HIT POINTSHit Dice: d12
Hit Points at 1st Level: 12 + Constitution Modifier
Hit Points at Higher Levels: 7 (or 1d12) + Constitution Modifier
PROFICIENCIESArmor: You are proficient with Light Armor.
Weapons: You are proficient with your unarmed strikes and with melee attacks* with one simple melee weapon of your choice.
*So you are NOT proficient with thrown attacks with weapons that are nominally melee.
Tools: Healer's Kit, Herbalist's Kit, Trail Cooking Gear (or using any cooking gear to produce that level of product), Any one set of crafting tools for everyday items (including farming impliments)... no armor, weapons, alchemy, etc. ((NOT artists tools at this point, gotta make a living before you can make life beautiful for everyone.))
((Note to Baby Changeling: Drop the Trail Cooking Gear and the free pick of a crafting tool since "doctor" is a full-time profession, rather than being something that, in a small village, might only comes up sporatically.))
Saving Throws: Starting: Constitution and Wisdom ((CONFIRMED! See
Gift of Grace for some idea of why this is.))
2nd Class Level: Gain Charisma
3rd, 4th, and 5th: Gain one of your choice ((Not actually a choice at 5th.))
Skills: Medicine plus 2 (3?) more from: Athletics, Insight, ?Intimidate ((if I include this for the "menacing body-guard" type, consider making it mutually exclusive with Persuasion? Then again, I can probably drop this entirely and they can just take the Soldier background if they want that sort of thing.)), Religion, Persuasion, Stealth, and Survival. Can replace one of these optional skill picks with Expertese in Medicine.
EQUIPMENTYou start with the following equipment, in addition to the equipment granted by your background:
Any simple melee weapon
(a) A priest's pack and holy symbol or (b) an explorer's pack and herbalism kit
Healer's kit, leather armor, soap, (extra) waterskin
Level | Proficiency Bonus | Features |
1st | +2 | Hands of the Healer, Least Gifts ((An Ounce of Prevention, Eyes of the Healer, Gift of Protection, Gift of Grace (Debuff: ALL, Buff: 2), Gift of Warding )), Healing Item Use, Swift to Protect, Ritual Casting(Slow) ((Technically doesn't do anything with PHB spells until 3rd level)), Cantrips |
2nd | +2 | Carry the Burden(Loads, Armor/Shield Penalty Negation, and Feather Fall), Defensive Strike, Deft Unarmed Strike, Gift of Tolerance, Helpful, Proficiency in Charisma Saves |
3rd | +2 | Archetype, Carry the Burden (Levitate), Add a Saving Throw Proficiency |
4th | +2 | Ability Score Increase, Gift of Grace (Debuff: 4(3? all but 2 that you are usually proficient in at this level(same thing at this level, NOT aqt next)? ), Buff: 2), Add a Saving Throw Proficiency |
5th | +3 | Carry the Burden (Fly), Gift of Breath, Gift of Time (Speed and *Haste*), Proficient in All Saves |
6th | +3 | Gift of Grace (Debuff: 1 or 2, Buff: Same) |
7th | +3 | Archetype ?Improvement?, Gift of Grace (Debuff: 1 to 3, Buff: Same) |
8th | +3 | Ability Score Increase, Gift of Grace (Debuff: 1 to 4, Buff: Same) |
9th | +4 | Gift of Grace (Debuff: 1 to 5, Buff: Same) |
10th | +4 | Gift of Resistance (Debuff: 1 to 6, Buff: Same) |
11th | +4 | Shield of the Soul, Archetype ?Improvement? |
12th | +4 | Ability Score Increase, Gift of Time (No longer requires Bonus Action to Grant Extra Action) |
13th | +5 | - |
14th | +5 | Improved Shield of the Soul |
15th | +5 | - |
16th | +5 | Ability Score Increase, Gift of Resistance* (Common Energy) |
17th | +6 | Archetype Paragon, Gift of Foresight |
18th | +6 | Improved Gift of Resistance* (Rare Energy) |
19th | +6 | Ability Score Increase, Greater Gift of Resistance* (Physical) |
20th | +6 | Gift of Grace (1/2 Penalty), Gift of Time (Double All Speeds, Extra Action, AND Extra Bonus Action), ?Grace to the Gracious? |
*Those familiar with the 3.x/PF versions of this class should note that this is NOT the same thing as the ability with that name in those versions.
