Chirurgeon

Physician. Doctor. Barber. Sawbones. Bloodletter.Murderer.

A practitioner of anatomy and the blade can have many names.

Even in a world filled with alchemy and magic, a student of the medical arts can find all kinds of applications of their knowledge. Some will take to the battlefield in the aftermath, saving those who can be saved and...helping those who can't.

Others take a more active role in combat, literally cutting their way through their enemies to save those they can reach. Others find that their skill in knowing exactly how vulnerable the body is to injury to have a more...direct use in ending a battle.

While different Chirurgeons have different areas of focus, all share the same thing: a firm grasp of how fragile life is, and how to prevent, or cause, its loss.

The Chirurgeon
Level Proficiency Bonus Features
1st +2 Anatomic Knowledge, Bleeding Wound
2nd +2 Medic's Rush, Triage
3rd +2 Chirurgeon Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 First Aid, Improved Triage
7th +3 Don't Eat That!, Critical Wound
8th +3 Ability Score Improvement
9th +4 Archetype Feature
10th +4 Improved Chirurgeon's Bag, Red Mist
11th +4 Improved Bleeding Wound
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Anemic Wound
15th +5 Master Physician, Maximum Triage
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Hemorrhaging Wounds
19th +6 Ability Score Improvement
20th +6 Peerless Physician

Class Features

As a Chirurgeon, you gain the following class features

Hit Points


  • Hit Dice: 1d8+Con per Chirurgeon level

Proficiencies


  • Armor: Light
  • Weapons: Simple Weapons, the blowgun
  • Tools: Healer's Kit
  • Special: The Chirurgeon has proficiency in the items listed in the Chirurgeon's Bag section at the end of the class description.

  • Saving Throws: Dexterity, Intelligence
  • Skills: Medicine, and choice of any two from: Animal Handling, Insight, Investigation, Nature, Persuasion and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a full Healer's Kit
  • any Simple Melee weapon, or any weapon from the Chirurgeon's Bag
  • a dagger or scalpel
  • leather armor
  • (a) a scholar's pack or (b) an explorer's pack

Saving Throws

Saving throws against Chirurgeon abilities have a DC of 8 + the Chirurgeon's Int modifier + the Chirurgeon's Proficiency Bonus

Anatomic Knowledge

Chirurgeons specialize in studying medical knowledge, including anatomy and biology. Their knowledge covers enough creatures from their home plane that they can extrapolate – they don’t need a manual for every single giant insect, for example, it’s assumed they’ve researched one or two and make effective estimates on the rest.

The Chirurgeon can use their Anatomic Knowledge to inflict special attacks, described below, on the studied creature types.

Not all creatures have anatomy that the Chirurgeon can take advantage of. Specifically, the Chirurgeon’s knowledge does not extend usefully to Constructs, Elementals, Oozes or the Undead. Even those made from local parts (like flesh golems) do not have working organ systems the Chirurgeon can take advantage of.

At 1st level, the Chirurgeon gets Expertise in Medicine.

Also at 1st level, the Chirurgeon can also apply injected venoms with extra efficiency. When using a weapon with poison applied, add the Chirurgeon’s proficiency bonus to the poison’s save DC.


Bleeding Wound

Starting at 1st level, when the Chirurgeon’s weapon attacks may apply Bleeding Wound. This requires the Chirurgeon to hit and do damage with a melee Finesse weapon. The target must also be a creature which the Chirurgeon’s Anatomic Knowledge applies to.

Spell and unarmed attacks cannot cause Bleeding Wounds, but natural weapons like claws can.

A Bleeding Wound does damage to the target equal to the applying weapon’s damage die at the end of their next turn. For example, if the Bleeding Wound was caused by a dagger, the damage would be 1d4. For the purposes of damage resistance or immunities, the damage caused has the same traits as the inflicting weapon, such as slashing, silver, or magic. Even bludgeoning weapons can apply Bleeding Wound – internal bleeding, in this case.

If the target receives any amount of healing before this damage is applied, the damage is canceled. Or, any ally of the target may spend their Action and attempt a Medicine check with a Healer’s Kit (DC = the saving throw DC). If this check succeeds, the Bleeding Wounds are removed. At the DM’s discretion, spare the dying may be cast on a target with Bleeding Wounds to remove them.

Multiple Bleeding Wounds from the same Chirurgeon cannot be applied to the same target. If a stronger one is applied, it replaces the existing one.

Even if a bleeding target is invisible, their blood is not when it leaves their body. Creatures may determine the location of a bleeding victim by the splatters of blood coming from them, but still have Disadvantage when attacking them.

Medic's Rush

Starting at 2nd level, if a Chirurgeon begins their turn in any enemy’s threatened area, they may Move out of that area without provoking Attacks of Opportunity, as long as they haven’t attacked the creature first, and as long as they end their Move next to an injured ally.

Triage

Any ally sharing a Short Rest with a Chirurgeon 2nd level or higher (including the Chirurgeon) that spends any number of Hit Dice may re-roll one of their Hit Dice, taking the higher of the two rolls, chosen after they see the result of the roll.

Alternatively, instead of taking any benefits to Hit Dice, the Chirurgeon or their ally may spend two Hit Dice to make a saving throw against any disease, or to allow the Chirurgeon to make a Medicine skill check to replace that saving throw (which still costs two Hit Dice). At the DM’s discretion, any other physical ailment that allows a saving throw per day may be treated the same way.

Chirurgeon Archetype

At third level, the Chirurgeon chooses whether to become a Field Medic, a Butcher, or a Xenobiologist.

First Aid

Starting at 6th level, when a Chirurgeon heals themselves or an ally with a potion of healing or similar item, the healing increases by the Chirurgeon’s Int modifier.

In addition, when applying any form of healing (spells and potions included) to themselves or another, they may use their Anatomic Knowledge to choose not to roll dice to determine the effect of the healing and instead heal for the maximum amount. Once this ability is used, the Chirurgeon may not use it again until they take a Long Rest.

Improved Triage

At 6th level and higher, the benefit of Triage can be used twice per Short Rest.

Critical Wounds

Starting at 7th level, if the Chirurgeon scores a critical hit, the Bleeding Wound from that attack rolls an extra damage die.

Don't Eat That!

Starting at 7th level, a Chirurgeon’s knowledge of poisons and diseases let them take last-second actions to try to resist the effects. They may use their Reaction to get Advantage against any poison or disease, including poison damage attacks that allow a saving throw, and to grant their Int modifier (min +1) to the saving throws of any allies within 60 feet that can see and hear them.

Multiple class-based effects that grant bonuses to the same saving throw, such as a Paladin’s Aura of Protection, do not stack. Only the higher benefit applies.

Improved Chirurgeon's Bag

At 10th level, the Chirurgeon gains proficiency with their choice of three of the following:

  • Any martial melee weapon (this can be taken multiple times, one for each weapon)
  • Any skill in the Chirurgeon skill list (this may be taken multiple times, one for each skill)
  • The Herbalism Kit
  • Alchemist’s Supplies
  • Poisoner’s Kit

The Chirurgeon may replace two of their three choices with a Feat from the list Healer, Mobile (Field Medic only), Savage Attacker (Butcher only), Spell Sniper (Xenobiologist only)

First Aid Spray

Also starting at 10th level, Chirurgeons may replace one of their attacks to throw a potion of healing up to 60 feet to any target with half their maximum hit points, or fewer, remaining. The thrown potion has its full effect (augmented by First Aid) on the target. No attack roll is necessary.

Improved Bleeding Wound

Starting at 11th level, Bleeding Wound does and extra damage dice instead of one if the target has half their maximum hit points, or lower, when the damage is applied. This stacks with any Critical Wounds, if such are applied.

Greater Triage

At 11th level and higher, the benefit of Triage can be used three times per Short Rest.

Anemic Wound

Starting at 14th level, the Chirurgeon’s Improved Bleeding Wounds become Anemic Wounds unless the target makes a Con saving throw. If they fail, while they both have the Wound and also are at half their maximum hit points, or fewer, they are also Poisoned.

