You trained for combat and war under the wise mentorship of a Green Knight. Your training grounds were the wilderness and wilds that circled your homelands. Strange wild beasts, forests, caves, and streams is where you learned the art of war. You encountered magical forest beings like the Fey and learned how to handle their deceitful and trickster ways, learning a bit of charm on the way. Your wandering mentor also taught you the secrets of the wild and the land and the fundamentals of channeling wild magic in your chosen terrain. Though you returned to your home town to pursue other endeavors you have not forgotten the fundamentals of battle, how to treat with the creatures and spirits of the wilds, and the skills of surviving them.
- Ability Scores: Strength, Constitution, Charisma
- Feat: Magic Initiate (Druid)
- Skill Proficiencies: Athletics and Survival
- Tool Proficiencies: Herbalism Kit
- Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Herbalism Kit, Healer's Kit, Quiver, Traveler’s Clothes, 14 GP; or (B) 50 GP
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