Animist
You commune with nature.
Animists believe in a supernatural power that organizes and animates the material plane. Every single thing has agency, free will, and a distinct spiritual essence.
Background Traits
Animist Proficiency
Animists are proficient in the Nature and Religion skills.
In Tune with Nature
After ten minutes of uninterrupted meditation, you briefly become one with nature and gain knowledge of your immediate surroundings out to a radius of 300 feet. The feature doesn't function where nature has been replaced by construction, such as in dungeons and towns, nor does it work in natural underground settings such as caves.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
terrain and bodies of water
prevalent plants, minerals, animals, or peoples
powerful* celestials, fey, fiends, elementals, or undead
influence from other planes of existence
buildings, ruins, or other infrastructure such as paved roads and bridges
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
*Double your HD or greater.
Greater Communion. When casting the commune with nature spell as part of a ritual, the radius of the spell doubles and you gain knowledge of all five available facts as they relate to the area.
Prerequisite: ability to cast commune with nature as a ritual spell.
Polyglot
You can speak two additional languages.