Origin Feat
As a youth you spent your days with a travelling merchant or pilgrim caravan, learning the skills needed to contribute to the group’s defense and wellbeing.
- Self-Defense. You gain proficiency in Simple Weapons and one Martial Weapon.
- Life Skills. You gain proficiency in one of the following skills: Animal Handling, Athletics, Medicine, Perception, or Survival. Due to D&D Beyond limitations, the selection list includes all skills but your selection should be limited to those listed.
- Wary Eye. When you roll Initiative, you can add 1d4 to the roll.
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