Rogue
Base Class: Rogue

An anonymous benefactor. The one who pays it forward. Pulling all the right strings to ensure the best outcomes for everyone. A Guardian Angel. While uncommon, some rogues may find themselves developing a connection with the forces of life and health in their adventures. A rogue who follows this path carves out a deer path for their allies to follow, bringing blessings and wellness to their companions in the throws of battle.

The children of clerics, druids, paladins, rangers and any number of healers alike may be drawn towards this field. While not outright divine, those that practice these methods can be seen as holy in certain domains and circles. Mundane healing will always be needed, especially in a world where spell plagues can ravage a nation. Unfortunately, those in power may not always see it this way. As a result it may be best for a Guardian Angel to work from afar or in secret, and know that their good deeds better the world, even if those actions go without due credit. 

When did these abilities manifest themselves? Did you see a light shining in your dreams? Or was someone's wisdom passed on to you that awakened these powers? Perhaps this gift of life was always there. Maybe these powers aren't so uncommon as previously thought.

Inspiring Strikes

Starting at 3rd level, whenever you roll damage for an attack using your Sneak Attack dice, you can choose a creature within 60 feet that you can see or hear. That target regains a number hit points equal to a roll of the number of Sneak Attack dice used for the attack + your Wisdom Modifier.

Alternatively, you can use this feature by spending a 1 minute tending to a creatures wounds. You must be holding healers kit, holy symbol, or a weapon with the finesse property to use this feature in this way.

You can use this feature a number of times equal to twice your proficiency bonus. You regain one expended use on a short rest, and regain all expended uses on a long rest. 

Medical Mind

At 3rd level, you gain proficiency with the Medicine and Religion skills. If you already have proficiency with these skills, you instead gain proficiency with two skills that you and your DM agree are appropriate.

Additionally, at 9th level, your proficiency bonus is doubled for any ability check you make with the Medicine and Religion skills as you gain expertise with them. If your proficiency bonus is already doubled for any ability check you make with these skills, you instead gain expertise in two skills that you already have proficiency in.

Cunning Restoration

Starting at 9th level, while holding a healers kit or holy symbol, you can use the bonus action granted by your Cunning Action to end one of the following conditions on a creature you can touch within your reach: blinded, deafened, poisoned, charmed, frightened, stunned. Alternatively, you can use your Cunning Action in this way to end one disease afflicting the target, or restore 1 hit point.

You can use this feature a number of times equal to twice your Wisdom Modifier (minimum of two uses), regaining one use after a short rest, and regaining all uses after completing a long rest.

Additionally, at 13th level, while holding a healers kit or holy symbol, you can use the bonus action granted by your Cunning Action on a creature you can touch within your reach to end the petrified condition, end one reduction one of the targets ability scores, end one effect reducing the targets hit point maximum, or reduce the targets exhaustion level by one. You can only use this feature once, and regain the ability to do so after a long rest.

Pervasion

Beginning at 13th level, your resolve has strengthened to shrug off certain effects, such as an ancient green dragon's poisonous breath or a Blight spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Give and Take Life

Starting at 17th level, your mastery over healing has reached it's pinnacle.

As an action, you can touch a dead creature that has been dead for no more than year, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life and regains any lost limbs. The creature also regains a number of hit points equal to 5d6 + your Wisdom modifier. Once you have used this feature, you can't do so again until you finish 1d6 long rests

Additionally, when you see or hear a creature within 120 feet attempt to heal, you can use your reaction to force the creature to make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice). On a failure, you prevent the target from healing using that effect, and instead you regain hit points equal to the amount the target would have healed. On a success, the target only heals half as much and you only regain hit points equal to half of the amount as well. Once you've used this ability, you can't do so again until you complete a long rest.

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