The Grim Surgeon
About this class
The grim surgeon is a dark omen of life and death. To those who need them, a grim surgeon is a dark reminder that even hope can appear in the blackest of moments. And to their enemies, a grim surgeon is a bright soul brought into the deepest depths of cold, calculating pragmatism.
Domains
Midnight
Starting stats
Hope feature
Class features
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Blood Bolt
Blood Bolt: Spend 1 hope: Make a spell attack against a target within close range. Deal 3d8+ your knowledge modifier to a target within far range. On a success, you may give yourself, or another creature within Far Range 1 Temporary Hit Point.
This damage increase to 4d8 at level 5. -
Rebalancing the humours
An enemy you have defeated provides enough life essence or blood or energy to fill your supply of life giving humours. Regain a hope at the end of combat.
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Temporary Vitality
Your abilities can give temporary succor or strength to those of more fragile consitutions.
Make a Spellcast Roll (14). On a success, you may give yourself, or an ally within Very Close Range One Temporary Hit Point that lasts until the end of the scene. You may not give a creature more Temporary Hit Points than your Spellcast Trait. When a creature takes damage, their Temporary Hit Points deplete first.
Class items
- A alchemists kit or Healers Kit
Character questions
Background prompts
- What prompted you to ply the trade of a surgeon?
- What brought your soul to its darkest point?
- At what point does your curiousity end?
Connection prompts
- How did you end up on my table the first time we met?
- What have you witnessed me accomplish?
- What methods give you pause when we travel together?
Subclass cards
Printable via header menu
Trench Doctor
Foundation
SPELLCAST TRAIT: Knowledge
Reducing Phlegm: You may grant a creature within Very Close Range 1 Temporary Hit Point by Spending a Hope a number of times per rest equal to your Spellcast Trait.
After Combat is complete, you may gain an additional Hope.
Trench Doctor
Specialization
Bolstering Humours: Mark a Stress to grant a creature within Melee range additional damage to their next successful attack equal to your Blood Bolt attack.
Additionally, when they make that successful attack, they may gain Temporary Hit Points equal to the amount of Hit Points the creature marked.
Trench Doctor
Mastery
The Doctor Will See You Now: You see telltale signs of injuries in your allies and foes. You can only use this once per day.Pick one and mark 2 stress:
Your control over blood allows you to heal your allies when in dangerous conditions. Heal all allies within close range by using your blood bolts to bolster their health for 1d3+ your knowledge modifier.
You see your enemies weaknesses and know how to exploit them. Make a blood bolt attack against every enemy within Far range. Every strike may act as if the enemy was Vulnerable when targeted by the blood bolts from this ability.
Forgoing the Oath
Foundation
SPELLCAST TRAIT: Knowledge
Draining Vitality: When you make a successful Blood Bolt attack, Mark a Stress to Tether yourself to the creature. Whenever the creature marks any number of Hit Points, you may gain one Temporary Hit Point.
Whenever the creature makes a roll, you may Mark a Stress to subtract 1d8 from the roll. You may be Tethered to a number of creatures equal to your Knowledge Trait.
Forgoing the Oath
Specialization
These hands were once meant to save: Mark a Stress to give yourself Advantage on your next attack roll. If you are Tethered to the target, you may roll an additional Advantage die.
On a success, add the damage of your Blood Bolt attack to the damage roll.
Forgoing the Oath
Mastery
An Oath Reborn: Mark 2 Stress. Until your next rest, all successful weapon attacks add your Blood Bolt damage to the damage roll.
Additionally, on a successful attack, you may Spend a Hope to give yourself, or another creature within Far range One Temporary Hit Point.
The Grim Surgeon
The grim surgeon is a dark omen of life and death. To those who need them, a grim surgeon is a dark reminder that even hope can appear in the blackest of moments. And to their enemies, a grim surgeon is a bright soul brought into the deepest depths of cold, calculating pragmatism.
