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The Sawbones

I
However some academies give different interpretations
n the silent forest a young halfling concentrates,
to this oath, in some academies it is to help everyone
holding his hands up to a wounded calf, mending
regardless of their class and in others it is to do what is
it with gentle words and the weave of his magic.
White motes of light fall from his expert hands, necessary to advance in the path of the science of
dancing along the body of the infant creature in medicine.
front of him and returning to it its mobility.
Standing nobly upon the battlefield, an
experienced human clad in blood-stained
robes
raises a bell-carrying staff into the air, its sharp peals
returning health and vigor to the broken knights that
surround her. In contrast, her sahuagin opponents are
stained with a debilitating sickly pallor; their strength
fails them and their grip grows weak.
With book in hand and a glowing creature at his
side, a bespectacled elf combs through the ruins of a
desolated town, searching for survivors. His light-
bearing partner searches too, crawling into places its
master could not otherwise reach to find someone who
needs aid.
Sawbones are magic-users of a different sort than
most. Whereas others may cast their spells for their
own utility or to harm, the sawbones focuses their
magic on healing and improving the lives of those
around them. Their work lies independent of service to
any deity; instead, they draw their healing power from
the very earth and soil they walk upon, tapping into
the life-force that swirls around all living creatures in
order to repair and to mend.

The Art of Healing


The magic of a sawbones is not divine in origin by any
means. Though its source can be attributed to any deity
it actually draws its power from the very life that
created the sawbones in the first place. Theirs is not an
order of combat, but one of healing and mending. While
a sawbones may be seen on the battlefield, their role is
simply to support those with the strength to fight. This
is not to say that the sawbones is incapable of self-
defense, but that their central focus is a nigh-absolute
dedication to provide aid wherever it is needed.

A Sacred Oath of Humanity


The act of becoming a sawbones is a hallowed and
respected choice. However, it is not a simple one. While
there exists those that are born with an inherent "talent"
of healing, the vast majority of sawbones come from
colleges and schools dedicated to the practice.
There, a fledgling sawbones must swear an oath that
has been passed down through generations upon
generations of sawbones before him. This oath calls for
respect for those that came before him, it calls for a
promise to do all that is necessary for the sick and those
that need care, and it calls sympathy for his fellow man,
whether sick or healthy. This oath must be sworn by all
those who wish to become sawbones recognized by the
Grand Academies and thus gain access to the knowledge
they keep, as well as the ability to lawfully make coin by
medicine.
The Sawbones
Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Coverage 3 2 — — — — — — — —


2nd +2 Analgesic 3 3 — — — — — — — —
3rd +2 Eyes On Me 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Medical Training 4 4 3 2 — — — — — —
6th +3 Cell Culture 4 4 3 3 — — — — — —
7th +3 Quick Patch 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 Quick Assessment 4 4 3 3 3 1 — — — —
10th +4 Blooming Health 5 4 3 3 3 2 1 — — —
11th +4 Clean Supplies 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 1 — —
13th +5 Skilled Patchwork 5 4 3 3 2 2 1 1 — —
14th +5 Solicitude 5 4 3 3 3 2 1 1 — —
15th +5 Benediction 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Learned Traveler 5 4 3 3 3 2 1 1 1 1
18th +6 Surgeon 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Clinical Analysis 5 4 3 3 3 3 2 2 1 1

Creating a Sawbones
While creating a Sawbones, it is important to decide upon just
how they came across the field of medicine. Since Sawbones is Quick Build
the mix of magical and non-magical skills it’s important to You can make a Sawbones quickly by following these
mention how they discover the connection with it. Maybe you instructions. First, Wisdom should be your highest ability
born with a connection to a strange source of magic, you have score, followed by Charisma or Constitution. Then take
yet to discover? Or you have a connection with a god that grants the Sage background. Third, choose the Soothe, Guidance,
you your powers? and Spare the Dying cantrips, along with the 1st level
spells Healing Word and Cure Wounds
Once you have chosen how your character has become a
Sawbones, Choose how are used their skills. Are you a
benevolent doctor that heals the wounds and cure the sick, or Class Features
are you a wayfarer that travels the world collecting materials to As a Sawbones, you gain the following class features
improve his knowledge, maybe you live in a City and only treat
those that can afford it Hit Points
Hit Dice: 1d6 per Sawbones level
MEDICAL KIT Hit Points at 1st Level: 6 + your Constitution
modifier
The Sawbones have a special kit that helps them to Hit Points at Higher Levels: 1d6 (or 4) + your
perform their medical work. This kid allowed them Constitution modifier per Sawbones level after 1st
to open a body without damaging the organs.
Proficiencies
Roll a Medicine Check, with proficiency in your Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs
Medical Kit, on a success you recover one
Tools: Herbalism Kit
ingredient from a body you operate
Saving Throws: Wisdom, Charisma
Make a 1d12 roll to extract a ingredient from a Skills: Choose two from Medicine, Arcana, Survival,
creature. Persuasion, and Perception

