Rogue
Base Class: Rogue

Some physicians go through years of arduous training and research in order to qualify as a full fledged healer. However, some have this gift, but don't have the money or support to earn their qualifications. This is where you come in.

As a Back Alley Doctor, you operate outside of the law when it comes to treating the sick and wounded. You may find yourself having to offer cheaper rates than a cleric or healer due to the shadiness of the work, and you've learned not to ask any questions.

However, being invisible to the law has it's advantages. Medical experiments never dreamed of can be performed on your patients, as you don't have to worry about silly things like red tape and ethical medicinal practices. Maybe some of these procedures go wrong, but in your eyes, the customer gets what they pay for.

SPELLCASTING

SPELLCASTING

Illegitimate Qualification

As a "newly qualified" Back Alley Doctor, you have honed your skills in the ways of the healer, and you can create the paperwork to prove otherwise.

When you take this archetype at level 3, you gain proficiency in the use of forgery kits, and with medicine checks.

Targeted Surgery

Starting at 9th level, You can choose to take an attack or an attack spell with disadvantage. If the attack hits, the enemy has disadvantage on all attacks and spell attacks for the rest of the round. At level 12, you no longer attack at disadvantage using this ability.

 

Lobotomy

At 13th level, you gain the ability to pacify creatures with a precise strike to the frontal lobe. Use a bonus action to focus on the enemy's anatomy. The next time you hit with an attack, the enemy must make an intelligence saving throw. If they fail, they are stunned for one turn.

This feature can be used once plus your intelligence modifier per long rest.

Unethical Experimentation

At 17th level, your thirst for knowledge drives you to unspeakable acts in the name of medicine. These experiments can have great benefits, but if they go wrong can lead to disaster.

Choose one modification option from the list. This can be performed on any creature. Once you are ready to begin the procedure, make three medicine checks with a DC of 25. If all three succeed, the operation is successful, and the creature gains the permanent benefit. If all three of the checks fail, the opposite effect is inflicted permanently.

Due to how difficult it will be to perform these surgeries, this class feature can only be used once per month. Any effects that add points to ability scores cap at 20.

At level 20, you can choose a second modification to specialise in.

The surgeries cost 10k gold apiece. This is not recovered on a success or a failure. A creature can only have one modification on it ever, positive or negative.

Bone Marrow Mana-Infusion

 

On a success, the target gains +1 constitution.

On a failure, the target loses -1 constitution.

 

Cerebral Hormone Therapy

 

On a success, increase the target's wisdom by +1.

On a failure, the target loses -1 wisdom.

 

Cerebral Hyperlink

 

On a success, the target gains proficiency in a skill of their choice, or learns to speak a language of their choice.

On a failure, the target loses a random skill proficiency and a random language. If they only had one language, that target becomes mute.

 

Ear Canal Sculpting

 

On a success, add +1 to the target's dexterity.

On a failure, take -1 from the target's dexterity.

 

Frontal Lobe enlargement

 

If a success, increase the target's intelligence by +1.

On a failure, lower the target's intelligence by -1.

 

Hyper-Reactive Pupils

 

On a success, the user gains an extra reaction each turn.

On a failure, the user can no longer use their reaction.

 

Increased Lung Capacity

 

On a success, the target gains the ability to breathe underwater for an hour.

On a failure, the target can only breathe underwater for half of the usual duration.

 

Increased Muscle Density

 

On a success, add +1 to target's strength.

On a failure, remove -1 to target's strength.

 

Orbito-Frontal Cortex Defragmentation

 

On a success, the target gains +1 to charisma.

On a failure, the target loses -1 to charisma.

 

Triple Ventricle Addition

 

On a success, the target gains +10ft of speed per turn

On a failure, the target loses -10ft of speed per turn.

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