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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.
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
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
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.