You grew up in a small village or community. Everyone knew everyone. There were farmers, a single blacksmith/Ferrier/fletcher/leather worker, and one tavern/inn/town hall.
In every village, there's someone that acts as a doctor for the community. Sometimes it's an herbalist, or a witch in the woods, or a retired soldier who has seen enough combat to handle wounds.
You grew up as this person, or at the very least as their apprentice. You know how to make unguents, salves, and lotions. You know how to set a bone, how to provide basic medical care.
- Skill Proficiencies: Having been a local medic, you are familiar with the methods of non-magical healing. As such, you have proficiency in Medicine, as well as one skill of your choice between Investigation, Nature, Perception, and Survival.
- Tool Proficiencies: You are well versed in the use of a healer's kit and either an herbalism kit OR alchemist's supplies.
- Equipment: You start with a healer's kit and either an herbalism kit OR alchemist's supplies, a token of appreciation from a villager, and a pouch containing 5 gold and 5 silver.
Travel brings with it a host of minor annoyances. Bug bites, blisters, sores, rashes, twisted ankles, and more can make it generally an unpleasant experience. The wear and tear of the day can usually leave an adventuring party distracted.
Your knowledge helps you fix all of those little annoyances, making travel with you much easier, and hence much faster. When travelling, each member of your party (up to 8 others) gains moves 10% faster, covering that much additional distance, based on the exploration table in the DMG (Chapter 8).
Suggested Characteristics
I can't let people suffer when I can easily help them.
| d6 | Personality Trait |
|---|---|
| 1 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
| 2 | Nothing can shake my optimistic attitude. |
| 3 | I always have a natural remedy for any injury |
| 4 | I would always rather talk than fight. |
| 5 | People are stupid and hurt themselves because of it. |
| 6 | I'm always looking for new uses for the plants I find. |
| d6 | Ideal |
|---|---|
| 1 | Tradition. The remedies that I was taught require precision and rule following. (Lawful) |
| 2 | Responsible: First, do no harm. It's my duty to heal, no matter who is injured. (Good) |
| 3 | Power: I saved your life; now it belongs to me. (evil) |
| 4 | Fairness: healing people makes the world a better place (any) |
| 5 | Time: keeping people alive gives them more time to create great things (neutral) |
| 6 | Healing: everyone deserves a chance to be themselves. (chaotic) |
| d6 | Bond |
|---|---|
| 1 | I have put so much of myself into the lives of others, and I won't let anything bad happen to them |
| 2 | I will bring terrible wrath down on the evildoers who destroyed my home |
| 3 | My family, village, or community is the most important thing in my life, even when they are far from me |
| 4 | Some people look up to me, and I can't let them down. |
| 5 | My life was saved, and I have dedicated myself to saving the lives of others. |
| 6 | I protect those who cannot protect themselves |
| d6 | Flaw |
|---|---|
| 1 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
| 2 | I'd rather heal those who get hurt honestly than those who get hurt being stupid. |
| 3 | I have a weakness for the vices of the city, especially hard drink. |
| 4 | I’m incapable of deception. |
| 5 | I find that most people are trustworthy. Hey, where’s my belt pouch? |
| 6 | I have certain rituals that I must follow every day. I can never break them. |
Previous Versions
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7/27/2021 10:11:52 PM
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