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Anarch

The abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins are your home. You are part of a savage society that clings desperately to the Old Ways - attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress.

Skill Proficiencies

Animal Handling, Athletics, Herbalism Kit

Languages

Choose one of Draconic, Giant, Goblin, or Sylvan

Equipment

An insignia, a hunting trap, an Herbalism Kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a pouch

Starting Gold

10 GPs

Features

Rubblebelt Refuge

You are intimately familiar with areas of a city (You and your DM choose) that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.

Rough and Tumble

You have lived rough and fought hard since you could walk and swing a fist. You have the Grappler or Tavern Brawler Feat.

Personality Tables

Contacts (1D8)

Roll Result
The members of the Clan rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the following Contacts table for an ally and a rival.
1 One of my parents is a renowned warrior in my clan.
2 My sibling has the ear of the clan chief.
3 I have cousins in a different clan.
4 When we were younger, I was romantically involved with a prominent warrior in my clan.
5 A druid in my clan believes I have a destiny to fulfill.
6 The warrior who trained me remembers me for my exceptional potential.
7 My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes.
8 I made a strong impression on the clan chief.

Personality Traits (1D8)

Roll Result
1 Unlike people, the beasts of the wild are friends who won't stab me in the back.
2 Go ahead and insult me - I dare you.
3 I scorn those who can't survive away from the comforts of the city.
4 Don't tell me I'm not allowed to do something.
5 Laws are for people who are afraid to face their inner beasts.
6 I smear the blood of my enemies over my skin.
7 I was, in fact, raised by maaka.
8 HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.]

Ideals (1D6)

Roll Result
1 Clan. My clan is all that really matters. (Any)
2 Anarchy. No person or law or custom can tell another what to do. (Chaotic)
3 Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral)
4 Might. The strongest are meant to dominate the weak. (Evil)
5 Rage. AAAAAARRRRggggh! [To live is to feel and express the Rage burning in your belly.] (Chaotic)
6 Tradition. The Old Ways must be preserved and upheld. (Any)

Bonds (1D6)

Roll Result
1 I am determined that one day I will lead my clan - or a new one.
2 I would give my life for my clan chieftain.
3 The chieftain of another clan has a grudge against me.
4 I am devoted to a sacred site in the midst of the rubblebelt.
5 My weapon is made from the first raktusk I ever hunted.
6 GrrrRR AAAAGHH! [I will do anything to prove myself greater than my siblings or ancestors.]

Flaws (1D6)

Roll Result
1 If you question my courage, I will never back down.
2 HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.]
3 I'm as stubborn as a batterboar.
4 I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it.
5 I'm easily manipulated by people I find attractive.
6 I'm not actually all that angry.