Rogue
Base Class: Rogue

You have spent years honing your skills to learn the many forms of medicine a doctor needs. From learning the ingredients of different potions to performing surgery, you have every medical skill at your disposal to aid those in need.

Medical mindset

Starting at 3rd level, your knowledge of different ailments give you the edge on combating poisons and diseases.You gain advantage on rolls against poison and diseases. You also have resistance against poison.

Anatomical awareness

When you choose this archetype at 3rd level, your understanding of various humanoid bodies allows you to find and heal your next patient.you gain advantage on medicine checks when working on a humanoid creature. You also gain advantage on perception checks when searching for a humanoid creature.

Doctor recommended

Starting at 9th level, you have a total of 3 vials to create either a vial of healing or a vial of poison. You can spend one hour to create one vial of healing or one vial of poison that you may give to your party members. A vial of healing allows whoever ingests to heal 2d8 plus your medicine skill. A vial of poison can be ingested or applied to a weapon and an enemy who has ingested or is attacked by a weapon coated with this poison must make a constitution saving throw and if they fail they must take 2d4 damage plus your medicine skill. During combat, you may spend your action to rush the creation of one of these vials, however they are not as potent. A rushed vial of healing only heals 1d8. A rushed vial of poison gives the opponent advantage.

Anesthetic

By 13th level, you have perfected the art of finding a patient’s weak point to apply an anesthetic to help make your job much easier. As an action, you can coat an item or a weapon with a special toxin to apply on a creature. If you hit a creature, they must make a constitution saving throw and if they fail, they are given the slow effect which lasts until the end of their next turn. If you roll a critical hit against a creature with the toxin applied, they must roll the constitution save with disadvantage. You must spend an action to reapply the toxin if you have hit a creature with a weapon coated with the toxin.

Playing god

When you reach 17th level, you have learned to convert the effects of magic into a serum to help keep your patients alive long enough to give them the proper care they need. You can spend a bonus action to inject one creature of your choice a special serum that goes into affect if they drop to zero hit points. Once they have dropped to zero hit points the effects of the serum kick in bringing the creature back to 1 hit point and applying the haste spell effect onto them until the end of the round. If the creature has not received any form of healing during the start of a new round they drop back to zero hit points and must roll their first death save with disadvantage. You can only use this effect once per long rest.

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