You are skilled at hunting monsters in underground environments. You have spent much of your training alone in the dark, honing your senses to pick out the slightest sound or notice the most subtle disturbance in loose sand. You are relentless in your pursuit, for you know the danger your quarry poses.
Are you a guardian of your community, or do you hunt for sport? Do you work alone, or do you hire yourself out as a guide for bored nobles in search of excitement? What monster have you sworn to catch?
Ability Score Increases: +1 to Wisdom and one other ability score.
Skill Proficiencies: Survival, and either Nature or Stealth.
Tool Proficiencies: Leatherworker’s tools.
Suggested Equipment (Cost 12 gold): chalk, traveler’s clothes, 2 hunting traps
Feature: Deep Lore. You’ve spent so much time underground that you have a natural feel for it. You always have a sense of how deep you are and which direction is north, provided that you’ve traveled in these regions before. You are also generally aware of the physical and political geography of the region (e.g., “the old dwarf colony is this way and those tunnels are part of the wererat pack’s hunting grounds”). You know where relatively safe places to camp are located and you can usually find fresh sources of water.
Adventures and Advancement: Once you’ve collected a few trophies from your hunts, people start offering you money in exchange for help against the subterranean monsters plaguing their communities. After a few such bounties, you gain the free service of up to 4 scouts (or scout variants). You can ask them to adventure with you or dispatch them to gather information on distant areas.