You came of age in darkness, far from the sun. Your home was any rocky outcropping that would keep you safe from being eaten. There are wonders in the underdark— strange monsters, pristine fungal grottoes and subterranean streams, collapsed ruins of great halls once trod by monsters from your worst nightmares — and you learned to fend for yourself as you explored them. From time to time, you guided friendly nature priests who instructed you in the fundamentals of channeling the magic of the wild.
- Ability Scores: Dexterity, Intelligence, Wisdom
- Feat: Magic Initiate (Druid)
- Skill Proficiencies: Survival and Stealth
- Tool Proficiencies:
Cartographer’s Tools
- Languages: Undercommon
- Equipment: Choose A or B: (A) Shortbow, Cartographer’s Tools, Bedroll, 20 Arrows, Quiver, Traveler’s Clothes, 3 GP; or (B) 50 GP
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