Base Class: Rogue
You are a nimble and skilled sort, yet your focus lies in a field much more unsung than others. An unseen hand out to scout and save others. Rogues of this type are medics, healers, heroes even. Quick on their feet with well practiced knowledge and skilled hands. A perfect set of skills to be one who looks after others.
Glitch Bandaid
Glitch Bandaid
Calm and Gentle
When you choose this archetype at 3rd level, you gain proficiency with the herbalist kit and in medicine.
Additionally, you can tell at a glance how severe external injuries are. When you are out of combat, you can make a medicine check with your healer's kit and accurately ascertain what you would need to treat certain injuries or afflictions such as poison and diseases. After a successful medicine check the conditions mentioned are stabilized.
Field Medic
Starting at 3rd level, you can take special actions when you use a healer's kit. Each of the following actions expends a use of the healer's kit and can be used a number of times equal to your proficiency bonus:
- As an action, you can grant temporary hit points to an ally creature equal to your Rogue level + your Wisdom modifier for 8 hours. (1 charge)
- As an action, you can choose to remove one poison or disease affecting a target. (1 charge)
- As an action, you can stimulate an ally. Causing them to gain advantage on a saving throw of your choice for 1 minute. (3 charges)
You regain all expended uses when you complete a long rest.
Fight on Together
Starting at 9th level, once during your turn when you roll for sneak attack against an enemy and an ally is within 5 feet of you as a reaction you may to heal that ally for half of the sneak attack roll up to a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest.
Additionally, you gain the healer feat if you have 20 Wisdom. You do not gain this feat if you have 20 Wisdom as of the result of an Item.
Angels Never Die
Starting at 13th level, you understand you can not be the first to leave your allies. When you would be brought to 0 hit points, you instead fall to 1 and gain temporary hit points equal to your Rogue level. You can not use this ability again until you complete a long rest.
Additionally you grant advantage on death saving throws to any allies within 5 feet of you.
Hearts Beating
At 17th level, you gain the ability to sense your allies in any given situation. If an ally creature is within 30 feet of you, you know their exact location even through full cover.
Additionally, any time you would receive healing from any source. You can choose one ally you know the location of and have them receive temporary hit points equal to half the healing you recieved up to a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest.
Previous Versions
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12/4/2023 12:56:51 AM
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12/5/2023 11:47:48 PM
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1.1
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Coming Soon
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