You served as a medic, apothecary, or wandering doctor, tending to the sick and wounded. Whether schooled in formal healing or driven by a desire to alleviate suffering, you know remedies for common ailments and have a calming bedside manner.
Ability Scores: Choose A or B: (A) Wisdom +2, Intelligence +1; or (B) Wisdom, Intelligence, and Constitution +1
Skill Proficiencies: Medicine and Insight
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.
During a short rest, you can allow up to six creatures (including you) to recover 1 additional Hit Die's worth of hit points if they spend at least one Hit Die. You may use this feature once per long rest.
Homebrew, 2025.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA