Rogue
Base Class: Rogue

Chirurgeons are, at their core, students of the healing arts. However, like all rogues, their path is not the easy road of magic. Sometimes a chirurgeon starts as a humble product of the streets who seeks the knowledge to heal and help those they care about in whatever way they can. More often, they begin as one of the learned who finds themselves skulking in the shadows performing whatever deeds are necessary to further their knowledge.

However they start on their macabre studies, they quickly learn that the most basic study of physical, rather than magical, healing requires carving boldly upon the corpses of the dead to further understand how they behave while living. Whether these corpses are dead animals or the result of robbing graves, they serve to prove clearly that little mortal knowledge has ever advanced without being wrenched boldly from a universe ill-desiring to yield it. If a student’s grim hobbies become known they stand to be shunned among most "civilized" places. In high society, and anywhere that magical healing is widely and easily available, chirurgeons are considered little better than ghouls. Their bloody practices mark them as butchers and charlatans. Worth little more than to be mocked as would be necromancers lacking the power of true magic.

However, chirurgeons flourish wherever the poor and desperate exist. After all, not all who need healers can afford the "donations" asked for by temples filled with gold and gems. So, hidden away in trash filled back alleys of run down cities you can find these artisans of flesh and sinew. Some, simply try to earn their keep, perhaps helping their communities out as best they can. Others, outcast from high society for the very trades they now live on, take grim joy in the power they hold over their neighbors. Using the need of those around them to provide bitter solace that they are still above such uneducated refuse. Many wield their advantage to build, or help another hold, small criminal fiefdoms among their dark and impoverished corners.

Chirurgeons will join adventuring parties for the same reason any other scholar might; in search of knowledge or glory. Perhaps starting adventurers simply need someone who could patch them together and found that their resources were sufficient to hire a chirurgeon out of their laboratory and into pursuit of greater fortune. Of course, there are always those more personal motivations. Perhaps a soul who would otherwise have spent a life taking decided instead to try their hand at giving back.

Regardless, even if their companions fall never to rise again, it simply means the chirurgeon will have new subjects with which to further their understanding of the myriad living forms.

Able Healer

Starting at 3rd level you have a broad knowledge of living forms. You with just a glance you know how injured those around you are. Further, you have the ability to restore others health in several ways.

As an action, you can tend a creature. Spend one of your Hit Die and restore a number of hit points to the subject equal to the roll of that die plus the subject's maximum number of Hit Die. Alternatively, any time you stabilize a dying creature you may spend one of your Hit Dice. The target gains a number of hit points equal to the roll. Finally, if you restore hit points to a creature using a healer's kit they gain an additional number of hit points equal to your herbalism bonus.

When using the rogue ability Cunning Action you can also make a Medicine check or use a healing kit.

Bonus Proficiencies

When you choose this archetype at 3rd level you become proficient with the Medicine skill and with either herbalists’ or poisoners’ kits. You may replace your proficiency with thieves' tools with proficiency with either of these kits if you choose. You may also replace one or both of your previously selected Expertise skills with these new proficiencies.

For each of these proficiencies you gain a new bonus; Medicine grants you a medic bonus, herbalist’s kit grants you an herbalism bonus, and the poisoner’s kit grants you a poisons bonus. The base value of the medic and herbalism bonus is your Wisdom modifier, while your poisons bonus is based on your Intelligence modifier. You add your proficiency bonus to each.

Bonuses to your checks with these rolls also apply to these bonuses. For example, if you have applied expertise to that skill or tool your proficiency bonus with it is doubled. Further, if you apply the 11th level Rogue ability Reliable Talent to the relevant proficiency you add an additional +6.

Chirurgeon's Kit

At 3rd level you gain a chirurgeon's kit. This is treated as a healer's kit for all purposes, including bonus healing from the Healer feat.

At the end of a short or long rest you can add a use to your chirurgeon's kit as long as it remains in your possession. Your chirurgeon's kit cannot have more than 10 uses at a time. If you lose your chirurgeon's kit you cannot create infusions or use any other ability which requires your chirurgeon's kit. Replacing this kit takes 8 hours of work and costs 50 gp for the relevant components

Basic Infusions

Starting at 3rd level you gain the ability to make infusions. At the end of a long rest you can create an infusion instead of recharging your chirurgeon's kit if you have the proper equipment. All infusions require your chirurgeon's kit.

If you have an herbalist's kit, and proficiency with that kit, you can create healing infusions. Any subject which drinks a healing infusion regains 2d4 plus your herbalism bonus hit points.

With a poisoner's kit, and proficiency with that kit, you can create a single dose of poison. Those exposed to it suffer the poisoned status effect and are unable to regain hit points if they fail a Constitution save. These effects persists for one hour. The DC is based on the delivery mechanism of the poison; Inhaled (DC 8), Contact (DC 10), Injury (DC 13), Ingested (DC 17). Your poisons bonus is added to each DC.

Regardless of the type of infusion, if not used it loses its effectiveness after 24 hours. You can create two infusions at 9th, 3 at 13th, and 4 at 17th level in the rogue class.

