Sneak Attack (1/Turn): The Surgeon deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Surgeon that isn’t incapacitated and the Surgeon doesn’t have disadvantage on the attack roll.
Stroke of the Knife. Upon inflicting sneak attack damage, the Surgeon can instill the effects of either Nerve Strike, Suture tendon.
Critical Precision: The Surgeon scores a critical hit on a roll of 19-20. On a critical hit, the Surgeon can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Extended Reach: Due to his self-inflicted surgical enhancements, the Surgeon's scalpel has a melee reach of 10 feet. However, the Bone Saw has a melee reach of 5 feet.
Evasion: If the Surgeon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Uncanny Dodge: When an attacker that the Surgeon can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Cunning Action: The Surgeon can take a bonus action on each of his turns to take the Dash, Disengage, Hide action, or to use his Stitch Flesh ability.
Scalpel: The Surgeon makes one attack with his Scalpel. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Scalpel Throw. Ranged Weapon Attack: +11 to hit, range 30/60 ft., 1 target. Hit: 8 (1d6 + 5) piercing damage.
Bone Saw: The Surgeon makes one attack with his Bone Saw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Amputate (Paralyzed Target): The Surgeon targets one paralysed creature within 5 feet with a precise, brutal strike using his Bone Saw. The target must make a DC 17 Constitution saving throw. On a failed save, the target takes 14 (2d8 + 5) slashing damage and one of its limbs (chosen by the Surgeon) is amputated. The target takes half damage and doesn't lose a limb on a success
- Effect of Amputation: The target is considered maimed and suffers penalties depending on the limb lost (e.g., loss of an arm results in disadvantage on weapon attacks requiring two hands, loss of a leg reduces speed by half and imposes disadvantage on Dexterity saving throws).
Horrific Operation (Paralyzed Target): The Surgeon can perform a horrific operation on a paralyzed target within 5 feet. The target takes 39 (6d12) slashing damage and must succeed on a DC 17 Constitution saving throw or suffer a major organ failure (DM’s choice), which causes ongoing 3 (1d6) piercing damage at the start of each of the target’s turns until the condition is treated by a Lesser Restoration or similar magic. The target takes half damage and doesn't suffer major organ failure on a success.
Conjoin Flesh (Recharge 5-6): The Surgeon uses his stitching tools to conjoin two creatures within 5 feet of each other. Each target must make a DC 17 Dexterity saving throw. On a failed save, the creatures take 14 (2d6+7) Piercing damage are stitched together, sharing movement speed. The conjoined pair suffer disadvantage on all attack rolls, ability checks, and strength or dexterity saving throws. The creatures remain conjoined until they or another creature within 5 feet spends an action and succeeds on a DC 17 Medicine check to sever the stitches, or if the stitches are reduced to zero hit points. When below 10 HP, all ability checks made against the stitches are made with advantage. The stitches have 18 AC and 15 HP, they resist all damage except slashing and are immune to psychic and vulnerable to slashing. On a missed attack, the conjoined creatures take the damage. Alternatively, a creature can forcibly tear itself free by making a DC 17 Strength saving throw, taking 21 (6d6) slashing damage in the process. This saving throw is not done at disadvantage and on a failure, the creatures take half-damage and have advantage on the next attempt.
Nerve Strike: Upon a successful sneak attack, The Surgeon may choose to makes a precise attack targeting the nerves. The target must make a DC 17 Constitution saving throw or they have disadvantage on all attack rolls, strength checks and strength saving throws. Additionally the next spell the target casts grants advantage on all saving throws against it and they have disadvantage on all concentration saving throws until they make a successful save.
Suture Tendon: Upon a successful sneak attack The Surgeon may choose to target the creature’s tendons. The target’s movement speed is reduced by half and they have disadvantage on Dexterity saving throws until the end of their next turn.
Cunning Action: The Surgeon can take a bonus action to Dash, Disengage, Hide, or to use his Stitch Flesh ability.
Stitch Flesh: The Surgeon can use his needle and thread to stitch his own wounds, healing 10 (3d6) hit points.
Uncanny Dodge: When an attacker that the Surgeon can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Paralyzing Counter: When a creature within 5 feet of the Surgeon misses him with an attack, he can use his reaction to inject the creature with a paralyzing agent. The target must succeed on a DC 17 Constitution saving throw or become paralyzed until the end of the Surgeon’s next turn.
Legendary Actions (2/Turn): The Mad Undead Surgeon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Surgeon regains spent legendary actions at the start of his turn.
Bonesaw (Costs 1 Action): The Surgeon makes 1 Bonesaw attack
Paralytic Injection (2 Actions): The Surgeon injects a creature within 5 feet with a numbing agent. The target must succeed on a DC 17 Constitution saving throw or become paralysed until the end of the Surgeon’s next turn.
Scalpel throw (Costs 1 Action) The Surgeon makes a Scalpel throw attack
Description
An undead half-elven Surgeon, preserving life without magic, but by fusing the living with the undead, surgically enhancing himself and others to not rely on external sustenance to survive and immunity to disease. He has augmented himself and numerous others to achieve natural immortality, curing the disease of life. He has lengthened arms and legs, enhancing his reach and maneuverability through self-enacted surgery.
Previous Versions
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