Base Class: Artificer
The healing powers of Divine Magic are extremely powerful. But, sometimes, just sometimes, gods turn their backs on their worshippers. They cut their Clerics off from their divine power and leave them powerless. The gods of Krynn turned away from the world after the cataclysm. In such times when prayer cannot sustain life, some turn to science.
The field of medicine is poorly understood by most. Only a few highly intelligent people are able to dedicate the time and effort needed to become doctors, and even fewer still have the expertise needed to become Surgeons. A Surgeon is an expert at diagnosing and healing wounds. Whether it’s stitching up a wound from a nasty axe strike or restoring someone to life before it’s too late, Surgeons are medical experts without peer.
Some Surgeons choose to venture out into the battlefield, becoming highly specialized Combat Medics. They know how to manipulate medicines that would normally heal to create deadly poisons and the tools of their trade can be used as deadly weapons in a pinch.
Surgeons usually pursue this particular path in life because of an innate desire to help people. The majority of Surgeons are good people. On occasion, someone will pursue the life of a Surgeon because of ego or even greed. While often still very effective, their ulterior motives speak poorly of their character.
A Surgeon learns all manner of medical knowledge, and are very effective healers. They use their abilities to heal wounds, cure sicknesses, enhance the abilities of their patients, and provide preventative care. They also learn to use medicines that can heal as deadly toxins that can cause the body to become poisoned and withered. In a pinch, they can even use their surgical implements as deadly weapons.
Tools of the Trade
You gain the following benefits.
Bonus Proficiencies. You receive proficiency in the Herbalism Kit and the Medicine skill. In addition, your long studies of anatomy and physiology give you great insight into how the body works. As a result, you gain a bonus to Medicine checks equal to your Intelligence modifier. You may use an Herbalism Kit or a Healer's Kit as a spellcasting focus for your Artificer spells. If you already have proficiency with the Herbalism Kit, you gain proficiency with another type of Artisan's Tools of your choice.
Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.
Surgeon Spells
3rd-level Surgeon feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Surgeon Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Surgeon Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Combat Medicine
Surgeons are experts at anatomy and physiology, and they can use these skills to both heal and harm. At level three, over the course of a long rest, you can create a Surgeon's Kit. This item functions as a Healer's Kit, but has several enhancements. A Surgeon’s Kit has 10 charges, like a Healer’s Kit. When you create a new Surgeon’s Kit, the previous one loses its magical properties.
You may expend one charge to stabilize a creature at zero hit points, and that creature regains hit points equal to 1 + your intelligence modifier.
When you hit with a melee weapon attack, you may expend a 2 charges of your Surgeon's Kit to try and debilitate the target in one of three ways depending on the type of damage. Consider reflavoring your melee weapons as medical implements. A Dagger could become a Scalpel. A Handaxe could become a Bonesaw. A Quarterstaff could become a Crutch.
When you deal bludgeoning damage with a melee weapon attack, you can try to cripple the target. The target must succeed on a Strength saving throw against your spell save DC or have disadvantage on attack rolls and saving throws that depend on Strength or Dexterity for one minute.
When you deal piercing damage with a melee weapon attack, you can try to hobble the target. The target must succeed on a Dexterity saving throw against your spell save DC or have its speed reduced to zero for one minute.
When you deal slashing damage with a melee weapon attack, you can try to exsanguinate the target. The target must succeed on a Constitution saving throw against your spell save DC or take necrotic damage equal to your Intelligence modifier at the start of each of its turns for one minute.
For all three of these debilitations, the target or an ally can use an action to make a Medicine check against your spell save DC to end the effect. The effect also ends if the target regains any hit points.
Biological Expert
Beginning at 5th level, you learn to use your weapons (or medical implements) using your medical knowledge as opposed to your physical attributes. You may use your Intelligence modifier for the attack and damage rolls of your weapon attacks. In addition, you may add your Intelligence modifier to one roll of any Artificer spell you cast that restores hit points or deals lightning, necrotic, psychic, or poison damage.
Defibrillation
Beginning at 9th level, you have learned to modify the electricity that exists in creatures' bodies using Shocking Grasp.
When you hit a target with Shocking Grasp, you can force them to succeed on a Constitution saving throw against your spell save DC or be stunned until the end of your next turn. You can do this a number of times equal to your Intelligence modifier (minimum of one), and regain all uses upon completing a long rest.
You can also use Shocking Grasp to restore a creature to life that has died in the last minute. The target returns to life with a number of hit points equal to the lightning damage dealt, and they must succeed on a Constitution saving throw against your spell save DC or suffer 1d4-1 levels of exhaustion. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of third level or higher (no action required).
Emergency Surgery
At 15th level, you can cure almost all conditions, restore a significant health, or even replace destroyed limbs or organs. You can expend all 10 charges of your Surgeon's Kit as an action to cast Greater Restoration or restore a number of hit points equal to three times your Artificer level. You may also expend all 10 charges over the course of an hour to allow a creature to regrow a missing limb, eye, or organ.
Previous Versions
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12/26/2025 9:49:10 AM
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Coming Soon
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