1d12 Ingredients Effect Equipment


You start with the following equipment, in
1-2 Bones Str + 1
addition to the equipment granted by your
3-4 Muscle Dex + 1 background:
5-6 Skin Con + 1  A quarterstaff
7-8 Prefrontal Cortex Int + 1  A medical kit
9-10 Parietal Lobe Wis + 1
 An herbalism kit
11-12 Temporoparietal Cha + 1
Junction
Spellcasting
As magic healer, you have access to a spellbook that Preparing and Casting Spells
contains the knowledge of a relatively unknown font of The Sawbones table shows how many spell slots you have
magic. Your connection to this source has given you access to cast your spells of 1st level and higher. To cast one of
to the first hints of life-bringing power to which you will these spells, you must expend a slot of the spell’s level or
soon grow accustomed. See the end of this document for higher. You regain all expended spell slots when you
the Sawbones spell list. finish a long rest.
You prepare the list of Sawbones spells that are available
Cantrips for you to cast. To do so choose a number of physician
At 1st level, you know three spells of your choice from the spells from your spellbook equal to your Wisdom modifier
+ your physician level (minimum of one spell). The spells
Sawbones spell list. You learn additional Sawbones cantrips
of your choice at higher levels, as shown in the Cantrips must be o f a level for which you have spell slots. When you
Known column of the Sawbones table. do so, choose a number of Sawbones spells equal to your
Wisdom modifier + your Sawbones level (minimum of one
spell). The spells must be of a level for which you have
spell slots.
Your Spellbook For example, if you are a 3rd-level Sawbones, you have
four 1st-level and two 2nd-level spell slots. With a
The spells that you add to your spellbook as you gain Wisdom of 16, your list of prepared spells can include six
levels reflect the experience you will undoubtedly gain spells of 1st or 2nd level, in any combination. If you
in the medical field. You might find other spells during prepare the 1st-level spell cure wounds, you can cast it
your adventures. You could discover a spell scrawled using a 1st-level or 2nd- level slot. Casting the spell
on a scroll in the annals of a sanatorium, for example, doesn’t remove it from your list of prepared spells.
or in an ancient tome from a long-dead scholar. You can change your list of prepared spells when you
Copying a Spell into the Book. When you find a finish a long rest. Preparing a new list of Sawbones spells
Sawbones spell of 1st level or higher, you can add it requires time studying the spells and re-attuning with the
to your spellbook if it is of a level for which you have magic in you: at least 1 minute per spell level for each
spell slots and if you can spare the time to decipher spell on your list.
and copy it.
Spellcasting Ability
Copying a spell into your spellbook involves Wisdom is your spellcasting ability for your Sawbones
reproducing the basic form of the spell, then allowing spells since you learn them through practice and an
the general form of the spell to enter your mind. You
internal attunement to healing magic. You use your
must practice the spell until you are able to call upon
the magic within you using that spell. Then, you must Wisdom whenever a spell refers to your spellcasting
copy the spell down into your spellbook using your ability. In addition, you use your Wisdom modifier when
own personal notation. setting the saving throw DC for a Sawbones spell you
cast and when making an attack roll with one.
For each level of the spell, the process takes 3 hours
and costs 20 gp. The cost represents material
components you expend as you experiment with the Spell Save DC = 8 + your proficiency bonus + your Wisdom
spell to master it, as well as the materials needed to
modifier
record the spell into your spellbook.
Replacing the Book. You can copy a spell from your Spell attack modifier = your proficiency bonus + your Wisdom
own spellbook into another book—for example, if you modifier
want to make a backup copy of your spellbook. This is
just like copying a new spell into your spellbook, but Ritual Casting
You can cast a Sawbones spell as a ritual if that spell has
faster and easier, since you understand your own the ritual tag and you have the spell in your spellbook.
notation and already know how to cast the spell. You You don't need to have the spell prepared.
need spend only 1 hour and 5 gp for each level of the
