Fighter
Base Class: Fighter

Fighters who wield both the scalpel and the sword, mastering the battlefield with surgical precision.

Those who consume the mythical Surgeon’s Surgery Fruit awaken to an unparalleled mastery over space and anatomy, transforming them into both a field medic and a relentless warrior. With their unique power, they manifest a domain known as the Room, a supernatural space where they dictate the flow of battle with surgical finesse. Within this sphere of control, they can amputate limbs without bloodshed, manipulate enemies like pieces on a chessboard, and perform life-saving operations amid combat.

A Surgeon of War is a paradox—both a healer and a destroyer. Their blade is not just a weapon but a scalpel, carving through foes with terrifying accuracy while preserving the lives of allies with unparalleled medical expertise. Whether dismantling enemies with a flick of their blade or reassembling wounded comrades with supernatural precision, they are the ultimate battlefield tacticians. To face a Surgeon of War is to step into their operating theater—where they decide who lives, who dies, and who walks away in one piece.

Spacial Control: Room

Level 3 Feature

You gain the ability to manifest the Room, a supernatural sphere of control. This ability lasts for 1 minute and requires no concentration. It covers a radius of 20 feet centered on you.

  • Room: This ability manifests as part of your action before you take your attack action. There can only be one Room; if you create a new one, the old one expires.
    • Ritual casting a Room takes a Bonus action instead of being part of the action, and it's a concentration (DC 10) to maintain the Room per turn. You can only do this if you don't have Room charges left.

Room Expansion: When you take the Attack action, you may create or move the Room up to 20 feet before attacking.

  • At level 10 Room size increases to 30 feet.
  • At level 15, the Room size is now 60 feet, and enemies inside the room are now silenced.
  • At level 18, the room size is 100 feet.

You may use this feature several times equal to your Proficiency Bonus per long rest.

Room Abilities

  1. Shambles: As a bonus action, you can teleport yourself or an ally/enemy within the Room up to swap places.

    At level 7, you create a Room (if there are none), and you and up to 4 creatures within the room to swap places with any object or creature within the room vicinity.

    • You can teleport inside a locked room provided there are things or creatures on the other side to swap to.
    • You can teleport anything within the room to your hand, provided you are holding something to swap it to.
    • If you use Mess, you can teleport that organ to you or swap it with another person's organ, giving them the effect Rejecting Organ, posing a disadvantage on everything they do if the class of organ that was swapped doesn't match their class. (ex. Fighter's heart to a Wizard and vice versa)
      • The Rejecting Organ effect is permanent unless their proper organ returns to their body.
  2. Mess: (At Level 7) As an action, you unleash your most terrifying technique, warping the anatomy of every creature within the Room with surgical precision. Every creature of your choice inside the Room must make a DC 14 Dexterity saving throw.
    • On a Failure: You extract one of the creature’s major body parts—such as their heart, lung, stomach, or kidney—without causing immediate death. The organ continues to function as if still inside their body, sustaining them. However, the removal causes excruciating pain, imposing disadvantage on all attack rolls, ability checks, and concentration checks until the organ is returned.

    • On a Success: The target resists your technique, feeling only a momentary distortion in their body.

    Any damage or destruction of the extracted organ inflicts severe pain, causing the creature to take double the damage as psychic damage when the damage occurs until the organ is returned or magically regenerated.

    You can freely manipulate the extracted organ within the Room, keeping it suspended in the air, moving it, or teleporting it to your hand, holding it hostage even if the room is gone. The organ will be considered as a Special Item that can be stashed in the inventory.

    This ability can be used once per Room activation.

  3. Phantom Strikes: Any melee attacks you make inside the Room always hit all targeted creatures inside the Room, regardless of range.

  4. Tact: You can interact with objects inside the Room telekinetically, moving them up to 15 feet in any direction.

  5. A range attack made against you or an ally that is inside a Room will have a disadvantage.

Surgical Strikes

Level 7 Feature

Your precise control over anatomy allows you to strike with deadly accuracy.

  • While inside the Room, when you hit a creature with a melee weapon attack, you deal an extra 1d8 damage.

  • If the target is surprised, incapacitated, or restrained, the extra damage increases to 2d8.

  • Surgical Knife: Your attacks do not cause bleeding when dissecting or amputating a creature within the Room, as if cutting them apart surgically. 

    • An amputated body can easily return to its place even with the room is gone, only by the Surgeon of War.
  • First Aid: You gain advantage on Medicine checks and as a Bonus action, you Stabilize a creature with your hands and knowledge of First Aid, giving them 1d12 points of HP.

    • Scan: While inside the room, you can use this ability as a Bonus action to instantly scan the entire body of a creature, detecting the precise location and the absolute details of the problem in an of the body, giving you advantage on performing your surgery on them.
      • In combat, while inside the room, you can use Scan to find the enemy's weakness, giving you and your allies an advantage in your attack rolls against that creature for the rest of the combat. You can only scan and focus on one creature per use; targeting another creature will lose the benefits you have against the previous. You can do this once per turn.
        • Landing a critical hit on your enemy while you know their weakness, you can give them one of the following as you successfully hit their weakness;
          • Disadvantages on their attack rolls or saving throws.
          • Movement speed is halved.
          • Deals double the damage output of that hit.
    • You can heal a creature with the same amount of HP once per turn.
  • Medical Knowledge: You gain Proficiency in Medicine (Expertise if you already have the proficiency).
  • You can perform a Surgical Operation with ease, the operation is painless, and you can easily remove any body parts and let them sit outside the body for hours while it still does its job as if they're still attached to the body. You need to roll for the Medicine Check to see how well you perform the surgery

    • Surgical Operation: You can perform this to attempt to remove unwanted things in a body that have long rested, potions of greater restoration, and other curses and effects, removing things that can't be removed or attaching extra limbs or something without complications and pain.
      • To perform a surgical operation on a magical aspect, you need to at least know what kind it is, either via books, experience, or assistance from a knowledgeable spellcaster.

On a successful operation, you can remove or gain the following effects:

Physical Ailments & Body Parts: Removal (30-minute Operation) or Attachment/Reattachment: Instant (6-second Operation)

  1. Tumors or Cysts – Can be mundane or magical.
  2. Infected Organs – Such as a diseased lung, liver, or kidney.
  3. Extra Limbs or Growths – Could be a result of curses, mutations, or magical mishaps.
  4. Foreign Objects – Arrows, shrapnel, or swallowed items like gems or keys.
  5. Bone Fragments – If a bone was shattered, small shards might need removal.
  6. Parasites or Worms – Could be mundane or magical (e.g., intellect devourers or cursed worms).
  7. Extra Eyes or Sensory Organs – Sometimes grafted onto victims by aberrations or cults.

Magical or Cursed Elements: Removal (30 minute prep + 1-3 hours Operation)

  1. Cursed, Brands, or Seals – Arcane symbols or sigils burned into flesh.
  2. Magical Parasites – Such as an imp hiding inside the body or a shadowy presence.
  3. Eldritch Growths – Flesh warping caused by exposure to alien entities.
  4. Possession Anchors – Items embedded in the body that allow possession.
  5. Lycanthropy-Infected Tissue – Attempting to surgically remove the source of the curse.

Transplant Surgery: (30-minute Operation)

 At the end of the surgery: Gains

20: Cured/Effortless Success with the surgery, with Long rest benefits.

15-19: Cured/Success with the surgery, with Short rest benefits and HP regain worth 4 hit point die without consuming hit point die.

11-14: Cured/Success with the surgery, with health equal to health before surgery.

10: Partial Success Operation with 50% chance of returning/complications. (DC 10)

5-9: Borderline Failure Operation, the problem is still present, but the effects are reduced with some risk of complication (DC 10)

2-4: Failure Operation, the problem is there as it is with mild complications (DC 15)

1: Critical Failure Operation, a critical complication arises and can't be cured at this time. Perform the surgery again on the same patient after a long rest.

Anatomical Mastery

Level 10 Feature

Your mastery over the Room’s properties enhances your battlefield control.

  • The Room's range increases to 30 feet.

  • When you use Tact, you may now move objects or creatures up to 30 feet.

