Base Class: Rogue
You hone your skills in the medical arts. This archetype includes surgeons, first responders, plague doctors, nurses, and rare occasions, midwives. You reject the notion that only magic can provide healing to the injured, instead using potions and herbs. Through your incredible dexterous skill, you weave needles and blades alike, providing aid to the sick with ease.
First Aid
Starting at 3rd level, you become a skilled medical professional, allowing you to provide aid even during the heat of battle.
- When you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your proficiency bonus.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your PB hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. Once a creature benefits from this feature a number of times equal to your proficiency bonus, the creature can't regain hit points from this feature again until it finishes a short or long rest.
- You can also expend one use of this feature on a creature to end 2 negative conditions affecting this creature. When you do so, the creature also regains hit points equal to your proficiency bonus.
Physician's Cure
When you choose this archetype at 3rd level, you gain a rudimentary understanding of medical treatment. You have proficiency in medicine, and your proficiency bonus is doubled for any medicine check you make. Additionally, you have proficiency in the herbalism kit. Lastly, the time and money required to make any potion is halved for you.
Urgent Care
Starting at 9th level, your skill with medical care allows you to provide swift and urgent care, even under pressure. You can now use your bonus action to use a healer's kit, as take or give a potion. Additionally, you have additional bonus action per turn.
Swift Incision
By 13th level, your understanding of the body allows you to take advantage of weaknesses in the body. When you use any action to use a healer's kit, you can use a bonus action to force a creature within your reach to make a dexterity saving throw. On a failure, the creature takes damage equal to your sneak attack dice and cannot take any reactions till the start of your next turn.
Reconstructive Surgery
When you reach 17th level, your skill as a surgeon allows you to bypass the laws of life.While out of combat, you can use an hour and a healer's kit to make a medicine check on a dead creature's body. The DC of the check is equal to 10+ the number of hit dice the creature has. On a success, you can restore the creature as if they had been healed by a True Resurrection spell. On a failure, the creature is destroyed, body and soul, and cannot be resurrected by any means short of a wish spell. Once you make this check, you can't do so again until you take a long rest.
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