Raised in the marshlands, you learned that survival depended on patience rather than strength. You knew which plants healed, which were toxic, and where the ground would hold. Ancient rites taught you to read sickness in the water and heed warnings from the reeds and roots. Long before you became an adventurer, you were a guardian of places others overlooked.
- Ability Scores: Dexterity, Constitution, Wisdom
- Feat: Magic Initiate (Druid)
- Skill Proficiencies: Nature and Perception
- Tool Proficiencies: Herbalism Kit or Poisoner's Kit
- Equipment: Choose A or B: (A) Dagger, Poisoner's Kit, Waterskin, 2 Pouches, Traveler’s Clothes, 5 GP; or (B) 50 GP
Previous Versions
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5/18/2026 5:05:32 PM
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5/18/2026 5:07:36 PM
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5/20/2026 1:07:30 AM
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6/16/2026 6:32:40 PM
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11
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5.5
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Coming Soon
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Posted Jun 16, 2026You are now able to properly add Ability Scores: Dexterity, Constitution, Wisdom directly in Character Builder.