copied spell.
If you lose your spellbook, you can use the same Learning Spells of 1st Level and Higher
procedure to transcribe the spells that you have Each time you gain a Sawbones level, you can add two
prepared into a new spellbook. Filling out the Sawbones spells of your choice to your spellbook. Each of
remainder of your spellbook requires you to find new these spells must be of a level for which you have spell slots, as
spells to do so, as normal. For this reason, many show on the Sawbones table. On your adventure, you may find
physicians keep backup spellbooks ina safe place. other spells that you can add to your spellbook. See the "Your
Spellbook" note to the left
Their office, for example.
The Book’s Appearance. Your spellbook is a unique
compilation of spells, with its own decorative
flourishes and margin notes. It might be a standard-
issue spellbook given to you by your Grand Academy,
plain and unremarkable. It might be a large antiquated
textbook your mother possessed that she was unable
to use. It might even be a loose connection of notes
after your previous spellbook was ruined in a rather
messy operation.
Coverage
Whenever you restore hit points to another creature and the
You possess within you the ability to increase the potency of amount healed exceeds their maximum hit points, the remaining
your healing magic. At 1st level, you gain the ability to increase hit points are given to that creature as temporary hit points.
the amount of hit points a single spell can restore. By expending This can be done to yourself as well. These temporary hit points
one use of Coverage, you can treat a healing spell as though you last until creature next turn, replaced or exhausted.
cast it a single level above normal. This effect can increase up to
a number equal to your wisdom modifier (minimum of 1). For . Clean Supplies
example, if you use 2 uses of Succor when casting a 1st level
By 11th level, it has become apparent to you that dirty bandages are not
spell, you can cast it as though it were 3rd level.
the best in terms of healing wounds quickly. Who'd have thought? You
You have 2 uses of Coverage before a long rest. The number of
now use clean bandages and supplies, giving an extra 1d10 to all healing
uses you have before a long rest increases to 3 at 5th level, 4 at
done.
11th level, and 5 at 17th level.
. Skilled Patchwork
Analgesic
By 13th level, you have been well-practiced in patching up people on the
Starting at 2nd level, your healing spells linger around
field. Your Quick Patch now adds another 1d12 + your Wisdom
after you cast them. When you restore hit points to a
modifier healing.
creature, that creature continues to gain additional hit
points to a creature, that creature continues to gain
. Solicitude
additional hit points equal to 2 + your Wisdom modifier
Starting at 14th level, you share in the health you give to your
(minimum of 1) + the spell’s level for a number of turns
allies. Whenever you would restore hit points to a creature with a
equal to your proficiency bonus. This does not work on
spell that has Coverage applied to it, half of that amount is
cantrips.
restored to you. If you are restoring health to multiple allies, you
gain half of the health given to a single ally, not the cumulative
Eyes On Me
amount given to all. These hit points function with the Blooming
By 3rd level, you have learned that sometimes medicine can freak
Health feature.
people out. Calming them seems to help ensure that you are not
disrupted during critical moments. Add your Charisma modifier to all
. Benediction
Healing-related rolls.
Starting at 15th level, when you would normally roll one or more
dice to restore hit points with a spell, you can instead use the
Ability Score Improvement highest number possible for each die. This can be done after a use
When you reach 4th level, and again at 8th, 12th, 16th, and 19th of Succor. For example, instead of rolling 2d8 to restore hit
level, you can increase one ability score of your choice by 2, or points, you simply use 16.
you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.
Medical Training
At 5th level, your experience and medical training have made you more
effective at healing. Whenever you use a healing spell on a 0 HP
creature, the creature regains extra Hit Points equal to your Sawbones
level. You can't use this particular skill if you are or the target you are
healing is next to an enemy.

