Hermit¶
Character benefits¶
- Ability scores: Constitution, Wisdom, Charisma
- Origin feat: Healer
- Skill proficiencies: Medicine and Religion
- Tool proficiency: Herbalism Kit
Choose one of the three listed abilities to increase by 2 and a different listed ability by 1, or increase all three by 1. These increases cannot raise an ability score above 20.
Starting equipment¶
Choose A or B:
- A: Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler's Clothes, 16 GP.
- B: 50 GP.
Suggested history¶
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.
You can alter the narrative details to fit your character.
Equipment reference¶
Bedroll · Book · Herbalism Kit · Lamp · Oil · Quarterstaff · Traveler's Clothes
Source¶
Player’s Handbook (2024), supplied printing.
PDF page 176 — source PDF is not included in this player reference. · PDF page 181 — source PDF is not included in this player reference.