    • Creatures must make a Dexterity saving throw (DC 14) to resist being moved around.
  • Cardiac Shock: With precise control over bioelectric energy, you channel a powerful shock directly into a creature's vital organs. 
    • Choose one creature inside the Room; they must make a Constitution saving throw (DC 14).

      • On a failure: The creature takes 6d8 lightning damage as its body convulses from the internal shock. Additionally, they are stunned until the end of their next turn.
      • On a success: They take half damage and are not stunned.

      This ability can be used twice per short or long rest.

      •  At level 15, you can use this 3 times per short rest, and at level 18, it removes the limited usage.

      • If used inside a Room, all creatures you choose will be affected by this attack.
    • You can use Cardiac Shock as part of First Aid to attempt to revive a dead creature, sending shocks of electricity to its heart, attempting to restart it. Do another death save with advantage, and the dead person revives after passing this death save. If it fails, you can try again, but they will gain 1 level of exhaustion when they are revived at attempt 2+.
  • Radio Knife: By channeling high-frequency energy into your weapon, you create an invisible cutting edge capable of slicing through flesh and bone with surgical precision.

    • Imbued Weapon: As a bonus action, you can imbue your melee weapon with Radio Knife for 1 minute.
    • Always Critical: Any attack made with this weapon inside the Room that hits is automatically a critical hit.
    • Damage: The attack deals an extra 6d8 lightning damage and ignores resistance to slashing or lightning damage instead of the typical critical die.
    • Nerve Disruption: The target must make a Constitution saving throw (DC = 8 + Proficiency + Strength/Dexterity Modifier).
      • On a failure, they suffer disadvantage on all attack rolls and ability checks until the end of their next turn.
      • On a critical failure (natural 1), they are paralyzed until the end of their next turn, as their nervous system shuts down momentarily.
    • You can use Radio Knife twice per short rest.
  • You can perform Surgical Operations on creatures and monsters with CR up to 15.

    • You can perform much harder and more complex operations, including minor magical effects and curses. Gains +2 on Medicine Checks.

Surgeon's Domain

Level 15 Feature

Your Room becomes an extension of your will.

  • Room Expansion: The radius now becomes 60 feet.

  • Self-Sustaining Field: While inside the Room, you and allies gain resistance to slashing, piercing, and bludgeoning damage.

  • You can perform much harder and more complex Surgical Operations, including major magical effects and curses. Gains + 4 on Medicine Checks.

  • Tact: You may manipulate both creatures and objects simultaneously inside the Room. You can use your reaction to pull creatures towards the center of the room preventing them to leave the Room slamming them towards each other if they made contact dealing damage to each and every one of them.

Ultimate Master Surgeon

Level 18 Feature

You become a true master of the battlefield, controlling all within your Room.

  • Room Expansion: The Room now covers 100 feet.

  • Tact: You may manipulate both creatures and objects simultaneously inside the Room, making the area difficult terrain and damaging creatures who enter, start, and/or end their turn inside the Room.

    • You can use your tact to deliver First aid, and your First aid now recovers max First aid die each time.
  • Dimensional Cut: When you critically hit a creature inside the Room, you may force them to make a Constitution saving throw or take an additional 6d8 force damage, cutting them in half by the waist.

    • They lose control of their lower half when it is separated from the upper part, and they won't be able to reattach it without surgery. Movement speed reduced to 5 feet.
  • You can attach amputated body parts to any surface, sticking them in place and alive and breathing.
  • You can perform Surgical Operations on creatures with CR up to 30.

    • You are now a Master Surgeon. Gaining Expertise in Medicine.

Room Ultima: Instead of creating a dome, you can channel the room's essence and focus it on your weapon. Coating the entire blade of your weapon with a Room that lasts for 1 minute.

  • You have an advantage in your attack rolls using this weapon, as you are free to extend the reach of the Room blade to reach the enemy. (Up to the Room Expansion Reach)
  • This method grants you the ability to always deal maximum damage on your damage rolls.
  • Enemies hit with this blade don't leave a wound on contact, but the damage is delivered, and they gain one of the following weaknesses.
    • Disadvantage on their next attack rolls or saving throws.
    • Can't take their next reaction, bonus action, or legendary action.
    • Movement speed is permanently 5 feet less. (Stackable)
    • Deal an extra 4d6 radiant/lightning damage.

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