Hermit
Player's Handbook (2024) p. 182
- Competencias
- Medicine, Religion
Rasgos
Description
You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
Ability Scores: Constitution, Wisdom, Charisma
A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
Feat: Healer
You gain the following benefits. you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus. you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Tool Proficiency: Herbalism Kit
Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category.
Starting Equipment
Choose A or B: (A) Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flask s), Traveler's Clothes, 16 GP; or (B) 50 GP