Master Physician

Starting at 15th level, the effects of First Aid are improved.

The bonus to healing items increases to Int modifier + Proficiency Bonus.

And the maximizing healing effect of First Aid can be used twice. One use is replaced during a Short Rest. Both uses are replaced during a Long Rest.

Maximum Triage

At 15th level and higher, the benefit of Triage can be used four times per Short Rest.

Hemorrhaging Wounds

At 18th level and higher, the Chirurgeon’s Improved Bleeding Wounds and Anemic Wounds may be applied to a target regardless of their current hit points.

Peerless Physician

At 20th level, the Chirurgeon’s skill with the blade is the stuff of legends.

They get Advantage on all Medicine checks.

Any healing or bleeding damage dice they roll explode (if they roll the maximum amount, roll again and add).

Chirurgeon Archetypes

This version of the Chirurgeon has three options available, starting at third level: the Field Medic, the Butcher, and the Xenobiologist.

Field Medic

The Field Medic is a Chirurgeon dedicated to battlefield emergencies, specializing in combat mobility to reach downed allies and disabling opponents to reduce their effectiveness in combat.

Bonus Proficiency

Starting at third level, a Field Medic becomes Proficient in shields.

Protect the Fallen

Protect the Fallen: Starting at 3rd level, a Field Medic may choose to Move at half speed, and pull an unconscious, paralyzed, or immobilized creature of their size or smaller with them. They cannot move a target that’s held in place by an external effect, such as one being grappled or glued to the floor, but could move someone tangled in a net. Unlike most forced movement, the Moved creature provokes Attacks of Opportunity as if they moved voluntarily, unless the Field Medic uses the Disengage Action.

Also, if a Field Medic is adjacent to an unconscious ally, attacks against that ally do not get Advantage due to the ally’s immobile or prone status. Advantage for other reasons (the attacker is invisible and the Field Medic cannot see them) remain.

Disabling Strikes

Starting at 3rd level, the Field Medic can use their Anatomic Knowledge to strike their foes in vulnerable areas to lower their effectiveness. The restrictions for using a Disabling Strike are the same as applying Bleeding Wound, including which types of targets are affected and what type of weapons must be used.

A Field Medic may only attempt one Disabling Strike per turn, and must announce the use of Disabling Strike before making the attack. Disabling Strikes can be Bleeding Wounds, but the effects are separate. Removing one penalty does not necessarily remove the other. For example, the pain of a damaged leg remains even if the leg is bandaged.

Regardless of how many Field Medics apply them, the same Disabling Strike can’t be applied twice to the same target (special exception for Arm Strike), but different ones can.

A Disabling Strike must be one of the following:

Leg Strike

The Field Medic makes an attack against a limb or other body part used for movement. If the target fails a Str saving throw, their movement speed is reduced by 10 (min 10) and they cannot Dash. At the end of each turn, the target may re-attempt the saving throw to end the effect.

Creatures with nonstandard limbs, such as giant snakes or spiders, have no special resistance to this attack. It’s assumed the Leg Strike hits enough of the leg(s) to apply the effect.

Arm Strike

The Field Medic makes an attack against a limb or other body part used to attack. If the target fails a Str saving throw, attacks with that body part have Disadvantage. If the target has multiple attack limbs, such as a bear with Claws and Bite, Arm Strike must be used separately for each limb to disable. At the end of each turn, the target may re-attempt the saving throw to end the effect.

For most humanoid enemies, each arm counts as a separate limb. If a weapon is used in both hands, both arms must be disabled before the effect applies. If a shield-using arm is disabled, the shield’s AC bonus no longer applies.

Head Strike

The Field Medic makes an attack against a body part the target uses to perceive their environment, leaving them partially blinded or dizzy, unless they succeed at a Con saving throw. While affected, any enemy of the target may attempt to exploit this by using their Bonus Action to make a special Stealth check against the target, opposed as normal, all the usual bonuses and penalties still apply.

