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 Experimental Malpractitioner, 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

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 Experimental Malpractitioner, 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

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.

Spell Slots

The Experimental Malpractitioner table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the cleric spell list.

The Spells Known column of the Experimental Malpractitioner Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Roadside Surgeon

At 3rd level, you practice medicine through the arts of knowledge and experience rather than Divine powers. As a result, when you are faced with a medical emergency, you will either know how to help or how to find out. You may add your Intelligence modifier when using the Medicine skill. you gain proficiency in the Medicine skill. If you are already proficient your proficiency bonus is doubled. As part of your cunning action, you can now take the ‘use object’ action as a bonus action including when using a healer’s kit.

Additionally, if you or another creature loses a limb and no more than 24 hours have passed, you may expend 3 charges of your healer’s kit in an attempt to reattach the limb during a long rest. You must make a Wisdom (Medicine) check against a DC equal to 8 + (number of hours since maiming). Assuming all conditions are met, the limb reattaches to the creature and regains its function. When you use a long rest to perform this class feature, you gain 1 level of Exhaustion as a result of your strenuous work through the rest.

Bleeding Strikes

At level 3 using any type of piercing weapon against an opponent (that can bleed) will cause the opponent to make a DC 15 CON saving throw or have one stack of bleed on them. Any single opponent can have a total of 2 stacks of bleed on them. Each stack will be 1d4 damage. These wounds can be cured by healing spells but not potions. Only the use of a healer's kit can stop the bleed. Someone with bleed stacks on them will take the bleed damage at the end of each character's turns. You can only apply 1 stack of bleed per turn.

The number of bleed stacks increases at levels 6 (3), 9 (4), 12 (5), 15 (6) and 18 (8)

The dice also increases depending on your level 5 (2d4), 8 (3d4), 11 (3d6), 14 (4d6) and 17 (5d6)

Malicious Malpractice

Starting at 9th Level you can use your knowledge with healing and understanding of the body increases so does your knowledge on how to harm the body you gain the set of skills to do so listed below when using these malpractice's you gain a new set of dice for these known as Malpractice Die you gain Malpractice die dependent on your level+ Int+ Prof bonus.
The Procedures are presented in alphabetical order.

Coated Blade.

You can coat a single weapon or 20 pieces of ammunition with chemicals to deal additional poison damage for a short time. To apply the coating takes 10 minutes and you must expend one or more Doctoral die. The coating lasts for 1 hour per Malpractice Die spent and during this time the weapon or ammunition deals bonus poison damage equal to the number of Malpractice Die you expended.

Enamoring Vapors.

You have created a potion which will bend the will of other creatures. Expend a Malpractice Die to cause any creature within 30 feet of you to make a wisdom saving throw or become charmed by you for the next 10 minutes. You must share a common language with the target and the target makes the saving throw at advantage if you are fighting it. The charm fails if the target suffers any damage. Every additional Malpractice Die you spend increases the duration of the charm by 10 minutes.

First Aid.

As an bonus action you can throw some simple healing supplies to an ally you can see within 30ft, who must then use their reaction to apply the supplies to either themselves, or another creature within 5 feet. Roll one Malpractice Die and the target is healed for the value rolled.

Flash Powder.

This new combination of chemicals can create a blinding light, but only for a brief moment. As a bonus action you can throw a small satchel of powder in an attempt to blind creatures. Roll a Malpractice Die and choose a location within 30 feet to throw the powder. Each creature within a 5 foot radius of the powder becomes blinded. The blindness lasts for a number of turns equal to the roll of the Malpractice Die or until the target creatures pass a constitution saving throw, which they make at the start of their turns.

Fortifying Vapors.

You have concocted a new brew of vapors that can strengthen the body of any creature. Choose a target within 10 feet, and expend a number of Malpractice Die. The target creature gains resistance to piercing, slashing and bludgeoning damage for a number of turns equal to the number of die you expended. The target creature must be able to breathe to receive this effect.

Illuminating Mixture.

You have created a luminescent mixture of chemicals which can provide light in the darkest of situations. Each Malpractice Die spent grants you two luminescent mixture vials. Each mixture creates a bright light which spreads in a 30 feet radius. The glass vials which hold the mixtures can either be held in a free hand, or thrown 30 feet.

Incision.

Due to your anatomical knowledge you know the weak points of most creatures. When using the Attack action on your turn you can roll a Malpractice Die and add the total to your attack roll. If the attack is successful, you deal additional weapon damage equal to your intelligence modifier.

Invigorating Vapors.

You have concocted a new brew with vapors that can hasten the body of your allies. Roll a Malpractice Die and choose a creature within 10 feet who gains a bonus +1 to AC and bonus  speed equal to 5 feet per dice roll value until the end of their next turn. For example rolling 4 grants 20 feet extra movement. You may expend additional Malpractice Die to target additional creatures. A creature must be able to breath to gain this benefit.

Medpack.

