Ability Score Increase: Increase your Constitution score by 1, to a maximum of 20.
Forest refugee: You gain proficiency in nature, and expertise in survival.
- Survivor, protector, an example of perseverance and resilience, a lot of hardship forged you into the person you are now. -
Archer: You gain the fighting initiate feat, but you can only use it for Archery fighting style.
Herb expert:
- Brew Poison: You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus your wisdom modifier and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
- Brew Potion: With 1 hour of work using herbalist kit and expending 50 GP worth of materials, as well as succeeding a tool check DC 14, you can create a uncommon potion of any kind. You can use this feature once per 1d4 days.
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