| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
14 |
+2 |
+2
|
| CON |
10 |
+0 |
+0
|
| INT |
10 |
+0 |
+0
|
| WIS |
16 |
+3 |
+5
|
| CHA |
10 |
+0 |
+0
|
Medium
Humanoid (Any)
AC
12
HP
18
(4d8)
- Speed
- 30ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Skills
-
Sleight of hand +4,
Medicine +5
- Gear
- Scalpel (Dagger), Doctor's Bag
- Snake Oil (1/Day)
- While taking a short rest the Surgeon can prepare their famous revitalizing tonic. Any ally who drinks the tonic gains 2d4 temporary hit points until the end of their next long rest.
Actions
- Scalpel
- Melee Weapon Attack, one target, 5ft reach, +4 to hit, 1d4+2 slashing damage.
- Triage (6/Day)
- The Surgeon provides medical treatment to a creature within 5 feet of itself. That creature can then expend one Hit Dice to regain hit points (as if it were partaking of a short rest). In addition, it is cured of one Poison or Disease.
- Smelling Salts (3/Day)
- The Surgeon holds smelling salts under the nose of another creature within 5 feet of itself, ending one condition on it: Charmed, Frightened, Paralyzed, Stunned, or Unconscious. If the target has 0 Hit Points but isn’t dead, it regains 1 hit point.
Notes
Surgeons are responsible for preserving the life (but not necessarily the health and happiness) of the crew. On a ship the surgeon is responsible for amputations, triage, and generally keeping the crew alive. On land the surgeon will be gathering supplies, making contact with other healers, or experimenting with new concoctions and ingredients.