Surgeon

Rank Feature
1st Savy, Medic
2nd Butcher's Work, Medicinal Herbs
3rd Tonics, Experienced Medic
4th Medical Knowledge, Heal Up
5th Advanced Tonics, Master Medic

SAVY

Beginning when you choose this role as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a Savy.

Medic

At 1st rank, you have medical knowledge that is invaluable to the crew. You have advantage on Wisdom (Medicine) checks. Additionally on your turn in combat you may use an action to attempt to treat the wounded. Roll a 1d4 and you bring back that many crew members to life who were "killed" during this combat encounter. If you cast a spell to revive crew, it revives an additional 1d4 crew.

Butcher's Work

At 2nd rank, you know how to treat wounded after an intense battle. After combat ends you may make a DC 10, plus 1 per sailor you want to revive, Wisdom (Medicine) check. If your check is successful you bring back that many crew members to life who were "killed" during the combat encounter. This uses up one "Bulk" of medical supplies.

Medicinal Herbs

Also at 2nd rank, you know its a lot cheaper to make medicine when you gather your own supplies instead of buying them. You can order the crew to spend the day gathering plants, animals, and minerals you need for medicine. Make a Wisdom (Survival) check modified by the crews morale score to determine if they are successful. If the crew is successful the ship gains one "Bulk" of medical supplies.

Tonics

At 3rd rank, you can use your medical knowledge to create special tonics that will invigorate your crew. This process takes an hour and uses up one "Bulk" of medical supplies. The crews morale is increased by 1.

Experienced Medic

Also at 3rd rank, your combat experienced has enhanced your medical skills while under pressure. When you attempt to treat the wounded while in combat you know roll a d6. If you cast a spell to revive crew, it revives an additional 1d6 crew.

Medical Knowledge

At 4th rank, your knowledge of the body can be used in combat. When an ally that can hear you makes an attack roll against an humanoid creature you may use your reaction to give the attack advantage. You may do this after the attack is already rolled but before any outcome is determined. You may use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest aboard your ship.

Heal Up

Also at 4th rank, you know that certain crew members need special attention while in combat. You may use an action to administer a tonic of healing (potion of healing stats) to an ally within 10 feet.

Advanced Tonics

At 5th rank you've begun to craft tonics at an advanced level. When you administer a tonic to the crew you may also choose one of the following effects to take place:

Bottled Friendship

The tonic eases stress and slightly suppresses negative emotion. For the next hour the crews moral score cannot be reduced and if it is currently below 0, it instead becomes 0.

Bottled Insanity

This tonic is considered highly unethical and induces a state of hyperactivity in the crew. For the next hour the ships speed is increased by 10 ft. and it can take an additional order on its turn. At the end of this hour 1d10 crew members die and the crews morale is decreased by 1.

Master Medic

Also at 5th rank, you've mastered the art of medical practice. When you attempt to treat the wounded while in combat you know roll a d8. If you cast a spell to revive crew, it revives an additional 1d8 crew.

Comments

Please Login in order to comment!