Rogue
Base Class: Rogue

Medics succeed where the clerics and others fail: they have learned to use their own hands, rather than magic, to heal and protect their allies.

Patch Wounds

Starting at 3rd level, you are able to use your medical skills to pick up injured creatures in combat. As an action or a bonus action, you may touch one creature and have it roll a number of its own hit dice equal to your proficiency bonus. When they do so, they add your Wisdom modifier to the total of each hit dice rolled, instead of their Constitution modifier. You may perform this technique a number of times equal to your proficiency bonus and regain all uses of this feature whenever you complete a short rest.

Starting a level 10, creatures who you treat with this ability instead add twice your Wisdom modifier to the total of each hit dice rolled.

Medical Expertise

When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill and herbalism kit. Your proficiency bonus is doubled for any ability check you make that uses either of them.

Cure Ailments

3rd level Medic feature

You can use your action to touch a creature and end one condition of your choice a number or times per long rest equal to your proficiency bonus. The condition may be one of the following: charmed, poisoned, paralyzed, or stunned.

Dull the Pain

9th Level Medic Feature

At 9th level, you learn how to made and administer agents that can either dull a creature's response to pain or knock it unconscious. You can make a number of doses of these agents equal to your Wisdom modifier per long rest. You can use them in the following ways:

  • As a bonus action, you can apply these agents to one weapon you are holding that deals piercing damage. A creature dealt damage by that weapon this turn must make a Constitution saving throw where the DC is 8 + your proficiency bonus + your Wisdom Modifier. On a failed save, that creature falls unconscious. That creature may repeat this saving throw against this effect at the beginning of each of its turns to end this effect. Additionally, another creature may use an action to shake the creature awake to end this effect.
  • Over the course of a short rest, you can administer a micro dose of these agents to dull a creature's response to pain. That creature gains disadvantage on Dexterity saving throws and Wisdom (Perception) checks, but has resistance to bludgeoning, piercing, and slashing damage until it completes another short or long rest.

Experienced Healer

13th level Medic Feature

You have a pool of d10s equal to twice your proficiency bonus. You can use those dice instead of the other creature's hit dice whenever you use your Patch Wounds feature. You regain all of these d10s whenever you complete a long rest.

Ultimate Treatment

Starting at 17th level, can undo death or guarantee it. Once per long rest, as a bonus action, you can touch a creature at zero hit points and cause it to automatically fill all 3 of its death saving throws. Once every 7 days, you can touch a creature as an action that has died within the last 24 hours and bring that creature back to life. If you do, you may heal that creature with your Patch Wounds ability as part of the same action.

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2022 8:30:40 PM
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