Base Class: Rogue
The finale to all mortal life is death, and Field Surgeons work to correct this misstep of nature. Most of their ability is derived from learned study and scientific advancements. Magic, like anything else, is a tool to be used to suit ones needs, this is the philosophy of Field Surgeon's. While their goals and interests concern science alone, magic is a part of the world, and what is science if not the study of everything. You'll not find spells and incantations in the repertoire of a pure surgeon, but that doesn't mean you won't see weave energy being used, usually amounting to no more than a convenient tool to help with sanitation or regulating the blood flow and pain levels of a patient while under the knife. A Field Surgeon's thirst for achieving their goals transcends aversions to any methodology.
Those of this archetype are no stranger to blood and viscera, nor to the harshness and lethality of battle. While primarily studious in nature, Field Surgeons are not without their battle prowess; the dexterity and skill required to stitch arteries and tendons back together can just as easily be used to sever them, and any Field Surgeon worth their salt will tell you: "Sometimes, you have to get your hands dirty."
Level 3: Medical Training
You have formal training in the science of medicine. You gain proficiency in Alchemist's Supplies and expertise in the Medicine skill and when you make a Medicine check, you can use your Intelligence modifier instead of your Wisdom modifier. You are also skilled in helping in urgent situations, giving you the following benefits:
- You can attempt to stabilize a creature with a medicine check or a Healer's Kit as a bonus action.
- You can expend one use of a Healer's Kit to help a creature regain hit points equal to 1d4 + your proficiency bonus.
- You can administer a potion of healing to a willing or unconscious creature as a bonus action.
- When a creature within 5 feet of you makes a death saving throw, you can use your reaction to give it advantage on the roll.
Additionally, as you grow accustomed to surgery, your steady hands become exceptional at any task requiring finesse. You gain expertise in Sleight of Hand.
Level 3: Inoculated
Additionally at 3rd level, your practice with your medical knowledge often involves your own body. After all, what better way to test the effectiveness of a drug or procedure than to be your own patient. As a result of this experimentation, you are now immune to Disease.
Level 9: Medicinal Monsters
Starting at 9th level, you know of all sorts of unorthodox ways to use monster parts in medicine. Using Alchemist's Supplies, you can take 1 minute to harvest parts from the body of a non-humanoid creature that has died in the last hour, and then use those parts to brew a potion of healing or a vial of poison. The type of potion or poison created depends on the CR of the creature, according to the Potions by CR table. Creatures below CR 1 can only be turned into basic medicines such as mild pain relievers and cold cures.
By default, the potion or poison expires and loses its potency after 24 hours. You can spend 1 hour stabilizing a potion or poison that has not yet expired, making an Intelligence check using Alchemist's Supplies. (Basic medicines made from creatures below CR 1 require little effort to stabilize, only requiring a period of 1 minute with no ability check necessary.) The DC is determined by the type of potion or poison, according to the Potions by CR table. On a success, the potion or poison retains its potency for 1 year. On a failure, it instantly expires. Once you brew a potion or poison with this feature, you can’t do so again until you finish a Long Rest.
Potions by CR:
| CR | Potion/Poison | Stabilization DC |
|---|---|---|
| 1-4 | Potion of Healing/Basic Poison | DC 10 |
| 5-12 | Potion of Greater Healing/Stronger Poison | DC 15 |
| 13-19 | Potion of Superior Healing/Superior Poison | DC 20 |
| 20+ | Potion of Supreme Healing/Lethal Poison | DC 25 |
Vials of Strong, Superior, and Lethal poison work identically to a vial of Basic Poison, but the damage increases based on the type: 1d6 for a strong poison, 1d8 for a superior poison, and 1d10 for a lethal poison.
Level 9: Suture Wounds
Additionally at 9th level, your surgical expertise allows you to painlessly mend an ally's wounds after a hard battle. At the start of a Short Rest, you may choose a willing or unconscious creature you can touch to work on. Roll your Sneak Attack dice and record the result. At the end of the Short Rest period, that creature regains a number of hit points equal to the roll you recorded. The use of this feature does not prevent you from benefiting from a Short Rest when it comes to ability resets and using hit dice to heal, but your attention is too greatly occupied by the procedure to allow for such things as attuning to magic items or anything else that requires concentration. Once a creature regains hit points from this feature, it can't do so again until it finishes a Long Rest.
Level 13: Precision Strike
Starting at 13th level, your knowledge of the body has graduated to expert levels. When you deal Sneak Attack damage to a creature, the target receives an injury precisely placed to have a weakening effect. The target takes an additional 1d6 + Intelligence modifier Sneak Attack damage. Additionally, the target must succeed on a Constitution Saving Throw (DC 8 + your Intelligence modifier + proficiency) or suffer one of the following effects that you choose:
- Target the eyes of the creature, assuming is has any, and give it the blinded condition until the end of its next turn.
- Target the legs (or wings if it's flying) of the creature and halve its movement until the end of its next turn.
- Target the arms to disarm the creature of any weapon of spell casting focus it may be holding.
Level 17: Magnum Opus
At 17th level, your mastery over the body is truly something to be admired, you have advanced your knowledge and skills beyond what many in this field could ever hope to achieve and have conquered death itself. Over the period of a Long Rest, you can perform a procedure to restore a dead humanoid back to life, provided their soul is freely able and willing to return. Some part of the body must be present, even if it's a single strand of hair. The procedure will regrow limbs and organs and ensure the body is in perfect condition. Once the Long Rest ends, the body will begin the restoration process, rebuilding itself bit by bit until completion. (The amount of time required for the body to fully heal itself will be determined by the DM based on how much of the body was present at the beginning of the procedure, up to a maximum of 7 days.) By this point, the process is almost entirely automatic, but if the body is subjected to any amount of damage before its completion, the process will stop and the procedure will need to be done again. Once the body is finally rebuilt, the creature will be restored to full hp and any diseases or poisons or unwanted curses it may have had in its system prior to its death will have been cured or cleansed.
Additionally, this procedure may be performed on the living; if this is the case, the creature will be fully restored at the end of the Long Rest. (The patient will also have gained the benefits of the rest unless deemed otherwise by the DM) If the patient so desires, this procedure may also increase ones lifespan by a factor of 25%. Once this procedure has been performed on a creature, it can't benefit from it again for the next 7 years.
Even though this procedure takes place over a Long Rest, your body and mind have become so accustomed to this line of work that you will still benefit from the rest as if you had slept the full 8 hours.
Level 17: Perfect Body Technique
Additionally at 17th level, through your experimentation and practice, you have cured your body's flawed natural design and no longer wither with the flow of time. You no longer age and can not die of old age. Furthermore, you require little in the ways of food and drink, comfortably going weeks on end without consuming or drinking anything.
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