If that special Stealth check succeeds, the target cannot see/hear/smell this attacker until the start of the target’s next turn, giving the usual benefits for being invisible. Head Strike cannot stop certain senses that use the whole body, such as tremorsense. The target is not fully blinded, and can still see things like the walls and furniture of the room they’re standing in. At the end of each turn, the target may re-attempt the saving throw to end the effect.

Improved Protect the Fallen

Starting at 9th level, the Field Medic may use Protect the Fallen while moving at full, rather than half, speed.

Also, instead of removing Advantage to attack rolls, the Field Medic applies Disadvantage on all attacks against adjacent, unconscious allies.

Improved Disabling Strike

At 9th level, the Field Medic has access to more Disabling Strikes.

Finger Strike

The Field Medic makes an attack against the hands or other body part used to cast spells. At the DM’s discretion, monster attacks that are similar to spells could also be affected. If the target fails their Dex saving throw, the pain inflicted requires them to make a Concentration check against the Field Medic’s DC in order to cast a spell on their turn. Failure means they cannot cast spells, but they don’t lose their Actions. At the end of each turn, the target may re-attempt the saving throw to end the effect.

Vitals Strike

The Field Medic makes an attack on a sensitive organ, typically the stomach or throat. The target must make a Con saving throw or be stunned until the end of their next turn.

Vitals Strike relies on pain to work, and hitting the same spot over and over has a lesser effect each time. The target gets a cumulative +5 to their saving throws against any uses of Vitals Strike for each further attempt after the first, even if applied by different Field Medics.

Improved Medic's Rush

Also starting at 9th level, the Field Medic's use of Medic's Rush improves.

They may use Medic's Rush as long as they are adjacent to at least one injured ally at any point during their Move. The restriction about not attacking first remains in place.

Also, they may use their Action to Stabilize any number of allies they are adjacent to at any point during their move.

Crippling Strike

Starting at 17th level, once per victim, when the Field Medic lands a successful Disabling Strike, they may declare it to be a Crippling Strike after it is applied. Saving throws made later to remove that specific Disabling Strike are made with Disadvantage. The exception is Vitals Strike, in which case the +5 saving throw bonus is not applied.


Butcher

The Butcher specializes in using their knowledge of anatomy to strike with precision, dealing mortal wounds. They often leap about the battlefield, inflicting mortal wounds on multiple victims at once.

Bonus Proficiencies

At 3rd level, the Butcher gains proficiency in Medium Armor and Martial Melee Weapons.

Gushing Wound

At 3rd level, the Butcher may use their Action to attempt to apply a Gushing Wound. This is an attack with any weapon that isn’t Heavy, and cannot be attempted if the attack would have Disadvantage because, for example, attacks against unseen foes or attacks with thrown or fired weapons at long range. If Disadvantage is applied after the attack roll is made, by a Reaction for example, this does not cancel the Gushing Wound attempt.

If the attack hits, it does damage as normal, but also applies a Gushing Wound. This does 1d6 damage at the end of the target’s next turns, up to a maximum number of turns equal to the Butcher’s proficiency bonus. While there is no saving throw, any effect that removed bleeding (as discussed in Bleeding Wound) will end the effect early.

A target may not have more than one bleeding effect from the same Chirurgeon at the same time. Applying Gushing Wound to a target that has either Gushing Wound or Bleeding Wound will, at the attacker’s choice, either have no extra effect or replace the existing Wound entirely.

If the Butcher is sufficient level to apply them, Gushing Wounds benefit from Improved Bleeding Wound, and may also apply Anemic Wounds.

Bloody Rush

Also at 3rd level, the Butcher does not provoke Attacks of Opportunity for leaving the threatened area of a bleeding target.

Bloody Mess

Starting at 9th level, the Butcher may use their Bonus Action to make a single weapon attack against a target that’s bleeding, even if they didn’t cause the bleeding themselves.

Sanguine Knowledge

Also starting at 9th level, any saving throws caused by poison on a Butcher’s weapon against bleeding targets cause Disadvantage on the poison’s saving throw.

