Cleve Barbarian

*The Cleve are a rugged human tribe who make their homes in the White Spine. In centuries past, they were one of the many barbarian tribes that lived in, and around, the Nordain region. When the Drahanim clans united 400 years ago under King Lontan the Great, the Cleve refused to join them. The Cleve were too independent, too proud, and too stubborn to pay homage to any king. Their continued raiding into the lowlands led to many long and bitter wars, but ultimately they could not stand against the united forces of Nordain. The Cleve were driven back into their mountain homes, but no commander dared to fight them on their home ground. Since then, there has been an uneasy peace with Nordain.*

*Today the Cleve are largely isolated in the Spine. They do trade with the dwarves and some Cleve descend to the lowlands to work as mercenaries or adventurers. Most people in Nordain consider them uncivilized barbarians, however, while the Cleve think their old foes weak and corrupt. It is thus no great surprise that there are still sporadic raids from the Spine; though the Cleve have learned to strike quickly and retreat to their holds before they are counterattacked.*

* **Skill Proficiencies:** Athletics, Survival
* **Tool Proficiencies:** One type of artisan's tools
* **Languages:** Clevene, Nordish
* **Equipment:** A totem of a particular Cleve deity, a necklace or tattoo signifying what tribe you come from, a set of fur clothes, a jar of war-paint, and a pouch containing 5sp

### Tracking

You know how to track prey with uncanny ability. When tracking you may add your Wisdom modifier to Investigation checks to discern two of the following pieces of information: direction, time since track was left, number of individual creatures, if any of the known number of creatures are injured, pace of travel, or if the quarry was using techniques to obfuscate any piece of information you have gleaned through this skill.

### Suggested Characteristics

Use the tables for the Welserine Wilder background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

## Variant: Augur

* **Skill Proficiencies:** Medicine, Nature.
* **Tool Proficiencies:** Herbalism kit, Poisoners kit.
* **Languages:** Clevene, Nordish
* **Equipment:** A totem of a particular Cleve deity, a necklace or tattoo signifying what tribe you come from, a set of fur clothes, a jar of war-paint, and a pouch containing 5sp

### Commune

You have learned various rituals that allow you to communicate with the spiritual gods of your tribe. Once per day you can commune with these spirits as a ritual by using your totem. Ask one question that can be answered with a yes or no. Spirits aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the spirit's knowledge. In a case where a one-word answer could be misleading or contrary to the spirit's interests, the DM might offer a short phrase as an answer instead.

If you use this feature two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each use after the first that you get no answer, and you become vulnerable to possession by demons unless aided by another mage. The DM makes this roll in secret.

### Augur Personality Traits

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### Augur Ideals

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### Augur Bonds

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### Augur Flaws

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