dauntless/content/Classes/Rogue/Skirmish Surgeon.md
2026-03-08 21:51:42 -06:00

4.1 KiB
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Youve dedicated yourself to watching over your comrades in battle and pelting your foes with dangerous concoctions. You keep a steady hand amid the chaos to practice life-saving techniques while mitigating the taxes they leave on the body. And when youre not playing the doctor, you fight with a blade in one hand and bottled disaster in the other.

Skirmish Surgeon Progression
Rogue Level Features
3rd Field Surgeon, Bloodletting, Harmacy
7th Surgeons Ambidexterity
11th Preventative Care
15th Lethal Dosing

Field Surgeon

3rd-Level Skirmish Surgeon Feature 

You gain proficiency in the Medicine skill if you dont already have it, and you gain proficiency with alchemists supplies or the herbalism kit (your choice). You also can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check on yourself or one creature within 5 feet of you.

Bloodletting 

3rd-Level Skirmish Surgeon Feature 

You understand that precise cuts in the body can be just as effective at helping as harming. You can use the Medicine skill in the following additional ways.

  • Bleed the Vein. You can deal 1d4 piercing damage to yourself or a creature within 5 feet of you and make a DC 15 Wisdom (Medicine) check. On a success, you end one of the following conditions affecting the target: incapacitated, paralyzed, poisoned, or Stunned.
  • Field Patch. You tie a tourniquet, wrap a wound, or perform some other quick patch-up to yourself or a creature within 5 feet of you that is below half its hit-point maximum. Make a Wisdom (Medicine) check and consult the table below to determine the effectiveness of the patch-up. 
Check Spells
0-5 The target loses 1d4 hit points.
6-15 The target gains 1 + your Wisdom modifier temporary hit points.
16-20 The target gains 1d4 + your Wisdom modifier temporary hit points. In Addition, If the target is at 0 hit points, it heals for 1 hit point.
21+ The target regains 1d4 + your Wisdom modifier hit points. If the target is at 0 hit points, it instead heals for 2d4 + your Wisdom Modifier hit points.

Harmacy 

3rd-Level Skirmish Surgeon Feature 

Your time in medical tents and tending wounded on battlefields has taught you how to handle and distribute alchemical substances. You are proficient with improvised alchemical weapons, such as vials of acid, alchemists fire, holy water, or jars of leeches. When you hit a creature with an improvised alchemical weapon, you can deal your Sneak Attack damage to it, provided you meet the normal requirements for dealing your Sneak Attack damage to the target. If the alchemical weapon requires the target to make a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.

Surgeons Ambidexterity 

7th-Level Skirmish Surgeon Feature 

You are adept at switching between patching wounds and causing them. If you successfully use your Bloodletting feature on yourself or a friendly creature to end one condition or provide temporary hit points or healing, you have advantage on the next attack roll you make before the end of your next turn.

Preventative Care 

11th-Level Skirmish Surgeon Feature 

You can provide others with therapeutic treatment to help them ward off illness and injury. You can spend at least 10 minutes tending to the medical needs of up to six friendly creatures (which can include yourself), bolstering their bodies natural defenses. Each creature gains temporary hit points equal to your proficiency bonus and has advantage on Constitution checks and Constitution saving throws for 1 hour. A creature cant benefit from Preventative Care again until it has finished a short or long rest.

Lethal Dosing

15th-Level Skirmish Surgeon Feature 

You learn to exploit weaknesses revealed by your alchemical substances. If you have damaged a creature with an improvised alchemical weapon within the last 1 minute, your Sneak Attack damage against that creature increases by 3d6.