Base Class: Rogue
Adaptive Experimentalist
When choosing this subclass at 3rd Level, your body has become numb to the feeling of harsh chemicals used in poisons from rigorous self tests, so much so that you can identify each compound used in any poison or healing agent that enters your bloodstream. You gain proficiency with the Healer's Kit, and Alchemist Supplies. You also gain immunity to poisons.
Additionally, You gain advantage in Medical checks against creatures against Humans or Anthropomorphic Creatures.
Anatomical Assessment
Knowing each individual is different, starting from 3rd Level, you are able to identify an opponents weak points and vitals, to precisely and accurately deal damage. Perform an Insight Check vs your targets Deception. If succeeded, You will gain advantage rolls on any attack YOU make against that target until that target is destroyed.
Additionally, if any attack roll you make on that creature succeeds, you may apply your sneak attack damage regardless of it's conditions. Starting at 13th Level. You can use this skill on a willing target, and if they are injected with your healing syringe from "Prescription" you may add your sneak attack die into the healing roll.
Prescription
Starting from 9th Level, You can create syringes, those syringes can contain either a deadly poison, or a potent healing agent. You can have up to 3 vials of any kind on hand, and they take 1 hour of time to create. The healing agent, if used on a creature. Will heal the target for 2d8 plus your medicine skill. And the poison if injected, or applied to a weapon that deals slashing or piercing damage, they must roll a constitution saving throw or take 2d4 poison damage plus your medicine skill. Applying poison or using a healing agent takes a bonus action.
Autopsy
Starting at 13th Level, With your in-depth knowledge of Anatomy, you can study a corpse of a creature and determine specific information about it. A procedure takes 10 minutes, and you can perform as many as you like.
-The Point of Lethality (Where the creature was killed; Neck, Heart, etc.)
-Weapon(s) Associated with the death (Guns, Knives, Injections, Magic, etc.)
-How long the creature has been deceased for
-If the target was surprised or not
Additionally, any target affected by your "Assessment" will show one of these traits of your choosing.
-Current Health Points
-Max Health Points
-2 Combat Stat Modifiers of your choosing (DEX, STR, CON)
-Armor Class
Resuscitator
Starting from 17th Level, Your in-depth medical knowledge allows you to bring patients back from near death experiences. Roll a medicine check to a target a creature who is rolling death saves. If succeeded the creature is stabilized at 1HP and back up on their feet. Doing this costs an Action and can only be used once per short rest.
Fatal Operation
Starting from 17th Level, With full knowledge of what vital on the body will be most effective to kill a target, you can swiftly execute them. If your target is affected by "Assessment" You may use this skill to completely bypass the attack roll to land a guaranteed hit. Additionally, your attack will count as a critical hit and you will double the damage of the final roll. You may use this skill as many times as your WIS modifier, and you regain a single usage every long rest.
Adaptive Experimentalist
When choosing this subclass at 3rd Level, your body has become numb to the feeling of harsh chemicals used in poisons from rigorous self tests, so much so that you can identify each compound used in any poison or healing agent that enters your bloodstream. You gain proficiency with Alchemist Supplies. You also gain immunity to poisons.
Additionally, You gain advantage in Medical checks against creatures against Humans or Anthropomorphic Creatures.
Anatomical Assessment
Knowing each individual is different, starting from 3rd Level, you are able to identify an opponents weak points and vitals, to precisely and accurately deal damage. Perform an Insight Check vs your targets Deception. If succeeded, You will gain advantage rolls on any attack YOU make against that target until that target is destroyed.
Additionally, if any attack roll you make on that creature succeeds, you may apply your sneak attack damage regardless of it's conditions. Starting at 13th Level. You can use this skill on a willing target, and if they are injected with your healing syringe from "Prescription" you may add your sneak attack die into the healing roll.
Prescription
Starting from 9th Level, You can create syringes, those syringes can contain either a deadly poison, or a potent healing agent. You can have up to 3 vials of any kind on hand, and they take 1 hour of time to create. The healing agent, if used on a creature. Will heal the target for 2d8 plus your medicine skill. And the poison if injected, or applied to a weapon that deals slashing or piercing damage, they must roll a constitution saving throw or take 2d4 poison damage plus your medicine skill. Applying poison or using a healing agent takes a bonus action.
Autopsy
Starting at 13th Level, With your in-depth knowledge of Anatomy, you can study a corpse of a creature and determine specific information about it. A procedure takes 10 minutes, and you can perform as many as you like.
-The Point of Lethality (Where the creature was killed; Neck, Heart, etc.)
-Weapon(s) Associated with the death (Guns, Knives, Injections, Magic, etc.)
-How long the creature has been deceased for
-If the target was surprised or not
Additionally, any target affected by your "Assessment" will show one of these traits of your choosing.
-Current Health Points
-Max Health Points
-2 Combat Stat Modifiers of your choosing (DEX, STR, CON)
-Armor Class
Resuscitator
Starting from 17th Level, Your in-depth medical knowledge allows you to bring patients back from near death experiences. Roll a medicine check to a target a creature who is rolling death saves. If succeeded the creature is stabilized at 1HP and back up on their feet. Doing this costs an Action and can only be used once per short rest.
Fatal Operation
Starting from 17th Level, With full knowledge of what vital on the body will be most effective to kill a target, you can swiftly execute them. If your target is affected by "Assessment" You may use this skill to completely bypass the attack roll to land a guaranteed hit. Additionally, your attack will count as a critical hit and you will double the damage of the final roll. You may use this skill as many times as your WIS modifier, and you regain a single usage every long rest.
Previous Versions
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11/12/2022 4:06:09 AM
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