You grew up in the wilds, far from civilization's comforts. You understand nature's dangers and bounty, surviving through wits and skills. You're at home in the wilderness and can guide others through it.
Ability Scores: Choose A or B: (A) Dexterity +2, Wisdom +1; or (B) Dexterity, Wisdom, and Strength +1
Skill Proficiencies: Survival and Athletics
Tool Proficiency: Herbalism Kit
Equipment: You begin with 50 GP that may only be spent on items from the Adventuring Gear and Tools lists. This gold cannot be used to purchase weapons, armor, or mounts and vehicles. Any unspent funds may be kept in a belt pouch for future expenses in the course of an adventure.
You and up to five companions can move at a normal pace through nonmagical difficult terrain, without getting lost.
Homebrew, 2025.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA