Wastelander Company

Wastelander companies operate within the deserts. Wasterlands function in a wide variety of roles, working as mercenaries, merchants and often any odd job that catches their interest or will pay well enough.

Downtime: Guard Duty

Between contracts, you can earn extra funds by keeping watch over a client’s property. For each day your company spends on guard duty, each member receives 2d4 gp.

Company Accomplishments

Your company’s prestige increases when you prove your martial supremacy through acts such as the following:

  • Escorting important customers through the desert
  • Capturing a wild warbeast witha CR of 2 or higher
  • Recovering caches of supplies worth at least 1,000 gp
  • Serving as a guide for someone wishing to explore the Desert
  • Defending a desert oasis or stronghold from raiders or thieves

Prerequisites

Any character can belong to a Wastelander Company, but the company must include at least one outlander character.

Tier 1 : Desert Refuges

You’ve been formally inducted into the Wastelanders but have yet to find your own niche, The desert will offer you reliable work that needs doing, but there is an expectation that you will find something to devote your time and effort to.

Benefits

Home Base. The company has accommodations set aside for your group, and you are allowed to come and go as you please, You can reasonably expect to be provided with enough food and water to survive the desert comfortably, and more can be requested for longer trips or excursions. All other Wastelanders within the fortress are friendly to you, and you can expect to be treated fairly so long as you don’t abuse their goodwill.

Bloodstone Knowledge. You are familiar with the Marches and Desert, both in the lay of the land and the flora and fauna. You gain proficiency with the Survival skill.

Adapted to Harsh Climates. You are well used to enduring the burning heat of the Desert. You only require half as much water day to day while exposed to hot weather.

Tier 2 : Wastelanders

At this level, you’ve begun to make a name for yourself, both within the company and with the neighboring tribes, Be it as a monster hunter, supplier, or crafter, you have begun to earn respect for your skills.

Benefits

Trainees. Other Wastelanders have taken notice of you, and some are willing to work for you in order to learn your skills and abilities. You gain 1d4 hirelings with a challenge rating of 1/4 or lower.

Tribal Respect. Neighboring tribes have heard of you and value your skills. So long as you and the Wastelanders have positive relations with them, you can expect to be greeted cordially when arriving at their homes. You might also be sought out for jobs related ta your skill set,

Desert Climate. You’ve become very used to being out in the desert. You have advantage on Constitution saving throws against extreme heat and extreme cold.

Tier 3 : Bloodstone Veterans

At this level, your skills and knowledge have very well known, and your name has even begun to spread across the wider Wraith Coast. Various people and organizations might seek your group out for your knowledge, be it in biology, chemistry, or many of the other unique skills the company possess.

Benefits

Wider Contacts. Your skills have attracted the attention of groups from the wider Wraith Coast. You can reasonably expect people to arrive hoping to either trade for your skills or to learn from you.

Facilities. You can expect to have access to many of the facilities in the desert to practice your craft, from monster pens to smithies or alchemical stockpiles.

Trained Help. Your hirelings can now be up to CR 1, and you gain an additional 1d4 of them.

Tier 4 : Masters of the Desert

At this level, your band has earned wide renown. The company might now depend on your customers quite heavily, and your group is highly valued by other Wastlanders for your work. You also likely have a steady stream of people hoping to learn from you or hire you for important (and often dangerous) tasks.

Benefits

Wasteland Expertise. You now double your proficiency in survival checks made in the Desert and Marches.

Respected Expert. You gain a +2 bonus to Charisma (Persuasion) checks when interacting with other Wastelanders. You have advantage on Charisma (Persuasion) checks when interacting with outsiders who are aware of your reputation.

Well Supplied. When in the Desert, you have the authority to request rare or otherwise difficult to obtain items, so long as you can argue that they are important for your work.