Base Class: Rogue
Surgeons are those who have put aside their own selfish ambitions in the pursuit of knowledge of the body and the selfness act of helping others. Because of Clerics and Paladins being superior healers with their ability to magically heal others, Surgeons are not paid nearly as well as a simple God-Devoted adventurer. This makes them some of the kindest and most understanding of people.
Trained Medical Professional
When you take the archetype at 3rd level, you gain expertise in Medicine, Sleight of Hand, and Nature. Also, you gain expertise in Alchemist's Supplies, Herbalism Kits, and Poisoner's Kits. Finally, through your advanced training, you can use 1 charge of a Healer's Kit during a short or long rest to remove any one condition affecting a creature or to heal that creature by an amount equal to half of their max HP.
Combat Medic
At 3rd level, through your expertise in medical knowledge, you have learned to quickly transfer the stem cells of one creature to another. As an action, you can transfer as much HP from one creature to another as long as the creature giving up HP is willing. As a bonus action, you can quickly transfer an amount of HP equal to double your proficiency bonus from one creature to another as long as the creature giving up HP is willing.
At 9th level, you can transfer stem cells without causing too many negative effects on creatures giving them up. Whenever you would heal a creature with your action or bonus action under this feature, the creature giving up HP only loses half the HP it would normally use while the creature gaining HP still gets the full amount.
At 13th level, your precision and critical thinking are at its peak, allowing you to negate the negative effects of healing almost completely. When you would heal a creature with your action, the creature giving HP only loses 1 HP per 5 HP healed. When you would heal a creature with your bonus action, the creature giving HP loses no HP but its movement speed is reduced by 10 feet until the end of its next turn.
Experimental Surgery
At 3rd level, you have become so proficient with your medical knowledge that during a long rest you may perform experimental surgery on other creatures to potentially modify or improve their bodies. You may discuss with your DM with what you would like to do or ask your DM for some ideas on what types of surgery you can perform. At the DM's discretion, after the surgery is over, you could gain a point of exhaustion (depending on how taxing the surgery was), and you must make a Medicine and Sleight of Hand check with DCs that your DM decides necessary. The DM decides what happens if either roll fails and decides the logistics of a successful surgery. A creature undergoing surgery must be unconscious.
The amount of creatures that have an active effect with this surgery is equal to double your proficiency bonus.
Precise Fighting
At 9th level, you have learned how to apply your surgical precision in combat situations. While using a Dagger, you gain a +3 to hit, do not gain disadvantage on a long range throw of the weapon, and deal double damage dice with all dice that apply to that dagger (except Sneak Attack).
At 17th level, you have become a guru with precision. While using a Dagger, you gain a +5 to hit, double throwing range and do not gain disadvantage on a long range throw of the weapon, and deal triple damage with all dice that apply to that dagger (except Sneak Attack).
Tendon Awareness
At 9th level, you gain the ability to go after the tendons of creatures to cripple them. When you hit with a dagger, you can impose a DC 8 + DEX mod + 1/2 INT mod + proficiency bonus CON Saving Throw or have one of their tendons cut. Depending on which tendon you choose to cut, a special effect is applied.
- Calf Tendon: While this tendon is cut, the creature affected by this has their movement speed reduced by 10 feet. This effect can stack a number of times until the creatures movement speed is reduced to 0.
- Elbow Tendon: While this tendon is cut, the creature affected by this has a -1 to hit and cannot use two handed or heavy weapons. If a creature has this tendon cut in both arms, they cannot use weapons at all, unless they can wield them in an awkward place, like a dagger in the mouth, and they do not gain any bonus to hit while doing this.
- Knee Tendon: While this tendon is cut, the creature affected by this no longer adds their DEX mod to their AC.
- Wing Tendon: While this tendon is cut, the creature affected by this loses motor function in one of their wings, cutting their fly speed in half. If this affect is applied a number of times equal to the affected creature's number of wings at the same time to a creature, that creature's fly speed is 0.
- Back Tendon: While this tendon is cut, the creature affected by this has its movement speed reduced to 0 if it is wearing heavy armor.
- Neck Tendon: Can only be cut on a critical hit. While this tendon is cut, the creature affected by this takes double damage from Weapon attacks made against it.
If a creature is wearing heavy armor, you cannot use this feature on them unless you roll a Critical Hit. On a Critical Hit, the creature automatically fails the saving throw. In order to heal the cut tendon, the creature must heal for an amount of HP equal to the damage you dealt them when you cut the tendon.
Complete Bodily Control
At 13th level, you have gained complete control of your body and its functions. You may slow down the absorption of nutrients, you can direct white blood cells to different areas of the body, you can fire off an increased amount of synapses in your brain to increase brain function, as well as an extended list of other functions. Through this ability, your combat potential has skyrocketed.
As a bonus action, you can make an array of different changes to your body. You can use this feature a number of times equal to double your proficiency bonus.
- Synapse Upgrade: For 1 minute, gain advantage on all INT rolls.
- Adrenaline Rush: For 1 minute, gain a +10 to movement speed.
- Bone Hardening: For 1 minute, gain a +1 to AC.
- Heart Overdrive: For 1 minute, regain 1d4 HP at the beginning of your turn.
When you reach 17th level in this class, Synapse Upgrade gives you advantage on INT, WIS, and CHA rolls, Adrenaline Rush gives a +20 movement speed, Bone Hardening gives a +2 to AC, and Heart Overdrive heals you for 2d4.
Dr. Rogue Ph.D.
At 17th level, you have completely mastered the art of medicine. Any Medicine check you make automatically succeeds if you can study the object you are looking at for 1 minute. You automatically identify herbs and chemicals. You can make any potion, medicine, and poison during a short rest as long as you have the proper tools. You can remove any condition from a creature as long as you have a minute to operate. You automatically succeed any skill check during surgery if the DC of the check is below 20.
In addition to your medicinal knowledge, you have also reached the peak of your combat potential. When you Critically Hit a creature with a dagger, they must make a DC 8 + DEX mod + INT mod + proficiency bonus Saving Throw or have their Brain Stem cut and instantly die if they need or have a Brain Stem.
At 20th level, creatures automatically fail the Saving Throw against your Tendon Awareness and you can use Complete Bodily Control as much as you'd like per day.
Previous Versions
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12/12/2022 9:55:15 PM
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5e
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Coming Soon
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