Chirurgery

Starting at 3rd level, as long as you have your chirurgeon's kit you can tend one subject during a short or long rest. If you do so, at the end of the rest you can remove one condition effecting that target. This condition can be blinded, deafened, paralyzed, or poisoned.

If the subject has none of these effects at the start of the rest you can provide them a boon. You can either choose to provide them an enhancement, as the Enhance Ability spell, or give them a measure of added vitality. This added vitality grants temporary hit points equal to one of your Hit Die plus your medic bonus. Either type of boon expires at the end of their next long rest.

Anatomy and Physiology

At 9th level you have developed a profound understanding of the body and the physical systems needed to keep an organism alive. This allows you to better care for yourself and provide greater healing to others. Turned against an enemy this knowledge can be devastating. All of your Hit Dice provided by the Rogue class become d10s and your Sneak Attack die become d8s.

Resuscitation

You know how fragile the spark of life in a living creature is, and at 9th level you can not-so-gently fan it back to life. If you can reach a creature within a minute of its death you can, as an action, expend a use from your chirurgeon's kit to restore it to life with 1 hit point. The subject gains a level of exhaustion for their ordeal and suffers a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the subject finishes a long rest the penalty is reduced by 1 until it disappears. This ability does not cure disease, poison, curses, or restore missing body parts. It also cannot return to life a creature that has died of old age, one which has been animated as undead, nor, obviously, one that died of exhaustion.

Plague Doctor

At 13th level you are deeply familiar with plagues and toxins. This grants you advantage on saves against to disease and poison, and resistance against poison damage. Once you reach 17th level you are immune to disease, poison, and poison damage.

Moreover, your studies allow you the skill to grow and use disease to bring low your enemies. You prepare these diseases in place of one or more of the infusions from the Chirurgeon's Kit ability. Doing so requires a poisoner's kit and proficiency with that tool. The base DC for the disease is determined by the type of exposure required; Inhaled (DC 8), Contact (DC 10), Injury (DC 13), Ingested (DC 17). Your poisons bonus is added to each DC. Each infusion produced with this ability may cause any one of the diseases listed under the Contagion spell.

Once a subject is exposed to the disease, they begin making a Constitution save once per round at the end of their turn. If the target succeeds on three saving throws they throw off the disease. If they first fail three of these saving throws, the disease's effects take hold and the creature stops making these saves. The disease will last for 7 days, inflicting the effects appropriate to the selected disease, unless otherwise cured. This is a natural disease, and any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Revivification

Your ability to restore those who have perished develops further at 13th level. With a minute's work, the expenditure of a use from your chirurgeon's kit, and the use of a Hit Die you can return creature to life so long as it has not been animated as undead nor dead for more than 10 minutes when the process starts. This ability neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. It does not, however, remove magical diseases, curses, or similar effects. If these aren't removed prior to their revivification they take effect when the creature returns to life. During the process all mortal wounds are closed and body parts which are severed but not missing are restored. This ability does not restore missing body parts so if the creature is lacking body parts or organs integral for its survival - its head, for instance - the attempt automatically fails. This type of restoration is an ordeal. The target gains a level of exhaustion and suffers a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the subject finishes a long rest the penalty is reduced by 1 until it disappears.

If this ability is used on a subject that has been dead for more than 10 minutes but less than 10 days it imbues the target with a foul mimicry of life raising it as an undead creature. The subject becomes a zombie, gaining +1 Strength, +2 Constitution, but suffering -6 Intelligence, -4 Wisdom, and -4 Charisma. They gain Undead Fortitude, making them immune to poison damage and unable to be poisoned; darkvision out to 60'; and are no longer able to speak, though they still understands the languages they did in life. This zombie is not under your control.

Chirurgic Restoration

At 13th level your ability to patch your companions together without magic is truly a wonder. With a minute’s work you can expend a use from your chirurgeon's kit and a Hit Die to restore hit points to a target. They regain hit points equal to your medic bonus for each Rogue level you have. Further, if they have severed body members (fingers, legs, tails, etc), you have the missing part, and it has not been severed for more than a day those parts are restored. Restoring entirely lost body parts can be done as a downtime action requiring 3 days.

Parthenogenesis

With proficiency and access to both poisoners' and herbalists' kits, as well as the character's chirurgeons' kit, at 17th level a chirurgeon has all the tools necessary to unlock the secrets of reproducing life itself. Acting on this requires a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature and several dozen gallons of extra reagents and liquids.

Using reagents costing at least 1,000 gp and at least 1 cubic inch of flesh from the subject you can grow an inert duplicate of a creature as a safeguard against their death. Beginning the process requires 1 hour of work, but the clone forms and grows to full size and maturity over 120 days. You can also choose to have the clone be a younger version of the same creature, but this does not reduce the time required. Once complete it remains inert and endures indefinitely as long as the vessel remains undisturbed.

At any time after the clone matures, if the original creature dies or is already dead its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and cannot thereafter be restored to life, since the creature’s soul is elsewhere.

If the vessel is prematurely disturbed the clone is destroyed.

Chirurgeon Image

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