D&D 5E Far Traveler

D&D 5e Far Traveler is designed to take you on a journey. It envisages deep routes for each character with stories tracking back to their existence. The best part about DnD 5e Far traveler is that the player gets to learn more about their homeland which they could’ve left voluntarily or might have been forced out due to certain circumstances. D&D 5e Far traveler will help you understand the reasons why you’re away from the homeland. Thus, when you’re on the table, you can choose from a wide range of recommended options that is set appropriate for various locations.

D&D 5E Far Traveler

D&D 5e Far Traveler – Background

The premise of Far traveler 5e revolves around you finding your homeland. The places that you find are far away from the sword coast and the north. Your location justifies the background. For instance, the land far to west is designated for elves who have never seen faeruin. And when eventually they are made to travel to that location, they find it really hard to adjust.

If you’re an elf, ever meet will be a preferred choice for your homeland. Characters who emigrated from that place are usually exiled ones who have committed some heinous crimes which goes against the elven law. Thus, inbound people who come to faeruin might benefit from their society and culture.

Sword Coast – South

Based upon our discussions thus far, we can understand that far traveler 5e sees ever meet located in the south region where only the people who love the tales or want to work magic visit. The immigrants to ever meet are halruaans who know about the tales of ever meet and they visit both faeruin and halruaans for personal reasons. Their own government has rigid stance against them mingling with other communities and their quite strict against authorized involvement thus they feel suppressed in their own homeland.

Kara Tur – Far East

Kara tur is a continent located towards the far east of faeruin. The people who live here are unfamiliar to the stories and folk surrounding the sword coast. If you’re from this region, you’re likely to be referred as shou in faeruin which signifies that you’re of kara-tur origin and faeruin is not your true ethnicity. The stories of Kara travels to faerfin primarily because they mostly consist of trading communities and have links to various prosperous merchant cartels. Thus, basically the people who end up in faerfin decide to stay at the location even after their mission is over.


Mulhorand is a place where many people in Faerfin looked to have travelled from. This place has a rich heritage and great architecture value. You’ll find terrain of god kinfs who generally rule this area. Everything on this island is in owned by someone who belongs from the coast. Thus, one would really undergo a great cultural transformation when they leave Mulhorand to wander to greener pastures towards the northern faeruin. There’s heavy traffic between Mulhorand and several outskirts part of faerfin.

The far traveler 5e background mostly encapsulates of common folks and other people living in faerfin to have encountered people from along the sword coast. If not, they’ll face someone on the north. And that’s quite common. Far traveler 5e characters are also known for living out their lives without travelling a long distance.

D&D 5e Far Traveler – Featuring the stories

There are different aspects of your personalities and the figures of speech which help the native people classify you as foreigners. These includes accent, mannerisms, your appearance and overall personality to be a key indicator. Natives often give you weird glances and are curious when they find that you’re a foreigner. However, if you spend a lot of time in a particular region, you’ll befriend scholars who are intrigued by the people who migrate from far lands. That’s because they love exploring people and are eager to hear different stories from foreigners regarding their heritage.

As a foreigner, their interest in you can be utilized into visiting places and people which you generally won’t get access to. By parleying their attention, you and your travelling companions can really benefit from the scholar’s interest in you. Apart from scholars, noble lords, and merchant princes are a few other classes of people who might be interested in hearing your tales about the homeland.

Place of evolution

Halruaa is as revered as a holy place. It’s a special place for evolving thanks to its unique location. It’s located on the southern edges of shining south with mountains all around the region. It’s similar to Dagestan in Russia. Similarly, we’ve seen other origin stories above.

Reason for 5e Traveler

Most of the far travelers in D&D 5e don’t travel without a concrete reason. There are as many as six primary reason why they leave their homeland. These include Emissary, Exile, Fugitive, Pilgrim, Sightseer, and Wanderer. 5e Travelers are often the most celebrated characters in D&D 5e. But what, what makes an ideal 5e far traveller?

What makes up an ideal 5e Far Traveler?

There are many characteristics that make a 5e far traveler stand out from the rest of the characters. First, they all are extremely kind to all the folks that they meet when on voyage. Also, many of them are reserved when travelling to strange lands, however, they’re extremely respectful and operate as per the laws of the foreign land. Lastly, far travelers love adventure and even though they are well-mannered, they’re cunning and they don’t reveal everything about themselves.

Personality Trait of D&D 5E Far Traveler

1 I have various assumptions from those who around me concerning personal space.
2 I begin or end my day with small traditional rituals that are unfamiliar to those around me.
3 I have myself my own ideas on what is and what is not food, i find the habits of eating of those around me fascinating, confusing, or revolting.
4 I honor my deities through practices that are foreign to this land.
5 I have a strong code of honor or sense of propriety that others don’t comprehend.
6 I express affection or contempt in ways that are unfamiliar to others.



D6 Options For Flaw
1 I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2 I pretend not to understand the local language in order to avoid interactions I would rather not have.
3 I have a weakness for the new intoxicants and other pleasures of this land.
4 I don’t take kindly to some actions and motivations of the people of this land, because these folk are different from me.
5 I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6 I have a weakness for the exotic beauty of the people of these lands.



D6 Options For Ideal
1 Open. I have much to learn from the kindly folk I meet along my way. (Good)
2 Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3 Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
4 Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5 Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6 Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)



D6 Options For Bond
1 So long as I have this token from my homeland, I can face any adversity in this strange land.
2 The gods of my people are a comfort to me so far from home.
3 I hold no greater cause than my service to my people.
4 My freedom is my most precious possession. I’ll never let anyone take it from me again.
5 I’m fascinated by the beauty and wonder of this new land.
6 Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.


Why Are You Here?

D6 Reason
1 Emissary
2 Exile
3 Wanderer
4 Pilgrim
5 Sightseer
6 Fugitive


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