Hermit

You are a loner, and therefore in the dangerous world of Thedas, you are also a survivor. Whether you have been living as a religious hermit - perhaps accepting offerings of food along pilgrimage routes - or lone woodsman, you have become accustomed to your own community and the rhythms of life outside the company of others.

Apostate (Mage Only) - You have been living alone not entirely out of choice, but out of necessity. Finding it easier to avoid chantry forces in the dangerous wilds, you have managed to eke out a living entirely on your own merits. You may have traded your healing spells to trusted locals, or kept on the move. Either way, you know the area you lived in well, and have unique insight on how to survive there. You may prefer the dedicated Apostate background.

Anchorite - You were a religious hermit, living along popular pilgrimage routes and receiving alms from the people who used it. You understand the dangers of the roads, and which times bring new travellers out to visit sacred sites. Although you have been living alone, you would have heard local news and gossip from them.

Recluse - For whatever reason, you were a recluse, living and working entirely alone in the area you lived in. You may have chopped wood, hunted (or poached) for a living, or perhaps you were a forager.

Proficiencies and Equipment
Skill Proficiencies: Medicine, and Religion OR Arcana (if Apostate)

Tool Proficiencies: Herbalism kit

Languages: One of your choice

Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the world, magic, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with the DM to determine the details of your discovery and its impact on the campaign.