Base Class: Rogue
When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step up to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.
The Science of Medicine
As a Surgeon, you have spent a significant amount of time studying the practice of medical science. As an optional rule, you can replace any mention of Wisdom from this subclass with your Intelligence. Medicine would also become an Intelligence-based skill, used to recall medical knowledge of aliments, afflictions, and conditions present in your world.
Cultivated Immunity
The time you have spent around various infectious diseases and toxins has improved your immune system. Beginning at 9th level, when you take acid, necrotic, or poison damage, you reduce the damage by an amount equal to your proficiency bonus + your Wisdom modifier (minimum of 1).
Additionally, you have advantage on saving throws to resist the effects of poisons, diseases, and any other toxins.
Improved Surgical Strike
You have learned much about the anatomy of the creatures of the multiverse. Starting at 13th level, your attack rolls against all creatures except for constructs, oozes, and plants score a critical hit on a roll of 18 through 20 on the d20.
Moreover, when you inflict one of the conditions from your Surgical Strike feature, you can still deal your Sneak Attack damage to the target in addition to the additional effect.
Expert Surgeon
You have become an expert at analysing your foes on the fly. Starting at 17th level, when you make a Wisdom (Medicine) check, you can use your rogue level in place of a d20 roll.
In addition, you gain access to surgical abilities that rival the most powerful arcane and divine magics. As an action, you can touch a creature and inflict the effects of either the contagion or regenerate spell, using your Wisdom in place of a spellcasting modifier. Once you recreate either spell you must finish a short or long rest before you can do so again.
Anatomical Studies
You have spent years studying the science of medicine in order to improve your surgical skills. When you adopt this Archetype at 3rd level, you gain proficiency in both Medicine and Nature, and whenever you make a Medicine check, you treat a roll of 7 or lower on the d20 as an 8.
Moreover, you can use your bonus action granted by Cunning Action to take the Use an Object action. However, you can only use this special Use an Object action to make use of a healer's kit or a potion that restores hit points.
Surgical Strike
Beginning at 3rd level, you can weaponize your anatomical knowledge to cripple your foes in combat. Your attack rolls against humanoids, beasts, giants, monstrosities, and undead creatures score a critical hit on a roll of 19 or 20 on the d20.
Moreover, when you hit a creature with an attack that applies your Sneak Attack damage, you can inflict one of the conditions below in place of adding Sneak Attack damage.
Cripple. The target's movement speed is reduced by an amount of feet equal to five times your Wisdom modifier (minimum of 5 feet) until the beginning of your next turn.
Daze. The target cannot take opportunity attacks until the start of your next turn, and it must subtract your Wisdom modifier (minimum of -1) from its next saving throw.
Infect. You force the creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is poisoned until the beginning of your next turn.
Maim. You force the target to make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is blinded, deafened, or cannot speak (your choice) until the end of your next turn.
Blunt Strikes
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failure, it subtracts 1d4 from all ability checks, attack rolls, and saving throws it makes for the next minute.
A creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save.
Craft greater poison
As an action, you can expend an Exploit Die and use your poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest.
A creature can take the Use an Object action to expend the vial and apply it to a weapon or piece of ammunition. The next time the weapon or ammunition hits a creature it deals additional poison damage equal to your Exploit Die, and the target must make a Constitution saving throw. On a failed save, the creature suffers the following effects for 1 minute:
- It has disadvantage on attack rolls and ability checks.
- Its speed is halved, and it cannot take reactions.
- It takes poison damage equal to one roll of your Exploit Die at the end of each of its turns.
The poisoned creature can repeat this saving throw at the end of each of its turns, ending these effects on a success.
Crippling Strike
When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Exploit Die and its speed is 0 until the start of your next turn.
First Aid
As an action, you can touch a conscious and willing creature and expend an Exploit Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier + your Exploit Die.
Suppressing strike
When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn.
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