Base Class: Artificer
An Artificer that studies the magic of the body.
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Surgeon's Tools and the Alchemist’s Supplies. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
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.
Level 3: Chirurgeon Spells
When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Cure Wounds, Ray of Sickness |
| 5 | Blindness/Deafness, Ray of Enfeeblement |
| 9 | Revivify, Haste |
| 13 | Blight, Polymorph |
| 17 | [Tooltip Not Found], Mass Cure Wounds |
Level 3: Breakthrough
When you choose this specialization at 3rd level, you can use your chirurgy to manipulate the bodies of others to enhance their performance. You start with two Breakthroughs, and when you reach certain levels in this class, you gain more uses: three at 5th level, four at 9th level, and five at 13th level.
As a bonus action, you touch a creature and expend any number of Breakthroughs you wish, and replenish that same number of class resources that are regained when that creature takes a short or long rest, excluding spell slots. For example, you can expend 1 Breakthrough to replenish 1 sorcery point for the sorcerer in your party.
You cannot replenish more uses of a resource than the creature’s maximum uss of that resource. For example, if the sorcerer has a pool of 3 sorcery points, you cannot replenish any number of sorcery points greater than 3. Whether because of chirurgical jealousy or the inability to cause another to have a breakthrough, another chirurgeon cannot replenish your own uses of this feature.
You regain all expended uses of breakthroughs when you finish a long rest.
Once you use this feature on a creature, you can’t use it on that creature again until you finish a long rest.
Level 5: Nocive Praxis
At 5th level, you can use your chirurgy not just to enhance your allies, but also to weaken your enemies. You gain resistance to necrotic damage, and necrotic damage you inflict ignores resistances and immunities.
Additionally, when you hit a creature with an attack, you can expend one Breakthrough to change the damage type of any attack you make to necrotic damage. When you do so, you do not roll to see how much damage you inflict, but instead deal the attack’s maximum amount of damage possible. For example, if the attack deals 2d10 + 5 slashing damage, you can expend a Breakthrough to deal 25 necrotic damage instead.
Level 9: Heightened Healer
At 9th level, your command over the mysteries of the body reaches new heights. Whenever you make a creature regain hit points with an artificer spell, you can choose one of the following effects:
- Another creature within 5 feet of the creature you are healing regains a number of hit points equal to half of the hit points the first creature regained, rounding down.
- You heal the maximum amount of hit points the spell can heal. For example, if the artificer spell heals 1d8 + 5, you do not roll and instead heal 13 hit points.
Level 15: Flesh Sculptor
At 15th level, you have become a master of your field, chirurgy no longer holding any secrets for you to discover. Your Breakthrough feature is empowered in a number of ways:
- When you cast a spell requiring concentration while already concentrating on a spell, you can expend a Breakthrough to maintain concentration on two spells at once. While you are maintaining concentration on two spells, you have disadvantage on all Constitution saving throws you make in order to maintain concentration on your spells.
- As a bonus action, you can spend one spell slot of the highest level available to you at your current level to regain a use of a Breakthrough. For example, to use this feature at level 15, you must use a level 4 spell slot, at level 17, you must use a level 5 spell slot.
- Once per long rest, when you heal a creature from 0 hit points and end the unconscious condition on that creature, you regain a use of a Breakthrough.
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Posted Oct 20, 2026fih pfp
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Posted Oct 20, 2026HOLY this is strong in a really unique and fun looking subclass! Breakthroughs are absurdly powerful but with the limitations in place i think it's still balanced.
I think i realise something regarding Class feature regeneration. what about class features that regenerate other class features? like Sorcerous Restoration for Sorcerer or Uncanny Metabolism for Monk. It's quite a value deal to recover one use of Metabolism and have your Monk friend recover every single one of his Focus Points, right? now that i think about it, Warlocks can do a similar thing with their own Pact Slots.