Bard
Base Class: Bard

The horrors of war is something members of this college know all too well. These pantomaths are often held in high regard with armies and adventures alike. Chirurgeons ignore the dangers of the battlefield in order to quickly patch up wounded allies or drag them to safety in order to perform more intensive field surgery.

Bonus Proficiencies

When you join the College of Chirurgeonolgy at 3rd level, you gain proficiency in the Medicine skill if you do not already have it. When you make a check using this skill you can add your Intelligence modifier to the roll in place of your Wisdom Modifier.

Medicine (Intelligence)

You may use Intelligence in place of Wisdom for the Medicine skill.

Medicine (Wisdom)

You may still use Wisdom to make Medicine checks.

Triage

You can use your bonus action to quickly assess the condition of any creature within 30 feet of you. You learn if the creature has 100%, 75%, 50%, or 25% of its maximum hit points remaining.

Battlefield Medicine

By the time you reach 3rd level, you have spent a significant amount of time using your sage advice to support your allies. Now you can use it to stabilize them, make potions to heal them, make them more deadly with your knowledge of anatomy, and assist them in getting much-needed rest.

  • Urgent Care. When an ally within 30 feet of you drops to 0 hit points, you can use your reaction to expend a use of your Sage Advice and move up to your movement speed towards the creature. If your movement gets you within 5 feet of the creature, you can immediately attempt to stabilize it. You can roll your Sage Advice die and add the result to the check.
  • Poultices, Salves, and Potions. Using a mixture of pharmacological knowledge and magic, you can expend uses of your Sage Advice to create medicinal concoctions in the form of consumable healing poultices, salves, or potions. You must spend an hour gathering available resources for these concoctions (which can be done during a short or long rest). A creature can use their action to use or administer a concoction. When the treatment is used, the creature gains an amount of hit points equal to a roll of your Sage Advice die. The concoctions expire if not used before your next short or long rest.
  • Surgical Precision. Your knowledge of anatomy can give insight into a creature's vulnerable areas. If a creature adds one of your Sage Advice dice to an attack roll, their critical hit range for that attack is increased by half of your proficiency bonus rounded down.
  • Advanced Treatment. Your Student of Anatomy feature now uses your Sage Advice die to determine the extra hit points regained. Alternatively, instead of healing you can cure one disease or end one condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.

Combat Medic

At 6th level when you stabilize or heal a creature, you can make one weapon attack as a bonus action.

Magical Defibrillation

At 6th level when you stabilize a creature, it regains 1 hit point. In addition, you learn the Revivify spell. The spell counts as a bard spell for you but doesn't count against the number of bard spells you know. If you are able to use Revivify on a creature in a number of rounds less than or equal to your proficiency bonus, the creature's Resurrection Challenge DC does not increase due to this death.

Chirurgeon Emeritus

By 14th level, you can cast any spell that restores hit points as a Ritual. You must still have the spell on your list of spells known. Once you have used this feature number of times equal to ½ your proficiency bonus rounded down, you can’t use it again until you finish a long rest.

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