NOTE: SHOULD PROBABLY HAVE "SHIELD OF THE SOUL" AT 11TH, NOT 10TH (THIS MAY ALREADY BE TRUE!)!
Gifting Bonus and other issues of dedication (Multiclassing):
Gift of Protection[/i] until second level) might be overkill.]You can't ever multiclass INTO this, you have to have been born with 'the spark' and then never let it die. You must have built your spark up to a level where it can sustain itself before you can safely turn your striving to other passions. If you multi-class out before level 3, when you discover the true core of your passion (AKA your sub-class), you lose all levels of this class immediately. Once you have reached 3rd level in this class, you may mix and match levels of various classes, including further levels of this one, as you wish.
The path of the Grace-Gift is best walked with great dedication. Those who persue other sources of power, even for the purpose of bettering the value of their sacrifices, may find their Grace-Gift abilities not progressing as quickly as might be expected. For certain class features, separately calculate your proficiency bonus as if you had only levels in Grace-Gift. This is known as your "Gifting Bonus". If you are single-classed this will always be simply your normal proficiency bonus. If you only have a few levels in another class it will be the same at many character levels. Whatever the number of levels in other classes, the following chart has been provided for convenience:
Grace-Gift Level[/color] | Gifting Bonus[/color] |
[td="align:center"]1st-4th |
[td="align:center"]+2
[td="align:center"]5th-8th
[td="align:center"]+3
[td="align:center"]9th-12th
[td="align:center"]+4
[td="align:center"]13th-16th
[td="align:center"]+5
[td="align:center"]17th-20th
[td="align:center"]+6
Also note that Grace-Gift spells generally scale with
class level, not spell-slot, character, or caster levels. For other limitations on multiclassed Grace-Gift characters see the
Divine Protection ???and
Defensive Strike??? class feature((s)), and the following lines that parallel the tables on pages 163-4 of the PHB.
MULTICLASSING PREREQUISITESClass | Ability Score Minimum |
Grace-Gift | Constitution 13, Wisdom 13, and Charisma 13 |
Want to make multi-classing a bit hard. Of course constution 13 is probably not going to be much of a burden, but I do what I can...
MULTICLASSING PROFICIENCIESClass | Proficienciences Gained |
Grace-Gift | Medicine(Expertese if already proficient, any Grace-Gift skill if already expertese), Herbalist's Kit, and choice of Constitution or Wisdom saves (if already have both, then Charisma saves) |
Hands of the Healer: ((NOT same as 3.x/pf thing of same name. Spend a short rest to double others' hp recover per hd spent (can spend 1/2 hd). Spend Long Rest to have other recover all hd.))
You may give up benefits of a short rest or long rest to intensively tend to the wounds of a number of others up to your charisma modifier (minimum 1). ((2+Wis. Mod.? Or instead have limit on HD to be doubled rather than number of patients?))
With a Short Rest: Roll twice the dice and add constitution modifier as normal for each die per hd spent (they can spend half a hitdie to roll a single die with constutition modifier).
With a Long Rest: The targets recover all hitdice rather than half their maximum.
Both benefits can effect up to Cha. Mod. allies (minimum 1). ((Flat 6 to put it on parity with "Mass" spells?))
Cantrips:CleanseSpare the DyingRitual Casting(Slow): (+1 hour(instead of +10 minutes) for top level usable, +30 miuntes for level below that, the standard +10 minutes for anything lower) ((OLD:improves to Min[1 hour, Level*10 minutes at around] at a later level (5th?, 11th?, whatever level I need to make the chart look busier in its LOWER areas?) which I should note on the chart if I don't remove the (Slow) addendum both here and on the chart, slot level is as per full-caster max-slot (provide a table for "dummies"). Maybe make an exception to the casting time rule for "Gift of Life" spells?))
((Remember to include guidelines to GMs for base class ritual casting, the default Holy Protector list AND the "pick a few" Holy Protector list (if any) so they can make good decisions regarding adding splat-book/homebrew to this.))
1st:
Purify Food and Drink2nd:
Gentle ReposeLesser RestorationProt. from Poison (Neutralize ONLY)
Status ((Make sure to include text of this if I haven't already!))
3rd:
Dispel Magic (allies & cursed objects only)
Helping Hand ((Make sure to include text of this if I haven't already!))
Remove CurseRevivify (Needs material component(consumed), must be STARTED casting w/in the 1 minute time limit and reduces caster's Constitution by 2, recovered 1/long Rest)
4th:
Locate Creature (ALLIES ONLY!)