This package of your design contains, bandages, salves and other healing ointments. As an action you can use a medpack to heal any creature within 5 feet of you, or yourself. Roll one or more Malpractice Die and heal the target for the total dice roll plus your intelligence modifier.

 

Plague Grenade.

You have discovered a way to store a vile mixture within glass canister and throw them as weapons. As an action you can expend one or more Malpractice Die to throw a grenade as a ranged attack (range 30/60), so long as you have a free hand. On hit, the target takes acid damage equal the total roll of Malpractice Die spent. Hit or miss, the target and all creatures
within 5 feet must pass a Dexterity save, taking piercing damage equal to your intelligence modifier on a failure.

 

Poison Gas Grenade.

An improved version of the plague grenade which creates a lingering toxic cloud. As an action you can expend one or more Malpractice Die and use a free hand to throw this grenade up to 40 feet. A toxic cloud pours out from the grenade in a radius of 10 feet plus 5 feet more for every additional Doctoral die expended. Any creature which starts its turn in the gas cloud, or moves into the cloud for the first time on its turn takes poison damage equal to one of your Malpractice Die plus your intelligence modifier. The cloud lasts for a number of minutes equal to the number of doctoral die expended, or until a strong breeze disperses it.

 

Short Fuse Grenade.

As a bonus action you can throw a basic grenade. Expend a Malpractice Die to make a ranged attack using the Procedure attack bonus, range 10/30ft. On a success you deal piercing damage equal to the Malpractice Die. You must have a free hand to throw the grenade.

Smoke Bomb.

As an action you can expend a Malpractice Die and throw a mixture of chemicals which when released create a thick plume of smoke, blocking all light and vision except magical. The range is 30 feet and the radius of the smoke is 5 feet. You consume additional die to increase the radius of 5 feet per die expended. While in the smoke you do not provoke attacks of opportunity. The smoke lasts for one minute or until a strong wind disperses it.

Trauma Kit.

As an action you can attempt to revive a creature which has recently died within 5 feet of you. Roll a number of Malpractice Die, total and half the number. If this value is equal to or greater than the level of the creature you are attempting to revive, then the process is successful and the creature is brought back to consciousness on 1 hit point. If not, the process fails and the die are lost. The creature cannot have been dead for more than 1 minute. This will not revive a creature who has died from old age, and will not restore lost limbs.

Triage.

As an action you heal multiple creatures around you. Roll one or more Malpractice Die. The total dice roll plus your intelligence modifier gives you a pool of health points. You can spread these point however you wish over all creatures within 5 feet of you as a free action until the end of your turn.

Grim Salvage

Starting at 13th level, you can surgically harvest parts from dead monsters and preserve them for future use. You can spend 10 minutes with the corpse of a non-construct creature that has been dead for no longer that 10 days. Make a medicine check, the DC of which is equal to the challenge rating of the creature + 5 (roll with disadvantage if the creature has been dead over 5 days). On a success, you harvest and organ that does one of the following, so long as the creature has that ability. You may only attempt this ability once per dead creature.

The organ can be used once to replicate the ability of the creature it came from, then it is destroyed. Any damage, save DCs, and modifiers are identical to what they were when the creature was alive.

Poison – you extract the venom a creature uses. If the creature adds poison damage to any of its attacks, you can harvest a vial of that poison. You may use a bonus action to apply the same poison to one of your weapons. The next time that weapon hits a creature in the next minute, they suffer the effects of that poison.

Breath Weapon – you extract the gland responsible for the creature’s breath attack. As an action, you can activate the gland and unleash its deadly payload.

Gaze effect – you extract the eyes or other part a creature uses for a gaze ability. As an action, you can activate that organ and use the gaze ability on a creature within range.

Innate spellcasting – You extract a biological element that produces magic. When you harvest this organ, choose a spell of 6th level or lower from the creature innate spellcasting list. You can cast that spell through the organ once, taking the spells normal casting time. A wizard can also dissect the organ to transcribe that spell into their Spellbook, as it were a spell scroll.

Mad Doctor's Resolve

Starting at 17th level your mastery of your field has expanded allowing you to implant the organs and various other body parts of any and all forms of creatures onto a willing or incapacitated target when implanting the specified 'part' roll a d8 to determine how many hours it takes as well as gaining a new ability "Severance" allowing you to have a creature you hit with sneak attack make a Dex save of your 8+Dex+Int+Prof bonus if the target passes nothing happens if they fail roll a d12 depending on what is rolled you will 'extract a limb or organ from the creature if the creature lost or doesn't have the limb or organ roll again 1.left arm 2.right arm 3. left leg 4.right leg 5.left eye 6.right eye 7.lung (one) 8. stomach 9.vocal cords 10. psionic Ability 11. brain 12. heart (one) you may do this equal to your 2+Int+proficeny bonus. This increases to +4 at 18, +5 at 19, and +6 at 20.

Experimental Malpractitioner Image

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