The world is overrun with vermin, but for you those pests of the four-legged variety. In the cities these are generally rats and other rodents. In the country, the pests might come in the form of raccoons or other critters that steal food and destroy structures piece by piece.
You've trained in the arts of getting pests away from people and coin away from clients. You may run an honest business, helping farmers and shop owners eliminate potentially life-threatening pests. Or you may introduce those pests in the first place, then solve the problem you created, skipping town before your ploy is discovered.
- Ability Scores: Dexterity, Constitution, Intelligence
- Feat: Magic Initiate (Druid)
- Skill Proficiencies: Sleight of Hand and Medicine
- Tool Proficiencies: Poisoner's Kit
- Equipment: Choose A or B: (A) Dagger, Poisoner's Kit, Hunting Trap, Traveler’s Clothes, 8 GP; or (B) 50 GP
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. 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.
Spell Change. 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.