Blood in the Water

Starting at 17th level, the Butcher may begin their turn by gaining temporary hit points equal to their Int modifier, for each Bleeding or Gushing Wound they applied to a target within 60 feet, maximum four wounds. These temporary hit points expire at the start of their next turn (when they can be immediately replaced).

Xenobiologist

The Xenobiologist expands their medical knowledge to creatures who don’t possess standard anatomy. They also practice just enough magic to conduct their practice on such creatures.

Bonus Proficiencies

Starting at third level, a Xenobiologist gains proficiency in Arcana, and their choice of one language not native to their plane (such as Abyssal).

Otherworldly Anatomic Knowledge

Starting at 3rd level, the Xenobiologist’s research has expanded to all creatures, even those without standard biology. They can use their Bleeding Wounds on Constructs, Elementals, Oozes and Undead, for example.

Mystic Healing

Also starting at 3rd level, the Xenobiologist has studied a small amount of magic. Most of this magic is in the form of one-word invokatios that allow them to use their Otherworldly Anatomic Knowledge. However, they also learn two of the following cantrip-like spells.

At 9th level, the Xenobiologist learns a third ability.

At 17th level, the Xenobiologist learns a fourth ability.

If the ability has a duration (such as soothing mist) the maximum total number of targets that can be affected is the Xenobiologist’s Proficienty Bonus, even if multiple different abilities are used. Further, no single target may have multiple effects from these abilities from the same Xenobiologist at the same time.

Cauterize

The Xenobiologist may use their Action to touch themselves or an adjacent ally with a concentrated amount of flame. If the target is about to take any bleeding damage, that damage is prevented. If they are under an ongoing effect that causes damage at the start/end of their next turn, one that can be removed by a saving throw, the Xenobiologist may make a Medicine check DC = the saving throw’s DC. If the check succeeds, the effect ends.

At 9th level, this ability improves to give the Xenobiologist Advantage on the Medicine check.

At 17th level, this ability improves further to give the target Advantage on their next saving throw against the effect in question – either the existing effect if the check failed, or the re-application of a new effect. This benefit expires after one minute.

Alternatively, the Xenobiologist may coats any weapon they hold with flames. These flames last a second or two after the item is dropped, so it can be applied to a thrown weapon or fired ammunition. The bonus flame damage is 1d4 per weapon strike. This damage increases to 1d6 at 9th level and 1d8 at 17th level.

Or, the Xenobiologist may use a Standard Action to make a Finesse touch attack, with which they are proficient. This attack does 1d8 + the Xenobiologist’s Dex modifier fire damage. This damage increases to 2d8+Dex at 5th level, 3d8+Dex at 11th level, and 4d8+Dex at 17th level.

Cleansing Wash

The Xenobiologist may use their Action to splash themselves or an adjacent ally with an antiseptic spray of foul-smelling liquid. This liquid is designed to remove physical and magical effects that the target would normally attempt to end with a saving throw at the end of their turn, but which does not cause damage. The Xenobiologist may make a Medicine check DC = the saving throw’s DC. If successful, the effect is ended.

At 9th level, this ability improves to give the Xenobiologist Advantage on the Medicine check.

At 17th level, this ability improves further to give the target Advantage on their next saving throw against the effect in question – either the existing effect if the check failed, or the re-application of a new effect. This benefit expires after one minute.

Alternatively, the Xenobiologist may coats any weapon they hold with acid. This caustic (to flesh, not the weapon) coating lasts a second or two after the item is dropped, so it can be applied to a thrown weapon or fired ammunition. The bonus acid damage is 1d4 per weapon strike. This damage increases to 1d6 at 9th level and 1d8 at 17th level.

Or, the Xenobiologist may use a Standard Action to make a Finesse touch attack, with which they are proficient. This attack does 1d8 + the Xenobiologist’s Dex modifier acid damage. This damage increases to 2d8+Dex at 5th level, 3d8+Dex at 11th level, and 4d8+Dex at 17th level.

