You learned your craft far from temples and formal academies - among wind, soil, and living things. Whether you were raised in a remote village, trained by a wandering herbalist, or survived alone in the wilderness, you came to understand that nature itself provides both ailment and cure. You can read the land like a physician reads a patient, finding remedies where others see only danger.
- Skill Proficiencies:
- Medicine
- Nature
- Tool Proficiencies: Herbalism Kit
- Languages: One of your choice (often Druidic-adjacent cultures, Sylvan, or a regional tongue)
- Equipment:
- Herbalism kit
- A small collection of dried herbs and poultices
- Traveler’s clothes
- A walking staff
- Belt pouch containing 10 gp
You can reliably find natural ingredients to treat common injuries and illnesses. When in a natural environment (forests, plains, swamps, mountains, etc.), you can spend 1 hour foraging to gather herbs and materials.
- You can create a number of basic poultices equal to your proficiency bonus per long rest.
- A creature can use a poultice as an action to regain 1d4 hit points.
- Outside of combat, you can automatically stabilize a creature without a Medicine check if you have access to your kit and natural materials.
Additionally, common folk, druids, and rural communities are generally willing to offer you shelter or assistance in exchange for your healing knowledge.
Suggested Characteristics
Personality Traits
- I speak to plants and animals as if they understand me.
- I prefer natural remedies over “civilized” medicine.
- I am calm in crises, especially when tending to wounds.
- I distrust cities—they feel sick to me.
- I collect strange herbs wherever I go.
- I’m blunt; illness doesn’t care about politeness.
Ideals
- Balance – Nature must remain in equilibrium. (Neutral)
- Compassion – All living things deserve care. (Good)
- Survival – Only the adaptable endure. (Neutral)
- Tradition – Old ways are the truest ways. (Lawful)
- Freedom – Nature cannot be controlled. (Chaotic)
- Power – Knowledge of life and death is power. (Evil)
Bonds
- I owe my life to the wilderness that sustained me.
- I seek a rare plant said to cure any illness.
- I protect a specific region of land from harm.
- A former patient’s death still haunts me.
- I was taught by a reclusive mentor I hope to find again.
- My home was destroyed by unnatural forces.
Flaws
- I trust nature more than people.
- I hoard herbs “just in case.”
- I hesitate when forced to use unnatural magic.
- I can be overly clinical about injury and death.
- I underestimate threats that aren’t natural.
- I refuse to abandon the wounded, even when it’s dangerous.
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