Rogue
Base Class: Rogue

This subclass utilizes the rogue to peak performance allowing for quick response across all levels of the playing field from supporting you party to attacking enemy creatures.  With swift maneuvering, the combat medic will be there for a downed ally in a moments notice.

Medical Expert

Starting at 3rd level, you gain proficiency and expertise in Medicine (WIS).  As part of your cunning action, you can use a medicine kit to stabilize and heal creatures.

Quick Heals

When you choose this archetype at 3rd level, you gain the ability to heal with great potency.  When you use your healers kit to heal a creature as an action, you can expend your pool of sneak attack dice (minimum of 1d6) once per turn.

In addition, when you heal a creature, you can add their hit die once per number of times equal to your wisdom modifier.  You gain all expended uses after a long rest.

Surgical Strikes

Starting at 9th level, you have honed your craft in the medical arts to the point being able to stop a creature in its tracks.  As a reaction, when an enemy creature moves out of range of an ally, once per turn, on a hit you can use a sneak attack dice you didn’t expend on healing to deal damage and cause an effect.  If an enemy creature passes a dexterity saving throw, the creature takes half damage, on a failure the creature takes full damage plus one of the following effects if called.

wing the shoulder: gives creature disadvantage on next attack roll

arrow to the knee:  creature falls prone. Only has half movement until it uses an action to remove arrow

ground the foot: creatures movement speed becomes 0 until it uses an action to free itself

make it bleed: causes bleed damage (1d4 necrotic) until the creature is either healed or falls unconscious/dead

Save =8+proficiency+wis modifier

Emergency Response

By 13th level, your work as a medic has become instinctual.  You gain an additional 15 feet of movement speed when an ally goes down within range, you can use your full movement and dash to heal your ally.  However, after you’ve healed them, your movement speed become zero till the end of your next turn.

Angel of Life

When you reach 17th level, your skills as a combat medic have reached peak levels.  Once per long rest you can use a medicine kit to bring on creature to full health without expending any hit dice or sneak attack dice.  Also giving the creature advantage on their attack and allowing them to use half your pool of sneak attack dice for extra damage on one attack.

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