Prerequisite: Earth Genasi, Firbolg, Ghostwise Halfling, Grung, Goliath, Lizardfolk, Locathah, Lotusden Halfling, Minotaur, Shifter, Triton, Tortle, Wood Gnome, Wood Elf, or Wood Half-Elf
Through your travels, your connection with the wilds has grown even beyond the natural connection afforded to you by virtue of your blood. You have taken the time needed to truly embed the soul of the wilds within yourself. When you take this feat, you gain the following benefits:
- You gain the ability to speak Sylvan. If you already speak Sylvan, you learn a language spoken by a Beast, such as Giant Elk or Giant Owl.
- As an action, you may attempt to calm an angered beast. Make a Charisma (Persuasion) Check contested by the target's Wisdom (Insight) Check. The creature has advantage on the check if you or your allies are fighting it. On a success, the creature is Charmed by you. When Charmed in this way, the creature will not willingly attack you or your allies. If the creature takes damage from your allies, the Charmed condition will end. Once you succeed on this check, you cannot do so until the next dawn.
- Whenever you make Intelligence (Nature) Checks to determine the nature of flora and fauna native to the Material Plane, you are considered proficient in the Nature skill and add double your proficiency bonus to the check
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