Base Class: Rogue
You devote your efforts to supporting the ill and injured. Military physicians and ship’s doctors often follow this archetype, but it is appropriate for anyone who seeks to practice healing without the aid of magic. Restoring hit points is your primary focus, but you are also able to prevent damage and hide allies from pursuers.
Medical Specialization
When you choose this archetype at 3rd level, you gain proficiency with the Medicine skill, and you can use Intelligence in place of Wisdom when making Medicine checks. In addition, you can expend one use of a healer's kit as an action to remove one disease or condition afflicting a creature, as the spell lesser restoration.
In addition, your study of medicine has taught you precisely what to carry to aid in healing others. You are able to create and carry enough supplies to treat a number of injuries equal to your Intelligence modifier (minimum 1), and you replenish your supplies at the end of a long rest.
As an action, you can treat a wounded creature. Roll your sneak attack dice (shown on the Rogue table) to determine the amount of hit points it recovers.
Your medical supplies have no effect on constructs.
Silent Surgeon
Starting at 9th level, when you use the Hide action, you can extend the result of your Dexterity (Stealth) check to an adjacent creature. If the creature moves or makes any noise, it loses this benefit.
Battlefield Stride
Starting at 13th level, when an ally takes damage, you can use your reaction to move up to your speed towards that ally. This movement does not provoke opportunity attacks.
Dutiful Doctor
Starting at 17th level, you never enter danger unprepared. When you roll for initiative and have no supplies remaining, you regain 1 set of medical supplies.
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