Domains
Midnight + Blood (1.5V)
Starting Evasion
13
Starting Hit Points
5
Class Items
- • A alchemists kit or Healers Kit
The Grim Surgeon’s Hope Feature
Frontline Healing : Spend 3 hope: Spend 3 Hope to Make a Blood Bolt attack. On a success, all creatures within Far range of your choosing may Clear Hit Points equal to the amount of Hit Points the target of the Blood Bolt marked.
Class Features
Blood Bolt
Blood Bolt: Spend 1 hope: Make a spell attack against a target within close range. Deal 3d8+ your knowledge modifier to a target within far range. On a success, you may give yourself, or another creature within Far Range 1 Temporary Hit Point. This damage increase to 4d8 at level 5.
Rebalancing the humours
An enemy you have defeated provides enough life essence or blood or energy to fill your supply of life giving humours. Regain a hope at the end of combat.
Temporary Vitality
Your abilities can give temporary succor or strength to those of more fragile consitutions. Make a Spellcast Roll (14). On a success, you may give yourself, or an ally within Very Close Range One Temporary Hit Point that lasts until the end of the scene. You may not give a creature more Temporary Hit Points than your Spellcast Trait. When a creature takes damage, their Temporary Hit Points deplete first.
The Grim Surgeon Subclasses
Choose either the Trench Doctor or Forgoing the Oath subclass.
Trench Doctor
A doctor first, the grim surgeon is always a stark reminder to friends and foes that life is fleeting.
Spellcast Trait
Knowledge
Foundation Features
Reducing Phlegm: You may grant a creature within Very Close Range 1 Temporary Hit Point by Spending a Hope a number of times per rest equal to your Spellcast Trait.
After Combat is complete, you may gain an additional Hope.
Specialization Feature
Bolstering Humours: Mark a Stress to grant a creature within Melee range additional damage to their next successful attack equal to your Blood Bolt attack.
Additionally, when they make that successful attack, they may gain Temporary Hit Points equal to the amount of Hit Points the creature marked.
Mastery Feature
The Doctor Will See You Now: You see telltale signs of injuries in your allies and foes. You can only use this once per day.Pick one and mark 2 stress:
Your control over blood allows you to heal your allies when in dangerous conditions. Heal all allies within close range by using your blood bolts to bolster their health for 1d3+ your knowledge modifier.
You see your enemies weaknesses and know how to exploit them. Make a blood bolt attack against every enemy within Far range. Every strike may act as if the enemy was Vulnerable when targeted by the blood bolts from this ability.
Forgoing the Oath
Sometimes the best way to heal is to stop those who would hurt others.
Spellcast Trait
Knowledge
Foundation Features
Draining Vitality: When you make a successful Blood Bolt attack, Mark a Stress to Tether yourself to the creature. Whenever the creature marks any number of Hit Points, you may gain one Temporary Hit Point.
Whenever the creature makes a roll, you may Mark a Stress to subtract 1d8 from the roll. You may be Tethered to a number of creatures equal to your Knowledge Trait.
Specialization Feature
These hands were once meant to save: Mark a Stress to give yourself Advantage on your next attack roll. If you are Tethered to the target, you may roll an additional Advantage die.
On a success, add the damage of your Blood Bolt attack to the damage roll.
Mastery Feature
An Oath Reborn: Mark 2 Stress. Until your next rest, all successful weapon attacks add your Blood Bolt damage to the damage roll.
Additionally, on a successful attack, you may Spend a Hope to give yourself, or another creature within Far range One Temporary Hit Point.
Background Questions
Answer any of the following, or create your own.
- • What prompted you to ply the trade of a surgeon?
- • What brought your soul to its darkest point?
- • At what point does your curiousity end?
Connections
Ask one of the following, or improvise.
- • How did you end up on my table the first time we met?
- • What have you witnessed me accomplish?
- • What methods give you pause when we travel together?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.