Base Class: Artificer
Toiling away in a poorly lit basement of the hospital, the midnight surgeon continues on, the work never ending. The ins and outs of natural things is your bread and butter, corpses your currency. Each new 'donation' holds the potential for new knowledge, and knowledge is power.
Autopsy
3rd Level. You can spend 4 hours dissecting and examining a corpse. You must make a medicine skill check with DC equal to 15 plus the creature's CR. On a success, you gain advantage on checks when recalling anatomy or biological information of similar creatures. On a failure, the corpse is irreparably damaged and you learn nothing new about the creature. You cannot attempt an autopsy on the same corpse more than once. This feature requires a corpse to be physical.
Midnight Surgeon Spells
3rd Level. You always have certain spells prepared after you reach particular levels in this class, as shown in the Midnight Surgeon Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Midnight Surgeon Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
cure wounds, detect poison and disease |
|
5th |
alter self, blindness/deafness |
|
9th |
animate dead, life transference |
|
13th |
death ward, polymorph |
|
17th |
danse macabre, raise dead |
Rationalisation
3rd Level. You are able to use your sharp mind to rationalise in the face of panic and charms. You can use your Intelligence modifier for your medicine skill instead of Wisdom. In addition, whenever you must make a saving throw against becoming charmed or frightened you can roll using an Intelligence saving throw.
Deadly Knowledge
5th Level. After performing an autopsy on a creature, you learn how to apply your knowledge to exploit weaknesses in similar creatures. You deal 1d8 additional spell and weapon damage to creatures similar to those you have examined through your autopsies. In addition, if you make a successful Medicine check (as a bonus action) against a creature's deception check, and it is similar to a previous autopsy, you are able to gage a single vulnerability, if any.
Biomagic
9th Level. You have become well acquainted with working with organic magics. Whenever you cast a spell that restores hit points or deals necrotic or poison damage, you can sacrifice a number of your hit die equal to your Intelligence modifier. For each hit die sacrificed you heal, or deal, an additional 1d8 damage.
Eldritch Medicine
15th Level. You can pull creatures apart with only thine gaze. Your normal vision is now Truesight.
Seizing Point. When you make a successful melee attack against a creature, you can use your reaction to expend one of your hit die and deal 2d8 additional damage. The target must then make a Constitution saving throw. On a failed save, the creature is paralyzed. The creature can repeat its saving throw at the end of each of its turns, ending the paralysis on a success.
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