Chirurgeon

There are wizards that choose to carefully study and analyze not only magic but the workings of the physical body as well. These chirurgeons are feared adversaries, known to employ devious plans that intricately weave together spells and diabolical surgeries to enact their will upon a subject, completely transforming creatures into other forms or powerfully warped abominations.

Chirurgeon Training

Starting at 2nd level, you gain proficiency in Medicine and thieves’ tools, and you are able to use Intelligence instead of Wisdom when using Medicine. If you have or gain proficiency in Medicine from another source, your proficiency bonus doubles on Wisdom (Medicine) checks.

In addition, you learn 1 chirurgical procedure.

Novice Chirurgeon

Beginning at 6th level, you learn 1 chirurgical procedure.

In addition, you are able to perform chirurgical procedures on yourself, though you do so with disadvantage.

Deft Hands

At 10th level, you learn 2 chirurgical procedures and gain proficiency in Sleight of Hand. In addition, you are not at disadvantage when performing a chirurgical procedure on yourself and the time it takes you to perform a chirurgical procedure is halved.

Master Chirurgeon

At 14th level, you learn all the chirurgical procedures and have advantage on checks made to perform an operation (even when operating on yourself ). the time it takes you to perform a lengthy chirurgical procedure is reduced by a number of hours equal to your Intelligence modifier (minimum 1 hour). In addition, you finish building a cranial dissectibot. Your cranial dissectibot can be controlled with bonus actions (to attack a target you point to but otherwise as the command spell).

Evasion

Starting at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stalwart

At 15th level, when you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only have damage if you fail.

Section 15: Copyright Notice

Mutants and Mad Scientists (5E) © 2018, Legendary Games; Authors: Jason Nelson, Mike Myler, and Clinton J. Boomer.