Backgrounds

Hermit

You withdrew from society -- perhaps to seek enlightenment, atone for a misdeed, or escape worldly distractions. Your solitude granted you time to think, meditate, or tinker with personal obsessions.

Ability Scores: Choose A or B: (A) Wisdom +2, Intelligence +1; or (B) Wisdom, Intelligence, and Dexterity +1

Skill Proficiencies: Religion and Medicine

Tool Proficiency: Herbalism Kit

Equipment: You begin with 50 GP that may only be spent on items from the Adventuring Gear and Tools lists. This gold cannot be used to purchase weapons, armor, or mounts and vehicles. Any unspent funds may be kept in a belt pouch for future expenses in the course of an adventure.

Feature: Meditative Respite

During a short rest, you can choose to spend no Hit Dice and still recover additional hit points equal to your proficiency bonus.

Homebrew, 2025.