"
Freedom of Movement" ((WRITE UP VARIANT WITH INSTANTANEOUS DURATION... or forget it because status effects tend to wear off before 10 minutes anyway in 5e....))
5th:
Greater Restoration (Needs material component(consumed) )
Raise Dead (Needs material component(consumed), reduces caster's Constitution by 4, recovered 1/long Rest... ((Replace with spliting normal penalty with recipient?)) )
6th: NONE (in PHB at least...)
7th:
Regenerate (Needs material component(consumed) ) ((MAYBE have this cause disadvantage with anything involving the body-part you re-grew until complete a Long (Short?) Rest)
Ressurection (Needs material component(consumed), reduces caster's Constitution by ?6?, recovered 1/long Rest... ((Replace with spliting normal penalty with recipient?)) )
8th: ?Clone (Needs material component(consumed), reduces caster's Constitution by ?6?, recovered 1/long Rest... ((Replace with spliting normal penalty with recipient?)) )
9th: True Ressurrection Ressurection (Needs material component(consumed), reduces Constitution by 2? 4? 6? 8?, recovered 1/long Rest... ((NO NORMAL PENALTY TO SPLIT!)) )
((References for similar things in PHB: Book of Ancient Secrets warlock power p.110, Ritual Caster feat p.169))
(( OUTDATED, TURNED INTO AN ADDITIONAL CANTRIP AND A RITUAL: An Ounce of Prevention: Can cast *Purify Food and Drink* and/or be able to clean and disinfect 1 foot cubes with a an action for the next hour. Can use these abilities a total number of times per day equal to class level. (Becomes unlimited at 5th). ))
Divine Protection: Beginning at 1st level, while you are wearing light armor or no armor and not also not wielding a shield, you gain your Charisma modifier as a bonus to AC. You can not benefit from both this and the
Unarmored Defense feature found in certain other classes. Simply use whichever gives you the highest AC. It is especially important to note that
multi-classed Grace-Gifts have this bonus capped at their current grace-gift class level.
((Note that this is actually not as big a benefit for multiclassing into Sorcerer compared to Barbarian 1 than one might think (still pretty good since the GG AC bonus is based on CHARISMA which an offensively oriented sorcerer is almost sure to have as their highest stat), since a shield (which Barbarians can wear and still get their Con. Mod. to AC, but not armor) provides the same AC as Studded Leather, and Constitution is both a more important save than Charisma AND provides hp. The only problem is that multiclassing out of Barbarian requires 13 Strength, which isn't very useful to a sorcerer, especially one trying to substitute multi-classing for casting defensive spells on themselves. ALSO REMEMBER that medium armor+Shield is an option for this build if money is more available than Constitution Mod.!
ALSO Barbarian 2 gives advantage on Dexterity saves against most things, which is BETTER than proficiency in most cases, especially at low levels. Their actual proficiencies are in Strength and Constitution saves.))
Spellcasting(Gifting)
If the only things a Grace-Gift casts in a given round are from their Grace-Gift abilities, ignore the rules about how many spells and of what types can be cast in a round. It is perfectly possible for a Grace-Gift of at least 4th level to cast 3 spells in a round (this is much less powerful than it sounds).
((Have them just all count as cantrips for this purpoose... they are At-Will after all.

)
LEAST GIFTS ((Probably have this refer the reader to a different section of the write-up for the actual Gifts.)):
Unless otherwise stated, Gifts are spells with a casting time of 1 bonus action, no verbal or material components (even if based on a spell that has those), but do have somatic components. A Grace-Gift can not us a Bonus Action to cast a Gift on any round they use their Action to do anything but the following: Dash, Disengage, Dodge, Help, Manipulate an object to draw or stow an item or navigate (such as opening a door).
>>>Carry the Burden: Effectively a Bonus action on other person. Range 10'*Spell Level*[Cha. Mod. (min. 1)]. ((Old was 5'*class level*[Cha. Mod. (min. 1)], but this is simpler due to only needing to recalculate every other level, and gets a faster start, keeping it useful at lower levels)). Caster slowed as if wearing armor that you don't meet strength requirement for. (Note: This penalty is specific to this campaign because we aren't tracking weight carefully). 1 Round duration. NO concentration.
-Pick one of the following as the benefit the target each time you use this: ((If I decide to include multi-targetting here, rather than only in the
Burden Bearer archetype then change "target" to "each individual target".))
