Wild

Skill Proficiencies: You have proficiency in one of the following skills of your choice: Animal Handling, Insight, Nature, Perception, Stealth, or Survival.
Languages: You can speak, read, and write Common and one other language.

Hunter's Lore (Major)
You have proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Nature, Performance, Persuasion, Sleight of Hand, Stealth, or Survival.
Master the Land (Major)
Your culture relies on tried and true systems that have worked for the history of civilization. Choose one of the following:
  • Botanist. You gain proficiency with herbalism kits. You can always choose to use Wisdom when making checks with the Nature skill or herbalism kits.
  • Beastwarden. As a part of a long rest, you can tend to a number of beasts equal to your proficiency bonus. For the next 24 hours, these beasts do not need to eat or drink, and when they are subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the beasts instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Fisher. You gain proficiency with harvesting kits. You have a swim speed equal to your walking speed. Additionally, you can hold your breath for an additional number of minutes equal to your Wisdom modifier (minimum 1).
  • Gatherer. You gain proficiency with herbalism kits. Choose one of the following senses: Hearing, Sight, and Smell. You have advantage on Wisdom (Perception) checks that rely on the sense you chose. Additionally, you are always alert to danger even while otherwise occupied, like while foraging or navigating.
  • Hunter. You gain proficiency with harvesting kits. The d20 die result required to activate a flourish is reduced by 1.
Cunning Artisan (Minor)
You gain proficiency in one of the following tool of your choice: carpentry tools, cooking utensils, leatherworking tools, masonry tools, pottery tools, weaving tools, or woodcarving tools.

You can create a ramshackle weapon, shield, light, or medium armor you are proficient in with an hour of work if you have access to raw or reclaimed materials, including bone and hide. The cost of an item cannot exceed a value of 10 x your proficiency bonus gp.

Ramshackle weapons and armor created with this trait way function identically to their normal counterparts, except their gold piece value is always 0 and they have half as many hit points as their normal counterparts. Armor and shields break and become useless if their wielder is hit by any attack roll with a result of natural 20, and weapons break if the attacker rolls a result of 1 on an attack roll you make with them.