Deep in a forest grove or on the outskirts of a village, you learned hedge magic on your own -- through trial, error, and communing with the spirits of nature. Though not formally trained in an academy, you wield small charms, remedies, and superstitions that sometimes prove surprisingly effective.
Ability Scores: Choose A or B: (A) Wisdom +2, Intelligence +1; or (B) Wisdom, Intelligence, and Charisma +1
Skill Proficiencies: Nature 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.
Once per long rest, you can brew a minor charm or talisman during a short rest. A creature who carries it gains a +1 bonus on any single saving throw of their choice. The charm then loses its power. This charm loses its power once it has been used or as soon as you create a new charm or talisman.
Homebrew, 2025.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA