"Follow me."
"How?"
"Find the path yourself, young Hunter," ordered the ranger. "Your eyes see farther and your ears hear clearer than all other Ascended. The Wilds are your home. Not your enemy."
A young Hunter will find themselves in nature more often than in a home. They will go out of their way to immerse themselves in the wild, whether it be within a great forest, an extensive cave network, or within the water. Hunters will observe natural creatures, and even mimicking their movements and behaviors until they fully understand the beast. They are masters of navigation, even at a young age, capable of finding their way home no matter the conditions.
Chosen by Artemio, Hunters preside over the wilderness and nature, much like your god. Instead of turning your gaze to the sky, or keeping your mind lodged between pages of a book, You prefer to keep your boots on the ground and your hands on the earth. You live with nature— in accordance with its movements, its structures. You often find the rigid constructs of society restricting. You seek the most ultimate freedom: to run alongside the wildest creatures and seeing all that nature has to offer you.
Hunter Traits: Unorthodox, Free-Spirited, Pathfinder
Skill Proficiencies. Nature, Perception or Survival
Tool Proficiencies. Herbalism Kit
Languages. You learn one additional standard language of your choice.
Equipment. A set of common clothes, an herbalism kit, a compass, and a belt pouch that contains 15 gp.
1st-Level Feature
You have a perfect memory of maps and geography. You cannot get lost by natural means, and you have a general idea of the types of creatures that can be found in any specific biome or region. You can easily find food and fresh water for yourself and up to 5 other people each day, given that the land is able to produce such things.
Additionally, when you make a Wisdom (Survival) check, your proficiency bonus is doubled.