Knowledge of the body is often considered arcane— the odd relationship of natural humors, the importance of different organs to various functions, and even the correct use of herbs can seem like magic. When clerics can use the power of gods to heal however it is not of enormous importance, yet still, the study of the body calls to some people. These savants want an understanding of life beyond the positive effects spells can have, taking to wandering battlefields or back alleys in search of suffering to heal with nothing more than their hands and the right bits of knowledge. As a Chirurgeon your role is primarily that of a healer, and though you have access to poisons and other forms of attack your abilities primarily focus on keeping your allies alive.
Bonus Proficiencies
When you choose this aptitude at 1st level, you gain proficiency with Medicine and the poisoner’s kit.
Knowledge of the Form
At 1st level, your knowledge of the body and its functioning eclipses that of most simple healers. Your proficiency bonus is doubled for all Wisdom (Medicine) checks. In addition, you can use Intelligence instead of Wisdom when making a check that uses Medicine.
Chirurgy Dice
At the 2nd level, you have a small collection of tools and superior medical know‐how you can use to tremendous effect. You gain a pool of 4d4 chirurgy dice. You can use an action to spend one or more chirurgy dice and heal a creature you touch with your tools. For each chirurgy die you spend, the creature regains hit points equal to 1d4 + your Intelligence modifier. When you spend a chirurgy die, it is unavailable until you finish a short or long rest.
Your chirurgy dice changes when you reach certain levels in this class. The dice become 5d4 at the 7th level, 6d4 at 10th level, 7d6 at the 13th level, 8d6 at the 16th level, and 9d6 at the 19th level.
Chirurgeon Tricks
These tricks are only available to chirurgeons.
Always With a Tonic. You can use a bonus action to activate this trick, administering a potion to an adjacent ally.
Exhausting the Body. When you hit a creature with a weapon attack, instead of dealing damage you can give the target one level of exhaustion for 1 minute. On a critical hit, the target gains two levels of exhaustion instead. You cannot use this trick to give a target exhaustion more than once between short rests.
Relief to the Suffering. You can use your action to activate this trick. If you do, one ally you can see can use their reaction to take the Disengage action and move up to their speed.
Chirurgeon’s Care
At 2nd level, you can optimize the effects of a short rest. You and any friendly creatures that take a short rest with you regain an additional amount of hit points equal to your proficiency bonus + your Intelligence modifier.
In addition, you can choose one creature taking a short or long rest with you. Using the right combination of herbs and pressure points, you remove a level of exhaustion from the target.
Study of Suffering
At 6th level, you can identify maladies and rout them from a creature. Identifying a disease or poison requires a successful DC 15 Medicine (Wisdom) check (at the GM’s discretion, more obscure maladies may have a higher DC). Once you know the disease or poison, if it isn’t magical you can use a bonus action to give the afflicted creature a new saving throw to resist it. A creature can only benefit from Study of Suffering once per disease or poison.
Superior Chirurgy
At 11th level, your chirurgy dice increase by one step (from d4s to d6s).
Exposure Immunity
At 14th level, countless minor exposures to toxins of all kinds have made you immune to disease and poison. You can still be affected by magical poisons or diseases, such as lycanthropy or mummy rot.
In addition, you can use your reaction to apply poison to a weapon. You may choose to do so after hitting a creature but before damage is dealt.
Resuscitate
Also at the 14th level, you can revive the dead if you reach them soon enough. You can spend an action touching a creature that has died within the last 2 minutes, making a DC Wisdom (Medicine) check. On a success, the creature returns to life with 1 hit point. A creature can only benefit from Resuscitate once between long rests.
Superior Physician
At 17th level, you can use a bonus action to touch a creature. The creature regains hit points equal to 1d8 + your Intelligence modifier. You can use this feature a number of times equal to your savant level. You regain all expended uses after you finish a short or long rest.
Uncanny Immunity
Also at the 17th level, you become immune to magical diseases and poisons.