You spent the last few years secluded in a primal world located under Xin-Shalast. In those days, your only companions were the creatures of this savage land and the Arch-Druid Ook, who would occasionally visit to bring news of the outside world and supplies. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energy flowing through the natural world.
Ability Score Bonus: +1 Wisdom OR +1 Constitution Skill Proficiencies: Medicine, Religion
Tool Proficiency: Herbalism Kit
Language: Sylvan
Feat: Magic Initiate (Primal)
MAGIC INITIATE
1st-Level Feat
Prerequisite: None
Repeatable: Yes, but you must choose a different
Spell list each time
You have learned the basics of a particular magical
tradition. Choose one Spell list: Arcane,* Divine,* or
Primal.* You gain the following benefits related to that
choice:
• Two Cantrips. You learn two cantrips of your
choice from the Spell list.
• 1st-Level Spell. Choose one 1st-level Spell from
the Spell list. You always have that Spell
prepared. You can cast it once without a Spell
Slot, and you regain the ability to cast it in that
way when you finish a Long Rest. You can also
cast the Spell using any Spell Slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these Spells (choose when you select this
Feat). Consult the Player’s Handbook for the rules on
spellcasting.
Whenever you gain a new level, you can replace one of
the Spells you chose for this Feat with a different Spell
of the same level from the chosen Spell list.
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