Base Class: Fighter
Once the battle is over, most of the warriors will be dead or gone and left to wonder the battle fields are the Sawbones. Knights and mercenaries, trained in the sciences of medicine and arts of healing, making certain that those who can live to fight another day will do so. They are experts of anatomy and apply leeches and various non-magical techniques along with their great wisdom to keep their comrades alive. Ask anyone who has ever been in a real battle and they'll tell you, a good Sawbones can be the difference between victory and death.
Leechcraft
When you choose this archtype at 3rd level, you learn the art of leechcraft and how to apply its secrets to heal wounds and treat diseases. You gain proficiency with the Wisdom (Medicine) skill if you don't already have it. You gain a number of Leech Dice, which can be used to cure different ailments. You have five leech dice, which are d8s. A leech die is expended when you use it. You regain all of your expended leech dice when you finish a long rest.
You gain another leech die at 5th, 9th, 12th, and 15th level.
Leechcraft: Treat Wounds
Beginning at 3rd level, you learn to apply your knowledge of leechcraft to heal wounds. As an action, you can expend at least 1 or more leech dice to apply your craft to a creature within 5 ft. and heal it for a roll of the leech die and add your WIS modifier for every die used.
Adept Physician
At 7th level, your deepened knowledge of anatomy allows you to cure illness or poisons by controlled bloodletting. As an action, you can use a sharp blade to cut into a willing or incapacitated creature and let their bodies bleed out any contagion or ailment. Make a Wisdom (Medicine) check. The patient then takes an amount of d4s equal to their character level or CR, minus your check, as irresistible piercing damage. You can then remove one condition, one disease or the effect of one kind of poison from the patient.
Leechcraft: Toxicity
At 7th level, your expertise in leechcraft allows you to withdraw a small amount of poison from your leeches. As an action you can expend one or more leech dice to apply poison to your next weapon attack. The attack causes extra poison damage equal to a roll of your leech die and forces the target to make a Constitution Saving Throw against a DC equal to your Wisdom Score. A failed save causes another roll of the leech die as poison damage per die spent, and the target becomes stunned. The target may attempt the save again at the end of their next turn.
The poison lasts for 1 minute or until your next successful weapon attack.
Expert Physician
At 10th level, you come into your own as a physician. You gain expertise in the Wisdom (Medicine) skill, and you may add your proficiency bonus whenever you apply your WIS modifier on healing effects.
Leechcraft: Resuscitation
At 15th level, you master the art of leechcraft. As an action, you can expend at least four leech dice to apply leeches to a creature that died less than minute ago. The creature comes to life and is stable but unconscious at 1 hit point.
Master Physician
At 18th level, your training comes full circle and you become a master of medicine. You gain advantage on all of your Wisdom (Medicine) checks, and you become immune to both disease and poison. Also, as an action by using a healing kit, you can perform quick but precise surgery on a targeted living creature within 5 ft., instantly restoring them to full health and curing them of all conditions, poisons, diseases, and curses. You can use this feature once a day.
Previous Versions
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