Rogue
Base Class: Rogue

Not all rogues hold the occupation of thief or assassin. Some rogues are doctors or surgeons as well. These rogues apply their medical expertise to combat and excel in attacking the weakest point of a creature's anatomy, as well as using their knowledge to help and heal their allies.

Medical Knowledge

At 3rd level when you choose this roguish archetype, you gain extensive anatomical knowledge on a variety of creatures.

You gain Expertise in the Medicine skill.

Medical Training

You have dedicated part of your studies to understanding the intricacies of the body and know the basic function of most typical forms of life. You gain the Healer feat and can use a healer's kit as a bonus action and are not limited in the number of times you can use it on a creature.

For each consecutive use of a healer's kit on a creature, the number of use's increases by one.

Field Dressing

At 9th level, when you take a short rest, you can spend your rest cleaning and patching up the wounds of your allies. Choose up to 5 allied creatures within 30-feet of you. Those creatures can roll 1D8 and regain health equal to the number rolled plus your proficiency bonus.

Miracle Worker

At 13th level, you learn to quickly revive your allies, even in the midst of battle. As an action, you can return a creature that has died within the last minute to 1 hit point. you must expend 300 gold worth of specialized medical equipment to do so. This procedure cannot return to life a creature that has died of old age nor does it restore missing body parts. Once you use this feature you cannot do so again until you finish a long rest

Surgical Strike

At 17th level, when you use your Sneak Attack on a creature, you can force the creature to make a Constitution saving throw with a DC equal to 10 + your Proficiency bonus + your Intelligence modifier. On a failure, you strike a vital part of the creature and it begins to profusely bleed vital fluids, taking necrotic damage equal to half of your Sneak Attack dice (rounded down) at the beginning of each of it's turns for 1 minute. As an action, the creature can stop the bleeding by reattempting the save, and on a success the effect ends. You can use this ability once, and you regain use of it on a short or long rest

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