Hedge Witch
You are a hedge witch: a soothsayer and herbalist with extensive knowledge of the plants and fungi that grow in wild places. You also often practice some mundane form of divination by way of tarot readings, casting bones, using pendulums, or other methods. You do not know which of your readings are true or false, nor do you know which are destined to come to fruition. Still, people frequently seek you out, either for medicinal aid or for you to cast your bones and soothe their troubled minds. For one reason or another you have been called away on adventure.
Why did you leave your family or your home behind? Was it curiosity, boredom, or revenge against someone (or something) who wronged you? Are you seeking a rare ingredient to one of your salves that is integral to saving someone you know and love? Have you always been a wandering fortuneteller, hoping that one day what you see in your divinations proves true? Or, do you know that the veracity of your fortunes and tinctures are dubious, and you’re just looking to make some coin by telling people what they want to hear?
Common clothes, 5 Supply, backpack, recipe book, and one mundane fortunetelling implement of your choice (tarot deck, bones, a pendulum, etc.)
Once per day you may perform a reading on a willing creature using your choice of divination implement (the creature can be yourself). Roll a d6. On a result of 1–3, nothing happens. On a result of 4–6, roll a d20 and consult the list of skills for the corresponding entry. The creature receives an expertise die to that skill for the next 24 hours. A creature may only benefit from one reading at a time.
Whether you are a village fixture or a wandering psychic, once the common folk learn that you are a hedge witch they are likely to approach you with requests for readings, assistance with a problem, or for minor healing. Even lesser nobility may turn to your talents in times of strife. In settlements in which you have some renown, you may find that taverns and inns will provide you and your cohorts free lodging at a modest lifestyle.
Depending on the nature of your exploits, you may be invited to join a circle of diviners or similar organization or gain the patronage of high nobility. Regardless, you attract the service of apprentices (4 acolytes or 2 apprentice mages ) who wish to learn from you.