Rogue
Base Class: Rogue

With their magic all but gone to be harvested for Nice’s use, they had limited magical prowess as well. Despite being outmatched, outnumbered, and outskilled, the natives formed a secret rebellious order called: The Red Hand. The Red Hand was a group dedicated to espionage and intrigue to slowly free Kendi from their colonizers. Through the use of international agents and spies, they received combat training, aid, expertise, and even some technologies to assist them in the revolution. Having the use of Artificers proved to be too expensive; clerics and paladins had conflicting allegiances with their gods and oaths. Knowing this, The Red Hand came prepared The problem was the need to heal warriors in combat while also avoiding counterspell from enemy casters. Their solution was the Combat Medic.

Born out of necessity, the first combat medics were trained by outsourced doctors from Gratitude. They spent years and even decades training hardened warriors into healers. As their skills with a scalpel and salve increased, so did their precision with bladed and finessed weapons. These medics were as deadly as they were supportive.

Professional in Scalpel and Dagger

At 3rd level, you have learned the intricacies of the humanoid physique when it comes to medical expertise. You gain expertise in the Medicine Skill check if you do not have so already. Additionally, you have advantage in skill checks involving medicine checks to humanoids.

Emergency Care

At level 3, your training in the medical field has made you an adept healer and doctor even in the heat of combat. You always come prepared with your own medicine kit that has charges equal to your proficiency bonus. These charges act as medical supplies that you can restore after 1 hour of searching in nature, which can be a part of a long or short rest. Alternatively, you can purchase medical supplies at the cost of 5 GP per charge, you can only have a maximum number of charges equal to your proficiency bonus. As an action, you can expend a charge to heal a creature within 5 feet of you. The amount of health healed is equivalent to your sneak attack damage.

Check Vitals

At 9th level, your knowledge with anatomy has enabled you to strike specific spots on the body to disable your opponents. Whenever you deal sneak attack damage to a creature, you can choose to force that creature to make a Constitution check against your medicine check. If your medicine check is higher than their constitution check, then the creature is paralyzed for 1 minute. The creature can repeat the constitution check against the same medicine check that they failed against at the end of their turn to free themselves from the paralyzed condition. If the creature takes any damage, the paralysis ends immediately. You can only do this a number of times equal to half of your proficiency bonus per long rest.

Come to Aid

The combat medics were quick and agile, they were rogues after all. Their speed and dexterity made them perfect healers as they can dart in and out of combat to deliver aid from afar.

At level 13, you have learned to use your dexterity and nimbleness to your advantage when it comes to saving your allies. Using your reaction, you can move your movement towards a creature who is reduced to 0hp within your movement range; you move so quickly that you do not provoke opportunity attacks. When you reach within 5 feet of the creature, the creature instantly is healed by one of their hit dice plus your wisdom modifier as you quickly patch up wounds and treat any severe injuries; however, you are considered prone after you heal the creature. You can only do this a number of times equal to your Wisdom modifier per long rest.

Redemption

At level 17, your healing has surpassed that of even clerics and druids. When you heal a creature, you imbue them with energy and stamina in the form of an adrenaline rush. Whenever you use  your Emergency Care or Come to Aid abilities, the healed creature gains a +5 bonus to AC, double its speed, and gains an additional action until the end of their turn. This additional action can only be used to make one attack, dash, disengage, hide, or use an object.

Comments

Posts Quoted:
Reply
Clear All Quotes