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Sawbones

The Western territory is always wanting for more doctors, mostly because the ones they've got keep getting Burnout. Then of course somebody has to come pour water on them to put the fire out and- ugh, it's a whole thing. Lots of burns. These towns have doctors, yes, but what they need... is a good old Sawbones.   Properly trained medical professionals are in short supply out in Loathing, especially since the Cows Came Home and they were all conscripted as medics in the Army.   Keep your team alive with an array of medical tools and remedies, many of which you have made yourself. Keep yourself alive with two barrels and a one-step goodbye.
hit dice: 1d4 per Sawbones level
hit points at 1st level: 6 + your Grit Modifier
hit points at higher levels:
armor proficiencies: Clothes
weapon proficiencies: Knives, Shotguns
tools: Medical Bag and Potion Mixer
saving throws: Mentality, Grit
skills: Doctorin’, Sleight of Hand, Archaism, Sleuthin’, Dogma, and Sagacity
starting equipment:
Coachgun,
spellcasting:
class features:
Trust Me, I'm a Professional: The Sawbones can treat injuries and brew potions that cure, heal, and buff their team.       Lvl.2 - Unknown Perk Lvl.3 - Unknown Perk Lvl.4 - Unknown Perk Lvl.5 - Unknown Perk
subclass options:

Created by

SordidSpectacle.

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