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
Spend 1 hope: Make a spell attack against a target within close range. Deal 1d8+ your knowledge modifier to a target within close range.
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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.
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: Spend a hope during combat: grant an ally for 1 temporary hit point until the end of the combat. Temporary hit points replace previously existing temporary hit points.
After combat is complete, you gain an additional hope.
Trench Doctor
Specialization
Bolstering Humours: Mark a stress: Grant an ally within melee range an extra 1d6 of damage to their next successful attack. This effect expires at the end of combat.
You can administer this out of combat to give advantage to a target ally.
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 close range. Every successful strike makes the target/s vulnerable to the next attack to successsfully hit them.
Forgoing the Oath
Foundation
SPELLCAST TRAIT: Knowledge
Draining Vitality: Mark a stress: On successfully striking a target with blood bolt, you create a tether than drains the target and grants you 1 temporary hit point that lasts until the end of combat. Temporary hit points replace previously existing temporary hit points.
This improves to 2 temporary hit points at level 5, and 3 temporary hit points at level 10.
Forgoing the Oath
Specialization
These hands were once meant to save: Mark a stress.: Imbue a held weapon with the power of your blood bolt.
When you make a weapon attack against a target, add on a blood bolt damage roll to the attacks damage. The damage is considered to be apart of the weapon.
Forgoing the Oath
Mastery
An Oath Reborn: You feel the blood flow down your hands and know much more is left to be done.
Mark 3 stress: Until the end of the day, every weapon attack is considered to be imbued with the power of your blood bolt.
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: You move to your ally within close range and administer first aid in the field and make a Blood Bolt attack against the nearest enemy. Make a Finesse roll (12) and heal your target for 1d3 hit points. Make a spell attack against the closest target with Blood Bolt.
Class Features
Blood Bolt
Spend 1 hope: Make a spell attack against a target within close range. Deal 1d8+ your knowledge modifier to a target within close range.
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.
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: Spend a hope during combat: grant an ally for 1 temporary hit point until the end of the combat. Temporary hit points replace previously existing temporary hit points.
After combat is complete, you gain an additional hope.
Specialization Feature
Bolstering Humours: Mark a stress: Grant an ally within melee range an extra 1d6 of damage to their next successful attack. This effect expires at the end of combat.
You can administer this out of combat to give advantage to a target ally.
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 close range. Every successful strike makes the target/s vulnerable to the next attack to successsfully hit them.
Forgoing the Oath
Sometimes the best way to heal is to stop those who would hurt others.
Spellcast Trait
Knowledge
Foundation Features
Draining Vitality: Mark a stress: On successfully striking a target with blood bolt, you create a tether than drains the target and grants you 1 temporary hit point that lasts until the end of combat. Temporary hit points replace previously existing temporary hit points.
This improves to 2 temporary hit points at level 5, and 3 temporary hit points at level 10.
Specialization Feature
These hands were once meant to save: Mark a stress.: Imbue a held weapon with the power of your blood bolt.
When you make a weapon attack against a target, add on a blood bolt damage roll to the attacks damage. The damage is considered to be apart of the weapon.
Mastery Feature
An Oath Reborn: You feel the blood flow down your hands and know much more is left to be done.
Mark 3 stress: Until the end of the day, every weapon attack is considered to be imbued with the power of your blood bolt.
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
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