When you use a healer's kit on a creature with 0 hit points they regain one hit point. You gain proficiency in medicine, if you were already proficient you may add double your proficiency modifier to medicine checks, medicine is an intelligence skill for you. You may craft a healer’s kit over the course of three hours from available materials.
You know exactly how to use every wound to your advantage, choosing precise locations to cripple opponents rather than just slashing away wildly. You can reduce the damage of each of your blows to do a special maneuver, trading brutality for precision. Only one surgical maneuver can be used during the attack action.
You learn two of your choice at third level. Your maneuver save is equal to 8+ Your Proficiency Modifier + Your Intelligence Modifier.
Starting at 7th level your wounds are far more likely to be critically damaging due to your advanced knowledge of anatomy. When you have advantage you critically strike on a 19 or 20. Additionally you may spend 30 minutes performing an autopsy on a corpse, discovering approximate time of death, cause of death, and what damage occurred to the body post mortem. This ability fails if the corpse is 10 days old in a normal environment, 30 days old in a frozen environment, and 5 days old in a particularly warm and wet environment.
Restart the Heart
At 10th level you learn an additional 2 surgical maneuvers. Additionally you may expend a usage of a medical kit to attempt to revive a creature that has been dead for less than one minute. Over the course of three rounds use your action to make a medicine check with a dc of 20. At the end of the three checks one of three things happen: if you succeed three times the target awakens with one hit point, if you succeed twice the target awakens after 3d4 hours, and if you succeed once or not at all the creature dies. You are considered prone and can not move while attempting a revival. A dm can rule that a body is mangled beyond saving.
Starting at 15th level all of your attacks deal more damage due to your surgical precision. Your attacks now deal additional damage equal to your intelligence modifier. Your attacks also always deal 7 damage if they would ever deal less.
At 18th level you learn the ultimate surgical maneuver- if you deal 18 damage with a single attack you may choose to deal no damage and remove an arm or leg from large or smaller creature. The cut is clean and the target suffers no effects of bleeding due to your perfect cut. You also learn one last surgical maneuver of your choice.
Battle Surgeon: V.5 DND 5e
When you use a healer's kit on a creature with 0 hit points they regain one hit point.
You know exactly how to use every wound to your advantage, choosing precise locations to cripple opponents rather than just slashing away wildly. You can reduce the damage of each of your blows to do a special maneuver, trading brutality for precision. Only one surgical maneuver can be used on an attack.
You know two of your choice at third level. Your maneuver save is equal to 8+Prof Modifier+Intelligence Modifier.
Starting at 7th level your wounds are far more likely to be critically damaging when you have a chance to strike where you please due to your advanced knowledge of anatomy. When you have advantage you critically strike on a 19 or 20.
At 10th level your knowledge has increased tremendously. You can add double your proficiency bonus on medicine checks and are more efficient with the use of medicine kits, allowing you to use them once more than normal. Additionally, you can learn one more surgical maneuver of your choice.
Starting at 15th level all of your attacks deal more damage due to your surgical precision. Your attacks now deal additional damage equal to your intelligence modifier.
Cost: 6 Damage
You cut your blow off early in favor of making an additional strike. Using this maneuver allows you to make an additional attack this turn as a bonus action.
Cost: 3 Damage
Your slice is aimed more precisely to open a wound, though rends through less flesh overall. The opponent takes damage at the beginning of their turn equal to your intelligence modifier until they make a constitution save.
Cause Temporary Leg Paralysis
Cost: 2 damage
You reduce your opponent's speed in half by striking a weak point in your opponent's leg muscle, not causing permanent damage but keeping it immobilized. The target can make a strength saving throw at the end of its turn to remove this effect.
Pierce a Pressure Point
Cost: 8 Damage
You slow your blow but instead try and jab deep into and tactically into a pressure point known to you. This may not do much actual damage but will cause perceived paralysis in your opponent for one round unless they succeed on a wisdom saving throw.
Cost: 2 Damage
You purposely give up the chance to do maximum damage to instead wound a larger surface area. By purposefully striking at the same spot your future attacks against the creature deal 1 additional damage.
Battle Surgeon: V .1
You have a number of superiority dies you can spend on maneuvers, your save DC for the maneuvers is 8+Proficiency+Intelligence. These maneuvers can only be used while wielding a slashing or piercing weapon. These dice are d6’s. You have 4 to start which increases to 5 at level 7 and 6 at level 15. You also gain proficiency in the medicine skill, this is an intelligence based skill for you.
Slice a Vein: When you hit with an attack you can use your medical knowledge to aim for a blood vessel. Roll a superiority dice and it too the damage done. The target of your attack makes a constitution saving throw, if they fail they take damage equal to your intelligence modifier at the beginning of their next two turns. The bleeding can be stopped early with a successful medicine check (against your maneuver save dc).
Cripple the legs: When you hit with an attack you can roll a superiority dice and add it too the damage done. The target of your attack makes a strength saving throw, if they fail their speed is reduced to zero for a round.
Slash the ligaments: When you hit with an attack you can roll a superiority dice and add it too the damage done. Choose an arm, of the target you hit and the target makes a Dex saving throw. On a failure the target is unable to use that arm next round for weapon attacks or somatic components for spells. If the arm was wielding a shield they lose the benefit of that shield for the round.
Staunch the bleeding: When you make a medicine kit to stabilize an ally you can roll a superiority dice. They regain hit points equal to the roll plus your intelligence modifier.
You can add a superiority dice to any medicine check you make.
At 7th level your ability to strike important places of your opponents physiology increases your critical hit chance. You now critically strike on a 19 or 20.
Starting at 10th level all of your blows seem to do more harm based on your surgical precision. You can add your intelligence modifier to the damage rolls of slashing and piercing weapon attacks.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die