Haki Surgeon

Haki Surgeon (Fighter Subclass)
Doctoral Training - Level 3
When you take this subclass at level 3, you gain proficiency in Medicine if you do not have it already, and may use Intelligence instead of wisdom when determining you bonus to Medicine or to make Medicine checks. At level 6 you also gain expertise in Medicine.
Injection Shot - Level 3
Whenever you hit with a melee attack, you may spend a Hit Die to perform an Injection Shot, either healing the target for 1d6 + Medicine and dealing no damage or dealing an additional 1d10 + Medicine.
Room - Level 3
As a bonus action, you may create a spherical Room in which to "Operate", with a radius of 5 feet per level (or less if you choose) and lasting as long as you can hold Concentration. You may center this radius anywhere as long as you are within its area of effect, but cannot move the Room once it has been created. Living creatures within the room cannot die as long as they are within the Room, but a creature with 0 or less hit points is still considered incapacitated and cannot move or take actions. You may use an action on your turn to perform a number of effects while within this room. You may create a Room a number of times equal to your proficiency bonus per short rest,  and may recover uses of Room at any time during your turn by spending 1 Hit Die (this doesn't cost any action economy). If you have no Hit Dice remaining, you may instead take Necrotic damage equal to your level.  You have 3 Operation Points per Room, and may consume a use of Room any time during your turn to gain 3 more points without interrupting the current Room effect. You may use the points to activate one of the following effects as an action, and may spend an additional point to instead activate the effect as a bonus action, or 2 additional points to activate a non attacking effect as a reaction. You may not perform more than 1 Room action per turn, even if the effect fails or misses. Room effects with a saving throw have a DC of 8 + your Medicine Bonus. You may deactivate the Room as a reaction at any time.
Shambles - Level 3 - 1 Point
Teleport two different objects/creatures that are Large (or smaller) and are within the Room, to anywhere else in the Room. You may affect a willing creature with more maximum Hit Dice. A nonwilling creature may resist with a Wisdom saving throw against your Room DC. If a creature resists and fails their save, they become Dazed until the start of your next turn, imposing disadvantage on their first attack after becoming Dazed and granting advantage on any attacks against them.
Scan - Level 4 - 0 Points
Every creature inside the Room must make a Wisdom saving throw vs your Room DC. You know the current HP, status effects, and any ilnesses/diseases carried by every creature that failed the save.
Takt - Level 5 - 1 Point
Target creature (or object weighing less than 50 pounds per level) must make a DC 8 +Medicine Wisdom saving throw. On failure, the target is lifted 10 feet of the ground (or as high as the roof of the Room, whichever is less) and is considered Restrained.
Amputate - Level 7 - 1 point
Make a normal melee attack, including any Extra attacks you have. Each hit that deals at least 50% of the defending creature's current HP (before activating the Room effect) will sever one of that creature's limbs harmlessly, but render it unusable as long as it remaines detached. The severed limb can be reattached by using their action to make a Constitution save against your Room DC, as long as they still have the limb. If the Room deactivates, the saving throw has advantage. You cannot quicken this effect to bonus action or reaction by using additional Operation Points.
Counter Shock - Level 8 - 1 Point
Make an unarmed melee attack. On hit, deal 8d6 lightning damage instead of normal unarmed damage. If you miss, you do not spend an Operation Point. You may not make Extra Attacks when using this effect.
Gamma Blade - Level 11 - 3 points
As Counter Shock, except it deals 12d12 + Medicine of lightning damage.
Haki - Level 5
Your attacks with anything are considered magical for the purposes of overcoming damage reduction. You have a number of Haki Dice equal to twice your proficiency bonus. Haki dice start as a d6, and increase to a d8 at level 8, a d10 at level 11, and are a d12 at level 14.
Busoshoku Haki -When attacked, you may spend a Haki die as a reaction to harden your body, gaining bonus AC equal to the number rolled or +5, whichever is greater, until the start of your next turn. This cannot stack with itself, taking only the highest bonus.
Radio Knife - When you hit with a melee weapon attack, you may spend any number of Haki die to deal that much additional lightning damage.
Kenbunshoku Haki - You may spend a Haki die to gain a bonus equal to the roll to Perception and Insight for 8 hours. While active, you can tell the hit dice and general mood of anyone you see, and sense the life energy of up to 5 allies, able to tell if they are alive or dead. You are also warned when a creature attempts to interrupt a long rest whether this Haki was active or not (like the Alarm spell) .