---Negates Movement speed reduction for armor/load.
---
Feather Fall. Lasts through any number of landings.
---Grants Proficiency in 1 class heavier armor, or shields.
---(3rd+ Level)
Levitate. Target Controls. 1 Round duration.
---(5th+ Level)
Fly 1 Round duration.
>>>Eyes of the Healer: Free action. Before rolling Medicine on any check made to diagnose or treat spend 2 hit-points to gain Advantage. ((At higher levels you insight into life-forces and anatomy mean you can ignore various types of resistance/immunity when making an Attack of Opportunity? Each round you do this costs 2 hitpoints???))
>>>Gift of Protection: ((Can transfer AC Bonus within 10' as a Bonus action. Include a special "cost" line for the headers of GG spells? If so, explain in introduction to spells section that this field is only a summary and the full-description may have further details... or put it last in the header and make it as long as it needs to be? That last sounds best, but I could be wrong.))
At 5th level the range of the single-target version of this ability increases to 20'.
At level 8 the grace-gift may instead have this benefit apply to all allies within a 15 foot spread of himself. In such a case the amount of the bonus given to the allies is 2 points less than that sacrificed by the grace-gift (minimum 0). ((The rules for dispelling this are the same, except that each target is considered a separate spell for that purpose (rolled individually, etc). ))
At 14th level the range of the single-target version of this ability increases to 30'.
>>>Gift of Grace: At 1st level the grace-gift may, as a bonus action, remove his proficiency in all saving throws for one round. He then selects two types of save (Strength, Dexterity, etc) from among those (s)he lost proficiency in. Whenever within a 10 foot emanation from of the grace-gift all allies gain the Gifting Bonus* as a bonus to to two((one?)) types of saves selected by the grace-gift for that same round. When further than 10 feet away, but within a 30 foot emanation when making a saving throw of that type allies gain half this bonus. ((Probably redundant if I write stuff in general correctly: This transferal is equivalent to a spell with level equal to half the amount of the close-range bonus available (minimum 1, and regardless of if any allies are in range to receive the bonus).))
*Remember: For single classed grace-gifts this is simply your Proficiency Bonus.
At 4th level the grace-gift needs only select four (3?) types of save to lose proficiency in, but these must include the types that the bonuses are being provided to.
At 6th level the grace-gift only takes the penalty to the saves types that the bonus applies to, and can elect to only buff one type of save instead of 2.
At 7th through 10th levels the number of saves they MAY buff by losing proficiency in that save save increases by one each.
At 20th level the grace-gift only takes half the penalty/penalties,
rounded up. This has no effect on the progression of the bonuses they may provide.
Instead of simply losing proficiency in the saves in question, you take a penalty of up to your gifting bonus on the saves in question. This penalty* is used in place of your proficiency bonus when determining the bonuses you provide in the two range brackets in the basic rules. For the 10 to 30 range bracket, round fractions down, including to zero. At 7th level you may select a different value for each save type you are providing a bonus to. This does not allow you to select more types of save than the basic rules do.
*Or rather its absolute value, depending on how you look at it.
At 20th level, the penalty you actually take is halved rounded up, but the bonuses still can go up to +6/+3. Unless you have the Disaster's Bane subclass, this simply means that* you take a penalty of 0 to 3 to each of your six save types, and provide it** as a bonus to allies further than 10 feet, but less than 30 feet away, and twice that within 10'.
*Technically, you COULD chose to provide a bonus of an odd number within 10', but the situations where you would want to do this border on the non-existent.
**Same caveat as last time...
>>>Gift of Warding ((WAS Shielding, but changed to be more mnemonic with 5e)): As
Warding Bond, but with 30'(60'?) range, 1 round duration (still no need for concentration), 1 Action casting time (to start with), can cast a 1 Action Gift as a Bonus Action on any round you use an Action to cast this ((have it start out as just another "Action, but can take these mundane Actions as Bonus Actions" Gift?)) , and gives a bonus to neither AC nor saves. The focii may be omitted, but in such a case the maximum amount of damage that may be prevented per round is capped at the grace-gift's charisma modifier (minimum 1) times 5.
The Grace-Gift still takes half the damage originally inflicted on the target. In other words this has no effect on the amount of damage the Grace-Gift takes, only on the amount of damage that is prevented from the beneficiary.
