The care of the dead was once your trade -- preparing bodies, performing last rites, and comforting grieving families. You've seen death's face more times than most, and your solemn duties taught you respect for life's fragility.
Ability Scores: Choose A or B: (A) Wisdom +2, Constitution +1; or (B) Wisdom, Constitution, and Charisma +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.
Creatures with a connection to the dead are less likely to target you first or may parley with you. Once per long rest, you can use a bonus action to force one undead creature within 5 feet to make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails this saving throw, it will attack a target other than you (the undead creature chooses the other target, not you) if there is one or to parley with you if combat has not yet begun. Undead creatures without free will, such as skeletons or zombies, have advantage on this saving throw and cannot be compelled to parley.
Homebrew, 2025.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA