Prodigy does not have a vanilla fantasy backbone, which means that most D&D classes are not appropriate - any class involving elves, dwarves, halflings, gnomes, etc. is out immediately, as are any that refer to traditional wizards, sorcerers, and druids (in the normal D&D sense), among others. This is problematic when, for example, you are trying to run a LotFP game for your local Tabletop Gaming Association in the world of Prodigy. Playing strictly by the rules, you are down to 3 classes - fighters, specialists, and clerics (which are the priests of the One True God). Since I am trying to be inclusive, I am allowing traditional wizards, but I've also made it very clear that most magic does not happen the way traditional wizards do it.
Well, my players have progressed away from the human-centric center regions, they are now able to create non-human characters and therefore have access to the non-standard abilities these new related classes have. So, inspired by Goblin Punch's excellent series of posts (there are others, too), here is one of the Prodigy trades rendered system-less for general digestion.
Conduits worship the jungle of Sahargeen, believing it to be the literal origin of all life. The forest is, actually, the origin of all life, so it gives Conduits a little bit of power as a thank you for spreading the word.
As the Druid
Conduits get the same skills as thief-type classes, but only half the number of points to spend on them
They also have a new skill: Sahargeen's Bounty
1. Sacred Grove - the Conduit can designate a space as belonging to Sahargeen. All allies find their hp recovery doubled while they rest inside the space, and enemies cannot find the Conduit and their allies without employing magical means more powerful than the Conduit
2. Gain an animal companion, and can ask trees to grow branches in a certain shape and then have them drop. This allows them to make wooden tools in whatever shape they need that have not been touched by tools.
4. Shapeshift - the Conduit can take the form of any local animal, gaining their Strength, Dex, and Con as well as their unique abilities.
8. Would-be poachers, overzealous loggers and other people who violate the sanctity of natural spaces are cursed: nothing involving them can ever flourish or develop (wine to vinegar, food to ash, wounds never heal, etc.)