[/LEAST GIFTS]
Healing Item Use: Counts as a cleric ?with all spells? ((Not sure what I meant by this.)) for purposes of using magic items.
Spare the Dying: As cantrip of the same name. ((Copy in full text for ease of use? Roll *Cleanse* into this by making it a cantrip!))
Swift to Protect: Can replace Dex with Cha Mod. for Initiative before rolling but can only take actions that involve Grace-Gift class feature (including Gifts), make Opportunity Attacks (NOT just Defensive Strikes), or perform any action that could be performed in concert with casting a Bonus Action Gift.
Defensive Strike: Add your gifting bonus* to damage on opportunity attacks, and attacks resulting from the Mage-Slayer and Sentinel feat. ((scaling it keeps attacking a bad idea, even at higher levels? Then again, that might not be necessary given that attacks don't scale at higher levels anyway in 5e, unless you have a specific class feature that makes them do so.)). Can't have attacked except AoOs during the previous round. ((Remember this is WITHOUT the Archetype.))
*Remember: For single classed grace-gifts this is simply your Proficiency Bonus.
Deft Unarmed Strike: Starting at 2nd level you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
((Roll this into Defensive Strike, or even Hedge of Thorns?))
Hands of the Healer: You may also forgo the benefits of any short or long rest (including sleep) in order to grant a number of characters equal to your highest mental ability score bonus (Min. 1) double hitpoints from HD spent during their short rest, and/or double HD regained during their long rest.
Helpful: When you use the Help Action, the recipient gets a +1 bonus to the d20 roll in addition to advantage. This +1 remains even if the advantage is cancelled out by one or more disadvantages. In addition you are always considered to be Proficient for helping others out (see PHB p.175 "Working Together").
((Also on PHB p. 175 is Group Checks, which I feel like this should apply to somehow. ALSO explain that Grace-Gifts are, among other things, an excellent sounding board, even for things you know nothing about.))
((NO Courage, at least not until 10th level ability when paladins get it.))
Gift of Tolerence: At 1st level, you may render a creature immune to heat as hot as Death Valley on an average day to as cold as the north pole on an average day with a permanent duration on others at will, but at the cost of a 2 point penalty to constitution. These penalties stack with themselves and all other penalties. These penalties remain for 1 hour after you dismiss the particular casting. Anything that removes one or more of the penalties negates that/those casting(s) of the spell.
Gift of Breath:Gift of Time: At 4th level starts with this option: Can only be cast during your turn, before moving.
Reduce all your movement speeds to 0 for one round. They may not be increased by any means, nor may you gain new movement modes during this time.
One target that is within 10 feet of you when you cast this gains a +20 foot bonus to each of their movement speeds for 1 round.
At 5th level you can spend an action, plus a bonus action, and reduce your speed to zero for one round. This can not be combined with the previous option in either order. This creates an effect similar to
Haste on a single ally within 10' of you at the time you cast this, except the duration is one round, it does not require Concentration, and it does not cause them any ill effects when it ends.
Look at 5e version of *Haste*, and consider making (but not taking, at least not yet) a feat that gives you proficiency with Arcana, and causes spellcasting to provoke?
Nota Bene: Unlike that spell, this effect does not cause a loss of actions to lethargy when it ends.
Limiting powers by saying "This is the number of times you can fail to be casting 'good guess IC' buff when danger happens, until you lose all benefits of your defenses (probably NOT including vulnerability to all damage to negate d12 HD) but can still give benefits to others... ends on long rest." is probably good idea, but the following progression should show that doing it by number of spell slots a full caster gets per day is probably too many... then again the resulting backloading could help with the frontloadedness of the class? Maybe the 1/2 caster progression would work?
Numbers in parentheses are my smoothing of the raw numbers.
Total Spell Slots
Lvl Full 1/2 1/3
1 2 ?1? ?0?
2 3 2 ?1?
3 6 3 2
4 7 3(4) 3
5 9 6 3(4)
6 10 6 3(5)
7 11 7 6
8 12 7(8) 6
9 14 9 6
10 15 9 7
11 16 10 7
12 16 10 7(8)
13 17 11 9
14 17 11 9
15 18 12 9
16 18 12(13) 10
17 19 14 10
18 20 14 10
19 21 15 11
20 22 15 11
If it was based on CLASS level, rather than CHARACTER level (and maybe even if it wasn't) the above would go a long way to making multi-classing into Sorcerer less desirable. Could also base it on Wisdom somehow. Having it be "per person" rather than just "per round" would tend to be more forgiving in smaller parties where taking some other action than buffing someone would be more useful to the party as a whole.
