You have seen wounds, fevers, and grief – and you’ve pushed back against them with skill and determination. Whether by bandage, brew, or divine grace, your hands bring comfort and restoration where others bring blades.
Were you trained in a temple, a battlefield tent, or at a loved one’s bedside? Do you heal to protect, to repent, or to prove something? What injury do you carry that medicine can’t mend?
- Equipment. A healer’s kit, a set of traveler’s clothes, and a herbalism kit.
- Tools & Languages. None
- Backround Knowledge. You have advantage on ability checks related to non-magical medicine, healing wounds, and determining the seriousness of injuries.
- Quick recovery. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. Also, as an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this trait again until it finishes a short or long rest.