Background: Doctor
You practice some form of medicine and are skilled in patching up wounds and alleviating ailments. You might be well known among other medical professionals, and you probably trained amongst your peers in a medical institution.
Skill proficiencies: Medicine and one other skill determined by your speciality (below)
Tool proficiency: Herbalism kit
Equipment: A herbalism kit, a healer's kit, a book of medical techniques, a vial of perfume, a set of common clothes and a pouch containing 10gp.
You specialise in a certain field of medicine. Roll or choose from the table below to determine your speciality and the skill proficiency you gain.
d8 | Speciality | Skill Proficiency |
---|---|---|
1 | Combat Medicine | Athletics |
2 | Surgery | Sleight of Hand |
3 | Pharmacology | Nature |
4 | Medical History | History |
5 | Ophthalmology | Perception |
6 | Pathology | Investigation |
7 | Psychiatry | Insight |
8 | Veterinary Medicine | Animal Handling |
Feature: Medical Professional
Your medical experience is always in demand. Anywhere where people are gathered, you are likely to find work tending the sick, administering aid to those who need it. This work is almost always enough to keep you clothed and fed in a manner reflecting the wealth of your patients, and serves an excellent way to get to know the locals.Variant background: Quack
You have medical knowledge... Or so you you would have people believe. You have no medical training, and most of your knowledge of medicine comes from superstition, hearsay, or just plain guessing. If you choose the Quack variant, your proficiency in the Medicine skill is replaced with proficiency in the Deception skill, and you can choose any tool instead of a herbalism kit to be proficient with. Even though you lack medicinal ability, you can still work treating those who cannot see through your deception. If you are found to be a fraud, you may be in danger of retaliation from your patients! Based on this homebrew.
Type
Medical
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