Base Class: Rogue
The Battle Surgeons are those that follow close behind the other soldiers and are ready to save any man that has fallen in battle, as such, they are extremely quick when it comes to patching up a grievous wound. Their goal is to make sure that the casualties are kept to a minimum.
Sly Surgeons.
The Battle surgeons have taken a book from many rouge like occupations to further their ability to say out of sight while healing anyone who has fallen, as such, they are very good at sneaking around like many thieves can. However, they are not anything like the ones they learned this skill from, as they value honor and life above all else.
The Surgeons Code.
The Battle Surgeons have a code that serves as a guide to become experts at their trade.
- Calm minds make the greatest life givers, zone out your fear of what's behind and focus on what's in front.
- Quickness is good, but a once over is better.
- Stay in the back, until one of front falls.
- Trust the front liners and they will trust the back.
- You are a giver of life and a taker, use your abilities for the good of your allies.
Surgeon Adept
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, to use your thieves’ tools to act as a surgeons kit to stabilize a downed creature, or take the [Tooltip Not Found] action. You also gain proficiency in medicine you don't have it already.
Quick fix
Starting at 3rd level, you can use your bonus action granted by your cunning action to heal a creature for 1d6 hp with your thieves tools, you can do this a number of times equal to your proficiency modifier, you regain all expended uses after a long rest.
Fog of War
At 9th level, you are a shadow behind those that are considered real threats, when you take the Hide action, any creature within 30ft of you that has another one of your allies within 5ft of it, has disadvantage to see you. Creatures with blindsight or tremorsense are immune to this trait.
Medical Precision
By 13th level, you are so familiar with the anatomy of creatures that would have organs, that you may use your knowledge to make your attack more damaging. When you hit a creature with a piercing melee weapon, you can add your Wisdom modifier to your attack and damage rolls. Constructs and creatures that don't normally have organs can't be affected by this. Additionally, when you have advantage on any attack, you crit on a 19 or 20.
Surgeon Mastery
When you reach 17th level, you are a master surgeon, and as such know what ligaments to tear and where to hit the most vital organs. You have advantage on all Wisdom Medicine checks, and you have expertise if you don't have it already. You can also hinder a creature when dealing damage to it, using your reaction, when you hit a creature, the creature must make a Constitution saving throw or suffer one of these five crippling effects:
- Achilles heel. You cause the creature to drop prone until the end of its next turn, and its speed is halved for 1 minute.
- Artery. You cause the creature to instead take 2d6 necrotic damage at the start of its turn for 1 minute.
- Throat. You may have a creatures vocal cord rip and unable to use vocal components for spells until they are healed the amount of hp as half the damage they took.
- Eyes. You can cause a creature to become blinded for 1 minute.
- Tendons. You can disarm a creature and have them drop whatever they were carrying so long as it's not armor, additionally, they are unable to use the arm for 1 minute.
The Cripple effects DC is 8 + your Wisdom + your proficiency bonus. If a creature takes any crippling effect other than Throat, it can make Constitution saving throw at the end of its turn to end the cripple effect.
Previous Versions
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8/6/2022 3:50:15 PM
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9/27/2022 10:01:12 PM
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