Rogue
Base Class: Rogue

Not all clerics are healers, and bards are never truly reliable. When neither can fulfill the requirements, with basic math and science!

Healing Concoction

At 3rd level, doctors and physicians learned to develop special elixirs to dull others' pain. These were mainly by syringe, but syrups and elixirs were developed as well, believe it or not even the toughest of beings may secretly hold a needle phobia. As an action, you can tend to a creature within touch range (this may include yourself), and heal 2d6 hit points to it. You may use this action a number of times per long rest equal to your Proficiency Bonus. You gain expertise in the Medicine skill if you didn’t have it already.
This healing increases by an additional d6 when you reach the 5th (3d6), 7th (4d6), 9th (5d6), 11th (6d6), 13th (7d4), 15th (8d6), 17th (9d6), and 19th (10d6) levels.

Doctors Technique

When you choose this archetype at 3rd level, you learn Doctor’s Maneuver’s that are fueled by special dice called superiority dice.

Maneuvers: You learn two Doctor’s Maneuver’s of your choice. Many Maneuvers have results based on the roll of your Superiority Dice. You learn an additional maneuver of your choice at 7th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice: You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

(Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Assess The Situation

You can expend a Superiority Die as a bonus action, then make an Intelligence (Investigation) check, adding the result.

Dull The Pain

As an action, you can touch a creature within 5ft of you, dulling their pain. You can expend a Superiority Die, and then that creature gains Temporary Hit Points equal to the result + your intelligence modifier for 1 minute.

Duty Calls!

When a friendly creature within 30ft of you takes more than half their health in damage, or is reduced to 0 hit points, you can use your reaction to expend 1 superiority die, and move up to your movement speed towards the creature. If you are within 5ft of the creature at the end of this movement, you support them, and they become stabilized.

Evasive Footwork

When you move, you can expend a Superiority Die and add the result to your AC until you stop moving.

Exploit Weakness

When you or an ally that can hear you makes an attack against a creature and would make a damage roll, you can expend 1 Superiority Die, add the result to the attack or damage or damage roll (your choice), but before the chosen roll is determined.

Hamstring

When you hit a creature you can expend a superiority die to cripple the creature you hit. The creature's movement speed is reduced by 5ft x the result until the end of its next turn.

Lacerate

When an ally within 5ft of you hits a creature with a melee weapon attack, you can cause the wound to become infected. By expending a Superiority Die, that attack deals additional necrotic damage equal to the result, and the creature must succeed a Constitution saving throw at the start of each of its turns, taking 1d4 necrotic damage on a failed save, and ending it on a success.

Neuroblock

When you or a creature within 5ft of you deals damage to another creature, you can expend 1 superiority die, and your reaction, that creature can not receive healing in any way for a number of turns equal to the result.

Remove Toxins

By expending a superiority die you can purge the poisons or venoms from a creature's bloodstream. As an action you can touch a creature within 5ft of you, that creature regains a number of hit points equal to the result and is cured of one poison or disease affecting it.

Smelling Salts

As a bonus action, you can roll a Superiority Die, and heal a number of creatures within 5ft of you equal to  the result, a number of hit points equal to your Dexterity modifier.

Back To The Fight

At 9th level, you have studied how to jumpstart a creature's neural system after passing, effectively cheating death. If a creature has died within the last turn, you can tend to the body and jumpstart them as an action. The creature is revived and regains consciousness at 1 hp.

Once a creature is subjected to this feature, they must complete 1d4 long rests before they may do so again.

Sound Of Progress

At 13th level, when you begin combat with no remaining uses of your Healing Concoction, you regain a single use. If your Healing Concoction brings a creature to full hit points, you may make a Medicine check: that creature gains Temporary Hit Points equal to the result.

Enlivening Performance

When you reach 17th level, whenever a creature is affected by your Healing Concoction, that creature may take an action as reaction. Additionally, you regain half your total Superiority Dice on a short rest.

Medic Image

Comments

Posts Quoted:
Reply
Clear All Quotes