Grace to the Gracious: If you use at least one buff in a fight that you started with 0 "selfishness points" left, than you regain 2 (more?).
Sigi the WolfLast Wednesday at 8:48 PM
Hey Draco, could you pass me along your Gracegift class? I cant remember where to find it
August 4, 2018
DracoDeiToday at 6:39 PM
Grace-Gift, or Phileotheysia?
Sigi the WolfToday at 6:40 PM
Grace gift
Do you have a template written out for it? I would like to stick it in my DND file for the future. It fulfills a much needed defensive martial support i dont see anywhere else
Plus you did a really good job on it =)
DracoDeiToday at 6:42 PM
What do you mean by "template"?
A custom character sheet specific to the class?
Also, 5e or 3.Xe?
If you mean 5e I don't think I have it posted anywhere online, and it technically is incomplete.
Namely I don't have high levels covered (I basically write it as we level up).
Secondly it only has one path written.
Attachment file type: document
5e_Grace-Gift_quick_and_dirty_4.txt
5.77 KB
If you want the 3.5 version:
http://www.giantitp.com/forums/showthread.php?t=247637Sigi the WolfToday at 6:48 PM
Thank you! I really appreciate it
DracoDeiToday at 6:48 PM
You are welcome.
The other paths would be... let me think...
One that buffs "Carry the Burden" to allow multiple targets and a reduced amount of the total weight that gets transferred.
Probably another one that lets you first replace, and later add your charisma bonus to your saves, and then 0, 1, or 2 levels after that lets you transfer the bonus from charisma as if it were part of your base save. (Don't know what this would get at low levels since using one ability score for all your saves would be overpowered... maybe you get to pick 1 per level to add at levels 1 to 5?).
Maybe another one that improves the AC transfer stuff.
I GUESS you could do one with limited clerical casting of healbot and buffing others stuff, but that would stretch the theme of sacrifice and non-flashy stuff (IE what spellcasting I do have that doesn't involve a sacrifice requires it be done as a ritual).
Anyway, the one I sent you would be the Attack of Opportunity path.
Sigi the WolfToday at 6:56 PM
Thanks =)
DracoDeiToday at 6:56 PM
So... really that is the most martial of them, so it is PROBABLY what you are looking for anyway? Or am I mistaken about that?
You can request I write other paths and/or higher levels, but I make NO promises about when or if I will do so.
Eh... I guess you could have a path one that further improves the down-time healing to triple, instead of double and/or doesn't require your allies to actually expend a HD to roll 1 or 2 hd for recovery during a short rest.(edited)
Sigi the WolfToday at 6:58 PM
I just really am interested to seeing the whole thing ^.^
DracoDeiToday at 6:58 PM
So... everything and the kitchen sink?
Sigi the WolfToday at 6:59 PM
Yeah, I think you should finish it. It's a really neat idea
DracoDeiToday at 7:00 PM
Thank you for the compliment. It is really more about my energy levels than the quality of the idea though.
Oh, and that down-time healing might include something that allows multitargetting and/or splits the damage three ways, with the last third simply being prevented.
Or that might be a separate path.
Anyway, I need to go make tea.
Quick Build
Human with Alternate Racial feature.
Cha>Str~=Con>Dex~=Wis>Int. Dex. vs Wis. depends on whether you value AC/Initiative/Intercepting Dart more than Medicine and Insight.
Take Mage-Slayer Feat at 1st level
Background:Acolyte
Skills: Medicine (required), Athletics, Insight (from Acolyte), Religion (from Acolyte), Persuasion, and Survival(from alternate human). ((add back in Intimidation as the Alternate human pick if I swap this back to Medicine+3 from Medicine+2)).
Weapon Proficiency: Quarterstaff
When you get to 3rd level, select the "Hedge of Thorns" Archetype. ((DOUBLE-CHECK I HAVEN'T RENAMED THIS!))
Equipment:
Any simple melee weapon
(a) A priest's pack and holy symbol or (b) an explorer's pack and herbalism kit
Healer's kit, leather armor, soap, extra waterskin
Current Levels for Archetype advancements:
3rd (starting)
7th (given the could get both *Haste* and *Fly* equivalents at 5th, I think I meet the requirements for "big power boost at 5th" that someone mentioned.)
11th
17th