Rover (5e Background)

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Rovers are a class of people with no set home. They travel in caravans and either work as thieves or mercenaries to earn gold for their 'family.'

Rover culture is based in the belief system called "The Way." They live in families that consists of many different Rovers united under a male leader called the Father. Females are considered to be less than men in the belief system, and Rover women are often sold or traded among other Rovers.

Rovers hold nature and the natural world in high esteem, which allows them to get involved with druids and rangers of the forests and grasslands. Rovers also regard music, wine, and trinkets as of high value; often at times having dances at Rover camps or having a single caravan dedicated to treasures.

Rovers are seen as thieving nomads by most groups, and are abhorred by most of society.

When choosing this background, discuss with your GM about Rovers and Rover culture in the game's world. Is Rover culture in the game world similar to the one in the Shannara franchise? What is your character's relationship to The Way? Is your character considered a scoundrel even among Rovers, or is he/she consider to be the ideal nomad? Did your character leave his/her Rover family? Or did he/she use the adventuring career to help his/her family?

Notice: In the later books, Rovers become experts with airships and piloting. Discuss with your GM whenever if that is true in the game world as well.

Skill Proficiencies: Persuasion, Nature

Tool Proficiencies: Musical instrument of your choice, vehicles (land)

Equipment: A sign of your family (amulet, ring, or clothes pattern), A piece of cheap jewellery, a collection of seemly random plants, one musical instrument, traveler's clothes, and a pouch containing 10 gp.

Feature: Family of Scoundrels[edit]

Even though most Rover families are not tied by blood, it can sometimes feel like they are. You can depend on your Rover family when you need it. They can provide you with a place to stay or some extra help on minor tasks. But only the members that are the closest to you are willing to give their lives.

Suggested Characteristics[edit]

d8 Personality Trait
d6 Ideal
1 <-Ideal->. (<-Alignment->)
2 <-Ideal->. (<-Alignment->)
3 <-Ideal->. (<-Alignment->)
4 <-Ideal->. (<-Alignment->)
5 <-Ideal->. (<-Alignment->)
6 <-Ideal->. (<-Alignment->)
d6 Bond
d6 Flaw

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