Surgeon’s Mask
The Surgeon's mask is a relic formed by a surgeon upon completing a great trial, each mask has a unique look, one may have blood stains, another may look like a plague doctors mask, and another could be a bandanna, but the common aspect between all of that is that it must fully cover the mouth and be imbued with magic capable of altering genetic code of creatures, otherwise known as Biomancy.
While this mask is worn, you have Disease immunity(Magical and Non Magical), Poison resistance, and Advantage on your Constitution saving throws.
Additionally, you have access to a set of magical needles that you can summon at will. Only one needle can be summoned at a time.
Each summoned needle is automatically filled with a choice of one of your experimental Serums listed below, and can be used in place of one of your weapon attacks when taking the Attack action.
When doing so, roll to attack as usual, if it hits forgo the damage of the attack in order to inject a Serum into the target creature of the attack.
Serum effects last for 1 hour, and each creature can only be affected by one Serum at any given time.
Serum effects can only be removed by powerful restorative spells, such as Greater Restoration or the WIsh spell.
You can use each Serum twice per long rest
Serum Effects
Accelerated Ossification
A creature affected by ossification rapidly regrows bone instead of flesh or muscle.
Whenever the creature takes damage, its damage threshold increases by 2 at the start of its next turn per instance of damage taken.
At 50 threshold, the creature’s speed is halved (unless teleporting), its number of attacks from the Attack or Multiattack action is reduced by 1 (minimum 1), and any spell of 6th level or higher requires a spellcasting ability check against DC 10 + spell level. if the the check succeeds, the spell is cast as usual; if it fails the action is wasted but the slot does not get consumed
At the 75 threshold, the creature loses an additional attack, and spells above 3rd level require a spellcasting check.
At the 100 threshold, the creature is petrified until the end of its next turn, after which the effect ends and the creature "bursts out," returning to normal.
Accelerated Acromegaly
A creature affected by acromegaly grows larger and more muscular with each attack.
Whenever the creature hits with a weapon attack or unarmed strike, it gains 1 stack of Growth per attack at the start of its next turn.
The creature’s size increases to Large, and it gains a bonus to weapon damage equal to ½ Growth stacks.
At 25 stacks, static damage dealt is doubled, but movement speed is halved, the Dash action cannot be taken, and the creature takes true damage equal to Growth stacks at the start of its turn.
At 50 stacks, size becomes huge, reach increases by 10 ft, and the creature suffers a –Growth/5 penalty to Constitution and Intelligence saving throws.
At 75 stacks, size becomes gargantuan, mental scores are reduced to 5, the creature cannot speak, and it cannot distinguish friend from foe.
At 100 stacks, the creature becomes paralyzed until the end of its next turn, after which the effect ends and it returns to normal.
Accelerated Hypermobility
A creature affected by hypermobility gains extreme speed and agility.
Whenever the creature moves 10 feet, it gains 1 stack of Acceleration.
Movement speed increases by acceleration × 2 ft (rounded to the nearest multiple of 5) at the start of the next turn.
The creature can move across liquids and walls while moving.
At 25 stacks, the creature gains a bonus to attack rolls equal to Acceleration ÷ 10, can Dash as a bonus action, and movement increments are restricted to Acceleration ÷ 2 ft.
At 50 stacks, melee attacks made while moving deal bonus damage equal to acceleration (once per creature per turn). Your acceleration now begins to hurt your body from the air resistance and friction you are under. For every 10 feet you move, take true damage equal to your acceleration/10 rounded down.
At 100 stacks, the creature becomes incapacitated until the end of its next turn, after which the effect ends.
Panacea
you can inject a panacea into a creature to remove all serum effects currently affecting it.
Notes: Advantage: Constitution Saving Throws, Resistance: Poison, Immunity: Disease
Previous Versions
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