Dreaming Wilds
Far from cities, the wilds of the Dreaming are lush with the weird and beautiful. Fey here easily live in harmony with nature, making their homes in flower bulbs or riding friendly tortoises across painted deserts. Some take offense to the folk of the Waking, perhaps simply sabotaging their tools and wagons, but occasionally luring children with sweets and then over time turning them into gremlins.
Characters raised in the Dreaming wilds culture, even if they’re not fey themselves, share a variety of traits in common with one another.
Home on the Range. Choose a region: Feywood, Flowing River, Frozen Wastes, Lofty Mountains, Parched Sands, Rolling Grasslands, Tangled Forest, Unrelenting Marsh. You can move normally through non-magical difficult terrain in your chosen region. Additionally, you gain proficiency in one of the following: Animal Handling, Nature, Survival. You gain an expertise die on checks with the chosen skill in your chosen region.
Music of the Wilds. You gain proficiency with one musical instrument.
Nature Provides. In nearly any natural landscape, you do not require Supply each day of a journey. You always find just enough food and drink to sustain you, so your only real concern is dying of boredom. This benefit can never provide Supply for others.
Likewise, once per day you can turn a rock, plant, or animal part into a mundane piece of survival gear or a tool kit worth up to 10 gold pieces, though this does not grant proficiency with the tool kit. It reverts to its original form after 24 hours or 10 minutes after the item leaves your possession, whichever comes first. You cannot produce Supply using this trait and must still provide the raw materials to craft an item.
Wilds as Weapon. You know one of the following cantrips: acid splash , pestilence , produce flame , ray of frost , shillelagh , shocking grasp .
Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (whichever is highest).
Languages. You can speak, read, write, and sign Common and Sylvan.