Rogue
Base Class: Rogue

As a non magical practitioner you have studied the ways of medicine and poisons to become an effective chemist for good or bad.  In order to overcome lack of healing magic you have learned to efficiently make healing salves and potions in order to help allies recover from poisons and injuries. 

As a studier of poisons you have learned effective poisons that can be used against your enemies in many ways, wether on the tips of blades and arrows, or directly ingested with food. 

As you progress in your studies you manage to create more effective salves and poisons, and even learn how to resist the effects of any poisons or toxins you come across. 

Chemical Expert

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Medicine) check, use a healers kit or potion on a target or use a poison to coat a ranged or melee weapon, or take the [Tooltip Not Found] action.

Medical Training

When you choose this archetype at 3rd level, you gain Expertise in Medicine and Poisoner Kits, and during a long rest you can use your herbalism kit to create a number of healing kits equal to your intelligence modifier.

In addition, any Healing kits or poisons you create increase their healing or damage by a number equal to your intelligence modifier. 

You may also choose to gain 1 feat of your choice from Healers Feat or Poisoner's Feat. You gain the feat you did not choose at level 7.

Healer Feat

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Poisoner Feat

You can prepare and deliver deadly poisons, gaining the following benefits:

  • When you make a damage roll, you ignore resistance to poison damage.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on Constitution saving throw (DC = 10 + Prof Mod + Int Mod) or take 2d8 poison damage and become poisoned until the end of your next turn.

Grenadier

You have advantage on a Medicine check using Healers Kits. You also gain the ability to make Smoke Grenades using a Herbalism or Poisoner's kit during a long rest; depending on which kit is used there is an added effect of a healers kit when used with the healers feat or the effect of an inhale type poison (half the cost). 

Medical Physician

When you reach 13th level, you have become adept at medical practice and have mastered the art of medical surgery. As an action you can perform emergency medical surgery on a target that has been dead no longer than 1 minute by performing a Medicine check using a healers kit. The DC for the Medicine Check is at your DM's discretion based on how severe the cause of death was (Note. A target that has been beheaded cannot be revived through these means).

Master of Chemistry

By 17th level, you have learned the ins and outs about Chemistry, during a long rest you can create a number of healing kits equal to your proficiency modifier + your intelligence modifier. 

While using your Emergency Surgery trait, you can now revive someone who has been dead no longer than 1 hour. 

In addition, the healing or damage effect of the healing kits, potions and poisons you create is doubled. 

 

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