Base Class: Rogue
Some rogues slink and strike from the shadows. Some rogues focus on the art of theft. Some rogues enhance their abilities with arcane magics. You are not these rogues. You have mastered the dagger and its effects on the body of your targets, striking with surgical precision, and use poisons and alchemical concoctions to debilitate and wear down your foes.
First found during a great plague, these rogues learn the weaknesses of the human body through experimentation and autopsy. While they typically seek to heal and prevent disease, they have been known to be versatile and lethal warriors.
Surgical Strike
When you choose this archetype at 3rd level, you are able to gain the ability to strike any Humanoid foe with extreme precision. So long as you do not have disadvantage on the attack roll and you are using a dagger or shortsword, you are able to use your sneak attack against any Humanoid. You no longer need advantage or an ally within 5 feet of the target when targeting Humanoids, but must still follow regular sneak attack rules for all other creatures.
Medicinal Knowledge
Starting at 3rd level, your knowledge of alchemy, poison and medicines improve. You gain proficiency in the Medicine skill, and one tool from Alchemy Tools, Herbalism Kits and Poisoner's Tools.
You gain proficiency in another tool from this list at 9th and at 13th level.
You can also use a Healer's Kit with your Cunning Action ability.
Alchemical Crafting
Furthermore, starting at 3rd level, you are able to create alchemical compounds, medicines and poisons at a rate of gold per day equal to your Intelligence score with the appropriate supplies.
The DC for any compounds or poisons made is equal to 8 + Proficiency + Intelligence Modifier. Some examples of compounds you can make are given at the end of the document, although others with other uses can be made at the DM's discretion.
Plague Walker
At 9th level, you have gained resilience to sickness and poisons, and can aid others in recovery against these. You are resistant to poison damage, have advantage on saving throws against disease and the poisoned condition, and can make a medicine check using a Healer's Kit to attempt to cure a creature of a poison or disease. The DC you must beat is the same as the original poison or disease.
Furthermore, if you spend a minute interacting with or observing a creature outside of combat, you can learn it's type, whether you have the ability to use your Surgical Strike ability, and one more piece of information from the list below.
Any vulerabilities the creature has.
Any resistances the creature has.
Any immunities the creture has.
If you spend this time examining a corpse, you can instead determine what its cause of death was, unless the cause of death has been deliberately tampered with or hidden.
Universal Surgery
From 13th level, your advanced knowledge of anatomy allows you to strike with extreme precision against all living creatures of flesh and blood. So long as a creature is not an Ooze, Construct, Undead or Elemental, the effects of your Surgical Strike feature now extend to them.
Furthermore, you can now use a hand crossbow to activate the Sneak Attack option provided by Surgical Strike.
Anatomical Sacrifice
Beginning at 17th level, your knowledge of anatomy allows you to lessen the effects of your enemies' blows. As a bonus action, you can predict the attacks of your enemies, and can twist your body so that they strike non-vital areas. Until the start of your next turn, any attacks from enemies you can see within 60 feet are made with disadvantage, and any damage recieved during this time is halved.
Attacks from targeted attacks or the spell magic missile, should they hit, cannot kill you or knock you unconscious, leaving you at a minimum of 1 hit point.
Once used, you cannot use this ability again until you have finished a short or long rest.
Examples of Potions
Examples of Alchemical Compounds
The range of all thrown items in this list is 20/60 feet unless specified otherwise. It does not cost the amount specified to craft the item if the appropriate materials (Determined by the DM) are on hand, but represent its value and crafting time. All require an action to use unless it specifies otherwise
Thunderclap
Alchemical Concoction, Value of 100 Gold each.
Effect. When thrown to a point within range, this vial detonates and all creatures within 20 feet of the location must make a constitusion saving throw or take 4d6 thunder damage. Inanimate objects and structures take 48 damage instead.
Black Cloud
Alchemical Concoction, Value of 40 Gold each.
Effect. A black cloud of smoke with a 60 ft. radius appears from the point where the vial is thrown, heavily obscuring and blinding all creatures within the cloud for as long as they remain in the cloud. The cloud remains for a minute, disappearing in half the time in a strong wind.
Flash Dust
Alchemical Concoction, Value of 100 Gold per 4 uses.
Effect. A pinch of dust is thrown in the face of a target within 10 ft. The target must make a Constiution saving throw or become blind until the start of your next turn and be forced 5 feet back. This movement triggers opportunity attacks.
Stun Dust
Alchemical Concoction, Value of 75 Gold per 4 uses.
Effect. A pinch of dust is thrown in the face of a creature within 10 ft. The target must make a Wisdom saving throw or become stunned for a minute, repeating its save at the end of each of its turns.
Sleep Vial
Poison, Value of 100 Gold each.
Effect. A small vial of poison that induces drowsiness and sleep, this vial forces its victim to make a Constiution saving throw. On a failure, the victim falls asleep for 1 minute, or until it takes damage. On a success, the victim's speed drops by 10 and they have disadvantage on dexterity checks and saving throws until the end of their next turn.
This vial can be slipped into a drink or slathered on a weapon as a bonus action.
Fear Vial
Poison, Value of 200 Gold each.
Effect. A small vial of poison that induces hallucinations of the target's greatest fear, this vial forces its victim to make an intelligence saving throw, or become frightened for one minute and begin running in a random direction and using its action only to scream and dash or dodge. At the end of each of its turns, the creature can re-attempt the saving throw.
This vial can be slipped into a drink or slathered onto a weapon, or can be thrown onto the creature or sprayed as a gas (If the option is avaliable) as an action.
If the creature recieves the poison via a weapon or a thrown vial, they have advantage on the saving throw as less of the poison enters their body.
Boosting Powder
Alchemical Compound, Value of 25 Gold per 4 uses.
Effect. A pinch of dust is given to a creature within 5 feet. For the next minute, that creature can roll an additional 1d4 when rolling for an attack roll, ability check or saving throw.