Rogue
Base Class: Rogue

On every battlefield, there are some whose focus is not on defeating their enemies but ensuring the survival of their allies. Brave individuals who scurry from person to person working to keep their Allies fighting strong. Practitioners are practical healers, relying on their own crafting skill instead of divine or arcane magic. They are trained to an expert level of understanding of medical knowledge, learnt through hours of study and practice.

Treatment Kit

When you choose this archetype at 3rd level, you gain modified a healer's kit called a Treatment Kit, that grants you the ability to administer a treatment of your choice. You also gain proficiency with the Medicine skill.

If you lose it, you can create a new Treatment Kit by spending 10 minutes turning a healer's kit into one, provided you have 2 gp worth of supplies on hand.

Treatments. You learn 3 treatments of your choice, which are detailed under “Treatments” below. You can only use one treatment on your turn. You learn an additional treatment of your choice at 9th, 13th, and 17th level. Each time you learn new treatments, you can also replace one treatment you know with a different one.

Treatment Kit. You have four Treatment Kit uses, which are expended when you use them. You regain all of your expended uses when you finish a short or long rest. 

You gain two additional uses at 6th, 9th, 13th, and 17th level.

Saving Throws. Some of your treatments require your target to make a saving throw to resist the treatment's effects. The saving throw DC is calculated as follows:

Treatment save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice).

Treatments

The treatments are presented in alphabetical order.

Anesthesia

As an action, you may put a willing creature, within 5 feet, to sleep for 1 minute. When attempting to restore hit points to the creature, when you would normally roll one or more dice to restore hit points, you instead use the highest number possible for each die.

This creature is considered unconscious. If the creature has 0 hit points, the creature becomes stable.

Breathing Routines

As an action, you may instruct one target within 30 feet to move through a series of breathing routines that removes any effect causing a target to be frightened.

Additionally the target regains an amount of hit points as if they have expended 1 of their hit dice.

Check Up

You may expend one use of your Treatment Kit to examine a creature within 15 feet of you and learn two of the following characteristics of your choice:

  • Current hit points
  • Maximum hit points
  • Constitution score
  • Under the effect of any condition aside from the charmed or invisible conditions
  • Currently making any saving throws

Chloroform

As an action, you may target a creature within 5 feet, forcing them to make a Constitution saving throw. On a failed save, the creature is put to sleep until the end of your next turn, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This creature is considered unconscious.

If you target a creature that is already unconscious, they automatically fail this saving throw and remain unconscious for an additional round.

Cryotherapy

You may expend one use of your Treatment Kit to replace the damage type of your sneak attack damage with cold damage.

Detox

As an action, you may detoxify a nonmagical food and drink of your choice as it is purified and rendered free of poison and disease.

Discombobulate

As an action, you may make an unarmed strike on a creature. On a hit, the target must make a Constitution saving throw. On a failed save the target becomes blinded or deafened (your choice) until the end of your next turn.

Electrotherapy

You may expend one use of your Treatment Kit to replace the damage type of your sneak attack damage with lightning damage.

Injection

You may expend one use of your Treatment Kit to replace the damage type of your sneak attack damage with poison damage.

Painkiller

As a bonus action, you may administer a painkiller to a target within 5 feet which grants resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Prescription

As a reaction, you may administer a prescription which grants a target within 5 feet advantage on a saving throw against to avoid or end the paralyzed, poisoned, or stunned conditions.

Pyrotherapy

You may expend one use of your Treatment Kit to replace the damage type of your sneak attack damage with fire damage.

Sonotherapy

You may expend one use of your Treatment Kit to replace the damage type of your sneak attack damage with thunder damage.

Steroid

As an action, you may administer a steroid to a creature within 5 feet, which increases the target's STR and DEX scores by 2 for 1 minute. A creature can be administered a maximum of 6 steroids per long rest. For each steroid administered after the first, the creature suffers a level of exhaustion immediately after the effect ends.

You can use your bonus action to spend additional uses of your Treatment Kit to administer multiple steroids at once.

Vaccination

As an action, you may administer a vaccine to a creature, within 5 feet, that grants immunity to the poisoned condition for 1 hour.

First Aid

At 3rd level, you may, as an action, treat any wounds or injuries of an ally within 5 feet of you. Spend 2 uses of your treatment kit, the target regains an amount of hit points that scales equally to your sneak attack damage.

On Your Feet

At 9th level, you can, as a bonus action expend 3 uses of your Treatment Kit to revitalize your allies' health with a quick patch up. You can choose creatures, which can include you, that you can see within 10 feet of you, those creatures regain an amount of hit points equal to your rogue level. If the creature isn't prone, it can utilize 15 feet of free movement immediately. When you use this feature to restore hit points to a creature at 0 hit points, you can add your Intelligence or Wisdom modifier (your choice) to the amount of hit points restored.

Field Hospital

Starting at 13th level, once per day, you have ability to set up and operate a Field Hospital for 10 minutes.

The Field Hospital is a rectangular tent-like structure, 10 feet wide, 15 feet long and about 10 feet tall. When constructed the interior is populated by sheets, supplies and the occasional cot. The modified tent has an AC of 15 and 30 hit points. It is immune to poison and psychic damage. If a creature remains inside the Field Hospital for the full duration, that creature gains the benefits of a short rest. If a creature with 0 hit points enters the Field Hospital, it becomes stabilized.

Hormonal Haste

Starting at 17th level, you can utilize chemical and hormone imbalances, like adrenaline, to their full potential. When you make an attack that uses a finesse or a ranged weapon, you gain a bonus to the attack roll equal to your Intelligence or Wisdom modifier (your choice).

Additionally, you can spend 3 uses of your treatment kit to make an extra attack on your turn, this attack gains a damage bonus equal to your Intelligence or Wisdom modifier (your choice).

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