The nations of the Realms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swamp village or a group of brigands must be defended, when a congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they don’t have a lot of choice. They’re not fighting for duty or country; they’re literally fighting to survive.
Downtime: The Toughest Around
When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each member’s
hit point maximum increases by an amount equal to twice the member’s level. Whenever a member of the posse gains a level thereafter, that member’s hit point maximum increases by an additional 2 hit points.
Company Accomplishments
Your company’s prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following:
- Defending the community from an attacking force that boasts superior numbers or firepower
- Capturing or slaying a large beast that has been causing trouble in the region
- Bringing in a local ne’er-do-well of some renown, or proving that someone in the region is being wrongfully accused
- Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood
- Expanding the territory or resources available to the community
Prerequisites
Any character can belong to a Posse company, but because posses typically form to protect a tribe or community, most members will hail from that community. Obviously, characters who demonstrate skill at arms or who have proficiency in the Survival skill are highly prized by posses, but these companies are often formed from rural
communities where traditions of mysticism are common, so spellcasters and members of other classes are also welcome.

Tier 1 : Unruly Mob
Generally speaking, posses form when and where they’re needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group.
Benefits
Bring ’Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your community’s rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.
No Place Like Home. You defend your community from threats both internal and external, but your community takes care of you in return. So long as you are in your community, you can enjoy a modest lifestyle at no expense. The community will even protect you from discovery, whether hiding you if unfriendly forces come looking for you or covering for you if outside authorities attempt to hold you to account. Members of the community will provide their wares and services to you at little or no charge if they can, but these are often limited to simple crafts and basic food and shelter. If your community comes to harm because of your actions, however, your stock with those you protect will quickly drop.
Tier 2 : Local Toughs
Law and order are difficult to find far from the urban centers, but even isolated communities need protection. Your posse may have formed to combat a specific threat, but you have since become the de facto enforcers of order in your community. Even though you aren’t sanctioned by a higher power, you are acknowledged and respected—and likely even feared—by those around you.
Benefits
Billet. The community has set aside some structure for your use. Maybe it’s an old barn that has been converted so that you can sleep in the loft and keep prisoners in what were previously stables, or maybe it’s an empty house or a storefront that has fallen into disuse. Despite its makeshift nature, it gives you space you can use for your work, as well as a place where those seeking your services can find you. This structure can house your company, provide room for extra supplies, and even act as a makeshift jail.
The Law in These Parts. Even though you have no official standing, you are seen as arbiters of local justice and keepers of the peace in your community. Those in your area will generally go along with you as you go about your work, readily acknowledging your authority to interrogate people, search houses, take captives, and so on.
Spiritual Support. In the deep wilds and on the fringes, the power of spirits, and ancestors is always close at hand. Spiritual leaders play a key role in most such rural communities. Your community’s spiritual advisors have taken a keen interest in your well-being. You gain one bone grinder, cleric, shaman, or other spiritual leader with a challenge rating of 3 or lower.
Tier 3 : Regulators
What began as a handful of individuals rallying to the aid or defense of their homes has become something more. Even though you still have no formal writ from any government, you are nonetheless seen as officials within your community and accorded the respect that goes along with this status. At the same time, the members of your community rely on you to keep order and to protect their territory from any and all outside threats, and they’re willing to do whatever they can to help you.
Benefits
Deputize. When you need them, the people of your community will take up arms to help repel an attack or bring down a threat. At the GM’s discretion, you can unofficially deputize up to 3d6 members of your community with a challenge rating of 1/4 or lower, or other member of the community with a challenge rating of 6 or lower. These individuals will follow your orders and help you to the best of their ability for 48 hours or until the specific problem that you deputized them for has been resolved, whichever comes first. They are not as hardy as you, however, and will need to rest once they’ve finished their stint with your company. Once you deputize members of the community in this way, you can’t do so again for 1d4 days.
Friends in High Places. You have the ear of whoever is in charge in your community, whether a chieftain, a mayor, a warlord, or some other authority figure. At this point, you’re effectively the law in your area. So long as you’re within your community, you are largely immune to being held accountable for your actions if you can demonstrate that they are in the best interests of the community or the leader you’ve befriended. Even if you get into trouble outside the borders of your territory, your contacts back home may send someone to advocate on your behalf, or perhaps even break you out of jail.
Tier 4 : Community Champions
When enemies come, they must often face not just the rank-and-file warriors, but also grizzled champions who have proved their mettle in
countless battles. At this point, your company fills a similar role. Brigands and raiders for leagues around know better than to bring trouble to your door, and the people of your community see you as heroes. Whereas you previously had the support of the local leadership, they now have to actively curry your favor in order to maintain their position of power, since anyone you throw your support behind is sure to have a distinct advantage with the populace.
Benefits
Kingmakers. The most powerful and influential individuals in your territory must curry your company’s favor. While you are in your community, you enjoy a rich lifestyle at no expense, and there isn’t anything in your community you can’t commandeer if needed, even if only for a short time.
When you make a Charisma (Intimidation) or Charisma (Persuasion) check while you’re in your territory, if your total is less than half of your company’s prestige (rounded down), you can use that number in place of the total.