Defibrillate

The Xenobiologist may use their Action to touch an adjacent ally with a charge of electricity. If the target is unconscious, they instantly awake, unless a powerful ongoing effect (like a curse) prevents this. If the target is at 0 hit points, they also recover 1d6 + the Xenobiologist’s Int modifier hit points, but no more than half their maximum hit points. This effect (but not the maximum) increase to 2d6+Int at 9th level, and 3d6+Int at 17th.

This effect is harder and harder to apply multiple times in a row. To defibrillate a target a second time, the Xenobiologist must succeed in a Medicine check DC 15. If the check fails, the target is neither awakened nor healed. The DC increases by +5 for each successive use, successful or failed, on the same target after that. This difficulty modifier is removed if the target takes a Short or Long Rest.

Alternatively, the Xenobiologist may coats any weapon they hold with lightning. This shocking aura lasts a second or two after the item is dropped, so it can be applied to a thrown weapon or fired ammunition. The bonus lightning damage is 1d4 per weapon strike. This damage increases to 1d6 at 9th level and 1d8 at 17th level.

Or, the Xenobiologist may use a Standard Action to make a Finesse touch attack, with which they are proficient. This attack does 1d8 + the Xenobiologist’s Dex modifier lightning damage. This damage increases to 2d8+Dex at 5th level, 3d8+Dex at 11th level, and 4d8+Dex at 17th level.

Numbing Salve

The Xenobiologist may use their Action to touch themselves or an adjacent ally and smears a patch of purple ooze. For the next minute, the target may choose to apply the soothing mist to one attack that damages them with a damage type of slashing, piercing, bludgeoning or force. The damage of the attack is reduced by 5 + the applying Xenobiologist’s Int modifier. After used, the effect ends.

At 9th level, the effect increases to 10 + Int.

At 17th level, the effect increases to 15 + Int.

Alternatively, the Xenobiologist may coats any weapon they hold with purple ooze. This venom lasts a second or two after the item is dropped, so it can be applied to a thrown weapon or fired ammunition. The bonus poison damage is 1d4 per weapon strike. This damage increases to 1d6 at 9th level and 1d8 at 17th level.

Or, the Xenobiologist may use a Standard Action to make a Finesse touch attack, with which they are proficient. This attack does 1d8 + the Xenobiologist’s Dex modifier poison damage. This damage increases to 2d8+Dex at 5th level, 3d8+Dex at 11th level, and 4d8+Dex at 17th level.

Soothing Mist

The Xenobiologist may use their Action to touch themselves or an adjacent ally and applies a patch of chilling fog. For the next minute, the target may choose to apply the soothing mist to one attack that damages them with a damage type other than slashing, piercing, bludgeoning or force. The damage of the attack is reduced by 5 + the applying Xenobiologist’s Int modifier. After used, the effect ends.

At 9th level, the effect increases to 10 + Int.

At 17th level, the effect increases to 15 + Int.

Alternatively, the Xenobiologist may coats any weapon they hold with frosty mist. This frost lasts a second or two after the item is dropped, so it can be applied to a thrown weapon or fired ammunition. The bonus cold damage is 1d4 per weapon strike. This damage increases to 1d6 at 9th level and 1d8 at 17th level.

Or, the Xenobiologist may use a Standard Action to make a Finesse touch attack, with which they are proficient. This attack does 1d8 + the Xenobiologist’s Dex modifier cold damage. This damage increases to 2d8+Dex at 5th level, 3d8+Dex at 11th level, and 4d8+Dex at 17th level.


Splinting Brace

The Xenobiologist may use their Action to touch themselves or an adjacent ally and applies a binding of softly-glowing force. It lasts for up to ten minutes, but can be re-applied at will. If applied to a debilitating physical effect, such as a sprained ankle or broken wrist, the effect is negated while the force aura carries the weight. (See the Butcher above) The target may choose to apply the splinting brace and their Reaction to one attack, adding +2 to their AC against that one attack. If used this way, successful or not, the effect ends.

At 9th level, the effect increases to +3 to AC

At 17th level, the effect increases to +4 to AC.

