Outlander
Survivalist, explorer, traveler: you’re these and more. You have spent so much time in the wilderness that towns and villages make you uncomfortable. You prefer fresh air and wide-open spaces to the press and stink of urban areas.
Time in the wilderness hardened you. Just as when you first tried to forage for food and find a safe place to shelter, you put the same determination to work in overcoming other challenges. Self-sufficient, you can tend to your own hurts and push through the pain when you don’t have the time to bind your wounds. Your time scaling cliffs, ranging through the woods, and living rough built your endurance so you can keep going long after others would quit.
Level 7 Outlander
Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6, Speed: +1
Great Effort: When you roll a 5 or less on the die for an attribute roll, you can roll another d20, adding the number rolled to the result of the initial roll. If the roll still results in a failure, you lose access to this talent (luck ends).
Wild Explorer: You gain the Climber, Slippery, Swimmer, and Keen Vision traits if you don’t have them already.
Level 8 Outlander
Health: +18, Bonus Damage: +1d6, Speed: +1
Mighty Strike: When you make a melee attack and the result of your roll is 15 or higher and exceeds the target number by at least 5, your attack deals an extra 1d6 damage. If you get a critical success, your attack deals an extra 3d6 damage instead.
Level 10 Outlander
Health: +18, Bonus Damage: +1d6, Speed: +1
Unbound Explorer: When you become grabbed or gain an affliction, make a luck roll. On a success, you end the grab or the affliction. In addition, when you become injured or incapacitated, make a luck roll. On a success, you heal 1d6 damage.