Naturalist
Ability Scores: Constitution, Intelligence, Wisdom
Feat: Magic Initiate (Druid)
Skill Proficiencies: Nature and Survival
Tool Proficiencies: Cook’s Utensils
Equipment: Choose A or B: (A) Shortbow, 20 Arrows, Cook’s Utensils, Bedroll, Blanket, Pouch, Tent, Traveler’s Clothes, 13 GP; or (B) 50 GP
You learned the wild by living close enough to notice its smallest changes. A broken trail, an unfamiliar birdsong, the scent of rain arriving too early, or a plant growing where it should not can tell you what has passed through a place and what may be coming next.
That knowledge is practical. You know how to find shelter, gather useful herbs, follow creatures across difficult ground, and recognize when an ecosystem has been disturbed. You also learned to cook with what the land provides. A meal can preserve scarce supplies, settle frightened people, and turn unfamiliar plants into something nourishing rather than merely edible.
Your bond with the natural world is not a claim of mastery. The wild has its own boundaries, hungers, and dangers. You respect those thresholds and act when careless hands, unnatural forces, or unchecked magic threaten the balance around them.
Green magic grew from the same attention. It is older in instinct than formal spellcraft: a living answer carried through wood, root, weather, and touch. Whether you later gave that power structure through arcane study or continued to follow it on its own terms, you learned that protecting life sometimes means helping it grow—and sometimes deciding what must not be allowed to cross.