Alternatively, the Xenobiologist may coats any weapon they hold with an aura of force. This aura lasts a second or two after the item is dropped, so it can be applied to a thrown weapon or fired ammunition. The bonus cold damage is 1d4 per weapon strike. This changes the damage type of the weapon from slashing, bludgeoning, and/or piercing to force damage. However, the effect completely covers the weapon, so any other special effects that rely on touch – such as the weapon being made of silver, or having venom applied – will not work, and cannot be applied to the force casing afterwards.

Or, the Xenobiologist may use a Standard Action to make a Finesse touch attack, with which they are proficient. This coats their hand with a massive fist, claws, or other effect of glowing force. This attack does 1d6 + the Xenobiologist’s Dex modifier force damage. This damage increases to 2d6+Dex at 5th level, 3d6+Dex at 11th level, and 4d6+Dex at 17th level. Any effect that blocks magic missiles will also block this attack.

#A## Special Note: Spell Sniper Feat If the Xenobiologist has the Spell Sniper Feat, their special touch attacks may be used up to sixty feet in range (this range is not further modified by the Feat) or melee at will.

The Chirurgeon’s Bag

Medical tools can be found in all shapes and sizes. The Chirurgeon is proficient in all of the following. Other character classes are not proficient with these without special training (in other words, a Fighter’s proficiency in “All Martial weapons” does not grant proficiency in these). All weapons are Martial.

Reflex Hammer

Game stats as “light hammer” except a Finesse weapon.

Limb Cleaver

Game stats as “handaxe” except a Finesse weapon.

Broadknife

Game stats as “dagger” except +2 to damage rolls when used against bleeding targets

Searing Rod

A metal pole, two feet long and a half inch thick, with extra layers of leather wrapped around the base as a grip, and a sheet of copper on the tip. Often used to cauterize injuries with direct application of forge-level heat without actual flames. If treated with any amount of fire damage, this Finesse weapon remains hot enough to do 1d4 fire damage for one hour. Nearly useless as a bludgeoning weapon when not heated, effectively an unarmed strike (and no longer Finesse). Obviously, cannot apply poison. 15 gp 2 lb.

Bonesaw

Useless as a weapon, but a proficient user may add their Proficiency Bonus to Str checks to break items, if they are the thickness of a human arm or thinner, and steel hardness or less. 5 gp, 2 lbs.

Scalpel

A Finesse, Light, tiny slashing weapon that does 1 damage and has no effective weight. Any skill checks made to conceal the scalpel are made with Advantage. In the hands of a proficient user, an effective weapon that can still apply Bleeding Wounds. 10 gp (blades that small and that sharp are hard to make)

Magnifying Mirror

A proficient user may use the curved face of the mirror to act as a magnifying glass, including to start fires. Because moisture can collect in the concave surface, any skill checks to determine if a creature is alive using the Magnifying Mirror have Advantage. 10 gp, ½ lb.

Sterilizing Fluid

A mix of alcohol too strong to drink mixed with distilled or magically created water and other alchemical fluids in just the right amounts. A proficient user may use one cup when performing a Medicine skill check, adding +2 to the roll. Each cup costs 5 sp weighs ½ lb and must be kept in a sterile container to remain useful. Every Chirurgeon knows the required ingredients, and can make it themselves in any town or city by buying the ingredients and mixing them.

Heavy Leather Mitts

A proficient user may wear these over any other gloves or gauntlets without penalty. Nonproficient users instead suffer Disadvantage to any attacks or Dex ability or skill checks that require moving fingers. The mitts are thick enough that most nonmagical effects from touching dangerous substances with your fingers, such as poison, disease, or extreme heat, are negated. 20 gp, 4 lbs per pair.

Other Chirurgeons

The idea of a nonmagical medical practitioner need not be limited to these three choices. Other realms might have other areas of medical knowledge, such as:

  • Specialists with performence-enhancing, or performance-inhibiting, injections
  • Grafting Undead/Construct limbs
  • The soothing warmth, or cleansing burn, of fire
  • Psychic surgery
  • Soothsaying vivisectionists

Let your imagination (and needs) go wild!


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