st
level, choose lands equal to your
Wisdom modifier (minimum of 1). When you
make an Intelligence or Wisdom check related to a land
you know, your proficiency bonus is doubled if you are
using a skill you are proficient in.
When you are travelling in one of your Known Lands you
gain the following benefits:
• If any part of a journey passes through a land you
know, the DC of your personal Event tests are lowered
• If the entire journey passes through lands you know,
and you act as Guide, you lower the Peril Rating of the
Journey by 2.
• You have advantage when making Wisdom saving
throws against Corruption caused by Blighted lands
• You cannot become lost under normal circumstances.
• You know at least one place in each Known Land
where you can safely take a long rest: a settlement
where you have friends, perhaps, or a hidden cabin
in the woods or simply a dry and defensible cavern or
• You have advantage on Dexterity (Stealth) ability
checks and can move stealthily at a normal pace.
• While tracking other creatures, you automatically
learn their exact number, their sizes and how recently
they passed through the area.
At both 6th and 10th level you choose an additional number
of Known Lands equal to 1 + your Wisdom modifier, with
a minimum of 1. With the Loremaster’s permission, you
can save these Known Lands until you start exploring new
areas – once chosen, they cannot be changed.
Ways of the Wild
You have a great deal of experience from travelling through
the wilderness and surviving the various dangers that the
wild constantly offers.
At 1st level, you have advantage on all Wisdom (Survival)
ability checks when tracking others through the wilderness.
If you act as a company’s Guide on a journey, you are
considered to be assuming all vacant travelling roles (you
are considered to ‘fill in’ as the company’s Hunter, Scout
and Look-out at the same time, if no other companion is
already covering that role).
At 6th level, your time in the Wild has taught you that
only those that strike fast and hard live to fight another
day. When fighting in the wilderness, your first round of
attacks in every combat has advantage.
At 14th level, you can no longer be ambushed and cannot
be surprised in the wilderness.
Starting at 2nd level, you adopt a particular style of
fighting as your speciality. Choose one of the following
options. You cannot choose a Fighting Style more than
once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged
While you are wearing armour, you gain a +1 bonus to
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Also at 2nd level, whether travelling, exploring or even
resting, you have learned to constantly pay attention to
the sights and sounds of the world about you. When in
the wilderness, your proficiency bonus for Perception is
doubled, if you are proficient in Perception.
At 3rd level, you choose an archetype you strive to emulate.
Choose from the Hunter, Ranger or Beast Master
(all detailed at the end of the class description). Your
choice grants you features at 3rd level and again at 7th,
11th and 15th level.
Rumour of the Earth
Also starting at 3rd level, when you stretch yourself upon
the ground with your ear pressed against the turf you can
decipher the sounds of the earth. You can hear it groan
when the enemy treads upon it, or echo the distant gallop
of horses, or sing in tune with the rushing of tumbling
Between each long rest, you may make a DC 15 Wisdom
(Survival) ability check. On a success, the Loremaster must
give you a useful piece of information about a quarry you
are hunting or a place you are seeking. If you get 25 or
higher as a result, the information gleaned may very well
seem near-miraculous to others.
When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1, or you can take a Cultural or Open Virtue.
As normal, you cannot increase an ability score above 20
using this feature.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
At 8th level your long exposure to the poisons and venoms of the creatures of the wilderness have partially inured you to them. You gain resistance to all poison damage.
Starting at 9th level, you cease leaving any signs of your
passage through the Wild. You can no longer be tracked by
any normal means through the wilderness. Additionally,
you can cover the tracks of a number of companions equal
to your Wisdom modifier, with a minimum of 1.
Hide in Plain Sight
Starting at 10th level, you can spend one minute creating
camouflage for yourself. You generally need a traveller’s
cloak and access to mud, dirt, plants and other naturally
occurring materials to assist in your camouflage. Once
you are camouflaged in this way, you can try to hide by
pressing yourself up against a solid surface, such as a tree
or wall, that is at least as tall and wide as you are.
You gain a +10 bonus to Dexterity (Stealth) ability checks
as long as you remain there without moving or taking
actions. Once you move or take an action or a reaction,
you must camouflage yourself again to gain this benefit.
Beginning at 13th level, your long journeys through the
Wild have toughened you against the weariness of travel.
Your exhaustion penalties are always 2 levels less than
your present exhaustion level. In other words, you suffer
a -1 to ability checks and attack rolls only when you’ve
reached 3 levels of exhaustion.
Starting at 14th level, you can use the Hide action as a
bonus action on your turn.
At 17th level, your deep connection to the wilderness
shields you from the Shadow’s corruption. You reduce the
number of Shadow points you gain from Blighted areas by
1 per day.
Secrets on the Wind
At 18th level, the natural world holds no more secrets from
you and the wind whispers all it has heard in your ears.
Once per long rest you may make a DC 15 Wisdom (Insight)
ability check to learn news from far away of friends or foes.
On a successful roll, you learn the following about
whoever you seek news of: exactly where they are, which
direction they are headed (if any), and their general state
of being (drinking merrily, wounded and anxious, tired,
At 20th level, your long fight against the terrors that roam
the Wild have made you fell and terrible in battle. You
no longer roll damage dice for successful attacks; they
automatically inflict the maximum amount on the die.
You can track your quarry across many miles, and bring it down with a well-placed arrow or swift blow. Some folk in Trudvang rely on hunters for both sustenance and protection; the Korpiklaani, for example, are kept safe from trolls and other horrors by the arrows of
their hunters. Others, hunt for sport, or for the joy of the chase – or hunt two-legged prey, trespassers and despoilers of the wood.
Beginning at 3rd level, you double your proficiency bonus
when making Wisdom (Survival) ability tests to track a
creature. Furthermore, you may substitute Survival for
Investigation when making deductions based on tracks,
spoors and other physical traces.
Beginning at 7th level, if you have a ranged weapon to
hand, you may make a single ranged attack before initiative
is rolled. This applies even if you are surprised.
At 11th level, choose one of the following abilities. At
15th level, choose another. You may not choose the same
Run to Ground
If you spend a day stalking a foe before attacking, that
foe gains 1 level of exhaustion. If you spend three days,
the foe gains another level of exhaustion (3 total). This is in addition to any exhaustion
levels otherwise accrued by the foe.
You can use your action to make a ranged attack against
any number of creatures within 10 feet of a point you can
see that are within your weapon’s range. You must have
ammunition for each target, as normal, and you must
make a separate attack roll for each target. You must finish
a short or long rest before you can use this ability again.
Regain a Hit Die (up to your maximum) when you bring
down (kill or incapacitate) a creature you’ve been hunting.
Once you’ve used this ability, you cannot regain a Hit Die
in this manner again until you’ve finished a long rest.
Rangers protect the simple folk so they can go about their lives untroubled by the dangers of the untamed
wilderness. To walk the path of the Rangers is to be forever on the edge of the Wild, patrolling where the tilled
green fields meet the edge of dark forests. Rangers are resilient and near tireless guardians, who stay in the darkness, that others may thrive in the light.
Starting at 3rd level when you choose this expression, when a creature you can see attacks a target within 5 feet of you (other than yourself), you can use your reaction to impose a disadvantage on the attack roll.
At 7th level, you can use your reaction in order to interpose yourself in front of an attack meant for another. You make a Dexterity saving throw with a DC equal to the enemy’s attack roll. If you succeed, the attack is automatically directed at you. Roll a d6 and add the number rolled to your AC for this attack only.
A Creature of Stone and Steel
At 11th level, you have been pounded into unyielding iron. You gain a permanent pool of temporary hit points equal to 12 + your Constitution modifier. This pool replenishes after finishing a long rest.
Starting at 15th level, your skill at protecting yourself and others reaches its zenith. You can use your action to utterly thwart your enemies. Choose any number of opponents within 10 feet of you whose total Hit Dice are equal to or less than your own number of Hit Dice. For the following round, these opponents do not roll their attack dice – all of their attacks automatically miss. You cannot use this ability again until you’ve taken a short or long rest.
The Skirmisher uses their cunning and agility to manipulate the flow of battle. They can move seamlessly among opponents in melee or at range, striking a foe when its defenses are down.
Beginning when you choose this archetype at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy o f the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, to 2d6, 3d6 and 4d6 respectively.
Starting at 7th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Improved Sneak Attack
Starting at 11th level, you can deal sneak attack damage to two creatures per turn, as long as they meet the other criteria for Sneak Attack.
Starting at 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Taking different forms all over Trudvang, Beast Masters are people who have tamed animal to become their companion. The Okihana of Mittland, who hunt together with tamed eagles, are probably the best known, but across the world are wanderers who manages to make companions from wild animals.
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1/2 or lower (see appendix D of the Player's Handbook). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can
verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only
the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours bonding with another beast, either the same type of beast as before or a different one.
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.
Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.