Base Class: Rogue
You have trained yourself in the science of medicine. The Sawbones learns every inch of physical anatomy and uses it to heal their allies and hit their enemies where it hurts most. Back-alley doctors, battlefield medics, mad scientists, and other practitioners of all things biological can be a Sawbones of one form to another. You heal your allies and silence your enemies with deadly precision.
Bonus Proficiencies
When you take this archetype at 3rd level, you gain proficiency in the Medicine skill, if you are already proficient in Medicine, you can choose another skill to become proficient in. You may use your Intelligence modifier instead of your Wisdom modifier for Medicine checks. You can use the bonus action granted by your Cunning Action to administer a potion to a creature within 5 feet of you or to make a medicine check to stabilize a dying creature.
Patchwork
When you take this archetype at 3rd level, As an action, you can tend to the wounds of a creature within 5 feet of you and that creature regains hit points equal to your sneak attack die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Surgical precision
At 9th level, your anatomical prowess lets you exploit openings in an opponent's defense to inflict an injury on them.
When you deal sneak attack damage on your turn, you can choose to decrease your sneak attack damage to inflict an injury. If you do so, the target must succeed on a Constitution saving throw (DC equal to 8+your proficiency bonus+ your Intelligence modifier), or suffer one of the effects detailed below. An injury persists until the start of your next turn.
You can decrease your sneak attack damage by 2d6 to inflict one of the following injuries:
Hamstring The target's speed becomes 0.
Sever Tendons The target becomes incapacitated.
Eye Gouge The target becomes blinded.
Medical Prodigy
Beginning at 13th level, you've incorporated a wider range of solutions to cures, to a point your ability to cure patients borders on supernatural. You can make an Intelligence (medicine) check on a creature within 5 feet to cure it of blinded, deafened, paralyzed, or poisoned conditions. If the condition was the result of failing a saving throw, the DC of the check is equal to the DC of the saving throw. Otherwise the DC is 10.
Lingering Wounds
Starting at 17th level, your injuries become harder to recover from. When the effects of an injury would expire at the start of your turn, the target must instead make a constitution saving throw (DC equal to 8+your proficiency bonus+ your Intelligence modifier). On a failure, the injury persists until the start of your next turn.
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