Cell Culture
Starting at 6th level you can use the components you extract
with your Medical Kid to make a Cell Culture. The creature you
operate should pass a Constitution safe so it can accept de Cell
Culture. On a success the creature gain the effect depending on
which kind of cell was the Cell Culture. The effect lasts until the
creature takes a rest. The bonus effect increases to 2 at 9th level,
3 at 13th level, and 4 at 17th level. As normal, you can’t increase
an ability score above 20 using this feature.
Quick Patch
At the 7th level, you may use an extra action to perform an act of
healing. This is the Quick Patch in which you apply a bandage to your
target (can include yourself) and heal by 1d4 + your Wisdom Modifier
+ class levels. You may only do this once per target per long rest. Thin
increases to 1d6 at 11th, 1d8 at 15th, 1d10 at 17th and 2d10 at 19th.

Quick Assessment
At 9th level, you have learned how to quickly study your targets before
taking action, whether in helping or harming. You may use an action to
focus on a target, granting you an additional 1d6 + your Wisdom
modifier to either an attack or healing ability on said target your next
turn. This increase to 1d8 at 14th and 1d 10 at 18th.

Blooming Health
Starting at 10th level, your learn to improve someone's well-
being even after they are as healthy as possible.
Learned Traveler
By 17th level, you have learned much from your healings, now you can
add your Cell Culture to potions allowing to add the effect of the Cell
Culture to the effect of the potion.

Surgeon
By 18th level, you have become a Surgeon. You are beyond everyone's
capabilities to heal. Any healing dealt is 150% effective while on the
battlefield.

Clinical Analysis
Starting at 20th level, your extensive knowledge of medicine has
become an unconscious fixture of your very spirit. Whenever you
cast a spell that restores hit points, you treat it as though it had a
single use of Coverage already applied to it.
In addition, whenever you enter an encounter with no
Coverage in your reserve, you gain one use of it that disappears
at the end of the encounter if not used.
Multiclass Sawbones
The Multiclassing requirement for a Sawbones is a 14 in
Wisdom. Multiclassing as a Sawbones grants you
proficiency with a Medical Kit.
Physician Spells

Cantrips (0 Level) 4th Level


Friends Guidance Compulsion
Gust Confusion
Light Death Ward
Magic Stone Fire Shield
Mending Mold Freedom of Movement
First Aid * Locate Creature
Soothe * Mordenkainen's Private Sanctum
Spare the Dying Otiluke's Resilient Sphere
Redistribution*
1st Level Stoneskin
Thaumaegis *
Animal Friendship
Charm Person
Cure Wounds 5th Level
Expeditious Retreat Animate Objects
Faerie Fire Contagion
Healing Word Commune with Nature
Heroism Dream
Inflict Wounds Greater Restoration
Jump Mass Cure Wounds
Longstrider Modify Memory
Mage Armor Raise Dead
Purify Food and Drink Reincarnate
Sanctuary Teleportation Circle
Shield
Sleep 6th Level
Speak with Animals Arcane Gate
Unseen Servant Circle of Death
Drawmij's Instant Summons
2nd Level Globe of Invulnerability
Aid Guards and Wards
Alter Self Harm
Barkskin Heal
Blindness / Deafness Primordial Ward
Calm Emotions True Seeing
Enhance Ability 7th Level
Gentle Repose
Etherealness
Lesser Restoration
Force Cage
Prayer of Healing
Mordenkainen's Magnificent Mansion
Protection from Poison
Regenerate
Ray of Enfeeblement
Resurrection
Silence
Sequester
Suggestion
Simulacrum
Warding Wind
Zone of Truth 8th Level
3rd Level Antimagic Field
Beacon of Hope Clone
Counterspell Feeblemind
Daylight Glibness
Dispel Magic Mind Blank
Fear Power Word Stun
Feign Death 9th Level
Haste
Mass Heal
Mass Healing Word
Power Word Heal
Plant Growth True Resurrection
Protection from Energy
Wish
Revivify
Remove Curse
Slow
Speak with Dead
Vampiric Touch
Spell Descriptions
These spells can only be used by Sawbones.

First Aid
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You bring from the dead a creature that in this turn were
reduced its hit points to 0. A creature you touch retrieves 1
hit point.
Soothe
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You reach out with positive energy and lessen the pain
of a recent wound. A creature you touch regains a
number of hit points equal to 1d4 + your spellcasting
ability modifier. This spell has no effect on undead or
constructs. It also has no effect on creatures with 0 hit
points or creatures that are unconscious. This spell can
only restore hit points to a creature if they have taken
damage during the current round or the previous one.
Thaumaegis
4th level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, M, S (a clear mirror worth at least
200 gp. It is not consumed.)
Duration: 1 minute
Select any creature within 30 feet. The target and all
allied creatures within 15 feet of it gain temporary
hit points equal to one tenth of their maximum hit
points, rounded down.
Creatures affected by the spell become covered in a
shimmering layer of magical energy that represents this
spell.
Redistribution
4th level conjuration
Casting Time:
1 action
Range: 30 feet

Components: V, M, S
Duration: Instantaneous
You attempt to pass the vital energy of one creature
to another. Select any creature you can see to pass its
hit points to another creature, if it is an enemy it must
make a Constitution saving throw. The creature takes
4d8 as light damage on a failed save, or half the
damage on a successful one. If the creature is an ally
he can select the amount you want. Transfer the hit
points to the target creature.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.

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