Base Class: Rogue
A quick patter of feet, a burble of fluid, and the party is back up on the front lines. Hiding in the shadows is the humble medic.
These rogues have studied mundane methods of influencing the living body to help or heal within the reach of their own hands.
Medical Training
When you select this subclass at level 3 you have put in the work to learn about treating disease and injury. You gain proficiency with Medicine checks as well as with either Alchemist's supplies, Herbalism kits, or Poisoner's kits. Your proficiency with these tools will be determining factor in your ability to help, heal, or harm, respectively. As you gain experience, you will gain more insight into your medical training and will be able to select another of the three tool proficiencies at level 9 and 13. If you already have proficiency with the Medicine skill it becomes expertise.
Alchemist's Accuity
Your experience with the tools of your trade has granted you proficiency in checks made with them.
Herbalist's Heuristics
Your experience with the tools of your trade has granted you proficiency in checks made with them.
Poisoner's Proficiency
Your experience with the tools of your trade has granted you proficiency in checks made with them.
Spellcasting
When you reach 3rd level, you gain the ability to cast “spells”. The field medic is traditionally non-magical and the spells list represents medical skills. The spells on this list are sourced mainly from Cleric spells with a range of touch. Ask your DM about any specific spells you think may fit with your specific character. See Spells Rules for the general rules of spellcasting and the Spells Listing for the specific field medic spell list.
Cantrips
You learn three cantrips:Spare the dying and two other cantrips of your choice from the field medic spell list. You learn another field medic cantrip of your choice at 10th level.
Spell Slots
The Field Medic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the Field Medic spell list.
The Spells Known column of the Field Medic Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Field Medic spell list. The new spell must be of a level for which you have spell slots
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Field Medic Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Field Medic Spell List
Choose from the following spells:
Cantrips: Spare the dying, Guidance, Mending, Resistance, Light
1st Level: Cure wounds, Detect poison and disease, Detect Magic, Inflict wounds, Purify food and drink, Protection from evil and good, False life,
2nd Level: Enhance ability, Gentle repose, Lesser restoration, Protection from poison, Blindness/deafness, Continual Flame
3rd Level: Bestow curse, Feign death, Glyph of warding, Magic circle, Protection from energy, Remove curse, Revivify, Spirit Guardians, Motivational Speech
4th Level: Banishment, Death ward, Freedom of movement
Bug Out
When you use your rogue feature Cunning Action to Dash, Disengage or Hide you may choose one willing creature adjacent to you to also Dash, Disengage or Hide using their reaction. Any stealth checks made by affected creatures use your stealth modifier.
Teach Back
You have perfected the art of educating others on your own area of expertise. Choose one of your own spells to expend as if you were casting it, and allow one willing creature who can understand you, of your choosing (must have INT of 8 or higher) to cast it once when they choose in the next eight hours.
Teaching a creature in this way takes an additional ten minutes as well as the base casting time and can only be cast at the base level of the spell (example: cure wounds can only be taught at first level, even if a spell slot of fourth level is used to teach it). When the chosen creature casts this spell it uses that creature's bonuses and modifiers and takes the full casting time but does not expend additional material components. A creature can only learn a single spell this way at a time.
You can use this feature as many times as you have spell slots and components available.
Level 17: Aid Station
Once per day, on a short rest, choose a number of creatures equal to your proficiency modifier to either roll one additional of their hit die, end one disease, or recover from one level of exhaustion.
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