"Ze health of ze crew is just as important as the condition of the airship. Vithout one, the other cannot function properly. So let's keep our bodies and our vessel in top shape, ya?" - Lorelorian Greyleaf, Surgeon aborad the HMS DominanceThe Surgeon is likely one of the toughest pirates on the ship. They serve as the barber/doctor/emergency surgeon for the entire crew. They are equally capable of shaving your beard and cutting off your damaged leg. The Surgeon deals with not only the sick and the wounded, but also the dead. They, like the other lower officers, are responsible for maintaining the necessary tools of their trade. The Surgeon takes orders from and reports to the first mate. It is rare for a ship to have a real doctor and it is farm more common for the carpenter or the cook to fill this role as needed. Surgeons benefit from high Intelligence or Wisdom scores, as well as proficiency with herbalism kits and the Medicine skill. Of course, access to magical healing is a huge boon as well but so long as they know how to use a hacksaw that is generally enough.
Role Proficiency: The surgeon can add their proficiency bonus to skill checks made to determine illnesses and injuries and ensure that the ship’s quarters and cargo are safe and sanitary. If the surgeon is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise). Combat Medic: When you take this role at tier 1, if you make a Wisdom (Medicine) check to stabilize a creature that has 0 hit points and fail, you can reroll your Wisdom (Medicine) check. You must keep the new result. Once you use this role feature, you can’t use it again for 24 hours. Treatment: Additionally at tier 1, you can spend your short rest treating your allies’ wounds. So long as you don’t perform any other activities during the short rest, including spending your own Hit Dice to regain hit points, any friendly creatures that you can see within 30 feet who spend one or more Hit Dice to regain hit points regain additional hit points equal to your Wisdom modifier (minimum 1). Poison Care: At tier 2, whenever a creature within 5 feet of you becomes poisoned due to a failed Constitution saving throw, you can use your reaction to stymie the poison. The creature can reroll its saving throw. Safety First: Also at tier 2, you can cast purify food and drink. Wisdom is your spellcasting ability for this spell. Once you use this role feature to cast this spell, you can’t do so again for seven days. Dedicated Care: Starting at tier 3, you can spend one hour to treat a creature that you can see within 5 feet of you. At the end of the hour, make a DC 15 Wisdom (Medicine) check. On a successful check, you can end one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Regardless of the outcome, once you use this role feature, you can’t use it again for seven days. Healing Instructions: At tier 3, whenever a creature within 30 feet of you that can hear you rolls a 1 or 2 on a die rolled to regain hit points via a spell (such as cure wounds) or potion (such as a potion of healing), that creature can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Advanced Care: Beginning at tier 4, when you use your dedicated care feature, you can choose one of the following benefits in place of dedicated care’s normal benefits: • You can reduce a target’s exhaustion level by one. • You can end any reduction to one of the target’s ability scores. • You can end one effect reducing the target’s hit point maximum. Endure: Also at tier 4, whenever a friendly creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to have the creature’s hit points drop to 1 instead.
Character Level | Role Proficiency |
---|---|
1st | Combat Medic, Treatment |
5th | Poison Care, Safety First |
11th | Dedicated Care, Healing Instructions |
17th | Advanced Care, Endure |