You came of age outdoors, far from settled lands. Your home was anywhere you chose to spread your bedroll. There are wonders in the wilderness— strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants— and you learned to fend for yourself as you explored them. You look for strange places, runes and places of worship to study them.
- Ability Scores: Dexterity, Constitution, Intelligence
- Feat: Magic Initiate (Druid)
- Skill Proficiencies: Medicine and Nature
- Tool Proficiencies: Herbalism Kit
- Equipment: Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Quiver, Blanket, Tent, Traveler’s Clothes, 20 GP; or (B) 50 GP
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